TEXT: Advanced Dungeons & Dragons®
  Monstrous Supplement
  Forgotten Realms and Monstrous Compendium are registered trademarks owned by TSR, Inc.
  © 1993 TSR, Inc. All Rights Reserved.
  Ported to PDF by n8h@wk January 2002
  Table of Contents
  Aballin.....................................................................................................................................................................2
  Baneguard...............................................................................................................................................................4
  Bonebat................................................................................................................................................................... 6
  Deepspawn..............................................................................................................................................................8
  Dracolich...............................................................................................................................................................10
  Gambado...............................................................................................................................................................14
  Gibbering Mouther..............................................................................................................................................16
  Gibberling.............................................................................................................................................................18
  Helmed Horror.....................................................................................................................................................20
  Lock Lurker......................................................................................................................................................... 22
  Naga (Dark)..........................................................................................................................................................24
  Nishruu................................................................................................................................................................. 26
  Quaggoth...............................................................................................................................................................28
  Skum..................................................................................................................................................................... 30
  Tressym.................................................................................................................................................................32
  Page 1
  
  Aballin
  Climate/Terrain: 
  Temperate or tropical / Wilderness 
  or subterranean
  Frequency: 
  Uncommon
  Organization: 
  Solitary
  Activity Cycle: 
  Any
  Diet: 
  Omnivore
  Intelligence: 
  Average (9)
  Treasure: 
  I
  Alignment: 
  Neutral
  No. Appearing: 
  1-4
  Armor Class: 
  4
  Movement: 
  6, Sw 15
  Hit Dice: 
  3
  THAC0: 
  17
  No. of Attacks: 
  1
  Damage/Attack: 
  Special
  Special Attacks: 
  Drowning
  Special Defenses: 
  See below
  Magic Resistance: 
  Nil
  Size: 
  L (10’)
  Morale: 
  Very steady (14)
  XP Value: 
  270
  Also known as living water, aballins are fluid 
  monsters that entrap and drown creatures 
  unfortunate enough to venture within their reach.
  Aballins in their passive state present the 
  appearance of large puddles of seemingly normal water, devoid offish or other living creatures. However, those 
  looking down at the aballin often notice coins, jewelry, or other metal effects of the monster’s past victims 
  resting beneath the surface of the water, apparently awaiting recov- ery. Though they resemble an elemental 
  creature of water, aballins are actually comprised of a weak acid, which over the course of three weeks digests 
  organic matter, leaving behind items made of metal. Because of this, spells such as water breathing offer no 
  help in sur- viving the effect of drowning in their fluids. 
  Combat: In its passive state, the aballin is indistinguishable from fresh water, and cannot be harmed by attacks 
  which would otherwise prove harmless to that element. Such an unthreatening appearance often results in 
  potential prey attempting to take a refreshing drink or trying to simply move through the monster or reach in to 
  recover tempting valuables. Any of these actions arouse the aballin to attack, and the creature instantly alters its 
  molecular structure into a gelatinous pseudopod that lashes out and tries to envelop a victim. If its attack roll 
  succeeds, a man-sized or smaller creature is drawn within and begins suffocating (see “Holding Your Breath” in 
  the Player’s Handbook for the effects of drowning). 
  While in this gelatinous state, the aballin becomes susceptible to attacks by blunt weapons of +1 or 
  greater enchantment. Edged weapons have no effect whatsoever, and actually have a 25% risk of instead 
  striking any person trapped within the aballins amoeboid form. Those within the form may attack, but cannot 
  escape the suffocation attack or use items requiring normal speech (such as spells). An aballin will only attack 
  one individual at a time. 
  Aballins are immune to fire, cold, electricity, poison, and paralysis. A transmute water to dust spell will 
  cause an aballin to make a save vs. death; if it fails, it will perish. A lower water spell will force the creature to 
  make a save vs. spells or release its victim immediately. 
  Aballins have no eyes. Instead, they keep track of their victims through scent and vibration. For this 
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  reason, they are immune to all spells or attacks that alter vision or that affect the subject through vision. These 
  include invisibility, color spray, hypnotic pattern, most illusions, fire charm, blindness, blur, and many others. 
  Habitat/Society: While sometimes seen outdoors masquerading as a puddle, small pond or fountain-or even a 
  drainage ditch-an aballin is most often encountered in damp cavernous areas with an abundance of water, which 
  permit it to blend in with its surroundings. While in the element of water, the monster is naturally invisible, and 
  so it prefers to rest within the shelter of pools or other small bodies of water. 
  The aballin is able to propel itself through water with amazing speed, and occasionally traverses lakes, 
  rivers, or streams in search of food. It may also move slowly upon land by oozing, or by laboriously extending 
  its gelatinous pseudopods and inching itself forward, much like a slug. (In fact, like the slug, the aballin leaves a 
  faintly discernible slimy trail when traveling upon land.) Due to its semiliquid composition, the creature is 
  incapable of ascending surfaces with greater than a 30° slope. 
  Aballins can be encountered either singly or in families of up to four individuals. Mated pairs 
  occasionally function as a single entity, with doubled size and Hit Dice, particularly if there are any young 
  present. 
  Ecology: These monsters occasionally prove useful in keeping down the population of other harmful creatures 
  or plants which might be found in or near water. They also function as scavengers, digesting any remains they 
  happen upon in their travels.
  Page 3
  
  Baneguard
  Climate/Terrain: 
  Any (guardian)
  Frequency: 
  Rare
  Organization: 
  Solitary
  Activity Cycle: 
  Any
  Diet: 
  None
  Intelligence: 
  Average (8-10)
  Treasure: 
  V
  Alignment: 
  Neutral evil
  No. Appearing: 
  1-10
  Armor Class: 
  7
  Movement: 
  12
  Hit Dice: 
  4+4
  THAC0: 
  15
  No. of Attacks: 
  1
  Damage/Attack: 
  By weapon of 1-6
  Special Attacks: 
  Magic missle
  Special Defenses: 
  Blink
  Magic Resistance: 
  As for skeleton type
  Size: 
  M (5’-6’ tall)
  Morale: 
  Steady (11-12)
  XP Value: 
  975
  Baneguards are skeletons, usually but not always 
  human, animated by clerical spells to serve as 
  guardian creatures. The create baneguard spell 
  was originally researched by priests of Bane, but 
  in the years since the demise of that deity the 
  secret of the spell has been spread throughout the 
  Realms, such that many other evil (and not so evil) deities allow their priests to use it. 
  Usually found as guardians, baneguards are identical in appearance to normal skeletons, but have 
  additional deadly powers which they reveal once they are in combat. 
  Combat: All baneguards are silent but intelligent, wholly evil servants, capable of independent, reasoned, 
  malevolent behavior. A baneguard can blink (as in the 3rd-level wizard spell) once every turn. This effect lasts 
  for up to four rounds and must be continuous. It cannot be stopped and then resumed; once ended, a full turn 
  must pass before the baneguard can blink again. 
  Baneguards can also cast one magic missile spell every three rounds. Each spell creates two missiles 
  causing 2-5 points of damage, which come into being from a baneguard’s bony fingertips (or what is left of any 
  extremity, if the fingers are missing), and can be directed at separate targets up to 70 yards away. 
  Baneguards can use all normal weapons, inflicting normal weapon damage rather than a straight 1-6 
  points damage. Most are armed with swords or maces. Baneguards can employ all magical items that do not 
  require verbal commands, living flesh or organs (for example, ointments and potions), and the like. 
  Baneguards suffer damage from edged weapons, fire, spells, and holy water as normal skeletons do. 
  They may break off combat if their orders permit. Baneguards are turned as wights. 
  Habitat/Society: As baneguards are created, they have no societal organization. They go where commanded, 
  and do as commanded. They are used primarily by evil faiths as guardians, but neutrally aligned faiths with a 
  ready supply of skeletal remains use baneguards as well, particularly those who venerate gods of death. 
  Ecology: Baneguards eat nothing. They do not contribute to the natural ecosystem in any way. As manufactured 
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  creatures, they can- not be said to have a natural habitat. They are guardian creatures, and are found wherever 
  they have been placed by their creators. 
  Direguards 
  Some baneguards appear to be wearing black, shadowy armor, which is semitransparent so that their bones 
  show through, and red flames burn in their eye sockets. These direguards are AC 6, and can see invisible objects 
  and creatures. Direguards are used by the clergy of Cyric, and are turned as wraiths. The create direguard spell 
  is as the create baneguard, but is 7th level and guarded jealously by the clergy of Cyric. Direguards have an XP 
  value of 1,200 each. 
  Create Baneguard
  (Necromancy) 
  6th-level Priest Spell
  Sphere: Necromantic
  Range: Touch
  Components: V, S, M
  Duration: Special
  Casting Time: 9
  Area of Effect: 1 skeletal body
  Saving Throw: None
  The casting of this spell transforms an inanimate skeleton of size M or smaller into a baneguard, gifted with a 
  degree of malicious intelligence. Only one baneguard may be created at a time using this spell. The baneguard 
  is capable of using its abilities the round following creation, and needs no special commands to attack. The 
  material components of this spell are the holy symbol of the priest and at least 20 drops of the blood of any sort 
  of true dragon. 
  <<The create direguard spell is similar, save that it is a 7th-level spell and has a casting time of 1 round.>>
  Page 5
  
  Bonebat
  Climate/Terrain: 
  Any land
  Frequency: 
  Rare
  Organization: 
  Flock
  Activity Cycle: 
  Any
  Diet: 
  Nil
  Intelligence: 
  Low (5-7)
  Treasure: 
  Nil (may be used as guardians)
  Alignment: 
  Neutral evil
  No. Appearing: 
  2-8
  Armor Class: 
  7
  Movement: 
  3, Fl 18 (C)
  Hit Dice: 
  4
  THAC0: 
  17
  No. of Attacks: 
  1
  Damage/Attack: 
  2-8
  Special Attacks: 
  See below
  Special Defenses: 
  See below
  Magic Resistance: 
  Nil
  Size: 
  M (5’-6’)
  Morale: 
  Special
  XP Value: 
  975
  Bonebats are undead bats that serve as 
  messengers, guardians, and battle allies to evil 
  priests and wizards and to powerful undead (such 
  as liches, archliches, and vampires). They appear 
  as skeletal giant bats with dark, empty eye sockets 
  and attack in eerie silence, never emitting cries. Some (known as battiebats) possess strange skeletal appendages 
  as described below. 
  Combat: Bonebats have a chilling bite that inflicts 2-8 hit points of damage to all creatures except other 
  undead, who suffer only its 1-3 hit points of damage of physical effects. A bonebat’s bite also paralyzes all 
  creatures except elves for 3-8 (ld6+2) rounds, unless a successful save vs. paralyzation is made. Bonebats 
  themselves are immune to all forms of paralysis. 
  Bonebats are turned as ghouls and always attack fearlessly, only withdrawing when brought to 3 hit 
  points or less. They will, however, fight to their destruction if ordered to do so by their creator or undead 
  master. 
  Bonebats have 120-foot infravision, and can see invisible creatures and objects within 60 feet. They 
  never sleep and are never surprised. 
  Bonebats are immune to sleep, charm and hold spells and may be mentally controlled only by their 
  creator or a powerful undead. Once one being controls a bonebat, no other being may ever control it-even if the 
  controlling being is slain or absent. Typical commands are simple-attack (specified target), cease, come, stay, 
  wait (place), and fetch (specified object)-but obedience is absolute. 
  Like skeletons, bonebats suffer normal damage from fire and blunt weapons, but only half damage from 
  piercing or edged weapons. Holy water has no effect on bonebats. 
  Habitat/Society: Bonebats are most frequently encountered in the lairs of their masters-ruins, caverns, tombs, 
  or evil temples. They prefer darkness, but light does not harm them. Bonebats may be encountered anywhere if 
  their creator sends them forth or is slain. Requiring no food or water, bonebats are often shut into closets, 
  coffins, or chests to serve as guardians, attacking thieves and other beings who open or enter their hiding place. 
  Page 6
  
  Bonebats can carry single objects of up to three pounds in weight that they can get a good grip on. They 
  often fetch keys, wands, and the like for their masters. Bonebats cannot trigger magical items, but are 
  sometimes fitted with wired-on protective devices to strengthen them as guardians. 
  Ecology: Bonebats are not thought to ever occur naturally, but the secrets of their making have been known in 
  the Realms for a very long time, and many have gone feral. Bonebats slay living bats whenever they encounter 
  them. 
  Bonebats seem to enjoy killing. Indeed, if uncontrolled, they will from time to time go on killing flights. 
  During such flights, they will fight all creatures of their own size or smaller that they encounter until they have 
  killed at least twice. Bonebats never fight other bonebats. 
  Bonebats are usually constructed by evil priests and wizards working together. An intact giant bat 
  skeleton, or a skeleton assembled from the bones of several bats, is required. A spell known as Nulathoe’s nine-
  men is cast on the skeleton. In the case of a bonebat, this spell links the skeletal wing bones with an invisible 
  membrane offeree to allow flight. Fly, detect invisibility, infravision, and animate dead spells complete the 
  process. Further spells may be necessary to train the bonebat to serve as an obedient aide, but the spells listed 
  here must be cast within two rounds of each other, and in the order given, or the process will fail. 
  Battlebat 
  Battlebats are bonebats onto which other bones-usually claws, talons, stings, or spurs-have been grafted. 
  Battlebats are in all regards identical to bonebats except that they turn as wights, gain one additional Hit 
  Die, are Armor Class 8, have two or three additional attacks (typically 1-4 hit points of damage from claw rakes 
  or 2-5 hit points of damage from sting jabs, either of which may be temporarily tipped with poison by a 
  battlebat’s controller), and fly at only 15 (Class D). Their XP value is 1,400 each.
  Page 7
  
  Deepspawn
  Climate/Terrain: 
  Any
  Frequency: 
  Very rare
  Organization: 
  Solitary
  Activity Cycle: 
  Any
  Diet: 
  Omnivorous
  Intelligence: 
  Genius (17-18)
  Treasure: 
  K, L, M, Qx2, Vx2, X
  Alignment: 
  Chaotic evil
  No. Appearing: 
  1
  Armor Class: 
  6
  Movement: 
  6, Sw 8
  Hit Dice: 
  14
  THAC0: 
  7
  No. of Attacks: 
  6
  Damage/Attack: 
  3-12 (x3)/2-5 or by weapon type 
  (x3)
  Special Attacks: 
  See below
  Special Defenses: 
  See below
  Magic Resistance: 
  77%
  Size: 
  H (14’ diameter, tentacles tp 20’)
  Morale: 
  Elite (15-16)
  XP Value: 
  12,000
  Deepspawn are infamous horrors that give birth 
  to many other types of monsters, such that a 
  single deepspawn can make a large area 
  perilous to even alert, well-armed adventurers. 
  Deepspawn look like large, rubbery spheres of mottled gray and brown. Six limbs project from their bodies; 
  three are tentacle arms, and three are jaw arms, ending in many-toothed mouths. A deepspawn also has over 40 
  long, retractable, flexible eyestalks. 
  Combat: A deepspawn attacks by casting hold spells at intruders, casting one every three rounds. Victims 
  under a hold spell are then grasped by tentacle arms and constricted, as other tentacles fight with wielded 
  weapons (including any magical items usable by fighters gained from earlier victims). Deepspawn often engage 
  prey with weapons and then bite them from behind with a jaw arm. A tentacle arm can slap for 1d4+l, grasp 
  items or beings and move them about (with 17 Strength), or constrict. 
  Constriction requires a successful attack roll (automatic if the victim is under a hold spell), and inflicts 
  1-4 points of damage plus ld4+l points per round thereafter. Constricted victims can be swung about by the 
  deepspawn as bludgeons (inflicting 1-2 points of damage on others, ruining spellcasting, and forcing saving 
  throws for fragile carried items). This causes the constricted being no extra damage. 
  Victims may only escape constriction by severing the tentacle arm holding them or tearing free. Tentacle 
  arms let go if severed. Each arm has 2 HD; severing occurs if damage equal to half a tentacle arm’s hit points is 
  dealt in a concentrated area by edged or pointed weapons. To tear free, roll a d20 for both victim and 
  deepspawn on each round of constriction, adding their respective Strengths (17 for the deepspawn). If the victim 
  has the higher total, she or he wins free. 
  Deepspawn can also cast ESP and water breathing at will, and may employ a heal spell (self only), once 
  a day. If a deepspawn’s life is threatened, it hurls caches of seized weapons as missiles (1-6 damage per 
  weapon, regardless of type, all in a single round), unleashes any magical items it has, and tries to escape. 
  Deepspawn are immune to poison (perhaps because they are able to create many poisons in their offspring), and 
  regenerate lost arms and stalks, though slowly, healing 2 hit points of damage day. 
  Page 8
  
  When found, deepspawn are usually half-buried in a pile of slippery, shifting treasure. This may conceal 
  their arms, so that tentacles and mouths may seem at first to be the attacks of separate creatures. The treasure 
  may hamper opponents and even shield the deepspawn from some damage (as a rule of thumb, increase AC to 
  4). 
  Habitat/Society: Deepspawn prefer to let their offspring fight for them, lairing in caverns, dungeons, or ruins 
  amply protected by traps and guardian monsters (their spawn). If these defenses are penetrated, the deepspawn 
  is usually found in a readily defended room or area, always with at least one or more escape routes. 
  Deepspawn are native to the Underdark, and have successfully resisted the attempts of dwarves, drow, 
  duergar, cloakers, illithids, and aboleth to exterminate them. Deepspawn seldom lair within 30 miles of each 
  other.
  Ecology: Deepspawn eat anything organic, but prefer fresh meat. By some as-yet-unexplained natural means, a 
  deepspawn can grow and give birth to any creature native to the Prime Material Plane it has ever devoured (but 
  not undead or other creatures which exist in multiple planes). The spawn have the natural attacks, including 
  spell-like powers, and intelligence of their forebears, but class abilities and other learned skills are not gained. A 
  spawn grows in 1-4 days within a deepspawn, which must ingest meat, vegetable matter, and water or blood to 
  fuel the birthing. The deepspawn then splits open to emit a fully active spawn. Spawn are never hostile towards 
  their parent, and cannot be made to attack them, even by magical means. Spawn can attack or defend 
  themselves within one round of emerging, though they are at -2 to hit the first round after emergence.
  Page 9
  
  Dracolich
  Climate/Terrain: 
  See below
  Frequency: 
  Very rare
  Organization: 
  Solitary
  Activity Cycle: 
  Nocturnal
  Diet: 
  Special
  Intelligence: 
  As per individual dragon
  Treasure: 
  B, H, S, T
  Alignment: 
  Evil (Any ethos)
  No. Appearing: 
  See below
  Armor Class: 
  As per individual dragon
  Movement: 
  As per individual dragon
  Hit Dice: 
  As per individual dragon
  THAC0: 
  As per individual dragon
  No. of Attacks: 
  As per individual dragon
  Damage/Attack: 
  See below
  Special Attacks: 
  Breath weapon and spelll use
  Special Defenses: 
  Spell immunities and spell use
  Magic Resistance: 
  See below
  Size: 
  As per individual dragon
  Morale: 
  See below
  XP Value: 
  As per individual dragon, plus 1000 
  (both dracolich and its host must be destroyed)
  The dracolich is an undead creature resulting 
  from the unnatural transformation of an evil 
  dragon. The mysterious Cult of the Dragon 
  practices the powerful magic necessary for the 
  creation of the dracolich, though other 
  practitioners are also rumored to exist. 
  A dracolich can be created from any of the evil dragon types. A dracolich retains the physical 
  appearance of its original body, except that its eyes appear as glowing points of light floating in shadowy eye 
  sockets. Skeletal or semiskeletal dracoliches, their flesh worn away, are also common. 
  The senses of a dracolich are similar to those of its original form; it can detect invisible objects and 
  creatures (including those hidden in darkness or fog) within a 10-foot radius per age category and also possesses 
  a natural clairandience ability while in its lair equal to a range of 20 feet per age category. A dracolich can 
  speak, cast spells, and employ the breath weapon of its original form. It can cast each of its spells once per day 
  and can use its breath weapon once every three combat rounds. Additionally, a dracolich retains the intelligence 
  and memory of its original form. 
  Combat: Dracoliches are immune to charm, sleep, enfeebiement, polymorph, cold (magical or natural), 
  electricity, hold, insanity, and death spells or symbols. They cannot be poisoned, paralyzed, or turned. They 
  have the same magic resistance as their original forms; only magical attacks from wizards of 6th level or higher, 
  or from monsters of 6 or more Hit Dice, can injure a dracolich. 
  The Armor Class of a dracolich is equal to the Armor Class of its original form bettered by -2 (for 
  example, if the AC of the original form was-1, the AC of the dracolich is-3). Attacks on a dracolich, due to its 
  magical nature, do not gain any attack or damage roll bonuses. 
  Initially, a dracolich has the same morale rating as its original form. However, after a dracolich is 
  successful in its first battle, its morale rating permanently becomes Fearless (19 base); this assumes that the 
  opponent or opponents involved in the battle had a Hit Dice total of at least 100% of the Hit Dice of the 
  dracolich (for instance, a 16-HD dracolich must defeat an opponent or opponents of at least 16 total HD to 
  Page 10
  
  receive the morale increase). Once a dracolich receives the morale increase, it becomes immune to magical fear 
  as well. 
  The dracolich has a slightly stronger ability to cause fear in opponents than it did in its original form; 
  opponents must roll their saving throws vs. spell with a -1 penalty (in addition to any other relevant modifiers) 
  to resist the dracolich’s fear aura. The gaze of the dracolich’s glowing eyes can also paralyze creatures within 
  40 yards if they fail their saving throws (creatures of 6th level (or 6 Hit Dice) and greater gain a +3 bonus to 
  their saving throws). If a creature successfully saves against the gaze of a dracolich, it is permanently immune 
  to the gaze of that dracolich. 
  The attack routine of a dracolich is similar to that of its original form. For example, a dracolich that was 
  originally a green dragon will bring down a weak opponent with a series of physical attacks, but it will stalk 
  more formidable opponents, attacking at an opportune moment with its breath weapon and spells. 
  All physical attacks, such as clawing and biting, inflict the same damage as the dracolich’s original 
  form, plus 2d8 points of chilling damage. A victim struck by a dracolich who fails a saving throw vs. 
  paralyzation is paralyzed for 2d6 rounds. Immunity to cold damage, temporary or permanent, negates the 
  chilling damage but not the paralyzation. Dracoliches do not drain life levels. 
  All dracoliches can attempt undead control (as per a potion of undead control) once every three days on 
  any variety of undead with 60 yards. The undead creature’s saving throws against this power suffer a -3 penalty; 
  however, if the undead control is successful, it lasts for one turn only. While undead control is in use, the 
  dracolich cannot use spells. If the dracolich interrupts its undead control before it has been used for a full turn, 
  the dracolich must still wait three days before the power can be used again. 
  If a dracolich or protodracolich is slain, its spirit immediately returns to its host (the host is a magic jar 
  for the dracolich’s spirit - see below). If there is no corpse in range for it to possess, the spirit is trapped in the 
  host until such a time - if ever - that a corpse becomes available. A dracolich is difficult to destroy. It can be 
  destroyed outright by power word, kill or a similar spell. If its spirit is currently contained in its host, destroying 
  the host when a suitable corpse is not within range effectively destroys the dracolich. Likewise, an active 
  dracolich is unable to attempt further possessions if its host is destroyed. The fate of a disembodied dracolich 
  spirit - that is, a spirit with no body or host - is unknown, but it is presumed that it is drawn to the lower planes. 
  Habitat/Society: The creation of a dracolich is a complex process involving the transformation of an evil 
  dragon by arcane magical forces. The most notorious practitioners of this process are members of the Cult of 
  the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards of the Cult, but 
  especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its 
  will. 
  Any evil dragon is a possible candidate for transformation, although dragons of old age or greater with 
  spellcasting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon’s host, an 
  inanimate object that will hold the dragon’s life force. The host must be a solid item of not less than 2,000 gp 
  value that is resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, 
  particularly ruby, pearl, carbuncle, or jet. It is often set in the hilt of a sword or other weapon. The host is 
  prepared by casting enchant an item upon it and speaking the name of the evil dragon; the item may resist the 
  spell by successfully saving vs. spell as an 11th-level wizard. If the spell is resisted, another item must be used 
  for the host. If the spell is not resisted, the item can then function as a host. If desired, glossteel can be cast upon 
  the host to protect it. 
  Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion 
  varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them 
  a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire. When the evil dragon 
  consumes the potion, the results are determined as follows (roll percentile dice): 
  Page 11
  
  If the potion works, the dragon’s spirit transfers to the host, regardless of the distance between the dragon’s 
  body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, 
  the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host 
  indefinitely.
  Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; 
  under no circumstances can the spirit possess a living body. The spirit’s original body is ideal, but the corpse of 
  any reptilian creature that died or was killed within the previous 30 days is suitable.
  The wizard who originally prepared the host must touch the host, cast a magic jar spell while speaking 
  the name of the dragon, and then touch the corpse. The corpse must fail a saving throw vs. spell for the spirit to 
  successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll:
  • -10 if the corpse is the spirit’s own former body (which can be dead for any length of time). 
  • -4 if the corpse is of the same alignment as the dragon. 
  • -4 if the corpse is that of a true dragon (any type). 
  • -3 if the corpse is that ofafiredrake, ice lizard, wyvem, or fire lizard. 
  • -1 if the corpse is that of a dracolisk, dragonne, dinosaur, saurial, snake, or other reptile. 
  If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit’s former 
  body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for 
  another seven days (note that it will not be able to cast spells with verbal components during this time). At the 
  end of seven days, it regains the use of its voice and breath weapon.
  If the animated corpse is not the spirit’s former body, it immediately becomes a protodracolich. A 
  protodracolich has the mind and memories of its original form, but has the hit points and immunities to spells 
  and priestly turning of a dracolich. A protodracolich can neither speaknor cast spells; further, it cannot cause 
  chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and AC are those of 
  the possessed body.
  To become a full dracolich, a protodracolich must devour at least 10% of its original body. Unless the 
  body has been dispatched to another plane of existence, a protodracolich can always sense the presence of its 
  original body, regardless of the distance. A protodracolich will drelessly seek out its original body to the 
  exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the 
  protodracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total 
  destruction of the original body is possibly only through use of a disintegrate or similar spell; the body could 
  even then be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the 
  disintegration). If a protodracolich is unable to devour its original body, it is trapped in its current form until 
  slain. 
  A protodracolich transforms into a full dracolich within seven days after it devours its original body. 
  Page 12
  
  When the transformation is complete, the dracolich resembles its original body. It can now speak, cast spells, 
  and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich. 
  The procedure for possessing a new corpse is the same as explained above, except that the assistance of 
  a wizard is no longer necessary (casting >nflpc;ar is required only for the first possessions). If the spirit 
  successfully repossesses its original body, it once again becomes a full dracolich. If the spirit possesses a 
  different body, it becomes a protodracolich and must devour its former body to become a full dracolich. 
  A symbiotic relationship exists between a dracolich and the wizards who create it. The wizards honor 
  and aid their dracolich, as well as providing it with regular offerings of treasure items. In return, the dracolich 
  defends its wizards against enemies, as well as assisting them in their schemes. Like dragons, dracoliches are 
  loners, but they take comfort in the knowledge that they have allies. 
  Dracoliches are generally found in the same habitats as the dragons fr6m which they were created. 
  Dracoliches created from green dragons, for instance, are likely to be found in subtropical and temperate 
  forests. Though they do not live with their Cult wizards, their lairs are never more than a few miles away. 
  Dracoliches prefer darkness and are usually encountered at night, in shadowy forests, or in underground 
  labyrinths.
  Ecology: Dracoliches are never hungry, but they must eat to refuel their breath weapons. Like dragons, 
  dracoliches can consume nearly anything, but prefer the food eaten by their original forms (for instance, if a 
  dracolich was originally a red dragon, it prefers fresh meat). The body of a destroyed dracolich crumbles into a 
  foul-smelling powder within a few hours; this powder can be used by knowledgeable wizards as a component 
  for creating potions of undead control and similar magical substances.
  Page 13
  
  Gambado
  Climate/Terrain: 
  Temperate and subtropical/Plains 
  and subterranean
  Frequency: 
  Rare
  Organization: 
  Solitary or family
  Activity Cycle: 
  Day
  Diet: 
  Carnivore
  Intelligence: 
  Low (5-7)
  Treasure: 
  R
  Alignment: 
  Chaotic neutral
  No. Appearing: 
  1-8
  Armor Class: 
  6
  Movement: 
  See below
  Hit Dice: 
  4
  THAC0: 
  17
  No. of Attacks: 
  3
  Damage/Attack: 
  1-8/ 1-4/ 1-4
  Special Attacks: 
  Nil
  Special Defenses: 
  Nil
  Magic Resistance: 
  Nil
  Size: 
  M (6’ tall)
  Morale: 
  Steady (11)
  XP Value: 
  175
  Known by the folk name of Springing Skulls of 
  Doom, these strange creatures construct a lair and 
  patiently wait to ambush passersby. Gambados 
  are completely amoral, caring only for their own 
  survival, their next meal, and their personal 
  treasure. 
  These extraordinary-looking creatures are man-sized, with a powerful human torso and two arms, each 
  ending in three curved claws. Supported on the strong, flat neck is what appears to be the creature’s head, hut 
  which is actually a skull of another creature. Gambados use found skulls to house their heads, similar in 
  principle to the hermit crab. They have special muscles that secure the placement of the skull and work its jaw. 
  Skulls of horned or long-toothed beasts, or other interesting animals, are favored by plains gambados, while 
  those with subterranean lairs prefer humanoid skulls. A gambado’s torso narrows downward into a 3’-long 
  cylinder of cartilage and muscle which can be compressed, spring-style, and suddenly released for springing up 
  and forward. This columnar leg ends abruptly in three long and flat single-toed feet. 
  Gambados are generally pale gray in color. They will often camou- flage themselves with soil and clays 
  found in the course of digging their pit lairs. 
  Combat: The gambado moves by a series of springs; jumping vertically, it can just reach a 14’-high ceiling 
  with its head, and it moves horizontally at a rate of 12. The radially arrayed and retractably clawed feet allow 
  the gambado to rapidly shift direction or stop suddenly, and provide good traction during its springing travels. 
  A gambado’s normal form of attack is to stand upright in its lair, which is a pit dug by it some 6 feet 
  deep, with its head just at ground level and its leg contracted for springing. The gambado goes to considerable 
  effort to construct a cover for its pit out of rock, wood, rags and old bones, with only a small hole in the center 
  through which its skull head pokes out. An approaching adventurer will see only the skull, apparently simply 
  lying on the ground. The cover will not support the weight of any creature larger than a wharf rat, and will not 
  encumber the outward spring of the gambado when it strikes. 
  If a living creature comes within 4 feet or so of the skull head, the gambado will spring out and attack, 
  Page 14
  
  first biting with its ersatz head for 1-8 points of damage. Thereafter it will also attack with the claws on its 
  hands, each of which inflicts 1-4 / points of damage. The gambado will flee rather than fight to the death. 
  Habitat/Society: If a gambado kills a victim, it will ignore all booty on the victim except coins, gems, and 
  small pieces of jewelry. These are compulsively sorted by type and color, grabbed back up to be fondled and 
  held up to the light, then compulsively resorted again. Finally, the objects are taken into the pit and stored, 
  although sometimes artifacts are scattered about or left on the ground in order to attract curious future victims. 
  The gambado eats its victim, then laboriously reconstructs the cover for its lair, retreats into its lair to digest its 
  meal, and awaits further prey. Gambados can go for several months between major meals. At least once every 
  10 days, the gambado will uncover its hoard and compulsively sort and admire the various objects again. 
  Though once thought to be solitary creatures, gambados are now often found in groups. Apparently, if a 
  location is successful in terms of food and booty, a gambado will return to its former lair to collect its family to 
  dig lairs in the immediate vicinity. In places where bones are common, as many as eight gambados may be 
  found to have dug pits close together. Some believe that gambados communicate with one another through a 
  quiet strumming of the ground, using extremely rapid and minute movements of their springing leg, although 
  this may be nothing more than a means of keeping the leg muscles exercised and ready for action during long 
  periods of waiting. 
  Ecology: The hide of the gambado’s springing leg is naturally somewhat elastic. This elasticity makes cylinders 
  of the hide useful as connectors to lengths of pipe and in similar applications. Gambado lairs are relatively 
  easily noticed and avoided by those who have previously been victims of their traps. If left undisturbed, they 
  may have the effect of guarding the rear of a passing party from less intelligent wandering monsters. 
  Page 15
  
  Gibbering Mouther
  Climate/Terrain: 
  Any/swamp, underground
  Frequency: 
  Very rare
  Organization: 
  Solitary
  Activity Cycle: 
  Diurnal
  Diet: 
  Omnivore
  Intelligence: 
  Semi (2-4)
  Treasure: 
  Q
  Alignment: 
  Neutral
  No. Appearing: 
  1
  Armor Class: 
  1
  Movement: 
  3, Sw 6
  Hit Dice: 
  4+3
  THAC0: 
  17
  No. of Attacks: 
  6+
  Damage/Attack: 
  1(x6)+1/round
  Special Attacks: 
  Spit, babble, bite
  Special Defenses: 
  Ground control
  Magic Resistance: 
  Nil
  Size: 
  M
  Morale: 
  Very steady (13-14)
  XP Value: 
  4 HD: 650
  8 HD: 3,000
  The gibbering mouther is an amoeboid form of life 
  composed entirely of mouths and eyes. Its favorite 
  tactic is to lie in wait with its eyes and mouths 
  closed so that it appears to be a lump of earthy 
  material, hoping to surprise creatures stumbling across it. Its only motive is to eat whatever is edible within 
  reach, regardless of whether the food is animal, vegetable, or mineral. 
  Gibbering mouthers prefer to inhabit swampy or underground regions. They propel themselves by 
  oozing forward, fastening several mouths to the ground and pulling themselves along. A mouther may move 
  faster over fluid and viscous terrains, such as mud and quicksand, by swimming through the muck. Given time, 
  mouthers alter the ground with their special ground control talent to allow this faster form of movement. 
  Combat: The brain of a mouther is located in its midportion, and its gelatinous body makes it difficult to strike 
  this spot. The mutable nature of the monster gives it a high Armor Class. 
  The mouther attacks in three ways: babbling, spitting, and biting. When any edible object is sighted by a 
  mouther, it may begin an incoherent gibbering that causes confusion (as per the spell) to all within a 60-foot 
  radius unless a saving throw vs. spell is made. For each round that the gibbering is heard, those within range 
  must roll another saving throw. Roll 1d8 for each confused character or being:
  1
  wanders aimlessly for one round,
  2-5
  stands stunned for one round,
  6-7
  attacks the nearest living creature for one round,
  8
  runs away in fear for two rounds. 
  The spittle of a gibbering mouther will hurst into a bright flare if it strikes any hard surface. The resulting flash 
  will blind characters looking at it if they fail to make a saving throw vs. petrification. The blindness lasts 1-3 
  rounds. The mouther may attempt to bite blinded opponents with a +2 bonus to its attack rolls. Blinded victims 
  make attack rolls with a -4 penalty. 
  A mouther’s best attack comes from reaching out and biting with six mouths per round. Each mouth that 
  Page 16
  
  hits on a die roll of 2 more than needed to hit attaches to the victim and drains an additional 1 hit point per 
  round while attached; the next round, six new mouths attack the victim. When 3 or more mouths are attached to 
  a single victim, that character must make a Dexterity ability check each round thereafter or slip. A felled roll 
  indicates the character has fallen. The gibbering mouther will flow over the victim and bite with 12 more 
  mouths, gaining a +4 bonus to strike its prone and held opponent. If given the opportunity, once it has pulled 
  down one victim, a mouther will try to trap other prey. 
  When victims reach 0 hit points, they are absorbed into the mouther, giving it another mouth and pair of 
  eyes per victim. Each time a victim is absorbed, the mouther also gains 1 hit point permanently, up to the 
  maximum for its HD. Only living flesh can be absorbed like this - dead, unliving, or undead creatures are not 
  affected. 
  A mouther always liquefies the ground and stone within a 5-foot radius of itself and can control the 
  consistency of this material by changing it to doughy, tarry quicksand. It requires 30 seconds to alter earth to 
  quicksand, and a full round to mutate stone to earth. 
  Habitat/Society: Like other amoehoid life forms, gibbering mouthers reproduce by asexual fission. When a 
  mouther has absorbed enough victims to gain its maximum hit points, it splits into two mouthers. Each mouther 
  is a 4+3 HD monster; one has 17 hit points, the other 18 hit points. Because this process takes about four hours, 
  the mouther usually retreats to some small dark den before the fission begins. When the two new mouthers 
  recover at the end of the dividing process, which takes 7+3dl2 turns, each seeks its own new territory. 
  Gibbering mouthers not only avoid each other’s hunting territories, they avoid all physical contact with 
  one another and never fight one another over territory or food. It is believed that bringing two mouthers in 
  physical contact forces them to merge, creating a larger creature with twice the size, HD, and number of attacks, 
  but half the already slow movement of the parent monsters. These great beasts strip the land of anything edible 
  so quickly that they generally die of starvation as soon as prey becomes scarce. 
  Ecology: Gibbering mouthers are unnatural creatures, usually created by foul sorcery and kept as guards by 
  mages or obscene cults. Although they can survive in the wild, they are more scavengers than hunters, and 
  rarely establish reproducing populations in any but the lushest swamps. 
  Page 17
  
  Gibberling
  Climate/Terrain: 
  Temperate/forest and subterranean
  Frequency: 
  Uncommon
  Organization: 
  Herd
  Activity Cycle: 
  Night
  Diet: 
  Carnivore
  Intelligence: 
  Low (5-7)
  Treasure: 
  Nil
  Alignment: 
  Chaotic neutral
  No. Appearing: 
  40-400
  Armor Class: 
  10
  Movement: 
  9
  Hit Dice: 
  1
  THAC0: 
  20
  No. of Attacks: 
  1
  Damage/Attack: 
  1-8 (weapon)
  Special Attacks: 
  Mass assault
  Special Defenses: 
  Nil
  Magic Resistance: 
  Nil
  Size: 
  S (4’ tall)
  Morale: 
  Irregular (5)
  XP Value: 
  15
  The first impression one has of gibberlings is of 
  a writhing mass of fur and flesh in the distant 
  moonlit darkness. This pandemonium is actually 
  a mass of pale, hunchbacked humanoids with 
  pointed canine ears and black manes surrounding their hideous, grinning faces. Their eyes are black, and shine 
  with a maniacal gleam. They carry short swords in their overly long arms as they lope ever faster forward. They 
  have no thought of safety, subtlety, or strategy, leaving others with no hope of stopping their mass assault. 
  Combat: Gibherlings attack in great numbers, uttering ghastly howls, clicks, shrieks, and insane chattering 
  noises which cause even the boldest hirelings to check morale each round. PCs need only make a morale check 
  if it is appropriate to their characters. The screaming mob is completely disorganized in form and random in 
  direction. 
  The gibberlings attack with common swords, but such is their skill and practice in using these weapons 
  that they are +1 to hit. Their forward motion slows only long enough to kill anything moving, then continues 
  onward, their bloodlust apparently unabated. They always fight to the death. All food in their path is devoured, 
  including the fallen among their own number, and any unfortified building or objects in their way are generally 
  wrecked. 
  The only true hope of survival, should a herd of gibberlings be encountered, is to take strategic 
  advantage of their fear and detestation of bright light. The gibberlings generally frequent only dense forests and 
  subterranean passages, loathing bright light of all kinds, and are particularly afraid of fire. Although their mass 
  attacks would quickly overwhelm someone wielding a torch, a bright bonfire or magical light of sufficient 
  intensity will hold them at bay or deflect their path. 
  Habitat/Society: It is difficult to imagine a gibberling social structure. It can be roughly compared to the social 
  structure of lemmings throwing themselves into the sea or of a school of piranhas in a feeding frenzy. There is 
  no sense, no organization, and no individuality. Though they clearly have a primitive means of communicating 
  among themselves, they have no discernible language. 
  Gibberlings traveling aboveground invariably burrow into the ground to hide during the daytime, and it 
  Page 18
  
  is at such times that they are most vulnerable. They can easily he tracked by the path of chaos and destruction 
  they leave, and can be quickly dispatched while they lie dormant just beneath the surface of the ground. If 
  uncovered, they awake, but generally cower in fear at the bright light surrounding them, and so are easy prey. 
  Subterranean gibberlings may burrow into the ground or may simply lie down in a curled, fetal posture at times 
  of rest. They awake suddenly as a group and burst in unison out of the ground, howling and gibbering in a most 
  frightful way. 
  If captured, these strange creatures speak only their own incomprehensible gibberish, and show neither 
  the patience nor the inclination to learn other languages or communicate whatsoever with their captors. Instead, 
  they beat against their cages and fling themselves at barred windows and doorways in pitiful attempts to escape 
  their captivity. 
  It is unclear how or when or even if gibberlings procreate. 
  Ecology: Attempts to find gibberlings’ lairs have inevitably led to subterranean passages where the trail is 
  eventually lost in the deepest rock-floored recesses of the caverns. 
  Gibberlings require a prodigious amount of food to support their manic nocturnal existence, stripping to 
  the bone anyone or anything that should fall in their path. Their fur is commonly infested with lice and other 
  pests picked up during their burrowed slumber. Their hides are vile and worthless. Gibberlings carry no treasure 
  or other useful items. Their swords are of the commonest variety, with no markings or decoration, and are often 
  pitted and dull. In short, gibberlings serve no purpose and no known master, save random death in the night.
  Page 19
  
  Helmed Horror
  Climate/Terrain: 
  Any
  Frequency: 
  Rare
  Organization: 
  Special
  Activity Cycle: 
  Any
  Diet: 
  Nil
  Intelligence: 
  High (13-14)
  Treasure: 
  V
  Alignment: 
  Neutral
  No. Appearing: 
  1-20
  Armor Class: 
  2
  Movement: 
  12, FL 12 (A)
  Hit Dice: 
  4+1 per level of creator
  THAC0: 
  12
  No. of Attacks: 
  1
  Damage/Attack: 
  By weapon type, or 1-4
  Special Attacks: 
  Nil
  Special Defenses: 
  See below
  Magic Resistance: 
  Special
  Size: 
  M
  Morale: 
  Special
  XP Value: 
  2,000
  Often found as guardians, these automatons 
  usually appear as warriors com- pletely clad in 
  plate mail. A horror is merely animated, empty 
  armor, linked by magical forces. The process of 
  creating a helmed horror results in silent, 
  intelligent guardians, capable of independent 
  reasoning. 
  Combat: Helmed horrors (also called shadowguards) can use all weapons allowed to fighters and employ all 
  magical items that do not need verbal commands or contact with living flesh to function (ointments and potions, 
  etc.). Horrors cannot cast spells or conduct magical research, 
  Helmed horrors are not undead or summoned creatures and cannot be turned. Horrors can see invisible 
  creatures and objects up to 120 feet away and have infravision effective to the same range. The senses of a 
  horror permeate its entire form; a “de-helmed” horror can fight on. 
  Portions of a horror’s body that are separated from the main suit of armor cease to move and cannot 
  fight. If brought back into contact with a horror, they will reattach. A horror can never collect lost pieces after a 
  battle and hold them for reattachment, although others can. A horror heals lost hit points at the same rate as a 
  living, resting human does by restoring linking energies and mangled armor. 
  Helmed horrors are able to stand through magical levitation. Thus, they can walk on air or above 
  surfaces, or function without any legs at all. This levitation allows flight at the movement rate given in their 
  statistics, but ijoes not allow riders. A falling horror is always protected as if by a fealher faR spell. Horrors can 
  carry up to up to 200 Ibs. of living or nonliving matter when on foot, but only 100 Ibs. of nonliving matter if 
  “flying”. 
  A helmed horror is fearless and cannot be mentally controlled or influenced by magical or other means 
  that work on the mind or senses. A horror can be contacted by means of ESP or similar spells, but it cannot be 
  affected by illusions or enchantment/charm magics. 
  Any mental contact with a horror allows it to read the current surface thoughts and emotions of the being 
  contacting it, despite any defenses. This ability has allowed horrors to anticipate treachery and attacks and 
  Page 20
  
  always allows them to unerringly judge the sincerity of an encountered creature. 
  Magic missile spells cast at a horror serve to heal it of any damage by restoring its bonding energy. 
  Excess hit points are not gained by a horror, but instead are always reflected back 100% at the caster. 
  Habitat/Society: Created to have iron-strong loyalty, helmed horrors are seldom self-willed wanderers. Instead, 
  they serve as guardians long after the death of their creators or masters, tirelessly manning posts in crumbling 
  ruins, tombs, or forgotten tunnels. Some have been known to avenge a slain creator, following orders instilled in 
  them. Some revenant horrors have traveled across the Realms to fulfill their duty. 
  In some cases, however, the orders of a horror allow it autonomy in the absence of commands, or are 
  simply silent on the subject of a horror’s freedom. If not specifically commanded to cease existence at the death 
  or behest of their creator, horrors will continue operating until destroyed. 
  Ecology: The process of creating helmed horrors remains secret, but is known to require a priest of at least 7th 
  level, some assistance from a wizard, and physical, nonmagical armor of any sort. 
  The creator of a horror instills in it a set of orders or commands that govern its freedom, behavior, and 
  limitations. These vary considerably from horror to horror. The orders of a specific horror cannot be changed 
  once given. Dangerous loopholes in a horror’s orders may bring its loyalty into serious jeop- ardy; instilling 
  orders in a horror is as delicate as wording a wish spell. 
  Preceding its orders, a horror can be made immune to the effects of three specific spells when created 
  (typically fireball, heat metal, and lightning bolt). These spells must be named by the creator (who need not be 
  able to cast them or have access to them) and cannot be changed thereafter. A horrors orders can never increase 
  its spell immunity beyond three specific magics and their equivalent magical item effects. 
  Horrors do not sleep, eat, or speak, and cannot feel pain. They are ideal guardians, for their loyalty is 
  total and devoid of ambition or emotion. If commanded by a being possessing telepathy, they can communicate, 
  and a garrison of horrors can be coordinated into a well-organized fighting band. 
  Battle Horrors 
  A few modified helmed horrors with magical powers have been encountered. These battle horrors are identical 
  in appearance to helmed horrors, but have the following magical powers: dimension door up to 60 yards distant, 
  once per day; blink for up to 1 turn, once per day (a horror cannot cease blinking and start again, even if it has 
  not used a full turn); and cast magic missiie. A horror can unleash two 2-5-hp magic missiies every 3 rounds 
  with a range of 70 yards. Battle horrors have a lawful evil alignment and a typical XP value of 4,000.
  Page 21
  
  Lock Lurker
  Climate/Terrain: 
  Any land
  Frequency: 
  Rare
  Organization: 
  Solitary
  Activity Cycle: 
  Any
  Diet: 
  Carnivore
  Intelligence: 
  Low (5-7)
  Treasure: 
  Nil
  Alignment: 
  Neutral
  No. Appearing: 
  1
  Armor Class: 
  3
  Movement: 
  8
  Hit Dice: 
  1+3
  THAC0: 
  17 (sting), 19 (bite)
  No. of Attacks: 
  1
  Damage/Attack: 
  1 (bite) or 6-9 (sting)
  Special Attacks: 
  Paralyzing venom
  Special Defenses: 
  Partial etherealness
  Magic Resistance: 
  Nil
  Size: 
  T (1’’ diameter, tail 1’ long)
  Morale: 
  13
  XP Value: 
  175
  The tiny lock lurker is the bane of thieves, and is 
  often placed as a guard against such infiltrators. 
  Lock lurkers look like coins-cold, hard, coppery 
  or bronze discs (25% are silver or golden in hue). 
  A lock lurker has two rows of tiny, retractable legs 
  on its underside, surrounding a razor-sharp iris of teeth. It has a lightning-fast stinger that can be up to a foot 
  long, but this stinger is usually on the Ethereal Plane, invisible to observers on the Prime Material. 
  A human handling a lurker often thinks he has picked up a smooth, heavy coin. A sting advises him 
  otherwise. Lurkers have been known to be carried with other coins until reaching a place where easy targets will 
  come near. Unless it strikes metal, the lurker’s bite and sting are silent. 
  Combat: A lurker’s teeth can bite through hide, hair, skin, or leather armor, but not metal. Its bite causes 1 
  point of damage. 
  A lurker’s stinger strikes as if the creature were a much more pow- erful monster. The stinger can attack 
  creatures in the Ethereal Plane, and materializes on the Prime Material plane only when the lurker launches an 
  attack. The strike is powerful enough to pierce any armor and to stun opponents of less than man size for 1-2 
  rounds. It causes 1d4+5 points of damage and injects a venom into the victim’s bloodstream. 
  The venom reacts with blood to slow a victim (effects as per the wizard spell) on the round following the 
  sting’s strike. During that round, the victim’s body reacts to the poison. She or he must make a saving throw. If 
  the saving throw is successful, the victim is slowed for a second round, then recovers fully. 
  If the saving throw fails, the victim is immediately paralyzed for 1-6 hours, passes into a 1-2 round 
  slowed state, then recovers. This paralysis is a rigid muscle lock affecting all limbs and extremities. A victim 
  cannot be posed or easily dressed or undressed, and can easily be hurt if moved. 
  A lurker can sting 40+2d4 times per day without exhausting its poison. Venom and any food ingested by 
  a lurker are both held in expandable body sacks on the Ethereal Plane, transferred to and from the Prime 
  Material portion of the lurker in a way not fully understood. 
  A lurker’s stinger can be attacked on the Prime Material Plane only if materialized there. On the 
  Ethereal Plane, all parts of a lurker can be attacked unless it pulls itself fully into the Prime Material plane. This 
  Page 22
  
  requires an entire round, allowing an ethereal attacker one unchallenged attack at it. 
  A lurker can transfer body material between the two planes despite any physical or magical restraints 
  placed on it, but can never fully withdraw into the Ethereal Plane. Lurker attacks and venom have the same 
  effects on both planes, and lurkers have 60’-range normal and intravision on both planes. Lurkers can slowly 
  regenerate lost or damaged body parts. 
  Habitat/Society: Lock lurkers are so named because they are often placed as guards on chests and doors to 
  strike unwary interlopers through keyholes. Assassins have placed them under inkwells and pillows, in boots, 
  and in other places convenient to a strike (so that the paralyzed target can be slain easily with no alarm being 
  raised). 
  Lurkers are hermaphroditic; whenever two adults meet, they mate and go their separate ways. One to 
  four months later, each lurker lays an egg sack of 1d12xl0 tiny eggs, 60% of which are fertile. Untended, these 
  hatch in 1-6 weeks, typically producing 3d6 offspring. These eat the unhatched eggs (and sometimes each other) 
  until they are fully mobile, then wander off in search of food. They never fight other lurkers and mature within 
  seven years. 
  Ecology: Lurkers are usually placed as guards, but when one does escape into the wild, it does not so much 
  hunt as, well, lurk. Like some spiders, lurkers seem to prefer lairing in civilized habitations and preying on 
  insects, rodents, and other small creatures. 
  Lurker venom is valued as an ingredient in inks, potions, and processes concerned with siow effects. 
  Their bodies are a preferred ingredient in oil of etherealness. A largely intact body is worth 2 gp (6 gp if the 
  stinger is intact). Lock lurker venom (a clear, gummy fluid that smells like seaweed) brings about 10 gp per 
  flask (from the few alchemists who recognize it). Lurker egg sacks bring about 25 gp on the open market. 
  Page 23
  
  Naga, Dark
  Climate/Terrain: 
  Any land except arctic
  Frequency: 
  Very rare
  Organization: 
  Works for others
  Activity Cycle: 
  Any
  Diet: 
  Carnivore
  Intelligence: 
  Exceptional (16)
  Treasure: 
  S,T,W
  Alignment: 
  Lawful evil
  No. Appearing: 
  1-3 (usually 1)
  Armor Class: 
  6
  Movement: 
  13
  Hit Dice: 
  9
  THAC0: 
  11
  No. of Attacks: 
  2
  Damage/Attack: 
  1-4/ 2-8
  Special Attacks: 
  See below
  Special Defenses: 
  Nil
  Magic Resistance: 
  Nil
  Size: 
  L (up to 12’ long)
  Morale: 
  Champion (15)
  XP Value: 
  4,000
  Dark nagas are fey creatures who have human-
  like faces (with tanged mouths) on leathery, 
  snake-like bodies. Dark nagas tend to be black, 
  purplish-black, or very dark blue in hue, and 
  their crested heads and smooth, almost invisible scales make them look like gigantic eels more than snakes. 
  Combat: Dark nagas have natural ESP powers (80’ range), and use this ability constantly. Dark nagas have a 
  (nonpoisonous) bite and a poisonous tail sting; the barbed stinger does physical damage, and any being struck 
  must save vs. poison or take 1-2 points of additional damage and fall into a drugged sleep (onset time 1 round, 
  sleep lasts 2d4 rounds). 
  The most feared ability of dark nagas is their power to wield magic. A dark naga casts spells as a 6th-
  level wizard (4, 2, 2) and employs spells which only require a verbal component, or spells which they have 
  modified so that the somatic component can be used by their serpentine bodies. The cost of acquiring or 
  developing such spells can often force dark nagas into servitude to a stronger evil creature or into the life of an 
  adventurer. 
  Dark nagas are immune to the effects of all known (normal and magical) acids, venoms, and poisons. 
  Some have been known to swallow poisons and act as a courier, spitting up the dangerous liquid when they 
  deliver it to its destination. They can spit poison that they are so dairying up to 10’ distant at any opponent; this 
  requires a successful attack roll, and takes the place of their bite, though a naga can elect to bite and then release 
  the poison as it does so, combining the damage. 
  In battle, a dark naga may use its sting and either a spell or a bite in the same round. If space permits, the 
  naga can direct its sting and bite against the same foe, but it is readily intelligent enough to direct attacks at 
  multiple opponents. 
  Dark nagas cannot have their mind’s read; their ESP ability somehow renders them immune to the ESP-
  like probes of others. They are subject but resistant to charm, sleep, hold and similar enchantment/charm spells, 
  receiving a +2 bonus to all saving throws against this school of magic. 
  Page 24
  
  Habitat/Society: Dark nagas lair in rocky places, such as caverns or ruins; they like to have a home where they 
  can hide things (such as treasures and spell books), that has more than one entry or exit, and that has at least one 
  place narrow enough that they can block it with their body and single-handedly fight off intruders. Dark nagas 
  are fond of traps and will devise these or hire other creatures to install them whenever possible. 
  Dark nagas tend to be loners, but can form stable family groups of two or three. They are 
  hermaphroditic, and give birth to a squirming mass of many wormlike young which they promptly abandon to 
  fend for themselves. Since they are intelligent enough to know they can prevail against few creatures in the 
  Realms alone, dark nagas work with other evil creatures, such as ores, hobgoblins, drow, beholders, and the 
  like. They like to fill the role of commander and magical strike force, perhaps in a sergeant-like intermediary 
  rank under a more powerful ruler. They are wise enough to adopt (at least superficially) the beliefs and rules of 
  whatever group they join. 
  Ecology: Dark nagas do not willingly eat other dark nagas, but they will eat just about anything else, both alive 
  and dead. They eat a few lichens apd the occasional green plant, but their main diet is meat. They especially 
  prize hot, still-fresh blood. 
  Dark nagas spend their lives outwardly working with or serving others. Whenever possible, however, 
  they also pursue private goals, which may be as whimsical and odd as some human goals (to cover a desert 
  valley with trees, for instance), but always include increasing their personal power by acquiring new spells and 
  magical items. Dark nagas are quick to plunder fallen foes, swallowing items, scrolls, and spell books to spit 
  forth later-for all dark nagas have a bag-like internal organ that they can use to carry things. This organ has 
  thick, rubbery air-sac walls to protect the naga against sharp points and the like. It also protects the cargo 
  against digestive juices, and has the unusual side effect of shielding magic inside it from all detection spells. 
  Page 25
  
  Nishruu
  Climate/Terrain: 
  Any
  Frequency: 
  Very rare
  Organization: 
  Solitary
  Activity Cycle: 
  Any
  Diet: 
  Magic
  Intelligence: 
  High (13-14)
  Treasure: 
  Nil
  Alignment: 
  Chaotic neutral
  No. Appearing: 
  1
  Armor Class: 
  10
  Movement: 
  6
  Hit Dice: 
  9
  THAC0: 
  12
  No. of Attacks: 
  0
  Damage/Attack: 
  Nil
  Special Attacks: 
  Absorbs magic
  Special Defenses: 
  See below
  Magic Resistance: 
  See below
  Size: 
  L (12’-diameter sphere)
  Morale: 
  Champion (16)
  XP Value: 
  2,000
  These weird creatures are believed to come from 
  an alternate Prime Material Plane. Known to 
  sages of old as Eaters of Magic, they feed on 
  magical energy and are greatly feared for the 
  damage they can do. 
  Nishruu appear as silent, amorphous bodies of red, breathable mist, lacking visible organs or features. 
  Nishruu glow, pulsing regularly as they drift about, and can seep through finger-width cracks. They will always 
  move towards the greatest concentration of magic within 60 feet. 
  Combat: Aside from their effects on magic, nishruu do no damage to objects or beings. Fire and physical 
  attacks affect them normally; hits are automatic if an attacker is enveloped by a nishruu. Cold does half damage, 
  but magical fire, heat, and cold cannot form within a nishruu. If magical fire or cold contacts a nishruu from 
  out- side its body area, it is absorbed harmlessly after dealing one round of damage. 
  Nishruu ignore physical attacks, moving fearlessly and relentlessly towards sources of magic. Mind 
  control spells and illusions do not affect nishruu. 
  Any spell cast at a nishruu will be absorbed by it, having no effect except to give the creature life energy 
  equal in hit points to the damage the spell normally does. A nondamaging spell gives a nishruu extra hit points 
  equal to its spell level. 
  Chargeable magic items are drained of 1-4 charges on contact with a nishruu; if contact is continuous, 
  the drain occurs again at the end of every second round. Nonchargeable magical items have their powers 
  negated for 1-4 rounds after contact; if used when in contact with a nishruu, potions and scrolls suffer a delay of 
  1-4 rounds after contact ceases in taking effect. 
  Artifacts become nonoperational at all times while in contact with a nishruu and for 1 round after 
  contact with a nishruu ceases. Spellcasters of all classes who are enveloped by a nishruu lose one memorized 
  spell (determine randomly) at first contact and one per round of contact thereafter. Each time a loss occurs, the 
  spellcaster must make a successful saving throw vs. breath weapon or be feebleminded. 
  Habitat/Society: Nishruu are solitary creatures that are not native to this Prime Material Plane. They cannot 
  Page 26
  
  voluntarily transfer magical spells or charges to another being. Salt, both rock salt and sea salt, is deadly 
  poisonous to nishruu. A handful of flung salt typically does a nishruu 2dl0 damage. Salt can therefore be used to 
  confihe or herd such creatures, for they will not willingly come into contact with it. 
  Ecology: Nishruu feed on magic, drifting endlessly and relentlessly about in seemingly aimless searchings for 
  it. These creatures pan actually detect the presence of magical energy within 600 feet or so, and will always 
  move towards the most powerful, plentiful, or nearest source of magical energy. No upward limit for energy 
  absorption is known, nor is a nishruu known to have starved from lack of magic. Most sages believe that 
  sunlight and moisture may also sustain these beings. 
  When a nishruu is slain, its body will dissipate, losing luminosity and hue and appearing to sink into the 
  ground. Any magical item within its body area when it is slain, or any magical weapon slaying it, even if no 
  longer within the body will receive a magical bonus of 1-6 additional charges or a second use in the case of 
  items that can normally be used but once (such as arrows and scrolls). Potions, memorized spells, artifacts, and 
  items that do not have charges will not be augmented. When a nishruu is released, it proves a menace to all 
  magic-using beings of the Realms until destroyed. It will drift along after those who released it, hoping they will 
  lead it to one source of magic after another. 
  Page 27
  
  Quaggoth
  Climate/Terrain: 
  Underdark
  Frequency: 
  Rare
  Organization: 
  Tribal
  Activity Cycle: 
  Any
  Diet: 
  Carnivore
  Intelligence: 
  Low (5-7)
  Treasure: 
  Nil (O,R)
  Alignment: 
  Neutral
  No. Appearing: 
  2-24
  Armor Class: 
  6
  Movement: 
  12
  Hit Dice: 
  2+2
  THAC0: 
  19
  No. of Attacks: 
  2 or 1
  Damage/Attack: 
  1-4/ 1-4 or by weapon
  Special Attacks: 
  Berserk rage
  Special Defenses: 
  Immune to poison
  Magic Resistance: 
  Nil
  Size: 
  L (7’ tall)
  Morale: 
  Elite (15-16)
  XP Value: 
  175
  Jald:
  270
  Thonot:
  1,400
  Quaggoths are humanoids with long, shaggy, 
  white hair covering their entire bodies. They wear 
  no clothing. Warlike and vicious, they roam the 
  Underdark looking for prey. Drow sometimes enslave them and use them as guards and spider handlers. 
  Quaggoths speak a halting form of undercommon and can grasp only simple concepts. More intelligent 
  quaggoths may also speak a few words of duergar, drow, or common.
  These aggressive beasts have infravision with a range of 120’. They are immune to all poisons. 
  Combat: Quaggoth tribes claim a certain territory as theirs and patrol it, hunting for food. Any detected animals 
  or creatures (such as a party of adventurers) invite certain attack. Most tribes (70%) of quaggoths do not carry 
  weapons, and inflict 1-4 points of damage with their claws. The remainder of quaggoth tribes carry stone clubs 
  or axes. Those quaggoths that are or have been drow slaves carry superior weapons, such as steel battle axes or 
  two-handed swords. 
  If a quaggoth is reduced to 25% or less of its original hit points, it enters a berserk fury and receives a +2 
  bonus to its attack and damage rolls. This rage lasts until the quaggoth dies or all enemies are dead or out of 
  sight. 
  For every 12 quaggoths encountered, there will be a leader, or jald. Jalds have 3+3 Hit Dice and wear 
  leather or skins, making them AC 5. In addition, they gain a +1 bonus to damage rolls. Jalds direct combat; if no 
  jald is present, the quaggoths will fall upon their prey, whatever it is, in an unorganized manner. Any quaggoth 
  tribe has a 20% chance of having one or two thonots. A thonot is the quaggoth equivalent of a shaman. Thonots 
  use psionics if the DM is using psionic rules within his or her campaign, priest spells as if they were 3rd-level 
  clerics if not. A thonot will use its abilities to aid the tribe in combat, to escape, or to heal. 
  If quaggoths win combat, they take all bodies, including those of other dead quaggoths, to their lair and 
  devour them. 
  Habitat/Society: Quaggoths are nomadic hunters. They change territories periodically. In each new territory, 
  Page 28
  
  they claim a central cave as a lair, leaving treasure with a few guards. The rest of the tribe hunts, returning 
  periodically to rest and change guards. 
  Females are equal to males in numbers and abilities in a quaggoth tribe. For every adult quaggoth, there 
  will be one young. Half of these young are unable to attack or defend; the other half have 1+1 HD and the same 
  AC and attacks as adults. 
  Thonots control what passes for religious life among quaggoths. They oversee what few rituals there are. 
  Those rituals which are known include the daily preparation for hunting, coming of age, and death (a brief 
  whistling to send the spirit away before the rest of the quaggoths eat the body). 
  Quaggoths can mate at any time of the year. They are not known to have any courtship or mating rituals. 
  Young are born about 10 months after mating. Births are usually singular, but twins are not uncommon. 
  The origin of quaggoths is unknown. Some sages claim that they were once a semicivilized race which 
  dominated much of the Underdark through conquest and ritual sacrifice until the drow, duergar, and other races 
  broke their power. Others speculate they had some sort of civilization on the surface and were driven 
  underground. This theory is supported by the quaggoths’ hatred for surface-dwelling dwarves and elves. 
  Ecology: Quaggoths produce a few artifacts, for the most part crudely carved stone items. A few seem to be 
  talented at making necklaces with wooden, bone, or stone beads. Quaggoths fear no creature. Though they are 
  dangerous hunters, they are just as often prey for other predators of the Underdark. Quaggoths can be trained as 
  servants and guards if captured early in life. 
  Page 29
  
  Skum
  Climate/Terrain: 
  Tropical/temperate subterranean
  Frequency: 
  Very rare
  Organization: 
  Brood
  Activity Cycle: 
  Night
  Diet: 
  Omnivore
  Intelligence: 
  Animal to average (1-10)
  Treasure: 
  Nil
  Alignment: 
  Lawful evil
  No. Appearing: 
  2-8
  Armor Class: 
  7
  Movement: 
  6, Sw 15
  Hit Dice: 
  2+2
  THAC0: 
  17
  No. of Attacks: 
  5
  Damage/Attack: 
  2-16/1-6/1-6/1-8/1-8
  Special Attacks: 
  Nil
  Special Defenses: 
  Nil
  Magic Resistance: 
  See below
  Size: 
  M (4-6’ tall)
  Morale: 
  Steady (11)
  XP Value: 
  175
  Skum are a race bred by the aboleth from human, 
  demihuman, and other humanoid genetic stock as 
  beasts of burden. Skum do not resemble their 
  ancestors. They have an aboleth-like tail and four 
  extremely strong limbs, each ending in a webbed 
  paw which has two fingers and an opposable thumb. Each digit ends in a retractable claw. A skum’s body is 
  covered with a clear, slimy, hairless, gray-green membrane. While skum have no external ears, they are not 
  deaf. In the water, they can hear twice as well as a human can in air. A skum’s eyes are much like an aboleth’s-
  an eerie shade of purple-red-hut are more spherical. Having been bred to function in the Underdark, skum have 
  60-foot infravision. 
  Combat: Skum are pure fighting machines and can attack three opponents at a time, though they usually choose 
  to attack a single enemy. Skum males have an effective Strength of 18 and females have 18/50 Strength. Water 
  is the skum’s natural element, and when in water they can attack with their bite and all four limbs. On land, 
  skums’ large, buoyant bodies are clumsy, and they suffer a -2 penalty to their attack roll and can use only their 
  arms and bite in melee. While in the presence of an aboleth, skum fight until they are victorious, slain, or 
  ordered off by the aboleth. Skum can be trained to use weapons, but only awkwardly; skum fighting with a 
  weapon suffer a -2 penalty to their attack rolls. 
  A female skum can carry as much as a heavy warhorse in water if the load is strapped to her back. Males 
  can carry as much as a medium warhorse. On land, a skum can carry as much weight as a human with the same 
  strength. 
  Habitat/Society: Skum are the end result of at least a millennium of careful breeding. They no longer resemble 
  humanity in body or mind. The aboleth have removed what they regard as unnecessary parts-vocal cords, lungs, 
  external ears, hair etc. The aboleth added what features they thought would be necessary for their servants, such 
  as the tail for swimming and claws and teeth for fighting. 
  Most skum who still are controlled by the aboleth have low intelligence, but some have been bred to be 
  even less intelligent. These individuals have only animal intelligence. 
  Page 30
  
  Skum tend to he as coldly logical as their limited intelligence allows. They have almost no emotions. 
  They communicate with their aboleth masters and with each other through a limited form ot teleparhv (range 30 
  yards) that allows them to understand simple commands. Skum telepathy docs not allow communications with 
  races other than skum or aboleth. Skum minds are very susceptible tu mentall domination. They get no saving 
  throw vs. the aboleth’s enslavement power and save vs. all other enchantment/charm spells at -4. 
  Ecology: Skum breathe through the skin, but their outer membranes must be moist to do so. A skum out of 
  water can breathe normally for half an hour before drying out; afterward, the skum suffers 3d4 points of damage 
  each turn until it dies or returns to the water. 
  A skum female lays one egg at a time after a gestation period of about six months. The egg must 
  incubate on land for four to six weeks, and the female usually buries it in sand. If possible, the parents remain 
  nearby to guard the egg. Once hatched, the baby skum is nursed like a human infant and reaches maturity in 
  three years. Skum can live to be about 30, but most die in combat much sooner than that. Only about 25% of the 
  eggs laid mature into adults. 
  Skum have no natural enemies, but most land dwellers in the Underdark despise them. A skum unlucky 
  enough to be captured by drow or duergar is in for a long and painful death. Svirfneblin usually take pity on 
  skum captives. Kuo-toa are not known to hate skum, but no skum servant ever has been observed in a kuo-toa 
  city. 
  Skum will eat anything they can catch, and the aboleth are not above letting them scavenge. 
  Although the aboleth cannot transform captive humans, demihumans, or humanoids into skum, they can 
  change them so that their offspring will be skum. This practice has set many lurid tales circulating in the 
  Underdark.
  Page 31
  
  Tressym
  Climate/Terrain: 
  Any temperate land
  Frequency: 
  Very rare
  Organization: 
  Solitary
  Activity Cycle: 
  Any
  Diet: 
  Carnivore
  Intelligence: 
  Very (11-12)
  Treasure: 
  Nil
  Alignment: 
  Chaotic neutral
  No. Appearing: 
  1 (1-4)
  Armor Class: 
  6
  Movement: 
  6, Fl 16 (A)
  Hit Dice: 
  2
  THAC0: 
  17
  No. of Attacks: 
  3
  Damage/Attack: 
  1-2/1-2/1-4
  Special Attacks: 
  Nil
  Special Defenses: 
  Immune to poison
  Magic Resistance: 
  40%
  Size: 
  T (2’ long, 2’ wingspan)
  Morale: 
  Elite (14)
  XP Value: 
  270
  Tressym are beautiful, fluffy, winged cats, 
  closely related to the small, feral cats native to 
  the woodlands of the Heartlands of the Realms - 
  the cats domesticated by many in the Dales, 
  Sembia, Cormyr, the Moonsea cities, and the 
  Sword Coast. Tressym vary in the hues and fur-
  lengths of their coats as much as normal (wingless) cats do. Most resemble a short-haired gray, tabby, or black 
  cat, with two batlike wings at their well-muscled shoulders. 
  Tressym wings have feathers. The leathery membranous wings are divided into arc-segments by hollow 
  bones, rather like the elongated fingers of a bat divide up its wings, but the leathery membrane is covered in 
  feathers. 
  Combat: Tressym stalk and pounce on prey, scratching and biting much as normal cats do, but with the added 
  ability of flight, which makes them far more deadly to birds (and insects) of all sorts. They do not, however, 
  seem to attack nestlings or despoil eggs. In battle, they are cunning-scratching at the eyes of opponents, for 
  example, and learning danger quickly, so that a tressym that sees a wand fired by a wizard knows about the 
  danger of sticks of wood held by humans for the rest of its life. 
  In addition to their 120’ infravision, tressym can detect invisible objects and creatures up to 90 feet 
  away. Tressym can also detect poison; through scent, taste, or touch, they recognize substances that are deadly 
  to the intelligent races of the Realms. Tressym themselves seem to be immune to all known forms of poison. 
  Habitat/Society: Tressym are found on occasion in Eveningstar’s streets and trees. Northern Cormyr is the only 
  place where they seem to breed and gather, although individual tressym, both wild and domesticated, may be 
  found all over the temperate Realms. 
  Villagers in Eveningstar feed tressym and try to prevent the worst of their vandalism and aerial catfights. 
  At the same time, they try to prevent any large-scale or magically-assisted trapping and capturing of them. The 
  locals value tressym for their owl-like rodent control in the fields. Most of the flying cats lair in nearby 
  Starwater Gorge and hunt the farm fields night and day, avoiding local cats and dogs rather than fighting or 
  Page 32
  
  tormenting them. 
  Ecology: These cute, mischievous little terrors are semiwild and thought to be the result of some long-past 
  wizardly experimentation. 
  They are known to live 20 years or more it they do not meet with misadventure, and are free to take 
  shelter from, or fly away from, the worst winter weather. Tressym mate as often as normal cats and do not mate 
  for life. They sometimes mate with normal cats, with whom they are fertile, but only 10% of such young will be 
  tressym; the rest will be wingless. Tressym are quite intelligent and have been known to form strong friendships 
  (and hatreds) with creatures of other races, such as humans and elves. Tressym have even been known to 
  sacrifice themselves for those they love.
  A few mages have sought these creatures as familiars. At least two wizards of Eveningstar (Lord 
  Tessaril and Maea Dulgussir, who still conceals her magical skills from locals and visitors alike) have done so 
  successfully. As familiars, tressym combine the sensory advantages of a cat and an owl, and have additional 
  benefits: they are intelligent enough to carry and manipulate complex and delicate items (to an extent-they don’t 
  have opposable thumbs); they can observe and report events diligently; they can concentrate on a task at hand 
  even when hormones or instincts provide strong distractions; and they can communicate to their masters the 
  identifications of poisons  - even harmful gases not intended as an attack. Tressym cannot confer or transmit 
  any immunities against poison to another creature. They are not strong enough to fly with even a halfling aloft. 
  They can fly hard enough to slow a halfling’s fall to a 2d4 damage affair in descents of 90’ or more, but can’t 
  lessen the damage suffered by any larger or heavier creature.
  Tressym tend to get along with others of their kind when they meet, but they rarely lair or hunt together. 
  They also peacefully ignore bats, griffons, and the like, but are the deadly foes of stirges and manticores 
  (against whom they will gather with other tressym to fight). Some tressym enjoy teasing dogs, but usually not to 
  the point where either animal could be truly endangered.
  Page 33
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 2nd Edition/Forgotten Realms/Monstrous Compendium - Forgotten Realms Web Supplement.pdf