TEXT: DUIGEOIS l DBIGOIS 
  MONSTER & TREASURE ASSORTMENT 
  Set Three: Levels Seven-Nine 
  This set contains lists of 300 monsters" 300 treasures, treasure storage/ guarding/ hiding modes, 
  and complete instructions for using the assortment to fill in partially stocked or newly en-
  countered dungeon levels. 
  9015 
  ©1978 1SR Hobbies, Inc. 
  TSR Hobbies, Inc. 
  POD 756 
  Lake Geneva, WI 53147 
  
  DUNGEON MONSTERS AND TREASURE 
  This assortment of monsters and treasures by dungeon level is designed to answer two needs First, the package 
  provides the Dungeon Master with a ready matrix of encounters when hiS players are explorlOg a dungeon en-
  countered 10 a Wilderness Adventure. Second, and more Important, thew assorted monsters and treasures are 
  armed at makmg the OM's task a Irghter one when It comes to readymg the malar dungeon in which most of his 
  players' Underworld Adventures will take place 
  It IS strongly suggested that each OM prepare several special monsters -
  along w ith whatever treasure each such 
  monster guards -
  for each dungeon level, carefully placing them according to an overall design for the particular 
  level (and possibly in relation to a multi-level plan or a specific theme for the whole of the dungeon complex) 
  Thereafter, it is a simple matter to move to the list of randomly generated monsters and select which should be 
  put near to the specially placed monsters. Finally, the.remalnlng areas where some monster is needed are easily 
  frlled by selection from the list in any manner deSlted, from numencal progression to random selection by 
  generation of numbers 1 to 100 
  Treasu res are also listed in groups of 100 by level of the dungeon in order to allow easy random selection If 
  deSired. However, It is recommended that the OM selectively place as many treasures as possible, doublsng up In 
  some cases, and augmenting the whole by noting where and how the treasures are protected and/ or hidden It 
  should also be noted that lust as a dungeon level should have monsters in only 20% or so of the available rooms 
  and chambers, about 20% of the monsters should have no treasure whatsoever By having one monster in five or 
  one sn six w ith no treasure, It IS easier to conceal treasure that the other monsters guard, for players will not 
  au tomat ically know that somewhere nearby there is certainly some loot to glean If you beheve that 15% to 20% 
  IS too restnctrve, lower It to 10% and give the remaining 5% to 10% nothing more than a few [ow-value coins in 
  clothing worn or whatever 00 likewise with other monsters which do have additional (carefully hidden) treasure. 
  The assortments of monsters and treasures have been randomly selected, but they are carefully balanced none-
  theless While It IS pOSSible to use hIgh level monsters on the first level of a dungeon about to be entered by ex-
  petlenced players, It would be certain death to use even second leve[ monsters against a party of first [evel 
  players In a SImilar vein, it is not good practice to assign higher level treasures to lower level monsters, as thIS Will 
  allow players to gain experience too rapIdly 
  EXAMPLE OF A DUNGEON MONSTER/TREASURE MATRIX: 
  Fitst Dungeon Level 
  1. 
  (Description of a special ly designed monster and treasure which the OM has placed in a special area -
  such 
  as a barracks, armory, great hall, temple, etc.) 
  2 
  (ditto) 
  3 
  (ditto) 
  4 
  (ditto) 
  5. 
  Monster #37 (footpads): Treasure -
  #3, 1000 CP as shown, contained In chests, #4 (6 total), with guard 
  devices #3, #5, and #7 in chests 2, 4 and 6, #15 IS hidden In onc of a set of leather arm guards casual ly thrown 
  on a pile of old and worn clothing and armor. See 7 below 
  I) 
  Monster #72 (giant rats) No treasure. 
  7. 
  Monster #9 (bandits): Treasure -
  #28, contained in a chest guarded by pOisoned needles in handles Note 
  these men serve 5. above, and If they hear any commotion they w il l come to the aid of their masters, and the 
  reverse IS true 
  To vary the monster selection -
  other than the simple varying of the number of creatures -
  you may add a 
  leader-type With the monster(s) or join two together Examples. Orcs with a gnoll leader, gobl inS With a bugbear 
  leader, berserkers with a berserk village priest leading them, kobolds mounted on giant lizards, hobgoblins 
  serving an evil ptlest, ghou ls With giant rats for pets Also, monsters can be covered by an illusion spell to make 
  them appear to be something else, hidden by an invisibility spell , and so on 
  Treasures may be varred by changing the spells on scrolls, changing magic/ cleric scrol [s, varying the type of 
  patlan (pa rticu larly With regard to giant strength, giant control, and dragon control types) and switching items 
  which have good/ bad counterparts Example: Substitute a helm of reading magic and languages for a helm of 
  chaos, switch boots of levitation to boots of danCing, change one of two human control potions to a patlan of 
  delUSion 
  With just a bit of Imagination and a little work these l ists will serve to speed your dungeon matrix completion 
  immeasurably, and none of your players will be able to guess what monster or treasure IS where! 
  
  KEY TO AB BREVIATIONS USED HEREAFTER : 
  (1-4), etc.) = possible number of the monster type appearing 
  HP = 
  number of ~Ht points each monster can take 
  liAT = number of attacks per turn the monster is allowed 
  Al = 
  attack level of monster as expressed by the monster's base number to score a hit on an unarmored op-
  ponent (armor class 9) 
  AC = 
  ST = 
  SA = 
  CP = 
  SP = 
  EP = 
  GP = 
  pp = 
  armor class of the monster 
  saving throw level of monster against the various unusual attack forms listed on the saving throw matrix, 
  thus ST/ F4 means that the monster saves as a 4th level fighter. C = cleric, D = dwarf, E = elf, H = half-
  ling, M = magic-user, NM = normal man, T = thIef. 
  special abilities are possible, such as spells, breath, etc 
  copper pieces, 50 equal 1 gold piece 
  silver pIeces, 10 equal 1 gold pIece 
  electrum pieces, 2 equal 1 gold piece 
  gold pIeces, 5 equal 1 platinum piece 
  platinum pieces 
  Note' 
  Base values of gems are shown. Each gem should be diced for with six-sided dice, and any gem for which 
  a 1 is rolled goes up one value category, while those for which !l's are rolled should drop one category. 
  Value categories are: 1 GP, 5 GP, 10 GP, 50 CP, 100 CP, 500 CP, 1,000 CP, 5,000 CP, 10,000 CP, 50,000 
  CP, 100,000 CP and 500,000 CP 
  NSA = No special abilitIes 
  TREASURE IS CONTAINED IN 
  1 Bags 
  2 Sacks 
  3 Small Coffers 
  4 Chests 
  5 Huge Chests 
  6. Pottery Jars 
  7 Metal Urns 
  8 Stone Containers 
  9 Iron Trunks 
  10. loose 
  TREASURE IS C UARDED BY 
  1. Contact POIson on Container 
  2 Contact Poison on Treasure 
  3. Poisoned Needles In lock 
  4. Poisoned Needles in Handles 
  5. Spring Darts Firing from Front of Container 
  6. Spring Darts Firing up from Top of Container 
  7 Spring Darts Firing up from Inside Bottom of Container 
  8. Blade Scything Across Inside 
  9. POIsonous Insects or Reptiles Living Inside Container 
  10. Cas Released by Opening Container 
  11 
  Trapdoor Openmg in Front of Container 
  12 Trapdoor Openrng 6 feet in Front at Conlarner 
  13. Stone Block Dropping in Front of Container 
  14. Spears Released from Walls when Container Opened 
  15. Expl OSive Runes 
  16 Symbol 
  TREASURE IS HIDDEN BY/ IN 
  1 InviSibility 
  2. Illusion (to change or hide appearance) 
  3 Secret Space under Container 
  4 Secret Compart ment m Container 
  5 Inside Ordinary Item III Plam View 
  6 Disguised to Appear as Something Else 
  7 Under a Heap of Trash 
  8. Under a Loose Stone in the Floor 
  9 Behind a loose Stone in the Wa ll 
  10 In a Secret Room Nearby 
  1 
  
  LEVEL SEVEN 
  1. 
  Bugbears -
  (7-42) HP: 6 x 15, 6 x 16,6 x 10,6 x 20, 6 x 12,6 x 11,6 x 9, #AT: 1; Al: 7, AC 5, 
  ST IF 3, SA ' Surprise 1-3 
  2. 
  Blink Dog5 -
  (2-8) HP: 29,28,23,21,20,20,18,9; fiAT: 1; Al: 7; !I.e: 5; ST IF 4; SA: Teleport. 
  3. 
  Manlicores -
  (1-2) HP; 35,32, #AT: 3; AL 4; Ae; 4; 5T IF 4; SA. Hurls 6 spikes per turn. 
  4. 
  Mummies -
  (2-5) HP' 28,27,24,21,19; #AT 1; Al : 5; AC : 3; ST/ F 5; SA : Hit causes disease. Anyone viewing 
  must save vs magiC or be paralyzed with fear (duration special). Only affected by magical weapons, Yl 
  damage from blows. 
  5. 
  Fire Lizards -
  (1-2) HP. 60,52, #AT: 3; AL: 1, Ae: 2; Sl/ F8, SA: Breath weapon. 
  6. 
  White Dragon -
  (1) HP' 48; #AT: 3; Al: 5; !I.e- 4, ST/ F 6; SA' Breath weapon, spells, bite. 
  7. 
  Spectres -
  (1-3) HP . 30,30,24; #AT: 1; AL: 5; AC. 2, ST/ F 6, SA : Only affected by magical weapons Hit 
  drains 2 levels . 
  8. 
  Weretigers -
  (2-8) HP: 28,25,23,22,22,16,1),12; #AT: 3, AL: 6; AC : 3; ST/ F 5; SA. O nly affected by silver 
  or magical weapons. 
  9. 
  Trolls -
  (2-8) HP: 40,35,33,32,31,31,30,23; #AT: 3, AL : 4; AC : 6; ST/ F 7, SA: Wil l regenerate 3 HP per 
  round starting on the 3rd round after being hit 
  10. 
  Wizards, 10lh Level -
  (1-3) HP: 31,29,28; #AT· 1, Al 9, AC. 9; ST/ M 10, SA : Spells, 50% that each will 
  have a magic item usable by magic-users. 
  11. 
  Necromancers -
  (2-5) HP: 23,21,17,16,11; #AT: 1; AL: 9; AC: 9; ST/M 8; SA: Spells, 40% that each will 
  have a magic Item usable by magic-users. 
  12. 
  Giant Snakes, Pythons -
  (3-12) HP: 4 x 12, 4 x 16, 4 x 14, #AT 2, Al: 6; AC" 6; ST/ F 3; SA: Constriction 
  13. 
  Wererats -
  (4-16) HP: 4 x 18,4 x 12,4 x 16, 4 x 17, #AT: 1, Al: 8; AC : 7; ST/ F 3; SA: Maycall forth 10-
  100 giant rats Only affected by silver or magic weapons 
  14. 
  Fire Giants -
  (1-2) HP: 50,38, #AT: 1, Al. 1, AC : 4; ST/F 11; SA Impervious to fire, 2 dice +2 points of 
  damage 
  15. 
  Type III Demon -
  (1) HP; 51, #AT : 5; AL: 2, AC: -4, ST/ F 10, SA Magical powers 
  16. 
  Shriekers -
  (5-20) Hp· 4 x 10, 4 x 9, 4 X 12, 4 X 6, 4 x 14; #AT · 0; Al Nil, AC. 7; ST/ F 1, SA: Shuek 
  17. 
  Basilisk -
  (1) HP 38, IIAT: 1, AL: 4, AC: 4; ST/ F 4, SA · Petrification 
  18. 
  Wraiths -
  (3-12) Hp· 2 x 28,3 x 22,4 x 20, 3 x 18; #AT · 1; Al. 7, AC : 3, ST/ F 4, SA: Only affected by 
  silver or magic weapons. Hit drains 1 level. 
  19. 
  Gray Ooze -
  (1-3) HP 24,22,19; #AT' 1; Al: 8, AC : 8; ST/ F 2; SA Impervious to cold and fire. Corrodes 
  metal, does 2-12 damage to exposed flesh. 
  20. 
  Doppleg.lngers -
  (3-18) Hp· 3 x 14, 3 x 15, 3 x 11, 3 x 18, 3 x 10,3 x 14; #AT: 1, Al. 7; AC: 5, ST/08; 
  SA· Able to assume the form of any creature that It sees 
  21, 
  Type II Demon -
  (1) HP 33; IIAT: 3; Al: 3, AC' - 2; ST/ F9; SA· Magical powers. 
  22. 
  Green Dragon -
  (1) HP' 48; #AT: 3; Al: 3; AC: 2; ST/ F 8, SA. Breath weapon, spells, bite. 
  23. 
  Hill Giants -
  (1-4) HP: 42,40,40,38; IIAT: 1; Al: 3, AC: 4; ST/ F 8, SA None 
  24. 
  lammasu -
  (1-4) Hp· 37,34,33,26; #AT · 2; Al· 4; AC: 6, ST / F b; SA Spells and magical powers. 
  25. 
  Ogres -
  (S-20) HP: 4 X 24,4 x 20,4 x 18,4 x 20, 4 x 24, IIAT· 1; Al · 6; AC: 6; ST/ F 4; SA; None 
  26. 
  Type J Demons -
  (1-2) HP: 34,27; #AT: 5; Al : 3; AC: 0; ST/ F 8; SA. Magical powers. 
  27. 
  Umber Hulk -
  (1) HP: 31; #AT: 3; Al: 3; AC: 2; ST/ F 8, SA· Able to burrow through rock Direct gaze 
  causes confUSion 
  28. 
  Flesh Golem -
  (1) HP: 40, #AT : 1; AL: 3; AC. 9; ST/ F 6; SA . Only affected by magical weapons. ImperVI-
  ous to all spells except fire, or cold (slows movement by 50%). lightning restores damage 
  29. 
  Stone Giants -
  (1-4) HP: 48,44,39,33; #AT: 1, Al: 3; AC: 4, ST/ F 9, SA: Able to hurl rocks as heavy 
  catapult. 
  30. 
  Wights -
  (4-16) Hp · 3 x 18, 5 x 16, 5 x 14, 3 x 12; #A T: 1, AL : 8, AC: 5, ST IF 3, SA . Only affected by 
  Silver or magiC weapons Hit does no damage but drainS 1 level 
  31. 
  Giant Scorpions -
  (2-8) HP: 33,32,32,30,20,20,10,15; #AT. 3; Al: 7, AC 2, ST/F 4, SA. Sting does 1·4 
  damage plus pOison. 
  32. 
  Owl Bears -
  (3- 12) HP: 2 x 30, 3 x 28, 4 x 25, 3 x 21; #A T: 3; Al. 6, AC: 5, ST / F 3, SA. Claw on 18 or 
  better means hug for 2-16 damage. 
  33. 
  Giant Spiders, Tarentella -
  (5-lO) Hp· 4 x 25,4 x 20, 4 x 32,4 x 18, 4 x 16; IIAT· 1, Al · 7; AC. 5, 
  ST/ F 2; SA· Dance fever 
  34. 
  Blue Dragons -
  (1-4) Hp· 42,39,26,12; #AT: 3; Al: 3; AC : 1; ST/F9; SA' Breath weapons, spells, bites 
  35. 
  Green Slime -
  (1) HP: 8, #AT: 1; Al : 9; AC . None, ST/ F 1, SA Impervious to lightning and weapons 
  Destroys wood, corrodes metal. Turns exposed flesh Into green slime. 
  36. 
  Giant Rattlesnakes -
  (2-8) HP: 24,23,22,19, 16,16,15,14, #AT. 1; Al 8, AC . 5; ST/ F 2, SA: Poison. 
  37. 
  Ogres -
  (5-20) HP. 4 x 25,4 x 20, 4 x 16, 4 x 22,4 x 18; #AT: 1; AL: 6; AC 6; ST/ F 4; SA : None 
  38. 
  Ogre Magi -
  (1-2) HP: 33,25; #AT: 1; Al: 5; AC: 4; ST/ F 5, SA . Magical pOwers. 
  39. 
  Ochre lelly -
  (1-3) HP: 35,30, 20; #AT: 1. AL: 6; AC: 8; ST IF 3, SA . Not affected by weapons or lightning, 
  destroys wood Does 1-6 damage to exposed flesh 
  40. 
  Chimera -
  (1) HP. 48; #AT : 5; Al : 3; AC: 4; ST/ F 5, SA: Breath weapon for 3-24 damage. 
  41. 
  Hell Hounds -
  (2-5) HP: 32,35,21,18,1 1; IIAT: 1; Al· 6; AC : 4; ST/ F 4; SA: Breath weapon for 3-7 dice of 
  damage 
  2 
  
  SEVENTH LEVEl 
  42. 
  Rhagodessae -
  (2-12) HP: 3 x 22,2 x 20,2 x 17, 3 x 16, 2 x 13; #AT: 2; AL' 6; AC: 5; ST/F 2, SA: None. 
  43. 
  Cockatrices -
  (1-2) HP: 29,19; #AT: 1; Al: 6; AC 6; ST/ F 5; SA: Petrlficallon 
  44. 
  Hydra of9 Heads -
  (1) HP: 72; #AT: 9; AL: J; AC: 5; ST/ F9; SA' None. 
  45. 
  Hill Giants -
  (1-4) HP: 45,41,36,33; #AT: 1; AL: 3; AC: 4; ST/ F 8; SA: None. 
  46. 
  Superheroes -
  (2-S) HP: 42,40,38,34,34; #AT: 1; Al: 8, AC. 2; ST/ F 8; SA: 40% that each will have a magic 
  item usable by fighters. 
  47. 
  Mummies -
  (2-s) HP: 28,27,19,16,12; #AT : 1; AL' 5, AC J; ST/ F 5; SA : Hit causes d isease Anyone viewing 
  must save vs. magic or be paralyzed with fear (duration special) Affected only by magical weapons. 1/1 
  damage from blows. 
  48. 
  Trolls -
  (2-8) HP: 36,29,27,26,25,24,23,23; #AT: 3; Al: 4, AC: 6; ST/ F 7; SA: W ill regenerate 3 HP per 
  round starting on the 3rd round after being hit. 
  49. 
  Frost Giants -
  (1-2) HP: 53,47; #AT : 1, Al: 2, AC: 4; ST/ F 10; SA: Not affected by cold . 
  50. 
  Spectres -
  (1-3) HP: 28,26,21; #AT : 1; Al: 5; AC : 2; ST/ F 6; SA' Only affected by magical weapons Hit 
  d rains 2 levels. 
  51. 
  Giant Ticks -
  (3-12) HP: 4 x 18, 4 x 20,4 x 16; #AT ' 1; AL: 8; AC: 4; ST/ F 3; SA: Hit causes disease 
  Blood drain 4 points per round. 
  52. 
  Werebears -
  (1-6) HP; 40,36,33,32,30,28; #AT : 3; AL' 5, AC : 2; ST / F 6, SA. Claw on 18 or better means hug 
  for 2-16 damage Only affected by silver or magical weapons. 
  53. 
  Oil Beetles -
  (2-5) HP: 7,5,4,3,2; #AT : 1; Al 9; AC: 4; STj F 1: SA : Oil. 
  54. 
  Thie ves -
  (1-3) HP: 24,20,20; #AT : 1; AL: 9 ; AC 7; ST/ T 8; SA: Strike from behind 45% that each will 
  have a magic item usable by thieves 
  55. 
  Werewolves -
  (3-12) HP: 2 x 28,3 x 24.4 x 20, 3 x 8; #AT : 1; AL : 7; AC: 5; ST/ F 4, SA: O nly affected 
  by silver or magical weapons. 
  56. 
  Minota urs -
  (2-5) HP: 34,30,28,27,11; #AT 2; Al · 5, AC: 6; ST/F b; SA: None. 
  57, 
  Rust Monsters -
  (1-4) HP' 23,20,17,12; #AT ' 1; AL' 6; AC : 2; ST/ F 3; SA: Rust ferrous metals by contact in-
  stead of damage. 
  58. 
  Myrmidons -
  (3-12) HP' 2 x 38, 3 x 32, 4 x 20, 3 x 25; #A T: 1; Al ' 9; AC : 2; ST / F 6; SA : 30% that each 
  will have a magic weapon and/ or a rmor. 
  59. 
  Medusae -
  (1-2) HP: 22,20; #AT: 1; At. 7, AC. 8; ST/ F 4, SA: Petrification, poison. 
  bOo White Dragon -
  (1) HP: 48; #AT 3; Al 5, AC: 4; ST/ F 6, SA: Breath weapon, spells, bite 
  61. 
  Thouls -
  (4-16) Hp· 3 x 15,4 x 13, 4 x 12,3 x 10,2 x 9; #AT: 2/ 1; Al: 8; AC 6; ST/ F 3; SA' Paralysis 
  by touch. 
  62. 
  Driver Ants -
  (10-50) HP' 10 x 18,10 x 16,10 x 20,10 x 17, 10 x 19: #AT: 1; AL: 7; AC- 3; ST/ F 2; SA. 
  None. 
  63. 
  WhileApes -(5-20)HP : 4 x 20, 4 x 18,4 x 24,4 x 22,4 x 16,#AT. 2;Al:7; AC6; ST/ F2, SA : None. 
  64. 
  Caeciliae -
  (1-4) HP 30,25,21,15; #AT 1; AL : 5; AC 6; ST/ F 2, SA: Swallow opponents 
  65. 
  Gargoyles -
  (3-12) HP 2 x 24,3 x 20,4 x 18, 3 x 19, #AT: 4, Al: 7; AC: 5; ST/ F 3; SA' Only affected by 
  magical weapons. 
  66. 
  Displacer Beasts -
  (1-3) HP: 40,38,22; #AT : 2; AL: 5; AC : 4; ST/D6; SA: Appear displaced . 
  67. 
  Giant lizards, Tuatara -
  (1·3) HP. 29,28,19; #AT: 3; AL: 5; AC 4, STj F 4, SA : None. 
  68, 
  Blink Do gs -
  (2-8) HP: 28,27,24,16, 15,14,9,7; #AT: 1; Al: 7, AC: 5; ST/ F 4; SA: Teleport. 
  69, 
  Wereboars -
  (3-12) HP, 2 x 28,3 x 24,4 x 22,3 x 18; #AT: 1, Al : 6; AC: 4; ST/ F 4; SA : Only affected 
  by silver or magical weapons 
  70. 
  Hydra of 6 Heads -
  (1-2) HP ' 48,48; #AT: 6; Al: 5; AC : 5; ST / F b; SA' None. 
  71. 
  Cockatrices -
  (1-2) HP' 32,20; #AT ' 1; Al : 6; AC : 6; ST/ F 5; SA: Petrification 
  72. 
  Fire Beetles -
  (2-8) HP: 7,5,5,4,3,3,3,3, #AT : 1; Al: 9; AC: 4; ST/ F 1; SA : None. 
  73. 
  living Statues, Rock -
  (1-4) HP. 23,20, 16,1 1, #AT: 2; Al . 6; AC: 4, ST / F 5, SA: Magma for 2- 12 damage. 
  74. 
  Ye llow Mold -
  (1) HP : None; #AT : None; AL' None; AC None; ST/ F 2; SA: Destroys wood . Does 1-6 
  damage to exposed flesh . Only affected by fire 50% that rough contact will break it, causing poison 
  spores to be released. 
  75. 
  Black Pudding -
  (1) HP ' 45, #AT: 1; Al: 2; AC : 6; ST/ F 5; SA , Destroys wood, corrodes metaL Does 3-18 
  damage to exposed flesh . Only affected by fire, 
  76. 
  Tiger Beetles -
  (1-4) HP : 23,22,15,13; #AT ' 1; Al 7; AC 3; ST/ F 2, SA: None 
  77. 
  Gargoyles -
  (3-12) HP: 1 x 30,4 x 24,3 x 20, 4 x 18; #AT ' 4; Al: 7; AC : 5; ST/ F 3; SA ' Only affected by 
  magical weapons . 
  78, 
  Displacer Beasts -
  (1-3) HP. 38,32,30; #AT: 2, Al: 5, AC. 4; ST/ D6; SA Appears displaced. 
  79. 
  Black Pudding -
  (1) HP: 45, #AT: 1, AL: 2; AC: 6, ST/ F 5, SA' Only affected by fire. Destroys wood, cor-
  rodes metal. Does 3-18 points to exposed flesh 
  80. 
  Minolaurs -
  (2-5) HP. 32.32,27,25,20; #AT' 2; Al: 5; AC: 6; ST/ F 6; SA: None. 
  81. 
  Bugbears -
  (7-42) HP: 6 x 15,6 x 12,6 X 18,6 x 14,6 x 13,6 x 11,6 x 10; #AT : 1; Al: 7; AC: 5; 
  ST/ F 3, SA Surprise 1-3 
  82. 
  Black Dragon -
  (1) HP: 49; #AT: 3, AL: 4; AC: 3, ST/ F 7; SA Breath weapon, spel ls, bite. 
  83. 
  Cave Bears -
  (2-7) HP' 34,31,28.25,24.22,20; #AT · 3; Al: 5; AC 6, ST/F 3; SA : Claw of 18 or better means 
  hug for 2-16 damage 
  3 
  
  SEVENTH LEVEl 
  84. 
  Dwarves -
  (3-18) HP 3 x 6, 3 x 4, 3 x 5, 3 x 7, 3 x 6,3 x 3; #AT' 1, AL' 10; AC 4; ST/ D 1, SA. 25% 
  wilt be 2nd level with double HP 25% will be 3rd level with triple HP plus 35% that each will have a magic 
  weapon and/ or armor 
  85. 
  Shriekers -
  (5-20) HP' 4 x 14, 4 x 10, 4 x 15, 4 x 12, 4 x 9; #A T 0; AL None; AC 7, 5T / F 1, SA Shriek 
  86. 
  Giant lizards, Draco -
  (5-30) HP: 6 x 15, 6 x 14, 6 x 22, 6 x 20, 6 x 16, IIAT 1, At 6; AC 5, 5T / F 3; 
  SA None. 
  87. 
  Champions -
  (2-8) HP' 32,27,25,25,23,20,19,19, #AT: 1; At: 8, AC 2, ST/ F 7, SA 35% that each will have 
  a magic Item usable by fighters 
  88. 
  Elves -
  (4-24) HP: 4 x 9, 4 x 8, 4 x 7, 4 x 6, 4 x 5,4,3,2,1, #AT: 1; Al 10; AC 6; 5T,' E 1 SA Spells. All 
  have + 1 to hit. 
  89. 
  Hydra of7 Heads -
  (1-2) HP: 56,5&, IIAT: 7; At: 4; AC: 5, ST/ F 7, SA None. 
  90. 
  Ogres -
  (5-20) HP 4 x 16, 4 x 15, 4 x 25, 4 x 20, 4 x 12, IIAT' 1, AL. 6; AC 6, ST/ F 4, SA. None 
  91. 
  Tiger Beetles -
  (1-3) HP 24,19,17; #AT: 1, At: 7, 'AC: 3; ST/ F 2, SA None. 
  92. 
  Green Slime -
  (1) HP. 9, #AT: 1, Al. 9; AC: -, ST/ F 1; SA Impervious to lightning and weapons Destroys 
  wood, corrodes metal. Turns exposed flesh into green slime 
  93. 
  Yellow Mold -
  (1) HP' -; #AT: -; Al: -; AC: -; ST/ F 2; SA' Destroys wood Docs 1-6 to exposed flesh Only 
  affected by fife. 50% chance that rough contact will break it, causing pOison spores to be released. 
  94. 
  Wraiths -
  (3-12)HP' 1 x 24,4 x 22,3 x 20, 4 x 18;#AT l,Al:7, AC 3,ST/ r4,SA Only affected by 
  silver and magic weapons. H It drains 1 level. 
  95. 
  Ogre Magi -
  (1·2) HP: 29,24, #AT. 1, Al. 5, AC : 4; ST/ F 5, SA. Magical powers. 
  96. 
  Mummies -
  (2-5) HP: 28,27,22,22,22, #AT 1, Al' 5, AC 3; sTI r 5, SA' Hit causes disease All viewing 
  must save vs magic or be paralyzed with fear (duration special) Only affected by magical weapons. lh 
  dama8e from blows 
  97. 
  livingStatues, lron -
  (1-6) HP 18,17,14,12,11 ,8, IIAT 2; AL 7; AC 2, ST/ F4, SA Absorbiron 
  98. 
  Shriekers -
  (5-20) HP ' 4 x 8, 4 x 16, 4 x 10, 4 x 14, 4 x 12, NAT -, Al. NIl; AC 7, ST/ F 1, SA : Shriek 
  99. 
  Stone Gi~nts -
  (1-4) HP 47,46,42,41, #AT . 1, Al 3, AC 4, ST/ F 9, SA Able to hurl rocks as heavy 
  catapult 
  100. 
  Evil P~lriuchs -
  (1-3) HP 41,35,26; #AT 1; Al 8; AC : 2, ST/ C 9, SA' Spells, 40% that each will have a 
  magic Item usable by derics 
  LEVEL EIGHT 
  1. 
  Evil Patriarchs -
  (1-4) HP' 38,36,33,30; IIAT: 1; Al ' 8; AC : 2; 5T/ C 9, SA 40% that each will havea magic 
  item usable by deflcs 
  2. 
  Stone Giants -
  (2-5) HP 52,45,30,42,30. #AT 1, Al. 3, AC 4, ST/ F 9; SA Able to hurl rocks as heavy 
  catapult 
  3. 
  Trolls -
  (3-12) HP. 2 x 40, 3 X 34,4 x 30,3 x 28, #AT 3; AL 4, AC 6; ST/ F 7, SA Will regenerate 3 HP 
  per round, starting on the 3rd round after being hit 
  4. 
  Type V Demon -
  (1) HP: 43; IIAT 7, At· 4; AC : -7/ -5; ST/ F 8; SA ' Magical powers. 
  5. 
  Blue Dragon -
  (1) HP' 63; #AT' 3; Al : 3; AC 1; ST/ F9, SA Breath weapon, spells, bite. 
  6. 
  living Statues, Cryst~1 -
  (2-8) HP' 23,22,21,19,17,16,13,12, IIAT 2, Al. 8; AC 4, ST/ F 3, SA None. 
  7. 
  Thouls -
  (4-16) HP 4 x 15,3 x 14, 3 x 11,4 x 10, 2 x 8, #AT. 2/ 1, Al 8, AC 6; ST/ F 3; SA ParalysIs 
  by touch 
  8. 
  Rust Monster -
  (1) HP 28, #AT 1, Al. 6; AC: 2, ST/ F 3, SA Rusts ferrous metals by touch. instead of 
  damage 
  9. 
  Lllmmasu -
  (2-5) HP 38,36,30,24,22; #A T: 2; Al' 4; AC: 6; ST / F 6; SA' Spells, magical powers 
  10. 
  Tiger Beetles -
  (1-4) HP 25,18,12,12; #A T' 1; Al: 7; AC. 3, ST IF 2; SA- None 
  11 . 
  Succubus -
  (1) HP 38, #AT 2, Al. 5, AC: 9; ST / F 6, SA Magical powers, shape change 
  12. 
  Blink Dogs -
  (3-12) HP. 3 X 24, 3 X 28, 3 x 30, 3 X 22; #A T 1, At. 7, AC. 5, ST / F 4, SA : Teleport. 
  13. 
  Spectres -
  (2-5) HP: 37,34,32,29,24, #AT: 1, Al 5, AC. 2, ST IF 6, SA. Only affected by magical weapons 
  Hit drains 2 levels 
  14. 
  Gi~nt lizards, Tuat~ra -
  (1-4) HP 38,33,29,21, #AT 3, AL 5, AC ' 4, ST/ F 4; SA' 
  one 
  15. 
  Werebuu -
  (2-8) HP' 31,30,27,27,25,21,20,17, #AT: 3, Al ' 5; AC : 2; ST/ F 6; SA ' Claw on 18 or betler 
  means hug for 2-16 damage Only affected by silver or magical weapons 
  16. 
  Displacer Beasts -
  (2-5) HP: 35,29,28,22,10, /tAT' 2; Al ' 5; AC: 4; ST/ D6; SA ' Appears displaced 
  17. 
  Type I Demons -
  (1-2) HP' 40,38, #AT: 5; Al: 3, A(- Oi 5T/ F 8, SA Magical powers 
  18. 
  Green Slime -
  (1) HP 9; #AT ' 1; At: 9; AC: -; 5T/ F 1, SA: Impervious to lightning and weapons Destroys 
  wood, corrodes metal. Turns exposed flesh to green slime 
  19. 
  Type III Demons -
  (1-2) HP: 62,51; #AT: 5, Al. 2i AC: -4, ST/ F 10, SA Magical powers 
  20. 
  Hill Giants -
  (2·5) HP ' 42,39,31,31,30, #AT: 1; Al:), AC . 4, STI r 8, SA None 
  21. 
  Phase Spiders -
  (1-3) HP' 26,22,13, IIAT' 1; Al ' 6; AC 6; ST/ F 5; SA Able to shift out of phase Poison 
  bite. 
  4 
  
  EIGHTH LEVEL 
  12. 
  Umber Hulks -
  (1-2) HP: 45,38, /tAT 3, Al 3, AC. 2, STIr 8, SA Able to dig thro ugh solid rock Direct 
  view causes confuSion. 
  23. 
  Fire Beetles -
  (4-16) HP: 4 x 4,4 x 6, 4 x 7, 4 x 5, /tAT 1, Al 9; AC' 4, ST/ F 1; SA. None. 
  24. 
  Giant Scorpions -
  (3-12) HP 3 x 30,3 x 28,3 x 32,3 x 35, /tAT ' 3; Al 7, AC 2; ST/F 4; SA Sting 
  causes 1-4 damage plus pOison 
  25. 
  Wizard, 12th level -
  (1) HP 32; /tAT 1, Al 8, AC 9, ST/M 12, SA Spells, &0% for a magic item usable 
  by magic-users. Wil l have l ·j hero bodyguards, HP. 30,24,18, /tAT 1, Al 9, AC 2, ST/F 4. 
  26. 
  Giant Sn.ikes, Python -
  (3-12) HP 2 x 30,3 x 28,4 x 24,3 x 20, /tAT 2, Al. 6, AC. 6; 5T/F 3, SA Con-
  striction. 
  27. 
  White Dr.igon -
  (1) HP 30, #AT' 3, Al 5; AC 4, ST/ F 6, SA Breath weapon, spells, bite 
  28. 
  Purple Worm -
  (I) HP' 70; /tAT 2; Al' 1, AC' 6; ST/F 8; SA' May swallow up two ogre-size opponents, 
  sting caus('s !)ave vs pOison 
  29. 
  Black Widow Spiders -
  (1-4l HP 20,19,16,13, #A T 1, Al 8, AC ' 6, S I / F 2, SA POison 
  30. 
  lords -
  (1-2) liP 70,65, #AT 1, Al 8, AC. 2, ST/F 9, SA 45% that each Will have a magic weapon and/or 
  armor 
  31. 
  Black Pudding -
  (1) HP 35, #AT 1, AL 2, AC: 6, STir 5, SA Only affected by fire Corrodes metal, 
  destroys wood, does 3-18 damage to exposed fl esh 
  32, 
  Ojinn -
  (1·2) HP ' 45,32, #AT' 1, AL 3; AC : 5; Sl / F 7, SA Magical powers, whlrlwmd 
  33. 
  Trolls -
  (3·12) HP: 3 x 16, J X 30,3 x 28, J X 20, #AT : 3; Al : 4, AC 4, Sf/ I- 7, SA. Will regenerate 3 HP 
  per round steHling on the 3rd round after bemg hit 
  34. 
  Wizards, 10th level -
  (1-3) HP: 30,28,24, /tAT 1, Al. 9, AC : 9, STIM 10, SA Spells, 50% that each will 
  have magic Item usable by magic-users 
  35. 
  Gray Ooze -
  (l·3) HP 17,14,12, /tAT 1, Al 8, AC 8, STir 2, SA ImperviOUS to cold and fire Corrodes 
  metdl, doe~ 2· 12 damage to exposed flesh 
  36, 
  Shriekers -
  (5-20) HP 4 x 18,4 x 16,4 x 20, 4 x 19, 4 x 17, #AT- 0, AL 'one, AC 7, ST/f 1, SA 
  Shriek 
  37. 
  Flesh Golem -
  (i) HP 40; ;rAT 
  1, AL 3, AC 9, ST/F 6, SA Only affected by magical weapons_ 
  ImperVIous to all spells except fire o r cold (slows movement 50%), lightning restores damage 
  38. 
  Cock~trices -
  (1-4) HP 31,27,24,23; #AT 1 AL 6, AC 6, ST/f 5; SA' Petrification 
  39. 
  Shriekers -
  (S·20) HP 4 x 16, 4 x 18,4 x 22,4 x 19,4 x 17, /fAT 0; Al "'Jane; AC: 7, ST. F 1; 5A 
  Shriek 
  40. 
  Tiger Beelles -
  (2-5) HP 18,16,24,24,21, #AT 1, Al 7, AC: 1, ST/F 2; SA None 
  41. 
  GOfgons -
  (1-2) HP 30,21, ItAT- 2, AL 3, AC 2i ST/F 8, SA Petrification 
  42, 
  Rhagodessae -
  (4-16) HP 4 X 29, 27,26,25,3 x 23, 4 x 21, 19,16, #AT 2, Al 6, AC 5, ST I F 2, SA None. 
  43. 
  BlueDragon -(11HP 54,#AT 3,Al
  3;AC 1,ST/ F9 , SA I3reath weapon, spells, bite 
  44, 
  Shriekers -
  (5-20) HP 4 x 18,4 x 20, 4 x 16,4 x 17,4 x 22, #AT 0; Al None, AC: 7, Stir 1, SA 
  Shriek 
  45. 
  Ogre Magi -
  (2-'5) HP 31,26,26,25,23; #A T' 1; AI· 5; AC 4; ST F 5, SA Magical powers 
  46, 
  Succubus -
  (1) HP 34, #A T 2, Al 5, AC 9, S1 I I- 6, SA Magical powers 
  47, 
  Fire lilards -
  (1-3) liP. 40,38,36, #A T 3, Al 1, AC 2, 5T IF 8, SA Breath weapon 
  48. 
  Chimerae -
  (1-2) ItP 44,38, #AT: 5; Al: J; AC 4, ST/F 5, SA Breath weapon. 
  49. 
  Manlicotes -
  (1-4) HP 42,35,26,24, #A1 3, Al. 4, AC . 4. S1/ F 4, SA. Hurls 6 spikes per round 
  50. 
  Type IV Demon -
  (1) HP 40, #AT: 3; Al: 3, AC. 4, ST/ F 8, SA Magical powers 
  51. 
  Salamanders -
  (1-4) HP 40,36,33,23, #AT 3. AL' 3, AC 3/1, ST/F 7, SA Constricts ror 2-8 damage per 
  round Impervious to fire Onlv affected by magical weapons 
  52. 
  TypeIlDemon -(1) HP'4b;#AT 3,Al 3;AC -2; 5T/F9i SA Milglt alpowers 
  53. 
  Black Pudding -
  (1·3l HP 45,38,31; ItAT 1, Al 2, AC 6, ST/F 5, SA Only affected by fire Destroys 
  wood, corrodes metal Does 3·18 damage 10 exposed flesh . 
  54. 
  Hydra of 13 Heads -
  (1) HI' 104, itAT 13, Al. 1, AC 5, 5T F 13, SA None. 
  55, 
  Shedu -
  (1-4) HP 47,42,42,35, #AT. 2, Al 2, AC . 4, ST If 9, SA Magical powers 
  56. 
  Stone Gi~nts -
  (2-5) HP 57,49,42,38,33, ItAT 1, Al 3, AC. 4, STlf 9, SA: Able to hurl rocks as heavy 
  catapull 
  57, 
  Trolls -
  (J-12) HP 3 X 28,3 x 38,3 x 30, 3 X 29, ItAT 3, Al 4 AC: 4, 5T 'F 7, SA Will regenerate 3 HP 
  per round, stdrung on the 3rd round alter being hit 
  58. 
  Giant liurds, Horned Chameleons -
  (1·6) HP 31,28,27,2),21,15, #AT 2, Al b. AC 2, ST/F 3, SA Bite, 
  camouflage 
  59. 
  GrayOoze -
  (1·4) HP 17,16,15, 10; #AT: 1; Al' 8, AC' 8, STIF 2, SA ImperviOUS to fire and cold Corrodes 
  meldl, docs 2-12 damage 10 expo~ed flesh 
  60. 
  Green Dragons -
  (1-2) HP ' 40,28, /tAT 3, Al j , AC' 2; ST / F 8, SA Breath weapons, spells, bites 
  61. 
  Cockatrices -
  (1-4) HP 34,25,23,21, #AT 1, Al 6; AC: 6, STI F 5; SA Petrification 
  62, 
  Thieves 
  (2·5) HI'. 28,2b,28,20,17, #AT. 1, Al. 9, At. 7, STIT 8, SA. l3ackstab. 45% that each will have a 
  magit Ih!111 usable by thieves 
  63. 
  Vampires -
  (1-2) HP. 47,17, #AT 1, AL 3; AC 2, 5T IF 8, SA Hit drc'llns 2 levels, magical powers 
  64. 
  Minotaurs -
  (2-8) HP' 29,28,26,26,25,24,23,23; /tAT 2, Al I) , AC' 6: ST/ F 6; SA: None. 
  5 
  
  EIGHTH LEVEL 
  65. 
  Gargoyles -
  (4-16) HP 4 x 20, 4 x 16, 4 x 24, 4 x 22; #AT: 4, AL 7, AC' 5, ST/ F 3; SA Can't be hIt by 
  non-magIcal weapons 
  66. 
  Maste r Thief, 12th Level -
  (1) HP: 33; #AT: 1; Al: 8, AC : 7, ST/ T 12, SA: Backstab. 60% to have magic 
  item usable by thieves 
  67. 
  Displ4lcer Beash -
  (2-5) HP 35,31,28,24,22; #AT 2, Al 5, AC : 4, ST/ D6; SA Appearsdisplaced 
  68. 
  Thieves -
  (2-5) HP 28,24,20,20,17; IIAT' 1, Al ' 9; AC 7; STIT 6; SA Strike from behind, 45% chance for 
  magIC Item usable by thief 
  69. 
  White Dragons -
  (1-2) HP 40,36; IIAT' 3, Al 5, AC: 4; ST/ F6; SA Breath weapon, spells, bIte 
  70. 
  living Statues, Rock -
  (1-6) HP 32,27,26,21,17,16, IIAT : 2, AL 6, AC 4, ST/ F 5; SA Magma fo r 2-12 
  da mage 
  71. 
  Green Slime -
  (1-3) HP: 10,8,7; IIAT 1, Al: 9, ,AC . ; ST/ F 1, SA ImpervIous to hghtning and weapons. 
  Destroys wood, corrodes metal Turns exposed flesh into green slIme 
  72. 
  Salamanders -
  (2-5) HP ' 46,42,31,30,28; #AT ' 3; Al : 3; AC : 3/ 1; ST/ F7; SA ' Constricts for 2-8 damage per 
  round Impervious to fire . Only affected by magical weapons 
  73. 
  Green Dragons -
  (1-2) HP 48,32; #AT : 3, AL 3; AC: 2; ST/ F 8; SA Breath weapons, spells, bites. 
  74. 
  Will 0' the Wisp -
  (1) HP' 34; #AT: 1, Al: 3, AC : - 8; S1/ f 9; SA . lure victims ento Quicksand. Will fight 
  only if cornered, highly clever, able to alter shape and brightness. 
  75. 
  Caeciliae -
  (1-6) HP: 39,36,35,26,26,20; #AT: 1; Al : 5; AC: 6; Sl/ F 2; SA : Swallow o pponents 
  76. 
  Giant Rattlesnakes -
  (3-12) HP: 4 x 24, 4 x 20, 4 x 22; #AT' 1; AL' 8; AC 5; ST/ F 2; SA' Poison. 
  n. 
  Slone Giants -
  (2-5) HP: 62.60,48,45,33; #AT' 1; Al : 3; AC: 4, ST/ F 9; SA ' Able to hurl rocks as heavy 
  catapult. 
  78. 
  Sorcerers -
  (2-5) HP' 24,18,18,17,16; #AT: 1, Al 9, AC 9, Sl I M 7, SA Spells, 35% that eac h will ha ve a 
  magic Ite m usable by magic-users 
  79. 
  BlinkDogs -
  {3-12) HP' 3 x 30, 3 x 34, 3 x 38,3 x 32, #AT: 1. Al: 7; AC: 5, ST/ F4; SA Teleport. 
  80. 
  hrentella Spiders -
  (1-6) HP: 24,23,21 ,18,16,13, #AT 1; AL' 7; AC 5, ST/ F 2; SA : Dance fever 
  61. 
  Golden Drago n -
  (1) HP: 45, #AT: 3; AL: 2; AC: - 1, ST / F 11, SA Breath weapons, spells, bite 
  82. 
  Superheroes -
  (1-3) HP' 54,46,42; #AT ' 1; AL: 6; AC ' 2; ST/ F 8; SA' 40% that each will have a magical 
  weapo n and/ or armor. 
  83. 
  Blue Dragon -
  (1) HP: 54, #A 1. 3, AL: 3; AC. 1, ST/ F 9, SA: Breath weapon, spells, bIte 
  84. 
  Cockatrices -
  (1-4) HP 28,22,21,20, #A T. 1, Al. 6, AC: 6; S1/ F 5; SA Petrification 
  85. 
  Fire Giants -
  (1-4) HP 72,62,57,52; #AT: 1, Al. 1, AC : 4, ST / F 11, SA ImperVIous to fire . 
  86. 
  Type II Demons -
  (1-2) HP 48,40, #AT 3, AL 3, AC: -2; ST/ F9, SA Magical powers 
  87. 
  Rust Monster -
  (1) HP' 24; #AT: 1, Al' 6; AC : 2; ST/ F 3; SA: Rusts ferrous metals by contact instead of 
  damage 
  88. 
  Red Dr4lgo n -
  (1) HP 40; #AT 3, AL 2, AC : 0, ST/ F 10, SA Breath weapon, spells, bite. 
  89. 
  Green Dragon -
  (1) HP 56; IIAT . 3, Al: 3, AC: 2, ST / F 8, SA Breath weapon, spells, bite. 
  90. 
  Red Dragon -
  (1) HP. 50; #AT . 3, AL 2, AC: 0, ST/ F 10, SA . Breath weapon, spells, bite. 
  91. 
  Master Thieves -
  (1-3) HP. 32,30,24; #AT: 1, Al: 8; AC. 7, ST/ T 9; 5A. Back-stab. 50% that each wrll have 
  a magic item usable by thieves 
  92. 
  Black Dragon -
  (1) HP - 42; #AT' 3; Al ' 4; AC: 3; 5T / F 7; SA' Breath weapon, spells, bite. 
  93. 
  OilBeetles -
  (3-12)HP' 3 x 4, 3 x 6, 3 x 8,3 x 7;#AT 1; AL - 9; AC: 4; ST/ Fl; SA ' Od 
  94. 
  Medusae -
  (1-3) HP 28,26,26; #AT' 1, Al: 7, AC: 8, ST/ F 4, SA Petrification, pOison. 
  95. 
  Weretigers -
  (2-8) HP. 30,28,28,26,25,25,24,22; IIAT. 3, AL 6, AC. 3, ST/ F 5, SA : Only affected by SIlver 
  o r magic al weapons. 
  96. 
  Shedu -
  (1·4) HP: 49,49,3&,35, IIAT : 2, AL: 2, AC : 4; 5T/ F9, SA . Magical powers 
  97. 
  Hell Hounds -
  (2-5) HP 34,34,32,30,30; #AT . 1, Al: 6; AC: 4, ST/ f 4, SA Brea th weapo n for 3-7 dice of 
  da mage. 
  98. 
  Gray Ooze -
  (1-4) HP' 20,16,14,12; #AT: 1; Al: 8; AC- 8, ST/ F 2; SA: Impervious to co ld and fIre. Corrodes 
  metal, does 2-12 damage to exposed flesh . 
  99. 
  Rust Monster -
  11} HP ' 27; #AT : 1, Al . 6; AC: 2, ST/ F 3, SA Rusts ferrous metals by contact Instead of 
  damage 
  100. 
  Hydra of 10 Heads -
  (1) HP: 80, #AT: 10, Al. 2; AC . 5, ST / f 10, SA None. 
  6 
  
  LEVEL NINE 
  1. 
  Superheroes -
  (1-4) HP 50,4 1,35,34, /tAT' 1, At. 8; AC. 2, ST/F 8; SA 40% thaI each will have a magic 
  weapon and/or armor 
  2. 
  lammasu -
  (2 8) HP 38,37,36,32,30,29,28,27, #tAT . 2, Al 4, AC 6, 5T IF 6, SA Spells, magical powers. 
  3. 
  Weretigers -
  (3·12) HP' 3 x 32,3 x 30,3 x 36,3 x 34, #AT 3; Al 6; AC : 3; ST/F 5; SA: Only affected 
  by Silver or magical weapons 
  4. 
  Phase Spiders -
  (2·5) HP: 38.36,36,32.28; /tAT' 1; Al 6; AC ; 6, ST/f 5; SA Able to shift out of phase 
  POIson bite 
  S. 
  Red Dragon -
  (1) HP 88, #A T 3, AL 2, AC 0, 5T IF 10, SA Breath weapon, spells, bile 
  6. 
  (himerae -
  (1-4) HP 6361,53,38; #AT: 5, AL 3, AC: 4, ST/F 5, SA Breath weapon 
  7. 
  Rust Monster -
  (1) HP' 32, #AT· 1; AL: 6, AC 2, ST/F J, SA Rusts ferrous metal by touc h Instead of 
  damage 
  8. 
  Slone Gianls -
  (2-8) HP 57,56,54,53,53,44,39,30, nAT . 1, AL. 3, AC. 4, ST/F 9, SA. Able to hurl rocks as a 
  heavy catapult 
  9. 
  Gold Dragon -
  (1) HP 66, #A T J, AL. 2; AC -1, ST /F 11, SA Breath weapons, spells, bite. 
  10. 
  Patriarchs -
  (2-5) HP' 37,33,32,31,29, #AT : 1, At· 8, AC 2, ST IC 9, SA' Spells, 40% that each will have a 
  mdglC Item usable by clerics. 
  11. 
  Driver Ants 
  (10100) HP' 10 x 28, 10 x 2'),10 x 24,10 x 22,10 x 21,10 x 19,10 x 18,10 x 16.10 
  x 
  1 ~.10x 11,#Ar I. AI. 7,AC. ~,ST/12,SA None 
  12. 
  Black Dragons -
  (1-1) HP 35,32,32, #AT 3, AI. 4, AC 3, ST/ f.7, SA Breath weapons, spells, bite 
  13. 
  Carrion Crawlers -
  (3-12) HP. 4 x 25,4 x 22,4 x 19; #AT 8, AL: 7, AC : 7/3, ST/ F 2; SA : Hit causes 
  piHalvsls Instead of damage 
  14. 
  Wizards, Level 9 -
  (2-5) HP 30,28,25,22,20; #AT 1, AL 9, AC: 9, ST/M 9; SA : Spells, 45% that each will 
  have a magIC it('m u5able by magIC-US('rs 
  15. 
  Gorgons -
  (1-3) HP 52,34,26, #AT. 2, AL 3, AC ' 2, ST IF 8, SA' Breath weapon causes petf/ficatlon . 
  16. 
  Giani Lizards, Draco -
  (16) HP 39,35,3430,27,24, #AT 1; Al 6, AC 5, ST/ F 3, SA Bite, flying. 
  17. 
  Stone Giants -
  (2-8) HP 54,48,47,42,42,40,38,31. #AT 1, AI. 3, AC 4; ST/F 9, SA ' Able to hurl rocks as a 
  hi'a ... y,atapult 
  18. 
  Lords -
  (2-5) HP 57,45,42,41,34, #A 1 1, AL 8, AC 2, ST I~ 9, SA 45% that each will have a magic Item 
  u5ablf' by fIghters 
  19. 
  Wereboars -
  (1-6) HP 36,34.31,29,25.21 , #AT 1, AL 6; AC : 4; ST/F 4; SA: Only affected by silver or 
  magical weapon5 
  20. 
  Green Dragons -
  (1-2) HP 64,54, #t\ T 3; Al 3, AC 2, ST I f 8, SA' Breath \\eapons, speIrs, bites 
  21. 
  Purple Worms -
  (1-2) HP: 71,58; #AT : 2, AL 1; AC 6, ST IF 8, SA Swallow opponents, poison sting. 
  22. 
  Will O 'Wisp -
  (1) HP 42; #AT 1, AL. J, AC. -8, ST/F 9, SA Lure victims Into quicksand Wil l fight only if 
  cornered, highly dever, able to alter shape and brightness 
  23. 
  Vampires -
  (1-3) HP 48,46,32, #AT 1, AL 3, AC 2, STi r 8, SA Hit drains 2 levels, magical powers 
  24. 
  Mummies -
  (.3-12) HP 3 )( 23,3 x 24,3 x 30,3 x 25, #AT 1, Al 5, AC 3, ST/ F 5, SA H!t causes 
  d,spa,{' Anyone vieWing mU5t 5ave vs. magic or be paralyzed with fear (duration special) Only affected by 
  magical weapons, VI damage from blows. 
  25. 
  Cloud Giants -
  (1·2) HP : 60,54; #AT: 1, AL ' 1; AC 4; ST/F 12; SA' Keen sense of smell 
  26. 
  Evi l Patriarchs -
  (2-5) HP: 38.32,32,10,28, #AT 1. AL 9, AC . 2; ST IC 9, SA : Spells, 45% that each will 
  have a magic item usable by clerics 
  27. 
  Giant Slug -
  (1) HP 61, #AT 1, AL 1, AC : 8, ST/F 6; SA . Not aff ected by blunt weapons, spits acid. 
  28. 
  Type V Demon -
  (1) HP 45; #AT' 7, AI 4; AC: 7, ST/F 7; SA ' Magical powers 
  29. 
  Trolls -
  (4-16) HP 4 x 32,4 x 30, 4 x 40.4 X 38; #AT 3; AL: 4, AC 4; ST/ F 7, SA Will regenerate 3 HP 
  per round, startlllg on the ~ r d rou nd after being hit 
  30. 
  Green Slime 
  (2·S) HP 12,10,10.8,4, #AT 
  1; At · 9, AC -, ST IF 1, SA Impervious to lightning and 
  weapons Destroys wood, corrodes metal Turns exposed flesh Into green slime 
  31, 
  Cloud Giants -
  (1-2) HP 61,58. #A T 1, AL. 1, AC 4, STi r 12, SA Keen sense of smell 
  32. 
  Hydraof12Heads -
  (1 ) HP 96,#AT 12;AL 1,AC 5,ST/F12,SA None 
  33. 
  Manticores -
  (2-5) HP' 38,32,28,28,24; #AT 3; AL 4, AC : 4, ST/F 4; SA : Hurls 6 spikes per round 
  34. 
  Type III Demon -( l j HP 50,#AT 5,AL 2, AC - 4, ST/F 10,SA MaglcaJpowers 
  35. 
  Spectres -
  (2·8) HP 38,38,33,32,31,29,26,21, #AT 1, At 5, AC 2, ST/f 6, SA Only affected by magical 
  weapons Hit drains 2 levels 
  36. 
  White Dragons -
  (1-3) HP 30,24,7, #AT 3, AL 5, AC 4, ST/F 6, SA Breath weapons, spells, bite 
  ]7. 
  Black ... udding -
  (1-3) HP 52,45,34, #AT 1; At 2, AC 6; STi r 5; SA Only affected by fi re Corrodes 
  metal. destroys wood 
  ]8. 
  Werebears -
  (2-8) HP 36.30,24,28,27,26,25,24, #AT 3, AL. 5, AC : 2, ST/ F 6; SA- Claw on 18 or better 
  means hug for 2-16 damage Only affected by silver and magical weapons 
  39. 
  Master Thieves -
  (1·4) HP' 36,30,26,20; #AT' 1, Al ' 8, AC 7, ST/ T 10, SA" Backsfab 50% that each will 
  havE' a magic Item usable by thieves 
  40. 
  Type /I Demon -
  (1) Hr· 37; #AT' 3; At: 3, AC: - 2; ST/f 9; SA' Magical powers 
  41. 
  Giant Scorpions -
  (3- 12) IlP 3 x 22,3 x 28,3 x 35,3 x 31, #AT . 3; AL 7, AC : 2, ST/ F 4; SA: Sting 
  causes 1·4 damage plus poison 
  7 
  
  NINTH LEVEL 
  42. 
  Rust Monster -
  (1) HP. 23, fiAT , 1, Al 6; AC 2; ST/ F 3, SA RustS ferrous metal by touch instead of 
  damage 
  43. 
  Elves -
  (2-12 + 1) HP- 2 x 4,2 x 6, 2 x 4, 2 x 8, 2 x 6,2 x 8, 30, fiAT 1, Al. 10/ 8; AC: 2, ST/ E 1, SA 
  VI will be armed with bow, sword, 'Ii sword only, YJ will be 2nd level with double hit points. 30% that each 
  will have a magIC weapon and/ or armor. leader has magic bow, 10 magic arrows, and a + 2 shield All 
  elves get + 1 to hit 
  44. 
  Stone Gianls -
  (2-6) HP 58,42.42,38,36,36,34,33, itA T: 1, Al 3, AC: 4, ST / F tJ, SA: Ability to hurl rocks as 
  heavy catapults 
  45, 
  Gorgons -
  (1-3) tiP 45,45,38, #AT - 2, Al: 3, AC 2, ST/ F 8, SA Ilreathweapon causes petrificatIon 
  46. 
  Gargoyles -
  (5-20) HP' 4 x l B, 4 x 20, 4 x 28, 4 x 26, 4 X 30; IIA T: 4; Al ' 7; AC: S, ST I F 3, SA : Onlv af-
  fected by magical weapons. 
  47. 
  Green Slime -
  (2-5) HP 11,10,14,9,&; #AT: 1, Al; 9, AC . -, ST( f 1, SA Impervious to lightning and 
  weapons Destroys wood, corrodes metal Turns exposed flesh into green slime 
  48. 
  Fire Gianls -
  (2-5) HP . 68,56,52,50,46, #AT. 1; Al. 1, AC; 4, ST/ F 11, SA. ImperVIOus to fire. 
  49. 
  Minotaurs -
  (3-12)HP:3 x 26,3 x 32, 3 x 28, 3 x 35; #AT' 2; Al ' 5,AC ' 6;ST/ F6; SA-None 
  SO. 
  Blue Dragons -
  (1-2) HP 70,63; #AT : 3, Al 3; AC: 1, ST IF 9, SA. Breath weapons, spells, bite. 
  51. 
  lammasu -
  (2-8) HP' 44,35,33,33,32,32,28,26; #AT- 2; Al 4, AC 6; ST( F6; SA- Spells, magical powers. 
  52. 
  Giani Slug -
  (1) HP 71, #"T 1, All ; AC. 8; ST IF 6; SA Not affected by blunt weapons, SpitS acid 
  53. 
  Living Statues, Roc" -
  (2-8) HP 40,35,34.29,26,21, #AT 2, AL 6. AC · 4, STI r 5, SA Magma for 2-12 
  damage 
  54. 
  Giant Snakes, Python -
  (1-6) HP: 38,35 ,30,29,24,20; #A 1 2, Al 6; AC: 6; ST IF 3; SA Constriction 
  55. 
  Umber Hulks -
  (1-3) HP 50,40,34; #AT' 3, Al 3; AC' 2, ST/ f 8, SA ' May burrow Ihrough lOck, gaze 
  causes confUSion 
  56. 
  Patriarchs -
  (2-5) HP- 35 ,31,27,24,20; #AT 1; AL' 8, AC 2, ST/C 9; SA Spe lls, 45% each will have magic 
  Item usable by cleric. 
  57_ 
  Hell Hounds -
  (2·5) HP 29,27,23,23,23, #AT' 1, Al 6, AC 4; ST/ F 4, SA Brealhweapon (7dice) 
  58. 
  Medusae -
  (1-4) HP; 30,27,25,25; #AT. 1, Al : 7. AC: 8, ST/ F 4, SA Cazepetrifles, poison 
  59_ 
  11th Level Lords -
  (1-2) HP 52,50; "AT 1, Al: 7, AC. 2, ST/ F 11, SA' 55% that each "ill have a magical 
  weapon and/ or armor 
  60. 
  Ogre Magi -
  (2-8) HP- 38,33,32,31,30,30,30,30, #AT 1, Al 5, AC 4, ST/ F 5, SA Magical powers 
  61. 
  ShriekerS -
  (5-20) HP 5 x 16, 5 x 20, 5 x 18, 5 x 24, #AT 0; Al: -; AC. 7, ST/ F 1, SA Shriek 
  62. 
  13th Level Wiz.ard -
  (1) HP. 39, NAT 1, Al. 7, AC 9, ST/ M 13. SA Spells, 65% wil l have 3 magIC Items 
  63. 
  Umber Hul"s -
  (1-3) HP 50,42,38; #AT ' 3; AL 3, AC 2; ST/ f 8, SA , May burrow through rock, gaze 
  causes confusion 
  64. 
  Phase Spiders -
  (2-5) HP 37,36,36,32,32, #AT. 1, Al. 6; AC: 6; ST/ F 5, SA' Able 10 shift out of phase 
  POison bite 
  65. 
  Type IV Demon -
  (1) HP. 45, #AT. 3; Al. 3, AC. 4, ST/ F 8, SA Magical powers 
  66. 
  Black Dragons -
  (1-3) Hp· 42,42,14; #AT : 3, Al: 4; AC : 3; ST/ F 7. SA Breath weapons, spells, bite 
  67. 
  Purple Worms -
  (1-2) HP: 68,49: #AT 2, Al; 1, AC 6, ST/ F 8; SA SwaJlowoppo nenls, poison sting 
  68. 
  Black Puddings -
  (1-3) HP ' 49,44,33; #AT : 1; Al' 2; AC 6; ST/ F 5; SA' Only affected by fire. Corrodes 
  metal, destroys wood, does 3-18 damage to exposed Hesh 
  69. 
  Lilling Statues, Rock -
  (2-8) HP 40,35,34,29,26,21, #AT 2; Al. 6, AC. 4, ST/ F 5, SA Magma for 2-12 
  damage 
  70_ 
  Hydraof9Heads -
  (1-2)HP72; /lAT 9;AL 3. AC: 5, ST/ F9, SA None 
  71_ 
  Vampires -
  (1-3) HP' 52,42,30; #AT: 1, Al 3; AC : 2, ST/ F 8, SA Hltdratns 2 levels, magical powers 
  72. 
  Red Dragons -
  (1-2) H P- 40,40, #A T J , Al 2; AC: 0, 5T IF 10, SA. Breath weapon, speJJs, bile 
  73_ 
  Basilisks -
  (1-3) HP 42,30,29, #AT : 1, Al 4, AC 4, ST/ F 4, SA Petrification 
  8 
  
  101.""" U\1:l 
  74. 
  80rlns Beetles -
  (J-U) HP: 3 x 28, 3 x 20~ 3 x 30,3 x 26; NAT: 1; Al: 5; AC: 3; ST/ F 4-6; SA: None 
  75. 
  ManticorH -
  (2,5) HP: 40, 36, 34~ 30, 30; #AT: J; AL: 5; AC:"'; ST/ F 4·6; SA;, Hurl6 spikes a turn. 
  76. 
  FrodGi<illnb -
  (2·5) HP: 57, 52, 51, 51, 40; 'AT: 1; Al: 2; AC: 4; ST/ F 10.12; SA : Impervious to cold. 
  77. 
  Sorcerers -
  (2·5) HP: 23, 26. 22, 22, 21; #AT: 1; AL: 8; AC; 9; ST I MU 6-10; SA : Spells, 45% that each will 
  have a magic item usable by magic user. 
  78. 
  Hell Hounds -
  (2·5) HP: 38. 32, 30, 28, 28; #AT : 1; AL: 4; AC: 4; ST/ F 7·9; SA. Breath weapon (7 dice). 
  79. 
  Trolls -
  (+16) HP: 4 X 20, 4 x 25, " X 42, " X 35; ItAT: 3; AL: 5; AC: 4; ST / f 4-6; SA: Will regenerate 3 
  HP/ turn stattln8 3rd turn after belna hit. 
  SO. 
  Copper Oraaons -
  (1·2l HP: 54. J6 lie. old, Ige. youna adult; IIAT; 3; AL: 2; AC: 1; ST/ F 7·9; SA: Breath 
  weapon, spells. 
  81. 
  Clant Scorpions -
  (3, 12) HP: 3 X 32. 3 X 30.3 X 24,3 X 20; #AT: ) ; AL: 5; AC; 3; ST/ F +6; SA; Sting 
  causes savt' 'Is. poison and 1-4 pts. damage. 
  82. 
  lammu u -
  (2·8) HP: 42, 38, 32, 32, 30,28, 27,26; #AT; 2; AL: 5; AC: 6; ST/ F 4-6; SA: Spells and magical 
  abilili@s. 
  83. 
  Succubus -
  (1) HP: 40; NAT: 2; Al: 5; AC: 9; ST/ F 10-12; Sk Magical abilities. 
  84. 
  Remorhu -
  (1·2) HP; 53, 48; #AT: 1; ,AL: 2; AC: 4/2/ 0; ST/ F 1()'12; SA · Any non-magical weapon which 
  strikes will be destroved, br~a th weapon. 
  85. 
  Bril5.S Dralons -
  (1·2) HP: 48, 40 sm. ancient, 19, adult; #AT: 3; AL: 4; AC: 2; ST/ F 7·9; SA: Breath 
  weapon, spells. 
  86. 
  Vampires -
  (1-3) HP: 48, 44, 3Et; 'AT: 1; Al: 2; AC: 2; ST IF 7·9; SA: Hit drains 2 levels, magical abilities, 
  87. 
  Type I Demon -
  (l) HP: 51; #AT: 5; AL: 4; AC: 0; ST/ f 7·9; SA : Maslcal abilities. 
  88. 
  f ire Giants -
  (2·S) HP: 65, 65, 64, 59J 54; #AT: 1; Al: 0; AC: 4; ST/ F 1()'12; SA: Impervious to fire. 
  89. 
  Cloud C lants -
  (1-2) HP: 68, 52; #AT: 1; "'l: 0; ",C: 4; ST/ F 10-12; SA: Keen sense of smell, 
  go, 
  Silve r Dr:ilgons -
  (1·2) HP: SO, 44, ave adult, Ige. sub adult; #AT: 3; Al: 0; AC: ·1; SA: Breath weapon, 
  spells. 
  91 . 
  Purple Worms -
  (1·2) HP: 80, 57; #AT : 2; AL: 0; AC: 6; ST/ F 13+, SA: May swallow up to two ogre size 
  opponents, sting causes sa ... e \IS, poison. 
  92, 
  Shedu -
  (2·5) HP: 68, 47, 4Et, 40, 38: #AT: 2; Al: 2; AC : 4; ST/ F 7·9; SA: Magical abilities. 
  93. 
  We rebears - '(2-12) HP: 2 )( 30, 2 x 36, 2 x 38, 2 x 32,2 x 28, 2 X 34; ,AT: 3; AL: 5; AC: 2; ST/ F 4-6; 
  SA: Claw on 18 or better means hug (2·10 HP), only affected by sil\ler or magic weapons. 
  94. 
  Red Dr<illgons -
  (1-2) HP: 63, 63, sm. very old: ItAT: 3: Al: 0; AC: 2; ST/ F 10.12; SA: Breath weapon, 
  spells, 
  95. 
  Gi<illnt Slug -
  (1) HP: 58; #AT: 1; Al : 0; AC: 1: ST IF 10.12; SA: Not affected by blunt weaponS, Spits acid. 
  96. 
  Corgons -
  (1·3) HP: 43, 40, 37; #AT: 1; AL: 4; AC; 2; ST/ F 7·9; SA: Breath weapon causes save vs. 
  petrifaction. 
  97, 
  Ropers -
  (1.4) HP: 51, 48, 47, 45; #AT: 6; Al: 2; AC: 0; ST IF 10.12: SA: For each hIt mustsave vs. Poison, 
  impervious to lightning, 1h or no damase from cold. -4 on Silve vs. fire, can't be charmed. 
  98. 
  Manli COr" -
  (2-5) HP: 41, 38J 34, 38, 31; iJA T: 3/ 6; AL: 5; AC: 4; ST I f 4·6; SA: Hurls spikes 6 a turn. 
  99. 
  Rust Monste, -
  (1) HP: 30j IIAT: 1; Al: 5; AC: 2: ST IF 4-6; SA: Rusts all ferrous metals b~' touch. 
  100. 
  Basilisks -
  (l·l) HP: 43, 38, 37; #AT: 1: AL: 5, AC: 4; ST/ F 4~ 6i SA: Gaze ot conlact causes save vs. 
  petrifaction. 
  
  LEVEl SEVEN 
  1 4,600 EP 
  2 600 PP 
  3 4,100 EP, 6,200 SP, 7,400 CP 
  4 4,100EP 
  5 4,500 EP 
  6 Scroll of Protection from 
  Lycanthropes; Scroll of 3 
  Spells, 1 Patlan of Delusion 
  7 4,700 EP, 6,800 SP, 8,000 CP 
  8 6,800 SP 
  9 6,100 SP 
  10. Flaming Sword, N.S.A. 
  11 4,200 EP, 6,400 SP, 8,000 CP 
  12 4,800 EP, 6,200 SP, 7,400 CP 
  13 4,500 EP 
  14 4,600 I:P, 6,200 SP, 7,100 CP 
  15. 7,000 SP 
  16 2,300 GP 
  17 450 PP 
  18 600 PP 
  19 17· 100 GP Gems 
  20 4,300 EP 
  21 4,300 EP, 6,800 SP, 7,400 CP 
  22 2,100 CP 
  23 7 Jewelry· 4,500 GP Each 
  24 Shield +3; Ring of 
  InviSibility 
  25 Crossbow of Speed; Shield 
  + 1, 2 Diminution Potions 
  26 4,700 EP 
  27 Mace +2 
  28 Scroll of 3 Cleric Spells 
  29 2,200 C P 
  30 2,400 CP 
  31 2,100C P 
  32. 2 Potions of Ciant Strength 
  33 Spear + 2 
  34 4,300 EP, 6,700 SP, 7,300 CP 
  35. 4,500 EP, 7,000 SP, 7,200 CP 
  36 500 PP 
  37 2,500 C P 
  38 3 Potions: Plant Control, 
  Undead Control, Flying 
  39. Snake Staff 
  40 4,400 EP, 6,100 SP, 8,000 CP 
  41 Scroll of Protection from 
  Undead 
  42 2,100 CP 
  43 4,500 EP 
  44 6,400 SP 
  45 15 · 100 GP Gems 
  46 550 PP 
  47 600 PP 
  48 Scroll of 2 Spells 
  49 5 Jewelry · 4,000 C P Each 
  50 450 PP 
  51 4,400 EP 
  52 4,100 EP, 6,300 SP, 7,500 CP 
  53 6,100 SP 
  54 4,800 EP 
  55 6,900 SP 
  56 600 PP 
  TREASURES 
  10 
  57 Sword + 1, N S A 
  58 1 Poison Potion, 1 Crowth 
  Potion 
  59 4,500 EP, 6,900 SP, 7,800 CP 
  60 Metal Detection Wand 
  61 2,600 CP 
  62 6,300 SP 
  63. 2,400 GP 
  64. 2 Potions of Heroism 
  65. 5 Jewelry· 4,000 CP each 
  66. 2 Jewelry · 4,000 CP, 6,000 
  GP 
  67. 550PP 
  68. Scroll of Protection from 
  lycanthropes; Scroll of 1 
  Cleric Spell: Speak with 
  Dead; Potion of Black 
  Dragon Control 
  69. Scroll of Protection from 
  Elementals 
  70. 15· 500 GP Gems 
  71 . 2,300 GP 
  72. 6 Jewelry - 4,500 CP each 
  73. 2,400 CP 
  74. 4,600 EP 
  75. 2,500 GP 
  76. 6,100 SP 
  77 Bag of Hold ing; Scroll of 
  Protection from Elementals; 
  2 Growth Potions 
  78. 7,000 SP 
  79. 600 GP 
  80. 6,900 SP 
  81 . 2,300 GP 
  82. 2,300 GP 
  83. 600 PP 
  84. 4,800 EP, 7,000 SP, 7,500 CP 
  85. Shield + 1; 2 Scrolls of 2 
  Spells each; Polymorph Self 
  Potion 
  86. 6,900 SP 
  87 . Armor of Vulnerability; 
  Scroll of 3 Spells; Potion of 
  Extra-healing 
  88 Two-handed Sword + 1, 
  N S.A 
  89. 2,500 CP 
  90 450 PP 
  91 18 · 100 CP Gems 
  92 19 · 500 GP Gems 
  93 4,800 EP 
  94 
  18 ·500 GP Gems 
  95 2,400 GP 
  96 6,200 SP 
  97 6,100 SP 
  98 4,600 SP 
  99 500 PP 
  100 2,200 GP 
  
  LEVEl EIGHT 
  1. 3,400 GP 
  2. 7,500 SP 
  3. 18 - 500 GP Gems 
  4. 3,700 GP 
  5. 25 - 100 GP Gems 
  6. 550 PP 
  7. Sword + 2, Green Dragon 
  Slaying, N.S A.; Levitation 
  Potion; Scroll of Protection 
  from Magic 
  B. 19 - 100 GP Gems 
  9. 6,200 EP 
  10. 650 pp 
  11. 6,000 EP 
  12. Wand of Cold with 20 
  Charges; Scroll of 1 Spell, 
  Teleport ; 2 Potions: Extra 
  Healing, ESP 
  13. 7,600 SP 
  14. 3,500 GP, 5,600 EP, 7,300 
  SP, 8,700 CP 
  15 21 - 500 GP Gems 
  16 3,700 GP, 5,600 EP, 7,800 
  SP, B,BOO CP 
  17. 3,400 GP, 5,200 EP, 8,000 
  SP, B,300 CP 
  1B. 3,600 GP, 5,900 EP, 7,300 
  SP, 9,000 CP 
  19. 3,700 GP, 6,200 EP, 7,600 
  SP, 8,400 CP 
  20 3,500 GP 
  21 600 PP 
  22 22 - 100 GP Gems 
  23 7,400 SP 
  24 7,100SP 
  25 7,800 SP 
  26 3,100 GP, 5,200 EP, 7,800 
  SP, 9,000 CP 
  27. 7,300 SP 
  2B. 3,300 GP 
  29. 3,700 GP 
  30. 3,600 CP 
  31 Amulet vs. Crystal Balls and 
  ESP 
  32. 10 Arrows + 1; Scroll of 1 
  Cleric Spell, Raise Dead 
  33. Rod of Cancellation; Sword 
  - 2, Cursed, N.S.A.; 2 Oil of 
  Etherealness 
  34. Wand of Fear; Scroll of 2 
  Spells; longevity Potion 
  35 3,500 GP 
  36. 5,800 EP 
  37. 3,200 CP 
  3B. 3,300 GP, 5,300 EP, 7,200 
  SP, 8,800 CP 
  39 3,100 GP 
  40. 7,500 SP 
  41. 6,lODEP 
  42. 3,300 GP, 5,800 EP, 7,700 
  SP, 8,600 CP 
  43. 19 - 100 GP Gems 
  44. 
  45 . 
  46. 
  47 . 
  4B. 
  49. 
  50 
  51. 
  52. 
  53. 
  54. 
  55. 
  56 
  57. 
  5B. 
  59. 
  60. 
  61. 
  62 
  63. 
  64. 
  65. 
  66. 
  67. 
  6B. 
  69. 
  70. 
  71 . 
  72 
  73. 
  74 
  75 
  76. 
  77 . 
  7B. 
  79 
  BO 
  B1 . 
  B2. 
  B3. 
  B4. 
  B5 
  B6. 
  11 
  5,600 EP 
  3,500 CP 
  23 - 100 CP Gems 
  3 Jewelry - 2,000 GP Each 
  locating Objects Sword + 1, 
  N.S.A.; Scroll of 7 Spells; 
  Scroll of 3 Cleric Spells; 
  Cursed Scroll 
  21 - 100 GP Gems 
  5,300 EP 
  600 PP 
  Sword - 2, Cursed, N S.A.; 
  Ring of Contrariness; Scroll 
  of 1 Spel l: Invisibility; 
  Poison Potion 
  26 - 100 GP Gems 
  Scroll of 1 Spell; Scroll of 7 
  Spel ls; 2 Potions: Levitation, 
  I nvu I nerability 
  5,100 EP 
  7,600 SP 
  Sword + 2, Neutral, NSA . 
  3,400 GP, 5,400 EP, 7,700 
  SP, 8,200 CP 
  600 PP 
  3,500 GP 
  2 Jewelry - 1,000, 2,000 GP 
  600 PP 
  B,ooo SP 
  7,900 SP 
  7,500 SP 
  650 PP 
  3,100 GP, 5,900 EP, 8,000 
  SP, 8,800 CP 
  Crystal Ball 
  6,200 EP 
  6,900 EP 
  Sword + 1, N S.A. ; Scroll of 
  3 Spells; 2 Potions of Plant 
  Control 
  14 - 500 GP Gems 
  3,400 GP, 5,700 EP, 7,200 
  SP, 9,000 CP 
  20 - 100 GP Gems 
  3,800 GP 
  8 Jewelry - 5,500 GP Each 
  5,100 EP 
  13 - 1,000 GP Gems 
  3,400 CP 
  Scroll of 1 Spell, Delayed 
  Blast Fireball 
  3 Jewelry - 5,000 CP Each 
  Scroll of Protection from 
  Magic; Scroll of 2 Cleric 
  Spells, 2 Porions of Extra 
  Healing 
  5,900 EP 
  3,400 CP, 5,200 EP, 8,000 
  SP, B,500 CP 
  3,800 CP, 5,400 EP, 7,400 
  SP, 8,200 CP 
  6,100 EP 
  
  LEVEl EIG HT 
  87 . 6,000 EP 
  88. 3 Jewel ry - 4,500 C P Each 
  89. 3,500 CP, 6,200 EP, 7,700 
  SP, 8,700 CP 
  90. 700 PP 
  91. 5,500 EP 
  92 7,800 SP 
  93. 5,100 EP 
  94. 7,500 SP 
  95 3,700 CP 
  12 
  96. 3, 100 CP 
  97. 5 Jewelry - 5,000 C P each 
  98. 7,200 SP 
  99. 6 Jewel ry - 6,000 GP Each 
  100. ESP Medal lion, 3" Range; 
  Wand of Fireba lls, 20 
  Charges, Scroll of Protection 
  from Undead; Potion of 
  White Dra20n Control 
  
  LEVEl NINE 
  1 Helm of change Alignment 
  43 Sword + 1, N S.A ; 2 Scrolls 
  2 6,500 EP 
  of 1 Spell each, Silver Horn 
  3 Ring of Spel l Storing 
  of Va lhal la, Cloak of 
  4 4,)00 GP 
  Protection + 1 
  5 8,500 5P 
  44 Scroll of 2 Cleric Spells 
  6 8 Jewelry - 5,000 GP Each 
  45 2 Potions of Extra-healing 
  7 Shield + 2, Scroll of 1 Spell; 
  46 8,300 SP 
  2011 of Slipperi ness; Crystal 
  47 
  Scroll of 3 Spel ls 
  Ball 
  48 Ring of Protection + 1; 
  8 8,400 SP 
  Scroll of 2 Cleric Spells, 
  9 750 PI' 
  Cursed Scroll; 2 Potions of 
  10 4,600 GP 
  Gaseous Form ; Bean Bag 
  11 
  16 - 1,000 GP Gems 
  49 8,500 SP 
  12 700 PI' 
  50 800 PI' 
  13 2 Od of Etherealness 
  51 6,100 EP 
  14. 4,100 GP 
  52 800 1'1' 
  15 700 1'1', 4,300 GI', 6,700 EP, 
  53 8,900 SP 
  8,800 51', 9,300 CP 
  54 
  Ring of X-Ray Vision 
  16 6,800 EP 
  55 8,700 SP 
  17 25 - 500 GP Gems 
  56 Plate Armor + 1, Dagger 
  18 4,300 CP 
  + 1, Scroll of Protec tion 
  19 Wand of Magic Detection; 
  from Magic; Eyes of 
  War Hammer + 2; Scroll of 
  Charming 
  1 Cleric Spell, Elven Boots 
  57 650 PP 
  20 700 PP, 4,500 CP, 6,600 EP, 
  58 7,000 EP 
  8,400 SP, 9,200 CP 
  59 Sword + 1/ + 2 vs 
  21 2 Scrol ls of 1 Spell Each: 
  Lycanthropes, N S.A.; Scroll 
  Curse, Power Word Stun ; 
  of Protection from 
  Potion of ESP 
  l ycanthropes; 2 Potions of 
  22 4,400 CP 
  Flying, 2 Javelins of 
  23 4,700 CP 
  lightning 
  24 700 1'1' 
  60 25 - 500 CP Cems 
  25 20 - 100 CP Gems 
  61 800 PP, 4,600 CP, 6,900 EP, 
  26 800 PI', 4,300 CP, 6,300 EP, 
  9,000 sr, 9,200 CP 
  8,900 51', 9,800 cr 
  62 8,500 SP 
  27 7,100FP 
  63 
  Dagger + 2; Scroll of Pro-
  28. 4,600 GP 
  teet ion from Elementals, 
  29 Scroll of 3 Spells 
  Scroll of 7 Spells; 2 Potions 
  30 6,800 EP 
  of InviSibility 
  31 6,200 EP 
  64 750 PI' 
  32 4,800 GP 
  65 6,300 EP 
  33 4,500 CP 
  66 7,000 EP 
  34 6,600 EP 
  9,000 SP, 9,800 ( P 
  35 
  22 - 1,000 GP Gems 
  70 800 PI', 4,400 GP, 7,000 EP, 
  36 750 PP, 4,400 GP, 7,200 EP, 
  8,600 SP, 9,600 CP 
  8,100 51', 9,200 CP 
  71 20 - 1,000 GP Gems 
  37 10 Jewel ry - 4,500 CP Each 
  72 4,700 CP 
  38 650 PP, 4,800 CP, 6,300 EP, 
  73 750 PI', 4,600 CP, 6,700 EP, 
  8,500 SP, 9,300 CP 
  8,800 SP. 9,700 (P 
  39 21 - 500 GP Gems 
  74 Mace +2 
  40 Sword + 2. Chaotic, N.SA ; 
  75. 8,100 SP 
  2 Scrolls of Protection· from 
  76 6,400 EP 
  Elementals, Magic; 2 
  Potions of Flying 
  41 4,200 GP 
  42 6,300 EP 
  ® 
  @ # 
  13 
  
  lIvn N'NI (e .... " ...... 1 
  90. 4,400 GP 
  77 4,500 GP 
  76 
  + 1 Sword, CI E, 6 Int., 5 Ego; 
  91 + 1 Axe; Shield of Missile 
  Attraction - 1, Scroll of 3 Cleric 
  Spells; 2 Speed Potions; Pipes of 
  the Sewers 
  + 11 +3 vs. Trolls Sword, Neut. 9 
  Int., 11 Ego; Scroll of Protection 
  from Undead; Potion of Animal 
  Control; Gauntlets of Swimming 
  and Climbing. 
  92 800 PP 
  93. 650 PP, 4,700 GP, 6,700 EP, 8,700 
  SP, 9,700 CP 
  94
  9 Jewelry: 7,OOOG Peach 
  95 4,100 GP 
  79 4,200 GP 
  80 6,800 SP 
  81 
  7,200 EP 
  82 7,100EP 
  96 
  + 2 Armor, Ring of Protection 
  83 21 -
  500 GP Gems 
  64. 6,200 SP 
  + 2, 5'r; Scroll of 2 Cleric Spells; 
  2 Potions of Clairaudience; Boots 
  of levitation; Tome of 
  Understanding 
  85 10 -
  + 2 Arrows 
  86. 700 PP 
  97 . 9,000 SP 
  87 23 -
  1,000 GP Gems 
  98. 4,300 GP 
  88. 4,700 GP 
  89. 650 PP 
  99. 750 PP 
  100 8,900 SP 
  This M O NSTER AND TREASU RE ASSO RTMENT (l evels O ne to Three) 
  is one of a set and is designed as a playing aid for DUNGEONS & DRAGONS. 
  By using t he assortment lists, game judges can generate any number of ap-
  propriate monsters or treasure simpl y by dice roll ing -
  thus saving time in 
  play and preparation . 
  This item is only one o f the many popula r playing aids for DUNG EONS 
  & DRAGONS produced by TSR H obbies, Inc O ther D & D accessory items 
  current ly availab le include: 
  Dungeon Geomorphs, Set One (Basic Dungeon) 
  $2.49 
  D ungeon Geomorphs, Set Two (Caves & Caverns) 
  $2.49 
  Dungeon Geomorphs, Set Three (l ower Dungeon) 
  $249 
  O utdoor Geomorphs, Set O ne (Wa ll ed City) 
  $3.49 
  Monster & Treasure Assortment , Set One (levels O ne to Three) 
  $2 .49 
  Monster & Treasure Assortment, Set Two (levels Fou r to Six) 
  $2.49 
  D & D Cha rac ter Sheets Pad 
  $2.98 
  Ot her 
  fu ture 
  releases 
  include addit ional Ou tdoor Geomorphs sets 
  (Cas tl e/ Fo rtress). and additiona l Geomorphs sets (RUins) 
  TSR Hobbies publ ishes a complete line of fantasy, science fict ion, and 
  historical games and rule s. A complete catalog on the entire selection of TSR 
  items is ava ilable for $2 .00 from TSR H obbies, POB 756, lake Geneva, WI 
  53 147. Please add $1 .00 to all orders, regardless o f size, for postage and 
  handling. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D Basic (Holmes, B, X, BECMI)/1977 Holmes/Monster & Treasure Assortment Set 3, Levels 7-9.pdf