TEXT:  
   
  
   
   
  Oldskull Game 
  Expansions: 
  Book II 
  1977 Bestiary 
  Volume 1 
   
  A Basic / Expert / Advanced 
  Compatible Supplement 
  For Classic Fantasy Role-Playing Games 
   
  V1.0 
   
  Created By 
  Kent David Kelly 
   
  With Inspiration From 
  David Lance Arneson and E. Gary Gygax 
  & 
  David Cook, Lord Dunsany, Elizabeth Rungius 
  Fulda, John Eric Holmes, Robert Bruce 
  Horsfall, Rob Kuntz, Theron Kuntz, H. P. 
  Lovecraft, Steve Marsh, Tom Moldvay, Erol 
  Otus, David A. Trampier, James Ward 
   
  Cover Art By 
  Adolf Hiremy Hirschl 
   
  Interior Illustrations By 
  Dave Allsop (Ironhead Arts), John D. Batten, 
  Leon Benett, Jan Christian Bierpfaff, William 
  Blake, Bartek Blaszczec, Joe J. Calkins 
  (Cerberus Art), Harry Clarke, Jean Charles 
  Davillier, Gustave Dore, Albrecht Durer, 
  Ludwig Hans Fischer, Ernest Griset, Rick 
  Hershey (Fat Goblin Games), Franz Huys, 
  Kimagu, Theodor Kittelsen, William 
  McAusland, Matt Morrow (Purple Duck 
  Games), Alphonse de Neuville, Kay Nielsen, 
  Patrick E. Pullen, E. W. Robinson, Sidney 
  Sime, Et Alii 
   
   
  Some Artwork By 
  Joe J. Calkins, 
  Cerberus Illustration, cereberusart.com 
   
  Some Artwork Copyright 
  William McAusland, 
  Used with Permission 
   
  Publisher’s Choice Quality Stock Art 
  © Rick Hershey / Fat Goblin Games 
   
  Wonderland Imprints © 2020 
  Only the Finest Works of Fantasy 
   
  OSR 
  The Old School Renaissance 
  New Innovations, Classic Games 
   
   
   
   
  
   
   
   
   
  
   
   
   
   
  
   
   
  Table of Contents 
   
  Pg. 1 ~ Cover 
   
  Pg. 2 ~ Title 
   
  Pg. 5 ~ Table of Contents 
   
  Pg. 7 ~ Chapter I: Description 
   
  Pg. 8 ~ Chapter II: Oldskull Monster 
  Templates 
   
  Pg. 21 ~ Chapter III: A 
  ❖ Aerial Servant 
  ❖ Aerial Servant, Berserk 
  ❖ Anhkheg, Larval 
  ❖ Anhkheg, Sub-Adult 
  ❖ Anhkheg, Adult 
  ❖ Anhkheg, Large 
  ❖ Anhkheg, Huge 
  ❖ Anhkheg, Monstrous 
  ❖ Ant, Giant, Worker 
  ❖ Ant, Giant, Warrior 
  ❖ Ant, Giant, Queen 
  ❖ Ape, Carnivorous 
  ❖ Ape, Carnivorous, Sub-Adult 
  ❖ Ape, Gorilla 
  ❖ Ape, Gorilla, Sub-Adult 
  ❖ Axe Beak 
  ❖ Axe Beak, Sub-Adult 
   
  Pg. 34 ~ Chapter IV: B 
  ❖ Baboon 
  ❖ Baboon, Large 
  ❖ Badger 
  ❖ Badger, Young 
  ❖ Badger, Giant 
  ❖ Baluchitherium 
  ❖ Baluchitherium, Sub-Adult 
  ❖ Barracuda 
  ❖ Barracuda, Large 
  ❖ Barracuda, Huge 
  ❖ Basilisk, Sub-Adult 
  ❖ Bear, Black, Sub-Adult 
  ❖ Bear, Brown (Grizzly), Large 
  ❖ Bear, Brown (Grizzly), Sub-Adult 
  ❖ Bear, Cave, Sub-Adult 
  ❖ Beaver, Giant 
  ❖ Beaver, Giant, Young 
  ❖ Beetle, Bombardier, Giant 
  ❖ Beetle, Bombardier, Huge 
  ❖ Beetle, Bombardier, Large 
  ❖ Beetle, Boring, Giant 
  ❖ Beetle, Boring, Huge 
  ❖ Beetle, Boring, Large 
  ❖ Beetle, Fire, Huge 
  ❖ Beetle, Fire, Large 
  ❖ Beetle, Rhinoceros, Giant 
  ❖ Beetle, Rhinoceros, Huge 
  ❖ Beetle, Rhinoceros, Large 
  ❖ Beetle, Stag, Giant 
  ❖ Beetle, Stag, Huge 
  ❖ Beetle, Stag, Large 
  ❖ Beetle, Water, Giant 
  ❖ Beetle, Water, Huge 
  ❖ Beetle, Water, Large 
  ❖ Blink Dog, Whelp 
  ❖ Blink Dog, Pup 
  ❖ Boar, Wild, Female (Sow) 
  ❖ Boar, Wild, Sub-Adult 
  ❖ Boar, Wild, Giant 
  ❖ Boar, Wild, Huge 
  ❖ Boar, Wild, Large 
  ❖ Boar, Wild, Warthog 
  ❖ Boar, Wild, Warthog, Sub-Adult 
  ❖ Brownie 
  ❖ Buffalo, Wild 
  ❖ Bugbear, Skirmisher 
  ❖ Bugbear, Female 
  ❖ Bugbear, Young 
  ❖ Bugbear, Leader 
  ❖ Bugbear, Sub-Chief 
  ❖ Bugbear, Chieftain 
  ❖ Bulette, Sub-Adult 
  ❖ Bulette, Adult 
  
   
   
  ❖ Bulette, Large 
  ❖ Bulette, Huge 
   
  Pg. 77 ~ Chapter V: C 
  ❖ Camel, Bactrian 
  ❖ Camel, Bactrian, Sub-Adult 
  ❖ Camel, Dromedary, Sub-Adult 
  ❖ Carcass Crawler, Sub-Adult 
  ❖ Catoblepas 
  ❖ Catoblepas, Sub-Adult 
  ❖ Cattle, Wild, Small 
  ❖ Cattle, Wild, Average-Sized 
  ❖ Cattle, Wild, Large 
  ❖ Cattle, Wild, Huge 
  ❖ Cattle, Wild, Bull 
  ❖ Centaur, Female (Centauride) 
  ❖ Centaur, Sub-Adult 
  ❖ Centipede, Giant, Non-Venomous 
  ❖ Chimera, Sub-Adult 
  ❖ Cockatrice, Sub-Adult 
  ❖ Couatl, Arcane 
  ❖ Couatl, Divine 
  ❖ Couatl, Sacred 
  ❖ Couatl, Sub-Adult 
  ❖ Crab, Huge 
  ❖ Crab, Large 
  ❖ Crayfish, Giant 
  ❖ Crayfish, Huge 
  ❖ Crayfish, Large 
  ❖ Crocodile, Swamp 
  ❖ Crocodile, Swamp, Large 
  ❖ Crocodile, Swamp, Huge 
   
  Pg. 101 ~ Chapter VI: D 
  ❖ Dam Folk 
  ❖ Demon, Balor 
  ❖ Demon, Balor, Greater 
  ❖ Demon, Balor, Elder 
  ❖ Demon, Glabrezu 
  ❖ Demon, Hezrou 
  ❖ Demon, Manes 
  ❖ Demon, Marilith 
  ❖ Demon, Nalfeshnee 
  ❖ Demon, Succubus / Incubus 
  ❖ Demon, Vrock 
  ❖ Demon Lord, Hyaenoghul, Incarnation 
  ❖ Demon Lord, Shoggothlex, Incarnation 
  ❖ Demon Prince, Orcus, Incarnation 
  ❖ The Mortis Fist of Orcus 
  ❖ Demon Prince, the Ulthrogorgon, 
  Incarnation 
   
  Pg. 137 ~ Chapter VII: E 
  ❖ Eidolon, Dream Parasite 
  ❖ Eidolon, Mind Mole 
  ❖ Evil Eye of Yog-Sothoth, Larval 
  ❖ Evil Eye of Yog-Sothoth, Evolving 
  ❖ Evil Eye of Yog-Sothoth, Lesser 
  ❖ Evil Eye of Yog-Sothoth, Greater 
  ❖ Evil Eye of Yog-Sothoth, Gatekeeper 
  ❖ Evil Eye of Yog-Sothoth, Arcane 
  ❖ Evil Eye of Yog-Sothoth, Eldritch 
   
  Pg. 149 ~ Chapter VIII: P 
  ❖ Pudding, Deadly, Black 
  ❖ Pudding, Deadly, Black, Split 
  ❖ Pudding, Deadly, Black, Small 
  ❖ Pudding, Deadly, Black, Severed 
   
  Pg. 153 ~ Chapter IX: S 
  ❖ Slime, Black 
  ❖ Slime, Black, Split 
  ❖ Slime, Black, Small 
  ❖ Slime, Black, Severed 
   
  Pg. 156 ~ About the Author 
   
  Pg. 157 ~ Other Helpful Play Aids in the 
  Castle Oldskull Supplement Series 
   
  Pg. 159 ~ Legal 
   
  Pg. 164 ~ Back Cover 
  
   
   
  Chapter I: 
  Description 
   
  Wonderland Imprints is proud to present the 
  second 
  volume 
  of 
  the 
  Oldskull 
  Game 
  Expansion series, providing exciting and 
  inspirational materials for players and Game 
  Masters who prefer to play the Original (OSR), 
  First Edition (1E), and Second Edition (2E) 
  versions of the world’s greatest role-playing 
  game. If you’re looking for universal and 
  directly compatible old school materials to 
  bridge the original game editions created by 
  Arneson and Gygax (1974-1985), Holmes 
  (1977), Moldvay and Cook (1981), Mentzer 
  (1983-1986), and other luminaries of TSR 
  (1974-1989), you’ve come to the right place. 
  Players of Fifth Edition will also discover much 
  of resourceful interest here, because these 
  historically-informed systems are rules-light 
  and concept-heavy, ready for quick conversion 
  to the ruleset of your choice. 
  This is my first supplement in the requested 
  1977 Bestiary sequence, fulfilling a design goal 
  which I’ve wanted to tackle for decades: a 
  comprehensive page-by-page revision and full 
  expansion of the game’s 1977 monstrous 
  bestiary, the famous hardcover tome wherein 
  E. Gary Gygax first bridged the Basic and 
  Advanced editions long ago. 
  In this book you will find over 130 OGL-
  compliant monsters (beginning with the letter 
  A) for your campaigns and projects, including 
  iconic beasties such as aerial servants, 
  anhkhegs, ants and beetles, bugbear variants, 
  bulettes, demon lords, the horrific Evil Eyes of 
  Yog-Sothoth, and much more. 
  The primary goal of the 1977 Bestiary project is 
  to unify the Basic, Expert, and Advanced games 
  with 
  a 
  universally 
  compatible 
  monster 
  resource. The second goal is to bring classic 
  Gygaxian monsters into your Basic campaigns, 
  with clarified stat templates of many Advanced 
  monsters that never crossed into Basic 
  territory. Thirdly, if you’re well-versed in the 
  Advanced game, you will note that this book 
  addresses 
  hundreds 
  of 
  vagaries 
  and 
  ambiguities in the 1977 bestiary, bringing forth 
  many implied or half-developed subtypes of 
  monsters alluded to in the original tome, such 
  as chieftains, sub-adults and young, large and 
  huge creatures, orders (such as clerical, 
  magical, and sacred couatls), Balor tiers, evil 
  eye hierarchies, and much more. 
  Chronic 
  issues 
  such 
  as 
  ambiguity 
  in 
  proportional treasure assignment, the exact 
  meaning of the term “lair” (and its implications 
  for treasure generation), incidental treasure, 
  inconsistent numbers appearing, humanoid 
  weapon selections, psionics, unstated morale 
  levels, varying XP values for subtypes (such as 
  varying-power anhkhegs of 3 to 8 hit dice), and 
  other nettlesome technicalities have been 
  corrected and clarified in this tome, and these 
  improvements will carry their way throughout 
  the 1977 Bestiary series. All monsters are 
  presented with clean and updated stat blocks 
  (check out the preview), with an easy-to-use 
  quick reference format that is perfect for use at 
  the game table. 
  The 
  improved 
  and 
  profusely 
  illustrated 
  monster stat blocks 
  will also give you 
  immediate details on rarity, monster type 
  (elemental, undead, etc.), average hit points, 
  attack 
  accuracy, 
  average 
  damage, 
  vulnerabilities, clarified special abilities (such 
  as demonic gating), clearer special attack 
  mechanics (for charges, catoblepas gazes, evil 
  eye rays, etc.), average treasure type values, 
  and many other pieces of information that the 
  original books never fully provided, all in a 
  single master resource. Whatever your interest 
  in old school monsters, you will find much to 
  love herein. 
  I hope you enjoy this celebration of the old 
  school TSR tradition. Be sure to watch for 
  future volumes in this series which will detail 
  character classes, races, equipment, domains, 
  spells, treasures, and more. Another fine 
  
   
   
  gaming supplement from Kent David Kelly and 
  Wonderland Imprints, Only the Finest Works of 
  Fantasy. (164 pages, 53,700 words.) 
  Requires Old-School Essentials Core Rules. 
   
   
   
   
   
  Chapter II: 
  Oldskull Monster 
  Templates 
   
  Hail, and well met! This chapter is designed to 
  clarify all of the information that appears in the 
  monster stat templates, from top to bottom. 
  Please refer back to this section if you have any 
  questions about the monster data provided 
  throughout this volume. You will find that this 
  book does not replace the core rules monster 
  selection, it simply expands upon it. For 
  example, you will not find an entry for normal 
  bugbear warriors in this book, because they are 
  detailed in the core rules; however, you will find 
  full information on those bugbear variants 
  (skirmishers, females, young, and leaders) that 
  were briefly touched upon in the 1977 
  hardcover bestiary. 
  This section should be read carefully, because 
  it clarified many issues and ambiguities found 
  in the Basic, Expert and Advanced rule sets, 
  while also bridging the editions together by 
  unifying several different systems (for Armor 
  
   
   
  Class, attack rolls, monster Intelligence, Morale 
  ratings, and Treasure Types). 
   
  Types of Encounters 
  To avoid the eternal “Is it a lair or isn’t it?” 
  confusion that is inherent in the classic rules, 
  this supplement divides all monster encounters 
  clearly into one of three concise classifications: 
  Wandering, Lurking (a new middle-ground 
  distinction), or In Lair. These seemingly trivial 
  circumstances 
  dictate 
  crucially 
  important 
  variables, such as the number of monsters 
  appearing, and the potential treasures that 
  might be guarded within the encounter area. 
  If your generated encounter is purely random, 
  roll 1D6 to determine the classification for the 
  current encounter: [1-2] Wandering, [3-4] 
  Lurking, [5-6] in Lair. If your encounter 
  circumstances are not random, choose the one 
  classification that best applies. 
  Some types of monsters (as listed in their 
  descriptions) cannot be found in lairs, due to 
  their ever-roaming natures or their inability 
  and unwillingness to organize themselves into 
  communities. In that case, a random roll of “in 
  Lair” should be treated as “Lurking” instead. 
  The encounter classifications are differentiated 
  as follows: 
  Wandering Monsters: These are monsters that 
  are moving through an area, region, or room, 
  without ever residing there. They might be 
  temporarily resting (for 24 hours or less), but 
  rarely for much longer than that. Example 
  circumstances for such an encounter include 
  travel, exploration, fleeing, chasing, patrolling, 
  migration, searching, hunting, scavenging, and 
  so forth. Wandering monsters tend to have 
  individual treasure, if that, but little more. 
  Lurking Monsters: These are monsters that 
  have established temporary residence within a 
  single area, region, or room. However, the 
  monsters are not going to live their entire lives 
  in the area, and so they will not be guarding 
  young, non-combatants, significant treasure 
  troves, ancestral grounds, or anything else of 
  considerable 
  importance. 
  Many 
  monsters 
  encountered in dungeon chambers, caves, or 
  ruins have Lurking status. Lurking monsters 
  tend to possess more treasure than wandering 
  ones, but still less treasure than lair-dwelling 
  creatures do. 
   
  Monsters in a Lair: These are monsters that 
  are numerous and permanently established in 
  an area, region, or series of rooms. They will live 
  their lives there, perhaps as other generations 
  have before them. They might have young, 
  leaders, prisoners, and/or guardian beasts 
  present with them as well. 
  The presence of a lair typically indicates that 
  the monsters are situated in 1D4+2 adjacent 
  encounter areas. These areas might be rooms, 
  chambers, caverns, clearings, or something 
  similar. For example, an orc lair featuring 20 
  normal orc warriors might have 4 adjacent 
  encounter areas, with (room #1) 5, (room #2) 4, 
  (room #3) 6, and (room #4) 5 orcs situated in 
  each room. 
  The monsters in a lair – whether intelligent or 
  not – will cooperate and move to support one 
  
   
   
  another, but such actions will typically require 
  1D6+1 rounds of preparation and movement 
  after combat with any intruding adventurers 
  begins. So if the Player Characters invade orc 
  lair room #3, the orcs in separate lair rooms #1, 
  #2, and #4 will likely move to investigate, with 
  separate 1D6+1 rolls to determine the length of 
  time required for them to reach the area where 
  the PCs are attacking. From the players’ 
  perspective, a simple combat with 6 orcs will 
  soon become much more problematic, as 
  separate waves of 5, 4, and then again 5 orcs 
  enter the fray. 
  (This game mechanic will allow those daring 
  adventurers who “bite off more than they can 
  chew” to quickly reevaluate and retreat before 
  they are overrun by the lair’s surprisingly 
  numerous defenders … sometimes.) 
   
   
   
  Any guardian beasts present in the lair will 
  tend to be situated on the outer perimeter of a 
  lair area, while the leaders and/or young will 
  typically be in the most defended interior 
  location. Valuable treasures will always be 
  hidden away in the interior area(s), but minor 
  portions of the total treasure could be found in 
  outlying areas of the lair. GM discretion is 
  necessary to organize these details. 
  Note too that if you are randomly populating a 
  dungeon, and your encounter results indicate 
  the existence of a lair, you might need to make 
  some modifications to the area – for example, 
  sketching in an additional room or three, or a 
  stairway leading down to a tiny sub-level – if 
  you did not expect to accommodate a large 
  number of creatures. If this approach is not 
  feasible given your current map or setting, you 
  should downgrade the rolled lair encounter to 
  a lurking encounter instead (with any requisite 
  reductions to the number of monsters and 
  treasures appearing, as detailed in the stat 
  templates throughout this volume). 
  As you can see, Game Master preparation and 
  adjudication are required when a lair is 
  indicated by the dice. You might want to draw 
  up some quick lair types (a series of three 
  clearings connected by paths, a set of four 
  caves with linking tunnels, a ruin with six 
  chambers, and so forth) in advance if you are 
  going to be randomly generating lairs within a 
  wilderness setting for the players. 
   
   
  Presentation of Monster Information 
  Each monster is given the same clean 
  statistical template for review and reference 
  purposes. Several improvements have been 
  made to the monster statistic entries for clarity 
  and ease of play, as fully described below. 
  
   
   
  Entry Number: Each monster is headed with a 
  separate reference number so that you can 
  make quick notes (“3 monsters, type 16”) in 
  your paperwork or computer if you happen to 
  be generating a rapid sequence of many 
  encounters, or stocking a dungeon. 
   
  Monster Name: The monster name is given in 
  1977-adherent comma format (therefore you 
  will find “Beetle, Giant” as an entry instead of 
  “Giant Beetle”) for reference purposes. 
   
  Monster Rarity and Type: Below the monster 
  name, you will find a general suggested 
  indicator of the monster’s relative commonality 
  (Common / Uncommon / Rare / Very Rare / 
  Extremely Rare / Unique), as well as the 
  monster’s general classification (Elemental, 
  Humanoid, Reptilian, etc.). 
   
  Armor Class (AC): This entry lists the classic 
  (descending) AC first, and then the new school 
  (ascending) AC in brackets. Parenthetically 
  thereafter, you’ll find notes on the factors that 
  typically contribute to a monster’s armor class, 
  such as Dexterity, speed, chitin, thick hide, 
  scales, size, and so forth. 
  The full Armor Class system is as follows: 
   
  Armor Class Ratings 
  Classic 
  (Descending) 
  Armor Class Rating 
  Equivalent 
  (Ascending) 
  Armor Class Rating 
  AC 9 
  AAC [10] 
  AC 8 
  AAC [11] 
  AC 7 
  AAC [12] 
  AC 6 
  AAC [13] 
  AC 5 
  AAC [14] 
  AC 4 
  AAC [15] 
  AC 3 
  AAC [16] 
  AC 2 
  AAC [17] 
  AC 1 
  AAC [18] 
  AC 0 
  AAC [19] 
  AC -1 
  AAC [20] 
  AC -2 
  AAC [21] 
  AC -3 
  AAC [22] 
  AC -4 
  AAC [23] 
  AC -5 
  AAC [24] 
  AC -6 
  AAC [25] 
  AC -7 
  AAC [26] 
  AC -8 
  AAC [27] 
  AC -9 
  AAC [28] 
  AC -10 
  AAC [29] 
   
   
  Hit Dice (HD): The number of HD for random 
  determination of hit points is provided, in some 
  cases with a number of asterisks (*) denoting 
  powerful special abilities. The possible range of 
  hit points is then given, along with the 
  statistical average. Rolling random hit points 
  for a monster is always fine, but you might 
  
   
   
  want to consider these averages for quick play 
  or as a reminder. 
  Many GMs tend to give monsters above-average 
  hit points to ensure that they are “tough”, 
  which actually makes the game harder than it 
  should be for the players. Consider that those 
  monsters that live longer than average will 
  likely end up inflicting more damage and 
  deaths upon the party, even though they are 
  worth no more XP in the Basic / Expert game 
  system. 
  I recommend adding a special ability (*) to those 
  monsters who possess above-average hit 
  points, 
  especially 
  considering 
  that 
  the 
  Advanced rules give do specifically grant extra 
  XP rewards for defeating these tougher foes. 
   
  Move (MV): The movement rate entry gives the 
  monster’s normal movement rate per turn first, 
  and the combat / encounter movement rate per 
  round in parentheses. The mode of movement 
  (ground, burrowing, climbing (typically scaling 
  trees but not walls), flying, swimming, etc.) is 
  specified as well. Note that monsters have 
  differing movement rates based on the mode of 
  movement, in many cases. 
   
   
   
  Attacks (#AT): This entry lists the number of 
  attacks the monster makes per round, as well 
  as the attack type (claw, bite, etc.). You should 
  also consider that many monsters have special 
  abilities. Some special abilities take the place of 
  a normal attack; for example, a dragon’s breath 
  weapon takes the place of a bite. Other special 
  abilities can be used simultaneously along with 
  normal attacks. As a general guideline, you 
  should dictate that special abilities cannot be 
  used simultaneously with normal attack forms, 
  unless otherwise specified in the monster’s 
  description. 
   
  THAC0: This is the To Hit Armor Class Zero 
  rating of the monster (with a listed to hit bonus 
  for the other combat system – as featured in the 
  core rules – presented in brackets). The THAC0 
  rating is a concise definition of attack accuracy 
  as described in the normal rules. The lower the 
  THAC0, the deadlier the monster is. 
  You’ll also find a new ACC5 (Accuracy vs. 
  Armor Class 5) rating, which is provided to 
  show you – approximately – how frequently a 
  monster is going to successfully strike an 
  average low- or mid-level character. 
  Here is the attack accuracy system in table 
  format, for purposes of system comparison: 
   
  Attack Accuracy Ratings 
  THAC0 Rating 
  [Roll Modifier] 
  Accuracy vs. AC 5 
  (Chance to Hit) 
  THAC0 20 [-1] 
  ACC5 15+ (30%) 
  THAC0 19 [0] 
  ACC5 14+ (35%) 
  THAC0 18 [+1] 
  ACC5 13+ (40%) 
  THAC0 17 [+2] 
  ACC5 12+ (45%) 
  THAC0 16 [+3] 
  ACC5 11+ (50%) 
  THAC0 15 [+4] 
  ACC5 10+ (55%) 
  THAC0 14 [+5] 
  ACC5 9+ (60%) 
  THAC0 13 [+6] 
  ACC5 8+ (65%) 
  THAC0 12 [+7] 
  ACC5 7+ (70%) 
  
   
   
  THAC0 11 [+8] 
  ACC5 6+ (75%) 
  THAC0 10 [+9] 
  ACC5 5+ (80%) 
  THAC0 9 [+10] 
  ACC5 4+ (85%) 
  THAC0 8 [+11] 
  ACC5 3+ (90%) 
  THAC0 7 [+12] 
  ACC5 2+ (95%) 
  THAC0 6 [+13] 
  ACC5 2+ (95%) 
  THAC0 5 [+14] 
  ACC5 2+ (95%) 
  THAC0 4 [+15] 
  ACC5 2+ (95%) 
  THAC0 3 [+16] 
  ACC5 2+ (95%) 
  THAC0 2 [+17] 
  ACC5 2+ (95%) 
   
  Damage (D or Dmg): This entry lists the 
  variable amount of damage for each of the 
  monster’s attacks in sequence, and the die or 
  dice type to be rolled, along with the average 
  amount of damage (rounded up) inflicted by a 
  successful hit. 
   
  Number Appearing (NA): This is a major 
  sticking point in most game supplements, 
  because the required data is lengthy and 
  difficult to calculate. I have nevertheless 
  provided full recommended figures here due to 
  the value of such for Game Masters who are 
  attempting 
  to 
  plan 
  out 
  fair-yet-lethal 
  encounters for the adventurers to face. 
  Remember that there are three potential tiers 
  of encounter to consider, Wandering, Lurking, 
  or in Lair. Generally speaking, more monsters 
  are encountered in lairs. The recommended 
  number appearing for each monster is listed by 
  level. 
   
  Understanding the “Level” Indicator for the 
  Listed Number of Monsters Appearing: In the 
  wilderness, or on the first level of a dungeon 
  environment, the number appearing level is 
  equivalent to the average experience level of the 
  adventuring Player Characters (PCs), rounded 
  up. Therefore, if you have a play group that 
  currently has 4 PCs of levels 3, 4, 3, and 5, their 
  average level is (3+4+3+5 = 15, divided by 4 = 
  3.75, rounded up, equals) 4. You will then want 
  to use the Number Appearing dice rolls that are 
  listed for a monster type under the heading 
  “Level 4”. So if the notation reads “Level 4, 
  1D4+1”, you would roll 1D4+1 to determine the 
  number of monsters encountered by this 
  group. 
  While 
  generating 
  encounters 
  for 
  the 
  wilderness, keep in mind that the number of 
  monsters encountered does not necessarily 
  equate to the total number of monsters in the 
  area. Therefore, if a level 1 party encounters a 
  guard post stationed by 6 kobolds, and the 
  party vanquishes them all, you might want to 
  drop a vague warning about the lair of 60+ 
  kobolds that still exists somewhere nearby! 
  When you are generating encounters for the 
  deeper dungeon environments below dungeon 
  level 1, the encounters become more dangerous 
  the deeper you go. Therefore, for this PC level 4 
  example play group, the surface ruins and 
  dungeon level 1 would both feature level 4 
  encounters; dungeon level 2 would feature level 
  5 encounters; dungeon level 3 would feature 
  level 6 encounters; and so forth. So if the 
  
   
   
  Number Appearing notation reads “Level 4, 
  1D4+1; Level 5, 1D6+1; Level 6, 2D4” you 
  would then roll 1D4+1 for an encounter on 
  dungeon level 3, or 1D6+1 for an encounter on 
  dungeon level 4, or 2D4 for an encounter on 
  dungeon level 5. 
  That may seem confusing at first, but the 
  system becomes very natural and intuitive once 
  you are accustomed to the gradients. The 
  following table should help to illustrate the 
  situation: 
   
  Encounter Difficulty 
  for a Level 4 Party 
  Area 
  Circumstance 
  Level of Monsters 
  Appearing 
  Wilderness 
  Monster Level 4 
  Surface Ruins 
  Monster Level 4 
  Dungeon Level 1 (1 
  level below the 
  surface) 
  Monster Level 4 
  Dungeon Level 2 (2 
  levels below the 
  surface) 
  Monster Level 5 
  Dungeon Level 3 (3 
  levels below the 
  surface) 
  Monster Level 6 
  Dungeon Level 4 (4 
  levels below the 
  surface) 
  Monster Level 7 
  (etc.) 
  (etc.) 
   
   
   
  Continuing the example, if we’re looking at a 
  specific 
  monster type 
  with the 
  Number 
  Appearing notations “Level 4, 1D4+1; Level 5, 
  1D6+1; Level 6, 2D4; Level 7, 3D4” we would 
  then use the following dice to roll the number 
  of monsters appearing in various locations: 
   
  Number of Monsters Appearing 
  for a Level 4 Party 
  Area 
  Circumstance 
  Number of Monsters 
  Appearing 
  Wilderness 
  Monster Level 4 = 
  1D4+1 Appearing 
  Surface Ruins 
  Monster Level 4 = 
  1D4+1 Appearing 
  Dungeon Level 1 (1 
  level below the 
  surface) 
  Monster Level 4 = 
  1D4+1 Appearing 
  Dungeon Level 2 (2 
  levels below the 
  surface) 
  Monster Level 5 = 
  1D6+1 Appearing 
  Dungeon Level 3 (3 
  levels below the 
  surface) 
  Monster Level 6 = 
  2D4 Appearing 
  Dungeon Level 4 (4 
  levels below the 
  surface) 
  Monster Level 7 = 
  3D4 Appearing 
  (etc.) 
  (etc.) 
   
  The Game Master can modify these values as 
  needed in specific circumstances. For example, 
  following from the “dungeons deep” paradigm 
  set out above, you might want to add new 
  categories for the outside world such as 
  Dangerous Wilderness (Monster Level 5), 
  Deadly Wilderness (Monster Level 6), and 
  perhaps even Forbidden Wilderness (Monster 
  Level 7), while warning the players that their 
  PCs have heard rumors of deadlier monsters 
  who are said to lair in various regions … beyond 
  
   
   
  the mountains, toward the desert, and so on 
  and so forth. 
  Most of the time, this tiered number appearing 
  system will serve you well, providing a balance 
  between fairness and required player skill 
  (where the players need to have their PCs ready 
  to flee from deadly encounters, instead of 
  believing “The GM won’t kill us, no matter how 
  stupid we decide to be.”) My guidelines in this 
  matter are informed by many years of play, but 
  I cannot predict the skill level of your players, 
  the number of players, their use of NPCs, the 
  power of their magic items, or other factors 
  which will directly affect the overall difficulty 
  level of your personal campaign. 
   
  Other Considerations for the Listed Number 
  of Monsters Appearing: If (No Encounter) is 
  indicated, this means that the creature in 
  question is not directly encountered. This is a 
  “safety valve,” designed so that the random 
  generation system will not cause you to create 
  an instantly fatal encounter that will wipe out 
  the adventurers due to sheer monster lethality. 
  At the Game Master’s careful discretion, when 
  “No Encounter” is indicated the adventurers 
  might find either a dead monster body, or 
  alternately something like tracks, spoor, slime, 
  the bodies of victims, or similar signs of 
  monstrous activity that will – if appropriate to 
  the setting – lead toward the nearby lair of 1 
  monster of the appropriate type. 
  In such a case, the encounter with 1 monster 
  will only take place if either (a) the adventurers 
  rest, camp, or linger in the area, basically 
  inviting 
  the 
  monster 
  to 
  investigate 
  the 
  territorial intrusion; or, (b) the adventurers 
  deliberately follow the tracks, blood, or similar 
  signs into the monster’s home. (If the GM 
  decides that the monster is still too powerful to 
  be encountered, the lair which the tracks lead 
  too will simply be abandoned, although the 
  corpses and bones of victims might well remain 
  there.) 
   
   
  The 
  Maximum 
  Number 
  of 
  Monsters 
  Appearing: You will also find a Maximum 
  Random Number Appearing entry in each 
  monster’s stat template, which means that the 
  number of monsters encountered cannot 
  exceed the listed value, unless the GM 
  deliberately dictates otherwise. So even if the 
  stat template directs you to roll 5D6 to 
  determine the number of monsters appearing, 
  if the Maximum Number is stated as 20, then 
  only 20 of those monsters will be encountered 
  in one area, even if you rolled a 21 or higher. 
  These maximums by the way are primarily 
  based upon Gygaxian tiers as stated in the 
  1977 hardcover bestiary. 
  Keep in mind that although deadly encounters 
  should exist in many places, there needs to be 
  a degree of balance. The game is a game first, 
  and a reality simulator (haha!) as a distant 
  second, so these numeric figures should be 
  respected in most instances … unless there’s a 
  good reason for you to want to frighten or wipe 
  out the PCs. 
  For those Game Masters who find the 
  maximum values artificial, you can vary the 
  maximum number by +/- 1 or a similar factor 
  to provide a little more naturalism. So (for 
  example) 
  a 
  Maximum 
  Random 
  Number 
  Appearing rating of 4 could be read instead as 
  3+1D2, thereby generating values of between 3 
  and 5 instead of 4 as a fixed artificial number. 
   
  Save As (SA or Save): This entry lists the 
  saving throw class, level, and number values 
  (D20) for the monster, as explained in the core 
  rules. Following from the Advanced system, 
  monsters that are non-intelligent (INT 0) save 
  at half their level, rounded up, in most 
  instances. You will see that I have also 
  
   
   
  indicated the Intelligence scores of monsters 
  here, since this piece of information can be 
  useful for those times when you are deciding 
  how the monsters will react during an 
  encounter. Monsters will fight to the full 
  capacity of their Intelligence at all times, even 
  if that means death or dismemberment for the 
  adventurers! 
  For 
  those 
  who 
  are 
  curious 
  about 
  the 
  conversions between Advanced and Basic 
  system rules, here are the monster Intelligence 
  conversion comparisons which I have used in 
  these volumes, following from the Gygaxian 
  paradigm: 
   
  Intelligence of Monsters 
  Advanced Rating 
  Basic Rating 
  Not Ratable (Alien) 
  0 
  Non-Intelligent 
  0 
  Animal Instinct 
  1 
  Animal to Semi-Intelligent 
  1 or 2 
  Semi-Intelligent (Low) 
  2 
  Semi-Intelligent 
  2 to 4 
  Low Intelligence 
  5 to 7 
  Low (Upper) 
  7 
  Low to Average (Low) 
  7 or 8 
  Average (Low) 
  8 
  Low to Average 
  8 or 9 
  Average Intelligence 
  8 to 10 
  Average to Very Intelligent 
  10 or 11 
  Average to High Intelligence 
  11 or 12 
  Very Intelligent 
  11 or 12 
  Average to Exceptional 
  Intelligence 
  11 to 13 
  High Intelligence 
  13 or 14 
  High and Up 
  13 to 15 
  Exceptional Intelligence 
  15 or 16 
  Genius 
  17 or 18 
  Genius to Supra-Genius 
  18 or 19 
  Supra-Genius 
  19 or 20 
  Godlike Intelligence 
  21 to 25 
   
  Per the Advanced rules system, monsters are 
  usually 
  considered 
  Fighters, 
  with 
  two 
  exceptions: [1] Those who belong solely to 
  another class type use the saving throws of the 
  appropriate class, and [2] Those who exhibit 
  significant multiple class abilities (such as 
  melee fighting and spell casting) use the most 
  favorable saving throw category from each 
  class. These technicalities have all been spelled 
  out through the monster templates in this 
  book. 
   
  Morale, or Morale Level (ML): This number 
  indicates the likelihood that the monsters will 
  continue 
  to 
  fight 
  or 
  resist 
  in 
  adverse 
  circumstances, as explained in the core rules. 
  For interpretive purposes I have provided the 
  following descriptive scale to the otherwise 
  abstract morale figures: 
   
  Descriptive Morale Scale 
  Morale Level 
  Descriptor 
  4 
  Panicked 
  5 
  Fearful 
  6 
  Faltering 
  7 
  Normal 
  8 
  Resolute 
  9 
  Defiant 
  10 
  Undaunted 
  11 
  Fanatical 
  12 
  Fearless 
  
   
   
   
  Treasure Type (TT): This system details the 
  amount of treasure found in each encounter. 
  Unlike the ambiguous original 1977 rules, this 
  supplement takes pains to elaborate exactly 
  how much treasure should be found in each 
  situation, based on encounter circumstances 
  and the exact number of monsters appearing. 
  The results are still random in accordance with 
  the spirit of the game, but the treasure ratio 
  results are now generated within a fixed and 
  given range that is appropriate to the monster 
  type and relative monster lethality. 
  Each appropriate monster treasure entry will 
  list one or more of the following types of 
  treasure, at each encounter tier (Wandering, 
  Lurking, or in Lair): 
  None: This entry means that the monster type 
  is never found with treasure, unless the GM 
  specifically dictates otherwise due to a special 
  circumstance. 
  Individual: This type of treasure is found 
  carried by each individual monster. For 
  example, treasure type R is 2D6 electrum 
  pieces. If there were 32 monsters, each would 
  be carrying 2D6 electrum pieces. For quick 
  generation, the GM might even decide they all 
  carry the same amount (share and share alike), 
  so the total treasure in this instance would be 
  2D6 x 32 ep. 
  Incidental: Incidental treasures occur when a 
  predatory creature could potentially have the 
  remains of treasure-possessing victims nearby. 
  A scattering of coins, gems, or minor objects 
  might be found amidst the bones or corpses, 
  but these treasures have no value to the 
  monsters and as a result are not fervently 
  guarded. 
  Special Treasure: Some monsters have a 
  notation of a very specific treasure. For 
  example, an aerial servant is either carrying 1 
  magic item, or it has nothing. These unique 
  situations have their full rules provided in the 
  monster’s treasure description. 
  One or More Treasure Types: A letter code (A, 
  B, etc.) indicates a treasure type, as detailed in 
  the original core rules. In this supplement you 
  will also find a multiplier associated with the 
  treasure type, for example 10%, 25%, 50%, 
  75%, 100%, 200%, or 300%. 
  Applying Treasure Type Multipliers: When a 
  non-100% multiplier is listed, the chance for 
  each variety of treasure to be present remains 
  unchanged, but the amount of that treasure 
  will fluctuate in accordance with the power of 
  the guarding monsters. 
  For example, unmodified (100%) treasure type 
  “I” has the following varieties of treasure 
  associated with it: [1] a 30% chance of 1D8 x 
  1,000 platinum pieces, [2] a 50% chance of 2D6 
  gems, [3] a 50% chance of 2D6 pieces of 
  jewelry, and [4] a 15% chance of 1 magic item. 
  If the listed treasure type was I with a 200% 
  modifier (meaning the potential treasure is 
  doubled), then the values would be as follows: 
  [1] a 30% chance of 2D8 x 1,000 platinum 
  pieces, [2] a 50% chance of 4D6 gems, [3] a 50% 
  chance of 4D6 pieces of jewelry, and [4] a 15% 
  chance of 2 magic items. Note that the 
  percentage chances do not change, but the 
  
   
   
  amounts of coins of items discovered do 
  change. 
  Similarly, if treasure type I had a listed 50% 
  modifier (meaning the potential treasure is 
  halved), then the values would be: [1] a 30% 
  chance of 1D8 x 500 platinum pieces, [2] a 50% 
  chance of 1D6 gems, and [3] a 50% chance of 
  1D6 pieces of jewelry. And since the 1 magic 
  item can’t be divided in half, there would 
  instead be an 8% chance of 1 magic item (which 
  is half of the listed 15% chance, rounded up). 
  Integral Treasure: Note also that in addition to 
  treasure, some monsters have valuable pelts, 
  eggs, young, or similar aspects in addition to 
  any listed treasure type. These circumstances 
  are described in the monster’s notes and 
  special abilities section. 
   
  For those Game Masters who are interested in 
  the conversions used between Basic and 
  Advanced systems, these are the Advanced 
  treasure type values that I converted to Basic, 
  with some occasional exceptions on a per-
  monster consideration basis: 
  Approximate Treasure Type 
  Conversion 
  Advanced Treasure Type (ATT) 
  and Average Non-Magical Value 
  (gp) 
  Basic 
  TT 
   ATT A (Major Diverse Trove), 
  Average Non-Magical Value 
  39,000 gp 
  BTT A 
   ATT B (Minor Diverse Trove), 
  Average Non-Magical Value 3,200 
  gp 
  BTT B 
   ATT C (Minor Small Trove), 
  Average Non-Magical Value 1,900 
  gp 
  BTT C 
   ATT D (Major Small Trove), 
  Average Non-Magical Value 5,900 
  gp 
  BTT D 
   ATT E (Minor Hoard), Average 
  Non-Magical Value 3,600 gp 
  BTT E 
   ATT F (Major Hoard), Average 
  Non-Magical Value 6,800 gp 
  BTT F 
   ATT G (Hoard of Fine Treasures), 
  Average Non-Magical Value 
  21,400 gp 
  BTT G 
   ATT H (Dragon’s Hoard), Average 
  Non-Magical Value 82,500 gp 
  BTT H 
   ATT I (Trove of Fine Treasures), 
  Average Non-Magical Value 
  15,400 gp 
  BTT I 
   ATT J (Individual Copper) 
  Average Non-Magical Value <1 gp 
  BTT P 
   ATT K (Individual Silver), 
  Average Non-Magical Value <1 gp 
  BTT Q 
   ATT L (Individual Electrum), 
  Average Non-Magical Value 4 gp 
  BTT R 
   ATT M (Individual Gold), Average 
  Non-Magical Value 5 gp 
  BTT S 
  
   
   
   ATT N (Individual Platinum), 
  Average Non-Magical Value 18 gp 
  BTT T 
   ATT O (Copper and Silver Stash), 
  Average Non-Magical Value 23 gp 
  BTT J 
   ATT P (Silver and Electrum 
  Stash), Average Non-Magical 
  Value 240 gp 
  BTT K 
   ATT Q (Gemstone Cache), 
  Average Non-Magical Value 500 
  gp 
  BTT L 
   ATT R (Major Hoard of Fine 
  Treasures), Average Non-Magical 
  Value 24,900 gp 
  BTT M 
   ATT S (Potion Cache), Average 
  Non-Magical Value 0 gp 
  BTT N 
   ATT T (Scroll Cache), Average 
  Non-Magical Value 0 gp 
  BTT O 
   ATT U (Immaculate Hoard), 
  Average Non-Magical Value 
  65,100 gp 
  Custom 
   ATT V (Ancient Magical Hoard), 
  Average Non-Magical Value 0 gp 
  Custom 
   ATT W (Piratical Hoard), Average 
  Non-Magical Value 60,900 gp 
  Custom 
   ATT X (Magical Cache), Average 
  Non-Magical Value 0 gp 
  Custom 
   ATT Y (Gold Trove), Average Non-
  Magical Value 4,900 gp 
  Custom 
   ATT Z (Ancient Treasure Trove), 
  Average Non-Magical Value 
  39,900 gp 
  Custom 
  (Minor Incidental or Personal 
  Treasure) 
  BTT U 
  (Normal Incidental or Personal 
  Treasure) 
  BTT V 
   
  Alignment (AL): For simplicity’s sake, these 
  factors are restricted to the traditional triad of 
  Chaotic (malevolent), Lawful (benign), and 
  Neutral (unpredictable). 
  Note that the Neutral alignment (in the form of 
  self-interest and self-preservation) applies to all 
  unintelligent creatures, and also includes the 
  more 
  philosophical 
  Neutral 
  alignment 
  (involving the cosmic balance between Law and 
  Chaos) that summarizes the beliefs of many 
  intelligent creatures. For game purposes, both 
  of these interpretations of Neutrality are 
  functionally the same. 
   
  XP Value (XP or XPV): This value represents 
  the 
  number 
  of 
  experience 
  points 
  the 
  adventurers should earn for vanquishing – not 
  necessarily killing – 1 of the appropriate 
  monster type. The full XP award is divided 
  among the adventurers present, as explained in 
  the core rules. 
  Game Masters who have run games extensively 
  under both the Basic and Advanced rule sets 
  might well note that monsters are commonly 
  worth less XP in the Basic system, and more XP 
  in the Advanced system. As a happy medium, I 
  have been a bit generous with the inclusion of 
  special ability asterisks (*) that increase the 
  monsters’ XP values. The existing Basic rules 
  are particularly stingy in this regard, so I feel 
  quite justified in doing so! 
   
  Special Notes and Abilities: These bulleted 
  entries at the end of each monster’s stat block 
  provide a succinct summary of the monster’s 
  nature, special attacks, vulnerabilities, and so 
  forth. These entries are each unique but due to 
  their titling they should be relatively self-
  explanatory. 
  I have specified all special abilities, including 
  some that are addressed in the Advanced rules 
  but not in the Basic system (for example, 
  granting a special ability for monsters which 
  can inflict heavy damage that is otherwise 
  disproportionate to their relative threat level). 
  These details have been made specific and are 
  
   
   
  noted so that those GMs who disagree with any 
  special award can selectively remove some of 
  my asterisked values. Or, if you disagree in the 
  other direction you can award an additional 
  asterisk bonus to particularly dangerous 
  monsters, as you see fit. 
  At times, the circumstances of an encounter 
  might dictate a higher XP award as well. I 
  earlier noted my opinion that monsters with 
  above-average hit points should grant higher 
  awards. Similarly, monsters that are difficult to 
  fight due to their unique environment (being in 
  total darkness, or pelting the adventurers with 
  rocks from 50’ above, or encountered at the 
  bottom of a pit where PCs will fall and be 
  ambushed, etc.) can be granted an additional 
  special ability asterisk as well. 
   
  * * * 
   
  And now on to the menagerie, kindly watch that 
  thirteenth step … sometimes the pyre gremlins 
  still manage to get past the sigil of abjuration 
  upon the crack there, somewise … 
   
   
  
   
   
  Chapter III: 
  A 
  Aerial Servant – Anhkheg – Ant, Giant – Ape – 
  Axe Beak 
   
   
   
  Aerial Servant 
  (New monster) 
   
  [1] 
  AERIAL SERVANT 
  (Very Rare Elemental) 
  The aerial servants are powerful arcane 
  creatures akin to air elementals and 
  invisible stalkers, summoned by mighty 
  clerics who compel them to perform 
  deadly tasks. 
  Armor Class: 3 [16] (invisibility, speed, DEX 
  18) 
  Hit Dice: 16D8*** (16 to 128 hit points, 
  average 72) 
  Move: 240’ (80’) Ground / 240’ (80’) Flying 
  Attacks: 1 Crushing Blow 
  THAC0: 8 [+11] 
  ACC5: 3+ (90%) vs. chain mail 
  Damage: 8D4 (average 20) 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 8, 0 (No Encounter); Level 9+, 1. 
  No Lair. 
  Maximum Random Number Appearing 1. 
  Save As: Fighter 16 (INT 4) (SV D2 W3 P4 
  B3 S6 (16)) 
  Morale: 11 (Fanatical) 
  Treasure Type: 1 Magic Item, Any (50% 
  chance) 
  Alignment: Neutral 
  XP Value: 4,200 
  Invisible: Cannot be seen unless by magic 
  or special circumstance. Remains invisible 
  when attacking. 
  Deathly Swiftness: Surprises on a 1-4 on 
  1D6. 
  Hunting and Seeking: If not carrying a 
  magic item, the aerial servant is seeking a 
  specific treasure or quarry. If carrying a 
  magic item, the aerial servant will be 
  encountered while on its way, returning to 
  its master. The servant will only attack 
  those who resist or get in its way. 
  Unbreakable Grasp: Will only attempt to 
  seize a person if commanded by the 
  summoning cleric to do so. On a successful 
  hit, the victim is held fast if STR is less than 
  18, and the grasp cannot be broken unless 
  the aerial servant is commanded by its 
  summoner to desist, or it is paralyzed, or 
  banished, or slain. A victim of STR 18 can 
  escape the grasp 50% of the time, checked 
  each round. 
  Mighty Strength: Can carry 10,000 coins 
  (1,000 lbs.) worth of burden. 
  Berserk Fury: If thwarted in seizing its 
  treasure or quarry, the aerial servant will 
  become berserk (below) and will seek to slay 
  its summoner. 
  
   
   
   
   
  [2] 
  AERIAL SERVANT, BERSERK 
  (Very Rare Elemental) 
  An aerial servant who has been 
  thwarted in its commanded task, 
  thereby being driven into berserk 
  madness, ravening to slay any foolish 
  mortals who dare to cross its path. 
  Armor Class: 3 [16] (invisibility, speed, DEX 
  18) 
  Hit Dice: 16D8*** (16 to 128 hit points, 
  average 72) 
  Move: 240’ (80’) Ground / 240’ (80’) Flying 
  Attacks: 1 Crushing Blow 
  THAC0: 8 [+11] 
  ACC5: 3+ (90%) vs. chain mail 
  Damage: 8D4 (average 20) 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 9, 0 (No Encounter); Level 10+, 1. 
  No Lair. 
  Maximum Random Number Appearing 1. 
  Save As: Fighter 16 (INT 4) (SV D2 W3 P4 
  B3 S6 (16)) 
  Morale: 12 (Fearless) 
  Treasure Type: None 
  Alignment: Chaotic (Insane) 
  XP Value: 4,200 
  Invisible: Cannot be seen unless by magic 
  or special circumstance. Remains invisible 
  when attacking. 
  Deathly Swiftness: Surprises on a 1-4 on 
  1D6. 
  Seething Rage: The aerial servant while be 
  encountered while seeking its summoner, 
  but it will viciously attack anyone who 
  attempts to halt or slow its passage. 
   
   
   
   
   
  
   
   
  Anhkheg 
  (New monster) 
   
  [3] 
  ANHKHEG, LARVAL 
  (Rare Insectoid) 
  A burrowing creature, recently hatched, 
  which looks like a 10’-long giant mantis 
  with eight or ten sets of scuttling legs. 
  Armor Class: 5 [14] (soft chitinous 
  exoskeleton) 
  Hit Dice: 3D8* (3 to 24 hit points, average 
  14) 
  Move: 60’ (20’) Ground / 30’ (10’) Burrowing 
  Attacks: 1 Bite or 1 Acid Spittle 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 2D4 + 1D3 (average 8) or 2D6 
  (average 7) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1, 1; Level 2, 1D2; Level 3, 
  1D3; Level 4, 1D4+1; Level 5, 1D4+2; Level 
  6+, 1D4+3. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 1 (INT 0) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 7 (Normal) 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental); in Lair, C. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1 or 2, C x 10%; 3 or 4, C x 
  25%; 5 or 6, C x 50%. 
  Alignment: Neutral 
  XP Value: 50 
  Burrowing: Can burrow through soil 
  (including caves, but not including dungeon 
  floors) while seeking food or creating 
  burrow-warrens. 
  Lying in Wait: If the anhkheg is under the 
  soil, it can lunge out on its first attack, 
  surprising on a 1-3 on 1D6. 
  Acidic Bite: When the larval anhkheg bites, 
  it inflicts 2D4 crushing damage in addition 
  to 1D3 acid damage. The acid damage can 
  be negated with a successful saving throw 
  vs. death. 
  Acid Spittle: If reduced to 10 hit points or 
  less, the anhkheg can spit acid once every 
  24 hours. The spittle has a range of 10’ S / 
  20’ M / 30’ L. On a successful hit, a larval 
  anhkheg’s spittle inflicts 2D6 damage (save 
  vs. death for half). 
   
   
  [4] 
  ANHKHEG, SUB-ADULT 
  (Rare Insectoid) 
  A sub-adult anhkheg is 12’ long, with a 
  harder and darker carapace. 
  Armor Class: 4 [15] (chitinous exoskeleton) 
  Hit Dice: 4D8* (4 to 32 hit points, average 
  18) 
  Move: 50’ (15’) Ground / 40’ (10’) Burrowing 
  Attacks: 1 Bite or 1 Acid Spittle 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: 2D6 + 1D4 (average 10) or 3D6 
  (average 11) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1, 0 (No Encounter); Level 2, 
  
   
   
  1; Level 3, 1D2; Level 4, 1D3; Level 5, 
  1D4+1; Level 6, 1D4+2; Level 7+, 1D4+3. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 2 (INT 0) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 8 (Resolute) 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental); in Lair, C. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, C x 10%; 2 or 3, C x 25%; 4 
  or 5, C x 50%; 6, C x 75%. 
  Alignment: Neutral 
  XP Value: 125 
  Burrowing: Can burrow through soil 
  (including caves, but not including dungeon 
  floors) while seeking food or creating 
  warrens. 
  Lying in Wait: If the anhkheg is under the 
  soil, it can lunge out on its first attack, 
  surprising on a 1-3 on 1D6. 
  Acidic Bite: When the sub-adult anhkheg 
  bites, it inflicts 2D6 crushing damage in 
  addition to 1D4 acid damage. The acid 
  damage can be negated with a successful 
  saving throw vs. death. 
  Acid Spittle: If reduced to 14 hit points or 
  less, the anhkheg can spit acid once every 
  24 hours. The spittle has a range of 10’ S / 
  20’ M / 30’ L. On a successful hit, a sub-
  adult anhkheg’s spittle inflicts 3D6 damage 
  (save vs. death for half). 
   
   
  [5] 
  ANHKHEG, ADULT 
  (Rare Insectoid) 
  An adult anhkheg is 14’ long, being 
  more aggressive and capable of 
  inflicting terrible wounds. 
  Armor Class: 3 [16] (hard chitinous 
  exoskeleton) 
  Hit Dice: 5D8* (5 to 40 hit points, average 
  23) 
  Move: 120’ (40’) Ground / 60’ (20’) 
  Burrowing 
  Attacks: 1 Bite or 1 Acid Spittle 
  THAC0: 15 [+4] 
  ACC5: 10+ (55%) vs. chain mail 
  Damage: 2D8 + 1D4 (average 12) or 4D6 
  (average 14) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 or 2, 0 (No Encounter); 
  Level 3, 1; Level 4, 1D2; Level 5, 1D3; Level 
  6, 1D4; Level 7, 1D4+1; Level 8, 1D4+2; 
  Level 9, 1D4+3. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 2 (INT 0) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 8 (Resolute) 
  Treasure Type: Wandering, None; Lurking, 
  V (Incidental); in Lair, C. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1 or 2, C x 25%; 3 or 4, C x 
  50%; 5, C x 75%; 6, C x 100%. 
  Alignment: Neutral 
  XP Value: 300 
  Burrowing: Can burrow through soil 
  (including caves, but not including dungeon 
  floors) while seeking food or creating 
  warrens. 
  
   
   
  Lying in Wait: If the anhkheg is under the 
  soil, it can lunge out on its first attack, 
  surprising on a 1-3 on 1D6. 
  Acidic Bite: When the adult anhkheg bites, 
  it inflicts 2D8 crushing damage in addition 
  to 1D4 acid damage. The acid damage can 
  be negated with a successful saving throw 
  vs. death. 
  Acid Spittle: If reduced to 18 hit points or 
  less, the anhkheg can spit acid once every 
  24 hours. The spittle has a range of 10’ S / 
  20’ M / 30’ L. On a successful hit, an adult 
  anhkheg’s spittle inflicts 4D6 damage (save 
  vs. death for half). 
   
   
   
  [6] 
  ANHKHEG, LARGE 
  (Rare Insectoid) 
  A large adult anhkheg is 16’ long, with 
  a voracious appetite, and favoring small 
  strike targets such as hapless halflings 
  or gnomes. 
  Armor Class: 3 [16] (hard chitinous 
  exoskeleton) 
  Hit Dice: 6D8** (6 to 48 hit points, average 
  27) 
  Move: 120’ (40’) Ground / 60’ (20’) 
  Burrowing 
  Attacks: 1 Bite or 1 Acid Spittle 
  THAC0: 14 [+5] 
  ACC5: 9+ (60%) vs. chain mail 
  Damage: 3D6 + 1D4 (average 13) or 5D6 
  (average 18) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 3, 0 (No Encounter); 
  Level 4, 1; Level 5, 1D2; Level 6, 1D3; Level 
  7, 1D4; Level 8, 1D4+1; Level 9, 1D4+2; 
  Level 10+, 1D4+3. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 3 (INT 0) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 9 (Defiant) 
  Treasure Type: Wandering, None; Lurking, 
  V (Incidental); in Lair, C. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1 or 2, C x 25%; 3 or 4, C x 
  50%; 5, C x 75%; 6, C x 100%. 
  Alignment: Neutral 
  XP Value: 725 
  Burrowing: Can burrow through soil 
  (including caves, but not including dungeon 
  floors) while seeking food or creating 
  warrens. 
  Lying in Wait: If the anhkheg is under the 
  soil, it can lunge out on its first attack, 
  surprising on a 1-3 on 1D6. 
  Acidic Bite: When the large anhkheg bites, 
  it inflicts 3D6 crushing damage in addition 
  to 1D4 acid damage. The acid damage can 
  be negated with a successful saving throw 
  vs. death. 
  Acid Spittle: If reduced to 22 hit points or 
  less, the anhkheg can spit acid once every 
  24 hours. The spittle has a range of 10’ S / 
  20’ M / 30’ L. On a successful hit, an adult 
  anhkheg’s spittle inflicts 5D6 damage (save 
  vs. death for half). 
   
   
   
  
   
   
  [7] 
  ANHKHEG, HUGE 
  (Rare Insectoid) 
  A huge adult anhkheg is fully 18’ long, 
  with a nasty aggressive temperament. 
  Armor Class: 3 [16] (hard chitinous 
  exoskeleton) 
  Hit Dice: 7D8** (7 to 56 hit points, average 
  32) 
  Move: 120’ (40’) Ground / 60’ (20’) 
  Burrowing 
  Attacks: 1 Bite or 1 Acid Spittle 
  THAC0: 13 [+6] 
  ACC5: 8+ (65%) vs. chain mail 
  Damage: 3D6 + 1D4 (average 13) or 8D4 
  (average 18) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 4, 0 (No Encounter); 
  Level 5, 1; Level 6, 1D2; Level 7, 1D3; Level 
  8, 1D4; Level 9, 1D4+1; Level 10, 1D4+2; 
  Level 11+, 1D4+3. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 3 (INT 0) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 9 (Defiant) 
  Treasure Type: Wandering, None; Lurking, 
  V (Incidental); in Lair, C. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1 or 2, C x 25%; 3 or 4, C x 
  50%; 5, C x 75%; 6, C x 100%. 
  Alignment: Neutral 
  XP Value: 1,250 
  Burrowing: Can burrow through soil 
  (including caves, but not including dungeon 
  floors) while seeking food or creating 
  warrens. 
  Lying in Wait: If the anhkheg is under the 
  soil, it can lunge out on its first attack, 
  surprising on a 1-3 on 1D6. 
  Acidic Bite: When the huge anhkheg bites, 
  it inflicts 3D6 crushing damage in addition 
  to 1D4 acid damage. The acid damage can 
  be negated with a successful saving throw 
  vs. death. 
  Acid Spittle: If reduced to 26 hit points or 
  less, the anhkheg can spit acid once every 
  24 hours. The spittle has a range of 10’ S / 
  20’ M / 30’ L. On a successful hit, an adult 
  anhkheg’s spittle inflicts 8D4 damage (save 
  vs. death for half). 
   
   
   
  [8] 
  ANHKHEG, MONSTROUS 
  (Rare Insectoid) 
  A monstrous adult anhkheg is 20’ long, 
  being fierce, voracious, and notoriously 
  territorial. 
  Armor Class: 3 [16] (hard chitinous 
  exoskeleton) 
  Hit Dice: 8D8** (8 to 64 hit points, average 
  36) 
  Move: 120’ (40’) Ground / 60’ (20’) 
  Burrowing 
  Attacks: 1 Bite or 1 Acid Spittle 
  THAC0: 12 [+7] 
  ACC5: 7+ (70%) vs. chain mail 
  Damage: 3D6 + 1D4 (average 13) or 8D4 
  (average 18) 
  
   
   
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 5, 0 (No Encounter); 
  Level 6, 1; Level 7, 1D2; Level 8, 1D3; Level 
  9, 1D4; Level 10, 1D4+1; Level 11, 1D4+2; 
  Level 12+, 1D4+3. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 4 (INT 0) (SV D10 W11 P12 
  B13 S14 (4)) 
  Morale: 10 (Undaunted) 
  Treasure Type: Wandering, None; Lurking, 
  V (Incidental); in Lair, C. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, C x 25%; 2 or 3, C x 50%; 4, 
  C x 75%; 5, C x 100%; 6, C x 110%. 
  Alignment: Neutral 
  XP Value: 1,750 
  Burrowing: Can burrow through soil 
  (including caves, but not including dungeon 
  floors) while seeking food or creating 
  warrens. 
  Lying in Wait: If the anhkheg is under the 
  soil, it can lunge out on its first attack, 
  surprising on a 1-3 on 1D6. 
  Acidic Bite: When the monstrous anhkheg 
  bites, it inflicts 3D6 crushing damage in 
  addition to 1D4 acid damage. The acid 
  damage can be negated with a successful 
  saving throw vs. death. 
  Acid Spittle: If reduced to 26 hit points or 
  less, the anhkheg can spit acid once every 
  24 hours. The spittle has a range of 10’ S / 
  20’ M / 30’ L. On a successful hit, an adult 
  anhkheg’s spittle inflicts 8D4 damage (save 
  vs. death for half). 
   
   
  Ant, Giant 
  (Compare (Giant) Driver Ant, pg. 156) 
   
  [9] 
  ANT, GIANT, WORKER 
  (Rare Insect) 
  These highly social and cooperative 
  monstrous insects are 2’ long, each 
  capable of delivering a deadly bite. 
  Armor Class: 3 [16] (chitinous exoskeleton, 
  speed, DEX 15) 
  Hit Dice: 2D8 (2 to 16 hit points, average 9) 
  Move: 180’ (60’) Ground / 60’ (20’) Climbing 
  Attacks: 1 Bite 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D6 (average 4) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D2; Level 2, 1D4; Level 3, 2D4; 
  Level 4, 3D4; Level 5, 4D4; etc. In Lair, Level 
  1, 1D4; Level 2, 2D4; Level 3, 3D4; Level 4, 
  4D4; Level 5, 5D4; etc. 
  Maximum Random Number Appearing 100. 
  Save As: Fighter 2 (INT 1) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 7 (Normal) if Wandering, 8 
  (Resolute) if Lurking, 9 (Defiant) in Lair 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental); in Lair, V (Small Lair) or L, N 
  (Large Lair). 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1 to 10, V x 100%; 11 to 25, L x 
  50%, N x 10%; 26 to 35, L x 100%, N x 25%; 
  36 to 45, L x 200%, N x 50%; 46 to 75, L x 
  250%, N x 75%; 76 to 90, L x 300%, N x 
  100%; 91 to 100, L x 330%, N x 110%. 
  
   
   
  Alignment: Neutral 
  XP Value: 20 
  Guarded in Lairs: If encountered in a lair, 
  the worker ants will be accompanied by 
  warrior ants (below). 
  Guardians of the Queen: If encountered in 
  the lair, the worker ants will flee to the egg 
  chamber if they fail morale. There, while the 
  queen still lives, they will fight to the death. 
  Hive Mind: If the queen ant is slain, all 
  workers will suffer Confusion (as the spell) 
  for 6 rounds. Thereafter, they will flee the 
  lair and will not fight unless intercepted. 
   
   
   
  [10] 
  ANT, GIANT, WARRIOR 
  (Rare Insect) 
  Warrior, or soldier, ants are typically 
  encountered in war parties or guarding 
  workers, and are extremely dangerous to 
  adventurers and their ilk. 
  Armor Class: 3 [16] (chitinous exoskeleton, 
  speed, DEX 14) 
  Hit Dice: 3D8* (3 to 24 hit points, average 
  14) 
  Move: 180’ (60’) Ground / 60’ (20’) Climbing 
  Attacks: 1 Bite / 1 Sting 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 2D4 (average 5) / 3D4 (average 8) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1; Level 2, 1D2; Level 3, 1D3; Level 
  4, 1D4; Level 5, 2D4; Level 6, 3D4; Level 7, 
  4D4; etc. 
  In Lair, Special (found in lairs only with 
  worker ants; there will be 1 warrior for every 
  5 workers, or fraction thereof). 
  Maximum Random Number Appearing 40. 
  Save As: Fighter 3 (INT 1) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 10 (Undaunted) if Wandering, 11 
  (Fanatical) if Lurking, 12 (Fearless) in Lair 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental); in Lair, V (Small Lair) or L, N 
  (Large Lair). 
  Lair Treasure Type Thresholds by Number 
  Appearing: Dependent upon the number of 
  worker ants (not warriors), as given prior. 
  Alignment: Neutral 
  XP Value: 50 
  Vicious Sting: The giant warrior ant attacks 
  with the bite before it can sting. If the bite 
  attack misses, there is no further attack 
  from the ant that round. If the bite attack 
  hits, the warrior ant can attempt a second 
  stinging attack against the same target that 
  round. 
  The sting inflicts 1D4 impaling damage. It 
  also injects acidic venom. If the stung target 
  fails a saving throw vs. death, the venom 
  inflicts 2D4 acid damage in addition to the 
  impaling damage. If the saving throw is 
  successful, the venom is not injected and 
  only the impaling damage is suffered. 
  Hive Mind: If the queen ant is slain, all 
  warriors will suffer Confusion (as the spell) 
  for 6 rounds. Thereafter, they will flee the 
  lair and will not fight unless intercepted. 
  
   
   
   
  [11] 
  ANT, GIANT, QUEEN 
  (Very Rare Insect) 
  The queen ant is a non-combatant, but 
  all of her kindred will surrender their 
  lives to protect her from harm. 
  Armor Class: 7 [12] (soft chitinous 
  exoskeleton, but large and immobile) 
  Hit Dice: 10D8 (10 to 80 hit points, average 
  40) 
  Move: 0’ (0’) Ground (Immobile) 
  Attacks: None 
  THAC0: N/A 
  ACC5: N/A 
  Damage: None 
  Number Appearing: Wandering or Lurking, 
  0 (No Encounter). 
  In Lair, 1. 
  Maximum Random Number Appearing 1. 
  Save As: Fighter 5 (INT 1) (SV D10 W11 P12 
  B13 S14 (5)) 
  Morale: 12 (Fearless) due to immobility 
  Treasure Type: V (Small Lair) or L, N (Large 
  Lair). 
  Lair Treasure Type Thresholds by Number 
  Appearing: Dependent upon the number of 
  worker ants, as given prior. 
  Alignment: Neutral 
  XP Value: 900 (awarded for effective 
  extinction of the giant ant colony, although 
  the queen herself is a non-combatant) 
  Hive Mind: If the queen ant is slain, all 
  present workers and warriors will suffer 
  Confusion (as the spell) for 6 rounds. 
  Thereafter, they will flee the lair and will not 
  fight unless intercepted. 
   
   
   
  Ape 
  (Compare Ape, White, pg. 140) 
   
  [12] 
  APE, CARNIVOROUS 
  (Rare Mammal) 
  Savage and aggressive, carnivorous apes 
  are sometimes trained (or even armored) 
  as guardian and hunting beasts by 
  hobgoblins or hill giants. 
  
   
   
  Armor Class: 6 [13] (thick fur, DEX 13) 
  Hit Dice: 5D8* (5 to 40 hit points, average 
  23) 
  Move: 120’ (40’) Ground / 60’ (20’) Climbing 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 15 [+4] 
  ACC5: 10+ (55%) vs. chain mail 
  Damage: 1D4 / 1D4 / 1D8 (average 3 / 3 / 
  5) 
  Number Appearing: Wandering or Lurking, 
  Level 1 or 2, 0 (No Encounter); Level 3, 1; 
  Level 4, 1D2; Level 5, 1D3; Level 6, 1D4; 
  Level 7, 1D4+1; Level 8, 1D6+1; Level 9, 
  2D4; Level 10, 2D4+1; Level 11, 2D4+2; 
  Level 12+, 2D4+3. 
  In Lair, Level 1, 0 (No Encounter); Level 2, 1; 
  Level 3, 1D2; Level 4, 1D3; Level 5, 1D4; 
  Level 6, 1D4+1; Level 7, 1D6+1; Level 8, 
  2D4; Level 9, 2D4+1; Level 10, 2D4+2; Level 
  11+, 2D4+3. 
  Maximum Random Number Appearing 8. 
  Save As: Fighter 5 (INT 7) (SV D10 W11 P12 
  B13 S14 (5)) 
  Morale: 9 (Defiant) 
  Treasure Type: Wandering, None; Lurking, 
  V (Incidental); in Lair, C. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, C x 10%; 2, C x 25%; 3 or 4, 
  C x 50%; 5, C x 75%; 6 or 7, C x 100%; 8, C 
  x 110%. 
  Alignment: Neutral 
  XP Value: 300 
  Heightened Senses: Due to their superior 
  senses of sight, vision, and smell, 
  carnivorous apes can only be surprised on a 
  1 on 1D6. 
  Rending Claws: If both claw attacks hit a 
  target in the same round, the ape makes an 
  additional attempted rending attack, which 
  inflicts 1D8 slashing damage if it hits. 
   
   
  [13] 
  APE, CARNIVOROUS, SUB-ADULT 
  (Very Rare Mammal) 
  Broad-bodied and dangerous, sub-adult 
  carnivorous apes are encountered either 
  in lairs with adults, or in exile-driven 
  hunting packs. 
  Armor Class: 7 [13] (fur, DEX 14) 
  Hit Dice: 2D8+3* (5 to 19 hit points, 
  average 12) 
  Move: 90’ (30’) Ground / 40’ (10’) Climbing 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 1D2 / 1D2 / 1D4 (average 2 / 2 / 
  3) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1; Level 2, 1D2; Level 3, 1D3; Level 
  4, 1D4; Level 5, 1D4+1; Level 6, 1D6+1; 
  
   
   
  Level 7, 2D4; Level 8, 2D4+1, Level 9, 
  2D4+2; Level 10+, 2D4+3. 
  In Lair, Level 1, 1D2; Level 2, 1D3; Level 3, 
  1D4; Level 4, 1D4+1; Level 5, 1D6+1; Level 
  6, 2D4; Level 7, 2D4+1; Level 8, 2D4+2; 
  Level 9+, 2D4+3. 
  Maximum Random Number Appearing 8. 
  Note: If encountered along with adults, 
  there will be 1D3 sub-adult apes present. 
  The above figures are for encounters that 
  only include sub-adults with no adults (exile 
  groups). 
  Save As: Fighter 2 (INT 5) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 8 (Resolute) 
  Treasure Type: Wandering, None; Lurking, 
  V (Incidental); in Lair, C. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1 or 2, C x 10%; 3 or 4, C x 
  25%; 5 or 6, C x 50%; 7 or 8, C x 75%. 
  Alignment: Neutral 
  XP Value: 35 
  Heightened Senses: Due to their superior 
  senses of sight, vision, and smell, 
  carnivorous apes can only be surprised on a 
  1 on 1D6. 
  Rending Claws: If both claw attacks hit a 
  target in the same round, the ape makes an 
  additional attempted rending attack, which 
  inflicts 1D4 slashing damage if it hits. 
   
   
   
   
  [14] 
  APE, GORILLA 
  (Very Rare Mammal) 
  Reclusive and secretive, the tropic-
  dwelling gorillas will only attack if their 
  territories are violated by the foolhardy. 
  Armor Class: 6 [13] (thick fur, DEX 13) 
  Hit Dice: 4D8+1* (5 to 33 hit points, 
  average 19) 
  Move: 120’ (40’) Ground / 60’ (20’) Climbing 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 15 [+4] 
  ACC5: 10+ (55%) vs. chain mail 
  Damage: 1D3 / 1D3 / 1D6 (average 2 / 2 / 
  4) 
  Number Appearing: Wandering or Lurking, 
  Level 1 or 2, 0 (No Encounter); Level 3, 1; 
  
   
   
  Level 4, 1D2; Level 5, 1D3; Level 6, 1D4; 
  Level 7+, 1D4+1. 
  No Lair. 
  Maximum Random Number Appearing 4. 
  Save As: Fighter 4 (INT 6) (SV D10 W11 P12 
  B13 S14 (4)) 
  Morale: 8 (Resolute) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 200 
  Rending Claws: If both claw attacks hit a 
  target in the same round, the ape makes an 
  additional attempted rending attack, which 
  inflicts 1D6 slashing damage if it hits. 
   
  [15] 
  APE, GORILLA, SUB-ADULT 
  (Very Rare Mammal) 
  Although sought by hunters, sub-adult 
  gorillas are almost exclusively found 
  under the protection of their kindred. 
  Armor Class: 7 [13] (fur, DEX 14) 
  Hit Dice: 2D8 (2 to 16 hit points, average 9) 
  Move: 90’ (30’) Ground / 40’ (10’) Climbing 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D2 / 1D2 / 1D3 (average 2 / 2 / 
  2) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D2; Level 2, 1D3; Level 3+, 1D4. 
  No Lair. 
  Maximum Random Number Appearing 4. 
  Save As: Fighter 2 (INT 5) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 6 (Faltering) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 20 
  Rending Claws: If both claw attacks hit a 
  target in the same round, the ape makes an 
  additional attempted rending attack, which 
  inflicts 1D3 slashing damage if it hits. 
   
   
   
  
   
   
  Axe Beak 
  (New monster) 
   
   
   
  [16] 
  AXE BEAK 
  (Uncommon Avian) 
  These swift and predatory flightless 
  birds are common to lost world settings, 
  but a pale-skinned sub-species can 
  occasionally be encountered 
  underground. 
  Armor Class: 6 [13] (plumage, speed, DEX 
  14) 
  Hit Dice: 3D8 (3 to 24 hit points, average 
  14) 
  Move: 180’ (60’) Ground 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 1D3 / 1D3 / 2D4 (average 2 / 2 / 
  5) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1; Level 2, 1D2; Level 3, 1D3; Level 
  4, 1D4; Level 5, 1D4+1; Level 6, 1D4+2; 
  Level 7+, 1D4+3. 
  No Lair. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 3 (INT 1) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 8 (Resolute) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 35 
   
  [17] 
  AXE BEAK, SUB-ADULT 
  (Rare Avian) 
  Sub-adult and fledgling axe beaks are 
  found accompanying adult groups, or 
  are sometimes raised by caveman as 
  hunting birds. 
  Armor Class: 7 [12] (plumage, speed, DEX 
  14) 
  Hit Dice: 1D8+2 (3 to 10 hit points, average 
  7) 
  Move: 120’ (40’) Ground 
  
   
   
  Attacks: 2 Claws / 1 Bite 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D2 / 1D2 / 1D4 (average 2 / 2 / 
  3) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D2; Level 2, 1D3; Level 3, 1D4; 
  Level 4, 1D4+1; Level 5, 1D4+2; Level 6+, 
  1D4+3. 
  No Lair. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 1 (INT 1) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 6 (Faltering) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 15 
   
   
   
   
   
   
   
   
   
  Chapter IV: 
  B 
  Baboon – Badger – Baluchitherium – Barracuda 
  – Basilisk – Bear – Beaver, Giant – Beetle, 
  Giant – Blink Dog – Boar – Brownie – Buffalo – 
  Bugbear – Bulette 
   
   
   
  Baboon 
  (Compare Rock Baboon, pg. 187) 
   
  [18] 
  BABOON 
  (Common Mammal) 
  Unlike their larger cousins the rock 
  baboons, normal (Cercopith) baboons are 
  non-aggressive unless their territory is 
  threatened. 
  Armor Class: 7 [12] (speed, DEX 16) 
  Hit Dice: 1D8+1 (2 to 9 hit points, average 
  6) 
  Move: 120’ (40’) Ground / 60’ (20’) Climbing 
  Attacks: 1 Bite 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  
   
   
  Damage: 1D4 (average 3) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 2D4; Level 2, 3D4; Level 3, 4D4; 
  Level 4, 5D4; etc. 
  No Lair. 
  Maximum Random Number Appearing 20. 
  Save As: Fighter 1 (INT 5) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 5 (Fearful) outside of territory, 7 
  (Normal) in territory 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 10 
  Led by the Largest: A tribe of baboons will 
  have 1 large male baboon (below) for every 4 
  normal baboons, or fraction thereof. 
  Non-Combatant Young: Young baboons 
  will likely be present, but are non-
  combatant. 
   
   
   
   
  [19] 
  BABOON, LARGE 
  (Uncommon Mammal) 
  The largest male baboons lead the tribe, 
  although – despite their vicious bites – 
  they are no more ferocious than those 
  they protect. 
  Armor Class: 7 [12] (speed, DEX 16) 
  Hit Dice: 1D8+1 (5 to 9 hit points, average 
  6) with a minimum of 5 hit points 
  Move: 120’ (40’) Ground / 60’ (20’) Climbing 
  Attacks: 1 Bite 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 1D4+1 (average 4) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D2; Level 2, 1D4; Level 3, 1D6; 
  Level 4, 2D4; Level 5+, 2D4+2. 
  No Lair. 
  Maximum Random Number Appearing 5. 
  Note: Large baboons will typically only be 
  encountered along with normal baboons. 
  Save As: Fighter 1 (INT 5) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 10 
  Savage Bite: As noted above, large baboons 
  gain a +1 bonus to hit and damage when 
  compared to their smaller brethren. 
  
   
   
  Badger 
  (New monster) 
   
   
  [20] 
  BADGER 
  (Uncommon Mammal) 
  This entry represents both the fierce 
  forest-dwelling normal badger, as well 
  as the young giant badger; both varieties 
  are dangerous when their territory or 
  kills are threatened. 
  Armor Class: 7 [12] (speed, DEX 15) 
  Hit Dice: 1D8+2 (3 to 10 hit points, average 
  7) 
  Move: 60’ (20’) Ground / 30’ (10’) Burrowing 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D2 / 1D2 / 1D3 (average 2 / 2 / 
  3) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1, 1D2; Level 2, 1D3; Level 
  3+, 1D4+1. 
  Maximum Random Number Appearing 2. 
  Note: When more than 2 badgers are 
  encountered randomly, there are usually 2 
  adults present, and the additional numbers 
  account for young badgers present (below). 
  Alternately, at the GM’s discretion, all of the 
  badgers might be adults; a badger colony 
  group is called a cete, or clan. 
  Save As: Fighter 1 (INT 3) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 9 (Defiant) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 15 
  Surprising Lair Environments: In real life, 
  a vicious badger was actually discovered in 
  the underworks of a ruined castle. 
  Therefore, badgers can be encountered in 
  dungeons and ruins, but not at exceptional 
  depths. 
  Prized Pelt: The fur pelt of a slain adult 
  badger, or young giant badger, is worth 
  10+1D20 gold pieces. The GM can 
  determine incidents where the pelt is worth 
  the minimum value (reduced below -5 hit 
  points) or the maximum value (poisoned). 
   
   
   
  [21] 
  BADGER, YOUNG 
  (Rare Mammal) 
  Badger kits are somewhat dangerous, 
  but are prized by gnomes and woodsmen 
  
   
   
  because they can be tamed – if carefully 
  raised – to become faithful companions. 
  Armor Class: 7 [12] (speed, DEX 15) 
  Hit Dice: 1D4+1 (2 to 5 hit points, average 
  4) 
  Move: 40’ (10’) Ground / 30’ (10’) Burrowing 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 19 [0] 
  ACC5: 14+ (35%) vs. chain mail 
  Damage: 1 / 1 / 1D2 (average 1 / 1 / 2) 
  Number Appearing: Only found guarded by 
  adult badgers, gnomes, or woodsmen. 
  Typically there will be 1D3 present. 
  Save As: Normal Human (INT 2) (SV D14 
  W15 P16 B17 S18 (0)) 
  Morale: 6 (Faltering) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 5 
  Allies of the Gnomes: Gnomes raise 
  badgers as companions, burrowing beasts, 
  and guardians. 
  Unworthy Pelt: The pelts of young badgers 
  are typically too small to have a significant 
  value. A nominal value of 1D8 gold pieces 
  may be assigned if the animal did not die 
  violently. 
   
   
   
   
  [22] 
  BADGER, GIANT 
  (Very Rare Mammal) 
  The giant badger is a bulky and vicious 
  burrowing predator, which even bears 
  and wolves are afraid of. 
  Armor Class: 7 [12] (thick hide, DEX 13) 
  Hit Dice: 3D8 (3 to 24 hit points, average 
  14) 
  Move: 90’ (10’) Ground / 40’ (10’) Burrowing 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 1D3 / 1D3 / 1D6 (average 2 / 2 / 
  4) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1, 1; Level 2, 1D2; Level 3, 
  1D3; Level 4+, 1D4+1. Maximum Random 
  Number Appearing 2. 
  Note: When more than 2 giant badgers are 
  encountered randomly, there are usually 2 
  adults present, and the additional numbers 
  account for young giant badgers present 
  (use the stats for normal badgers to 
  represent the young). Alternately, at the 
  GM’s discretion, all of the giant badgers 
  might be adults. 
  Save As: Normal Human (INT 2) (SV D14 
  W15 P16 B17 S18 (0)) 
  Morale: 10 (Undaunted) 
  Treasure Type: Wandering, None; Lurking 
  or in Lair, V (Incidental). 
  Alignment: Neutral 
  XP Value: 35 
  Allies of the Gnomes: Gnomes raise 
  badgers as companions, burrowing beasts, 
  and guardians. 
  
   
   
  Highly Prized Pelt: The fur pelt of a slain 
  adult giant badger is worth 30+3D20 gold 
  pieces. The GM can determine incidents 
  where the pelt is worth the minimum value 
  (reduced below -5 hit points) or the 
  maximum value (poisoned). 
   
   
   
  Baluchitherium 
  (New monster) 
   
  [23] 
  BALUCHITHERIUM 
  (Rare Mammal) 
  Oft known as the thunder beast by 
  native tribes residing in the lost world 
  realms, the lumbering baluchitherium is 
  a huge and dangerous herbivorous 
  creature. 
  Armor Class: 5 [14] (thick and leathery 
  hide) 
  Hit Dice: 14D8 (14 to 112 hit points, 
  average 63) 
  Move: 120’ (40’) Ground 
  Attacks: 2 Trampling Stomps 
  THAC0: 9 [+10] 
  ACC5: 4+ (85%) vs. chain mail 
  Damage: 5D4 / 5D4 (average 13 / 13) 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 7, 0 (No Encounter); Level 8 or 9, 
  1; Level 10 or 11, 1D2; Level 12+, 2. 
  No Lair. 
  Maximum Random Number Appearing 2. 
  Save As: Fighter 14 (INT 2) (SV D4 W5 P6 
  B5 S8 (14)) 
  Morale: 9 (Defiant) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 1,350 
  Protective Pairings: If 2 adults are 
  encountered, there is a 50% chance that 1 
  sub-adult will be present as well (below). 
   
   
   
  [24] 
  BALUCHITHERIUM, SUB-ADULT 
  (Very Rare Mammal) 
  A sub-adult baluchitherium – rarely seen 
  – will be steadfastly defended by its 
  
   
   
  parents, and is quite capable of 
  defending itself. 
  Armor Class: 6 [13] (leathery hide) 
  Hit Dice: 7D8 (7 to 56 hit points, average 
  32) 
  Move: 120’ (40’) Ground 
  Attacks: 2 Stomping Kicks 
  THAC0: 13 [+6] 
  ACC5: 8+ (65%) vs. chain mail 
  Damage: 1D8+2 / 1D8+2 (average 7 / 7) 
  Number Appearing: Only found guarded by 
  adults, per the entry above. 
  Save As: Fighter 7 (INT 2) (SV D8 W9 P10 
  B10 S12 (7)) 
  Morale: 8 (Resolute) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 450 
   
   
   
  Barrracuda 
  (New monster) 
   
  [25] 
  BARRACUDA 
  (Uncommon Fish) 
  These ferocious, 3’-long saltwater fish 
  have sizeable fangs and nasty tempers. 
  Armor Class: 6 [13] (speed) 
  Hit Dice: 1D8 (1 to 8 hit points, average 5) 
  Move: 300’ (100’) Swimming 
  Attacks: 1 Bite 
  THAC0: 19 [0] 
  ACC5: 14+ (35%) vs. chain mail 
  Damage: 1D4+1 (average 4) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D4; Level 2, 1D6+1; Level 3, 
  2D4+1; Level 4, 3D4+2; Level 5+, 4D4+3. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Normal Man (INT 0) (SV D14 W15 
  P16 B17 S18 (0)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 10 
  Ferocious Guardians: Monster types that 
  occasionally raise barracudas as hunters 
  and protectors include aquatic hobgoblins, 
  Deep Ones, mermen, and nixies. 
  Representative Species: The barracuda 
  stat templates can also be used to represent 
  fanged cave fish, which are sometimes 
  found dwelling in underground rivers and 
  pools.  
   
   
  
   
   
  [26] 
  BARRACUDA, LARGE 
  (Uncommon Fish) 
  Large barracudas are 4’ or almost 5’ 
  long, and even more aggressive. 
  Armor Class: 6 [13] (speed) 
  Hit Dice: 2D8 (2 to 16 hit points, average 9) 
  Move: 300’ (100’) Swimming 
  Attacks: 1 Bite 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D6+1 (average 5) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D2; Level 2, 1D4; Level 3, 1D6+1; 
  Level 4, 2D4+1; Level 5, 3D4+2; Level 6+, 
  4D4+3. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Fighter 1 (INT 0) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 8 (Resolute) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 20 
  Ferocious Guardians: Monster types that 
  occasionally raise barracudas as hunters 
  and protectors include aquatic hobgoblins, 
  Deep Ones, mermen, and nixies. 
   
   
   
   
  [27] 
  BARRACUDA, HUGE 
  (Uncommon Fish) 
  Huge barracudas can reach lengths of 
  nearly 6’ and are virtually fearless when 
  hungry.  
  Armor Class: 6 [13] (speed) 
  Hit Dice: 3D8 (3 to 24 hit points, average 
  14) 
  Move: 300’ (100’) Swimming 
  Attacks: 1 Bite 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 2D4 (average 5) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1; Level 2, 1D2; Level 3, 1D4; Level 
  4, 1D6+1; Level 5, 2D4+1; Level 6, 3D4+2; 
  Level 7+, 4D4+3. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Fighter 1 (INT 0) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 9 (Defiant) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 35 
  Ferocious Guardians: Monster types that 
  occasionally raise barracudas as hunters 
  and protectors include aquatic hobgoblins, 
  Deep Ones, mermen, and nixies. 
   
   
   
   
  
   
   
   
   
  Basilisk, Sub-Adult 
  (Supplementary to Basilisk, pg. 140) 
   
  [28] 
  BASILISK, SUB-ADULT 
  (Uncommon Reptilian) 
  The maligned sub-adult basilisk, while 
  still deadly, is frequently hunted down 
  before it can grow into a petrifying 
  adult. 
  Armor Class: 5 [14] (scaled hide) 
  Hit Dice: 3D8+1* (4 to 25 hit points, 
  average 15) 
  Move: 40’ (10’) Ground 
  Attacks: 1 Gaze or 1 Bite 
  THAC0: Special or 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: Paralyzation or 1D6 (average 4) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 0 (No Encounter); Level 2, 1; Level 
  3, 1D2; Level 4, 1D3; Level 5, 1D4; Level 6+, 
  1D3+1. 
  In Lair, Level 1, 1; Level 2, 1D2; Level 3, 
  1D3; Level 4, 1D4; Level 5+, 1D3+1. 
  Maximum Random Number Appearing 4. 
  Note: In encounters with adult basilisks, 
  there is a 25% chance that 1D2 sub-adult 
  basilisks will be present. The above figures 
  are for encounters that only include sub-
  adults with no adults. 
  Save As: Fighter 3 (INT 1) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 7 (Normal) 
  Treasure Type: Wandering, None; Lurking 
  or in Lair, F. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1 or 2, F x 10%; 3, F x 25%; 4, F 
  x 50%. 
  Alignment: Neutral 
  XP Value: 75 
  Paralyzing Gaze: Although they cannot 
  petrify prey as adult basilisks can, sub-
  adult basilisks can paralyze prey by 
  establishing eye contact. Effective range is 
  90’. If the victim fails a saving throw vs. 
  paralysis, he or she is paralyzed for 1D3+1 
  rounds. If the saving throw succeeds, the 
  effect is negated. A victim can be so affected 
  any number of times. Sub-adult basilisks 
  will attempt to bite paralyzed prey if they are 
  not otherwise under attack. 
  Reflected Gaze Vulnerability: If a sub-
  adult basilisk’s gaze is reflected in a mirror, 
  the basilisk can accidentally paralyze itself. 
  Planar Sight: Sub-adult basilisks can see 
  into the astral and ethereal planes of 
  existence, and potentially stun creatures 
  there. 
   
   
  
   
   
   
   
  Bear 
  (Supplementary to Bear, pg. 142) 
   
  [29] 
  BEAR, BLACK, SUB-ADULT 
  (Uncommon Mammal) 
  Sub-adult black bears, when present, 
  will cause their parent(s) to fight to the 
  death. 
  Armor Class: 7 [12] (thick fur and muscle) 
  Hit Dice: 2D8 (2 to 16 hit points, average 9) 
  Move: 120’ (40’) Ground / 60’ (20’) Climbing 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D2 / 1D2 / 1D3 (average 2 / 2 / 
  2) 
  Number Appearing: Sub-adult black bears 
  will only be found with adults. Generally, 
  1D4 will be encountered. 
  Save As: Fighter 2 (INT 3) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 6 (Faltering) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 20 
  Bear Hug: If either or both paws hit a target 
  with to hit rolls of natural 20, the bear also 
  performs a hug attack, automatically 
  inflicting an additional 1D4 points of 
  crushing damage. 
   
   
   
  [30] 
  BEAR, BROWN (GRIZZLY), LARGE 
  (Uncommon Mammal) 
  This entry represents very large brown 
  bears, with Advanced Gygaxian stats (HD 
  5+5 etc.). 
  Armor Class: 6 [13] (thick fur and muscle) 
  Hit Dice: 5D8+5* (10 to 50 hit points, 
  average 28) 
  Move: 120’ (40’) Ground / 60’ (20’) Climbing 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 14 [+5] 
  ACC5: 9+ (60%) vs. chain mail 
  
   
   
  Damage: 1D6 / 1D6 / 1D8 (average 4 / 4 / 
  5) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 or 2, 0 (No Encounter); 
  Level 3, 1; Level 4, 1D2; Level 5, 1D3; Level 
  6, 1D4+1; Level 7, 1D4+2; Level 8+, 1D4+3. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 6 (INT 4) (SV D10 W11 P12 
  B13 S14 (6)) 
  Morale: 9 (Defiant) 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental); in Lair, V (Incidental). 
  Alignment: Neutral 
  XP Value: 400 
  Guardian Beasts: Several types of races, 
  including dwarves, raise brown bears as 
  guardian beasts. Brown beasts sometimes 
  accompany werebears as well. 
  Bear Hug: If either or both paws hit a target 
  with to hit rolls of natural 18, 19, or 20, the 
  bear also performs a hug attack, 
  automatically inflicting an additional 2D6 
  points of crushing damage. 
  Dying Rage: A large brown bear remains 
  conscious at 0 and negative hit points. 
  When first reduced to between 0 and -8 hit 
  points inclusive, a timer begins where the 
  bear will fight for an additional 1D4 rounds 
  before collapsing. However, at hit point 
  totals of -9 or lower, the bear dies 
  immediately. 
   
  [31] 
  BEAR, BROWN (GRIZZLY), SUB-ADULT 
  (Uncommon Mammal) 
  The presence of sub-adult brown bears 
  will cause their parents to fight to the 
  death. 
  Armor Class: 7 [12] (fur and muscle) 
  Hit Dice: 3D8+2* (5 to 26 hit points, 
  average 16) 
  Move: 120’ (40’) Ground / 60’ (20’) Climbing 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: 1D3 / 1D3 / 1D4 (average 2 / 2 / 
  3) 
  Number Appearing: Sub-adult brown bears 
  will only be found with adults. Generally, 
  1D3 will be encountered. 
  Save As: Fighter 3 (INT 3) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 75 
  Stalwart Guardian Beasts: Several types of 
  races, including dwarves, raise brown bears 
  as guardian beasts. Brown beasts 
  sometimes accompany werebears as well. 
  Bear Hug: If either or both paws hit a target 
  with to hit rolls of natural 19 or 20, the bear 
  also performs a hug attack, automatically 
  inflicting an additional 1D6 points of 
  crushing damage. 
  Dying Rage: A sub-adult brown bear 
  remains conscious at 0 and negative hit 
  points. When first reduced to between 0 and 
  -4 hit points inclusive, a timer begins where 
  the bear will fight for an additional 1D3 
  rounds before collapsing. However, at hit 
  point totals of -5 or lower, the bear dies 
  immediately. 
   
   
   
  
   
   
   
   
  [32] 
  BEAR, CAVE, SUB-ADULT 
  (Rare Mammal) 
  If sub-adult cave bears are present, the 
  parents will fight to the death. 
  Armor Class: 6 [13] (fur and muscle) 
  Hit Dice: 3D8+3* (6 to 27 hit points, 
  average 17) 
  Move: 120’ (40’) Ground / 60’ (20’) Climbing 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: 1D4 / 1D4 / 1D6 (average 3 / 3 / 
  4) 
  Number Appearing: Sub-adult cave bears 
  will only be found with adults. Generally, 
  1D2 will be encountered. 
  Save As: Fighter 3 (INT 3) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 8 (Resolute) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 75 
  Cavern-Bred Guardian Beasts: Stone 
  giants are known to raise cave bears as 
  guardian beasts. 
  Bear Hug: If either or both paws hit a target 
  with to hit rolls of natural 19 or 20, the bear 
  also performs a hug attack, automatically 
  inflicting an additional 1D8 points of 
  crushing damage. 
  Dying Rage: A sub-adult cave bear remains 
  conscious at 0 and negative hit points. 
  When first reduced to between 0 and -4 hit 
  points inclusive, a timer begins where the 
  bear will fight for an additional 1D4 rounds 
  before collapsing. However, at hit point 
  totals of -5 or lower, the bear dies 
  immediately. 
   
   
   
   
  
   
   
  Beaver, Giant 
  (New monster) 
   
   
   
  [33] 
  BEAVER, GIANT 
  (Very Rare Mammal) 
  This is the 7’-long Castoroides giant 
  beaver, a mundane prehistoric beast 
  (compare the Dam Folk, which are a race 
  of sentient giant beavers). 
  Armor Class: 6 [13] (thick fur, speed) 
  Hit Dice: 4D8* (4 to 32 hit points, average 
  18) 
  Move: 60’ (20’) Ground / 120’ (40’) 
  Swimming 
  Attacks: 1 Bite 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: 4D4 (average 10) 
  Number Appearing: Wandering, Level 1, 0 
  (No Encounter); Level 2, 1; Level 3, 1D2; 
  Level 4, 1D4; Level 5, 1D4+1; Level 6, 2D4; 
  Level 7, 3D4; Level 8, 4D4; etc. 
  Lurking or in Lair, Level 1, 1; Level 2, 1D2; 
  Level 3, 1D4; Level 4, 1D4+1; Level 5, 2D4; 
  Level 6, 3D4; Level 7, 4D4; etc. 
  Maximum Random Number Appearing 40. 
  Save As: Fighter 4 (INT 3) (SV D10 W11 P12 
  B13 S14 (4)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 125 
  Protected Dams: If threatened, giant 
  beavers will frequently swim down and 
  retreat to their dams, which are difficult for 
  air-breathing adversaries to enter. 
  Vicious Bite: Giant beavers are given a 
  special ability bonus (*) because of the 
  significant amount of damage their bites can 
  inflict. 
  Greatly Prized Fur Pelt: The fine fur pelt of 
  a slain adult giant beaver is worth 5D4 x 
  100 gold pieces. The GM can determine 
  incidents where the pelt is worth the 
  minimum value (reduced to -6 or fewer hit 
  points) or the maximum value (poisoned). 
   
  
   
   
  [34] 
  BEAVER, GIANT, YOUNG 
  (Very Rare Mammal) 
  Giant beaver kits are prized by patient 
  souls as loyal companion creatures; they 
  are worth 25 gold pieces per hit point on 
  the open market. 
  Armor Class: 7 [12] (fur, speed) 
  Hit Dice: 1D8 (1 to 8 hit points, average 5) 
  Move: 60’ (20’) Ground / 120’ (40’) 
  Swimming 
  Attacks: 1 Bite 
  THAC0: 19 [+0] 
  ACC5: 14+ (35%) vs. chain mail 
  Damage: 2D4 (average 5) 
  Number Appearing: Giant beaver kits will 
  only be found with adults. Generally, 1D6 
  will be encountered. 
  Save As: Fighter 1 (INT 2) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 5 (Fearful) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 10 
  Faithful Companions: As subdued and 
  loyal creatures that can be raised and 
  trained, giant beaver kits are worth 25 gold 
  pieces per hit point. However, the largest 
  specimens (with 8 hit points) are too mature 
  to be tamed in this manner. 
  Prized Fur Pelt: The fine fur pelt of a slain 
  giant beaver kit is worth 1D4+1 x 100 gold 
  pieces. The GM can determine incidents 
  where the pelt is worth the minimum value 
  (-3 or fewer hit points) or the maximum 
  value (poisoned). 
   
   
   
  Beetle, Giant 
  (Supplementary to Beetle, Giant, pg. 143) 
   
  [35] 
  BEETLE, BOMBARDIER, GIANT 
  (Common Insect) 
  These vile and monstrous scavenging 
  insects protect egg clusters, and can 
  emit fetid clouds of acidic vapor when 
  threatened. 
  Armor Class: 4 [15] (heavy chitinous 
  exoskeleton) 
  Hit Dice: 2D8+2* (4 to 18 hit points, 
  average 11) 
  Move: 90’ (30’) Ground 
  Attacks: 1 Bite or 1 Acid Cloud 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 2D6 (average 7) or Special 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1; Level 2, 1D2; Level 3, 1D3; Level 
  4, 1D4; Level 5, 1D4+1; Level 6, 1D6+1; 
  Level 7, 2D4+1; Level 8, 2D6+1; Level 9, 
  3D4+1; Level 10+, 4D4+1. 
  
   
   
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Fighter 1 (INT 0) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 7 (Normal) 
  Treasure Type: Wandering, None; Lurking, 
  V (Incidental). 
  Alignment: Neutral 
  XP Value: 35 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
  Large Acid Cloud: While wounded, there is 
  a 50% chance per melee round that a 
  bombardier beetle will turn and emit an acid 
  cloud instead of biting. This action can only 
  be performed once every 3 melee rounds, 
  and no more than twice in eight hours. The 
  acid forms an 8’-diameter spherical cloud 
  behind the beetle (which would envelop one 
  person, with a 50% chance for anyone 
  immediately adjacent to the target). Anyone 
  touched by the acid suffers 3D4 acid 
  damage, or save vs. poison for half. 
  Deadly Stunning and Deafening: Anyone 
  damaged by the acid cloud must also save 
  vs. paralysis, or be stunned for 2D4 rounds 
  and then deafened for 2D4 rounds 
  thereafter. Anyone not damaged by the 
  cloud, but within 16’ of the beetle, must 
  save vs. paralysis or be deafened (but not 
  stunned) for 2D6 rounds. 
   
   
   
  [36] 
  BEETLE, BOMBARDIER, HUGE 
  (Uncommon Insect) 
  The huge bombardier beetle is either a 
  sub-adult giant beetle, or a mature 
  beetle of a smaller sub-species. 
  Armor Class: 5 [14] (chitinous exoskeleton) 
  Hit Dice: 1D8+3* (4 to 11 hit points, 
  average 8) 
  Move: 90’ (30’) Ground 
  Attacks: 1 Bite or 1 Acid Cloud 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 2D4 (average 5) or Special 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D2; Level 2, 1D3; Level 3, 1D4; 
  Level 4, 1D4+1; Level 5, 1D6+1; Level 6, 
  2D4+1, Level 7, 2D6+1; Level 8, 3D4+1; 
  Level 9+, 4D4+1. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Fighter 1 (INT 0) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 6 (Faltering) 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental). 
  Alignment: Neutral 
  XP Value: 19 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
  Acid Cloud: While wounded, there is a 50% 
  chance per melee round that a bombardier 
  beetle will turn and emit an acid cloud 
  
   
   
  instead of biting. This action can only be 
  performed once every 4 melee rounds, and 
  no more than twice in twelve hours. The 
  acid forms a 5’-diameter spherical cloud 
  behind the beetle (which would envelop one 
  person). Anyone touched by the acid suffers 
  1D6+1 acid damage, or save vs. poison for 
  half. 
  Dangerous Stunning and Deafening: 
  Anyone damaged by the acid cloud must 
  also save vs. paralysis, or be stunned for 
  1D6 rounds and then deafened for 1D6 
  rounds thereafter. Anyone not damaged by 
  the cloud, but within 10’ of the beetle, must 
  save vs. paralysis or be deafened (but not 
  stunned) for 1D6 rounds. 
   
  [37] 
  BEETLE, BOMBARDIER, LARGE 
  (Uncommon Insect) 
  The large bombardier beetle is either a 
  young giant beetle, or a mature beetle of 
  the smallest sub-species. 
  Armor Class: 6 [13] (light chitinous 
  exoskeleton) 
  Hit Dice: 1D8* (1 to 8 hit points, average 5) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Bite or 1 Acid Cloud 
  THAC0: 19 [0] 
  ACC5: 14+ (35%) vs. chain mail 
  Damage: 1D4+1 (average 4) or Special 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D3; Level 2, 1D4; Level 3, 1D4+1; 
  Level 4, 1D6+1; Level 5, 2D4+1, Level 6, 
  2D6+1; Level 7, 3D4+1; Level 8+, 4D4+1. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Normal Man (INT 0) (SV D14 W15 
  P16 B17 S18 (0)) 
  Morale: 5 (Fearful) 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental). 
  Alignment: Neutral 
  XP Value: 13 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
  Small Acid Cloud: While wounded, there is 
  a 50% chance per melee round that a 
  bombardier beetle will turn and emit an acid 
  cloud instead of biting. This action can only 
  be performed once every 5 melee rounds, 
  and no more than twice in sixteen hours. 
  The acid forms a 3’-diameter spherical cloud 
  behind the beetle (which would envelop one 
  person). Anyone touched by the acid suffers 
  1D4+1 acid damage, or save vs. poison for 
  half. 
  Stunning and Deafening: Anyone damaged 
  by the acid cloud must also save vs. 
  paralysis, or be stunned for 1D4 rounds and 
  then deafened for 1D4 rounds thereafter. 
   
   
  
   
   
   
  [38] 
  BEETLE, BORING, GIANT 
  (Common Insect) 
  Unlike other forms of beetle, the 
  ponderous (wood-) boring beetles are 
  known for their curious hive mind 
  mentality, as well as for their ability to 
  cultivate slimes and molds. 
  Armor Class: 3 [16] (chitinous exoskeleton) 
  Hit Dice: 5D8* (5 to 40 hit points, average 
  23) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Crushing Bite 
  THAC0: 15 [+4] 
  ACC5: 10+ (55%) vs. chain mail 
  Damage: 5D4 (average 13) 
  Number Appearing: Wandering or Lurking, 
  Level 1 or 2, 0 (No Encounter); Level 3, 1; 
  Level 4, 1D2; Level 5, 1D3; Level 6, 1D4; 
  Level 7, 1D4+1; Level 8, 1D6+1; Level 9, 
  2D4; Level 10, 3D4; Level 11, 4D4; Level 
  12+, 5D4. 
  In Lair, Level 1, 0 (No Encounter); Level 2, 1; 
  Level 3, 1D2; Level 4, 1D3; Level 5, 1D4; 
  Level 6, 1D4+1; Level 7, 2D4; Level 8, 3D4; 
  Level 9, 4D4; Level 10, 5D4; Level 11+, 6D4. 
  Maximum Random Number Appearing 18. 
  Save As: Fighter 5 (INT 1+) (SV D10 W11 
  P12 B13 S14 (5)) 
  Morale: 8 (Resolute) 
  Treasure Type: Wandering, None; Lurking, 
  C, M, N, O (reduced due to lair not being 
  fully established); in Lair, C, M (reduced), N, 
  O. 
  Lurking Treasure Type Thresholds by 
  Number Appearing: 1 to 4, C x 10%, M x 
  10%, N x 10%, O x 10%; 5 or 6, C x 25%, M 
  x 10%, N x 25%, O x 25%; 7 or 8, C x 50%, 
  M x 25%, N x 50%, O x 50%; 9 to 14, C x 
  75%, M x 50%, N x 75%, O x 75%; 15 to 18, 
  C x 100%, M x 75%, N x 100%, O x 100%. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1 or 2, C x 10%, M x 10%, N x 
  10%, O x 10%; 3 or 4, C x 25%, M x 10%, N 
  x 25%, O x 25%; 5 or 6, C x 50%, M x 25%, 
  N x 50%, O x 50%; 7 or 8, C x 75%, M x 
  50%, N x 75%, O x 75%; 9 to 14, C x 100%, 
  M x 75%, N x 100%, O x 100%; 15 to 18, C 
  x 110%, M x 100%, N x 110%, O x 110%. 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 300 
  Deadly Attacks: Giant boring beetles are 
  given a special ability bonus (*) because of 
  the significant amount of damage their 
  attacks can inflict. 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
  Communal Hive Bind: Uniquely, boring 
  beetles are capable of developing an 
  advanced hive mind through 
  communication with one another. The 
  Intelligence of boring beetles should be 
  raised as follows when multiples are 
  
   
   
  encountered, and their tactical behavior will 
  shift accordingly: 
  ❖ 1 to 3 beetles, INT 1 (no modifier) 
  ❖ 4 to 6 beetles, INT 2 
  ❖ 7 to 9 beetles, INT 3 
  ❖ 10 to 12 beetles, INT 4 
  ❖ 13 to 15 beetles, INT 5 
  ❖ 16 to 18 beetles, INT 6 
  ❖ 19 or more beetles, INT 7 (maximum) 
  Slime Cultivators: Boring beetles cultivate 
  and feed various types of slimes, molds, and 
  fungi. These things seemingly sense that are 
  being fed and cared for by the beetles, and 
  will not attack them (although the beetles do 
  not possess any immunity to their attacks). 
  Game Masters can decide upon the types of 
  cultivated creatures, or they can be 
  determined at random, as follows (roll 
  1D10): [1] Black Puddings, [2] Black Slime, 
  [3] Gray Oozes, [4] Gray Oozes and Ochre 
  Jellies, [5] Green Slime, [6] Green Slime and 
  Yellow Mold, [7] Ochre Jellies, [8] Shriekers, 
  [9] Shriekers and Yellow Mold, [10] Yellow 
  Mold, or other type from a bestiary, at GM’s 
  option (crystal slimes, dun puddings, violet 
  fungi, etc.). 
  The number of such monsters present 
  should be roughly equal to the number of 
  beetles, in Hit Dice; therefore a lair with 17 
  boring beetles would have approximately 17 
  Hit Dice of cultivated monsters present. 
   
   [39] 
  BEETLE, BORING, HUGE 
  (Uncommon Insect) 
  Huge boring beetles are sub-adults, 
  found only in large communal lairs. 
  Armor Class: 4 [15] (chitinous exoskeleton) 
  Hit Dice: 3D8 (3 to 24 hit points, average 
  14) 
  Move: 160’ (20’) Ground 
  Attacks: 1 Bite 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 3D4 (average 8) 
  Number Appearing: Huge boring beetles 
  will only be present if 8+ or more adults are 
  in a lair; then there is a 50% chance that 
  there will be 1D6 huge (sub-adult) beetles as 
  well. 
  Save As: Fighter 3 (INT 1+) (SV D12 W13 
  P14 B15 S16 (3)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 35 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
  Communal Hive Mind: As for giant boring 
  beetles, above; the young are included in the 
  total count that determines the lair’s hive 
  Intelligence rating. 
   
  
   
   
   
  [40] 
  BEETLE, BORING, LARGE 
  (Uncommon Insect) 
  Large boring beetles are young, found 
  only in large communal lairs. 
  Armor Class: 5 [14] (chitinous exoskeleton) 
  Hit Dice: 1D8+1 (2 to 5 hit points, average 
  4) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Bite 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D6+1 (average 5) 
  Number Appearing: Large boring beetles 
  will only be present if adults are in a lair; 
  then there is a 75% chance that there will 
  be 1D4 large (young) beetles as well. 
  Save As: Fighter 1 (INT 1+) (SV D12 W13 
  P14 B15 S16 (1)) 
  Morale: 6 (Faltering) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 15 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
  Communal Hive Mind: As for giant boring 
  beetles, above; the young are included in the 
  total count that determines the lair’s hive 
  Intelligence rating. 
   
   
  [41] 
  BEETLE, FIRE, HUGE 
  (Uncommon Insect) 
  These luminous 2’-long beetles are either 
  sub-adult giant beetles, or mature 
  beetles of a smaller sub-species. 
  Armor Class: 5 [14] (chitinous exoskeleton) 
  Hit Dice: 1D4+1 (2 to 5 hit points, average 
  4) 
  Move: 120’ (40’) Ground 
  Attacks: 1 Bite 
  THAC0: 19 [0] 
  
   
   
  ACC5: 14+ (35%) vs. chain mail 
  Damage: 1D4+1 (average 4) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D4+1; Level 2, 2D4+2; Level 3, 
  3D4+3; Level 4+, 4D4+4. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Normal Man (INT 0) (SV D14 W15 
  P16 B17 S18 (0)) 
  Morale: 6 (Faltering) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 5 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
  Luminous Glands: Three luminous glands 
  can be harvested from a slain huge fire 
  beetle’s carapace. The glands shed light in a 
  10’ radius for 1D4 days.  
   
  [42] 
  BEETLE, FIRE, LARGE 
  (Uncommon Insect) 
  These phosphorescent 1’-long beetles are 
  either young giant beetles, or mature 
  beetles of the smallest sub-species. 
  Armor Class: 6 [13] (light chitinous 
  exoskeleton) 
  Hit Dice: 1D4 (1 to 4 hit points, average 3) 
  Move: 90’ (30’) Ground 
  Attacks: 1 Bite 
  THAC0: 19 [0] 
  ACC5: 14+ (35%) vs. chain mail 
  Damage: 1D4 (average 3) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D6+1; Level 2, 2D6+2; Level 3+, 
  6D4+3. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Normal Man (INT 0) (SV D14 W15 
  P16 B17 S18 (0)) 
  Morale: 5 (Fearful) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 5 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
  Small Luminous Glands: Three luminous 
  glands can be harvested from a slain large 
  fire beetle’s carapace. The glands shed light 
  in a 10’ radius for 1D3 days.  
   
   
   
   
  
   
   
  [43] 
  BEETLE, RHINOCEROS, GIANT 
  (Uncommon Insect) 
  Among the largest and most fearsome 
  beetles, these hulking horned creatures 
  are not carnivorous, but will mindlessly 
  attack anything that harms or obstructs 
  them. 
  Armor Class: 2 [17] (heavy chitinous 
  exoskeleton) 
  Hit Dice: 12D8* (12 to 96 hit points, 
  average 54) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Crushing Bite / 1 Ramming 
  Horn 
  THAC0: 10 [+9] 
  ACC5: 5+ (80%) vs. chain mail 
  Damage: 3D6 (average 11) / 2D8 (average 9) 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 6, 0 (No Encounter); Level 7, 1; 
  Level 8, 1D2; Level 9, 1D3; Level 10, 1D4; 
  Level 11, 1D4+1; Level 12+, 1D6+1. 
  No Lair. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 6 (INT 0) (SV D10 W11 
  P12 B13 S14 (6)) 
  Morale: 9 (Defiant) 
  Treasure Type: Wandering, None; Lurking, 
  V (Incidental). 
  Alignment: Neutral 
  XP Value: 1,900 
  Deadly Attacks: Giant rhinoceros beetles 
  are given a special ability bonus (*) because 
  of the significant amount of damage their 
  attacks can inflict. 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
  Powerful Guardians: Sometimes, giants will 
  tame these hulking monstrosities to serve as 
  tracking and guardian drones. These are the 
  only common instances in which these 
  beetles will be found in chambers, ruins, or 
  underground. 
   
   
   
  [44] 
  BEETLE, RHINOCEROS, HUGE 
  (Rare Insect) 
  The huge rhinoceros beetle is either a 
  sub-adult giant beetle, or a mature 
  beetle of a smaller sub-species. 
  Armor Class: 3 [16] (chitinous exoskeleton) 
  Hit Dice: 8D8 (8 to 64 hit points, average 
  36) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Crushing Bite / 1 Ramming 
  Horn 
  THAC0: 12 [+7] 
  ACC5: 7+ (70%) vs. chain mail 
  Damage: 2D6 (average 7) / 1D10 (average 6) 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 4, 0 (No Encounter); Level 5, 1; 
  Level 6, 1D2; Level 7, 1D3; Level 8, 1D4; 
  Level 9, 1D4+1; Level 10+, 1D6+1. 
  No Lair. 
  Maximum Random Number Appearing 6. 
  
   
   
  Save As: Fighter 4 (INT 0) (SV D10 W11 P12 
  B13 S14 (4)) 
  Morale: 8 (Resolute) 
  Treasure Type: Wandering, None; Lurking, 
  V (Incidental). 
  Alignment: Neutral 
  XP Value: 650 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
  Powerful Guardians: Sometimes, giants will 
  tame these beetles to serve as tracking and 
  guardian drones. These are the only 
  common instances in which these creatures 
  will be found in chambers, ruins, or 
  underground. 
   
   
   
  [45] 
  BEETLE, RHINOCEROS, LARGE 
  (Rare Insect) 
  The large rhinoceros beetle is either a 
  young giant beetle, or a mature beetle of 
  the smallest sub-species. 
  Armor Class: 3 [16] (chitinous exoskeleton) 
  Hit Dice: 4D8 (4 to 32 hit points, average 
  18) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Crushing Bite / 1 Ramming 
  Horn 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: 1D6 (average 4) / 1D6 (average 4) 
  Number Appearing: Wandering or Lurking, 
  Level 1 or 2, 0 (No Encounter); Level 3, 1; 
  Level 4, 1D2; Level 5, 1D3; Level 6, 1D4; 
  Level 7, 1D4+1; Level 8+, 1D6+1. 
  No Lair. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 2 (INT 0) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 7 (Normal) 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental). 
  Alignment: Neutral 
  XP Value: 75 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
  Powerful Guardians: Sometimes, giants will 
  tame these beetles to serve as tracking and 
  guardian drones. These are the only 
  common instances in which these creatures 
  will be found in chambers, ruins, or 
  underground. 
   
   
  
   
   
   
  [46] 
  BEETLE, STAG, GIANT 
  (Common Insect) 
  While favoring grains and organic 
  refuse, these aggressive beetles will 
  crush just about anything with their 
  vicious mandibles if they are impeded or 
  attacked. 
  Armor Class: 3 [16] (thick chitinous 
  exoskeleton) 
  Hit Dice: 7D8* (7 to 56 hit points, average 
  36) 
  Move: 60’ (20’) Ground 
  Attacks: 2 Horns / 1 Crushing Bite 
  THAC0: 13 [+6] 
  ACC5: 8+ (65%) vs. chain mail 
  Damage: 1D10 / 1D10 / 4D4 (average 6 / 6 
  / 10) 
  Number Appearing: Wandering or Lurking, 
  Level 1 or 2, 0 (No Encounter); Level 3 or 4, 
  1; Level 5, 1D2; Level 6, 1D3; Level 7, 1D4; 
  Level 8, 1D4+1; Level 9, 1D6+1; Level 10, 
  2D4; Level 11, 2D4+1; Level 12, 2D6; Level 
  13, 2D6+1; Level 14+, 2D6+2. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Fighter 3 (INT 0) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 8 (Resolute) 
  Treasure Type: Wandering, None; Lurking, 
  V (Incidental). 
  Alignment: Neutral 
  XP Value: 850 
  Deadly Attacks: Giant stag beetles are 
  given a special ability bonus (*) because of 
  the significant amount of damage their 
  attacks can inflict. 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
   
   
   
  [47] 
  BEETLE, STAG, HUGE 
  (Uncommon Insect) 
  The huge stag beetle is either a sub-
  adult giant beetle, or a mature beetle of 
  a smaller sub-species. 
  Armor Class: 4 [15] (chitinous exoskeleton) 
  Hit Dice: 4D8+1 (5 to 33 hit points, average 
  19) 
  Move: 60’ (20’) Ground 
  Attacks: 2 Horns / 1 Crushing Bite 
  THAC0: 15 [+4] 
  ACC5: 10+ (55%) vs. chain mail 
  
   
   
  Damage: 1D6 / 1D6 / 1D8+2 (average 4 / 4 
  / 7) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1, 0 (No Encounter); Level 2, 
  1; Level 3, 1D2; Level 4, 1D3; Level 5, 
  1D4+1; Level 6, 1D6+1; Level 7, 2D4; Level 
  8, 2D4+1; Level 9, 2D6; Level 10, 2D6+1; 
  Level 11+, 2D6+2. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Fighter 2 (INT 0) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 7 (Normal) 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental). 
  Alignment: Neutral 
  XP Value: 125 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
   
  [48] 
  BEETLE, STAG, LARGE 
  (Uncommon Insect) 
  The large stag beetle is either a young 
  giant beetle, or a mature beetle of the 
  smallest sub-species. 
  Armor Class: 5 [14] (light chitinous 
  exoskeleton) 
  Hit Dice: 2D+1 (3 to 17 hit points, average 
  10) 
  Move: 60’ (20’) Ground 
  Attacks: 2 Horns / 1 Bite 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 1D3 / 1D3 / 1D6 (average 2 / 2 / 
  4) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D2; Level 2, 1D4; Level 3, 1D6+1; 
  Level 4, 2D4; Level 5, 2D4+1; Level 6, 3D4; 
  Level 7+, 4D4. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Fighter 1 (INT 0) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 7 (Normal) 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental). 
  Alignment: Neutral 
  XP Value: 25 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
   
   
   
  
   
   
  [49] 
  BEETLE, WATER, GIANT 
  (Uncommon Insect) 
  Giant water beetles are stealthy 
  freshwater predators who prey upon 
  giant worms, frogs, or fish (along with 
  the occasional adventurer). 
  Armor Class: 3 [16] (exoskeleton, speed, 
  DEX 15) 
  Hit Dice: 4D8* (4 to 32 hit points, average 
  18) 
  Move: 30’ (10’) Ground / 120’ (40’) 
  Swimming 
  Attacks: 1 Crushing Bite 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: 3D6 (average 11) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1, 0 (No Encounter); Level 2, 
  1; Level 3, 1D2; Level 4, 1D3; Level 5, 
  1D4+1; Level 6, 1D6+1; Level 7, 2D4; Level 
  8, 2D4+1; Level 9, 2D6; Level 10, 2D6+1; 
  Level 11+, 2D6+2. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Fighter 2 (INT 0) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 7 (Normal) 
  Treasure Type: Wandering, None; Lurking, 
  V (Incidental). 
  Alignment: Neutral 
  XP Value: 125 
  Deadly Attacks: Giant water beetles are 
  given a special ability bonus (*) because of 
  the significant amount of damage their 
  attacks can inflict in proportion to their Hit 
  Dice. 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
   
   
   
  [50] 
  BEETLE, WATER, HUGE 
  (Rare Insect) 
  Huge water beetles are either sub-adult 
  giant beetles, or mature beetles of a 
  smaller sub-species. 
  Armor Class: 4 [15] (exoskeleton, speed, 
  DEX 15) 
  Hit Dice: 2D8+3 (5 to 19 hit points, average 
  12) 
  Move: 30’ (10’) Ground / 120’ (40’) 
  Swimming 
  Attacks: 1 Crushing Bite 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 2D6 (average 7) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D2; Level 2, 1D4; Level 3, 1D6+1; 
  Level 4, 2D4; Level 5, 2D4+1; Level 6, 3D4; 
  Level 7+, 4D4. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Fighter 1 (INT 0) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 6 (Faltering) 
  
   
   
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental). 
  Alignment: Neutral 
  XP Value: 25 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
   
   
  [51] 
  BEETLE, WATER, LARGE 
  (Rare Insect) 
  Large water beetles are either sub-adult 
  giant beetles, or mature beetles of a 
  smaller sub-species. 
  Armor Class: 5 [14] (light exoskeleton, 
  speed, DEX 15) 
  Hit Dice: 1D8+2 (3 to 10 hit points, average 
  7) 
  Move: 30’ (10’) Ground / 150’ (50’) 
  Swimming 
  Attacks: 1 Bite 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D6 (average 4) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D6; Level 2, 2D4; Level 3, 3D4; 
  Level 4+, 4D4. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Normal Man (INT 0) (SV D14 W15 
  P16 B17 S18 (0)) 
  Morale: 6 (Faltering) 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental). 
  Alignment: Neutral 
  XP Value: 15 
  Grinding Mandibles: Anyone slain by a 
  monstrous beetle – if their body is not 
  recovered within 24 hours – is completely 
  ground down and devoured, meaning that 
  they cannot be resurrected through any 
  magics less powerful than a Wish. 
   
   
  Blink Dog, Sub-Adult 
  (Supplementary to Blink Dog, pg. 144) 
   
  [52] 
  BLINK DOG, WHELP 
  (Very Rare Mammal) 
  Blink dog whelps can be trained, and 
  are worth 1,700 to 2,000 gold pieces on 
  the market. 
  Armor Class: 6 [13] (speed, DEX 16) 
  
   
   
  Hit Dice: 2D8* (2 to 16 hit points, average 
  9) 
  Move: 120’ (40’) Ground 
  Attacks: 1 Bite 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D4 (average 3) 
  Number Appearing: Young blink dogs will 
  only be found with adults in a lair. 
  Generally, when young are present (50% 
  chance) 1D6 whelps and 1D6 pups will be 
  encountered. 
  Save As: Fighter 2 (INT 8) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 5 (Fearful) 
  Treasure Type: Blink dog young possess no 
  treasure; the treasure is rolled for the adults 
  when present in a lair. 
  Alignment: Lawful 
  XP Value: 25 
  Dimensional Blinking: If forced into 
  combat, a young blink dog can perform a 
  short-range Teleport without Error effect, 
  allowing them to blink next to an enemy, 
  attack, and then blink away. In rounds 
  where the blink dogs have the initiative, 
  they can blink away after attacking before 
  the opponent will be able to counter-attack. 
  In rounds where they do not have the 
  initiative, they can be counter-attacked, and 
  then they blink to their new positions at the 
  end of the round. 
  Flee from Peril: When the blink dog pack is 
  seriously threatened, they can – once per 
  day – blink 1,000 x 1D4 feet away, 
  disengaging from combat. 
   
   
  [53] 
  BLINK DOG, PUP 
  (Very Rare Mammal) 
  Blink dog pups can be raised to be 
  steadfastly loyal, and are worth 1,100 
  to 1,600 gold pieces on the market. 
  Armor Class: 7 [12] (speed, DEX 14) 
  Hit Dice: 1D8* (1 to 8 hit points, average 5) 
  Move: 90’ (30’) Ground 
  Attacks: 1 Bite 
  THAC0: 19 [+0] 
  ACC5: 14+ (35%) vs. chain mail 
  Damage: 1D3 (average 2) 
  Number Appearing: Young blink dogs will 
  only be found with adults in a lair. 
  Generally, when young are present (50% 
  chance) 1D6 whelps and 1D6 pups will be 
  encountered. 
  Save As: Fighter 1 (INT 7) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 5 (Fearful) 
  Treasure Type: Blink dog young possess no 
  treasure; the treasure is rolled for the adults 
  when present in a lair. 
  Alignment: Lawful 
  XP Value: 13 
  Dimensional Blinking: If forced into 
  combat, a young blink dog can perform a 
  short-range Teleport without Error effect, 
  allowing them to blink next to an enemy, 
  attack, and then blink away. In rounds 
  where the blink dogs have the initiative, 
  they can blink away after attacking before 
  the opponent will be able to counter-attack. 
  In rounds where they do not have the 
  initiative, they can be counter-attacked, and 
  then they blink to their new positions at the 
  end of the round. 
  
   
   
  Flee from Peril: When the blink dog pack is 
  seriously threatened, they can – once per 
  day – blink 1,000 x 1D4 feet away, 
  disengaging from combat. 
   
   
   
  Boar, Wild 
  (Supplementary to Boar (Male), pg. 144) 
   
  [54] 
  BOAR, WILD, FEMALE (SOW) 
  (Common Mammal) 
  The wild sow is slightly smaller than her 
  male counterpart, but more aggressive, 
  especially if young are present. 
  Armor Class: 7 [12] (leathery hide, fat, and 
  muscle) 
  Hit Dice: 3D8* (3 to 24 hit points, average 
  14) 
  Move: 150’ (50’) Ground 
  Attacks: 1 Goring Tusk Slash 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 1D8+2 (average 7) 
  Number Appearing: Special (75% of 
  encountered adult wild boars will be sows; 
  however they will not typically be 
  encountered on their own). 
  No Lair. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 1 (INT 3) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 9 (Defiant) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 50 
  Dying Rage: A wild sow remains conscious 
  at 0 and negative hit points. When first 
  reduced to between 0 and -4 hit points 
  inclusive, a timer begins where the sow will 
  fight for an additional 1D4 rounds before 
  collapsing. However, at hit point totals of -5 
  or lower, the sow dies immediately. 
   
  [55] 
  BOAR, WILD, SUB-ADULT 
  (Uncommon Mammal) 
  Sub-adult wild boars are only found with 
  adults of the species. 
  Armor Class: 7 [12] (leathery hide, speed) 
  Hit Dice: 2D8* (2 to 16 hit points, average 
  9) 
  Move: 150’ (150’) Ground 
  Attacks: 1 Goring Tusk Slash 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D6+1 (average 5) 
  
   
   
  Number Appearing: Sub-adult boars will 
  only be found with adults. Generally, there 
  will be 1D3 sub-adults for each sow. 
  Save As: Fighter 2 (INT 1) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 25 
  Dying Rage: A sub-adult remains conscious 
  at 0 and negative hit points. When first 
  reduced to between 0 and -3 hit points 
  inclusive, a timer begins where the boar will 
  fight for an additional 1D3 rounds before 
  collapsing. However, at hit point totals of -4 
  or lower, the boar dies immediately. 
   
   
  [56] 
  BOAR, WILD, GIANT 
  (Uncommon Mammal) 
  The giant wild boar is descended from 
  the prehistoric Elotherium, and is large 
  enough to be ridden by chaotic lords or 
  humanoid chieftains. 
  Armor Class: 6 [13] (thick leathery hide, fat, 
  and muscle) 
  Hit Dice: 7D8* (7 to 56 hit points, average 
  32) 
  Move: 120’ (40’) Ground 
  Attacks: 1 Goring Tusk Slash 
  THAC0: 13 [+6] 
  ACC5: 8+ (65%) vs. chain mail 
  Damage: 3D6 (average 11) 
  Number Appearing: Wandering or Lurking, 
  Level 1 or 2, 0 (No Encounter); Level 3 or 4, 
  1; Level 5, 1D2; Level 6, 1D3; Level 7, 1D4; 
  Level 8, 1D4+1; Level 9, 1D6+1; Level 10, 
  2D4; Level 11, 2D4+1; Level 12+, 2D6. 
  No Lair. 
  Maximum Random Number Appearing 8. 
  Save As: Fighter 7 (INT 1) (SV D8 W9 P10 
  B10 S12 (7)) 
  Morale: 10 (Undaunted) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 850 
  Undifferentiated: In game terms, males 
  (giant boars) and females (giant sows) are 
  not differentiated, as they are of similar size 
  and nature. 
  Dying Rage: A giant boar remains 
  conscious at 0 and negative hit points. 
  When first reduced to between 0 and -10 hit 
  points inclusive, a timer begins where the 
  
   
   
  boar will fight for an additional 1D4 rounds 
  before collapsing. However, at hit point 
  totals of -11 or lower, the boar dies 
  immediately. 
   
   
   
  [57] 
  BOAR, WILD, HUGE 
  (Uncommon Mammal) 
  The huge wild boar (or sow) is a swift 
  and deadly beast, and is sometimes 
  ridden by savages or powerful 
  humanoids. 
  Armor Class: 6 [13] (thick leathery hide, fat, 
  and muscle) 
  Hit Dice: 5D8+3* (8 to 43 hit points, 
  average 26) 
  Move: 120’ (40’) Ground 
  Attacks: 1 Goring Tusk Slash 
  THAC0: 14 [+5] 
  ACC5: 9+ (60%) vs. chain mail 
  Damage: 1D6+1D8+1 (average 9) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 or 2, 0 (No Encounter); 
  Level 3 or 4, 1; Level 5, 1D2; Level 6, 1D3; 
  Level 7, 1D4+1; Level 8, 1D4+2; Level 9+, 
  1D4+3. 
  No Lair. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 5 (INT 3) (SV D10 W11 P12 
  B13 S14 (5)) 
  Morale: 9 (Defiant) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 400 
  Dying Rage: A huge boar remains 
  conscious at 0 and negative hit points. 
  When first reduced to between 0 and -8 hit 
  points inclusive, a timer begins where the 
  boar will fight for an additional 1D4+1 
  rounds before collapsing. However, at hit 
  point totals of -9 or lower, the boar dies 
  immediately. 
   
  
   
   
   
   
  [58] 
  BOAR, WILD, LARGE 
  (Uncommon Mammal) 
  This stat block can be used to represent 
  either larger wild boars (or sows), or sub-
  adult giant boars. 
  Armor Class: 7 [12] (leathery hide, fat, and 
  muscle) 
  Hit Dice: 4D8+1* (5 to 33 hit points, 
  average 19) 
  Move: 120’ (40’) Ground 
  Attacks: 1 Goring Tusk Slash 
  THAC0: 15 [+4] 
  ACC5: 10+ (55%) vs. chain mail 
  Damage: 2D6+1 (average 8) 
  Number Appearing: Wandering or Lurking, 
  Level 1 or 2, 0 (No Encounter); Level 3, 1; 
  Level 4, 1D2; Level 5, 1D3; Level 6, 1D4+1; 
  Level 7+, 1D4+2; Level 8+, 1D4+3. 
  No Lair. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 4 (INT 3) (SV D10 W11 P12 
  B13 S14 (4)) 
  Morale: 9 (Defiant) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 200 
  Dying Rage: A large boar remains 
  conscious at 0 and negative hit points. 
  When first reduced to between 0 and -6 hit 
  points inclusive, a timer begins where the 
  boar will fight for an additional 1D4+1 
  rounds before collapsing. However, at hit 
  point totals of -7 or lower, the boar dies 
  immediately. 
   
   
  [59] 
  BOAR, WILD, WARTHOG 
  (Uncommon Mammal) 
  Warthogs are large-tusked wild swine 
  that dwell in savannas or arid regions. 
  Armor Class: 7 [12] (leathery hide, fat, and 
  muscle) 
  Hit Dice: 3D8** (3 to 24 hit points, average 
  14) 
  
   
   
  Move: 120’ (40’) Ground 
  Attacks: 2 Slashing Tusks 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 2D4 (average 5) / 2D4 (average 5) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1, 1; Level 2, 1D2; Level 3, 
  1D3; Level 4, 1D4+1; Level 5+, 1D4+2. 
  No Lair. 
  Maximum Random Number Appearing 2. 
  Note: When more than 2 warthogs are 
  encountered randomly, there are 2 adults 
  present, and the additional numbers 
  account for sub-adult warthogs present 
  (below). 
  Save As: Fighter 3 (INT 1) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 8 (Resolute) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 65 
  Deadly Attacks: Warthogs are given a 
  special ability bonus (*) because of the 
  significant amount of damage their attacks 
  can inflict in proportion to their Hit Dice. 
  Dying Rage: A warthog remains conscious 
  at 0 and negative hit points. When first 
  reduced to between 0 and -5 hit points 
  inclusive, a timer begins where the warthog 
  will fight for an additional 1D2 rounds 
  before collapsing. However, at hit point 
  totals of -6 or lower, the warthog dies 
  immediately. 
   
   
   
  [60] 
  BOAR, WILD, WARTHOG, SUB-ADULT 
  (Uncommon Mammal) 
  Sub-adult warthogs are only found with 
  adults of the species. 
  Armor Class: 7 [12] (leathery hide, speed) 
  Hit Dice: 2D8* (2 to 16 hit points, average 
  9) 
  Move: 150’ (150’) Ground 
  Attacks: 2 Slashing Tusks 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D4+1 (average 4) / 1D4+1 
  (average 4) 
  Number Appearing: Sub-adult warthogs 
  will only be found with adults, as noted 
  above. 
  No Lair. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 2 (INT 1) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 25 
  Dying Rage: A sub-adult warthog remains 
  conscious at 0 and negative hit points. 
  When first reduced to between 0 and -2 hit 
  points inclusive, a timer begins where the 
  warthog will fight for an additional 1D2 
  rounds before collapsing. However, at hit 
  point totals of -3 or lower, the warthog dies 
  immediately. 
   
   
   
  
   
   
  Brownie 
  (New monster) 
   
  [61] 
  BROWNIE 
  (Rare Fey Creature) 
  Brownies – or brown-caps – are 
  capricious and arcane faerie folk, 
  distantly related to halflings. 
  Armor Class: 3 [16] (speed, small size, DEX 
  18) 
  Hit Dice: 1D4*** (1 to 4 hit points, average 
  3) 
  Move: 120’ (40’) Ground 
  Attacks: 1 Small Sword (Snickersnee) 
  THAC0: 19 [+0] 
  ACC5: 14+ (35%) vs. chain mail 
  Damage: 1D3 (average 2) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1; Level 2, 1D2; Level 3, 1D3; Level 
  4, 1D4; Level 5, 1D4+1; Level 6, 2D4; Level 
  7, 2D4+1; Level 8, 3D4; Level 9, 3D4+1; 
  Level 10, 4D4; Level 11, 4D4+1; Level 12+, 
  5D4. 
  In Lair, Level 1, 1D2; Level 2, 1D3; Level 3, 
  1D4; Level 4, 1D4+1; Level 5, 2D4; Level 6, 
  2D4+1; Level 7, 3D4; Level 8, 3D4+1; Level 
  9, 4D4; Level 10, 4D4+1; Level 11+, 5D4. 
  Maximum Random Number Appearing 16. 
  Save As: Cleric 9 (INT 14) (SV D6 W7 P8 
  B11 S9 (9)) 
  Morale: 6 (Faltering) 
  Treasure Type: Wandering or Lurking, Q; 
  in Lair, J, K, L. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1 to 3, J, K, L x 10%; 4 to 6, J, 
  K, L x 25%; 7 to 9, J, K, L x 50%; 10 to 12, 
  J, K, L x 75%; 13 to 15, J, K, L x 100%; 16, 
  J, K, L x 110%. 
  Alignment: Lawful 
  XP Value: 8 
  Exceptional Senses: Brownies can never be 
  surprised. 
  Luck of the Faeries: Despite their minor 
  Hit Dice, brownies save vs. all types of 
  effects (Save As) as level 9 clerics. 
  Instant Camouflage: In a verdant 
  wilderness setting, brownies can camouflage 
  themselves instantly even if under direct 
  observation. This non-magical effect is 
  equivalent to an Invisibility spell. 
  Guides of the Wilderlands: If befriended, a 
  brownie can serve as a well-informed and 
  sagely guide, warning adventurers of known 
  dangers. 
  Faerie Magic: Brownies can cast each of 
  the following spells, once per day: 
  Confusion, Continual Light, Dimension 
  Door, Mirror Image (3 images) Protection 
  from Evil, and Ventriloquism. 
   
   
   
  Buffalo, Wild 
  (New monster) 
   
  [62] 
  BUFFALO, WILD 
  (Uncommon Mammal) 
  Wild buffalo include bison, great 
  wildebeests, water buffalo, and similar 
  dangerous creatures of the lowlands. 
  
   
   
  Armor Class: 7 [12] (leather hide, muscle) 
  Hit Dice: 5D8* (5 to 40 hit points, average 
  23) 
  Move: 150’ (50’) Ground 
  Attacks: 2 Goring Horns 
  THAC0: 15 [+4] 
  ACC5: 10+ (55%) vs. chain mail 
  Damage: 1D8 (average 5) / 1D8 (average 5) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 or 2, 0 (No Encounter); 
  Level 3, 1; Level 4, 1D2; Level 5, 1D3; Level 
  6, 1D4; Level 7, 1D4+1; Level 8, 2D4; Level 
  9, 2D4+1; Level 10, 3D4; Level 11, 3D4+1; 
  Level 12, 4D4; Level 13, 5D4; Level 14, 6D4; 
  Level 15+, 7D4. 
  No Lair. 
  Maximum Random Number Appearing 24. 
  Save As: Fighter 5 (INT 3) (SV D10 W11 P12 
  B13 S14 (5)) 
  Morale: 6 (Faltering) (50%) or 9 (Defiant) 
  (50%) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 300 
  Uncertain Disposition: 50% of encounters 
  with wild buffalo are with non-aggressive 
  herds, which will flee if threatened and only 
  attack if trapped. The other 50% of 
  encounters however will be with territorial 
  creatures, which will usually attack anyone 
  who approaches within 60’. 
  Charge and Trample: If a buffalo is closer 
  to a target than 40’, it uses its goring horn 
  attacks. However if it is 40’ or farther away, 
  it will charge and trample instead. Note the 
  movement rate might indicate that a charge 
  takes more than 1 round to complete. A 
  successful charge inflicts 3D6 impact 
  damage, plus 1D4 trample damage. 
  Smaller Herd Members: Female wild 
  buffalo can be represented by using the 
  Cattle, Wild, Bull template; and sub-adults 
  can be represented by using the Cattle, 
  Wild, Large template. 
   
   
  Bugbear, Tribal 
  (Supplementary to Bugbear (Warrior), pg. 145) 
   
  [63] 
  BUGBEAR, SKIRMISHER 
  (Uncommon Humanoid) 
  Bugbear skirmishers favor hurled and 
  missile weapons, such as throwing 
  hammers, axes, and bows. 
  Armor Class: 5 [14] (makeshift armor, DEX 
  15) 
  
   
   
  Hit Dice: 3D8+1* (4 to 25 hit points, 
  average 15) 
  Move: 90’ (30’) Ground 
  Attacks: 1 Weapon Strike or 2 Arrows 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: By weapon type 
  ❖ Long Bow and Arrows (x20): 1D6 
  (average 4) / 1D6 (average 4) 
  ❖ Spear (x3): 1D6 (average 4) 
  ❖ Throwing Axe (x4): 1D6 (average 4) 
  ❖ Throwing Hammer (x4): 1D4+1 
  (average 4) 
  ❖ Throwing Mace (x3): 1D6+1 (average 
  5) 
  Number Appearing: Wandering, Level 1, 1; 
  Level 2, 1D2; Level 3, 1D3; Level 4, 1D4+1; 
  Level 5, 2D4; Level 6, 3D4; Level 7, 4D4; 
  Level 8, 5D4; etc. 
  Lurking, Level 1, 1D2; Level 2, 1D3; Level 3, 
  1D4+1; Level 4, 2D4; Level 5, 3D4; Level 6, 
  4D4; Level 7, 5D4; etc. 
  In Lair, Level 1, 1D3; Level 2, 1D4+1; Level 
  3, 1D6+1; Level 4, 3D4; Level 5, 4D4; Level 
  6, 5D4; Level 7, 6D4; etc. 
  Maximum Random Number Appearing 36. 
  Note: In a large random group, the GM can 
  assume that 50% of bugbears will be 
  warriors with melee weapons, and 50% will 
  be skirmishers. 
  Save As: Fighter 3 (INT 8) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 9 (Defiant) 
  Treasure Type: Wandering, Lurking or in 
  Lair, individual treasure types P, Q, R, S 
  each. In lair, B. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1 to 8, B x 10%; 8 to 15, B x 
  25%; 16 to 19, B x 50%; 20 to 24, B x 75%; 
  25 to 32, B x 100%; 33 to 36, B x 110%. 
  Number appearing is factored based upon 
  the total number of normal male bugbears 
  (warriors and skirmishers) in the lair. 
  Alignment: Chaotic 
  XP Value: 75 
  Stealthy Skulking: Bugbears surprise foes 
  on a 1-3 on 1D6. 
  Variable Weapons: Weapon types can be 
  determined by GM preference, or randomly 
  by rolling 1D6: [1] Long Bow, [2-3] Spears, 
  [4] Throwing Axes, [5] Throwing Hammers, 
  [6] Throwing Maces. Ranges for bows and 
  spears are normal; ranges for other weapons 
  are S N/A / M 20’ / L 40’. 
  Resorting to Melee: Bugbear skirmishers 
  will hold their lost weapon to engage in 
  melee. Those armed with bows will also be 
  equipped with an axe, hammer, or mace. 
   
   
   
   
  
   
   
  [64] 
  BUGBEAR, FEMALE 
  (Rare Humanoid) 
  Smaller and stealthier than their male 
  counterparts, bugbear den mothers can 
  be vicious in the defense of their young. 
  Armor Class: 6 [13] (speed, DEX 16) 
  Hit Dice: 2D8* (2 to 16 hit points, average 
  9) 
  Move: 90’ (30’) Ground 
  Attacks: 1 Clawing Strike or Improvised 
  Weapon 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D8 (average 5) 
  Number Appearing: Female bugbears will 
  only be found in lairs. There will be 1 female 
  for every 2 normal male bugbears (warriors 
  and skirmishers). 
  Maximum Random Number Appearing 18. 
  Save As: Fighter 2 (INT 8) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 8 (Resolute) 
  Treasure Type: Individual treasure types P, 
  Q, R, S each. In lair, B (as detailed above). 
  Alignment: Chaotic 
  XP Value: 25 
  Stealthy Skulking: Bugbears surprise foes 
  on a 1-3 on 1D6. 
   
   
   
  [65] 
  BUGBEAR, YOUNG 
  (Rare Humanoid) 
  Unlike most humanoids, young bugbears 
  are cruel and powerful enough to defend 
  themselves from slaughter-minded 
  adventurers. 
  Armor Class: 7 [12] (small size, DEX 13) 
  Hit Dice: 1D4* (1 to 4 hit points, average 3) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Clawing Strike or Bite 
  THAC0: 19 [+0] 
  ACC5: 14+ (35%) vs. chain mail 
  Damage: 1D4 (average 3) 
  Number Appearing: Young bugbears will 
  only be found in lairs. There will be 1 young 
  bugbear for every female. 
  Maximum Random Number Appearing 18. 
  Save As: Normal Man (INT 6) (SV D14 W15 
  P16 B17 S18 (0)) 
  Morale: 6 (Faltering) 
  Treasure Type: None. Lair treasure type B 
  will be found with the adults in the lair, as 
  detailed above. 
  
   
   
  Alignment: Chaotic 
  XP Value: 6 
  Stealthy Skulking: Bugbears surprise foes 
  on a 1-3 on 1D6. 
   
   
  [66] 
  BUGBEAR, LEADER 
  (Rare Humanoid) 
  Bugbear leaders are the strongest 
  veteran warriors, furnished with the 
  heaviest weapons and armor. 
  Armor Class: 4 [15] (chain mail, DEX 14) 
  Hit Dice: 4D8* (but with 22 to 25 hit 
  points, average 23) 
  Move: 90’ (30’) Ground 
  Attacks: 1 Weapon Strike 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: By Weapon +1 
  ❖ Bardiche: 2D4+1 (average 6) 
  ❖ Footman’s Flail: 1D6+2 (average 6) 
  ❖ Footman’s Mace: 1D6+2 (average 6) 
  ❖ Morning Star: 2D4+1 (average 7) 
  Number Appearing: There will be 1 leader if 
  12 or more normal bugbears are 
  encountered. If 30 or more are encountered, 
  there will be 2. 
  Maximum Random Number Appearing 2. 
  Save As: Fighter 4 (INT 9) (SV D10 W11 P12 
  B13 S14 (4)) 
  Morale: 10 (Undaunted) 
  Treasure Type: Wandering, Lurking or in 
  Lair, individual treasure types P x 200%, Q 
  x 200%, R x 200%, S x 200%. 
  Lair treasure type B will be found in the lair, 
  as detailed above. 
  Alignment: Chaotic 
  XP Value: 125 
  Stealthy Skulking: Bugbears surprise foes 
  on a 1-3 on 1D6. 
  Variable Weapons: Weapon types can be 
  determined by GM preference, or randomly 
  by rolling 1D6: [1] Bardiche, [2] Footman’s 
  Flail, [3-4] Footman’s Mace, [5-6] Morning 
  Star. 
  Inspiring Leader: All normal, female, and 
  young bugbears have their morale increased 
  by +1 if (a) the leader is present and (b) the 
  leader is the strongest bugbear present. 
  However, if the leader is slain, the +1 bonus 
  is lost and all of the lesser bugbears must 
  immediately make a morale check. 
   
   
  
   
   
  [67] 
  BUGBEAR, SUB-CHIEF 
  (Rare Humanoid) 
  The eldest bugbear leader in a tribe is 
  the designated sub-chief; he may be no 
  stronger, but he is cunning and 
  commands respect from every warrior. 
  Armor Class: 4 [15] (chain mail, DEX 14) 
  Hit Dice: 4D8* (but with 22 to 25 hit 
  points, average 24) 
  Move: 90’ (30’) Ground 
  Attacks: 1 Weapon Strike 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: By Weapon +1 
  ❖ Bardiche: 2D4+1 (average 6) 
  ❖ Footman’s Flail: 1D6+2 (average 6) 
  ❖ Footman’s Mace: 1D6+2 (average 6) 
  ❖ Morning Star: 2D4+1 (average 7) 
  Number Appearing: Outside of a lair, there 
  will be 1 sub-chief if 24 or more normal 
  bugbears are encountered. In a lair, there 
  will be 1 sub-chief if 12 or more normal 
  bugbears are encountered. 
  Maximum Random Number Appearing 1. 
  Save As: Fighter 4 (INT 10) (SV D10 W11 
  P12 B13 S14 (4)) 
  Morale: 10 (Undaunted) 
  Treasure Type: Wandering, Lurking or in 
  Lair, individual treasure types P x 300%, Q 
  x 300%, R x 300%, S x 300%. 
  Lair treasure type B will be found in the lair, 
  as detailed above. 
  Alignment: Chaotic 
  XP Value: 125 
  Stealthy Skulking: Bugbears surprise foes 
  on a 1-3 on 1D6. 
  Variable Weapons: Weapon types can be 
  determined by GM preference, or randomly 
  by rolling 1D6: [1] Bardiche, [2] Footman’s 
  Flail, [3-4] Footman’s Mace, [5-6] Morning 
  Star. 
  Inspiring Leader: All normal, female, and 
  young bugbears have their morale increased 
  by +1 if (a) the sub-chief is present and (b) 
  the sub-chief is the strongest bugbear 
  present. However, if the sub-chief is slain, 
  the +1 bonus is lost and all of the lesser 
  bugbears must immediately make a morale 
  check. 
   
   
   
   
   
  
   
   
  [68] 
  BUGBEAR, CHIEFTAIN 
  (Very Rare Humanoid) 
  The eldest in a species that never stops 
  growing, a bugbear chieftain is a huge, 
  shambling brute with a fearsome retinue 
  at his command. 
  Armor Class: 4 [15] (reinforced mail armor, 
  DEX 14) 
  Hit Dice: 4D8** (but with 28 to 30 hit 
  points, average 29) 
  Move: 90’ (30’) Ground 
  Attacks: 1 Weapon Strike 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: By Weapon +2 
  ❖ Bastard Sword: 2D4+2 (average 7) 
  ❖ Footman’s Mace: 1D6+3 (average 7) 
  ❖ Halberd: 1D10+2 (average 8) 
  ❖ Morning Star: 2D4+2 (average 7) 
  Number Appearing: Outside of a lair, there 
  will be 1 chief if 24 or more normal 
  bugbears are encountered. In a lair, there 
  will be 1 chief if 18 or more normal 
  bugbears are encountered. 
  Maximum Random Number Appearing 1. 
  Save As: Fighter 4 (INT 10) (SV D10 W11 
  P12 B13 S14 (4)) 
  Morale: 11 (Fanatical) 
  Treasure Type: Wandering, Lurking or in 
  Lair, individual treasure types P x 500%, Q 
  x 500%, R x 500%, S x 500%. 
  Lair treasure type B will be found in the lair, 
  as detailed above. 
  Alignment: Chaotic 
  XP Value: 175 
  Lifeblood of the Tribe: The bugbear 
  chieftain is granted another special ability 
  asterisk (*) simply by being the most vitally 
  important bugbear target in the tribe. 
  Stealthy Skulking: Bugbears surprise foes 
  on a 1-3 on 1D6. 
  Variable Weapons: Weapon types can be 
  determined by GM preference, or randomly 
  by rolling 1D6: [1] Bastard Sword, [2-3] 
  Footman’s Mace, [4] Halberd, [5-6] Morning 
  Star. 
  Commanding Leader: All normal, female, 
  and young bugbears have their morale 
  increased by +2 if (a) the chief is present 
  and (b) the chief is the strongest bugbear 
  present. However, if the chief is slain, the +2 
  bonus is lost and all of the lesser bugbears 
  must immediately make a morale check. 
   
   
  
   
   
   
   
   
   
  
   
   
  Bulette 
  (New monster) 
   
  [69] 
  BULETTE, SUB-ADULT 
  (Very Rare Monstrosity) 
  The sub-adult bulette – or burrowing 
  behemoth – is a fearless monstrosity 
  that is said to be as ravenous as it is 
  stupid. 
  Armor Class: 1 [18] (thick armor plating 
  with some vulnerable areas) 
  Hit Dice: 6D8*** (6 to 48 hit points, average 
  27) 
  Move: 150’ (50’) Ground / 30’ (10’) 
  Burrowing 
  Attacks: 2 Shredding Strikes / 1 Savage 
  Bite 
  THAC0: 14 [+5] 
  ACC5: 9+ (60%) vs. chain mail 
  Damage: 2D6 / 2D6 / 3D10 (average 7 / 7 
  / 17) 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 5, 0 (No Encounter); Level 6 or 7, 
  1; Level 8, 1D2; Level 9+, 2. 
  No Lair. 
  Maximum Random Number Appearing 2. 
  Save As: Fighter 6 (INT 1) (SV D10 W11 P12 
  B13 S14 (6)) 
  Morale: 10 (Undaunted) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 950 
  Demonic Ichor: Bulettes were created by a 
  mad wizard, from experimentation demon 
  ichor and various bestial specimens. They 
  are vicious and nearly fearless due to their 
  curious heritage. 
  Lethal Foes: Bulettes are granted two 
  additional special ability asterisks (**) due to 
  the extreme damage they can inflict in 
  combat. 
  Burrowing Approach: Bulettes frequently 
  burrow through the soil and attack, but the 
  attack type does not have a bonus surprise 
  due to the noise, upheaval, and the bulette’s 
  highly visible crest rising up through the 
  ground. 
  Vulnerable Eyes and Under-Plates: A lucky 
  attacker can strike at a bulette’s few 
  vulnerable spots. Before every attack made 
  on a bulette, the GM should roll 1D8; and a 
  roll of 1, a vulnerable spot can be targeted 
  by the next single attack at +5 to hit. 
  Behemoth Leap: When badly wounded 
  (below 50% of original hit points), a bulette 
  can leap and attack with its hindleg claws – 
  in addition to its other attacks – every other 
  round. This increases its damage per attack 
  to 2D6 / 2D6 / 2D6 / 2D6 / 3D10. 
  Chitinous Armor Plating: If a bulette is 
  slain, 1D4+1 armor plates can be recovered 
  from the corpse. Each plate weighs 
  10+1D20 lbs., and can be carved down by a 
  master dwarven NPC armor to create a 
  magical shield. Merchants will pay 500 gp 
  per plate; dwarven armorers will pay 1,000 
  gp. 
   
  [70] 
  BULETTE, ADULT 
  (Very Rare Monstrosity) 
  Never content with mere halflings and 
  dungeon mules, adult bulettes lie in wait 
  just beneath the ground to ambush 
  larger prey, up to and including 
  mounted knights. 
  
   
   
  Armor Class: 0 [19] (thick armor plating 
  with few vulnerable areas) 
  Hit Dice: 9D8*** (9 to 72 hit points, average 
  41) 
  Move: 150’ (50’) Ground / 30’ (10’) 
  Burrowing 
  Attacks: 2 Shredding Strikes / 1 Bone-
  Crushing Bite 
  THAC0: 12 [+7] 
  ACC5: 7+ (70%) vs. chain mail 
  Damage: 3D6 / 3D6 / 4D12 (average 11 / 
  11 / 26) 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 6, 0 (No Encounter); Level 7 or 8, 
  1; Level 9, 1D2; Level 10+, 2. 
  No Lair. 
  Maximum Random Number Appearing 2. 
  Save As: Fighter 9 (INT 1) (SV D8 W9 P10 
  B10 S12 (9)) 
  Morale: 11 (Fanatical) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 3,000 
  Demonic Ichor: Bulettes were created by a 
  mad wizard, from experimentation demon 
  ichor and various bestial specimens. They 
  are vicious and nearly fearless due to their 
  curious heritage. 
  Lethal Foes: Bulettes are granted two 
  additional special ability asterisks (**) due to 
  the extreme damage they can inflict in 
  combat. 
  Burrowing Approach: Bulettes frequently 
  burrow through the soil and attack, but the 
  attack type does not have a bonus surprise 
  due to the noise, upheaval, and the bulette’s 
  highly visible crest rising up through the 
  ground. 
  Vulnerable Eyes and Under-Plates: A lucky 
  attacker can strike at a bulette’s few 
  vulnerable spots. Before every attack made 
  on a bulette, the GM should roll 1D8; and a 
  roll of 1, a vulnerable spot can be targeted 
  by the next single attack at +5 to hit. 
  Behemoth Leap: When badly wounded 
  (below 50% of original hit points), a bulette 
  can leap and attack with its hindleg claws – 
  in addition to its other attacks – every other 
  round. This increases its damage per attack 
  to 3D6 / 3D6 / 3D6 / 3D6 / 4D12. 
  Chitinous Armor Plating: If a bulette is 
  slain, 1D4+2 armor plates can be recovered 
  from the corpse. Each plate weighs 
  10+1D20 lbs., and can be carved down by a 
  master dwarven NPC armor to create a 
  magical shield. Merchants will pay 500 gp 
  per plate; dwarven armorers will pay 1,000 
  gp. 
   
   
   
  [71] 
  BULETTE, LARGE 
  (Very Rare Monstrosity) 
  The few bulettes that do not mortally 
  wound one another in sparring matches 
  become massive, scarred, and 
  malevolent. 
  Armor Class: -1 [20] (very thick armor 
  plating with few vulnerable areas) 
  Hit Dice: 10D8*** (10 to 80 hit points, 
  average 45) 
  Move: 150’ (50’) Ground / 30’ (10’) 
  Burrowing 
  Attacks: 2 Shredding Strikes / 1 Bone-
  Crushing Bite 
  
   
   
  THAC0: 11 [+8] 
  ACC5: 6+ (75%) vs. chain mail 
  Damage: 3D6 / 3D6 / 4D12 (average 11 / 
  11 / 26) 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 7, 0 (No Encounter); Level 8 or 9, 
  1; Level 10, 1D2; Level 11+, 2. 
  No Lair. 
  Maximum Random Number Appearing 2. 
  Save As: Fighter 10 (INT 1) (SV D6 W7 P8 
  B8 S10 (10)) 
  Morale: 11 (Fanatical) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 3,000 
  Demonic Ichor: Bulettes were created by a 
  mad wizard, from experimentation demon 
  ichor and various bestial specimens. They 
  are vicious and nearly fearless due to their 
  curious heritage. 
  Lethal Foes: Bulettes are granted two 
  additional special ability asterisks (**) due to 
  the extreme damage they can inflict in 
  combat. 
  Burrowing Approach: Bulettes frequently 
  burrow through the soil and attack, but the 
  attack type does not have a bonus surprise 
  due to the noise, upheaval, and the bulette’s 
  highly visible crest rising up through the 
  ground. 
  Vulnerable Eyes and Under-Plates: A lucky 
  attacker can strike at a bulette’s few 
  vulnerable spots. Before every attack made 
  on a bulette, the GM should roll 1D8; and a 
  roll of 1, a vulnerable spot can be targeted 
  by the next single attack at +5 to hit. 
  Behemoth Leap: When badly wounded 
  (below 50% of original hit points), a bulette 
  can leap and attack with its hindleg claws – 
  in addition to its other attacks – every other 
  round. This increases its damage per attack 
  to 3D6 / 3D6 / 3D6 / 3D6 / 4D12. 
  Chitinous Armor Plating: If a bulette is 
  slain, 1D4+3 armor plates can be recovered 
  from the corpse. Each plate weighs 
  10+1D20 lbs., and can be carved down by a 
  master dwarven NPC armor to create a 
  magical shield. Merchants will pay 500 gp 
  per plate; dwarven armorers will pay 1,000 
  gp. 
   
   
  [72] 
  BULETTE, HUGE 
  (Very Rare Monstrosity) 
  Huge bulettes devour anything they can, 
  and entire companies of dwarven 
  veterans or mercenary men-arms must be 
  mustered up to destroy them. 
  Armor Class: -2 [21] (very thick armor 
  plating with almost no vulnerable areas) 
  Hit Dice: 11D8*** (11 to 88 hit points, 
  average 50) 
  Move: 150’ (50’) Ground / 30’ (10’) 
  Burrowing 
  Attacks: 2 Shredding Strikes / 1 Bone-
  Crushing Bite 
  THAC0: 11 [+8] 
  ACC5: 6+ (75%) vs. chain mail 
  Damage: 3D6 / 3D6 / 4D12 (average 11 / 
  11 / 26) 
  
   
   
  Number Appearing: Wandering or Lurking, 
  Level 1 to 7, 0 (No Encounter); Level 8 or 9, 
  1; Level 10 or 11, 1D2; Level 12+, 2. 
  No Lair. 
  Maximum Random Number Appearing 2. 
  Save As: Fighter 11 (INT 1) (SV D6 W7 P8 
  B8 S10 (11)) 
  Morale: 12 (Fearless) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 3,500 
  Demonic Ichor: Bulettes were created by a 
  mad wizard, from experimentation demon 
  ichor and various bestial specimens. They 
  are vicious and nearly fearless due to their 
  curious heritage. 
  Lethal Foes: Bulettes are granted two 
  additional special ability asterisks (**) due to 
  the extreme damage they can inflict in 
  combat. 
  Burrowing Approach: Bulettes frequently 
  burrow through the soil and attack, but the 
  attack type does not have a bonus surprise 
  due to the noise, upheaval, and the bulette’s 
  highly visible crest rising up through the 
  ground. 
  Vulnerable Eyes and Under-Plates: A lucky 
  attacker can strike at a bulette’s few 
  vulnerable spots. Before every attack made 
  on a bulette, the GM should roll 1D8; and a 
  roll of 1, a vulnerable spot can be targeted 
  by the next single attack at +5 to hit. 
  Behemoth Leap: When badly wounded 
  (below 50% of original hit points), a bulette 
  can leap and attack with its hindleg claws – 
  in addition to its other attacks – every other 
  round. This increases its damage per attack 
  to 3D6 / 3D6 / 3D6 / 3D6 / 4D12. 
  Prized Chitinous Armor Plating: If a 
  bulette is slain, 1D4+4 armor plates can be 
  recovered from the corpse. Each plate 
  weighs 10+1D20 lbs., and can be carved 
  down by a master dwarven NPC armor to 
  create a magical shield. The plates from a 
  huge bulette are particularly fine and nigh 
  impregnable Merchants will pay 1,000 gp 
  per huge plate; dwarven armorers will pay 
  2,000 gp. 
   
   
   
   
   
   
   
  
   
   
  Chapter V: 
  C 
  Camel – Carcass Crawler – Catoblepas - Cattle, 
  Wild – Centaur – Centipede, Giant – Chimera – 
  Cockatrice – Couatl – Crab, Giant – Crayfish, 
  Giant – Crocodile 
   
   
   
  Camel 
  (Compare Camel (Dromedary), pg. 145) 
   
  [73] 
  CAMEL, BACTRIAN 
  (Common Mammal) 
  Bactrian camels are two-humped beasts 
  that are capable of surviving in just 
  about any climate. 
  Armor Class: 7 [12] (tough hide) 
  Hit Dice: 3D8 (3 to 24 hit points, average 
  14) 
  Move: 180’ (60’) Ground 
  Attacks: 1 Kick or 1 Spit 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 1D4 (average 3) or Special 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1; Level 2, 1D2; Level 3, 1D4; Level 
  4, 1D6+1; Level 5, 2D4+1; Level 6, 2D6+1; 
  Level 7+, 2D6+2. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Note: Camels will commonly be found with 
  caravans, and are ridden (or used as beasts 
  of burden) by desert bandits, dervishes, 
  merchants, nomads, and others. The 
  number appearing in these instances is 
  based upon the number of riders, or the size 
  of the total load of trade goods being carried. 
  Save As: Fighter 3 (INT 2) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 35 
  Prized Mounts: Untamed Bactrian camels 
  are worth 50 gp plus 2 gp per hit point. 
  When trained, they become hardy mounts 
  and beasts of burden, as specified in the 
  core rules. The largest Bactrian camels (20 
  to 24 hit points) can carry more weight than 
  other camels (up to 4,500 coins 
  unencumbered, up to 7,000 coins maximum 
  at half speed). 
  Plodding Gait: Note that Bactrian camels 
  are slower than dromedaries. 
  Ill-Tempered: Camels will bite or kick if 
  they are badly treated, or if someone 
  attempts to tame them. 
  Water and Fat Storage: Camels can survive 
  for weeks in the harshest climates, if they 
  have had a chance to drink well before the 
  journey. 
  Kick or Spit: A camel will generally kick if 
  wounded, or spit if unwounded. A kick 
  inflicts damage; spitting has a 25% chance 
  of blinding the target for 1D3 rounds (save 
  
   
   
  vs. poison to reduce the duration to 1 
  round, but at least 1 round of blindness 
  always occurs). 
   
   
   
  [74] 
  CAMEL, BACTRIAN, SUB-ADULT 
  (Uncommon Mammal) 
  Sub-adult Bactrians can be found in wild 
  herds with their parents, or following 
  along with merchant caravans. 
  Armor Class: 7 [12] (tough hide) 
  Hit Dice: 1D8+2 (3 to 10 hit points, average 
  7) 
  Move: 120’ (40’) Ground 
  Attacks: 1 Kick or 1 Spit 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D2 (average 2) or Special 
  Number Appearing: When adult Bactrian 
  camels are encountered, there is a 30% 
  chance that 1D4 sub-adults will be 
  encountered as well. 
  No Lair. 
  Maximum Random Number Appearing 4. 
  Save As: Fighter 1 (INT 1) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 6 (Faltering) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 15 
  Valued Mounts: Untamed sub-adult 
  Bactrian camels are worth 35 gp plus 2 gp 
  per hit point. Over several years of training, 
  they will become hardy mounts and beasts 
  of burden, as specified in the core rules. If 
  made to carry a load, a sub-adult Bactrian 
  can only carry half as much as an adult (up 
  to 1,500 coins while unencumbered, up to 
  3,000 coins maximum at half speed). 
  Plodding Gait: Note that Bactrian camels 
  are slower than dromedaries. 
  Ill-Tempered: Camels will bite or kick if 
  they are badly treated, or if someone 
  attempts to tame them. 
  Water and Fat Storage: Camels can survive 
  for weeks in the harshest climates, if they 
  have had a chance to drink well before the 
  journey. 
  
   
   
  Kick or Spit: A camel will generally kick if 
  wounded, or spit if unwounded. A kick 
  inflicts damage; spitting has a 25% chance 
  of blinding the target for 1D3 rounds (save 
  vs. poison to reduce the duration to 1 
  round, but at least 1 round of blindness 
  always occurs). 
   
  [75] 
  CAMEL, DROMEDARY, SUB-ADULT 
  (Uncommon Mammal) 
  These are sub-adults of the one-hump 
  dromedary camel species, as featured in 
  the core rules. 
  Armor Class: 7 [12] (tough hide) 
  Hit Dice: 1D8+3 (4 to 11 hit points, average 
  8) 
  Move: 180’ (60’) Ground 
  Attacks: 1 Kick or 1 Spit 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D2 (average 2) or Special 
  Number Appearing: When adult dromedary 
  camels are encountered, there is a 40% 
  chance that 1D6 sub-adults will be 
  encountered as well. 
  No Lair. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 1 (INT 1) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 6 (Faltering) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 15 
  Valued Mounts: Untamed sub-adult 
  dromedary camels are worth 35 gp plus 2 gp 
  per hit point. Over several years of training, 
  they will become hardy mounts and beasts 
  of burden, as specified in the core rules. If 
  made to carry a load, a sub-adult 
  dromedary can only carry half as much as 
  an adult (up to 1,500 coins while 
  unencumbered, up to 3,000 coins maximum 
  at half speed). 
  Ill-Tempered: Camels will bite or kick if 
  they are badly treated, or if someone 
  attempts to tame them. 
  Water and Fat Storage: Camels can survive 
  for weeks in the harshest climates, if they 
  have had a chance to drink well before the 
  journey. 
  Kick or Spit: A camel will generally kick if 
  wounded, or spit if unwounded. A kick 
  inflicts damage; spitting has a 25% chance 
  of blinding the target for 1D3 rounds (save 
  vs. poison to reduce the duration to 1 
  round, but at least 1 round of blindness 
  always occurs). 
   
   
   
   
   
   
  
   
   
  Carcass Crawler, Sub-Adult 
  (Supplementary to Carcass Crawler, pg. 146) 
   
  [76] 
  CARCASS CRAWLER, SUB-ADULT 
  (Rare Vermin) 
  The sub-adult carcass crawler – 
  sometimes found in groups where eggs 
  have recently hatched – has more 
  vestigial tentacles, fewer paralytic 
  tentacles, and a ravenous appetite. 
  Armor Class: 5 [14] (partial carapace) 
  Hit Dice: 2D8* (2 to 16 hit points, average 
  9) 
  Move: 90’ (30’) Ground / 60’ (20’) Climbing 
  Attacks: 4 Paralyzing Tentacles 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: Paralysis 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1; Level 2, 1D2; Level 3, 1D3; Level 
  4, 1D4; Level 5, 1D4+1; Level 6, 1D6+1; 
  Level 7+, 1D6+2. 
  In Lair, Level 1, 1D2; Level 2, 1D3; Level 3, 
  1D4; Level 4, 1D4+1; Level 5, 1D6+1; Level 
  6, 1D6+2; Level 7+, 1D6+3. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 1 (INT 0) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 7 (Normal) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, B. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, B x 10%; 2, B x 25%; 3 to 5, 
  B x 50%; 6, B x 75%. 
  If adult carcass crawlers are present, the 
  adults will have treasure but the sub-adults 
  will not. 
  Alignment: Neutral 
  XP Value: 25 
  Cling to Sheer Surfaces: Carcass crawlers 
  can climb walls and even ceilings with ease. 
  Vulnerable Body: Before each attack made 
  against a carcass crawler, the GM should 
  roll 1D6. On a roll of 1-3, the next single 
  attack can be aimed at the creature’s body, 
  allowing a +2 to the to hit roll. On a roll of 
  4-6, no such bonus is allowed. 
  Mild Paralysis: Any target that is hit by one 
  or more crawler tentacles in a round must 
  make a single saving throw vs. paralysis. On 
  a failed roll, the victim is paralyzed and 
  helpless for 1D4 turns. 
  Slow Consumption: Although the crawler’s 
  soft “fangs” are ineffective as an attack form, 
  a victim left with the crawler will slowly be 
  devoured – and frequently re-paralyzed – 
  over the course of an uninterrupted hour. 
   
   
  
   
   
   
   
  Catoblepas 
  (New monster) 
   
  [77] 
  CATOBLEPAS 
  (Very Rare Monstrosity) 
  The hideous swamp-dwelling catoblepas 
  – a loathly death beast sacred to Mung – 
  either slays with its arcane gaze, or 
  with its venomous breath; even those 
  who turn and immediately flee from it 
  are not safe. 
  Armor Class: 7 [12] (tough leathery hide) 
  Hit Dice: 6D8+2*** (8 to 50 hit points, 
  average 29) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Gaze or 1 Clubbing Tail 
  THAC0: 13 [+6] 
  ACC5: 8+ (65%) vs. chain mail 
  Damage: Death Magic or 1D6 + Stun 
  (average 4) 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 6, 0 (No Encounter); Level 7 or 8, 
  1; Level 9, 1D2; Level 10, 1D3; Level 11+, 
  1D3+1. 
  In Lair, Level 1 to 6, 0 (No Encounter); Level 
  7, 1; Level 8, 1D2; Level 9, 1D3; Level 10+, 
  1D3+1. 
  Maximum Random Number Appearing 3. 
  Save As: Fighter 6 (INT 4) (SV D10 W11 P12 
  B13 S14 (6)) 
  Morale: 9 (Defiant) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, C. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, C x 50%; 2, C x 100%; 3, C x 
  110%. 
  Alignment: Neutral 
  XP Value: 1,250 
  Dreaded Encounter: When the party first 
  encounters a catoblepas (or multiples), 
  surprise dice are rolled. A 1 on the party’s 
  die indicates normal surprise, and a 3-6 
  indicates normal action. A 2, however, 
  indicates total surprise, and if the encounter 
  distance is 60’ or less, one random 
  character has met the gaze of a catoblepas 
  and will suffer the death magic (below). At 
  distances greater than 60’, the players 
  should be informed that a horrible dark 
  presence is felt tremoring in the air, and 
  allow the PCs to flee if they are wise enough 
  to do so. 
  Latent and Building Magic: If no one was 
  slain due to complete surprise, there is a 
  15% chance on the first round of the 
  encounter that the catoblepas will be able to 
  use its death magic. This chance increases 
  by +15% per round if the party is wary 
  (backing away, watching, etc.), or by +10% 
  per round if the catoblepas is distracted and 
  engaged in combat. If more than one 
  
   
   
  catoblepas is present, each is rolled for 
  separately. 
  Skull-Hammering Tail: Anyone struck by 
  the catoblepas’ mace-like tail must make a 
  special saving throw or be stunned. The 
  chance of stunning is base 75%, -5% per Hit 
  Die or experience level above 1. Therefore a 
  level 5 character has a 55% chance of being 
  stunned, and a level 11 character has a 25% 
  chance. The stun effect lasts for 1D10 
  rounds if the character is not wearing a 
  helm; 1D6 rounds for a normal helm; or 
  1D4 rounds for a great helm. If an already-
  stunned character is stunned again, the 
  duration roll indicates the number of 
  rounds added to the ongoing stun effect. 
  Deathly Gaze: The death magic of the 
  catoblepas has a 60’ range, and penetrates 
  into the Astral and Ethereal realms. 
  Death Magic of Mung: Anyone who meets 
  the gaze of the catoblepas will normally die, 
  with no saving throw allowed. The effect is 
  magical and beyond mortal power, a curse 
  from the death god Mung; specifically stated 
  countermeasures such as averting one’s 
  gaze, closing the eyes, holding one’s breath, 
  turning to run, etc. will allow a saving throw 
  vs. death, but a failed save results in fatality 
  nevertheless. Note that stunned characters 
  cannot enact countermeasures of any kind! 
  Grim Fate: If everyone in an adventuring 
  party is stunned by a catoblepas, the 
  creature will automatically strike one 
  random victim with its tail every round, 
  never missing. (The death magic will be very 
  likely be faced by those who recover from 
  stunning with no one else to help them.) 
   
   
   
  [78] 
  CATOBLEPAS, SUB-ADULT 
  (Very Rare Monstrosity) 
  The sub-adult catoblepas cannot 
  instantly slay its adversaries, but is 
  nevertheless a surly and lethal foe. 
  Armor Class: 7 [12] (tough leathery hide) 
  Hit Dice: 3D8+1** (4 to 25 hit points, 
  average 15) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Gaze or 1 Clubbing Tail 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: Entropic Magic or 1D3 + Stun 
  (average 2) 
  Number Appearing: When 1 or more adult 
  catoblepones are encountered, there is a 
  20% chance that 1D2 sub-adults will be 
  present as well. 
  If the GM decides to run an encounter with 
  a single sub-adult catoblepas (which can be 
  deadly), the following guidelines can be 
  used: Level 1 to 3, 0 (No Encounter); Level 
  4+, 1. 
  Save As: Fighter 3 (INT 3) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 8 (Resolute) 
  Treasure Type: None. The adults will 
  possess treasure type C if Lurking or in Lair, 
  as described above. 
  If a lone sub-adult catoblepas is 
  encountered due to GM discretion, it will be 
  guarding treasure type C x 25%. 
  Alignment: Neutral 
  XP Value: 100 
  Dreaded Encounter: When the party first 
  encounters a sub-adult catoblepas (or 
  
   
   
  multiples), surprise dice are rolled. A 1 on 
  the party’s die indicates normal surprise, 
  and a 3-6 indicates normal action. A 2, 
  however, indicates total surprise, and if the 
  encounter distance is 60’ or less, one 
  random character has met the gaze of a 
  sub-adult catoblepas and will suffer the 
  death magic (below). At distances greater 
  than 60’, the players should be informed 
  that a horrible dark presence is felt 
  tremoring in the air, and allow the PCs to 
  flee if they are wise enough to do so. 
  Latent and Building Magic: If no one was 
  afflicted due to complete surprise, there is a 
  15% chance on the first round of the 
  encounter that the sub-adult catoblepas will 
  be able to use its entropic magic. This 
  chance increases by +15% per round if the 
  party is wary (backing away, watching, etc.), 
  or by +10% per round if the sub-adult 
  catoblepas is distracted and engaged in 
  combat. If more than one catoblepas is 
  present, each is rolled for separately. 
  Bludgeoning Tail: Anyone struck by the 
  catoblepas’ mace-like tail must make a 
  special saving throw or be stunned. The 
  chance of stunning is base 50%, -5% per Hit 
  Die or experience level above 1. Therefore a 
  level 5 character has a 30% chance of being 
  stunned, and a level 11 character is 
  immune. The stun effect lasts for 1D4 
  rounds if the character is not wearing a 
  helm; 1D3 rounds for a normal helm; or 
  1D2 rounds for a great helm. If an already-
  stunned character is stunned again, the 
  duration roll indicates the number of 
  rounds added to the ongoing stun effect. 
  Loathly Gaze: The entropic magic of the 
  sub-adult catoblepas has a 60’ range, and 
  penetrates into the Astral and Ethereal 
  realms. 
  Entropic Magic of Mung: Anyone who 
  meets the gaze of the catoblepas will be 
  stunned for 2D4 rounds, unless a saving 
  throw vs. paralysis is made to nullify the 
  effect. If the victim is able to enact 
  specifically stated countermeasures (as 
  detailed above), the saving throw is at +4. 
  Note that stunned characters cannot enact 
  countermeasures of any kind. 
  Grim Fate: If everyone in an adventuring 
  party is stunned by a sub-adult catoblepas, 
  the creature will automatically strike one 
  random victim with its tail every round, 
  never missing. 
   
  Cattle, Wild 
  (Compare Herd Animal, pg. 168) 
   
   
   
   
  
   
   
  [79] 
  CATTLE, WILD, SMALL 
  (Common Mammal) 
  The smallest wild cattle can be an anoa-
  like species, or the young of larger 
  cattle. 
  Armor Class: 7 [12] (leathery hide) 
  Hit Dice: 1D8 (1 to 8 hit points, average 5) 
  Move: 150’ (50’) Ground 
  Attacks: 1 Charge or Kick 
  THAC0: 19 [+0] 
  ACC5: 14+ (35%) vs. chain mail 
  Damage: 1D4 (average 3) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 3D4; Level 2, 5D4; Level 3, 7D4; 
  etc. 
  No Lair. 
  Maximum Random Number Appearing 200. 
  Save As: Fighter 1 (INT 4) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 6 (Faltering) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 10 
  Larger Males: A herd of small cattle will be 
  protected by 1D6+1 small bulls (using the 
  average-sized wild cattle stat template, 
  below), and the bulls will become aggressive 
  if the herd is approached. 
  Guarded Young: There will be 1 sub-adult 
  present for every 2 adults (bulls or cows). 
  Young will be HD 1D4 and non-combatant. 
  Stampeding: Small wild cattle will only 
  attack if cornered or attacked. If the entire 
  herd is threatened, however (for example, by 
  a violent spell or by one or more herd 
  members being slain), a stampede will 
  begin. The stampede direction will be 
  random, as determined by 1D4: [1] toward 
  the party, [2] away from the party, [3] to the 
  left, [4] to the right. If the herd stampedes 
  away, the encounter ends. Otherwise, 
  determine whether each party member has 
  cover (rocks, rubble, a wall, or trees within 1 
  round’s movement range). Characters under 
  cover will suffer no damage; those without 
  cover will be struck by 2D4 charging cattle, 
  inflicting 1D3 damage each without to hit 
  rolls. 
  Domesticated Cattle: If necessary, the wild 
  cattle stat templates can be used for 
  domesticated herds. Domesticated cattle will 
  typically not attack unless they are 
  harassed or attacked by strangers. 
   
  [80] 
  CATTLE, WILD, AVERAGE-SIZED 
  (Common Mammal) 
  Averaged-sized cattle or yaks tend to 
  weigh several hundred pounds. 
  Armor Class: 7 [12] (leathery hide) 
  Hit Dice: 2D8 (2 to 16 hit points, average 9) 
  Move: 150’ (50’) Ground 
  Attacks: 1 Charge or Kick 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D4 (average 3) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 2D4; Level 2, 4D4; Level 3, 6D4; 
  etc. 
  No Lair. 
  Maximum Random Number Appearing 200. 
  Save As: Fighter 2 (INT 4) (SV D12 W13 P14 
  B15 S16 (2)) 
  
   
   
  Morale: 6 (Faltering) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 20 
  Large Males: A herd of average-sized cattle 
  will be protected by 1D6+1 large bulls (using 
  the large wild cattle stat template, below), 
  and the bulls will become aggressive if the 
  herd is approached. 
  Guarded Young: There will be 1 sub-adult 
  present for every 2 adults (bulls or cows). 
  Young will be equivalent to small wild cattle 
  and non-combatant, but they will stampede 
  along with the herd. 
  Stampeding: Wild cattle will only attack if 
  cornered or attacked. If the entire herd is 
  threatened, however (for example, by a 
  violent spell or by one or more herd 
  members being slain), a stampede will 
  begin. The stampede direction will be 
  random, as determined by 1D4: [1] toward 
  the party, [2] away from the party, [3] to the 
  left, [4] to the right. If the herd stampedes 
  away, the encounter ends. Otherwise, 
  determine whether each party member has 
  cover (rocks, rubble, a wall, or trees within 1 
  round’s movement range). Characters under 
  cover will suffer no damage; those without 
  cover will be struck by 2D4 charging cattle, 
  inflicting 1D4 damage each without to hit 
  rolls. 
   
   
   
   
   
   
  [81] 
  CATTLE, WILD, LARGE 
  (Common Mammal) 
  Large wild cattle species include the 
  banteng and the kouprey. 
  Armor Class: 7 [12] (leathery hide) 
  Hit Dice: 3D8 (3 to 24 hit points, average 
  14) 
  Move: 150’ (50’) Ground 
  Attacks: 1 Charge or Kick 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 1D4+1 (average 4) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D6; Level 2, 2D6; Level 3, 3D6; 
  etc. 
  No Lair. 
  Maximum Random Number Appearing 200. 
  Save As: Fighter 3 (INT 4) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 35 
  Protective Bulls: A herd of large cattle will 
  be protected by 1D6+1 large bulls (using the 
  Cattle, Wild, Bull stat template, below), and 
  the bulls will become aggressive if the herd 
  is approached. 
  Guarded Young: There will be 1 sub-adult 
  present for every 2 adults (bulls or cows). 
  Young will be equivalent to small (50%) or 
  average-sized (50%) wild cattle and non-
  combatant, but they will stampede along 
  with the herd. 
  
   
   
  Stampeding: Wild cattle will only attack if 
  cornered or attacked. If the entire herd is 
  threatened, however (for example, by a 
  violent spell or by one or more herd 
  members being slain), a stampede will 
  begin. The stampede direction will be 
  random, as determined by 1D4: [1] toward 
  the party, [2] away from the party, [3] to the 
  left, [4] to the right. If the herd stampedes 
  away, the encounter ends. Otherwise, 
  determine whether each party member has 
  cover (rocks, rubble, a wall, or trees within 1 
  round’s movement range). Characters under 
  cover will suffer no damage; those without 
  cover will be struck by 2D4 charging cattle, 
  inflicting 1D4 damage each without to hit 
  rolls. 
   
  [82] 
  CATTLE, WILD, HUGE 
  (Common Mammal) 
  This stat template can represent the 
  female aurochs, or the gaur. 
  Armor Class: 7 [12] (leathery hide) 
  Hit Dice: 4D8 (4 to 32 hit points, average 
  18) 
  Move: 150’ (50’) Ground 
  Attacks: 1 Charge or Kick 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: 1D4+1 (average 4) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D4; Level 2, 2D4; Level 3, 3D4; 
  etc. 
  No Lair. 
  Maximum Random Number Appearing 200. 
  Save As: Fighter 4 (INT 4) (SV D10 W11 P12 
  B13 S14 (4)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 75 
  Protective Bulls: A herd of huge cattle will 
  be protected by 1D6+1 large bulls (using the 
  Cattle, Wild, Bull stat template, below), and 
  the bulls will become aggressive if the herd 
  is approached. 
  Guarded Young: There will be 1 sub-adult 
  present for every 2 adults (bulls or cows). 
  Young will be equivalent to small (33%), 
  average-sized (33%), or large (33%) wild 
  cattle and non-combatant, but they will 
  stampede along with the herd. 
  Territorial Disposition: Huge cattle – even 
  without considering bulls – will attack (with 
  warning kicks and charges) 50% of the time 
  if they are approached by strangers. 
  Stampeding: Wild cattle will only attack if 
  cornered or attacked. If the entire herd is 
  threatened, however (for example, by a 
  violent spell or by one or more herd 
  members being slain), a stampede will 
  begin. The stampede direction will be 
  random, as determined by 1D4: [1] toward 
  the party, [2] away from the party, [3] to the 
  left, [4] to the right. If the herd stampedes 
  away, the encounter ends. Otherwise, 
  determine whether each party member has 
  cover (rocks, rubble, a wall, or trees within 1 
  round’s movement range). Characters under 
  cover will suffer no damage; those without 
  cover will be struck by 2D4 charging cattle, 
  inflicting 1D4 damage each without to hit 
  rolls. 
   
   
  
   
   
   
   
  [83] 
  CATTLE, WILD, BULL 
  (Common Mammal) 
  This creature template can represent the 
  large males protecting herds of wild 
  cattle, the wild ox, or the male aurochs. 
  Armor Class: 7 [12] (leathery hide) 
  Hit Dice: 4D8* (4 to 32 hit points, average 
  18) 
  Move: 150’ (50’) Ground 
  Attacks: 2 Goring Horns 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: 1D6 (average 4) / 1D6 (average 4) 
  Number Appearing: Wandering or Lurking 
  (away from herd), Level 1, 1; Level 2, 1D2; 
  Level 3, 1D4; Level 4, 1D4+1; Level 5, 2D4; 
  Level 6, 3D4; Level 7, 4D4; etc. 
  Bulls can also be encountered with herds of 
  large or huge wild cattle, as described 
  above. 
  No Lair. 
  Maximum Random Number Appearing 20. 
  Save As: Fighter 4 (INT 4) (SV D10 W11 P12 
  B13 S14 (4)) 
  Morale: 8 (Resolute) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 125 
  Great Bulls: Great bulls, those of 28 or 
  more hit points, are sometimes ridden by 
  minotaurs. 
  Aggressive Disposition: Anyone 
  approaching to within 90’ of a wild bull 
  stands a 75% chance of being charged and 
  attacked. 
  Trampling Charge: If a bull has at least 30’ 
  of room to run, it will charge; otherwise it 
  will attack with its goring horns. A charge, if 
  it hits, inflicts 3D4 impact damage and an 
  additional 1D4 trampling damage. 
  Unexpected Targets: If a bull is not 
  engaged in melee during any given round, it 
  might well select a different target that is 30’ 
  to 50’ away, so that it can charge. 
   
   
   
   
  
   
   
  Centaur, Tribal 
  (Supplementary to Centaur (Male), pg. 147) 
   
  [84] 
  CENTAUR, FEMALE (CENTAURIDE) 
  (Rare Fey Creature) 
  Female centaurs are more intelligent 
  and less militant than the males, but 
  they rarely leave the protection of their 
  sacred groves. 
  Armor Class: 5 [14] (tough hide, DEX 16) 
  Hit Dice: 3D8 (3 to 24 hit points, average 
  14) 
  Move: 210’ (70’) Ground 
  Attacks: 2 Arrows or 2 Striking Hooves 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 1D6 (average 4) / 1D6 (average 4) 
  or 1D4 (average 3) / 1D4 (average 3) 
  Number Appearing: 40% of encountered 
  centaurs will be centaurides. 
  Save As: Fighter 3 (INT 10) (SV D12 W13 
  P14 B15 S16 (3)) 
  Morale: 8 (Resolute) 
  Treasure Type: Wandering, Lurking, or in 
  Lair, Individual treasure types L, S each. 
  In Lair, the larger centaur lair will have the 
  tribe’s treasure. 
  Alignment: Lawful (50%) / Neutral (50%) 
  XP Value: 35 
   
   
  [85] 
  CENTAUR, SUB-ADULT 
  (Rare Fey Creature) 
  Sub-adult centaurs and centaurides will 
  only be found in centaur lairs, such as 
  grottoes, arbors, pastoral ruins, and 
  groves. 
  Armor Class: 6 [13] (hide, DEX 16) 
  Hit Dice: 2D8 (2 to 16 hit points, average 9) 
  Move: 150’ (50’) Ground 
  Attacks: 2 Striking Hooves 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D3 (average 2) / 1D3 (average 2) 
  Number Appearing: For each centauride 
  present, there will be 1D2 sub-adult 
  centaurs. 
  Save As: Fighter 2 (INT 8) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 6 (Faltering) 
  Treasure Type: None 
  Alignment: Lawful (50%) / Neutral (50%) 
  XP Value: 20 
   
  Centipede, Giant, Non-Venemous 
  (Supplemental to Centipede, Giant, pg. 147) 
   
  [86] 
  CENTIPEDE, GIANT, NON-VENOMOUS 
  (Uncommon Vermin) 
  While incapable of injecting venom, 
  these skittering horrors deliver a vicious 
  and painful bite with their gnashing 
  mandibles. 
  
   
   
  Armor Class: 9 [10] (vulnerable carapace) 
  Hit Dice: 1D2 (1 or 2 hit points, average 2) 
  Move: 150’ (50’) Ground 
  Attacks: 1 Bite 
  THAC0: 19 [+0] 
  ACC5: 14+ (35%) vs. chain mail 
  Damage: 1D2 (average 2) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 3D4; Level 2, 4D4; Level 3, 5D4; 
  etc. 
  No Lair. 
  Maximum Random Number Appearing 48. 
  Save As: Normal Man (INT 0) (SV D14 W15 
  P16 B17 S18 (0)) 
  Morale: 7 (Normal) 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental). 
  Alignment: Neutral 
  XP Value: 5 
   
   
   
   
  Chimera, Sub-Adult 
  (Supplemental to Chimera, pg. 148) 
   
  [87] 
  CHIMERA, SUB-ADULT 
  (Rare Monstrosity) 
  Sub-adult chimeras are vicious and 
  deranged, with none of the heads yet 
  dominant or fully in control of the 
  monstrous beast’s temperament. 
  Armor Class: 5 [14] (thick hide, fur, dragon 
  scales, DEX 14) 
  Hit Dice: 4D8+3** (7 to 35 hit points, 
  average 21) 
  Move: 90’ (30’) Ground / 150’ (50’) Flying 
  Attacks: 2 Lion’s Claws / 2 Goat’s Horns / 
  1 Lion’s Bite / 1 Dragon’s Bite 
  THAC0: 15 [+4] 
  ACC5: 10+ (55%) vs. chain mail 
  Damage: 1D2 / 1D2 / 1D2 / 1D2 / 1D4 / 
  1D6+1 (average 2 / 2 / 2 / 2 / 3 / 5) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 3, 0 (No Encounter); 
  Level 4, 1; Level 5, 1D2; Level 6, 1D3; Level 
  7, 1D4; Level 8+, 1D4+1. 
  
   
   
  Maximum Random Number Appearing 4. 
  Note: Sub-adult chimeras can also be found 
  in encounters with adults, 30% of the time, 
  with 1D2 sub-adults being present. 
  Save As: Fighter 4 (INT 3) (SV D10 W11 P12 
  B13 S14 (4)) 
  Morale: 8 (Resolute) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, F. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, 10% F; 2 or 3, 25% F; 4, 50% 
  F. 
  Note: If adult chimeras are present, the 
  adults will have treasure as listed in their 
  description, but the sub-adults will not. 
  Alignment: Neutral 
  XP Value: 275 
  Draconian Fire: If the chimera is not within 
  melee range, the dragon’s head will breathe 
  fire. In melee, the dragon’s head will breathe 
  fire 50% of the time if it is able to do so. The 
  maximum range is 30’, and the flames will 
  inflict 2D6 damage, with a successful saving 
  throw vs. breath weapon resulting in half 
  damage. A sub-adult chimera can only 
  breathe fire twice a day at most. 
   
   
  Cockatrice, Sub-Adult 
  (Supplemental to Cockatrice, pg. 148) 
   
  [88] 
  COCKATRICE, SUB-ADULT 
  (Uncommon Monstrosity) 
  Sub-adult cockatrices, although 
  incapable of petrifying prey, are 
  dangerous nuisances; any civilized race 
  will seek to exterminate them. 
  Armor Class: 6 [13] (plumage, scales, 
  winged mobility) 
  Hit Dice: 2D8+3* (5 to 19 hit points, 
  average 12) 
  Move: 60’ (20’) Ground / 120’ (40’) Flying 
  Attacks: 1 Peck or Claw 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 1D2 (average 2) + Paralysis 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 or 2, 0 (No Encounter); 
  Level 3, 1; Level 4, 1D2; Level 5, 1D3; Level 
  6, 1D4; Level 7, 1D4+1; Level 8+, 1D6+1. 
  Maximum Random Number Appearing 6. 
  Note: Sub-adult cockatrices can also be 
  found in encounters with adults, 30% of the 
  time, with 1D3 sub-adults being present. 
  Save As: Fighter 2 (INT 1) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 6 (Faltering) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, D. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, 10% D; 2 to 4, 25% D; 5, 50% 
  D; 6, 75% D. 
  
   
   
  If adult cockatrices are present, the adults 
  will have treasure as listed in their 
  description, but the sub-adults will not. 
  Alignment: Neutral 
  XP Value: 35 
  Paralyzing Touch: Although they cannot 
  petrify prey as adult cockatrices can, sub-
  adults can paralyze prey with a successful 
  peck or claw hit. If the victim fails a saving 
  throw vs. paralysis, he or she is paralyzed 
  for 1D3+1 rounds. If the saving throw 
  succeeds, the effect is negated. A victim can 
  be so affected any number of times. Sub-
  adult cockatrices will attempt to paralyze all 
  hostile targets before attempting to feed on a 
  paralyzed victim. 
   
   
  Couatl 
  (New monster) 
   
  [89] 
  COUATL, ARCANE 
  (Very Rare Reptilian) 
  Magic-wielding feathered serpents that 
  lair in the tropical realms, the majestic 
  arcane couatls are the sworn enemies of 
  chaos and evil. 
  Armor Class: 5 [14] (plumage, scales, DEX 
  14, winged mobility) 
  Hit Dice: 9D8*** (9 to 72 hit points, average 
  41) 
  Move: 60’ (20’) Ground / 180’ (60’) Flying 
  Attacks: 1 Bite / 1 Constricting Coils 
  THAC0: 12 [+7] 
  ACC5: 7+ (70%) vs. chain mail 
  Damage: 1D3 + Poison (average 2) / 2D4 
  (average 5) 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 6, 0 (No Encounter); Level 7 or 8, 
  1; Level 9, 1D2; Level 10, 1D3; Level 11, 
  1D4; Level 12+, 1D4+1. 
  In Lair, Level 1 to 5, 0 (No Encounter); Level 
  6 or 7, 1; Level 8 or 9, 1D2; Level 10, 1D3; 
  Level 11, 1D4; Level 12+, 1D4+1. 
  Maximum Random Number Appearing 4. 
  Note: When couatls are randomly 
  encountered, roll 1D20 for each individual 
  to determine its type: [1-9] Arcane, [10-16] 
  Divine, [17-20] Sacred. 
  Save As: Magic-User 9 (INT 17) (SV D11 
  W12 P11 B14 S12 (9)) 
  Morale: 10 (Undaunted) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, B, I. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, 50% B, 50% I; 2, 75% B, 75% 
  I; 3, 100% B, 100% I; 4, 110% B, 110% I. 
  Alignment: Lawful 
  XP Value: 3,000 
  Venomous Bite: Anyone bitten by couatl 
  must save vs. Poison or die. 
  Constricting Coils: After a successful 
  constricting attack, a couatl can (if desired) 
  automatically inflict an additional 2D4 
  damage to that target every round without a 
  to hit roll being required. The couatl can use 
  another ability (such as a spell) during the 
  rounds in which it is inflicting automatic 
  
   
   
  constriction damage after the initial attack. 
  The couatl might choose to release its grasp, 
  depending on combat circumstances. 
  Shape Changing: A couatl can cast 
  Polymorph Self upon itself at will, up to 
  once a round. 
  Arcane Magic: An arcane couatl is 
  equivalent to a level 5 magic-user, and will 
  know spells that should be randomly 
  determined by the GM (2 level 1 spells, 2 
  level 2 spells, and 1 level 3 spell). These are 
  innate powers with daily use ability; couatls 
  do not own spell books. In addition to these 
  magical abilities, couatls will also possess 
  psychic powers (below). 
  Psychic Powers: In addition to its normal 
  allotment of spells, each individual couatl 
  will have spell-like psychic powers. In the 
  Basic game, these abilities are identical to 
  spells, but the couatl can know clerical 
  and/or magical psychic abilities, regardless 
  of its nature. (Generally, arcane couatls will 
  have the magic-user type spells where there 
  are clerical and magic-user variations of a 
  spell given in the core rules; divine couatls 
  will have cleric type spells; and sacred 
  couatls will have the most advantageous 
  spell form if there is a conflict between the 
  two.) Couatl spells and psychic powers are 
  cast at experience level 9 potency regardless 
  of circumstances. The psychic powers are 
  split into miscellaneous abilities, attack 
  forms, and defense forms, as follows: 
  Psychic Abilities: An adult couatl will be 
  able to cast 1D3 of the following 
  miscellaneous spells per day; roll unique 
  spells for each couatl. A duplicate roll 
  means the spell can be cast twice per day. 
  Roll 1D8: [1] Clairvoyance, [2] Detect Evil, 
  [3] Detect Magic, [4-5] ESP, [6] Know 
  Alignment, [7] Locate Object, [8] Remove 
  Curse. 
  Psychic Attack: An adult couatl will be able 
  to cast 1D3 of the following offensive spells 
  per day; roll unique spells for each couatl. A 
  duplicate roll means the spell can be cast 
  twice per day. Roll 1D6: [1] Charm Monster, 
  [2] Charm Person, [3] Confusion, [4] 
  Feeblemind, [5] Geas or Quest, [6] 
  Telekinesis. 
  Psychic Defense: An adult couatl will be 
  able to cast 1D3 of the following defensive 
  spells per day; roll unique spells for each 
  couatl. A duplicate roll means the spell can 
  be cast twice per day. Roll 1D8: [1] Blink (as 
  blink dog for 1D4+1 rounds), [2] Cure 
  Disease, [3-4] Cure Light Wounds, [5] Cure 
  Serious Wounds, [6] Dimension Door, [7] 
  Invisibility, [8] Teleport. 
   
   
  [90] 
  COUATL, DIVINE 
  (Very Rare Reptilian) 
  Beautiful feathered serpents of profound 
  wisdom, the divine couatls serve as 
  champions and messengers between 
  worshippers and the gods. 
  Armor Class: 5 [14] (plumage, scales, DEX 
  14, winged mobility) 
  Hit Dice: 9D8*** (9 to 72 hit points, average 
  41) 
  Move: 60’ (20’) Ground / 180’ (60’) Flying 
  Attacks: 1 Bite / 1 Constricting Coils 
  THAC0: 12 [+7] 
  
   
   
  ACC5: 7+ (70%) vs. chain mail 
  Damage: 1D3 + Poison (average 2) / 2D4 
  (average 5) 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 6, 0 (No Encounter); Level 7 or 8, 
  1; Level 9, 1D2; Level 10, 1D3; Level 11, 
  1D4; Level 12+, 1D4+1. 
  In Lair, Level 1 to 5, 0 (No Encounter); Level 
  6 or 7, 1; Level 8 or 9, 1D2; Level 10, 1D3; 
  Level 11, 1D4; Level 12+, 1D4+1. 
  Maximum Random Number Appearing 4. 
  Note: When couatls are randomly 
  encountered, roll 1D20 for each individual 
  to determine its type: [1-9] Arcane, [10-16] 
  Divine, [17-20] Sacred. 
  Save As: Cleric 9 (INT 17) (SV D6 W7 P9 
  B11 S9 (9)) 
  Morale: 10 (Undaunted) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, B, I. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, 50% B, 50% I; 2, 75% B, 75% 
  I; 3, 100% B, 100% I; 4, 110% B, 110% I. 
  Alignment: Lawful 
  XP Value: 3,000 
  Venomous Bite: Anyone bitten by couatl 
  must save vs. Poison or die. 
  Constricting Coils: After a successful 
  constricting attack, a couatl can (if desired) 
  automatically inflict an additional 2D4 
  damage to that target every round without a 
  to hit roll being required. The couatl can use 
  another ability (such as a spell) during the 
  rounds in which it is inflicting automatic 
  constriction damage after the initial attack. 
  The couatl might choose to release its grasp, 
  depending on combat circumstances. 
  Shape Changing: A couatl can cast 
  Polymorph Self upon itself at will, up to 
  once a round. 
  Holy Magic: A divine couatl is equivalent to 
  a level 7 cleric, and will know spells that 
  should be randomly determined by the GM 
  (2 level 1 spells, 2 level 2 spells, 2 level 3 
  spells, 1 level 4 spell, and 1 level 5 spell). 
  These are innate powers with daily use 
  ability. In addition to these clerical abilities, 
  couatls will also possess psychic powers 
  (below). 
  Psychic Powers: Divine couatls will also 
  possess miscellaneous psychic abilities, 
  attack modes, and defense modes, as 
  described in the Couatl, Arcane stat 
  template above. 
   
   
   
  [91] 
  COUATL, SACRED 
  (Very Rare Reptilian) 
  Sacred couatls are enlightened elders of 
  their kind, capable of wielding both 
  arcane and holy magics. 
  Armor Class: 5 [14] (plumage, scales, DEX 
  14, winged mobility) 
  Hit Dice: 9D8**** (9 to 72 hit points, 
  average 41) 
  Move: 60’ (20’) Ground / 180’ (60’) Flying 
  
   
   
  Attacks: 1 Bite / 1 Constricting Coils 
  THAC0: 12 [+7] 
  ACC5: 7+ (70%) vs. chain mail 
  Damage: 1D3 + Poison (average 2) / 2D4 
  (average 5) 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 6, 0 (No Encounter); Level 7 or 8, 
  1; Level 9, 1D2; Level 10, 1D3; Level 11, 
  1D4; Level 12+, 1D4+1. 
  In Lair, Level 1 to 5, 0 (No Encounter); Level 
  6 or 7, 1; Level 8 or 9, 1D2; Level 10, 1D3; 
  Level 11, 1D4; Level 12+, 1D4+1. 
  Maximum Random Number Appearing 4. 
  Note: When couatls are randomly 
  encountered, roll 1D20 for each individual 
  to determine its type: [1-9] Arcane, [10-16] 
  Divine, [17-20] Sacred. 
  Save As: Cleric / Magic-User 9 / 9 (INT 18) 
  (SV D6 W7 P9 B11 S9 (9)) 
  Morale: 11 (Fanatical) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, B, I. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, 50% B, 50% I; 2, 75% B, 75% 
  I; 3, 100% B, 100% I; 4, 110% B, 110% I. 
  Alignment: Lawful 
  XP Value: 3,700 
  Venomous Bite: Anyone bitten by couatl 
  must save vs. Poison or die. 
  Constricting Coils: After a successful 
  constricting attack, a couatl can (if desired) 
  automatically inflict an additional 2D4 
  damage to that target every round without a 
  to hit roll being required. The couatl can use 
  another ability (such as a spell) during the 
  rounds in which it is inflicting automatic 
  constriction damage after the initial attack. 
  The couatl might choose to release its grasp, 
  depending on combat circumstances. 
  Shape Changing: A couatl can cast 
  Polymorph Self upon itself at will, up to 
  once a round. 
  Arcane and Holy Magics: A sacred couatl is 
  equivalent to both a level 5 magic-user and 
  a level 7 cleric, and will know spells that 
  should be randomly determined by the GM. 
  Psychic Powers: Sacred couatls will also 
  possess miscellaneous psychic abilities, 
  attack modes, and defense modes, as 
  described in the Couatl, Arcane stat 
  template above. 
   
  [92] 
  COUATL, SUB-ADULT 
  (Very Rare Reptilian) 
  Sub-adult couatls are almost never seen; 
  their powers are erratic and 
  undeveloped, although their intelligence 
  remains profound. 
  Armor Class: 6 [13] (plumage, light scales, 
  DEX 14, winged mobility) 
  Hit Dice: 4D8+2** (6 to 34 hit points, 
  average 20) 
  Move: 60’ (20’) Ground / 150’ (50’) Flying 
  Attacks: 1 Bite / 1 Constricting Coils 
  THAC0: 15 [+4] 
  ACC5: 10+ (55%) vs. chain mail 
  Damage: 1D2 + Poison (average 2) / 1D4 
  (average 3) 
  Number Appearing: When 2 or more adult 
  couatls (of any type) are encountered in a 
  lair, there is a 25% chance that there will be 
  1D2 sub-adult couatls present as well. 
  Save As: Magic-User 4 (INT 14) (SV D13 
  W14 P13 B16 S15 (4)) 
  Morale: 8 (Resolute) 
  
   
   
  Treasure Type: None 
  Alignment: Lawful 
  XP Value: 275 
  Venomous Bite: Anyone bitten by couatl 
  must save vs. Poison or die. For a sub-
  adult’s venom, the saving throw can be 
  made at +3. 
  Constricting Coils: After a successful 
  constricting attack, a couatl can (if desired) 
  automatically inflict an additional 1D4 
  damage to that target every round without a 
  to hit roll being required. The couatl can use 
  another ability (such as a spell) during the 
  rounds in which it is inflicting automatic 
  constriction damage after the initial attack. 
  The couatl might choose to release its grasp, 
  depending on combat circumstances. 
  Limited Shape Changing: A sub-adult 
  couatl can cast Polymorph Self upon itself at 
  will, up to once a round. However, this 
  power can only be used 3 times per day. 
  Lesser Magical Abilities: A sub-adult 
  couatl will be either a level 3 magic-user 
  (40%), a level 4 cleric (50%), or a both a level 
  3 magic-user and a level 4 cleric (10%). 
  Spells for sub-adults should be selected by 
  the GM, following the adult stat templates 
  provided above. 
  Lesser Psychic Abilities: A sub-adult 
  couatl will possess 1 miscellaneous psychic 
  ability, 1 attack mode, and 1 defense mode 
  (all randomly selected), as described in the 
  Couatl, Arcane stat template above. 
   
   
   
  Crab, Huge and Large 
  (Supplemental to Crab, Giant, pg. 148) 
   
  [93] 
  CRAB, HUGE 
  (Rare Crustacean) 
  Huge crabs are 3’ to 4’ in diameter; this 
  stat template can be used for sub-adult 
  giant crabs, or to represent a smaller 
  sub-species. 
  Armor Class: 4 [15] (thick and hardened 
  shell) 
  Hit Dice: 2D8 (2 to 16 hit points, average 9) 
  Move: 90’ (30’) Ground / 90’ (30’) Swimming 
  or Bottom Walking 
  Attacks: 2 Claw Pincers 
  
   
   
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D4+1 (average 4) / 1D4+1 
  (average 4) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D2; Level 2, 1D3; Level 3, 1D4; 
  Level 4, 1D4+1; Level 5, 2D4; Level 6, 
  2D4+1; Level 7, 3D4; Level 8+, 3D4+1. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Fighter 1 (INT 0) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 20 
  Various Subspecies: Some (50%) types of 
  crabs can swim, while others (50%) move 
  underwater by walking along the seafloor. 
  Lunge from Concealment: Crabs attack by 
  surging out from beneath the sand, from 
  under rocks, around corners, and so forth; 
  they surprise on a 1-4 on 1D6. 
   
   
   
  [94] 
  CRAB, LARGE 
  (Rare Crustacean) 
  Large crabs are 2’ to 3’ in diameter; this 
  stat template can be used for young 
  giant crabs, or to represent a smaller 
  sub-species. 
  Armor Class: 4 [15] (thick and hardened 
  shell) 
  Hit Dice: 1D8 (1 to 8 hit points, average 5) 
  Move: 60’ (20’) Ground / 60’ (20’) Swimming 
  or Bottom Walking 
  Attacks: 2 Claw Pincers 
  THAC0: 19 [+0] 
  ACC5: 14+ (35%) vs. chain mail 
  Damage: 1D3 (average 2) / 1D3 (average 2) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D4; Level 2, 2D4; Level 3, 3D4; 
  Level 4+, 4D4. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Normal Man (INT 0) (SV D14 W15 
  P16 B17 S18 (0)) 
  Morale: 6 (Faltering) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 10 
  Various Subspecies: Some (50%) types of 
  crabs can swim, while others (50%) move 
  underwater by walking along the seafloor. 
  Lunge from Concealment: Crabs attack by 
  surging out from beneath the sand, from 
  under rocks, around corners, and so forth; 
  they surprise on a 1-4 on 1D6. 
   
   
  
   
   
   
   
  Crayfish, Giant 
  (New monster) 
   
  [95] 
  CRAYFISH, GIANT 
  (Uncommon Crustacean) 
  In accordance with the Gygaxian 
  encounter system, this category includes 
  both giant freshwater crayfish and 
  massive saltwater-dwelling lobster 
  species as well. 
  Armor Class: 4 [15] (heavy carapace, speed) 
  Hit Dice: 4D8+4* (8 to 36 hit points, 
  average 22) 
  Move: 60’ (20’) Ground / 120’ (40’) 
  Swimming 
  Attacks: 2 Deadly Claws 
  THAC0: 15 [+4] 
  ACC5: 10+ (55%) vs. chain mail 
  Damage: 2D6 (average 7) / 2D6 (average 7) 
  Number Appearing: Wandering or Lurking, 
  Level 1 or 2, 0 (No Encounter); Level 3, 1; 
  Level 4, 1D2; Level 5, 1D3; Level 6, 1D4; 
  Level 7+, 1D4+1. 
  No Lair. 
  Maximum Random Number Appearing 4. 
  Save As: Fighter 2 (INT 0) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 8 (Resolute) 
  Treasure Type: Wandering, None; Lurking, 
  V (Incidental). 
  Alignment: Neutral 
  XP Value: 200 
  Deadly Attacks: Giant crayfish are given a 
  special ability bonus (*) because of the 
  significant amount of damage their attacks 
  can inflict. 
  Rush from Concealment: Crayfish attack 
  by rushing out from underneath the sand, 
  from under rocks, and so forth; they 
  surprise on a 1-3 on 1D6. 
   
   
   
   
  
   
   
  [96] 
  CRAYFISH, HUGE 
  (Rare Crustacean) 
  Huge crayfish – or sub-adult giant 
  crayfish – are typically 6’ to 7’ long. 
  Armor Class: 5 [14] (carapace, speed) 
  Hit Dice: 3D8+1 (4 to 25 hit points, average 
  15) 
  Move: 60’ (20’) Ground / 120’ (40’) 
  Swimming 
  Attacks: 2 Claw Strikes 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: 2D4 (average 5) / 2D4 (average 5) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1; Level 2, 1D2; Level 3, 1D3; Level 
  4, 1D4; Level 5+, 1D4+1. 
  No Lair. 
  Maximum Random Number Appearing 4. 
  Save As: Fighter 1 (INT 0) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 7 (Normal) 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental). 
  Alignment: Neutral 
  XP Value: 75 
  Deadly Attacks: Huge crayfish are given a 
  special ability bonus (*) because of the 
  significant amount of damage their attacks 
  can inflict. 
  Rush from Concealment: Crayfish attack 
  by rushing out from underneath the sand, 
  from under rocks, and so forth; they 
  surprise on a 1-3 on 1D6. 
   
  [97] 
  CRAYFISH, LARGE 
  (Rare Crustacean) 
  Large crayfish – or young giant crayfish 
  – are typically 4’ to 5’ long. 
  Armor Class: 5 [14] (light carapace, speed, 
  DEX 13) 
  Hit Dice: 1D8+3 (4 to 11 hit points, average 
  8) 
  Move: 60’ (20’) Ground / 120’ (40’) 
  Swimming 
  Attacks: 2 Claw Strikes 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D4 (average 3) / 1D4 (average 3) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D2; Level 2, 1D3; Level 3, 1D4; 
  Level 5+, 1D4+1. 
  No Lair. 
  Maximum Random Number Appearing 4. 
  Save As: Normal Man (INT 0) (SV D14 W15 
  P16 B17 S18 (0)) 
  Morale: 6 (Faltering) 
  Treasure Type: Wandering, None; Lurking, 
  U (Incidental). 
  Alignment: Neutral 
  XP Value: 15 
  Rush from Concealment: Crayfish attack 
  by rushing out from underneath the sand, 
  from under rocks, and so forth; they 
  surprise on a 1-3 on 1D6. 
   
   
  
   
   
   
  Crocodile, Swamp 
  (Compare Crocodile, pg. 149) 
   
  [98] 
  CROCODILE, SWAMP 
  (Common Reptile) 
  These sly and powerful creatures – 
  typically between 8’ and 15’ long – are 
  capable of both bite and crushing tail 
  attacks. 
  Armor Class: 5 [14] (thick hide, muscle) 
  Hit Dice: 3D8* (3 to 24 hit points, average 
  14) 
  Move: 60’ (20’) Ground / 120’ (40’) 
  Swimming 
  Attacks: 1 Bite / 1 Tail Strike 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 1D8 (average 5) / 1D12 (average 7) 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1; Level 2, 1D2; Level 3, 1D3; Level 
  4, 1D4+1; Level 5, 1D6+1; Level 6, 2D4; 
  Level 7, 3D4; Level 8, 4D4; etc. 
  No Lair. 
  Maximum Random Number Appearing 24. 
  Save As: Fighter 3 (INT 1) (SV D12 W13 P14 
  B15 S16 (3)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 50 
  Deadly Attacks: Swamp crocodiles are 
  given a special ability bonus (*) because of 
  the significant amount of damage their 
  attacks can inflict. 
  Sluggish in Cold: If a swamp crocodile is 
  caught in a cold environment, or damaged 
  by magical cold, its movement rate is 
  reduced by 50%. 
  Lying in Wait: If the crocodile is in water 
  and its prey is walking on land, it surprises 
  on a 1-3 on 1D6. If multiple crocodiles are 
  present, all must be in the water or this 
  surprise bonus is not applicable to the 
  encounter. 
   
   
  
   
   
  [99] 
  CROCODILE, SWAMP, LARGE 
  (Uncommon Reptile) 
  A large swamp crocodile is between 16’ 
  and 20’ long. 
  Armor Class: 5 [14] (thick hide, muscle) 
  Hit Dice: 5D8* (5 to 40 hit points, average 
  23) 
  Move: 60’ (20’) Ground / 120’ (40’) 
  Swimming 
  Attacks: 1 Savage Bite / 1 Crushing Tail 
  Strike 
  THAC0: 15 [+4] 
  ACC5: 10+ (55%) vs. chain mail 
  Damage: 1D4+1D10 (average 8) / 2D8 
  (average 9) 
  Number Appearing: Wandering or Lurking, 
  Level 1 or 2, 0 (No Encounter); Level 3, 1; 
  Level 4, 1D2; Level 5, 1D3; Level 6, 1D4; 
  Level 7, 1D4+1; Level 8, 1D6+1; Level 9, 
  2D4; Level 10, 3D4; Level 11, 4D4; etc. 
  No Lair. 
  Maximum Random Number Appearing 24. 
  Save As: Fighter 5 (INT 1) (SV D10 W11 P12 
  B13 S14 (5)) 
  Morale: 8 (Resolute) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 300 
  Deadly Attacks: Swamp crocodiles are 
  given a special ability bonus (*) because of 
  the significant amount of damage their 
  attacks can inflict. 
  Sluggish in Cold: If a swamp crocodile is 
  caught in a cold environment, or damaged 
  by magical cold, its movement rate is 
  reduced by 50%. 
  Lying in Wait: If the crocodile is in water 
  and its prey is walking on land, it surprises 
  on a 1-3 on 1D6. If multiple crocodiles are 
  present, all must be in the water or this 
  surprise bonus is not applicable to the 
  encounter. 
   
   
   
  [100] 
  CROCODILE, SWAMP, HUGE 
  (Rare Reptile) 
  A huge swamp crocodile is between 21’ 
  and 30’ long. 
  Armor Class: 4 [15] (very thick hide, 
  muscle) 
  
   
   
  Hit Dice: 7D8* (7 to 56 hit points, average 
  32) 
  Move: 60’ (20’) Ground / 120’ (40’) 
  Swimming 
  Attacks: 1 Vicious Bite / 1 Massive Tail 
  Strike 
  THAC0: 13 [+6] 
  ACC5: 8+ (65%) vs. chain mail 
  Damage: 3D6 (average 11) / 2D10 (average 
  11) 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 3, 0 (No Encounter); Level 4, 1; 
  Level 5, 1D2; Level 6, 1D3; Level 7, 1D4; 
  Level 8, 1D4+1; Level 9, 1D6+1; Level 10, 
  2D4; Level 11, 2D4+1; Level 12, 3D4; Level 
  13, 4D4; Level 14, 5D4; etc. 
  No Lair. 
  Maximum Random Number Appearing 24. 
  Save As: Fighter 7 (INT 1) (SV D8 W9 P10 
  B10 S12 (7)) 
  Morale: 9 (Defiant) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 850 
  Deadly Attacks: Swamp crocodiles are 
  given a special ability bonus (*) because of 
  the significant amount of damage their 
  attacks can inflict. 
  Sluggish in Cold: If a swamp crocodile is 
  caught in a cold environment, or damaged 
  by magical cold, its movement rate is 
  reduced by 50%. 
  Lying in Wait: If the crocodile is in water 
  and its prey is walking on land, it surprises 
  on a 1-3 on 1D6. If multiple crocodiles are 
  present, all must be in the water or this 
  surprise bonus is not applicable to the 
  encounter. 
   
  Chapter VI: 
  D 
  Dam Folk – Demon – Demon Lord – Demon 
  Prince 
   
   
   
   
  
   
   
  Dam Folk 
  (New monster) 
   
  [101] 
  DAM FOLK 
  (Very Rare Fey Creature) 
  The Dam Folk are intelligent and 
  bipedal giant beavers, as alluded to in 
  post-apocalyptic fiction and Native 
  American legendry. 
  Armor Class: 7 [12] (fur, speed) 
  Hit Dice: 4D8* (4 to 32 hit points, average 
  18) 
  Move: 60’ (20’) Ground / 120’ (40’) 
  Swimming 
  Attacks: 1 Bite 
  THAC0: 16 [+3] 
  ACC5: 11+ (50%) vs. chain mail 
  Damage: 4D4 (average 10) 
  Number Appearing: Wandering, Level 1 or 
  2, 1; Level 3, 1D2; Level 4, 1D4; Level 5, 
  1D4+1; Level 6, 2D4; Level 7, 3D4; Level 8, 
  4D4; etc. 
  Lurking or in Lair, Level 1, 1; Level 2, 1D2; 
  Level 3, 1D4; Level 4, 1D4+1; Level 5, 2D4; 
  Level 6, 3D4; Level 7, 4D4; etc. 
  Maximum Random Number Appearing 40. 
  Save As: Fighter 4 (INT 9) (SV D10 W11 P12 
  B13 S14 (4)) 
  Morale: 7 (Normal) 
  Treasure Type: Wandering or Lurking, 
  None. In Lair, C. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1-9, C x 10%; 10-14, C x 25%; 
  15-20, C x 75%; 21-35, C x 100%; 36-40, C 
  x 110%. 
  Alignment: Neutral 
  XP Value: 125 
  Wary Traders: The Dam Folk value gold and 
  gems, but they will also trade for healing 
  potions, fine bark, magical light sources, 
  and similar. They are shy and reclusive 
  however, and slow to trust. 
  Protected Dams: If threatened, the Dam 
  Folk will frequently swim down and retreat 
  to their dams, which are difficult for air-
  breathing adversaries to enter. 
  Vicious Bite: Despite their peaceful 
  natures, the Folk are given a special ability 
  bonus (*) because of the significant amount 
  of damage their bites can inflict. 
  Greatly Prized Fur Pelt: The fine fur pelt of 
  a slain adult giant beaver is worth 5D4 x 
  100 gold pieces. The GM can determine 
  incidents where the pelt is worth the 
  minimum value (reduced to -6 or fewer hit 
  points) or the maximum value (poisoned). 
  Curious Specimens: While taking (sentient) 
  young Dam Folk would be a chaotic act, 
  those who do so will find that they are 
  highly prized by sages, elven elders, faerie 
  lore masters, and the like; alive and 
  unharmed, they are worth 110-200 gp per 
  hit point. 
   
   
   
  
   
   
   
   
  Demon 
  (New monster) 
   
  The Demons and Their Powers 
  This volume provides templates for many kinds 
  of demons, from the lowly Manes to the nigh 
  undefeatable Prince of Chaos, a cryptic and 
  nameless horror known to sages only as the 
  Ulthrogorgon. Details which apply to all demon 
  types are provided here as a quick reference 
  guide. 
  Warning: Most demons are deadly opponents 
  for even the strongest and most valorous of 
  heroes, particularly with their dimensional 
  gating abilities and versatile repertoires of at 
  will powers. The GM should only introduce the 
  more powerful demons to the game world when 
  the players need a major new challenge, and 
  significant planning and preparations for 
  record keeping must then be made prior to 
  play. Well-played demons will frequently be 
  unbeatable if they are not defeated quickly; the 
  heroes might well need to retreat, research, 
  strategize, and then re-approach the situation 
  once they know exactly what they are dealing 
  with. Demons are certainly not suited for 
  randomly generated encounters while you’re 
  sitting at the play table! They make poor 
  wandering monsters, unless the GM is fully 
  prepared for the possibility of their presence. 
  Planar Origin: Demons hail from the twisting 
  planes and dimensions of Chaos. They are not 
  native to the Prime Material Plane (the universe 
  of the normal game world), but can be 
  summoned by powerful spells, magic items, or 
  – temporarily – by the arcane calling of another 
  demon that is already freely situated on the 
  Prime Material Plane. 
  Note that “freely situated” means that demons 
  imprisoned by a magic circle or a spell cannot 
  summon other demons. In the Basic rules, 
  adventurers cannot adventure in the Planes of 
  Chaos; therefore they will only encounter 
  demons when they have been summoned, or 
  have set up temporary lairs in or beneath the 
  game world. 
  Demonic Cabals: The six most common types 
  of demons – the Vrock, Hezrou, Glabrezu, 
  Nalfeshnee, Marilith, and Balor – are frequently 
  found together in random groups of 2 to 6 
  individuals. An example group might include 3 
  Vrocks, a Glabrezu, and a Marilith. Such 
  groups are not randomly generated, but can be 
  placed by the GM. Vrock and Hezrou demons 
  hate one another, and the more numerous will 
  enslave the weaker unless a stronger demon is 
  present to lord itself over them all. And due to 
  their tyrannical need to rule, a mixed cabal will 
  only have 1 Marilith (at most) or 1 Balor (at 
  most), but never both varieties at once. 
  Stronger demons serve as tyrants, strong ones 
  as overlords, average ones as servitors or 
  thralls, and the weakest as slaves. 
  
   
   
  Telepathic Communication: Demons above 
  the Manes tier all have a limited form of 
  telepathy, which allows them to understand the 
  languages spoken by any mortal who dares to 
  address them. They can use this knowledge to 
  communicate as well; their squawks, growls, 
  chittering and so forth are perceived as each 
  listener’s native tongue. 
  Minor Demonic Powers: All demons have 
  infravision and the ability to cast Darkness 
  spells. 
   
   
   
  Major Demonic Powers: As specified in the 
  individual descriptions, most demons can cast 
  Gate spells and Teleport without Error. 
  Teleportation is used to ambush known 
  enemies, or to flee from dire circumstances. 
  (Note however that less intelligent demons with 
  morale level 12, Fearless, are compelled by 
  their natures to fight until destroyed.) 
  Special Demonic Powers: Demons possess 
  other special powers as listed in the individual 
  descriptions hereafter. 
  Abyssal Gating: Specify newly-gated demons 
  are in anguish and tortured by being torn into 
  our realm by demonic gateways instead of 
  braced gateways, and will not remain for more 
  than a few minutes’ time, but gated demons 
  can attempt their own gatings, and demons can 
  attempt to open gates multiple times. Since it 
  logically follows that the world would be 
  overrun by demons if this power was not 
  limited in some manner, the GM should note 
  that no gated demon can remain in the world 
  for more than 10 minutes before being painfully 
  banished back to its plane of origin. Any 
  originally-encountered demons however will 
  remain until slain or they flee. 
   
   
   
  Planar Hunters and Huntresses: Demons of 
  power (those beyond Manes tier) are capable of 
  temporarily roaming the Astral and Ethereal 
  Planes, and do so frequently due to their 
  inability to manifest upon the Prime Material 
  Plane where their favored mortal prey reside. 
  However, demons within the Prime Material 
  
   
   
  Plane cannot escape to the ethereal or astral 
  realms. 
  Demonic Resistances: Demons suffer half 
  normal damage from cold, fire, gas, lightning, 
  and poison. Poison resistance means that a 
  demon cannot be slain by a poison; a save or 
  die effect would be ineffective, while a damaging 
  poison would inflict 50% normal damage. 
   
   
   
  Lair and Temple Treasures: Demons who are 
  on the Prime Material Plane for a fair amount 
  of time (a year or more) gain treasure troves, 
  due to slain enemies and sacrificed victims. The 
  treasure types listed in this volume indicate 
  treasures found in the game world. A lair is a 
  normal lair; a temple is a place where chaotic 
  guardian monsters and/or worshippers gather; 
  and a temple stronghold is basically a dungeon 
  filled with guardian monsters and cultic 
  worshippers. More powerful demons have 
  greater treasure 
  troves 
  – 
  gathered 
  over 
  centuries – hidden away in the realms of Chaos, 
  but PCs will never see those riches in their 
  mortal lifetimes. 
  Demonic Amulets: Demon Lords, Queens, and 
  Princes are powerful enough to retain their 
  mortal soul essence from thousands of years 
  ago, preserved in eldritch amulets that are 
  carefully hidden in the realms of Chaos. Player 
  Characters will never find these amulets 
  (unless the GM builds a years-long campaign 
  around an epic quest), but it is known from 
  history that destruction of an amulet would 
  prevent demonic resurrection, and would allow 
  such a creature to be slain and rendered dead 
  forever. 
  The Fate of Utter Annihilation: Relatively 
  minor demons, such as the Manes, Vrock, 
  Hezrou, Glabrezu, Nalfeshnee, and Succubus, 
  are destroyed when slain. They can never be 
  resurrected. 
  The Fate of the Torturous Rebirth: More 
  powerful demons, such as the Marilith and 
  Balor, have their material forms destroyed 
  when slain. Their spirits are sent back to the 
  planes of Chaos, where they will remain in 
  suffering for 101 years unless recreated by a 
  Demon Lord, Queen, or Prince. Once the 
  demon is reformed, it will swear life-long 
  enmity against its destroyer(s). 
  The Fate of Planar Exile: Unique demons, 
  such as the Demon Lords, Queens, and 
  Princes, have their weaker material forms 
  destroyed when slain. Their vanquished spirits 
  are sent back to their ruled individual plane of 
  Chaos, where they will remain in agony and 
  humiliation for 13+1D100 years. Once the 
  Demon Lord is reformed, it will swear eternal 
  vengeance upon its destroyer(s) and will 
  manage to send individual demons to attack 
  the impetuous mortal heroes once every 
  1D12+3 game months … forever. 
   
  
   
   
   
   
  [102] 
  DEMON, BALOR 
  (Rare Planar Monstrosity) 
  Balors are mighty fire demons, tasked 
  with forming legions from earthly rabble 
  such as goblins, half-orcs, and ogres. 
  Armor Class: -2 [21] (winged mobility, dire 
  unholy enchantments) 
  Hit Dice: 8D8+8***** (16 to 72 hit points, 
  average 44) 
  Move: 60’ (20’) Ground / 150’ (50’) Flying 
  Attacks: 1 Demonic Blade or 1 Whip and 
  Flame Aura 
  THAC0: 12 [+7] 
  ACC5: 7+ (70%) vs. chain mail 
  Damage: 1D12+1 (average 8) or 2D6 
  (average 7) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 8, 0 (No Encounter); 
  Level 9 or 10, 1; Level 11, 1D2; Level 12, 
  1D3; Level 13, 1D4; Level 14, 1D4+1; Level 
  15+, 1D4+2. 
  Maximum Random Number Appearing 3 
  Wandering or Lurking, 6 in Temple Lair. 
  Save As: Fighter / Magic-User 8 / 8 (INT 
  13) (SV D8 W9 P10 B10 S12 (8)) 
  Morale: 11 (Fanatical) 
  Treasure Type: Wandering or Recently 
  Summoned, None. Lurking or in Temple 
  Lair, F. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, F x 50%; 2, F x 100%; 3, F x 
  110%; 4 to 6, F x 150%. 
  Alignment: Chaotic 
  XP Value: 3,400 
  Demonic Powers: Refer to the Demons 
  section (The Demons and Their Powers) for a 
  summary of a demon’s special abilities. 
  Additional abilities for the Balor are as 
  follows: 
  Extra-Planar Flesh: Balors are immune to 
  non-magical weapons. Only magic weapons 
  of +1 or greater strength can damage them. 
  Magic Resistance (75%): Balors are 
  immune to many hostile spells cast upon 
  them. A spell cast upon them by a level 1 to 
  6 character has no effect. Spells cast by 
  higher-level characters will be resisted as 
  follows: level 7 caster, 95% chance; level 8, 
  90%; level 9, 85%; level 10, 80%; level 11, 
  75%; and so forth. Even if the spell does 
  overcome the demon’s magic resistance, the 
  
   
   
  demon still gets a saving throw if the 
  specific spell allows for it. 
  Demonic Blade: Each Balor carries a 
  uniquely-crafted magical sword, which 
  inflicts damage per the demon’s Strength, as 
  listed in the Damage stat section. If the 
  Balor is slain, this weapon is equivalent to a 
  +1 two-handed sword that can be claimed 
  as a battle trophy. However, chaotic NPCs 
  and sentient chaotic monsters will attempt 
  to claim the sword (violently) for themselves, 
  so it is probably wiser to destroy such 
  things. 
  Aura of Flame: During combat, an aura of 
  flame surrounds the Balor; it surges and 
  ebbs randomly. At the beginning of each 
  round during an encounter, the GM should 
  roll 1D6. On a roll of 1-4, the demon’s 
  flames surge, and it will likely favor a Whip 
  and Flame Aura attack. On a roll of 5-6, the 
  demon’s flames have ebbed, and it will likely 
  favor a Demonic Blade attack, or the casting 
  of an at will power. 
  At Will Powers: Balors can wield the 
  following spell-like powers at will, 1 power 
  per round: Cause Fear, Darkness 10’ 
  Radius, Detect Invisible, Detect Magic, 
  Dispel Magic, Read Languages, Read Magic, 
  Telekinesis (up to 600 lbs. weight). An at 
  will power cannot be used during the same 
  round that a demon attacks; it is an either-
  or situation as dictated by the GM. 
  Greater Unholy Symbol: As an at will 
  power, a Balor can engrave a luminous 
  magical symbol of Chaos upon the air. The 
  symbol will last for 10 rounds; anyone 
  within 90’ who sees it must make a saving 
  magic or suffer a negative effect. The symbol 
  types available to the Balor are as follows: 
  Symbol of Discord: All creatures who fail 
  the saving throw begin quarreling with one 
  another. If not attacked, they will quarrel 
  uncontrollably for 5D4 rounds. If there are 
  differing alignments among the quarrelers, 
  there is a 50% chance that instead of 
  quarreling they will violently attack one 
  another for 2D4 rounds. Player Characters 
  can be affected by this magic. 
  Symbol of Fear: All creatures who fail the 
  saving throw (at a -4 penalty) suffer a Wand 
  of Fear effect. 
  Symbol of Sleep: All creatures under 8 Hit 
  Dice or levels who fail the saving throw fall 
  into an immediate catatonic slumber. If not 
  attacked, they will sleep for 1D12+4 turns. 
  Symbol of Stunning: This symbol has 160 
  points of power. The first creature to behold 
  it (determined at random) who fails the 
  saving throw will be stunned. The symbol’s 
  power is then depleted by 1 point per hit 
  point of the affect individual. If power yet 
  remains after this depletion, another 
  random viewer will be affected (although the 
  next person is allowed their own saving 
  throw). All affected creatures drop whatever 
  they are holding, and reel uncontrollably – 
  unable to defend themselves – for 3D4 
  rounds. 
  Demonic Gateway: As a special at will 
  power, a Balor can attempt to open a one-
  way demonic gateway, compelling a lesser 
  demon to aid them. The gate has a 70% 
  chance of opening. Opening a gate can be 
  attempted ever 3 rounds; for example, if a 
  gating is attempted on encounter round 4, 
  another gating could be attempted on round 
  7. Note that if a battle continues at length, a 
  huge number of demons could be 
  temporarily summoned. For a Balor’s gate, a 
  successful opening will summon 1 Glabrezu 
  (D10 roll of 1-8) or 1 Nalfeshnee (roll of 9 or 
  10). 
  Psychic Powers: In addition to its normal 
  allotment of at will abilities, each individual 
  Balor will have spell-like psychic powers. In 
  the Basic game, these abilities are identical 
  to spells, but the Balor can know clerical 
  and/or magical psychic abilities, regardless 
  of its nature. A Balor’s psychic powers are 
  cast at experience level 9 potency regardless 
  
   
   
  of circumstances. The psychic powers are 
  split into attack forms and defense forms, as 
  follows: 
  Psychic Attack: A Balor demon will be able 
  to cast 2 of the following offensive spells per 
  day; roll unique spells for each Balor. A 
  duplicate roll means the spell can be cast 
  twice per day. Roll 1D4: [1] Charm Monster, 
  [2] Charm Person, [3] Confusion, [4] 
  Feeblemind. 
  Psychic Defense: A Balor demon will be 
  able to cast 2 of the following defensive 
  spells per day; roll unique spells for each 
  Balor. A duplicate roll means the spell can 
  be cast twice per day. Roll 1D10: [1] Blink 
  (as blink dog for 1D4+1 rounds), [2] Cause 
  Disease, [3] Cause Light Wounds, [4] Cause 
  Serious Wounds, [5] Cure Disease (Self 
  Only), [6] Cure Light Wounds (Self Only), [7] 
  Cure Serious Wounds (Self Only), [8] 
  Dimension Door, [9] Invisibility, [10] 
  Teleport. 
   
   
  [103] 
  DEMON, BALOR, GREATER 
  (Very Rare Planar Monstrosity) 
  The greater Balors are war demons, and 
  are often worshipped by chaos lords or 
  protected by spear-wielding flame 
  salamanders. 
  Armor Class: -2 [21] (winged mobility, dire 
  unholy enchantments) 
  Hit Dice: 8D8+8****** (but 48 to 72 hit 
  points, average 60) 
  Move: 60’ (20’) Ground / 150’ (50’) Flying 
  Attacks: 1 Demonic Blade or 1 Whip and 
  Flame Aura 
  THAC0: 12 [+7] 
  ACC5: 7+ (70%) vs. chain mail 
  Damage: 1D12+3 (average 10) or 3D6 
  (average 11) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 9, 0 (No Encounter); 
  Level 10 or 11, 1; Level 12, 1D2; Level 13, 
  1D3; Level 14, 1D4; Level 15, 1D4+1; Level 
  16+, 1D4+2. 
  Maximum Random Number Appearing 3 
  Wandering or Lurking, 6 in Temple Lair. 
  Save As: Fighter / Magic-User 8 / 8 (INT 
  13) (SV D8 W9 P10 B10 S12 (8)) 
  Morale: 11 (Fanatical) 
  Treasure Type: Wandering or Recently 
  Summoned, None. Lurking or in Temple 
  Lair, F. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, F x 100%; 2, F x 150%; 3, F x 
  200%; 4 to 6, F x 250%. 
  Alignment: Chaotic 
  XP Value: 3,950 
  
   
   
  Summary of Powers: Due to text length 
  and redundancy, this extensive section is 
  not repeated here. Please refer to the prior 
  Balor stat template, above, for details. 
  Greater Balors have minor differences which 
  grant them an additional special ability 
  asterisk (*). The differences include 
  increased hit points, increased blade 
  damage, rebalanced numbers appearing, 
  and increased treasure. 
  Psychic Strength: Unlike a normal Balor, a 
  greater Balor will possess 3 psychic attack 
  powers, and 3 psychic defense powers. 
   
   
  [104] 
  DEMON, BALOR, ELDER 
  (Extremely Rare Planar Monstrosity) 
  The elder Balors, rarely seen on the 
  Prime Material Plane, are sometimes 
  found in allegiance with red dragons in 
  the name of eternal Chaos. 
  Armor Class: -2 [21] (winged mobility, dire 
  unholy enchantments) 
  Hit Dice: 8D8+8******* (but 64 to 72 hit 
  points, average 68) 
  Move: 60’ (20’) Ground / 150’ (50’) Flying 
  Attacks: 1 Demonic Blade or 1 Whip and 
  Flame Aura 
  THAC0: 12 [+7] 
  ACC5: 7+ (70%) vs. chain mail 
  Damage: 1D12+5 (average 12) or 4D6 
  (average 14) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 10, 0 (No Encounter); 
  Level 11 or 12, 1; Level 13, 1D2; Level 14, 
  1D3; Level 15, 1D4; Level 16, 1D4+1; Level 
  17+, 1D4+2. 
  Maximum Random Number Appearing 3 
  Wandering or Lurking, 6 in Temple Lair. 
  Save As: Fighter / Magic-User 8 / 8 (INT 
  13) (SV D8 W9 P10 B10 S12 (8)) 
  Morale: 12 (Fearless) 
  Treasure Type: Wandering or Recently 
  Summoned, None. Lurking or in Temple 
  Lair, F. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, F x 150%; 2, F x 200%; 3, F x 
  300%; 4 to 6, F x 400%. 
  Alignment: Chaotic 
  XP Value: 4,500 
  Summary of Powers: Due to text length 
  and redundancy, this extensive section is 
  not repeated here. Please refer to the prior 
  Balor stat template, above, for details. Elder 
  Balors have minor differences which grant 
  them two additional special ability asterisks 
  (**). The differences include increased hit 
  points, increased blade damage, rebalanced 
  numbers appearing, improved morale, and 
  increased treasure. 
  Psychic Strength: Unlike a normal Balor, 
  an elder Balor will possess 4 psychic attack 
  powers, and 4 psychic defense powers. 
   
  
   
   
   
  [105] 
  DEMON, GLABREZU 
  (Rare Planar Monstrosity) 
  Due to their vigilance and ferocity the 
  Glabrezu, or hound demons, are favored 
  by powerful Chaotic monsters as 
  guardians and temple protectors. 
  Armor Class: -4 [23] (thick hide, partial 
  carapace, dire unholy enchantments) 
  Hit Dice: 10D8*** (10 to 80 hit points, 
  average 45) 
  Move: 90’ (30’) Ground 
  Attacks: 2 Deadly Claw Strikes / 2 
  Grappling Claws / 1 Bite 
  THAC0: 11 [+8] 
  ACC5: 6+ (75%) vs. chain mail 
  Damage: 2D6 / 2D6 / 1D3 / 1D3 / 1D4+1 
  (average 7 / 7 / 2 / 2 / 4) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 6, 0 (No Encounter); 
  Level 7 or 8, 1; Level 9, 1D2; Level 10, 1D3; 
  Level 11, 1D4; Level 12, 1D4+1; Level 13+, 
  1D4+2. 
  Maximum Random Number Appearing 3 
  Wandering or Lurking, 6 in Temple Lair. 
  Save As: Fighter 10 (INT 9) (SV D6 W7 P8 
  B8 S10 (10)) 
  Morale: 12 (Fearless) 
  Treasure Type: Wandering or Recently 
  Summoned, None. Lurking or in Temple 
  Lair, D. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, D x 50%; 2, D x 100%; 3, D x 
  110%; 4 to 6, D x 150%. 
  Alignment: Chaotic 
  XP Value: 3,000 
  Demonic Powers: Refer to the Demons 
  section (The Demons and Their Powers) for a 
  summary of a demon’s special abilities. 
  Additional abilities for the Glabrezu are as 
  follows: 
  Magic Resistance (60%): Glabrezu are 
  immune to many hostile spells cast upon 
  them. A spell cast upon them by a level 1 to 
  3 character has no effect. Spells cast by 
  higher-level characters will be resisted as 
  follows: level 4 caster, 95% chance; level 5, 
  90%; level 6, 85%; level 7, 80%; level 8, 
  75%; and so forth. Even if the spell does 
  overcome the demon’s magic resistance, the 
  demon still gets a saving throw if the 
  specific spell allows for it. 
  At Will Powers: Glabrezu can wield the 
  following spell-like powers at will, 1 power 
  per round: Cause Fear, Darkness 10’ 
  Radius, Levitate, Polymorph Self, 
  Telekinesis (up to 400 lbs. weight). An at 
  will power cannot be used during the same 
  round that a demon attacks; it is an either-
  or situation as dictated by the GM. 
  Demonic Gateway: As a special at will 
  power, a Glabrezu can attempt to open a 
  one-way demonic gateway, compelling a 
  
   
   
  lesser demon to aid them. The gate has a 
  30% chance of opening. Opening a gate can 
  be attempted ever 3 rounds; for example, if 
  a gating is attempted on encounter round 4, 
  another gating could be attempted on round 
  7. Note that if a battle continues at length, a 
  huge number of demons could be 
  temporarily summoned. For a Glabrezu’s 
  gate, a successful opening will summon 1 
  Vrock (D6 roll of 1-2), 1 Hezrou (roll of 3 or 
  4), or 1 Glabrezu (roll of 5 or 6). 
  Psychic Powers: In addition to its normal 
  allotment of at will abilities, each individual 
  Glabrezu will have spell-like psychic powers. 
  In the Basic game, these abilities are 
  identical to spells, but the Glabrezu can 
  know clerical and/or magical psychic 
  abilities, regardless of its nature. A 
  Glabrezu’s psychic powers are cast at 
  experience level 9 potency regardless of 
  circumstances. The psychic powers are split 
  into attack forms and defense forms, as 
  follows: 
  Psychic Attack: A Glabrezu demon will be 
  able to cast 1 of the following offensive 
  spells per day; roll a unique spell for each 
  Glabrezu. Roll 1D4: [1] Charm Monster, [2] 
  Charm Person, [3] Confusion, [4] 
  Feeblemind. 
  Psychic Defense: A Glabrezu demon will be 
  able to cast 1 of the following defensive 
  spells per day; roll a unique spell for each 
  Glabrezu. Roll 1D10: [1] Blink (as blink dog 
  for 1D4+1 rounds), [2] Cause Disease, [3] 
  Cause Light Wounds, [4] Cause Serious 
  Wounds, [5] Cure Disease (Self Only), [6] 
  Cure Light Wounds (Self Only), [7] Cure 
  Serious Wounds (Self Only), [8] Dimension 
  Door, [9] Invisibility, [10] Teleport. 
   
   
  [106] 
  DEMON, HEZROU 
  (Rare Planar Monstrosity) 
  Of twisted batrachian form and perhaps 
  somehow associated with the Deep Ones, 
  Hezrou demons favor marshy or briny 
  areas in which to hold their sacrifices. 
  Armor Class: -2 [21] (slimy hide, unholy 
  enchantments) 
  Hit Dice: 9D8** (9 to 72 hit points, average 
  41) 
  Move: 60’ (20’) Ground / 120’ (40’) 
  Swimming 
  Attacks: 2 Claws / 1 Vicious Bite 
  THAC0: 12 [+7] 
  ACC5: 7+ (70%) vs. chain mail 
  Damage: 1D3 / 1D3 / 4D4 (average 2 / 2 / 
  10) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 5, 0 (No Encounter); 
  Level 6 or 7, 1; Level 8, 1D2; Level 9, 1D3; 
  
   
   
  Level 10, 1D4; Level 11, 1D4+1; Level 12+, 
  1D4+2. 
  Maximum Random Number Appearing 3 
  Wandering or Lurking, 6 in Temple Lair. 
  Save As: Fighter / Magic-User 9 / 9 (INT 6) 
  (SV D8 W9 P10 B10 S12 (9)) 
  Morale: 12 (Fearless) 
  Treasure Type: Wandering or Recently 
  Summoned, None. Lurking or in Temple 
  Lair, C. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, C x 50%; 2, C x 100%; 3, C x 
  110%; 4 to 6, C x 150%. 
  Alignment: Chaotic 
  XP Value: 2,300 
  Demonic Powers: Refer to the Demons 
  section (The Demons and Their Powers) for a 
  summary of a demon’s special abilities. 
  Additional abilities for the Glabrezu are as 
  follows: 
  Magic Resistance (55%): Hezrou demons 
  are immune to many hostile spells cast 
  upon them. A spell cast upon them by a 
  level 1 or 2 character has no effect. Spells 
  cast by higher-level characters will be 
  resisted as follows: level 3 caster, 95% 
  chance; level 4, 90%; level 5, 85%; level 6, 
  80%; level 7, 75%; and so forth. Even if the 
  spell does overcome the demon’s magic 
  resistance, the demon still gets a saving 
  throw if the specific spell allows for it. 
  At Will Powers: The Hezrou can wield the 
  following spell-like powers at will, 1 power 
  per round: Cause Fear, Darkness 15’ 
  Radius, Detect Invisible, Levitate, 
  Polymorph Self, Telekinesis (up to 300 lbs. 
  weight). An at will power cannot be used 
  during the same round that a demon 
  attacks; it is an either-or situation as 
  dictated by the GM. 
  Demonic Gateway: As a special at will 
  power, a Hezrou demon can attempt to open 
  a one-way demonic gateway, compelling a 
  lesser demon to aid them. The gate has a 
  20% chance of opening. Opening a gate can 
  be attempted ever 3 rounds; for example, if 
  a gating is attempted on encounter round 4, 
  another gating could be attempted on round 
  7. Note that if a battle continues at length, a 
  huge number of demons could be 
  temporarily summoned. For a Hezrou’s gate, 
  a successful opening will summon 1 Hezrou 
  demon. 
  Psychic Powers: In addition to its normal 
  allotment of at will abilities, each individual 
  Hezrou will have spell-like psychic powers. 
  In the Basic game, these abilities are 
  identical to spells, but the Hezrou can know 
  clerical and/or magical psychic abilities, 
  regardless of its nature. A Hezrou’s psychic 
  powers are cast at experience level 9 
  potency regardless of circumstances. The 
  psychic powers are split into attack forms 
  and defense forms, as follows: 
  Psychic Attack: A Hezrou demon will be 
  able to cast 1 of the following offensive 
  spells per day; roll a unique spell for each 
  Hezrou. Roll 1D4: [1] Charm Monster, [2] 
  Charm Person, [3] Confusion, [4] 
  Feeblemind. 
  Psychic Defense: A Hezrou demon will be 
  able to cast 1 of the following defensive 
  spells per day; roll a unique spell for each 
  Hezrou. Roll 1D10: [1] Blink (as blink dog 
  for 1D4+1 rounds), [2] Cause Disease, [3] 
  Cause Light Wounds, [4] Cause Serious 
  Wounds, [5] Cure Disease (Self Only), [6] 
  Cure Light Wounds (Self Only), [7] Cure 
  Serious Wounds (Self Only), [8] Dimension 
  Door, [9] Invisibility, [10] Teleport. 
   
   
  
   
   
   
  [107] 
  DEMON, MANES 
  (Rare Planar Monstrosity) 
  The Manes, or sub-demons, are tortured 
  and stunted creatures with glowing eyes 
  and filthy fangs. 
  Armor Class: 7 [12] (blubber, bones, pain 
  resistance) 
  Hit Dice: 1D8** (1 to 8 hit points, average 
  5) 
  Move: 30’ (10’) Ground 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 19 [+0] 
  ACC5: 14+ (35%) vs. chain mail 
  Damage: 1D2 / 1D2 / 1D4 (average 2 / 2 / 
  3) 
  Number Appearing: Wandering, Level 1, 
  1D2; Level 2, 1D3; Level 3, 1D4; Level 4, 
  1D4+1; Level 5, 2D4; Level 6, 3D4; Level 7, 
  4D4; Level 8+, 5D4. 
  Lurking, Level 1, 1D4; Level 2, 2D4; Level 3, 
  3D4; Level 4, 4D4; etc. 
  No Lair. 
  Maximum Random Number Appearing 16. 
  Save As: Fighter 1 (INT 3) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 12 (Fearless) 
  Treasure Type: Wandering, None. Lurking, 
  U (Incidental). 
  Alignment: Chaotic 
  XP Value: 16 
  Degenerate Sub-Demons: Manes are lost 
  souls confined to Chaos. They do not have 
  the primary repertoire of demonic powers, 
  but only the powers listed in this stat 
  template. 
  Extra-Planar Flesh: Manes are immune to 
  non-magical weapons. Only magic weapons 
  of +1 or greater strength can damage them. 
  (Manes are granted an additional special 
  ability asterisk (*) due to the fact that they 
  are frequently encountered by adventuring 
  parties who possess few magic weapons due 
  to their experience level). 
  Demonic 
  Resistances: 
  Manes 
  demons 
  suffer half normal damage from cold, fire, 
  gas, lightning, and poison. Poison resistance 
  means that a demon cannot be slain by a 
  poison; a save or die effect would be 
  ineffective, while a damaging poison would 
  inflict 50% normal damage. 
  Soulless Shell: Manes demons are immune 
  to Sleep, Charm, and Hold magics because 
  they are near to undeath. 
  Tormented Resurgence: When a manes is 
  destroyed, it dissipates into mephitic vapor. 
  These vapors will reform into a Manes in 24 
  hours unless doused with holy water. 
  
   
   
   
  [108] 
  DEMON, MARILITH 
  (Rare Planar Monstrosity) 
  These tyrannical, serpentine matriarchs 
  rule over the lesser demons with silver-
  tongued guile and venom-laden threats. 
  Armor Class: -3 [22] (scales, whirling 
  blades, unholy enchantments) 
  Hit Dice: 7D8+7****** (14 to 70 hit points, 
  average 39) 
  Move: 120’ (40’) Ground 
  Attacks: 1 Constricting Coils / 6 Weapons 
  THAC0: 12 [+7] 
  ACC5: 7+ (70%) vs. chain mail 
  Damage: 2D4 (average 5) / 6 By Weapon 
  ❖ Barbed Blade: Damage 1D6 + Disarm 
  (average 4) 
  ❖ Battle Axe: Damage 1D8 (average 5) 
  ❖ Broad Sword: Damage 2D4 (average 
  5) 
  ❖ Dagger, Poisoned: Damage 1D4 + 
  Poison (average 3) 
  ❖ Falchion: Damage 1D6+1 (average 4) 
  ❖ Hand Axe, Poisoned: Damage 1D6 + 
  Poison (average 4) 
  ❖ Khopesh Sword: Damage 2D4 + 
  Disarm (average 5) 
  ❖ Long Sword: Damage 1D8 (average 5) 
  ❖ Scimitar: Damage 1D8 (average 5) 
  ❖ Sickle Sword: Damage 1D6+1 + 
  Disarm (average 5) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 7, 0 (No Encounter); 
  Level 8 or 9, 1; Level 10, 1D2; Level 11, 
  1D3; Level 12, 1D4; Level 13, 1D4+1; Level 
  14+, 1D4+2. 
  Maximum Random Number Appearing 3 
  Wandering or Lurking, 6 in Temple Lair. 
  Save As: Fighter / Magic-User 7 / 7 (INT 
  13) (SV D8 W9 P10 B10 S12 (7)) 
  Morale: 11 (Fanatical) 
  Treasure Type: Wandering or Recently 
  Summoned, None. Lurking or in Temple 
  Lair, G. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, G x 50%; G, F x 100%; G, F x 
  110%; 4 to 6, G x 150%. 
  Alignment: Chaotic 
  XP Value: 2,850 
  Extra-Planar Flesh: Mariliths are immune 
  to non-magical weapons. Only magic 
  
   
   
  weapons of +1 or greater strength can 
  damage them. 
  Magic Resistance (80%): Mariliths are 
  immune to many hostile spells cast upon 
  them. A spell cast upon them by a level 1 to 
  7 character has no effect. Spells cast by 
  higher-level characters will be resisted as 
  follows: level 8 caster, 95% chance; level 9, 
  90%; level 10, 85%; level 11, 80%; level 12, 
  75%; and so forth. Even if the spell does 
  overcome the demon’s magic resistance, the 
  demon still gets a saving throw if the 
  specific spell allows for it. 
  Mistress of Many Weapons: For each of the 
  Marilith’s six arms, roll 1D10 to determine 
  the type of weapon that is held: [1] Barbed 
  Blade, [2] Battle Axe, [3] Broad Sword, [4] 
  Dagger (Poisoned), [5] Falchion, [6] Hand 
  Axe [Poisoned], [7] Khopesh Sword, [8] Long 
  Sword, [9] Scimitar, [10] Sickle Sword. Note 
  that if any magical weapons are indicated in 
  a Marilith treasure hoard, they will be 
  wielded in combat, replacing the weakest of 
  these randomly-generated weapons. 
  Constricting Coils: After a successful 
  constricting attack, a Marilith can (if 
  desired) automatically inflict an additional 
  2D4 damage to that target every round 
  without a to hit roll being required. The 
  Marilith can use another ability (such as a 
  spell) during the rounds in which it is 
  inflicting automatic constriction damage 
  after the initial attack. The Marilith might 
  choose to release its grasp, depending on 
  combat circumstances. 
  At Will Powers: Mariliths can wield the 
  following spell-like powers at will, 1 power 
  per round: Darkness 10’ Radius, Detect 
  Invisible, Phantasmal Force, Polymorph Self, 
  Read Languages. An at will power cannot be 
  used during the same round that a demon 
  attacks; it is an either-or situation as 
  dictated by the GM. 
  Demonic Gateway: As a special at will 
  power, a Marilith demon can attempt to 
  open a one-way demonic gateway, 
  compelling a lesser demon to aid them. The 
  gate has a 50% chance of opening. Opening 
  a gate can be attempted ever 3 rounds; for 
  example, if a gating is attempted on 
  encounter round 4, another gating could be 
  attempted on round 7. Note that if a battle 
  continues at length, a huge number of 
  demons could be temporarily summoned. 
  For a Marilith’s gate, a successful opening 
  will summon 1 Vrock demon (D20 roll of 1-
  6), 1 Hezrou (roll of 7-11), 1 Glabrezu (roll of 
  12-14), 1 Nalfeshnee (roll of 15-17), 1 Balor 
  (roll of 18), 1 Greater Balor (roll of 19), or 1 
  GM-chosen Demon Lord, Queen, or Prince 
  on a roll of 20 (flee, mortals, and despair!). 
  Psychic Powers: In addition to its normal 
  allotment of at will abilities, each individual 
  Marilith will have spell-like psychic powers. 
  In the Basic game, these abilities are 
  identical to spells, but the Marilith can 
  know clerical and/or magical psychic 
  abilities, regardless of its nature. A 
  Marilith’s psychic powers are cast at 
  experience level 9 potency regardless of 
  circumstances. The psychic powers are split 
  into attack forms and defense forms, as 
  follows: 
  Psychic Attack: A Marilith demon will be 
  able to cast 2 of the following offensive 
  spells per day; roll a unique spell for each 
  Marilith. A duplicate roll means the spell 
  can be cast twice per day. Roll 1D4: [1] 
  Charm Monster, [2] Charm Person, [3] 
  Confusion, [4] Feeblemind. 
  Psychic Defense: A Marilith demon will be 
  able to cast 1 of the following defensive 
  spells per day; roll a unique spell for each 
  Marilith. A duplicate roll means the spell 
  can be cast twice per day. Roll 1D10: [1] 
  Blink (as blink dog for 1D4+1 rounds), [2] 
  Cause Disease, [3] Cause Light Wounds, [4] 
  Cause Serious Wounds, [5] Cure Disease 
  (Self Only), [6] Cure Light Wounds (Self 
  Only), [7] Cure Serious Wounds (Self Only), 
  
   
   
  [8] Dimension Door, [9] Invisibility, [10] 
  Teleport. 
   
   
   
  [109] 
  DEMON, NALFESHNEE 
  (Rare Planar Monstrosity) 
  Intelligent and deceitful, the Nalfeshnee 
  (or boar demons, or goat demons) are 
  favored as grim protectors of the Balors 
  and demon lords. 
  Armor Class: -1 [20] (thick hide, winged 
  mobility, unholy enchantments) 
  Hit Dice: 11D8**** (11 to 88 hit points, 
  average 50) 
  Move: 90’ (30’) Ground / 120’ (40’) Flying 
  Attacks: 2 Claws / 1 Bite 
  THAC0: 9 [+10] 
  ACC5: 4+ (85%) vs. chain mail 
  Damage: 1D4 / 1D4 / 2D4 (average 3 / 3 / 
  5) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 9, 0 (No Encounter); 
  Level 10 or 11, 1; Level 12, 1D2; Level 13, 
  1D3; Level 14, 1D4; Level 15, 1D4+1; Level 
  16+, 1D4+2. 
  Maximum Random Number Appearing 3 
  Wandering or Lurking, 6 in Temple Lair. 
  Save As: Fighter / Magic-User 11 / 11 (INT 
  12) (SV D6 W7 P8 B8 S8 (11)) 
  Morale: 10 (Undaunted) 
  Treasure Type: Wandering or Recently 
  Summoned, None. Lurking or in Temple 
  Lair, E. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, E x 50%; 2, E x 75%; 3 or 4, 
  E x 100%; 5, F x 110%; 6, E x 150%. 
  Alignment: Chaotic 
  XP Value: 4,300 
  Demonic Powers: Refer to the Demons 
  section (The Demons and Their Powers) for a 
  summary of a demon’s special abilities. 
  Additional abilities for the Nalfeshnee are as 
  follows: 
  Extra-Planar Flesh: Nalfeshnee are immune 
  to non-magical weapons. Only magic 
  weapons of +1 or greater strength can 
  damage them. 
  Magic Resistance (65%): Nalfeshnee are 
  immune to many hostile spells cast upon 
  them. A spell cast upon them by a level 1 to 
  4 character has no effect. Spells cast by 
  
   
   
  higher-level characters will be resisted as 
  follows: level 5 caster, 95% chance; level 6, 
  90%; level 7, 85%; level 8, 80%; level 9, 
  75%; and so forth. Even if the spell does 
  overcome the demon’s magic resistance, the 
  demon still gets a saving throw if the 
  specific spell allows for it. 
  Savage Strikes: As noted in the THAC0 and 
  ACC5 stats above, Nalfeshnee gain a +2 to 
  hit with their melee attacks. 
  At Will Powers: Nalfeshnee can wield the 
  following spell-like powers at will, 1 power 
  per round: Darkness 10’ Radius, Detect 
  Magic, Dispel Magic, Levitate, Phantasmal 
  Force, Polymorph Self, Read Languages, 
  Telekinesis (up to 500 lbs. weight). An at 
  will power cannot be used during the same 
  round that a demon attacks; it is an either-
  or situation as dictated by the GM. 
  Unholy Symbol: As an at will power, a 
  Nalfeshnee can engrave a luminous magical 
  symbol of Chaos upon the air. The symbol 
  will last for 10 rounds; anyone within 90’ 
  who sees it must make a saving throw vs. 
  spells or suffer a negative effect. The symbol 
  types available to the Nalfeshnee are as 
  follows: 
  Symbol of Discord: All creatures who fail 
  the saving throw begin quarreling with one 
  another. If not attacked, they will quarrel 
  uncontrollably for 5D4 rounds. If there are 
  differing alignments among the quarrelers, 
  there is a 50% chance that instead of 
  quarreling they will violently attack one 
  another for 2D4 rounds. Player Characters 
  can be affected by this magic. 
  Symbol of Fear: All creatures who fail the 
  saving throw (at a -4 penalty) suffer a Wand 
  of Fear effect. 
  Demonic Gateway: As a special at will 
  power, a Nalfeshnee demon can attempt to 
  open a one-way demonic gateway, 
  compelling a lesser demon to aid them. The 
  gate has a 60% chance of opening. Opening 
  a gate can be attempted ever 3 rounds; for 
  example, if a gating is attempted on 
  encounter round 4, another gating could be 
  attempted on round 7. Note that if a battle 
  continues at length, a huge number of 
  demons could be temporarily summoned. 
  For a Nalfeshnee’s gate, a successful 
  opening will summon 1 Vrock demon (D4 
  roll of 1), 1 Hezrou (roll of 2), 1 Glabrezu 
  (roll of 3), or 1 Nalfeshnee (roll of 4). 
  Psychic Powers: In addition to its normal 
  allotment of at will abilities, each individual 
  Nalfeshnee will have spell-like psychic 
  powers. In the Basic game, these abilities 
  are identical to spells, but the Nalfeshnee 
  can know clerical and/or magical psychic 
  abilities, regardless of its nature. A 
  Nalfeshnee’s psychic powers are cast at 
  experience level 9 potency regardless of 
  circumstances. The psychic powers are split 
  into attack forms and defense forms, as 
  follows: 
  Psychic Attack: A Nalfeshnee demon will 
  be able to cast 2 of the following offensive 
  spells per day; roll a unique spell for each 
  Nalfeshnee. A duplicate roll means the spell 
  can be cast twice per day. Roll 1D4: [1] 
  Charm Monster, [2] Charm Person, [3] 
  Confusion, [4] Feeblemind. 
  Psychic Defense: A Nalfeshnee demon will 
  be able to cast 1 of the following defensive 
  spells per day; roll a unique spell for each 
  Nalfeshnee. A duplicate roll means the spell 
  can be cast twice per day. Roll 1D10: [1] 
  Blink (as blink dog for 1D4+1 rounds), [2] 
  Cause Disease, [3] Cause Light Wounds, [4] 
  Cause Serious Wounds, [5] Cure Disease 
  (Self Only), [6] Cure Light Wounds (Self 
  Only), [7] Cure Serious Wounds (Self Only), 
  [8] Dimension Door, [9] Invisibility, [10] 
  Teleport. 
   
  
   
   
   
   
  [110] 
  DEMON, SUCCUBUS / INCUBUS 
  (Rare Planar Monstrosity) 
  As manipulative as they are beautiful, 
  these tempting demons can shape-shift 
  themselves into female (succubus) or 
  male (incubus) forms in order to 
  manipulate the fall of chosen worthies 
  unto Chaos. 
  Armor Class: 0 [19] (winged mobility, 
  unholy enchantments, DEX 16) 
  Hit Dice: 6D8**** (6 to 48 hit points, 
  average 27) 
  Move: 120’ (40’) Ground / 180’ (60’) Flying 
  Attacks: 2 Claws or 1 Deathly Kiss 
  THAC0: 14 [+5] 
  ACC5: 9+ (60%) vs. chain mail 
  Damage: 1D3 (average 2) / 1D3 (average 2) 
  or Energy Drain 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 5, 0 (No Encounter); 
  Level 6+, 1. 
  Maximum Random Number Appearing 1. 
  Save As: Fighter / Magic-User 6 / 6 (INT 
  16) (SV D10 W11 P11 B13 S12 (6)) 
  Morale: 8 (Resolute) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, I x 100%, L x 100%. 
  Alignment: Chaotic 
  XP Value: 1,175 
  Demonic Powers: Refer to the Demons 
  section (The Demons and Their Powers) for a 
  summary of a demon’s special abilities. 
  Additional abilities for the Succubus are as 
  follows: 
  Extra-Planar Flesh: Succubi are immune to 
  non-magical weapons. Only magic weapons 
  of +1 or greater strength can damage them. 
  Magic Resistance (10%): Succubi are 
  immune to some hostile spells cast upon 
  them. Spells cast upon them by characters 
  will be resisted as follows: level 1 caster, 
  60% chance; level 2, 55%; level 3, 50%; level 
  4, 45%; level 5, 40%; and so forth, with 
  casters of level 13+ being able to penetrate 
  all of the demon’s immunity. In those cases 
  where the spell does overcome the demon’s 
  magic resistance, the demon still gets a 
  saving throw if the specific spell allows for 
  it. 
  Deathly Kiss: If a Succubus is able to 
  charm a victim or convince someone to let 
  their guard down, a kiss will result, draining 
  1 energy level from the victim. A deathly 
  kiss cannot be administered during combat 
  
   
   
  or against an unwilling (or uncharmed) 
  individual. 
  At Will Powers: Succubi can wield the 
  following spell-like powers at will, 1 power 
  per round: Charm Person, Clairvoyance, 
  Darkness 5’ ESP, Radius, Invisibility, 
  Polymorph Self (to a humanoid form only, 
  no more than 6’ tall). An at will power 
  cannot be used during the same round that 
  a demon attacks; it is an either-or situation 
  as dictated by the GM. 
  Demonic Gateway: As a special at will 
  power, a Succubus can attempt to open a 
  one-way demonic gateway, compelling a 
  lesser demon to aid them. The gate has a 
  40% chance of opening. Opening a gate can 
  be attempted ever 3 rounds; for example, if 
  a gating is attempted on encounter round 4, 
  another gating could be attempted on round 
  7. Note that if a battle continues at length, a 
  huge number of demons could be 
  temporarily summoned. For a Succubus’s 
  gate, a successful opening will summon 1 
  Nalfeshnee demon (D20 roll of 1-14), 1 Balor 
  (roll of 15-16), 1 Greater Balor (roll of 17-
  18), 1 Elder Balor (19), or 1 GM-chosen 
  Demon Lord, Queen, or Prince on a roll of 
  20 (in which case the adventurers should 
  certainly flee for their lives!). 
  Psychic Attack: A Succubus will be able to 
  cast 3 of the following offensive spells per 
  day; roll unique spells for each Succubus. A 
  duplicate roll means the spell can be cast 
  twice per day. Roll 1D4: [1] Charm Monster, 
  [2] Charm Person, [3] Confusion, [4] 
  Feeblemind. 
  Psychic Defense: A Succubus will be able 
  to cast 3 of the following defensive spells per 
  day; roll unique spells for each Succubus. A 
  duplicate roll means the spell can be cast 
  twice per day. Roll 1D10: [1] Blink (as blink 
  dog for 1D4+1 rounds), [2] Cause Disease, 
  [3] Cause Light Wounds, [4] Cause Serious 
  Wounds, [5] Cure Disease (Self Only), [6] 
  Cure Light Wounds (Self Only), [7] Cure 
  Serious Wounds (Self Only), [8] Dimension 
  Door, [9] Invisibility, [10] Teleport. 
  Demonic Guile: Succubi will usually only 
  engage in combat as a last resort. They will 
  use their more subtle special abilities, 
  including charm, polymorph, ESP, and 
  invisibility in an attempt to seduce mortals 
  to join their cause in the name of Chaos. 
  Unholy Consorts: Succubi can sometimes 
  be found as consorts to other demons, or 
  even to vampires. 
   
   
   
   
  
   
   
   
  [111] 
  DEMON, VROCK 
  (Uncommon Planar Monstrosity) 
  Filthy and vulture-like, the cacophonous 
  Vrocks are malicious carrion demons 
  that serve as thralls and minions to the 
  greater lords. 
  Armor Class: 0 [19] (winged mobility, 
  unholy enchantments) 
  Hit Dice: 8D8** (8 to 64 hit points, average 
  36) 
  Move: 120’ (40’) Ground / 180’ (60’) Flying 
  Attacks: 2 Claw Strikes / 2 Taloned Feet / 
  1 Snapping Beak 
  THAC0: 12 [+7] 
  ACC5: 7+ (70%) vs. chain mail 
  Damage: 1D4 / 1D4 / 1D8 / 1D8 / 1D6 
  (average 3 / 3 / 5 / 5 / 4) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 4, 0 (No Encounter); 
  Level 5 or 6, 1; Level 7, 1D2; Level 8, 1D3; 
  Level 9, 1D4; Level 10, 1D4+1; Level 11+, 
  1D4+2. 
  Maximum Random Number Appearing 3 
  Wandering or Lurking, 6 in Temple Lair. 
  Save As: Fighter / Magic-User 8 / 8 (INT 6) 
  (SV D8 W9 P10 B10 S12 (8)) 
  Morale: 12 (Fearless) 
  Treasure Type: Wandering or Recently 
  Summoned, None. Lurking or in Temple 
  Lair, B. 
  Lair Treasure Type Thresholds by Number 
  Appearing: 1, B x 50%; 2, B x 75%; 3 or 4, 
  B x 100%; 5 or 6, B x 110%. 
  Alignment: Chaotic 
  XP Value: 1,750 
  Demonic Powers: Refer to the Demons 
  section (The Demons and Their Powers) for a 
  summary of a demon’s special abilities. 
  Additional abilities for the Vrock are as 
  follows: 
  Magic Resistance (50%): Vrock demons are 
  immune to many hostile spells cast upon 
  them. A spell cast upon them by a level 1 
  character has no effect. Spells cast by 
  higher-level characters will be resisted as 
  follows: level 2 caster, 95% chance; level 3, 
  90%; level 4, 85%; level 5, 80%; level 6, 
  75%; and so forth. Even if the spell does 
  overcome the demon’s magic resistance, the 
  demon still gets a saving throw if the 
  specific spell allows for it. 
  At Will Powers: Nalfeshnee can wield the 
  following spell-like powers at will, 1 power 
  per round: Darkness 5’ Radius, Detect 
  Invisibility, Telekinesis (up to 200 lbs. 
  
   
   
  weight). An at will power cannot be used 
  during the same round that a demon 
  attacks; it is an either-or situation as 
  dictated by the GM. 
   
   
   
   
   
   
   
  Demon Lord 
  (New monster) 
   
  [112] 
  DEMON LORD, HYAENOGHUL, 
  INCARNATION 
  (Unique Planar Monstrosity) 
  Arisen long ago as the high priest of the 
  bultungin (werehyenas) who enslaved the 
  forbidden Ghul Lords of Stygia, the 
  Hyaenoghul – once known as Qori 
  Ismaris the Beast Rider – is the 
  demoniacal lord of gnolls, hyenas, 
  gorgons, and ghouls. 
  Armor Class: -5 [24] (eternal unholy 
  enchantments, DEX 18) 
  Hit Dice: 22D8 (101 hit points) with 
  numerous special abilities 
  Move: 180’ (60’) Ground 
  Attacks: 3 Spectral Spearhead Strikes 
  (Spearhead of Anguish, Spearhead of 
  Transfixion, Spearhead of Chaos) 
  THAC0: 5 [+14] 
  ACC5: 2+ (95%) vs. chain mail 
  Damage: 3D6 (Anguish) / 1D8+3 + 
  Paralysis (Transfixion) / 1D8+3 + Confusion 
  (Chaos) (average 11 / 8 / 8) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 14, 0 (No Encounter); 
  Level 15+, 1. 
  Save As: Fighter / Magic-User 22 / 22 (INT 
  16) (SV D3 W4 P3 B4 S4 (22)) 
  Morale: 12 (Fearless) 
  Treasure Type: Wandering or Recently 
  Summoned, None. Lurking or in Temple 
  Stronghold, C x 100%, G x 100%, I x 100%. 
  Alignment: Chaotic 
  
   
   
  XP Value: Special Award of 55,000 XP for 
  destroying the incarnation; 27,500 XP for 
  vanquishing without slaying (imprisoning, 
  banishing, etc.) 
  Demonic Powers: Refer to the Demons 
  section (The Demons and Their Powers) for a 
  summary of a demon’s special abilities. 
  Additional abilities for Hyaenoghul are as 
  follows: 
  Extra-Planar Flesh: Hyaenoghul is immune 
  to non-magical weapons. Only magic 
  weapons of +1 or greater strength can 
  damage him. 
  Magic Resistance (80%): Hyaenoghul is 
  immune to many hostile spells cast upon 
  him. A spell cast upon him by a level 1 to 7 
  character has no effect. Spells cast by 
  higher-level characters will be resisted as 
  follows: level 8 caster, 95% chance; level 9, 
  90%; level 10, 85%; level 11, 80%; level 12, 
  75%; and so forth. Even if the spell does 
  overcome Hyaenoghul’s magic resistance, he 
  still gets a saving throw if the specific spell 
  allows for it. 
  Planar Sight: Hyaenoghul can see into the 
  astral and ethereal planes of existence. 
  At Will Powers: Hyaenoghul can wield the 
  following spell-like powers at will, 1 power 
  per round, at the 22nd level of experience: 
  Cause Disease (twice a day), Cause Fear 
  (any number of times), Cause Serious 
  Wounds (twice a day), Charm Monster (twice 
  a day), Charm Person (any number of 
  times), Clairvoyance (twice a day), Confusion 
  (twice a day), Darkness 10’ Radius (any 
  number of times), Detect Good (any number 
  of times), Detect Invisibility (any number of 
  times), Detect Magic (any number of times), 
  Dimension Door (twice a day), Dispel Magic 
  (any number of times), ESP (twice a day), 
  Feeblemind (twice a day), Fly (any number 
  of times), Hold Person (any number of 
  times), Invisibility (any number of times), 
  Know Alignment (twice a day), Locate Object 
  (twice a day), Magic Missile (5 missiles, 4 
  times per day), Polymorph Self (any number 
  of times), Read Languages (any number of 
  times), Read Magic (any number of times), 
  Remove Curse (twice a day), Telekinesis (up 
  to 1,000 lbs. weight, any number of times), 
  Teleport (any number of times), Transmute 
  Rock to Mud (any number of times). An at 
  will power cannot be used during the same 
  round that a demon attacks; it is an either-
  or situation as dictated by the GM. 
  Demonic Gateway: As a special at will 
  power, Hyaenoghul can attempt to open a 
  one-way demonic gateway, compelling lesser 
  demons to aid him. The gate has an 80% 
  chance of opening. Opening a gate can be 
  attempted ever 3 rounds; for example, if a 
  gating is attempted on encounter round 4, 
  another gating could be attempted on round 
  7. Note that if a battle continues at length, a 
  huge number of demons could be 
  temporarily summoned. For Hyaenoghul’s 
  gate, a successful opening will summon 
  1D6+1 Vrock demons. 
  The Ebon Steed Khala-ki’im: Hyaenoghul 
  rides a masked gorgon of the largest size (64 
  hit points), and due to a spirit bond, he is 
  immune to its petrifying breath. 
  Qori’s Cackling Entourage: Hyaenoghul is 
  almost always accompanied by 33 huge 
  gnolls and 33 huge ghouls (16 hit points 
  each) who are utterly fearless, with a Morale 
  of 12. 
  Beckoning of the Feasting Ones: Whether 
  or not Hyaenoghul is accompanied by gnolls 
  when encountered, once per day he can 
  summon an additional 20D4 huge gnolls (16 
  hit point each) to fight fanatically for him. 
  The gnolls will arrive 1 turn after being 
  summoned, either by normal travel or by 
  magical gateway depending on the 
  circumstances. 
  Chaunt of the Vaults of Zin: Similarly, 
  once per day Hyaenoghul can summon 
  3D6+3 huge ghouls (16 hit points each) to 
  fight fanatically for him. The ghouls will 
  
   
   
  arrive 1 turn after being summoned, 
  burrowing up through the earth. 
  Shanga-ki, the Razor Maiden: Should 
  Hyaenoghul deign to engage in melee, his 
  three-headed spectral chain-spear will be 
  used to attack a single mortal target. Each 
  chained head of the spear requires a 
  separate to hit roll. The range of this 
  weapon is 20’, due to Hyaenoghul’s ogre-like 
  height and the enormous length of the 
  weightless weapon itself. 
  The first is the Spearhead of Anguish, which 
  inflicts physical damage only. 
  The second is the Spearhead of Transfixion, 
  which inflicts damage and also paralyzes the 
  target for 2D4 rounds if a saving throw vs. 
  paralysis is not made. 
  The third is the Spearhead of Chaos, which 
  inflicts damage and also causes Confusion 
  for 1D4 rounds if a saving throw vs. spells is 
  not made. 
  This formless weapon, manifested solely 
  through the will of Hyaenoghul, would 
  vanish at once if Hyaenoghul’s incarnation 
  were ever banished or slain. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  
   
   
  [113] 
  DEMON LORD, SHOGGOTHLEX, 
  INCARNATION 
  (Unique Planar Monstrosity) 
  Slime-engendered and slithering, the 
  ingenious and primordial Shoggothlex is 
  the lord of shoggoths, flesh 
  manifestation, devolution, and slimes. 
  Armor Class: -7 [26] (lack of vital organs, 
  eternal unholy enchantments) 
  Hit Dice: 19D8*** (89 hit points) with 
  numerous special abilities 
  Move: 30’ (10’) Ground / 30’ (10’) Swimming 
  Attacks: 1 Onslaught of Slimy Claws or 1 
  Vomitous Slime 
  THAC0: 7 [+12] 
  ACC5: 2+ (95%) vs. chain mail 
  Damage: 4D10 (average 22) or Special by 
  Vomited Slime Type 
  ❖ Black Slime: 4D10 + Armor 
  Corrosion + Summon Small Black 
  Pudding 
  ❖ Brown Slime: 4D10 + Leather Decay 
  + Summon Small Brown Pudding 
  ❖ Crystalline Slime: 4D10 + Paralysis 
  + Summon Crystal Slime 
  ❖ Dun Slime: 4D10 + Wood Decay + 
  Summon Small Dun Pudding 
  ❖ Gelatinous Slime: 4D10 + Paralysis 
  + Summon Gelatinous Blob 
  ❖ Gray Slime: 4D10 + Armor Corrosion 
  + Summon Psychic Gray Ooze 
  ❖ Green Slime: 4D10 + Flesh 
  Metamorphosis + Summon Huge 
  Green Slime 
  ❖ Mustard Slime: 4D10 + Lethargy + 
  Summon Mustard Slime 
  ❖ Ochre Slime: 4D10 + Summon 2 
  Small Ochre Jellies 
  ❖ Olive Slime: 4D10 + Infesting Fungi 
  + Summon Olive Slime 
  ❖ Umber Slime Mold: 4D10 + Frigid 
  Growth + Summon Umber Mold 
  ❖ White Slime: 4D10 + Frigid Decay + 
  Summon Small White Pudding 
  ❖ Yellow Slime Mold: 4D10 + Choking 
  Spores + Summon Yellow Mold 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 14, 0 (No Encounter); 
  Level 15+, 1. 
  Save As: Fighter / Magic-User 19 / 19 (INT 
  18) (SV D3 W4 P5 B4 S6 (19)) 
  Morale: 12 (Fearless) 
  Treasure Type: Wandering or Recently 
  Summoned, None. Lurking or in Temple 
  Stronghold, K x 200%, M x 200%. 
  Alignment: Chaotic 
  XP Value: Special Award of 48,000 XP for 
  destroying the incarnation; 24,000 XP for 
  vanquishing without slaying (imprisoning, 
  banishing, etc.) 
  Demonic Powers: Refer to the Demons 
  section (The Demons and Their Powers) for a 
  summary of a demon’s special abilities. 
  Additional abilities for Shoggothlex are as 
  follows: 
  Ancient Extra-Planar Flesh: Shoggothlex is 
  immune to non-magical weapons, as well as 
  to those which have only a +1 dweomer. 
  Only magic weapons of +2 or greater 
  strength can damage him. 
  Magic Resistance (65%): Shoggothlex is 
  immune to many hostile spells cast upon 
  him. A spell cast upon them by a level 1 to 4 
  character has no effect. Spells cast by 
  higher-level characters will be resisted as 
  follows: level 5 caster, 95% chance; level 6, 
  90%; level 7, 85%; level 8, 80%; level 9, 
  
   
   
  75%; and so forth. Even if the spell does 
  overcome Shoggothlex’s magic resistance, he 
  still gets a saving throw if the specific spell 
  allows for it. 
  Ever-Regenerating Crust: In the same 
  round that he is damaged, Shoggothlex will 
  begin regenerating 2 hit points of damage at 
  the end of every round. 
  Slime Immunity: Shoggothlex is immune to 
  damage and negative effects from all slime- 
  and mold-type creatures. 
  Spitting Slimes: As an attack form once 
  every 10 rounds, Shoggothlex can spit 
  slime. The slime has a range of 15’. If it hits, 
  the victim suffers 4D10 corrosion damage in 
  addition to an automatic hit by the slime 
  that is created. If it misses, the victim 
  suffers no immediate damage but a slime 
  monster forms directly in front of the 
  intended target and immediately attacks. 
  If you have access to Advanced bestiaries 
  with more monster types featured, roll 1D20 
  to determine the type of slime created: [1-2] 
  black pudding, [3] brown pudding, [4] 
  crystalline ooze, [5] dun pudding, [6-7] 
  gelatinous blob, [8-9] gray ooze, [10-11] 
  creeping green slime (30’ movement rate), 
  [12] mustard slime, [13-14] ochre jelly, [15] 
  olive slime, [16] small black pudding, [17] 
  umber slime mold (30’ movement rate), [18] 
  white pudding, [19-20] yellow slime mold 
  (30’ movement rate). 
  If you do not have access to the Advanced 
  bestiaries, roll 1D6 instead: [1] black 
  pudding, [2] creeping green slime (30’ 
  movement rate), [3] creeping yellow mold 
  (30’ movement rate), [4] gelatinous blob, [5] 
  gray ooze, [6] ochre jelly. 
  At Will Powers: Shoggothlex can wield the 
  following spell-like powers at will, 1 power 
  per round, at the 19th level of experience: 
  Disease (any number of times), Cause 
  Serious Wounds (twice a day), Charm 
  Monster (any number of times), Cone of 
  Cold (slime frost, any number of times), 
  Confusion (twice a day), Darkness 15’ 
  Radius (any number of times), Detect 
  Invisibility (any number of times), 
  Dimension Door (twice a day), Dispel Magic 
  (any number of times), ESP (any number of 
  times), Feeblemind (twice a day), Invisibility 
  (any number of times), Know Alignment 
  (twice a day), Fly (any number of times), 
  Hold Monster (any number of times), Locate 
  Object (any number of times), Phantasmal 
  Force (any number of times), Putrefy Food 
  and Water (any number of times), Remove 
  Curse (twice a day), Telekinesis (up to 1,500 
  lbs., any number of times). An at will power 
  cannot be used during the same round that 
  a demon attacks; it is an either-or situation 
  as dictated by the GM. 
  Demonic Gateway: As a special at will 
  power, Shoggothlex can attempt to open a 
  one-way demonic gateway, compelling lesser 
  demons to aid him. The gate has a 70% 
  chance of opening. Opening a gate can be 
  attempted ever 3 rounds; for example, if a 
  gating is attempted on encounter round 4, 
  another gating could be attempted on round 
  7. Note that if a battle continues at length, a 
  huge number of demons could be 
  temporarily summoned. For Shoggothlex’s 
  gate, a successful opening will summon 
  1D4+1 Hezrou demons. 
  Chant the Unholy Word: As a special at 
  will power once a day, Shoggothlex can utter 
  the necromantic unholy word which was 
  spoken against Mana-Yood-Sushai on the 
  eve of the creation of the world. The effects 
  of the Word, with no saving throw, are as 
  follows on creatures within 30’: 
  ❖ All Lawful extra-planar creatures 
  are banished. 
  ❖ All non-Chaotic creatures in range, 
  of less than 4 HD or experience 
  levels, are slain. 
  ❖ All non-Chaotic creatures in range, 
  of HD or levels 4 to 7, are paralyzed 
  for 3D6 rounds. 
  
   
   
  ❖ All non-Chaotic creatures in range, 
  of HD or levels 8 to 11, are stunned 
  for 2D4 rounds. 
  ❖ All non-Chaotic creatures in range, 
  of HD or levels 12+, are blinded and 
  deafened for 1D2 rounds. 
  The Faceless Court: When encountered in 
  his temple stronghold (lair), Shoggothlex will 
  be accompanied and/or surrounded by the 
  following creatures: 1D2 black puddings, 
  1D4 gelatinous blobs (similar to gelatinous 
  cubes), 1D4 green slimes, 1D4 ochre jellies, 
  and 1D2 small black puddings. Also, 
  1D10+10 map squares (10’ x 10’) in the 
  general area will be covered in yellow mold. 
  This mold will cover all treasures present. 
  Loathsome Annihilation: If the incarnation 
  of Shoggothlex is ever slain, 2D6 slimes are 
  instantly summoned in one quavering 
  paralyzed mass that will separate and 
  attack viciously after 1D4+1 melee rounds. 
  Roll 1D6 for each slime created to determine 
  its type: [1] black pudding, [2] creeping 
  green slime (30’ movement rate), [3] 
  gelatinous blob, [4] gray ooze, [5] ochre jelly, 
  [6] creeping yellow mold (30’ movement 
  rate). 
   
   
   
   
  
   
   
   
   
   
  
   
   
  Demon Prince 
  (New monster) 
   
  [114] 
  DEMON PRINCE, ORCUS, 
  INCARNATION 
  (Unique Planar Monstrosity) 
  Somber and at times even merciful, 
  great soul eater Orcus is the lord of 
  undeath; he corrupts and enslaves those 
  who impress him with their virtuous 
  championing of Law. 
  Armor Class: -6 [25] (eternal unholy 
  enchantments, pain resistance, and the 
  Mortis Fist) 
  Hit Dice: 29D8 (121 hit points) with 
  numerous special abilities 
  Move: 90’ (30’) Ground / 180’ (60’) Flying 
  Attacks: 1 Mortis Fist / 1 Death Scourge 
  THAC0: 5 [+14] 
  ACC5: 2+ (95%) vs. chain mail 
  Damage: 2D8+8 + Poison (average 17) / 
  2D4 + Poison (average 5) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 15, 0 (No Encounter); 
  Level 16+, 1. 
  Save As: Fighter / Magic-User 29 / 29, +2 
  (INT 16) (SV D2 W2 P2 B2 S2 (29)) 
  Morale: 12 (Fearless) 
  Treasure Type: Wandering or Recently 
  Summoned, None. Lurking or in Temple 
  Stronghold, K x 100%, N x 100%, O x 100%. 
  Special Treasure Type: If Orcus is found 
  accompanied by the undead (prior to any 
  summoning), the following additional 
  treasures will be discovered in the temple 
  stronghold in addition to the other treasures 
  belonging to Orcus or the undead: 
  ❖ 10D8 gems (90% chance) 
  ❖ 5D6 pieces of jewelry (60% chance) 
  ❖ 1 trove of magic items (70%), 
  including the following random 
  pieces: 1 armor / shield, 1 
  miscellaneous magic item, 1 
  miscellaneous weapon, 1 ring, 1 rod / 
  staff / wand, and 1 sword. 
  Alignment: Chaotic 
  XP Value: Special Award of 64,000 XP for 
  destroying the incarnation; 32,000 XP for 
  vanquishing without slaying (imprisoning, 
  banishing, etc.) 
  Demonic Powers: Refer to the Demons 
  section (The Demons and Their Powers) for a 
  summary of a demon’s special abilities. 
  Additional abilities for Orcus are as follows: 
  Ancient Extra-Planar Flesh: Orcus is 
  immune to non-magical weapons, as well as 
  to those which have only a +1 or +2 
  dweomer. Only magic weapons of +3 or 
  greater strength can damage him. 
  Magic Resistance (85%): Orcus is immune 
  to many hostile spells cast upon him. A 
  spell cast upon him by a level 1 to 8 
  character has no effect. Spells cast by 
  higher-level characters will be resisted as 
  follows: level 9 caster, 95% chance; level 10, 
  90%; level 11, 85%; level 12, 80%; level 13, 
  75%; and so forth. Even if the spell does 
  overcome Orcus’s magic resistance, he still 
  gets a saving throw if the specific spell 
  allows for it. 
  Stinging Death: If Orcus strikes someone 
  with his dreaded Death Scourge, the target 
  suffers 2D4 damage. Additionally, the victim 
  must make a saving throw vs. poison at -4, 
  or die. 
  At Will Powers: Orcus can wield the 
  following spell-like powers at will, 1 power 
  per round, at the 29th level of experience: 
  
   
   
  Animate Dead (any number of times), Cause 
  Disease (three times a day), Cause Fear (any 
  number of times), Cause Serious Wounds 
  (three times a day), Charm Monster (three 
  times a day), Charm Person (any number of 
  times), Clairvoyance (any number of times), 
  Confusion (three times a day), Continual 
  Darkness (any number of times), Detect 
  Invisibility (any number of times), Detect 
  Magic (any number of times), Dimension 
  Door (three times a day), Dispel Magic (any 
  number of times), ESP (any number of 
  times), Feeblemind (three times a day), 
  Know Alignment (three times a day), 
  Lightning Bolt (12D6 damage per round, 
  any number of times), Locate Object (three 
  times a day), Phantasmal Force (any 
  number of times), Polymorph Self (any 
  number of times), Read Languages (any 
  number of times), Read Magic (any number 
  of times), Remove Curse (three times a day), 
  Symbol of the Balor (with symbol types 
  defined in the Balor stat template, any 
  number of times), Telekinesis (up to 1,200 
  lbs. weight, any number of times), Wall of 
  Fire (any number of times), Wish (for time to 
  stop for 2 rounds for all creatures besides 
  himself, once a day). An at will power 
  cannot be used during the same round that 
  a demon attacks; it is an either-or situation 
  as dictated by the GM. 
  Demonic Gateway: As a special at will 
  power, Orcus can attempt to open a one-
  way demonic gateway, compelling lesser 
  demons to aid him. The gate has an 80% 
  chance of opening. Opening a gate can be 
  attempted ever 3 rounds; for example, if a 
  gating is attempted on encounter round 4, 
  another gating could be attempted on round 
  7. Note that if a battle continues at length, a 
  huge number of demons could be 
  temporarily summoned. For Orcus’s gate, a 
  successful opening will summon 1 Vrock 
  demon (D20 roll of 1-2), 1 Hezrou (roll of 3-
  4), 1 Glabrezu (roll of 5-7), 1 Nalfeshnee (roll 
  of 8-10), 1 Marilith (roll of 11-15), 1 Balor 
  (roll of 16-17), 1 Greater Balor (roll of 18-
  19), or 1 Elder Balor (roll of 20). 
  Children of Undeath: 50% of the time, or at 
  the GM’s discretion, Orcus will be 
  accompanied by the undead when 
  encountered. The type of undead and 
  number appearing can be rolled randomly, 
  as follows (roll 1D10): [1] 5D6 ghouls, [2] 
  2D8 mummies, [3] 4D6 shadows, [4] 4D12 
  skeletons, [5] 2D6 spectres, [6] 2D4 
  vampires, [7] 2D12 wights, [8] 2D10 
  wraiths, [9] 4D8 zombies, [10] a mixed 
  horde (roll twice ignoring this result 
  hereafter, indicating two different types of 
  undead, with half of the indicated number 
  appearing for each, rounded up). 
  Call from the Grave: In addition to any 
  accompanying undead, once per day Orcus 
  can summon an additional type of undead 
  of his choice, at the numbers appearing 
  noted above. The undead will arrive 1 turn 
  after being summoned, either by normal 
  travel or by magical gateway depending on 
  the circumstances. 
  The Mortis Fist of Orcus: Orcus is in 
  possession of one of the most powerful 
  artifacts in the realms of existence, the 
  Mortis Fist, which is grafted to his right 
  hand. If his incarnation is ever slain, this 
  priceless treasure would become the 
  possession of a mortal (who would probably 
  become an overlord or kingmaker in the 
  realms of man). The powers of the Mortis 
  Fist are detailed in the special entry below. 
   
   
  
   
   
  [666] 
  THE MORTIS FIST OF ORCUS 
  (Unique Artifact) 
  Crafted from the splintered bones of 
  innumerable saints, anti-saints, and 
  thirteen vanquished demon lords, the 
  Mortis Fist is a pseudo-sentient relic of 
  unspeakable forbidden power. 
  Embracing Death: If a mortal removes the 
  Mortis Fist from the corpse of Orcus’s 
  incarnation, an immediate saving throw vs. 
  death must be made at -4. If the saving 
  throw fails, the person dies. But if the 
  saving throw is made, the Mortis Fist grafts 
  itself onto its new possessor, and only the 
  death of the possessor can ever release its 
  grasp. Even a Wish is powerless to perform 
  this deed. 
  Corrupted Spirit: If the wielder was Lawful 
  or Neutral, they instantly become Chaotic 
  once the Fist is grafted (and cannot be 
  removed). 
  Mortal Majesty: The wielder gains a 
  permanent +1 bonus to his or her highest 
  ability score. An ability score can be raised 
  to 19 in this manner. 
  Bloated Form: The wielder becomes heavy 
  and unnaturally bloated; normal clothing 
  and armor will no longer fit, and a 
  permanent -3 penalty to Charisma is 
  assigned. 
  Unholy Protection: The Fist acts as a +2 
  Ring of Protection. (This is accounted for in 
  Orcus’s Armor Class and saving throws.) 
  Nothing to Fear: The wielder is immune to 
  all magical and non-magical fear effects, 
  including fear caused by spells, dragons, or 
  demons. 
  Demonic Tongues: The wielder can 
  understand, but not speak, any and all 
  languages. 
  Animate Dead: The wielder can cast an 
  Animate Dead spell once per day. (Orcus 
  can use this power at will.) 
  Death Touch: If the Mortis Fist ever 
  touches an enemy (requiring a successful to 
  hit roll), the enemy dies. Certain unliving 
  types of creatures, such as golems and the 
  undead, are immune to this effect. 
  Creatures of unique power (demon lords, 
  arch-devils, etc.) are granted a saving throw 
  vs. death at +10, which basically means that 
  their saving throw only fails on a D20 roll of 
  1. Saving throws for other mortal creatures 
  are allowed as follows: 
  ❖ HD or level 10 or less: No saving 
  throw. 
  ❖ HD or level 11-13: Save at -4. 
  ❖ HD or level 14-16: Save at -3. 
  ❖ HD or level 17-19: Save at -2. 
  ❖ HD or level 20-22: Save at -1. 
  ❖ HD or level 23-25: Save with no 
  modifier. 
  ❖ HD or level 26+: Save at +1. 
  Infusion of Souls: Any mortal will have a 
  new statistic, Soul Threshold, secretly 
  tracked by the Game Master. This number 
  is equal to the experience level of the Fist’s 
  wielder at the time when the First was first 
  grafted to the wielder’s hand. Every time a 
  mortal creature is slain by the Death Touch 
  effect, the wielder will feel a rush of chaotic 
  power from the soul essence coursing 
  through the Fist and into the hand and 
  blood. The GM should describe a “perilous 
  death-like rush of heartbeats” every time 
  this occurs. Every time a soul passes, the 
  Soul Threshold decreases by 1 and the 
  wielder loses a bit of his or her humanity. 
  When the Soul Threshold reaches zero, the 
  wielder’s flesh form is annihilated; the 
  mortal becomes reincarnated as a new 
  Demon Lord within the planes of Chaos, 
  and is of course – from that point forward – 
  a permanent NPC / monster under the sole 
  control of the GM. (Orcus was already 
  
   
   
  transformed centuries ago, and is therefore 
  immune to this effect.) 
  Necrotic Healing: During any day when the 
  Death Touch effect has been successfully 
  used, the wielder can heal all hit points of 
  damage (once per day) after concentrating 
  for 1 round. 
  Gold Piece Value: Unknown, but an 
  emperor would likely pay at least a million 
  gold pieces to possess it. Of course, the 
  current wielder of the Mortis Fist might 
  dislike the necessary act for such a 
  transaction to take place … 
   
   
   
   
   
   
   
  
   
   
   
   
   
  
   
   
  [115] 
  DEMON PRINCE, 
  THE ULTHROGORGON, 
  INCARNATION 
  (Unique Planar Monstrosity) 
  An ever-shifting and viperous anti-
  manifestation of Janus the Twice-Gazer 
  and Far-Seer, the Ulthrogorgon – the 
  Great Becrimsoned One, the Two-Faced 
  and the Faceless – is the terrible prince 
  of kin-slayers, kingmakers, and false 
  prophets. 
  Armor Class: -8 [27] (ever-shifting flesh, 
  eternal unholy enchantments) 
  Hit Dice: 45D8 (199 hit points) with 
  numerous special abilities 
  Move, Winged Form: 90’ (30’) Ground / 
  180’ (60’) Flying 
  Move, Wingless Form: 150’ (50’) Ground 
  Attacks: 2 Soul Gazes or 2 Lashing 
  Appendages / 1 Tail Swipe  
  THAC0: 5 [+14] 
  ACC5: 2+ (95%) vs. chain mail 
  Damage: Hypnotism / Madness / 5D6 + Rot 
  / 5D6 + Rot / Energy Drain 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 17, 0 (No Encounter); 
  Level 18+, 1. 
  Save As: Fighter / Magic-User 45 / 45 (INT 
  20) (SV D3 W4 P3 B4 S4 (45)) 
  Morale: 12 (Fearless) 
  Treasure Type: Wandering or Recently 
  Summoned, None. Lurking or in Temple 
  Stronghold, M x 100%, N x 100%, O x 
  100%. 
  Special Treasure Type: If the Ulthrogorgon 
  is found accompanied by level 13+ NPC 
  worshippers (prior to any summoning), the 
  following additional treasures will be 
  discovered in the temple stronghold in 
  addition to the other treasures belonging to 
  the Ulthrogorgon or the NPCs: 
  ❖ 1 trove of magic items (85%), 
  including the following random 
  pieces: 2 armor / shields, 2 
  miscellaneous magic items, 2 
  miscellaneous weapons, 2 rings, 2 
  rods / staves / wands, and 2 swords. 
  Alignment: Chaotic 
  XP Value: Special Award of 75,000 XP for 
  destroying the incarnation; 37,500 XP for 
  vanquishing without slaying (imprisoning, 
  banishing, etc.) 
  Demonic Powers: Refer to the Demons 
  section (The Demons and Their Powers) for a 
  summary of a demon’s special abilities. 
  Additional abilities for the Ulthrogorgon are 
  as follows: 
  Ancient Extra-Planar Flesh: The 
  Ulthrogorgon is immune to non-magical 
  weapons, as well as to those which have 
  only a +1 or +2 dweomer. Only magic 
  weapons of +3 or greater strength can 
  damage It. 
  Magic Resistance (95%): The Ulthrogorgon 
  is immune to many hostile spells cast upon 
  It. A spell cast upon them by a level 1 to 10 
  character has no effect. Spells cast by 
  higher-level characters will be resisted as 
  follows: level 11 caster, 95% chance; level 
  12, 90%; level 13, 85%; level 14, 80%; level 
  15, 75%; and so forth. Even if the spell does 
  overcome the Ulthrogorgon’s magic 
  resistance, It still gets a saving throw if the 
  specific spell allows for it. 
  Ever-Shifting Form: As an at will ability, 
  the Ulthrogorgon can shift between a 
  wingless form that is 20’ tall, or a winged 
  form that is 8’ tall. The wingless form has 
  the same amount of flesh as the winged one, 
  and is horrifically gaunt and long-limbed. 
  
   
   
  Soul Gaze of Hypnotic Revelation: As an 
  at will ability, once every 10 rounds, the 
  Ulthrogorgon can reveal incomprehensible 
  visions of the universe which insinuate 
  themselves in the minds of any strongly 
  sentient creatures (those of INT 7+). The 
  revelation affects the weakest creatures 
  first, before the next weakest creatures are 
  checked for influence, and so forth. This 
  effect has a 120’ range, and works as 
  follows: 
  ❖ 1D100 Hit Dice or experience levels of 
  creatures will be affected, beginning 
  with the creature(s) of lowest Hit Dice 
  or level. 
  ❖ All creatures below HD or level 15 are 
  automatically affected. 
  ❖ Creatures of HD or level 15+ are 
  allowed a saving throw vs. spells to 
  nullify the effect. 
  ❖ All affected creatures will stand 
  mesmerized and helpless for 10 
  rounds, or until violently assailed or 
  threatened in some way. 
  ❖ All affected creatures are open to 
  hypnotic suggestion, compelled to act 
  upon the Ulthrogorgon’s will until the 
  effect ends. Example suggestions 
  include “flee”, “come to me”, “drop 
  your weapons”, and so forth. 
  Soul Gaze of the Visions of Madness: As 
  an at will ability simultaneously performed 
  with the Soul Gaze of Hypnotic Revelation, 
  once every 10 rounds, the Ulthrogorgon can 
  reveal telepathic visions of the Great Old 
  Ones, Cthulhu, Hastur, Yog-Sothoth, and 
  other entities. The maximum range, number 
  of creatures affected, and saving throws are 
  as for the Hypnotic Revelation, as above. 
  ❖ 1D100 Hit Dice or experience levels of 
  creatures will be affected, focusing on 
  those mortals that were unaffected by 
  the Soul Gaze of Hypnotic Revelation, 
  if any. 
  ❖ All affected creatures will suffer 
  temporary madness, as if under a 
  Confusion spell for 2D6 rounds. 
  Rotting Strikes: In melee, the Ulthrogorgon 
  attacks with two lashing appendages and a 
  tail swipe. A lashing appendage will inflict 
  damage, and require a saving throw vs. 
  death magic. If the saving throw fails, one of 
  the following effects occurs: 
  ❖ Victim of less than 4 HD or levels: 
  The victim’s head or a vital organ 
  withers away, causing helplessness 
  for 2D6 rounds and then a horrible 
  festering death. 
  ❖ Victim of 4 to 7 HD or levels: The 
  victim’s leg is rotted, causing 
  helplessness for 2D4 rounds and 
  then a leg is permanently lost 
  (reducing movement rates by 50%). 
  ❖ Victim of 8 to 11 HD or levels: The 
  victim’s arm is rotted, causing 
  helplessness for 1D6 rounds and 
  then an arm (50% right, 50% left) is 
  permanently lost (reducing to hit rolls 
  and DEX by -3, and making two-
  handed weapons impossible to use). 
  ❖ Victim of 12 or more HD or levels: 
  The victim suffers a demonic disease, 
  as if afflicted by a Cause Disease 
  spell. The disease prevents all 
  magical healing until it is cured. 
  ❖ Rotted appendages can be 
  regenerated or restored with a Wish 
  by those who survive combat with the 
  Ulthrogorgon. 
  Tail of the Maw: The Ulthrogorgon’s tail is 
  tipped by a tiny mouth, which has razor-
  sharp fangs and a bloodsucking tongue. 
  Anyone struck by the tail loses 2 experience 
  levels to energy drain per strike, with no 
  saving throw. 
  At Will Powers: The Ulthrogorgon can wield 
  the following spell-like powers at will, 1 
  power per round, at the 45th level of 
  experience: Cause Fear (any number of 
  
   
   
  times), Charm Monster (any number of 
  times), Charm Person (any number of 
  times), Clairvoyance (any number of times), 
  Continual Darkness (any number of times), 
  Detect Invisibility (any number of times), 
  Detect Magic (any number of times), 
  Dimension Door (three times a day), Dispel 
  Magic (any number of times), ESP (any 
  number of times), Feeblemind (once a day), 
  Know Alignment (three times a day), Levitate 
  (any number of times), Locate Object (three 
  times a day), Phantasmal Force (any 
  number of times), Polymorph Self (any 
  number of times), Read Languages (any 
  number of times), Read Magic (any number 
  of times), Remove Curse (three times a day), 
  Telekinesis (up to 700 lbs., any number of 
  times), Wall of Ice (any number of times), 
  Water Breathing (any number of times). An 
  at will power cannot be used during the 
  same round that It attacks; it is an either-or 
  situation as dictated by the GM. 
  Demonic Gateway: As a special at will 
  power, the Ulthrogorgon can attempt to 
  open a one-way demonic gateway, 
  compelling lesser demons to aid It. The gate 
  has an 85% chance of opening. Opening a 
  gate can be attempted ever 3 rounds; for 
  example, if a gating is attempted on 
  encounter round 4, another gating could be 
  attempted on round 7. Note that if a battle 
  continues at length, a huge number of 
  demons could be temporarily summoned. 
  For the Ulthrogorgon’s gate, a successful 
  opening will summon 1D2 demons, with the 
  type of each determined randomly (roll 
  1D10): [1] Balor, [2] Elder Balor, [3] 
  Glabrezu, [4] Greater Balor, [5] Hezrou, [6-7] 
  Marilith, [8] Nalfeshnee, [9] Succubus, [10] 
  Vrock. 
  The Great Mercy: Any Player Character or 
  NPC of experience level 13 or higher, who 
  falls to their knees and begs to worship the 
  Ulthrogorgon, will be accepted as a disciple. 
  The Ulthrogorgon will telepathically implant 
  this suggestion in any worthy mortal’s mind 
  in the instant that the entity is first beheld. 
  Only those who submit to It of their own 
  free will shall be embraced. Those who 
  commit are granted an instant experience 
  level, a permanent shift to Chaotic 
  alignment (if not already Chaotic), and are 
  wholly accepted so long as they do not 
  attack the great Demon Prince. PCs 
  submitting to It permanently become NPCs, 
  to be controlled forever after by the Game 
  Master. 
   
   
   
   
  (Please note that after the letter D and the demon 
  entries, the 1977 Bestiary now continues with 
  select monsters beginning with the letters E, P, 
  and S, following a continuous sequence of 
  names present in the original 1977 hardcover 
  volume.) 
   
   
  
   
   
  Chapter VII: 
  E 
  Eidolon – Evil Eye of Yog-Sothoth 
   
   
   
   
  Eidolon 
  (New monster) 
   
  [116] 
  EIDOLON, DREAM PARASITE 
  (Very Rare Vermin) 
  These tiny and invisible spider-like 
  creatures feed upon psychic emanations 
  and the reckless casters of psionic 
  powers. 
  Armor Class: N/A (too small to detect and 
  attack) 
  Hit Dice: 1/8** (1 hit point) 
  Move: 3’ (1’) Ground / 3’ (1’) Flying 
  Attacks: 1 Dream Infestation 
  THAC0: N/A 
  ACC5: N/A 
  Damage: Intelligence, Wisdom, or Spell 
  Drain 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1; Level 2, 1D2; Level 3, 1D3; Level 
  4, 1D4; etc. 
  No Lair. 
  Maximum Random Number Appearing 12. 
  Save As: Normal Man (INT 0) (SV D14 W15 
  P16 B17 S18 (0)) 
  Morale: 12 (Fearless) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 100 (special award, since this 
  monster possesses powers along with 
  inconsequential Hit Dice) 
  Unseen Threat: These creatures can only 
  be revealed by a Detect Magic spell (as tiny 
  glimmering motes of prismatic essence), and 
  can only be destroyed by a Cure Disease, 
  
   
   
  Remove Curse, or Wish spell. (A Wish will 
  make a creature immune to dream parasite 
  infestations for 2D4 years’ time.) 
  Dweomer Parasitism: Dream parasites will 
  only be attracted to spell casters who 
  possess a combined Intelligence + Wisdom 
  sum of 28 or higher. Otherwise, they will 
  remain in a dormant state. 
  Feeding upon the Mind: When dream 
  parasites have detected an appropriate host, 
  they latch themselves onto the victim’s aura 
  if within 1’ (their maximum range). The 
  victim will immediately know something is 
  wrong, and – if dream parasites have been 
  encountered before – will know exactly what 
  they are. 
  If unremoved, each dream parasite will 
  perform 1 drain every 24 hours, beginning 
  24 hours after infestation. 
  The effect of infestation is rolled at random: 
  [1-2] the victim temporarily loses a point of 
  Intelligence (if INT is currently 14+); [3-4] 
  the victim temporarily loses a point of 
  Wisdom; (if WIS is currently 14+); [5-6] a 
  memorized or prayed-for spell, selected at 
  random, is drained away unused. Reroll 
  results that do not currently apply. 
  The feeding will continue until the victim’s 
  INT is reduced to 13, WIS is reduced to 13, 
  and all spells known are obliterated. Some 
  or all of the parasites may choose to 
  abandon a depleted host if a stronger 
  potential host appears within 60’ at any 
  time. 
  Feeding to Reproduce: Any dream parasite 
  that performs 6 successful drains will give 
  birth to a new, and very hungry, dream 
  parasite. 
  Known Nuisance: Any NPC spell caster of 
  experience level 7+ will know of these 
  creatures, the means of detection, and the 
  necessary cure. 
  Gradual Recovery: After the dream 
  parasites are gone, the victim will regain 1 
  INT and 1 WIS per night of rest. Spells can 
  be regained over a single night’s sleep. The 
  victim can choose to forego memorizing 1 
  spell in order to regain 1 additional INT or 
  WIS point, but no more than 4 INT and 4 
  WIS points can be regained over any 24-
  hour period. 
   
   
  [117] 
  EIDOLON, MIND MOLE 
  (Very Rare Vermin) 
  Appearing as slithy pink forms akin to 
  translucent and scraggly mole rats, the 
  mind moles – a scourge from out of long-
  lost Pegana – prey upon psychic 
  emanations. 
  Armor Class: 9 [10] (slow and vulnerable) 
  Hit Dice: 1/8 (1 hit point) 
  Move: 10’ (3’) Ground / 3’ (1’) Burrowing 
  Attacks: 1 Psychic Attack 
  THAC0: N/A 
  ACC5: N/A 
  Damage: Intelligence, Wisdom, or Spell 
  Drain 
  
   
   
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1, 1D2; Level 2, 1D4; Level 
  3, 2D4; Level 4; 3D4; etc. 
  No Lair. 
  Maximum Random Number Appearing 10. 
  Save As: Normal Man (INT 1) (SV D14 W15 
  P16 B17 S18 (0)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 50 (special award, since this 
  monster possesses powers along with 
  inconsequential Hit Dice) 
  Awakened by Psychic Power: These 
  creatures sleep in burrows, cracks in the 
  walls, and similar places. They are only 
  awakened by the use of a psychic-themed 
  spell (including spell scrolls and monster 
  abilities, but not item effects) cast within 90’ 
  of their shared location. 
  Psychic-themed spells include the following: 
  Blink, Charm Monster, Charm Person, 
  Clairvoyance, Confusion, Cure Disease, 
  Cure Light Wounds, Cure Serious Wounds, 
  Detect Evil, Detect Good, Detect Invisibility, 
  Detect Magic, Dimension Door, ESP, 
  Feeblemind, Geas, Invisibility, Invisibility 
  10’ Radius, Know Alignment, Levitation, 
  Locate Object, Magic Jar, Polymorph Other, 
  Polymorph Self, Quest, Remove Curse, 
  Telekinesis, Teleport. 
  Fixate on Fresh Targets: Once the moles 
  awaken, they will instantly attack the 
  appropriate target if in range. If any new 
  psychic spells are cast by someone else, 
  50% of the moles will fixate in the new 
  target. 
  Moles will move slowly toward their targets, 
  and can only psychically attack to a 
  maximum range of 30’. They can be killed 
  by any means necessary before such a drain 
  occurs, of course. 
  Psychic Strike: Against spell casters, the 
  mind moles will each randomly drain 1 
  memorized or prayed-for spell. 
  Against scroll users, the mind moles will 
  each randomly drain 1 point of Intelligence 
  (50%) or 1 point of Wisdom (50%); these 
  points will be restored at the rate of 1 point 
  to each ability every 24 hours. 
  Against monsters, the mind moles will each 
  randomly drain 1 appropriate ability. For 
  example, against a blink dog, a mole would 
  drain away the creature’s blinking ability for 
  24 hours. 
  Quickly Sated: Any mind mole that 
  successfully performs a psychic strike will 
  become sated, and will attempt to return to 
  the burrow at maximum (slow!) speed. 
  Despised Vermin: Just about any race that 
  knows of these creatures, and can be 
  affected by them, will strive to eradicate any 
  specimens found under any circumstances. 
   
   
  
   
   
   
   
   
   
   
  
   
   
  Evil Eye of Yog-Sothoth 
  (New monster) 
   
  [118] 
  EVIL EYE OF YOG-SOTHOTH, 
  LARVAL 
  (Very Rare Monstrosity) 
  These many-eyed eldritch abominations, 
  born of Yog-Sothoth, writhe about on 
  shivering clawed tentacles and are 
  capable of hovering up to 10’ in the air. 
  Armor Class: Special (writhing flesh, sinew, 
  chitin) 
  Hit Dice: 10D8**** (10 to 80 hit points, 
  average 45) 
  Move: 30’ (10’) Hovering 
  Attacks: Variable Number of Death Gazes / 
  1 Bite 
  THAC0: 11 [+8] 
  ACC5: 6+ (75%) vs. chain mail 
  Damage: Special per Eye / 2D4+1 (average 
  6) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 7, 0 (No Encounter); 
  Level 8 to 12, 1; Level 13+, 1D2. 
  Maximum Random Number Appearing 2. 
  Save As: Magic-User 10 (INT 14) (SV D11 
  W12 P11 B14 S12 (10)) 
  Morale: 9 (Defiant) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, I x 75%, N x 75%, O x 75%. 
  Alignment: Chaotic 
  XP Value: 3,700 
  Magic Resistance (5%): Larval eyes of Yog-
  Sothoth are immune to some of the hostile 
  spells cast upon them. A spell cast upon 
  them by a level 1 character has no effect 
  55% of the time. Spells cast by higher-level 
  characters will be resisted as follows: level 2 
  caster, 50% chance; level 3, 45%; level 4, 
  40%; level 5, 35%; level 6, 30%; and so 
  forth. They have no magic resistance against 
  spell casters of experience level 12 or higher. 
  Even if the spell does overcome the evil eye’s 
  magic resistance, it still gets a saving throw 
  if the specific spell allows for it. 
  The Eyes Envisioning Yog-Sothoth: A 
  larval evil eye has 1D3+3 (4 to 6) eyes, each 
  possessing a different magical power. As the 
  creature ages and grows, more eyes will 
  form as it beholds the revelations of Yog-
  Sothoth, and the range of the eyes’ magical 
  effects will increase. 
  The Powers of Revelation: For a larval evil 
  eye, the powers are cast at the 10th 
  experience level. The powers of a larval eye 
  will have a maximum range of 30’; in all 
  other respects, the powers are equivalent to 
  the cleric and magic-user spells as 
  presented in the core rules. 
  The Emanations of Every Eye: To 
  determine the powers that each of a larval 
  monster’s 4 to 6 eyes, roll randomly on the 
  table below. For a larval eye, an unmodified 
  1D20 is rolled (meaning that some of the 
  powers listed below cannot be possessed by 
  larval eyes, only by stronger specimens). 
  Duplicate effects should be rerolled, or 
  determined by the GM; in other words, each 
  eye will possess a unique power. 
  The possible evil eye powers are as follows: 
  ❖ [1] Cause Light Wounds (as level 1 
  cleric spell) 
  ❖ [2] Cause Fear (as level 1 cleric spell) 
  ❖ [3] Charm Person (as level 1 magic-
  user spell) 
  ❖ [4] Sleep (as level 1 magic-user spell) 
  ❖ [5] Detect Invisible (as level 2 magic-
  user spell) 
  ❖ [6] Blight (as level 2 cleric spell) 
  
   
   
  ❖ [7] Silence 15’ Radius (as level 2 
  cleric spell) 
  ❖ [8] Spectral Web (as level 2 magic-
  user spell) 
  ❖ [9] Cause Disease (as level 3 cleric 
  spell) 
  ❖ [10] Curse (as level 3 cleric spell) 
  ❖ [11-12] Hold Person (as level 3 
  magic-user spell) 
  ❖ [13-14] Dispel Magic (as level 3 
  magic-user spell) 
  ❖ [15-16] Charm Monster (as level 4 
  magic-user spell) 
  ❖ [17-18] Cause Serious Wounds (as 
  level 4 cleric spell) 
  ❖ [19-20] Confusion (as level 4 magic-
  user spell) 
  ❖ [21-22] Telekinesis (as level 5 magic-
  user spell) 
  ❖ [23-24] Feeblemind (as level 5 
  magic-user spell) 
  ❖ [25-26] Hold Monster (as level 5 
  magic-user spell) 
  ❖ [27-28] Finger of Death (as level 5 
  cleric spell) 
  ❖ [29-30] Flesh to Stone (as level 6 
  magic-user spell) 
  ❖ [31-32] Disintegrate (as level 6 
  magic-user spell) 
  Roving Eyes: As the evil eye twists and 
  turns in combat, it can bring no more than 
  3 eyes to bear against any one target in any 
  round. The use of eyes against targets 
  should not be random; the GM should 
  determine how the creature will intelligently 
  react. Aggressive foes will be paralyzed, spell 
  casters will be silenced, spell areas that 
  cause the creature difficulty will be 
  dispelled, and so forth. 
  Generally, the evil eye will focus on enemy 
  spell casters first, anyone dealing it 
  significant damage second, the wounded 
  third, and other targets as opportunities 
  arise. 
  Writhing Flesh: In combat, eyes of Yog-
  Sothoth twist themselves as they hover, 
  revolving and focusing their bloodshot eyes 
  on various targets. As they are themselves 
  attacked by weapons, strikes might land on 
  their body, or destroy an eye. 
  Note that spells and dispersed effects (such 
  as flaming oil) will never target an eye; they 
  only target the monster’s body. 
  For melee and missile attacks, the GM 
  should roll 1D20 to determine the target of 
  the attack, before the to hit roll is made. The 
  results are as follows: 
  ❖ [1-17] The attack, if it hits, will strike 
  the monster’s body. The body is 
  Armor Class 0 [19]. 
  ❖ [18-19] The attack, if it hits, will 
  strike a random eye. The eyes are 
  each Armor Class 7 [12]. The eye 
  struck – rolled at random by the GM 
  – will be destroyed. 
  ❖ [20] The attack, if it hits, will strike a 
  targeted eye. The eyes are each Armor 
  Class 7 [12]. If the attacker knows 
  that a certain power is emanating 
  from a specific eye, that eye can be 
  targeted if that is what the attacker 
  desires. Otherwise, the eye that is 
  struck will be determined at random. 
  If an evil eye is ever completely blinded, it 
  will desperately attempt to flee; it can only 
  use its bite attack, at -4 to hit, until it is 
  slain. 
  Allies of the Cthulhu Mythos: Evil eyes 
  will surround themselves with small cadres 
  of protective worshippers or allies whenever 
  possible. If the GM has access to bestiaries 
  featuring entities of the Cthulhu Mythos, 
  note that the following creatures will ally 
  themselves with the evil eyes of Yog-
  Sothoth: Deep Ones, Leng spiders, Mi-Go, 
  moonbeasts, polypous ones, serpent folk, 
  and thralls of Cthulhu. 
  Approximately 11-16 (10+1D6) Hit Dice 
  worth of creatures will be defending a larval 
  evil eye. 
  
   
   
  Note that many other sentient creatures of 
  the Mythos (Elder Things, shoggoths, 
  Yithians, etc.) abhor the evil eyes, and will 
  attack them on sight. 
  Allies of Chaos: If the GM does not have 
  access to Cthulhu bestiaries, then evil eyes 
  will instead be protected by chaotic 
  humanoids who dwell in the game world, 
  charmed and tamed guardian beasts (such 
  as basilisks or warp beasts), or even lesser 
  demons. 
   
   
  [119] 
  EVIL EYE OF YOG-SOTHOTH, 
  EVOLVING 
  (Very Rare Monstrosity) 
  Evolving Eyes are sometimes found 
  emerging from stasis, half-wrapped in 
  slimy strands of dream-stuff, unraveling 
  from the cataclysmic visions they have 
  recently beheld. 
  Armor Class: 4 [15] (writhing flesh, sinew, 
  chitin) 
  Hit Dice: 11D8**** (11 to 88 hit points, 
  average 50) 
  Move: 30’ (10’) Hovering 
  Attacks: Variable Number of Death Gazes / 
  1 Bite 
  THAC0: 11 [+8] 
  ACC5: 6+ (75%) vs. chain mail 
  Damage: Special per Eye / 2D4+2 (average 
  7) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 8, 0 (No Encounter); 
  Level 9 to 13, 1; Level 14+, 1D2. 
  Maximum Random Number Appearing 2. 
  Save As: Magic-User 11 (INT 15) (SV D8 W9 
  P8 B11 S8 (11)) 
  Morale: 10 (Undaunted) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, I x 100%, N x 100%, O x 100%. 
  Alignment: Chaotic 
  XP Value: 4,300 
  Magic Resistance (10%): Evolving eyes of 
  Yog-Sothoth are immune to some of the 
  hostile spells cast upon them. A spell cast 
  upon them by a level 1 character has no 
  effect 60% of the time. Spells cast by higher-
  level characters will be resisted as follows: 
  level 2 caster, 55% chance; level 3, 50%; 
  level 4, 45%; level 5, 40%; level 6, 35%; and 
  so forth. They have no magic resistance 
  against spell casters of experience level 13 
  or higher. Even if the spell does overcome 
  the evil eye’s magic resistance, it still gets a 
  saving throw if the specific spell allows for 
  it. 
  The Eyes Envisioning Yog-Sothoth: An 
  evolving evil eye has 1D4+3 (4 to 7) eyes, 
  each possessing a different magical power. 
  As the creature ages and grows, more eyes 
  
   
   
  will form as it beholds the revelations of 
  Yog-Sothoth, and the range of the eyes’ 
  magical effects will increase. 
  The Powers of Revelation: For an evolving 
  evil eye, the powers are cast at the 11th 
  experience level. The powers of a larval eye 
  will have a maximum range of 30’; in all 
  other respects, the powers are equivalent to 
  the cleric and magic-user spells as 
  presented in the core rules. 
  The Emanations of Every Eye: The powers 
  of each eye should be determined on the 
  chart provided for the larval evil eyes, above. 
  However, each roll should be 1D20+2, 
  resulting in a number between 3 and 22. 
  Roving Eyes: As for larval evil eyes, above. 
  Writhing Flesh: As for larval evil eyes, 
  above. 
  Allies of the Cthulhu Mythos: As for larval 
  evil eyes, above. Approximately 13 to 18 
  (12+1D6) Hit Dice worth of creatures will be 
  defending an evolving evil eye. 
  Allies of Chaos: As for larval evil eyes, 
  above. 
   
  [120] 
  EVIL EYE OF YOG-SOTHOTH, 
  LESSER 
  (Very Rare Monstrosity) 
  The lesser Eyes experience constant 
  agony and rage, due to their twisted 
  flesh-masses and tendrils which molt 
  and re-emerge as they feed upon their 
  victims. 
  Armor Class: 3 [16] (phasing flesh, thick 
  sinew and chitin) 
  Hit Dice: 12D8+1***** (13 to 97 hit points, 
  average 55) 
  Move: 30’ (10’) Hovering 
  Attacks: Variable Number of Death Gazes / 
  1 Bite 
  THAC0: 10 [+9] 
  ACC5: 5+ (80%) vs. chain mail 
  Damage: Special per Eye / 2D4+3 (average 
  8) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 9, 0 (No Encounter); 
  Level 10 to 14, 1; Level 15+, 1D2. 
  Maximum Random Number Appearing 2. 
  Save As: Magic-User 12 (INT 15) (SV D8 W9 
  P8 B11 S8 (12)) 
  Morale: 10 (Undaunted) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, I x 100%, N x 100%, O x 100%. 
  Alignment: Chaotic 
  XP Value: 5,100 
  Magic Resistance (15%): Lesser eyes of 
  Yog-Sothoth are immune to some of the 
  hostile spells cast upon them. A spell cast 
  upon them by a level 1 character has no 
  effect 65% of the time. Spells cast by higher-
  level characters will be resisted as follows: 
  level 2 caster, 60% chance; level 3, 55%; 
  level 4, 50%; level 5, 45%; level 6, 40%; and 
  so forth. They have no magic resistance 
  against spell casters of experience level 14 
  or higher. Even if the spell does overcome 
  the evil eye’s magic resistance, it still gets a 
  saving throw if the specific spell allows for 
  it. 
  The Eyes Envisioning Yog-Sothoth: A 
  lesser evil eye has 1D4+4 (5 to 8) eyes, each 
  possessing a different magical power. As the 
  creature ages and grows, more eyes will 
  form as it beholds the revelations of Yog-
  Sothoth, and the range of the eyes’ magical 
  effects will increase. 
  The Powers of Revelation: For a lesser evil 
  eye, the powers are cast at the 12th 
  experience level. The powers of a larval eye 
  
   
   
  will have a maximum range of 40’; in all 
  other respects, the powers are equivalent to 
  the cleric and magic-user spells as 
  presented in the core rules. 
  The Emanations of Every Eye: The powers 
  of each eye should be determined on the 
  chart provided for the larval evil eyes, above. 
  However, each roll should be 1D20+4, 
  resulting in a number between 5 and 24. 
  Roving Eyes: As for larval evil eyes, above. 
  Writhing Flesh: As for larval evil eyes, 
  above. 
  Allies of the Cthulhu Mythos: As for larval 
  evil eyes, above. Approximately 15 to 20 
  (14+1D6) Hit Dice worth of creatures will be 
  defending a lesser evil eye. 
  Allies of Chaos: As for larval evil eyes, 
  above. 
   
  [121] 
  EVIL EYE OF YOG-SOTHOTH, 
  GREATER 
  (Very Rare Monstrosity) 
  The greater Eyes explore ruins and the 
  nether deeps, seeking to reestablish the 
  sundered and buried gate-fanes of Yog-
  Sothoth. 
  Armor Class: 3 [16] (phasing flesh, thick 
  sinew and chitin) 
  Hit Dice: 13D8+1***** (14 to 105 hit points, 
  average 60) 
  Move: 30’ (10’) Hovering 
  Attacks: Variable Number of Death Gazes / 
  1 Bite 
  THAC0: 9 [+10] 
  ACC5: 4+ (85%) vs. chain mail 
  Damage: Special per Eye / 2D4+4 (average 
  9) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 10, 0 (No Encounter); 
  Level 11 to 15, 1; Level 16+, 1D2. 
  Maximum Random Number Appearing 2. 
  Save As: Magic-User 13 (INT 16) (SV D8 W9 
  P8 B11 S8 (13)) 
  Morale: 10 (Undaunted) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, I x 110%, N x 110%, O x 110%. 
  Alignment: Chaotic 
  XP Value: 6,100 
  level 13, 40’ range, powers roll 1D20+6 
  for a 7-26 score 
  Magic Resistance (20%): Greater eyes of 
  Yog-Sothoth are immune to some of the 
  hostile spells cast upon them. A spell cast 
  upon them by a level 1 character has no 
  effect 70% of the time. Spells cast by higher-
  level characters will be resisted as follows: 
  level 2 caster, 65% chance; level 3, 60%; 
  level 4, 55%; level 5, 50%; level 6, 45%; and 
  so forth. They have no magic resistance 
  against spell casters of experience level 15 
  or higher. Even if the spell does overcome 
  the evil eye’s magic resistance, it still gets a 
  saving throw if the specific spell allows for 
  it. 
  The Eyes Envisioning Yog-Sothoth: A 
  greater evil eye has 1D4+5 (6 to 9) eyes, 
  each possessing a different magical power. 
  As the creature ages and grows, more eyes 
  will form as it beholds the revelations of 
  Yog-Sothoth, and the range of the eyes’ 
  magical effects will increase. 
  The Powers of Revelation: For a greater 
  evil eye, the powers are cast at the 13th 
  experience level. The powers of a larval eye 
  will have a maximum range of 40’; in all 
  other respects, the powers are equivalent to 
  
   
   
  the cleric and magic-user spells as 
  presented in the core rules. 
  The Emanations of Every Eye: The powers 
  of each eye should be determined on the 
  chart provided for the larval evil eyes, above. 
  However, each roll should be 1D20+6, 
  resulting in a number between 7 and 26. 
  Roving Eyes: As for larval evil eyes, above. 
  Writhing Flesh: As for larval evil eyes, 
  above. 
  Allies of the Cthulhu Mythos: As for larval 
  evil eyes, above. Approximately 17 to 22 
  (16+1D6) Hit Dice worth of creatures will be 
  defending a greater evil eye. 
  Allies of Chaos: As for larval evil eyes, 
  above. 
   
  [122] 
  EVIL EYE OF YOG-SOTHOTH, 
  GATEKEEPER 
  (Very Rare Monstrosity) 
  Gatekeeper Eyes protect the ancient 
  ruins, shrines, fanes, and dimensional 
  portals once glorified by the ancient cult 
  of Yog-Sothoth. 
  Armor Class: 2 [17] (warping flesh, thick 
  sinew and chitin) 
  Hit Dice: 14D8+2****** (16 to 114 hit 
  points, average 65) 
  Move: 30’ (10’) Hovering 
  Attacks: Variable Number of Death Gazes / 
  1 Bite 
  THAC0: 9 [+10] 
  ACC5: 4+ (85%) vs. chain mail 
  Damage: Special per Eye / 2D4+5 (average 
  10) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 11, 0 (No Encounter); 
  Level 12 to 16, 1; Level 17+, 1D2. 
  Maximum Random Number Appearing 2. 
  Save As: Magic-User 14 (INT 16) (SV D8 W9 
  P8 B11 S8 (14)) 
  Morale: 11 (Fanatical) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, I x 125%, N x 125%, O x 125%. 
  Alignment: Chaotic 
  XP Value: 7,050 
  Magic Resistance (25%): Gatekeeper eyes 
  of Yog-Sothoth are immune to some of the 
  hostile spells cast upon them. A spell cast 
  upon them by a level 1 character has no 
  effect 75% of the time. Spells cast by higher-
  level characters will be resisted as follows: 
  level 2 caster, 70% chance; level 3, 65%; 
  level 4, 60%; level 5, 55%; level 6, 50%; and 
  so forth. They have no magic resistance 
  against spell casters of experience level 16 
  or higher. Even if the spell does overcome 
  the evil eye’s magic resistance, it still gets a 
  saving throw if the specific spell allows for 
  it. 
  The Eyes Envisioning Yog-Sothoth: A 
  gatekeeper evil eye has 1D4+6 (7 to 10) eyes, 
  each possessing a different magical power. 
  As the creature ages and grows, more eyes 
  will form as it beholds the revelations of 
  Yog-Sothoth, and the range of the eyes’ 
  magical effects will increase. 
  The Powers of Revelation: For a 
  gatekeeper evil eye, the powers are cast at 
  the 14th experience level. The powers of a 
  larval eye will have a maximum range of 50’; 
  in all other respects, the powers are 
  equivalent to the cleric and magic-user 
  spells as presented in the core rules. 
  The Emanations of Every Eye: The powers 
  of each eye should be determined on the 
  chart provided for the larval evil eyes, above. 
  
   
   
  However, each roll should be 1D20+8, 
  resulting in a number between 9 and 28. 
  Roving Eyes: As for larval evil eyes, above. 
  Writhing Flesh: As for larval evil eyes, 
  above. 
  Allies of the Cthulhu Mythos: As for larval 
  evil eyes, above. Approximately 19 to 24 
  (18+1D6) Hit Dice worth of creatures will be 
  defending a gatekeeper evil eye. 
  Allies of Chaos: As for larval evil eyes, 
  above. 
   
  [123] 
  EVIL EYE OF YOG-SOTHOTH, 
  ARCANE 
  (Very Rare Monstrosity) 
  Arcane Eyes seek to devour powerful 
  magic-users and psychic victims, 
  absorbing dying energies in hopes of 
  eldritch metamorphosis and ultimate 
  revelation. 
  Armor Class: 1 [18] (warping flesh, chitin, 
  unholy enchantments) 
  Hit Dice: 15D8+2****** (17 to 122 hit 
  points, average 70) 
  Move: 30’ (10’) Hovering 
  Attacks: Variable Number of Death Gazes / 
  1 Bite 
  THAC0: 8 [+11] 
  ACC5: 3+ (90%) vs. chain mail 
  Damage: Special per Eye / 2D4+6 (average 
  11) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 11, 0 (No Encounter); 
  Level 12 to 16, 1; Level 17+, 1D2. 
  Maximum Random Number Appearing 2. 
  Save As: Magic-User 15 (INT 17) (SV D8 W9 
  P8 B11 S8 (15)) 
  Morale: 11 (Fanatical) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, I x 150%, N x 150%, O x 150%. 
  Alignment: Chaotic 
  XP Value: 7,050 
  Magic Resistance (30%): Arcane eyes of 
  Yog-Sothoth are immune to some of the 
  hostile spells cast upon them. A spell cast 
  upon them by a level 1 character has no 
  effect 80% of the time. Spells cast by higher-
  level characters will be resisted as follows: 
  level 2 caster, 75% chance; level 3, 70%; 
  level 4, 65%; level 5, 60%; level 6, 55%; and 
  so forth. They have no magic resistance 
  against spell casters of experience level 17 
  or higher. Even if the spell does overcome 
  the evil eye’s magic resistance, it still gets a 
  saving throw if the specific spell allows for 
  it. 
  The Eyes Envisioning Yog-Sothoth: An 
  arcane evil eye has 1D4+7 (8 to 11) eyes, 
  each possessing a different magical power. 
  As the creature ages and grows, more eyes 
  will form as it beholds the revelations of 
  Yog-Sothoth, and the range of the eyes’ 
  magical effects will increase. 
  The Powers of Revelation: For an arcane 
  evil eye, the powers are cast at the 15th 
  experience level. The powers of a larval eye 
  will have a maximum range of 50’; in all 
  other respects, the powers are equivalent to 
  the cleric and magic-user spells as 
  presented in the core rules. 
  The Emanations of Every Eye: The powers 
  of each eye should be determined on the 
  chart provided for the larval evil eyes, above. 
  However, each roll should be 1D20+10, 
  resulting in a number between 11 and 30. 
  Roving Eyes: As for larval evil eyes, above. 
  
   
   
  Writhing Flesh: As for larval evil eyes, 
  above. 
  Allies of the Cthulhu Mythos: As for larval 
  evil eyes, above. Approximately 21 to 26 
  (20+1D6) Hit Dice worth of creatures will be 
  defending an arcane evil eye. 
  Allies of Chaos: As for larval evil eyes, 
  above. 
   
   
  [124] 
  EVIL EYE OF YOG-SOTHOTH, 
  ELDRITCH 
  (Extremely Rare Monstrosity) 
  The eldritch Eyes are dimly prescient, 
  capable of organically comprehending 
  the past, present, and future psyches of 
  those they consume. 
  Armor Class: 0 [19] (warping flesh, thick 
  chitin, unholy enchantments) 
  Hit Dice: 16D8+3******* (19 to 131 hit 
  points, average 75) 
  Move: 30’ (10’) Hovering 
  Attacks: Variable Number of Death Gazes / 
  1 Bite 
  THAC0: 8 [+11] 
  ACC5: 3+ (90%) vs. chain mail 
  Damage: Special per Eye / 2D4+7 (average 
  12) 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 12, 0 (No Encounter); 
  Level 13 to 17, 1; Level 18+, 1D2. 
  Maximum Random Number Appearing 2. 
  Save As: Magic-User 16 (INT 18) (SV D5 W6 
  P5 B8 S5 (16)) 
  Morale: 12 (Fearless) 
  Treasure Type: Wandering, None. Lurking 
  or in Lair, I x 200%, N x 200%, O x 200%. 
  Alignment: Chaotic 
  XP Value: 8,000 
  Magic Resistance (35%): Eldritch eyes of 
  Yog-Sothoth are immune to some of the 
  hostile spells cast upon them. A spell cast 
  upon them by a level 1 character has no 
  effect 85% of the time. Spells cast by higher-
  level characters will be resisted as follows: 
  level 2 caster, 80% chance; level 3, 75%; 
  level 4, 70%; level 5, 65%; level 6, 60%; and 
  so forth. They have no magic resistance 
  against spell casters of experience level 18 
  or higher. Even if the spell does overcome 
  the evil eye’s magic resistance, it still gets a 
  saving throw if the specific spell allows for 
  it. 
  
   
   
  The Eyes Envisioning Yog-Sothoth: An 
  eldritch evil eye has 1D4+8 (9 to 12) eyes, 
  each possessing a different magical power. 
  As the creature ages and grows, more eyes 
  will form as it beholds the revelations of 
  Yog-Sothoth, and the range of the eyes’ 
  magical effects will increase. 
  The Powers of Revelation: For an eldritch 
  evil eye, the powers are cast at the 16th 
  experience level. The powers of a larval eye 
  will have a maximum range of 60’; in all 
  other respects, the powers are equivalent to 
  the cleric and magic-user spells as 
  presented in the core rules. 
  The Emanations of Every Eye: The powers 
  of each eye should be determined on the 
  chart provided for the larval evil eyes, above. 
  However, each roll should be 1D20+12, 
  resulting in a number between 13 and 32. 
  Roving Eyes: As for larval evil eyes, above. 
  Writhing Flesh: As for larval evil eyes, 
  above. 
  Allies of the Cthulhu Mythos: As for larval 
  evil eyes, above. Approximately 23 to 28 
  (22+1D6) Hit Dice worth of creatures will be 
  defending an eldritch evil eye. 
  Allies of Chaos: As for larval evil eyes, 
  above. 
   
   
   
  Chapter VIII: 
  P 
  Pudding, Deadly 
   
   
   
   
   
  
   
   
  Pudding, Deadly, Black 
  (Supplementary to Black Pudding, pg. 143) 
   
  [125] 
  PUDDING, DEADLY, BLACK 
  (Uncommon Slime) 
  The black pudding is a deadly form of 
  slime, capable of forming acidic 
  pseudopods that strike out to dissolve 
  the flesh of prey. 
  Armor Class: 6 [13] (lack of vital organs) 
  Hit Dice: 10D8*** (10 to 80 hit points, 
  average 45) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Fanged Pseudopod 
  THAC0: 11 [+8] 
  ACC5: 6+ (75%) vs. chain mail 
  Damage: 3D8 (average 14) + Acid 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 6, 0 (No Encounter); 
  Level 7 or 8, 1; Level 9, 1D2; Level 10, 1D3; 
  Level 11, 1D4; Level 12, 1D4+1; Level 13+, 
  1D4+2. 
  No Lair. 
  Maximum Random Number Appearing 4. 
  Save As: Fighter 5 (INT 0) (SV D10 W11 P12 
  B13 S14 (5)) 
  Morale: 9 (Defiant) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 3,000 (HD 10***) / 500 (HD 5***) 
  / 55 (HD 2D8+2***) / 27 (HD 1D8+1***)  
  Deadlier Strain: In comparing this monster 
  entry to the (lesser) black pudding featured 
  in the core rules, you will note that the 
  (greater) black pudding in this stat template 
  – following the Advanced rules 
  interpretation in most respects – is a 
  deadlier foe. Be mindful of which monster 
  type you use in each game session. 
  Unstoppable: By reducing their movement 
  rate to 10’ (3’), black puddings can fit 
  through tiny cracks (2 rounds to traverse 
  without attacking), or even keyholes (3 
  rounds to travers without attacking). They 
  eat through wood at the rate of 2” per 
  round, which means they can devour a 
  standard dungeon door in 2 rounds while 
  pursuing prey. 
  Corrode Weapons: Weapons can inflict 
  damage upon a black pudding. However, the 
  weapons can be destroyed by the creature’s 
  acidic properties. 
  Weapons are affected as follows: 
  ❖ Non-magical weapons will be 
  destroyed in the same round that 
  they deal damage. 
  ❖ Magical missiles (arrows, bolts, 
  darts, etc.) will be destroyed in the 
  same round that they deal damage as 
  well. 
  ❖ Magical melee weapons will lose one 
  of their plusses 50% of the time in 
  the same round that they deal 
  damage. For example, a sword +2 
  would have a 50% chance of partially 
  corroding and becoming a +1 sword, 
  and additional blows might well 
  destroy the sword entirely. 
  Ranged weapons are commonly used to 
  destroy black puddings when sufficient 
  amounts of fire and magic are not available 
  to adventurers. 
  Corrode Armor: Non-magical armor will be 
  destroyed by the damaging hits of a black 
  pudding. Armor of chain mail quality or 
  weaker (scale mail, leather armor, padded 
  armor, etc.) will be destroyed at the end of 
  the round in which black pudding damage 
  is inflicted on the armor wearer. 
  
   
   
  More powerful armor is affected as follows: 
  ❖ Non-magical armor of higher quality 
  (banded mail, plate mail, plate armor, 
  etc.) will have its Armor Class 
  permanently worsened by 1 for each 
  strike the black pudding inflicts on 
  the armor wearer. Therefore AC 3 [16] 
  armor would become AC 4 [15] after 
  the first strike, AC 5 [14] after the 
  second, etc. These armors will be 
  fully destroyed once the reduced AC 
  becomes 6 [13] or worse. 
  ❖ Lesser magical armor (chain, scale, 
  leather, padded, etc.) will lose one 
  plus after each successful strike. 
  ❖ Greater magical armor (banded, 
  plate, etc.) will lose one plus 50% of 
  the time after each successful strike. 
  ❖ Once magical armor loses its last 
  plus, it becomes non-magical and 
  corrodes per the rules above. 
  Sliced in Twain: Crushing and impaling 
  weapons inflict normal blows upon a black 
  pudding. Slashing weapons, however – such 
  as swords – have a chance to split the 
  creature in two, if the damage does not kill 
  the pudding outright. The chance for a split 
  is equal to 10% per point of damage inflicted 
  by the strike, checked separately for each 
  and every strike. 
  Splitting is handled as follows: 
  ❖ When a pudding splits in two, it 
  becomes two 5D8 HD monsters, 
  inflicting half damage (2D6). The 
  “parent” black pudding’s hit points 
  are divided in two, rounded up, and 
  applied to each of the two smaller 
  puddings. 
  ❖ If a 5D8 HD pudding is split in two, it 
  becomes two 2D8+2 monsters, 
  inflicting one-third damage (1D8). 
  The 5D8 HD “parent” black pudding’s 
  hit points are divided in two, rounded 
  up, and applied to each of the two 
  smaller puddings. 
  ❖ If a 2D8+2 HD pudding is split in 
  two, it becomes two 1D8+1 monsters, 
  inflicting one-fourth damage (1D6). 
  The 2D8+2 “parent” black pudding’s 
  hit points are divided in two, rounded 
  up, and applied to each of the two 
  smaller puddings. 
  ❖ If a 1D8+1 HD pudding is split in 
  two, both halves are instantly slain. 
  The GM can choose to award partial XP for 
  partially-destroyed slimes, if desired, using 
  the XP Value guidelines given above. 
  Lightning Immunity: Black puddings take 
  no damage from electrical attacks, including 
  magical lightning bolts. If a lightning attack 
  hits a black pudding, it will split in two (as 
  above, with a 100% chance) instead of 
  taking damage. 
  Cold Immunity: Black puddings take no 
  damage from cold or ice attacks, but cold 
  strikes will not split them. 
  Fire Vulnerability: Black puddings take full 
  damage from non-magical and magical fire, 
  and fear open flames. Flaming oil might well 
  repel them for a time. 
   
   
   
  [126] 
  PUDDING, DEADLY, BLACK, SPLIT 
  (Very Rare Slime) 
  Split black puddings the remnants of 
  damaged puddings that have sloughed 
  off their necrotic flesh and have 
  managed to survive … for a time. 
  Armor Class: 6 [13] (lack of vital organs) 
  Hit Dice: 5D8*** (5 to 40 hit points, average 
  23) 
  
   
   
  Move: 60’ (20’) Ground 
  Attacks: 1 Fanged Pseudopod 
  THAC0: 15 [+4] 
  ACC5: 10+ (55%) vs. chain mail 
  Damage: 2D6 (average 7) + Acid 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 3, 0 (No Encounter); Level 4, 1; 
  Level 5, 1D2; Level 6, 1D3; Level 7, 1D4; 
  Level 8+, 1D4+1. 
  No Lair. 
  Maximum Random Number Appearing 4. 
  Save As: Fighter 2 (INT 0) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 8 (Resolute) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 500 (HD 5***) / 55 (HD 2D8+2***) 
  / 27 (HD 1D8+1***) 
  Black Pudding: Besides the different stats 
  listed above, these monsters are identical to 
  normal (10 HD) black puddings as described 
  above. 
   
   
   
  [127] 
  PUDDING, DEADLY, BLACK, SMALL 
  (Very Rare Slime) 
  Small black puddings are the remains of 
  heavily damaged black puddings. 
  Armor Class: 6 [13] (lack of vital organs) 
  Hit Dice: 2D8+2*** (4 to 18 hit points, 
  average 11) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Fanged Pseudopod 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 1D8 (average 5) + Acid 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1; Level 2, 1D2; Level 3, 1D3; Level 
  4, 1D4+1; Level 5, 1D4+2; Level 6+, 1D4+3. 
  No Lair. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 1 (INT 0) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 55 (HD 2D8+2***) / 27 (HD 
  1D8+1***) 
  Black Pudding: Besides the different stats 
  listed above, these monsters are identical to 
  normal (10 HD) black puddings as described 
  above. 
   
   
   
   
  [128] 
  PUDDING, DEADLY, BLACK, SEVERED 
  (Very Rare Slime) 
  Severed puddings are the smallest 
  remains of heavily damaged black 
  puddings, and are easily slain despite 
  their deadly abilities. 
  Armor Class: 6 [13] (lack of vital organs) 
  Hit Dice: 1D8+1*** (2 to 9 hit points, 
  average 6) 
  
   
   
  Move: 60’ (20’) Ground 
  Attacks: 1 Fanged Pseudopod 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D6 (average 4) + Acid 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1D2; Level 2, 1D3; Level 3, 1D4+1; 
  Level 4, 1D4+2; Level 5+, 1D4+3. 
  No Lair. 
  Maximum Random Number Appearing 6. 
  Save As: Normal Man (INT 0) (SV D12 W13 
  P14 B15 S16 (2)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 27 
  Black Pudding: Besides the different stats 
  listed above, these monsters are identical to 
  normal (10 HD) black puddings as described 
  above. 
   
  Chapter IX: 
  S 
  Slime, Black 
   
   
   
  Slime, Black 
  (Compare (Lesser) Black Pudding, pg. 143) 
   
  [129] 
  SLIME, BLACK 
  (Very Rare Slime) 
  Black slimes are more viscous, fluid, 
  and relentless than are their already-
  lethal kindred, the black puddings. 
  Armor Class: 6 [13] (lack of vital organs) 
  Hit Dice: 10D8**** (10 to 80 hit points, 
  average 45) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Fanged Pseudopod 
  THAC0: 11 [+8] 
  ACC5: 6+ (75%) vs. chain mail 
  Damage: 3D8 (average 14) + Acid 
  Number Appearing: Wandering or Lurking 
  or in Lair, Level 1 to 7, 0 (No Encounter); 
  Level 8 or 9, 1; Level 10, 1D2; Level 11, 
  
   
   
  1D3; Level 12, 1D4; Level 13, 1D4+1; Level 
  14+, 1D4+2. 
  No Lair. 
  Maximum Random Number Appearing 4. 
  Save As: Fighter 5 (INT 0) (SV D10 W11 P12 
  B13 S14 (5)) 
  Morale: 9 (Defiant) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 3,700 (HD 10***) / 625 (HD 5****) 
  / 65 (HD 2D8+2****) / 31 (HD 1D8+1****)  
  Relentless: Black slimes adhere (heh) to the 
  more hardcore Advanced rules, which state 
  that puddings take no damage from 
  weapons, non-magical or otherwise. An 
  additional special ability asterisk (*) is 
  provided due to this extra level of difficulty. 
  Game Masters are warned that while this 
  change might seem innocuous, it can 
  actually turn the black pudding into a “killer 
  monster” that some adventuring parties 
  simply cannot deal with. Black slimes 
  should be described as liquid, ominous, and 
  reeking of death, so that players know they 
  are dealing with something truly sinister 
  that is not necessarily a black pudding. 
  When determining the splitting of a black 
  slime, the chance of a split is 10% per point 
  of damage that the weapon would have 
  inflicted. Therefore, damage is still rolled; for 
  example a sword blow dealing 5 points of 
  damage would have a 50% chance of 
  splitting the slime, and whether or not a 
  split occurs, the weapon would be destroyed 
  while dealing zero damage. 
  In all other ways, black slimes are identical 
  to black puddings. The author recommends 
  favoring black puddings in encounters, and 
  using black slimes sparingly against veteran 
  groups. 
   
   
  [130] 
  SLIME, BLACK, SPLIT 
  (Very Rare Slime) 
  Split black slimes the remnants of 
  damaged slimes that have sloughed off 
  their necrotic flesh and have managed 
  to survive … for a time. 
  Armor Class: 6 [13] (lack of vital organs) 
  Hit Dice: 5D8**** (5 to 40 hit points, 
  average 23) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Fanged Pseudopod 
  THAC0: 15 [+4] 
  ACC5: 10+ (55%) vs. chain mail 
  Damage: 2D6 (average 7) + Acid 
  Number Appearing: Wandering or Lurking, 
  Level 1 to 4, 0 (No Encounter); Level 5, 1; 
  Level 6, 1D2; Level 7, 1D3; Level 8, 1D4; 
  Level 9+, 1D4+1. 
  No Lair. 
  Maximum Random Number Appearing 4. 
  Save As: Fighter 2 (INT 0) (SV D12 W13 P14 
  B15 S16 (2)) 
  Morale: 8 (Resolute) 
  Treasure Type: None 
  
   
   
  Alignment: Neutral 
  XP Value: 625 (HD 5****) / 65 (HD 
  2D8+2****) / 31 (HD 1D8+1****) 
  Black Slime: Besides the different stats 
  listed above, these monsters are identical to 
  normal (10 HD) black slimes as described 
  above. 
   
  [131] 
  SLIME, BLACK, SMALL 
  (Very Rare Slime) 
  Small black slimes are the remains of 
  heavily damaged black slimes. 
  Armor Class: 6 [13] (lack of vital organs) 
  Hit Dice: 2D8+2**** (4 to 18 hit points, 
  average 11) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Fanged Pseudopod 
  THAC0: 17 [+2] 
  ACC5: 12+ (45%) vs. chain mail 
  Damage: 1D8 (average 5) + Acid 
  Number Appearing: Wandering or Lurking, 
  Level 1, 0 (No Encounter; Level 2, 1; Level 3, 
  1D2; Level 4, 1D3; Level 5, 1D4+1; Level 6, 
  1D4+2; Level 7+, 1D4+3. 
  No Lair. 
  Maximum Random Number Appearing 6. 
  Save As: Fighter 1 (INT 0) (SV D12 W13 P14 
  B15 S16 (1)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 65 (HD 2D8+2****) / 31 (HD 
  1D8+1****) 
  Black Slime: Besides the different stats 
  listed above, these monsters are identical to 
  normal (10 HD) black slimes as described 
  above. 
   
  [132] 
  SLIME, BLACK, SEVERED 
  (Very Rare Slime) 
  Severed slimes are the smallest remains 
  of heavily damaged black slimes, and 
  are easily slain despite their deadly 
  abilities. 
  Armor Class: 6 [13] (lack of vital organs) 
  Hit Dice: 1D8+1**** (2 to 9 hit points, 
  average 6) 
  Move: 60’ (20’) Ground 
  Attacks: 1 Fanged Pseudopod 
  THAC0: 18 [+1] 
  ACC5: 13+ (40%) vs. chain mail 
  Damage: 1D6 (average 4) + Acid 
  Number Appearing: Wandering or Lurking, 
  Level 1, 1; Level 2, 1D2; Level 3, 1D3; Level 
  4, 1D4+1; Level 5, 1D4+2; Level 6+, 1D4+3. 
  No Lair. 
  Maximum Random Number Appearing 6. 
  Save As: Normal Man (INT 0) (SV D12 W13 
  P14 B15 S16 (2)) 
  Morale: 7 (Normal) 
  Treasure Type: None 
  Alignment: Neutral 
  XP Value: 31 
  Black Slime: Besides the different stats 
  listed above, these monsters are identical to 
  normal (10 HD) black slimes as described 
  above. 
   
  
   
   
   
   
   
   
   
   
   
   
   
  So ends the Oldskull treatise. The 1977 
  Bestiary series of volumes will continue, 
  with the next tome’s repertoire featuring 
  the many insidious devils, awe-inspiring 
  dragons, dinosaurs, and more. 
   
  About the Author 
   
   
   
  Beginning play as a chaotic neutral normal 
  human with one measly hit point to his name, 
  KENT 
  DAVID 
  KELLY 
  eventually 
  became 
  apprenticed to a magic-user of ill repute ... a 
  foul man who dwelt in the steamy deeps of the 
  Ivory Cloud Mountain. After this mentor 
  carelessly 
  misplaced 
  an 
  intelligent 
  soul-
  sucking sword and then died under suspicious 
  circumstances, his former henchman Mr. Kelly 
  escaped to the deeper underground and there 
  began playing Satanic role-playing games. 
  This, the legends tell us, occurred in the year 
  1981. 
  Hoary wizard-priests who inspired Mr. Kelly in 
  his netherworldly machinations included the 
  peerless Mr. E. Gary Gygax, Carr, Arneson, 
  Cook, Hammack, Jaquays, Bledsaw, Moldvay, 
  Kuntz, Schick and Ward. Sadly, a misguided 
  made-for-the-basements movie entitled Mazes 
  and 
  Monsters 
  gave 
  Mr. 
  Kelly’s 
  parents 
  conniptions in 1982. As a result of that 
  blasphemous Tom Hanks debacle (and other 
  more personal lapses in judgment), Mr. Kelly 
  was eventually forbidden from playing his 
  favorite game for a considerable length of time. 
  Nonplussed but not defeated, he used this 
  enforced exile to escape to a friend’s alehouse, 
  and there indulged himself in now-classic 
  
   
   
  computer RPGs such as Zork, Telengard, 
  Temple of Apshai, Ultima, Tunnels of Doom, 
  The Bard’s Tale, Phantasie, Pool of Radiance, 
  Wizard’s Crown and Wasteland. He then went 
  on to write computer versions of his own 
  FRPGs, which led to his obsession with 
  coupling creative design elements with random 
  dungeons 
  and 
  unpredictable 
  adventure 
  generation. 
  Mr. Kelly wrote and submitted his first 
  adventure for Dungeon Magazine #1 in 1986. 
  Unfortunately, one Mr. Moore decided that his 
  submission was far too “Lovecraftian, horrific 
  and unfair” to ever serve that worthy periodical 
  as a publishable adventure. Mr. Kelly, it must 
  be said, took this rejection as a very good sign 
  of things to come. 
  In the late 80s and 90s, Mr. Kelly wrote short 
  stories, poems and essays ... some of which 
  have been published under the Wonderland 
  Imprints banner. He wrote several dark fantasy 
  and horror novels as well. Concurrently, he ran 
  Dark Angel Collectibles, selling classic FRPG 
  materials as Darkseraphim, and assisted the 
  Acaeum with the creation of the Valuation 
  Board and other minor research projects. 
  At this time, Mr. Kelly and his entourage of evil 
  gnomes are rumored to dwell in the dread and 
  deathly 
  under-halls 
  of 
  the 
  Acaeum, 
  Dragonsfoot, ENWorld, Grognardia, Knights & 
  Knaves, ODD, and even more nefarious levels 
  deep down in the mega-dungeon of the Web. 
  There he remains in vigil, his vampiric sword 
  yet shivering in his hand. When not being 
  sought outright for answers to halfling riddles 
  or other more sundry sage advice, he is to be 
  avoided by sane individuals at all costs. 
   
   
   
  Other Helpful Play Aids 
  in the Castle Oldskull 
  Supplement Series 
   
   
   
  Since 2010, Wonderland Imprints has provided 
  many books celebrating the arts of gaming, 
  dreaming, and enthusiastic overindulgence in 
  the realms of the imagination. Over 70 volumes 
  including novels, novellas, poetry, history 
  books, and role-playing gaming aids have been 
  featured throughout the years. For those 
  intrepid readers who have followed the Castle 
  Oldskull series since 2012, I would like to 
  personally thank you for your steadfast loyalty 
  and patronage. Through your ongoing interest 
  over 120,000 Wonderland Imprints e-books 
  
   
   
  and print titles have been sold through 
  Amazon, 
  CreateSpace, 
  the 
  popular 
  and 
  occasionally best-selling Gold and Platinum 
  Medal offerings available on DriveThruRPG 
  (2017-present), as well as the esteemed 
  charity-supporting Bundle of Holding. (In 2019 
  I was honored to raise thousands of dollars for 
  cancer charity in my mother’s name, entirely 
  through the fans’ enthusiastic support of the 
  Castle Oldskull gaming line. Over 30,000 e-
  books were sold in March 2019.) 
  If you would like to browse my other titles, or 
  to leave a review, please feel free to look here: 
   
  https://www.drivethrurpg.com/browse/pub/
  7178/Kent-David-Kelly 
   
   
  Thank you as always for helping my family with 
  your purchases and devotion. I hope to be able 
  to write for you in the near future once again! 
  ~K 
   
  As a sincere Thank You to my readers, the 
  vast majority of my creative game design 
  work is made available for your own fair use 
  through the Open Game License. 
  Long live Khazad and the OSR! 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  System Reference Document © 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. 
  System Reference Document © 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. 
  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. 
  Modern System Reference Document © 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. 
  Aerial Servant from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene and Clark Peterson, based on original 
  material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, © 2002, 
  Necromancer 
  Games, 
  Inc.; 
  Author 
  Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Barracuda from the Tome of Horrors, © 2002, 
  Necromancer 
  Games, 
  Inc.; 
  Author 
  Scott 
  Greene. 
  Beetle, Giant, Boring from the Tome of Horrors, 
  © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by 
  Gary Gygax. 
  Beetle, Giant, Rhinoceros from the Tome of 
  Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original 
  material by Gary Gygax. 
  Brownie from the Tome of Horrors, © 2002, 
  Necromancer 
  Games, 
  Inc.; 
  Author 
  Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Cave Cricket from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Authors Scott 
  Greene and Clark Peterson, based on original 
  material by Gary Gygax. 
  Crab, Monstrous from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Crayfish, Monstrous from the Tome of Horrors, 
  © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by 
  Gary Gygax. 
  
   
   
  Crystal Ooze from the Tome of Horrors, © 2002, 
  Necromancer 
  Games, 
  Inc.; 
  Author 
  Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Demon, The “Faceless Lord” from the Tome of 
  Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original 
  material by Gary Gygax. 
  Demon, Orcus from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Dun Pudding from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Fly, Giant from the Tome of Horrors, © 2002, 
  Necromancer 
  Games, 
  Inc.; 
  Author 
  Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Golem, Wood from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Authors Scott 
  Greene and Patrick Lawinger. 
  Kamadan from the Tome of Horrors, © 2002, 
  Necromancer 
  Games, 
  Inc.; 
  Author 
  Scott 
  Greene, based on original material by Nick 
  Louth. 
  Rot Grub from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Authors Scott 
  Greene and Clark Peterson, based on original 
  material by Gary Gygax. 
  White Pudding from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Darwin’s World © 2002, RPGObjects; Authors 
  Dominic Covey and Chris Davis. 
  Castles & Crusades: Players Handbook, © 
  2004, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden. 
  Castles 
  & 
  Crusades: 
  Monsters 
  Product 
  Support, © 2005, Troll Lord Games. 
  OSRIC™ © 2006, Stuart Marshall, adapting 
  material prepared by Matthew J. Finch, based 
  upon the System Reference Document, and 
  inspired by the works of E. Gary Gygax, Dave 
  Arneson, and many others. 
  Basic Fantasy Role-Playing Game © 2006–2008 
  Chris Gonnerman. 
  New Spells: A Basic Fantasy Supplement © 
  2007 Chris Gonnerman, Ola Berg, Angelo 
  Bertolli, Jeff Querner, Everett Bradshaw, 
  Emiliano Marchetti, Ethan Moore, Jim Bobb, 
  and Scott Abraham. 
  Labyrinth Lord™ © 2007–2009, Daniel Proctor. 
  Author Daniel Proctor. 
  Swords & Wizardry Core Rules, © 2008, 
  Matthew J. Finch. Eldritch Weirdness, Book 
  One, © 2008, Matthew J. Finch. 
  Mutant Future™ © 2008, Daniel Proctor and 
  Ryan Denison. Authors Daniel Proctor and 
  Ryan Denison. 
  Advanced Edition Companion, © 2009–2010, 
  Daniel Proctor. Author Daniel Proctor. 
  Lamentations of the Flame Princess: Weird 
  Fantasy RolePlaying Deluxe Edition, © 2010, 
  LotFP. Author James Edward Raggi IV. 
  First Level Magic-User Spells Grindhouse 
  Edition Spell Contest: Bookspeak, © 2011 
  Daniel Smith. 
  First Level Magic-User Spells Grindhouse 
  Edition Spell Contest: Howl of the Moon, © 
  2011 Joel Rojas). 
  Lamentations of the Flame Princess: Weird 
  Fantasy RolePlaying Grindhouse Edition, © 
  2011, LotFP, Author James Edward Raggi IV. 
  Lamentations of the Flame Princess: Weird 
  Fantasy RolePlaying Player Core Book: Rules & 
  Magic © 2013 LotFP, author James Edward 
  Raggi IV. 
  Game World Generator Deluxe Edition © 2013-
  2018 Kent David Kelly. Author Kent David 
  Kelly. 
  
   
   
  B/X Essentials: Classes and Equipment © 
  2017 Gavin Norman. Author Gavin Norman. 
  B/X Essentials: Core Rules © 2017 Gavin 
  Norman. Author Gavin Norman. 
  Lords 
  of 
  Oldskull: 
  Krampus, 
  Lord 
  of 
  Bloodwinter, © 2017 Kent David Kelly. Author 
  Kent David Kelly. 
  B/X Essentials: Cleric and Magic-User Spells © 
  2017 Gavin Norman. Author Gavin Norman. 
  B/X Essentials: Monsters © 2018 Gavin 
  Norman. Author Gavin Norman. 
  B/X Essentials: Adventures and Treasures © 
  2018 Gavin Norman. Author Gavin Norman. 
  Old-School Essentials Core Rules © 2018 
  Gavin Norman. Author Gavin Norman. 
  Old-School Essentials Classic Fantasy: Genre 
  Rules © 2018 Gavin Norman. Author Gavin 
  Norman. 
  Old-School Essentials Classic Fantasy: Cleric 
  and MagicUser Spells © 2018 Gavin Norman. 
  Author Gavin Norman. 
  Old-School 
  Essentials 
  Classic 
  Fantasy: 
  Monsters © 2018 Gavin Norman. Author Gavin 
  Norman. 
  Old-School 
  Essentials 
  Classic 
  Fantasy: 
  Treasures © 2018 Gavin Norman. Author Gavin 
  Norman. 
  Oldskull Sword & Sorcery Book I: Basic Player 
  Characters, © 2018 Kent David Kelly. Author 
  Kent David Kelly. 
  Oldskull Tyrrhenia Map Pack, © 2018 Kent 
  David Kelly. Author Kent David Kelly. 
  Old-School Essentials Classic Fantasy: Rules 
  Tome © 2019 Gavin Norman. Author Gavin 
  Norman. 
  Oldskull Game Expansions, Book I: Character 
  Creation, © 2020, Kent David Kelly. Author 
  Kent David Kelly. 
  Oldskull Game Expansions, Book II: 1977 
  Bestiary, © 2020, Kent David Kelly. Author 
  Kent David Kelly. 
   
   
  Old-School Essentials is a trademark of 
  Necrotic Gnome. The trademark and Old-
  School 
  Essentials 
  logo 
  are 
  used 
  with 
  permission of Necrotic Gnome, under license. 
   
  END OF LICENCE 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Castle Oldskull supplement designed for 
  use with classic old school role-playing 
  games. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Requires 
  Old-School Essentials Core Rules. 
  
SOURCE: textdata/thevault/Castle Oldskull/Castle Oldskull Game Expansions Book II 1977 Bestiary.pdf