TEXT: First
  Fantasy
  5
  Roleplaying
  O l d  S c h o o l  B l a c k  B o x  R o l e p l ay i n g
  
  First Five Fantasy Roleplaying is an easy-to-master game 
  based on the fifth introductory boxed version of the orig-
  inal fantasy roleplaying game. It is ideal for young players 
  and players who are young at heart. This book contains all 
  the rules you need to play exciting dungeon adventures, 
  through levels 1 to 5.  Just add some funny shaped dice and 
  friends!
  This book is completely compatible with adventure mod-
  ules written for basic versions of the original fantasy 
  roleplaying game. It is also compatible with the popular 
  encyclopedia of rules, which is suggested for use once your 
  adventurers gain enough experience to move beyond the 
  first five levels.
  For Ages 11 and Up
  F5FR01
  
  FIRST FIVE FANTASY ROLEPLAYING
  First Five Fantasy Roleplaying
  CREDITS
  Inspired by the work of Timothy B. Brown and Troy
  Denning, whose version of the game introduced me to the
  hobby, and dedicated to my children.
  First Five Fantasy Roleplaying by Andrew Marrington,
  based on the text of B/X Essentials by Gavin Norman and
  Labyrinth Lord™ by Daniel Proctor.
  Original Cover Art by Payton Vaughn.
  Interior Art by various artists, listed by page number
  of illustration/s:
  p.4 by Joyce Maureira, p.6 by Miguel
  Santos,
  p.8,
  p.34,
  p.38,
  p.40,
  p.44,
  p.45,
  and p.52,
  and p.60 by Jeremy Hart, p.7, p.9, and p.16 by Luigi
  Castellani, p.10 by Matt Morrow, p.11 by Toby Gregory,
  p.12, and p.48 by Payton Vaughn, p.19 by Maciej Zagorski
  (courtesy of The Forge Studios), p.35 by Jeff Freels (©2008,
  used with permission), p.37 by Jacob E. Blackmon, p.40
  by Gary Dupuis.
  Some artwork ©2015 Dean Spencer,
  used with permission.
  All rights reserved.
  Some art-
  work ©William McAusland, used with permission.
  Some
  artwork copyright Daniel F. Walthall, used with permission.
  ©2019, Andrew Marrington.
  CONTENTS
  Introduction 1
  PART 1: CHARACTERS
  2
  Ability Scores 2 — Hit Points 4 — Saving Throws 4 —
  Alignment 4—Languages 5—Starting Equipment 5—
  Biographical Details 5
  —
  Levels 5
  PART 2: CLASS DESCRIPTIONS
  6
  Cleric 6 — Fighter 7 — Magic-User 8 — Thief 9 —
  Dwarf 10
  —
  Elf 11
  —
  Halﬂing 12
  PART 3: EQUIPMENT
  13
  Money and Wealth 13 — Weapons 13 — Armour 13 —
  Adventuring Gear 13
  PART 4: ADVENTURING
  14
  Golden Rule 14
  —
  Non-Player Characters 14
  —
  Monsters 14
  —
  Campaigns 14
  —
  Experience
  Points 15
  —
  Hiring Retainers 15
  PART 5: THE DUNGEON
  15
  The Turn 15
  —
  Wandering Monster check 16
  —
  Movement 16 — Mapping 16 — Light 16 — Hearing
  Noises 17
  —
  Doors 17
  —
  Searching 18
  PART 6: ENCOUNTERS
  18
  Encounter Sequence of Events 18 — Surprise 18 —
  Distance 18 — Reactions 18 — Evasion 18 — Combat
  Sequence 19
  —
  Initiative 19
  —
  Morale (optional
  rule) 20
  —
  Movement (combat) 20
  —
  Missile
  Attacks 20
  —
  Spell Casting (combat) 21
  —
  Melee
  Attacks 21 — Damage 21 — Healing 21 — End of an
  Encounter 21
  PART 7: MAGIC
  22
  Spells 22
  —
  Using Magical Items 22
  PART 8: SPELLS
  23
  PART 9: MONSTERS
  29
  Hit Dice 29 — Saving Throws 30 — Infravision 30 —
  Special Attacks 30
  —
  Monster Descriptions 30
  —
  Monster List 30—Basilisk 30—Bat 31 —Bear 31
  —
  Beetle 32
  — Black Pudding 32 — Bugbear 32 —
  Carcass Crawler 32 — Cat, Great 32
  — Centipede,
  Giant 33
  —
  Chimera 33
  —
  Cockatrice 33
  —
  Crocodile 34 — Cyclops 34 — Doppelgänger 34 —
  Dragon 35
  — Elemental 36
  — Gargoyle 38 —
  Gelatinous Cube 38 — Ghoul 38 — Giant 38
  —
  Gnoll 39 — Gnome 40 — Goblin 40 — Golem 40
  —
  Gorgon 41 — Grey Ooze 41 — Green Slime 41 —
  Harpy 42
  —
  Hellhound 42
  —
  Hobgoblin 42
  —
  Hydra 42 — Invisible Stalker 43 — Kobold 43 — Leech,
  Giant 43 — Lizard Man 43 — Lycanthrope 44
  —
  Manticore 45—Medusa 45—Minotaur 45—Mule 46—
  Mummy 46—Ochre Jelly 46—Ogre 46—Orc 46—Owl
  Bear 47—Phase Tiger 47—Rat 47 —Rhagodessa 47—
  Rot Cyclops 48
  —
  Rust Monster 48
  —
  Scorpion,
  Giant 48—Shadow 48—Shrieker 49—Skeleton 49—
  Snake 49
  — Spectre 50 — Spider 50
  — Sprite 50 —
  Stirge 50—Throghrin 51—Troglodyte 51—Troll 51—
  Vampire 51 — Wight 52 — Wolf 52 — Wraith 53 —
  Wyvern 53
  —
  Yellow Mold 53
  —
  Zombie 53
  PART 10: TREASURE
  53
  Coins 54 — Gems 54 — Jewellery 54 — Magical
  Items 54
  PART 11: DUNGEON DESIGN
  59
  Monsters 60—Traps 60
  —Special Rooms 60
  —
  Tips 60
  PART 12: BACK MATTER
  61
  License 61
  —
  List of Tables 61
  —
  Index 63
  INTRODUCTION
  First Five Fantasy Roleplaying (F5FR) is a roleplaying game.
  Speciﬁcally, it is intended to be a restatement of the “black
  box” version of the world’s oldest roleplaying game.
  This
  version of the game, produced by Troy Denning and Tim-
  othy B. Brown, was my introduction to a hobby which I’ve
  enjoyed for over two and a half decades. First Five Fantasy
  Roleplaying
  is a simulacrum of that version of the game,
  which I created to help pass my love of this hobby onto my
  own children. I hope that it proves to be a doorway to a
  world of imagination, fun, and friendship for them, as the
  original was for me.
  PLAYERS
  First Five Fantasy Roleplaying requires 2 or more people to
  play - one referee and one or more players. The players play
  the roles of adventurers, exploring deep and dark dungeons
  in search of treasure. The characters they play are called
  player characters (PCs), and are created using the rules in
  Part 1. There is no upper limit to the number of players
  except the tastes of the group and the size of the table.
  The referee describes the world, controls all the non-player
  characters (NPCs) and monsters, interprets the rules, and
  gives rulings to adjudicate the actions of player characters.
  1
  
  CHARACTERS
  FIRST FIVE FANTASY ROLEPLAYING
  DICE
  Beyond a group of a few friends, some pencils and paper,
  you need special roleplaying game dice to play this game.
  By convention, roleplaying game dice are referred to with a
  leading number indicating how many dice to roll, the letter
  d, then the number of sides of the dice to roll. For example,
  “roll 3d6” means that you are to roll three six-sided dice.
  You need at least 1d4, 1d6, 1d8, 1d10, 1d12 and 1d20 to
  play, and having several for each player is even better.
  In addition, there are a few other dice you can simulate
  with these:
  • 1d2, by ﬂipping a coin, or by rolling any other dice with
  odd = 1, and even = 2.
  • 1d100 or d%, by rolling 1d10 twice, the ﬁrst roll for the
  “tens” column and the second for the “ones” column.
  • 1d3, by rolling 1d6, with 1 or 2 = 1, 3 or 4 = 2, 5 or 6 =
  3.
  PART 1: CHARACTERS
  In First Five Fantasy Roleplaying
  players take the role of
  adventurers exploring the depths of the underworld, brav-
  ing terrible monsters and traps in the hope of escaping
  with treasure.
  These adventurers are the player charac-
  ters (PCs). The rules given here are intended primarily for
  creating player characters, but can be equally used by the
  referee to create non-player characters as well. The most
  important information about a player character is recorded
  on a character sheet. The basic process for creating a char-
  acter is as follows:
  1. Roll ability scores
  2. Choose character class (see Part 2)
  3. Adjust ability scores
  4. Roll hit points
  5. Choose alignment
  6. Choose known languages
  7. Buy starting equipment
  8. Complete biographical details
  Table 1: Prime Requisite Modiﬁcation to Experience
  Score
  Modiﬁer to Experience Points Earned
  3-5
  -20% from experience points earned
  6-8
  -10% from experience points earned
  9-12
  No modiﬁcation to experience points earned
  13-15
  +5% to experience points earned
  16-18
  +10% to experience points earned
  ABILITY SCORES
  There are six abilities, with scores ranging from 3 to 18
  (higher is better):
  • Strength
  • Dexterity
  • Constitution
  • Intelligence
  • Wisdom
  • Charisma
  Roll 3d6 for each ability score in order and note the score
  on your character sheet. If you roll a character with very
  poor ability scores, the referee may allow you to discard the
  ability scores you’ve rolled and roll all six again.
  Each character class has a prime requisite (or two prime
  requisites in the case of halﬂings and elves).
  The higher
  your prime requisite is, the faster your character will gain
  experience (see Table 1), and the better they will be at their
  chosen character class. It therefore makes sense to pick a
  character class based on the ability scores you rolled. The
  prime requisite for each class is listed below:
  Class
  Prime Requisite/s
  Cleric
  Wisdom
  Dwarf
  Strength
  Elf
  Strength and Intelligence
  Fighter
  Strength
  Halﬂing
  Strength and Dexterity
  Magic-User
  Intelligence
  Table 1 shows how prime requisite scores inﬂuence the ex-
  perience points earned by the character. The higher their
  prime requisite, the faster the character will gain experi-
  ence.
  Character classes with two prime requisites have
  slightly different modiﬁcations for experience, as explained
  in their class description.
  Once you have selected a character class, you can raise
  your prime requisite by lowering other ability scores. For
  every two points by which an ability score is reduced, one
  point may be added to your prime requisite. The following
  restrictions apply:
  • Only Intelligence, Strength, and Wisdom may be low-
  ered in this way.
  • No score may be lowered below 9.
  Once you have noted your ﬁnal ability scores on your
  character sheet, you can also note the modiﬁers to various
  other rolls as noted in the explanation for each ability which
  follows.
  2
  
  FIRST FIVE FANTASY ROLEPLAYING
  CHARACTERS
  STRENGTH
  Strength (STR) rates a character’s brawn, muscle, and
  physical power. This ability is especially important for char-
  acters who focus on melee combat.
  STR
  Modiﬁer
  3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  None
  13-15
  +1
  16-17
  +2
  18
  +3
  The character’s Strength modiﬁer applies to attack and
  damage rolls with melee weapons and to attempts to force
  open a stuck door.
  DEXTERITY
  Dexterity (DEX) measures hand-eye coordination, agility,
  reﬂexes, and balance. This ability is important for combat-
  oriented classes, as it affects Armour Class, and for char-
  acters who focus on missile combat.
  DEX
  Modiﬁer
  3
  -3 (increase AC by 3)
  4-5
  -2 (increase AC by 2)
  6-8
  -1 (increase AC by 1)
  9-12
  None
  13-15
  +1 (reduce AC by 1)
  16-17
  +2 (reduce AC by 2)
  18
  +3 (reduce AC by 3)
  The character’s Dexterity modiﬁer is applied to attack rolls
  (but not damage rolls) made with a ranged weapon and
  modiﬁes the character’s Armour Class (a bonus lowers AC,
  a penalty raises it).
  CONSTITUTION
  Constitution (CON) represents a character’s health and
  stamina. A Constitution bonus increases a character’s hit
  points, making this ability important for all classes.
  CON
  Modiﬁer
  3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  None
  13-15
  +1
  16-17
  +2
  18
  +3
  The character’s Constitution modiﬁer applies when rolling
  a character’s hit points (i.e. at 1st level and every time a
  level is gained thereafter). A character always gains at least
  1 hit point per Hit Die, regardless of CON modiﬁer.
  INTELLIGENCE
  Intelligence (INT) determines how well a character learns,
  remembers, and reasons. Intelligence also affects literacy
  and bonus languages known at character generation.
  INT
  Literacy
  Bonus
  3
  Unable to read or write, broken speech
  0
  4-5
  Unable to read or write
  0
  6-8
  Can write simple words
  0
  9-12
  Can read and write native languages
  0
  13-15
  Can read and write native languages
  1
  16-17
  Can read and write native languages
  2
  18
  Can read and write native languages
  3
  If a character has bonus languages, they can be chosen
  from the list on p.5 and/or any campaign-speciﬁc language
  list the referee provides.
  WISDOM
  Wisdom (WIS) encompasses a character’s willpower, com-
  mon sense, perception, and intuition. Wisdom represents
  being aware of one’s surroundings and understanding the
  wider world.
  WIS
  Modiﬁer
  3
  -3 on magic-based saving throws
  4-5
  -2 on magic-based saving throws
  6-8
  -1 on magic-based saving throws
  9-12
  No modiﬁer to saving throws
  13-15
  +1 on magic-based saving throws
  16-17
  +2 on magic-based saving throws
  18
  +3 on magic-based saving throws
  The character’s Wisdom modiﬁer applies to saving throws
  versus magical effects.
  This normally does not include
  saves against Breath, but may apply to any other saving
  throw category.
  CHARISMA
  Charisma (CHA) measures a character’s force of personal-
  ity, persuasiveness, personal magnetism, physical attrac-
  tiveness, and ability to lead.
  CHA
  Reaction Modiﬁer
  Retainer Morale
  3
  -3
  4
  4-5
  -2
  5
  6-8
  -1
  6
  9-12
  None
  7
  13-15
  +1
  8
  16-17
  +2
  9
  18
  +3
  10
  The reaction modiﬁer applies to rolls the referee makes
  when NPCs or monsters are encountered.
  The retainer
  morale is rolled against by the referee on 2d6 when retain-
  ers must make a morale check.
  3
  
  CHARACTERS
  FIRST FIVE FANTASY ROLEPLAYING
  HIT POINTS
  Determine your character’s hit points by rolling the die type
  given in the class description.
  Modiﬁers for high or low
  Constitution apply.
  Your character always starts with at
  least 1 hit point, regardless of CON modiﬁer.
  SAVING THROWS
  There are ﬁve types of saving throws which must be rolled
  whenever a character is targeted by certain special attacks,
  spells, or other effects:
  • Death - rolled against poisons, death rays, and similar
  attacks.
  • Wands - rolled against magic wands and similar at-
  tacks.
  • Paralysis - rolled against paralyzation, petriﬁcation,
  and similar attacks.
  • Breath - rolled against dragon breath and similar at-
  tacks.
  • Spells - rolled against magic spells, rods, and staves.
  To make a saving throw, roll 1d20 and compare it to the
  number given for that save for the character’s class and
  level in Part 2. Saving throws versus spells are modiﬁed by
  a character’s WIS modiﬁer. If the roll is equal to or greater
  than the number given for the save by the character’s class
  and level, then the character passes their saving throw. If
  not, they fail, and may suffer ill-effects, depending on the
  situation.
  ALIGNMENT
  All beings, whether player characters, NPCs, or monsters,
  adhere to one of three philosophies or spheres of behaviour,
  known as alignments. These spheres are Law, Neutrality,
  and Chaos. A player must choose one of these paths when
  his or her character is created.
  • Law: Lawful beings believe in truth and justice. To this
  end, they will follow laws and believe all things must
  adhere to order. Lawful beings also believe in sacriﬁce
  to a greater good and will choose the good of a larger
  group over the good of an individual.
  • Neutrality:
  Neutral beings believe in a balance be-
  tween the ideas of Law and Chaos and, in their actions,
  they tend to do what will serve themselves. They might
  commit good or evil acts in order to further their own
  ends and generally will not put others’ needs ahead of
  their own.
  • Chaos: Chaotic beings are in direct opposition to Law.
  These beings should seldom be trusted, for they tend
  to act in “evil” ways and will be much more selﬁsh than
  a neutral being. Chaotic characters believe in chance
  and that there is no innate order to life.
  The player must inform the referee of their character’s
  alignment, but does not have to tell other players. When
  determining the character’s actions, players should do their
  best to adhere to their chosen alignment. The referee will
  take note when behaviour deviates too much and may as-
  sign a new alignment more appropriate to actual character
  actions. Deviation from alignment may also be penalised,
  as the referee sees ﬁt.
  4
  
  FIRST FIVE FANTASY ROLEPLAYING
  CHARACTERS
  LANGUAGES
  All PCs know the common tongue and their alignment lan-
  guage.
  Some classes grant further languages, as noted
  in the class descriptions, and characters with high Intel-
  ligence receive bonus languages, chosen at the referee’s
  discretion.
  The following list of languages may be used:
  1.
  Bugbear
  11.
  Halﬂing
  2.
  Doppelgänger
  12.
  Harpy
  3.
  Dwarvish
  13.
  Hobgoblin
  4.
  Dragon
  14.
  Kobold
  5.
  Elvish
  15.
  Lizard man
  6.
  Gargoyle
  16.
  Medusa
  7.
  Giant
  17.
  Minotaur
  8.
  Gnoll
  18.
  Ogre
  9.
  Gnome
  19.
  Orcish
  10.
  Goblin
  20.
  Human dialect
  ALIGNMENT LANGUAGES
  All intelligent beings know a secret, unwritten language
  of gestures, signs, and code words associated with their
  alignment. This secret language allows beings of the same
  alignment to communicate.
  Beings of another alignment
  will recognise when an alignment language other than their
  own is being used, but will not understand. It is impossi-
  ble to learn the alignment language of another alignment.
  If a character (or intelligent monster) changes their align-
  ment, they will forget the alignment language of their old
  alignment, and immediately learn the alignment language
  of their new alignment.
  STARTING EQUIPMENT
  Your character starts play with 3d6 × 10 gold pieces. You
  may spend as much of this money as you wish to equip
  your character for adventure. See Part 3 starting on p.13
  for the list of equipment and prices. Remember that your
  character class may restrict your character’s use of some
  equipment (e.g. weapons and armour).
  Be sure to note the equipment you purchase on your
  character sheet.
  The equipment you select will also help
  you to determine your character’s Armour Class, which
  should also be noted on your character sheet.
  BIOGRAPHICAL DETAILS
  You need to decide on some basic biographical details for
  your character. In some campaigns, there may be setting-
  speciﬁc guidance for determining social background, fam-
  ily details, and so on.
  Consult your referee to be sure.
  These details probably don’t have an effect in game me-
  chanic terms but can make a very big difference to your
  character’s place in the world of the game!
  You should decide on the character’s gender and name.
  Neither has any impact in game mechanic terms but can
  inﬂuence social interactions with your character. There is
  no advantage or disadvantage in game mechanics to playing
  as any gender, for example, but some societies in the game
  world may have strong conventions about gender roles.
  Give your character a name which is appropriate for the
  campaign setting and the character’s culture - although it
  has no impact in game mechanic terms, a “silly” name will
  surely colour your character’s social interactions.
  Table 2: Random Starting Ages
  Race
  Years
  Human
  14+1d6
  Dwarf
  35+1d20
  Elf
  75+1d100
  Halﬂing
  22+1d12
  Table 3: Random Height and Weight
  Race, Gender
  Base Height
  Height Mod.
  Base Weight
  Weight Mod.
  Human, male
  4′8′′
  +2d10
  1000
  ×2d4 × 10
  Human, female
  4′5′′
  +2d10
  850
  ×2d3 × 10
  Dwarf, male
  3′8′′
  +2d4
  1300
  ×2d4 × 10
  Dwarf, female
  3′6′′
  +2d4
  1170
  ×2d3 × 10
  Elf, male
  4′8′′
  +2d6
  920
  ×2d3 × 10
  Elf, female
  4′6′′
  +2d6
  680
  ×1d6 × 10
  Halﬂing, any
  2′8′′
  +2d3
  580
  ×10
  You should decide on your character’s physical descrip-
  tion, and even draw a portrait of them if you have the talent
  and inclination. When doing this, remember that a char-
  acter’s Charisma ability describes a combination of per-
  sonal, emotional, and physical qualities. A character may
  be physically unattractive but still have a high Charisma
  score due to their personality and evident leadership qual-
  ities. Likewise, a physically attractive character with little
  emotional presence could have a mediocre Charisma score.
  You should also decide on your character’s height,
  weight, and age. Optionally, you may use Table 2 to deter-
  mine your character’s starting age and Table 3 to determine
  the character’s physical dimension. Using Table 3, roll the
  dice indicated in the “Height Mod.” column. This indicates
  how many inches to add to the base height to determine
  your character’s height. The same value rolled should then
  be multiplied by the dice indicated in the “Weight Mod.”
  column to determine the number to be added to the base
  weight to determine the character’s base weight. Note that
  weights given in Table 3 are in coins - there are 10 coins in
  one pound.
  LEVELS
  Unless otherwise directed by the referee, all new player
  characters start play at level 1. As you read the class de-
  scriptions in Part 2, you will note that the term level is used
  to describe two different things:
  • Character level, which describes the power level of
  the character. Characters advance character levels by
  gaining experience points (see “Experience Points” on
  p.15).
  • Spell level, which describes the power level of the spell.
  As magic-users, elves, and clerics gain levels, they gain
  the ability to cast spells of higher spell levels.
  Referees will also note that the term level is also used for
  dungeon level and monster level, which describes how dan-
  gerous the dungeon/monster is. In the case of multi-level
  dungeons, deeper levels are generally of a higher dungeon
  level and will therefore be more dangerous.
  5
  
  CLASS DESCRIPTIONS
  FIRST FIVE FANTASY ROLEPLAYING
  PART 2: CLASS DESCRIPTIONS
  CLERIC
  Clerics are humans who have sworn to serve a deity. They
  conduct their lives in a way to further the will of their deity
  and channel the power of their deity. Clerics are trained
  for combat; they should be thought of as ﬁghting holy cru-
  saders, not as passive priests.
  Prime Requisite:
  Wisdom
  Hit Dice:
  1d6
  RESTRICTIONS
  Clerics can wear any armour and use shields. Due to their
  religious beliefs, clerics can only use blunt weapons, e.g.
  clubs, maces, hammers, slings, etc.
  ADVANCEMENT
  Clerics advance quickly compared to most classes - only the
  thief advances more quickly.
  Level
  XP
  Hit Dice
  Lvl 1 spells/day
  Lvl 2 spells/day
  1
  0
  1d6
  -
  -
  2
  1,500
  2d6
  1
  -
  3
  3,000
  3d6
  2
  -
  4
  6,000
  4d6
  2
  1
  5
  12,000
  5d6
  2
  2
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-4
  Level 5
  Death
  11
  9
  Wands
  12
  10
  Paralysis
  14
  12
  Breath
  16
  14
  Spells
  15
  13
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-4
  10 11 12 13 14 15 16 17 18 19 20 20 20
  5
  8
  9 10 11 12 13 14 15 16 17 18 19 20
  SPECIAL ABILITIES
  In order to use their class special abilities, a cleric must
  carry a holy symbol of their deity.
  Cleric Spells: Clerics gain the ability to cast a limited
  number of spells per day when they reach level 2 as shown
  in their advancement table.
  See Part 8 for spell descrip-
  tions. The cleric’s spell list is as follows (spells marked with
  an asterisk can be reversed to have the opposite effect as
  explained in Part 8):
  1st Level Spells
  2nd Level Spells
  Cure Light Wounds*
  Bless*
  Detect Evil
  Find Traps
  Detect Magic
  Hold Person*
  Light*
  Know Alignment*
  Protection from Evil
  Resist Fire
  Purify Food and Water
  Silence 15′ Radius
  Remove Fear*
  Snake Charm
  Resist Cold
  Speak With Animals
  Turn Undead: Clerics are able to call upon the name and
  power of their deity to repel or even destroy undead. This
  ability is known as turning the undead. Table 4 lists a dash,
  a “T”, a “D”, or a number corresponding to the Hit Dice of
  an undead creature and the level of the cleric:
  • A dash means an automatic failure.
  • A number indicates that the player must roll that num-
  ber or higher on 2d6 in order to successfully turn the
  undead.
  • A “T” means that the turning automatically succeeds
  for this type of undead.
  • A “D” means that the turning automatically succeeds
  for this type of undead and that the monsters are de-
  stroyed, not simply caused to ﬂee.
  If the turning attempt succeeds, the player rolls 2d6 to
  determine the number of Hit Dice of undead affected (either
  turned or destroyed). No matter what the dice roll result,
  at least one undead creature will always be turned or de-
  stroyed, as appropriate, on a successful turning. Turned
  6
  
  FIRST FIVE FANTASY ROLEPLAYING
  CLASS DESCRIPTIONS
  Table 4: Turning Undead Table
  Level
  1 HD
  2 HD
  2+ HD
  3 HD
  4 HD
  5 HD
  6 HD
  1
  7
  9
  11
  -
  -
  -
  -
  2
  T
  7
  9
  11
  -
  -
  -
  3
  T
  T
  7
  9
  11
  -
  -
  4
  D
  T
  T
  7
  9
  11
  -
  5
  D
  D
  T
  T
  7
  9
  11
  undead will leave the area, if possible, and will not harm or
  make contact with the cleric. If turn undead is used against
  a mixed group of undead monsters of different types, those
  with the lowest HD are affected ﬁrst.
  A cleric can do nothing else in the same round when they
  attempt to turn undead. If a cleric fails to turn undead dur-
  ing a particular battle, then they cannot successfully turn
  undead again through the course of that battle.
  So long
  as they are successful with their turning rolls, however, a
  cleric may attempt to turn undead every round until they
  fail or until the battle is over.
  FIGHTER
  Fighters are humans who dedicate themselves to mastering
  the arts of combat and war.
  In a group of adventurers,
  ﬁghters are often particularly burdened because they are
  tougher and must take the lead to defend other characters.
  Prime Requisite:
  Strength
  Hit Dice:
  1d8
  RESTRICTIONS
  There are no restrictions on the weapons and armour a
  ﬁghter can use.
  ADVANCEMENT
  Fighters advance at a moderate pace.
  Level
  XP
  Hit Dice
  1
  0
  1d8
  2
  2,000
  2d8
  3
  4,000
  3d8
  4
  8,000
  4d8
  5
  16,000
  5d8
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-3
  Level 4-5
  Death
  12
  10
  Wands
  13
  11
  Paralysis
  14
  12
  Breath
  15
  13
  Spells
  16
  14
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-3
  10 11 12 13 14 15 16 17 18 19 20 20 20
  4-5
  8
  9 10 11 12 13 14 15 16 17 18 19 20
  7
  
  CLASS DESCRIPTIONS
  FIRST FIVE FANTASY ROLEPLAYING
  MAGIC-USER
  Sometimes called wizards, warlocks, or witches, magic-
  users are humans who study arcane secrets and cast
  spells.
  Magic-users are able to cast a greater number of
  increasingly powerful spells as they advance in level.
  Prime Requisite:
  Intelligence
  Hit Dice:
  1d4
  RESTRICTIONS
  Magic-Users can only use daggers as weapons. They cannot
  wear armour or use shields.
  ADVANCEMENT
  Magic-Users advance slowly compared to most classes -
  only the elf advances more slowly.
  Level
  XP
  Hit Dice
  Lvl 1 spells/day
  Lvl 2 spells/day
  Lvl 3 spells/day
  1
  0
  1d4
  1
  -
  -
  2
  2,500
  2d4
  2
  -
  -
  3
  5,000
  3d4
  2
  1
  -
  4
  10,000
  4d4
  2
  2
  -
  5
  20,000
  5d4
  2
  2
  1
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-5
  Death
  13
  Wands
  14
  Paralysis
  13
  Breath
  16
  Spells
  15
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-5
  10 11 12 13 14 15 16 17 18 19 20 20 20
  SPECIAL ABILITIES
  Magic-users carry spell books that hold the written formu-
  lae for magical spells. A magic-user can only memorize a
  certain number of spells at any given time, as per the ad-
  vancement table. Thus, a 1st level magic-user has one spell
  in their spell book, selected by the referee (who may allow
  the player to choose). The rules for magical spell casting
  and spell books are described in Part 7. The description of
  spells available to magic-users is provided in Part 8. The
  list of spells available to magic-users is as follows (spells
  marked with an asterisk can be reversed):
  1st Level Spells
  2nd Level Spells
  3rd Level Spells
  Charm Person
  Continual Light*
  Clairvoyance
  Detect Magic
  Detect Evil
  Dispel Magic
  Floating Disc
  Detect Invisible
  Fire Ball
  Hold Portal
  ESP*
  Fly
  Light*
  Invisibility
  Haste*
  Magic Missile
  Knock
  Hold Person*
  Protection from Evil
  Levitate
  Infravision
  Read Languages
  Locate Object
  Invisibility 10′ Radius
  Read Magic
  Mirror Image
  Lightning Bold
  Shield
  Phantasmal Force
  Protection from Evil 10′ Radius
  Sleep
  Web
  Protection from Normal Missiles
  Ventriloquism
  Wizard Lock
  Water Breathing
  A magic-user of any level may spend time and money to
  research new spells to add to their spell book.
  As spell casters, magic-users are able to use magic scrolls
  of spells on their spell list. There are also items (e.g. magic
  wands) that may only be used by magic-users or elves.
  8
  
  FIRST FIVE FANTASY ROLEPLAYING
  CLASS DESCRIPTIONS
  THIEF
  Thieves are humans who live by their wits and skills of de-
  ception and intrigue. Their range of unique skills makes
  them very handy companions in adventures.
  However,
  thieves are not always to be trusted.
  Prime Requisite:
  Dexterity
  Hit Dice:
  1d4
  RESTRICTIONS
  A thief can use any one-handed melee weapon. They need
  to keep one hand free thus cannot use shields. They can
  use any missile weapon.
  They can only wear leather ar-
  mour.
  ADVANCEMENT
  Thieves advance the most rapidly of all character classes.
  Level
  XP
  Hit Dice
  1
  0
  1d4
  2
  1,200
  2d4
  3
  2,400
  3d4
  4
  4,800
  4d4
  5
  9,600
  5d4
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-4
  Level 5
  Death
  13
  11
  Wands
  14
  12
  Paralysis
  13
  11
  Breath
  16
  14
  Spells
  15
  13
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-4
  10 11 12 13 14 15 16 17 18 19 20 20 20
  5
  8
  9 10 11 12 13 14 15 16 17 18 19 20
  SPECIAL ABILITIES
  Thieves can backstab their opponents. When attacking an
  unaware opponent from behind, a thief receives a +4 bonus
  to hit and doubles any damage dealt. The referee may re-
  quire the thief to make a Move Silently or Hide in Shadows
  roll to achieve this.
  Thieves also have a number of skills, expressed as a
  percentage chance of success (see Table 5). Note that dice
  rolls for these abilities are usually made by the referee,
  because a thief is not always aware that they have failed!
  Climb Sheer Surfaces:
  Thieves are adept at scaling
  sheer surfaces, including walls or steep cliffs. A skill roll is
  required for each 100 feet to be climbed. If the roll fails, the
  thief falls a distance equal to half the attempted distance,
  taking 1d6 points of damage per 10 feet.
  Find or Remove Traps:
  A thief may only try one time
  to ﬁnd or remove a trap in an area.
  Note that these are
  separate skills, for a thief must ﬁnd a trap before they can
  remove it!
  Hear Noise: Thieves can attempt to listen for noises in a
  cave or hallway, at a door, or in other locations, but the
  thief must be quiet and in a quiet environment.
  Hide in Shadows:
  A thief will always think they are
  successful using this skill and will not know otherwise
  until others react to their presence. A thief must remain
  motionless when hiding.
  Move Silently: When successful, others will not hear the
  movements of a thief.
  However, the thief always thinks
  they are moving silently and will only know otherwise by
  the reaction of others.
  Pick Locks: A thief is skilled in picking locks, but needs
  thieves’ tools to do so (see Part 3). They can only try to pick
  a lock one time and, if the roll fails, they may not try the
  same lock again before gaining an experience level.
  Pick Pockets: This skill is the bread and butter of non-
  adventuring thieves; it is a quick (if perilous) source of
  income. Failure indicates that the thief could not grab what
  they were trying to pick-pocket. A roll of more than twice
  the percentage required for success means the intended
  target notices the thieving attempt!
  Table 5: Thief Skills
  Find/Remove
  Hear
  Hide in
  Move
  Pick
  Pick
  Level
  Climb
  Traps
  Noise
  Shadows
  Silently
  Locks
  Pockets
  1
  87
  10
  30
  10
  20
  15
  20
  2
  88
  15
  35
  15
  25
  20
  25
  3
  89
  20
  40
  20
  30
  25
  30
  4
  90
  25
  45
  24
  35
  30
  35
  5
  91
  30
  50
  28
  40
  35
  40
  9
  
  CLASS DESCRIPTIONS
  FIRST FIVE FANTASY ROLEPLAYING
  DWARF
  Dwarves are stout, bearded demi-humans who average a
  height of approximately 4 feet and weigh about 150 pounds.
  Dwarves live underground and value precious metals, ﬁne
  craftsmanship, and stones. Perhaps not surprisingly, they
  have skin, hair, and eye colours in earth tones. Dwarves
  have a reputation for having surly attitudes and are par-
  ticularly gruff with elves. Dwarves are particularly hardy
  people and have a strong resistance to magic, as reﬂected
  in their saving throws.
  Requirements:
  Constitution 9 or higher
  Prime Requisite:
  Strength
  Hit Dice:
  1d8
  RESTRICTIONS
  Dwarves can wear any armour and use shields. They can
  use any small or medium-sized weapons.
  ADVANCEMENT
  Dwarves advance at a moderate pace.
  Level
  XP
  Hit Dice
  1
  0
  1d8
  2
  2,200
  2d8
  3
  4,400
  3d8
  4
  8,800
  4d8
  5
  17,000
  5d8
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-3
  Level 4-5
  Death
  8
  6
  Wands
  9
  7
  Paralysis
  10
  8
  Breath
  13
  10
  Spells
  12
  9
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-3
  10 11 12 13 14 15 16 17 18 19 20 20 20
  4-5
  8
  9 10 11 12 13 14 15 16 17 18 19 20
  SPECIAL ABILITIES
  Dwarves have two special abilities which they evolved as a
  result of living underground for most of their lives.
  Detect Traps and Construction Tricks:
  From their
  experience underground, dwarves have a 2-in-6 chance
  of detecting non-magical traps, false walls, hidden con-
  struction, or sloping passages.
  A dwarf must be actively
  searching for these abilities to function.
  Infravision: Due to their habit of living underground in
  great mines, dwarves have the ability to see in the dark
  with infravision up to 60′.
  NATIVE LANGUAGES
  Dwarves
  speak
  their
  alignment
  language,
  Common,
  dwarvish, gnome, goblin, and kobold.
  10
  
  FIRST FIVE FANTASY ROLEPLAYING
  CLASS DESCRIPTIONS
  ELF
  Elves are slender, fey demi-humans with pointed ears. They
  are typically slightly built as compared to humans and are
  are little shorter than humans. Though a peaceful people,
  elves are very talented ﬁghters and users of magic.
  Requirements:
  Intelligence 9 or higher
  Prime Requisite:
  Strength and Intelligence
  Hit Dice:
  1d6
  Elves get an experience bonus of 5% if both their Strength
  and Intelligence are over 13. They get an experience bonus
  of 10% if their Strength is over 13 and their Intelligence is
  over 16.
  RESTRICTIONS
  Elves can use any type of armour, shield, or weapon.
  ADVANCEMENT
  Elves advance the most slowly of all the classes, since they
  have to improve their skills both as a warrior and as a mage.
  Level
  XP
  Hit Dice
  Lvl 1 spells/day
  Lvl 2 spells/day
  Lvl 3 spells/day
  1
  0
  1d6
  1
  -
  -
  2
  4,000
  2d6
  2
  -
  -
  3
  8,000
  3d6
  2
  1
  -
  4
  16,000
  4d6
  2
  2
  -
  5
  32,000
  5d6
  2
  2
  1
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-3
  Level 4-5
  Death
  12
  8
  Wands
  13
  10
  Paralysis
  13
  10
  Breath
  15
  11
  Spells
  15
  11
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-3
  10 11 12 13 14 15 16 17 18 19 20 20 20
  4-5
  8
  9 10 11 12 13 14 15 16 17 18 19 20
  SPECIAL ABILITIES
  The elves are a long-lived race steeped in magic, and they
  have developed a number of special abilities as a result:
  Infravision:
  Elves have the ability to see in the dark
  up to 60′.
  Detect Secret Doors: When actively searching, Elves can
  detect hidden and secret doors with a 2-in-6 chance.
  Immunity
  to
  Ghoul
  Paralysis:
  Elves are completely
  unaffected by the paralysis ghouls can inﬂict.
  Spell Casting: Elves carry spell books that hold the written
  formulae for magical spells.
  An elf can only memorize a
  certain number of spells at any given time, as per the
  advancement table.
  A 1st level elf has one spell in their
  spell book, selected by the referee (who may allow the
  player to choose). An elf of any level may spend time and
  money to research new spells to add to their spell book.
  The rules for magical spell casting and spell books are
  described in Part 7. The description of spells available to
  elves is provided in Part 8. The list of spells available to
  elves is as follows (spells marked with an asterisk can be
  reversed):
  1st Level Spells
  2nd Level Spells
  3rd Level Spells
  Charm Person
  Continual Light*
  Clairvoyance
  Detect Magic
  Detect Evil
  Dispel Magic
  Floating Disc
  Detect Invisible
  Fire Ball
  Hold Portal
  ESP*
  Fly
  Light*
  Invisibility
  Haste*
  Magic Missile
  Knock
  Hold Person*
  Protection from Evil
  Levitate
  Infravision
  Read Languages
  Locate Object
  Invisibility 10′ Radius
  Read Magic
  Mirror Image
  Lightning Bold
  Shield
  Phantasmal Force
  Protection from Evil 10′ Radius
  Sleep
  Web
  Protection from Normal Missiles
  Ventriloquism
  Wizard Lock
  Water Breathing
  As spell casters, elves are able to use magic scrolls of
  spells on their spell list. There are also items (e.g. magic
  wands) that may only be used by magic-users or elves.
  LANGUAGES
  Elves speak their alignment language, Common, elvish,
  gnoll, hobgoblin, and orcish.
  11
  
  CLASS DESCRIPTIONS
  FIRST FIVE FANTASY ROLEPLAYING
  HALFLING
  Halﬂings are small, rotund demi-humans with furry feet
  and curly hair. They weigh about 60 pounds and only attain
  a height of around 3 feet. They are as diverse in appearance
  as humans. Halﬂings are gentle-natured and value relax-
  ation, good food, and good drink. They love comfort and
  will spend their riches on the most extravagant items.
  Requirements:
  Dexterity
  and
  Constitution
  9
  or
  higher
  Prime Requisite:
  Strength and Dexterity
  Hit Dice:
  1d6
  If the halﬂing has either Strength or Dexterity of 13 or
  greater, they will gain a 5% bonus to experience gained.
  If they have both Strength and Dexterity of 13 or greater,
  they will gain a 10% bonus to experience gained.
  RESTRICTIONS
  Halﬂings can only used small-sized weapons, like daggers,
  short swords, short bows, and so on. Halﬂings can wear
  any type of armour and use a shield, but these must be
  specially manufactured for halﬂings in order to ﬁt them.
  ADVANCEMENT
  Halﬂings advance at a moderate pace.
  Level
  XP
  Hit Dice
  1
  0
  1d6
  2
  2,000
  2d6
  3
  4,000
  3d6
  4
  8,000
  4d6
  5
  16,000
  5d6
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-3
  Level 4-5
  Death
  8
  5
  Wands
  9
  6
  Paralysis
  10
  7
  Breath
  13
  9
  Spells
  12
  8
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-4
  10 11 12 13 14 15 16 17 18 19 20 20 20
  5
  8
  9 10 11 12 13 14 15 16 17 18 19 20
  SPECIAL ABILITIES
  As a result of their size and their upbringing in halﬂing
  communities, halﬂings have a number of special abilities:
  Defensive Bonus:
  Because they are so small, halﬂings
  have a lower Armour Class (-2 bonus) when attacked by
  creatures greater than human-sized.
  Missile
  Attack
  Bonus:
  Halﬂings’
  keen
  coordination
  grants them +1 on any missile attacks.
  Initiative: A side which is composed entirely of halﬂings
  get +1 to their initiative roll in combat.
  Hiding:
  Halﬂings have an uncanny ability to disap-
  pear from sight:
  • In bushes or other outdoor cover, a halﬂing can hide
  with 90% ability.
  • In dungeons, a halﬂing can also hide in shadows or
  behind other forms of cover, so long as they remain
  silent and motionless. The chance of success is 2-in-6.
  LANGUAGES
  Halﬂings speak their alignment language, Common, and
  halﬂing.
  12
  
  FIRST FIVE FANTASY ROLEPLAYING
  EQUIPMENT
  Table 6: Exchange Rates
  Value in
  1 pp
  1 gp
  1 ep
  1 sp
  1 cp
  pp
  1
  1⁄10
  1⁄20
  1⁄100
  1⁄1,000
  gp
  10
  1
  1⁄2
  1⁄10
  1⁄100
  ep
  20
  2
  1
  1⁄5
  1⁄50
  sp
  100
  10
  5
  1
  1⁄10
  cp
  1,000
  100
  50
  10
  1
  PART 3: EQUIPMENT
  MONEY AND WEALTH
  The most common coin is the gold piece (gp). Coins made of
  other types of precious metals - platinum, electrum, silver,
  and copper - are also used. Platinum is more valuable than
  gold: a platinum piece (pp) is worth 10 gold pieces. Coins
  of the other metals are less valuable than gold: a gold piece
  is worth 2 electrum pieces (ep), 10 silver pieces (sp), or 100
  copper pieces (cp). A coin in F5FR
  is assumed to weigh
  one tenth of a pound - thus the base unit of currency in the
  game world, the gold piece, is worth one pound of silver -
  which was the base unit of account in Medieval Europe.
  Player characters start with 3d6 × 10 gold pieces to
  spend on equipment during character generation.
  WEAPONS
  Table 7 shows the cost (in gp), weight (in coins), size
  (Small/Medium/Large), and damage dealt by weapons.
  Two-handed weapons are marked with “2H” and weapons
  useable by a cleric are marked with an asterisk (*). Ammu-
  nition for missile weapons is listed in Table 8 - its weight is
  already included in the weight of the weapon itself given in
  Table 7.
  Table 7: Weapons
  Weapon
  Cost (gp)
  Weight
  Size
  Damage
  Battle Axe 2H
  7
  70
  Large
  1d8
  Club*
  3
  50
  Medium
  1d4
  Crossbow
  30
  50
  Medium
  1d6
  Dagger
  3
  10
  Small
  1d4
  Hand Axe
  4
  30
  Small
  1d6
  Long Bow
  40
  30
  Large
  1d6
  Mace*
  5
  30
  Medium
  1d6
  Polearm 2H
  7
  150
  Large
  1d10
  Short Bow
  25
  20
  Small
  1d6
  Short Sword
  7
  30
  Small
  1d6
  Silver Dagger
  30
  10
  Small
  1d4
  Sling*
  2
  20
  Small
  1d4
  Spear
  3
  30
  Medium
  1d6
  Staff*
  2
  40
  Large
  1d6
  Sword
  10
  60
  Medium
  1d8
  2H Sword
  15
  100
  Large
  1d10
  Warhammer*
  5
  50
  Medium
  1d6
  Table 8: Ammunition
  Ammunition
  Cost
  Crossbow bolts (case of 30)
  10
  Arrows (quiver of 20)
  5
  Silver-tipped arrow (1)
  5
  Sling stones
  Free
  ARMOUR
  Table 9 shows the cost (in gp), weight (in coins), and Ar-
  mour Class (AC) of different suits of armour. Lower Armour
  Class is better. A character’s Armour Class is modiﬁed by
  their Dexterity modiﬁer. Since a lower Armour Class is bet-
  ter, and positive Dexterity modiﬁer gives a bonus to Armour
  Class, a +1 Dexterity modiﬁer reduces Armour Class by
  one, a -1 Dexterity modiﬁer increases Armour Class by one,
  and so on.
  ADVENTURING GEAR
  Table 10 shows the cost (in gp) and weight (in coins) of
  various pieces of adventuring gear.
  It is important for a
  character to be properly provisioned and equipped with the
  necessary tools and gear to explore dark dungeons.
  Table 9: Armour
  Armour
  AC
  Cost (gp)
  Weight
  Unarmoured
  9
  -
  -
  Leather
  7
  20
  200
  Chain mail
  5
  40
  400
  Plate mail
  3
  60
  500
  Shield
  -1 bonus
  10
  100
  13
  
  ADVENTURING
  FIRST FIVE FANTASY ROLEPLAYING
  PART 4: ADVENTURING
  GOLDEN RULE
  The referee is the moderator of the game, and is the ulti-
  mate arbiter of the rules. In the course of running the game,
  the referee must make rulings to determine the outcome of
  particular actions.
  There are many circumstances which
  might arise during a game of First Five Fantasy Roleplay-
  ing which are not covered in these rules - the referee needs
  to decide what happens in those circumstances based on
  their own ruling. Likewise, the referee may modify, replace,
  discard, override, or supplement the written rules in any
  way which they judge works best for the game and for the
  collective enjoyment of the group.
  Players must not argue with the referee once the referee
  has made a ruling.
  Out of character discussions about
  rules, rulings, house rules etc should be deferred until af-
  ter the session of play is over. They should not take place
  during play.
  NON-PLAYER CHARACTERS
  Non-Player Characters (NPCs) are characters under the
  control of the referee rather than a player.
  Whereas the
  Table 10: Adventuring Gear
  Equipment
  Cost (gp)
  Weight
  Backpack
  5
  20
  Hammer (small)
  2
  10
  Holy symbol
  25
  1
  Holy water (vial)
  25
  1
  Iron spikes (12)
  1
  60
  Lantern
  10
  30
  Mirror
  5
  5
  (hand-sized, steel)
  Oil (1 ﬂask)
  2
  10
  Mule
  30
  -
  Pole (10′)
  1
  20
  Rations
  15
  -
  (iron, 7 days)
  Rations
  5
  -
  (standard, 7 days)
  Rope (50′)
  1
  50
  Sack (small)
  1
  1
  Sack (large)
  2
  5
  Thieves’ tools
  25
  10
  Tinder box (ﬂint & steel)
  3
  5
  Torches (6)
  1
  120
  Waterskin
  1
  5
  Wine (2 pints)
  1
  30
  Wolfsbane (1 bunch)
  10
  -
  player characters are the stars of the story, non-player
  characters are the supporting cast.
  Every person in the
  game world other than the player characters is an NPC and
  under the referee’s control. Some NPCs are fully developed
  with ability scores, character classes and levels according
  to the procedure found in Part 1 and others are just de-
  scribed without cause to revert to statistics (this is usually
  the case with NPCs who are unlikely to get into combat,
  like townsfolk and the like). The latter are sometimes called
  Level 0 characters.
  MONSTERS
  Like NPCs, monsters are also under the referee’s control.
  In many ways they are the same as NPCs, although they
  do not have character classes.
  Much like more powerful
  characters have more levels of a character class, more pow-
  erful monsters have more Hit Dice. Monsters are generally
  drawn from the list in Part 9, although experienced referees
  often make their own as well.
  CAMPAIGNS
  F5FR
  can be played in a single game session as a stan-
  dalone game.
  These are often called “one-shot” games.
  However, it is most fully enjoyed when played in a cam-
  paign, which lasts for many sessions and indeed may have
  no deﬁned end-point. The player characters in a campaign
  start as lowly adventurers just ﬁnding their way in the
  world, and gain experience on their adventures and even-
  tually gain character levels.
  As they do so, they explore
  14
  
  FIRST FIVE FANTASY ROLEPLAYING
  THE DUNGEON
  progressively deeper and more dangerous dungeons, and
  ﬁght more terrible monsters.
  The basic sequence of play in a campaign generally goes
  as follows:
  1. In town, the player characters equip themselves (see
  Part 3) and hire retainers (see below), preparing to go
  adventuring.
  2. When they are ready, the player characters travel to
  the dungeon (see Part 5).
  3. In the dungeon, the player characters may encounter
  monsters and NPCs (see Part 6).
  4. When they have either achieved their objectives, looted
  as much treasure as they can carry, or suffered too
  many wounds to carry on in the dungeon any longer,
  the player characters return to town, to rest, recover,
  and spend their treasure!
  When in town, the game is fairly freeform. Time is mea-
  sured in days, if not weeks, as player characters recover
  from their wounds, transcribe spells, and re-equip them-
  selves. When in town, the player characters can buy and
  sell equipment using the price lists in Part 3.
  EXPERIENCE POINTS
  All characters that make it through an adventure alive re-
  ceive experience points (XP). XP is gained from two sources:
  treasure recovered and monsters defeated.
  Characters gain XP from treasure returned to their base
  in town at the rate of 1 XP per 1 gold piece (gp) value of
  the item. The values of all items are added together and
  converted to gold pieces. Only treasure of a non-magical
  nature grants XP in this way.
  All monsters defeated by the party (slain, outsmarted,
  captured, scared away, etc.) grant XP based on how pow-
  erful they are.
  The XP value of a monster is determined
  by its Hit Dice plus a bonus for each special ability it has
  (e.g. breath attacks, spell-like abilities, etc.). See Table 11.
  A monster defeated under especially dangerous circum-
  stances may be treated as one Hit Dice category higher on
  the chart.
  The XP awards for treasures recovered and monsters de-
  feated are totalled and divided evenly between all characters
  who survived the adventure. Note that total XP is divided
  evenly between all party members (including Retainers, see
  p.15), irrespective of how the players decide to divide the
  treasure.
  In addition, characters receive XP bonuses or penalties
  based on their score in their class prime requisites, as de-
  scribed in Part 1. All bonuses or penalties to experience are
  applied to the grand total XP a particular character receives
  at the end of an adventure.
  Characters should not be given enough experience to ad-
  vance two or more levels in one adventure. Any additional
  points that would take a character to a level two above his
  or her current level are lost.
  HIRING RETAINERS
  Retainers are NPCs that are hired by player characters for
  extra hands during an adventure. Retainers are generally
  hired in town. Any party with less than four player char-
  acters can hire enough retainers to make them a party of
  Table 11: Experience Points for Monsters
  Monster HD
  Base XP
  Bonus XP / Ability
  ≤ 1
  5
  1
  1
  10
  3
  1+
  15
  4
  2
  20
  5
  2+
  25
  10
  3
  35
  15
  3+
  50
  25
  4
  75
  50
  4+
  125
  75
  5
  175
  125
  5+
  225
  175
  6
  275
  225
  6+
  350
  300
  7
  450
  400
  7+
  550
  475
  8
  650
  550
  four. A party of four player characters can hire enough re-
  tainers to make them a party of six. Parties of more than
  six cannot hire retainers (and do not need them).
  Retainers are level 1 characters. They get an equal share
  of treasure and experience points. Retainers are not mind-
  less slaves and, although they will usually share the party’s
  risks, they will not willingly act as battle fodder. If abused
  in any way, retainers will typically warn others of this and
  the PCs will soon ﬁnd it difﬁcult to hire other retainers.
  Retainers are subject to morale checks, like NPCs and
  monsters encountered by the party. Their morale is based
  on the Charisma of the player character who hired them,
  as described in Part 1.
  PART 5: THE DUNGEON
  Once the party leaves their base in town and head to the
  dungeon, the adventure begins. The referee must now keep
  track of time on a much closer scale than they did when the
  party was in town.
  THE TURN
  Once in the dungeon, F5FR is played in turns, which rep-
  resent about 10 minutes of time in the game world. The
  basic sequence of play during a turn is as follows:
  1. The referee checks for Wandering Monsters, if applica-
  ble.
  2. The party decides what action to take (e.g.
  moving,
  searching, listening, entering rooms).
  3. The referee describes what happens.
  4. If no encounter occurs, the turn is over, continue to
  step 5.
  If monsters are encountered, ﬁrst follow the
  encounter sequence, below.
  5. The turn ends.
  The referee should update time
  records, with special attention to light sources, spell
  durations, and the party’s need to rest.
  15
  
  THE DUNGEON
  FIRST FIVE FANTASY ROLEPLAYING
  WANDERING MONSTER CHECK
  Every second turn the referee rolls 1d6. On the roll of a 1,
  a wandering monster appears. In some areas, the referee
  may decide to roll more often (i.e. every turn) or less often
  (e.g. once every three turns or more), depending on how
  common wandering monsters are in the area.Many areas
  also have their own wandering monster table, otherwise,
  the referee can use the generic wandering monster table,
  Table 12 on p.17, based on dungeon level.
  MOVEMENT
  In a turn, an unencumbered characters can move up to
  120 feet. Movement is slow inside a dungeon and this speed
  allows a character time to map, adjust equipment, use their
  torch to notice details in the darkness, and so on.
  It is important to keep track of how much player charac-
  ters are carrying, because this affects how much treasure
  they can haul from a dungeon. A character’s encumbrance
  value is calculated based on adding the weights of all signif-
  icant items carried, including treasure, weapons, and ar-
  mour (see Part 3).
  Weight is measured in coins to make
  it easy to determine how much treasure a character can
  carry! The character’s movement rate is then based on the
  total encumbrance value as per Table 13. A character can-
  not carry more than the weight of 2,400 coins and still be
  able to move. A mule cannot carry more than 6,000 coins
  and still be able to move.
  Some items do not have a deﬁned weight, in which case
  the referee will have to estimate an accurate weight, re-
  membering that there are ten coins in one pound (or 22
  coins in one kilogram). Table 14 provides weights for com-
  mon classes of treasure to assist in the determination of
  encumbrance.
  MAPPING
  Only the referee can see the prepared map of the dungeon
  - the players need to make their own map. Some groups
  designate one player to do this, and others rotate or have
  everyone maintain their own map. These maps represent
  maps being drawn by the player characters as they explore
  the dungeon, and therefore, players are not allowed to map
  while their player characters are ﬂeeing from combat or
  pursuing ﬂeeing enemies. Their characters are simply too
  busy to take the detailed observations required and note
  them down while running headlong through the darkness!
  LIGHT
  Elves and dwarves have infravision and can see in the dark
  (up to 60 feet) but humans and halﬂings cannot, and thus
  require light sources underground. Torches and lanterns
  illuminate 30 feet in all directions.
  Torches last 6 turns
  once lit and lanterns burn one ﬂask of oil over 24 turns.
  Record who is holding the light source/s and mark off one
  16
  
  FIRST FIVE FANTASY ROLEPLAYING
  THE DUNGEON
  Table 12: Wandering Monster Table
  d20
  Level 1
  #
  Level 2
  #
  Level 3
  #
  Levels 4 & 5
  #
  Levels 6 & 7
  #
  1
  Bat, Giant
  1d3
  Beetle, Oil
  1d6
  Beetle, Tiger
  1d4
  Basilisk
  1
  Basilisk
  1d3
  2
  Beetle, Fire
  1d6
  Carcass Crawler
  1
  Bugbear
  1d6
  Bugbear
  2d4
  Cockatrice
  1d3
  3
  Ghoul
  1d2
  Ghoul
  1d4
  Bugbear
  1d6
  Cockatrice
  1d2
  Giant, Hill
  1d2
  4
  Goblin
  1d6
  Gnoll
  1d4
  Carcass Crawler
  1d3
  Phase Tiger
  1
  Giant, Stone
  1d2
  5
  Goblin
  1d6
  Gnoll
  1d4
  Doppelgänger
  1d2
  Gargoyle
  1d4+1
  Gorgon
  1
  6
  Gnoll
  1d3
  Goblin
  2d4
  Gargoyle
  1d3
  Giant, Hill
  1
  Hellhound (4+1d3 HD)
  1d4
  7
  Gnome
  1d6
  Grey Ooze
  1
  Gargoyle
  1d3
  Harpy
  1d4+1
  Hydra (5+1d3 heads)
  1
  8
  Hobgoblin
  1d6
  Harpy
  1
  Gelatinous Cube
  1
  Hellhound (2+1d3 HD)
  1d4
  Weretiger
  1d3
  9
  Kobold
  2d6
  Hobgoblin
  1d6
  Harpy
  1d3
  Hydra (5 heads)
  1
  Manticore
  1
  10
  Kobold
  2d6
  Hobgoblin
  1d6
  Wererat
  1d6
  Leech, Giant
  1
  Minotaur
  1d4
  11
  Lizard Man
  1d3
  Lizard Man
  1d6
  Wererat
  1d6
  Werewolf
  1d4
  Mummy
  1d4
  12
  NPC Party
  1 party
  NPC Party
  1 party
  Medusa
  1
  Medusa
  1d2
  NPC Party
  1 party
  13
  Orc
  1d6
  Orc
  1d10
  NPC Party
  1 party
  Mummy
  1d3
  Ochre Jelly
  1
  14
  Orc
  1d6
  Orc
  1d10
  Ochre Jelly
  1
  NPC Party
  1 party
  Ogre
  2d4
  15
  Skeleton
  1d10
  Skeleton
  2d6
  Ogre
  1d3
  Ochre Jelly
  1
  Rust Monster
  2d2
  16
  Skeleton
  1d10
  Snake, Pit Viper
  1d6
  Ogre
  1d3
  Rhagodessa
  1d3
  Spectre
  1d3
  17
  Spider, Crab
  1d2
  Spider, Black Widow
  1
  Shadow
  1d4
  Rust Monster
  1d2
  Spider, Tarantella
  1d3
  18
  Spider, Crab
  1d2
  Wight
  1
  Snake, Giant Rattler
  1d4
  Scorpion, Giant
  1d3
  Troll
  1d4+1
  19
  Stirge
  1d8
  Zombie
  1d6
  Spider, Tarantella
  1
  Troll
  1d2
  Vampire
  1
  20
  Zombie
  1d3
  Zombie
  1d6
  Wight
  1d3
  Wraith
  1d2
  Wyvern
  1
  Table 13: Speed and Encumbrance
  Weight Carried (coins)
  Speed (feet/turn)
  Up to 400
  120
  401-800
  90
  801-1,200
  60
  1,201-1,600
  30
  1,601-2,400
  15
  2,401+
  0
  Mule:
  Up to 3,000
  120
  3,001-6,000
  60
  6,001+
  0
  Table 14: Treasure Weights
  Item
  Weight (coins)
  Coin
  1
  Gem
  1
  Jewellery (1 piece)
  10
  Potion
  10
  Rod
  20
  Scroll
  1
  Staff
  40
  Wand
  10
  turn of light every turn. If the party runs out of light, map-
  ping and exploration is impossible, and those members of
  the party without infravision will be effectively blind.
  HEARING NOISES
  Sound is one way to determine whether enemies are
  nearby. The referee rolls 1d6 for any player character, non-
  player character, or monster who is listening (whether in an
  area or at a door) for noise in the dungeon. Demi-humans
  and monsters hear noises on a roll of 1 or 2. Clerics, ﬁght-
  ers, and magic-users hear noises on a roll of a 1. Thieves
  use their Hear Noise skill instead, rolling 1d100 equal to or
  underneath their Hear Noise skill value rather than rolling
  1d6. It is important that the referee makes these rolls as
  the players should not know whether their characters don’t
  hear anything because there is nothing to hear or because
  they rolled badly.
  DOORS
  Dungeons often have many doors, some secret and others
  obvious. Many are locked and many are stuck.
  Locks must be picked by a character proﬁcient with lock
  picks or opened by magic. Locked doors cannot be forced.
  If they have a set of thieves tools, a thief can use their Pick
  Locks skill to pick the lock on a door. They must roll equal
  to or underneath their Pick Lock skill on 1d100 - if they fail,
  they cannot try the same lock again until they gain a level
  of experience. A magic-user or an elf can magically force a
  door open with the knock spell.
  Stuck doors can be forced open by rolling 1d6 and ap-
  plying the character’s Strength modiﬁer. A roll of a 5 or 6
  indicates that the door is successfully forced open. A failed
  attempt to force open a door eliminates any possibility of
  surprise that the party may have against any monsters on
  the other side of the door.
  Monsters can always pass through stuck doors without
  rolling - but they cannot pass through locked doors without
  the key.
  A thief can check a door for traps. The referee should roll
  1d100 (whether the door is trapped or not). If the door is
  trapped, the referee should compare the roll to the thief’s
  Find Traps skill value. If the roll is equal to or underneath
  the skill value, then the thief ﬁnds the trap and knows
  broadly what it does. Otherwise, the thief ﬁnds no traps.
  The thief can safely remove the trap with a separate Re-
  move Traps skill roll, or deliberately set the trap off after
  taking protective measures for their own safety.
  17
  
  ENCOUNTERS
  FIRST FIVE FANTASY ROLEPLAYING
  SEARCHING
  Traps and secret doors can only be spotted if characters are
  speciﬁcally looking for them. The player must declare the
  particular object or 10′ × 10′ area to be searched. Searching
  takes one turn.
  If a character is searching in the right location, they can
  ﬁnd a secret door or trap on the roll of a 1 on 1d6 (modiﬁed
  to 1 or 2 for elves searching for secret doors or dwarves
  searching for traps or construction tricks). Thieves can use
  their Find Traps skill to search for traps - roll equal to or
  underneath the value of their Find Traps skill on 1d100 -
  success indicates that they ﬁnd all of the traps in the area.
  The referee should always roll for the character searching,
  so that the player never knows if the roll failed or if there
  simply are no hidden features in the area searched.
  PART 6: ENCOUNTERS
  If the player characters encounter monsters or NPCs dur-
  ing the turn, then the game switches from turns to rounds.
  A round is ten seconds of time in the game world, as com-
  pared to ten minutes of time for the turn. An encounter is
  assumed to take at least one full turn to complete, includ-
  ing time to recover afterwards.
  ENCOUNTER SEQUENCE OF EVENTS
  The basic sequence of events in an encounter is as follows:
  1. The referee rolls for surprise, if applicable, and deter-
  mines how far away the monsters are.
  2. Any sides that are not surprised roll initiative (see
  “Combat Sequence”) to determine who acts ﬁrst.
  3. The referee determines the monsters’ reaction to the
  party by rolling on Table 15. The players decide how
  they will act:
  (a) If both sides wish to talk, the negotiation may be
  role-played. The referee may make reaction rolls,
  as applicable.
  (b) If the players decide to ﬂee, the referee determines
  whether the monsters pursue by rolling a morale
  check for the monsters.
  (c) If combat breaks out, follow the steps listed in the
  “Combat Sequence” section.
  Once the encounter ends, return to the regular turn se-
  quence (see “The Turn” on p.15).
  SURPRISE
  Checks for surprise are made whenever an encounter is
  unexpected by at least one side. For instance, if the player
  characters are making a lot of noise, a monster may not
  have a chance to be surprised, but the characters might
  be, if the monster was waiting quietly.
  Each side that is not already aware of the other’s pres-
  ence rolls 1d6. The referee rolls for monsters and one player
  rolls for the adventuring party as a whole. A result of 1 or 2
  means the side is surprised and cannot act for one round.
  If both sides are surprised, there is simply a momentary
  confusion - neither side has any advantage. If one side is
  Table 15: Monster Reactions
  2d6
  Reaction
  ≤ 3
  Hostile, attacks
  4-6
  Unfriendly, roll again in one round with -4 to roll
  7-9
  Neutral/uncertain, roll again in one round
  10-11
  Friendly, roll again in one round with +4 to roll
  ≥ 12
  Monster is friendly
  Table 16: NPC Reactions
  2d6
  Reaction
  ≤ 5
  Angry with PCs and leave
  6-8
  Negotiate with PCs
  ≥ 9
  Buy/sell information about dungeon
  surprised but the other is not, then the side that is not
  surprised gains a one round advantage.
  DISTANCE
  The situation in which the encounter occurs often deter-
  mines how far away the monster is. If there is uncertainty
  (for example, in the case of Wandering Monsters), the mon-
  ster encountered is 2d6 × 10 feet away, moving in the di-
  rection of the party.
  REACTIONS
  Monsters are generally hostile when encountered by player
  characters, but not always. If the referee is uncertain about
  a monster’s reaction to the player characters, they can roll
  2d6 on Table 15 to determine the reaction of a group of
  monsters when they ﬁrst encounter the player characters
  - this roll may be modiﬁed by the Charisma modiﬁers of
  whichever player character seems to be in charge.
  NPCs generally react more positively to the player char-
  acters than monsters do - if the NPCs are not pre-inclined
  to be hostile to any other adventurers they encounter, then
  the referee should rely primarily on the roleplayed conver-
  sation between both parties to decide how the NPC party
  responds. Table 16 can be rolled on instead of the monster
  reaction table for NPC parties encountered in the dungeon.
  NPC parties may offer to buy or sell information about the
  dungeon being explored (for example, parts of maps, loca-
  tions of traps, monsters, etc) for 10 to 500gp depending on
  the value of the information in question.A typical NPC party
  consists of one NPC per player character, plus 1d4 ﬁghters,
  and is generally the same level as the dungeon being ex-
  plored.
  EVASION
  The player characters may decide they are outmatched and
  ﬂee an encounter or a monster might ﬂee. Player charac-
  ters may choose whether they chase a ﬂeeing monster. The
  referee will decide if monsters chase ﬂeeing characters by
  making a morale check for the monsters.
  Each round, initiative is rolled as usual, and each side
  can move its full movement rate in its round. It is important
  18
  
  FIRST FIVE FANTASY ROLEPLAYING
  ENCOUNTERS
  to note that a side’s movement rate in a chase is usually de-
  termined by the speed of the slowest member, although if
  everybody in the side wants to run at their full rate, the side
  may break up while ﬂeeing, with the slower members falling
  behind. Burning oil or other obstacles may also slow or stop
  a pursuit. If the player characters ﬂee before the ﬁght be-
  gins then the player characters get a one-round head start.
  Initiative rolls are made on subsequent rounds.
  If the player characters are the ones ﬂeeing, monsters
  will generally pursue them until the player characters get
  out of their sight, at which point they will only continue to
  pursue if the referee rolls a 1 on 1d4. Monsters pursuing
  player characters also have to pass a morale check every
  ﬁfth round of the chase, or give up their pursuit.
  If the
  monsters enjoy treasure, there is a 3-in-6 probability that
  they will stop pursuit to collect any treasure the characters
  drop (this can only be tried once per encounter). Hungry
  or less intelligent monsters may do the same if the char-
  acters drop food.
  If the monsters catch up to the player
  characters, they will attack them.
  If the monsters are the ones ﬂeeing, they will keep ﬂeeing
  until the player characters catch up or they escape. The
  monsters escape if they turn around a corner, go through
  a door, enter a secret passage, or similar, out of the sight
  of the player characters. The player characters have one
  round to ﬁnd the monsters, and if they fail then the mon-
  sters have escaped. Otherwise, if the monsters are chased
  into a dead-end, locked door, or overrun, then they will sur-
  render.
  COMBAT SEQUENCE
  The sequence of actions in each round of combat is broken
  down as follows:
  1. Characters who wish to cast a spell or perform a full
  retreat from melee must declare it.
  2. Initiative: 1d6 is rolled by each opposing side.
  3. The winner of initiative acts ﬁrst:
  (a) The referee may check Morale for monsters.
  (b) Movements are made.
  (c) Missile attacks are made, accounting for DEX
  modiﬁers, cover, range, and magic adjustments.
  (d) Spells are cast and applicable saving throws are
  made.
  (e) Melee combat and other actions occur; attacks
  are made,
  accounting for STR modiﬁers and
  magic adjustments.
  4. Other sides act through step 3, in order of initiative.
  5. When all sides of a conﬂict have acted, the round is
  over. If the combat has not come to an end, the se-
  quence begins again at step 1.
  Players can declare their actions in each stage in the se-
  quence, but they cannot declare an action which belonged
  to an earlier step in the sequence. For example, a player
  character cannot move once missile attacks are made - the
  decision to move has to be made before missile attacks are
  made.
  INITIATIVE
  At the start of each round, each side rolls 1d6 to determine
  initiative. The side with the highest result on 1d6 acts ﬁrst
  for that round. Other sides in a conﬂict will react in order
  from highest to lowest roll.
  19
  
  ENCOUNTERS
  FIRST FIVE FANTASY ROLEPLAYING
  Table 17: Attack Table
  Defender Armour Class
  Attacker
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  -5
  Monster, up to 1 HD
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Monster, 1+ to 2 HD
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  Monster, 2+ to 3 HD
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Monster, 3+ to 4 HD
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  Cleric, levels 1 to 4
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Cleric, level 5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Fighter, levels 1 to 3
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Fighter, levels 4 to 5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Magic-User, levels 1 to 5
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Thief, levels 1 to 4
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Thief, level 5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Dwarf, levels 1 to 3
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Dwarf, levels 4 to 5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Elf, levels 1 to 3
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Elf, levels 4 to 5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Halﬂing, levels 1 to 4
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Halﬂing, level 5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Normal Person
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  20
  If initiative is a tie, each side in the tie acts at the same
  time. All actions are completed, unaffected by opposed ac-
  tions. For example, two opponents in melee may both in-
  ﬂict enough damage to kill the other.
  As the initiative is
  tied, both attacks occur simultaneously, resulting in both
  characters being killed.
  MORALE (OPTIONAL RULE)
  Players may always decide whether they will ﬁght, sur-
  render, or run away in an encounter. The referee decides
  whether monsters or NPCs surrender or run away.
  Monsters have a listing for morale, rated from 2 to 12,
  which represents how likely they are to ﬁght or ﬂee when in
  an encounter. A score of 2 means the monster never ﬁghts
  (unless absolutely cornered) and a score of 12 means the
  monster will ﬁght until killed, with no morale check nec-
  essary in either case. Retainers also have a morale rating
  determined by the Charisma of the player character who
  recruited them, as described in Part 1.
  The referee rolls 2d6 and, if the roll is higher than the
  morale of the monster, the check is a failure and the mon-
  ster will either surrender or attempt a full retreat or a ﬁght-
  ing retreat. If the result is equal to or lower than the morale
  score, a monster will continue to ﬁght. On the roll of a 12,
  the monster/NPC becomes a fanatic and does not need to
  check morale again in the same encounter.
  The referee usually makes a morale check for monsters
  under two conditions:
  1. When the side ﬁrst loses a member due to death.
  2. When half the side is killed or incapacitated.
  Retainers signed up to work as adventurers, so are not
  frightened off at the ﬁrst sign of danger. They only check
  morale in combat when confronted with extraordinary dan-
  ger, for example, when they are placed in more danger than
  the player characters, or when they have one quarter or less
  of their hit points remaining.
  MOVEMENT (COMBAT)
  A character can move up to one third of their normal move-
  ment rate every round and can also attack (if an enemy is
  within that distance) or perform another action (except spell
  casting) during a round. Encumbrance rules still apply (see
  p.16).
  When in melee with a foe, a combatant may only move
  out of melee combat by making a ﬁghting retreat or a full
  retreat.
  A ﬁghting retreat allows a character to move backwards
  at ﬁve feet per round. The character can engage in combat
  again if the attacker follows them.
  A full retreat occurs when a character turns and runs
  away at his top speed.
  The character making the move-
  ment forfeits attacking this round and the opponent gains
  a +2 bonus to all attacks against the character this round.
  Retreating characters cannot strike back at their attackers.
  MISSILE ATTACKS
  Missile attacks are possible when opponents are more than
  5′ from the attacker but within the range of the attacker’s
  missile weapon. The player or referee rolls 1d20, modiﬁed
  by their Dexterity modiﬁer. The result is compared to the
  appropriate attack table given in the class description in
  Part 2 or to the combined attack table (Table 17).
  A +1
  bonus is added if the opponent is at short range, and a -1
  penalty is added if the opponent is at long range (see the
  ranges given in Table 18). The attacker has a penalty of -1
  for each quarter of the target’s body protected by cover. A
  further -1 penalty applies if the missile cannot penetrate the
  cover. A cumulative cover penalty of -5 means that the at-
  tacker cannot attempt the shot at all. Shields do not count
  20
  
  FIRST FIVE FANTASY ROLEPLAYING
  ENCOUNTERS
  Table 18: Missile Weapon Ranges (in feet)
  Short
  Medium
  Long
  Long Bow
  6-70
  71-140
  141-210
  Crossbow
  6-60
  61-120
  121-180
  Short Bow
  6-50
  51-100
  101-150
  Sling
  6-40
  41-80
  81-160
  Thrown:
  Dagger
  6-10
  11-20
  21-30
  Hand Axe
  6-10
  11-20
  21-30
  Spear
  6-20
  21-40
  41-60
  Holy Water/Oil
  6-10
  11-30
  31-50
  Improvised
  6-10
  11-20
  21-30
  Table 19: Missile Attack Modiﬁers
  Circumstance
  Modiﬁer
  Short Range
  +1
  Medium Range
  0
  Long Range
  -1
  Cover (25%)
  -1
  Cover (50%)
  -2
  Cover (75%)
  -3
  Cover (100%)
  -4
  Hard Cover
  -1
  as cover. The bonuses and penalties to missile attacks are
  summarized in Table 19.
  A result that is equal to or above the attack value corre-
  sponding to the attacker’s level/Monster Hit Dice and the
  opponent’s Armour Class results in a hit. Upon a success-
  ful attack, damage is inﬂicted as per the damage listed for
  the weapon in Table 7 (p.13).
  THROWING HOLY WATER
  Holy water can be thrown against undead monsters. If a
  vial of holy water hits, the glass breaks, and the holy water
  does 1d8 damage against undead.
  THROWING OIL
  Oil can be thrown at an opponent, and then lit on ﬁre on
  the following round. The oil is thrown as any other missile
  weapon. If it hits, then the ﬂask breaks and the oil covers
  the target. An attacker carrying a torch (or another ﬂame)
  must then make a successful attack against the oil-covered
  opponent, rolling to hit Armour Class 9.
  SPELL CASTING (COMBAT)
  Spell casters can cast spells in combat. The following con-
  ditions apply:
  • The caster must be able to speak and to move his or
  her hands, in order to bring a magic effect into being.
  As a result, a spell caster cannot cast spells if gagged,
  bound, or in an area of magical silence.
  • Spell casters may take no other actions (including
  movement) during the same round they intend to cast
  a spell.
  • Unless otherwise noted in a spell’s description, a spell
  caster must have the intended target (a speciﬁc mon-
  ster, character, or area of effect) within visual range.
  Player characters cannot tell what spell a monster or NPC is
  casting just by observing it being cast, so the referee should
  not tell them what spells their opponents are casting.
  MELEE ATTACKS
  Melee attacks are possible when opponents are 5′ or less
  from each other.
  The player or referee rolls 1d20, modi-
  ﬁed by their Strength modiﬁer. This result is further mod-
  iﬁed by the circumstances given in Table 20. The result is
  compared to the appropriate attack table given in the class
  description in Part 2 or to the combined attack table (Ta-
  ble 17).
  Table 20: Melee Attack Modiﬁers
  Circumstance
  Modiﬁer
  Attacking opponent’s back
  +2
  Cannot see target
  -4
  Exhausted target
  + 2
  Exhausted attacker
  -2
  Large monster attacking halﬂing
  -1
  A result that is equal to or above the attack value corre-
  sponding to the attacker’s level/Monster Hit Dice and the
  opponent’s Armour Class results in a hit. Upon a success-
  ful attack, damage is inﬂicted as per the damage listed for
  the weapon in Table 7 (p.13), modiﬁed by the attacker’s
  Strength modiﬁer.
  DAMAGE
  Damage should be noted as it is sustained on the charac-
  ter’s sheet or by the referee in their notes. A character or
  monster reduced to 0 hit points or less is killed.
  HEALING
  Magical healing through the use of spells, staves, potions,
  or other magical items happens instantly. Player characters
  (and NPCs and monsters for that matter) can use magical
  healing during an encounter if they have a suitable spell
  prepared or item to hand.
  Once out of the dungeon, player characters can heal 1d4
  hit points per day they spend resting in town.
  END OF AN ENCOUNTER
  At the end of an encounter, the referee should note the
  monsters fought and what happened to the monsters (e.g.
  killed, escaped, surrendered). These notes will help the ref-
  eree award the appropriate experience at the end of the ad-
  venture (see Table 11 on p.15). The player characters may
  wish to search the bodies of their fallen foes for treasure
  and/or the surrounding area for their lair.
  21
  
  MAGIC
  FIRST FIVE FANTASY ROLEPLAYING
  PART 7: MAGIC
  SPELLS
  Some character classes have the ability to memorize and
  cast magical spells.
  There are two types of magic spells:
  clerical spells, which a deity or higher power grants, and
  magic-user spells, which are learned by magic-users and
  elves through esoteric study.
  Clerics cannot use magic-
  user spells, and magic-users and elves cannot use clerical
  spells.
  MEMORIZING SPELLS
  A spell consists of a pattern of magical energy stored in
  a character’s mind.
  A spell caster is able to memorize a
  certain number of spells of different spell levels, depending
  on his or her experience level. A character can memorize
  the same spell more than once if he or she is capable of
  memorizing more than one spell of the given level.
  Magic-users and elves memorize spells from spell books
  and are thus limited to choosing from the spells in their
  spell book, which must be to hand.
  Clerics do not study from books, but instead receive the
  knowledge of how to cast spells through prayer to their
  gods.
  When praying for spells, clerics have access to all
  spells in their spell list which they are of high enough level
  to cast.
  All spell casters can memorize new spells after an unin-
  terrupted night’s sleep. It takes one hour to memorize all
  spells the character is capable of learning.
  CASTING SPELLS
  A memorized spell may be cast by precisely replicating the
  required set of hand gestures and mystical spoken words.
  When a spell is cast, knowledge of the spell is erased from
  the mind of the caster. Look up the description of the spell
  in Part 8 to see exactly what each spell does.
  All spell casters need to be able to move their hands and
  speak in order to make the gestures and speak the magical
  phrases that bring magic effects into being. As a result, a
  spell caster cannot cast spells if gagged, bound, or in an
  area of magical silence.
  REVERSIBLE SPELLS
  Some spells are reversible; this is indicated in each spell’s
  description and marked with an asterisk in each spell
  caster’s class description.
  Magic-users and elves must select the normal or reversed
  form of a spell when the spell is memorized. A magic-user
  or an elf may memorize both forms of a spell, if they are
  able to memorize more than one spell of the given level.
  A cleric can use either form of a spell without having to
  pray for the different versions separately; the character may
  decide which version (normal or reversed) to use when the
  spell is cast.
  However, a cleric may draw dissatisfaction
  from their deity when casting spells (or their reversed ver-
  sions) whose effects go against the deity’s alignment.
  USING MAGICAL ITEMS
  Magical items are those which have been enchanted by a
  powerful wizard or magical creature, which have special
  properties reﬂected in game mechanics. Most magical items
  are weapons, armour, potions, rings, rods, staves, wands,
  or scrolls. Example magic items are described in Part 10,
  p.54.
  WEAPONS
  Magic weapons follow the same class restrictions as nor-
  mal weapons. A magic weapon has a “+” value, indicating
  the degree of its enchantment. This value is applied to at-
  tack and damage rolls using the weapon. Cursed weapons
  have the opposite effect, incurring penalties to attack and
  damage equal to the “-” value speciﬁed. The possessor of
  a cursed weapon will prefer to use this weapon in combat
  above any other weapon.
  22
  
  FIRST FIVE FANTASY ROLEPLAYING
  SPELLS
  ARMOUR
  Magic armour follows the same class restrictions as normal
  armour. A suit of magical armour has a “+” value indicating
  its degree of enchantment. The wearer’s AC is improved (i.e.
  reduced) by the “+” value. Cursed armour has a “-1” value
  indicating the degree of penalty imposed by the curse. This
  penalizes the wearer’s AC, thus their AC is increased by
  the “-” value. Magical armour weighs half of the weight of
  regular armour of the same type.
  POTIONS
  Most potions are found as a single dose, enough to affect
  one person. Potions usually bear no label and vary in their
  appearance, aroma, etc. Even two potions of the same type
  will differ. A potion may be identiﬁed by sampling a small
  amount.
  RINGS
  Magical rings are usable by any character class. A magical
  ring must be worn on a ﬁnger or thumb. It is only possible
  to wear two magical rings: one on each hand. If more than
  two are worn, none of them will function.
  RODS, STAVES, OR WANDS
  Rods are generally usable by characters of any class.
  Wands are only usable by magic-users and elves. Staves
  are only usable by clerics.
  SCROLLS
  Scrolls are pieces of parchment, imbued with potent mag-
  ical writings. A scroll can contain up to three spells on it.
  Reading a spell from a scroll aloud casts the spell.
  Some scrolls can be deciphered and read by any class
  (protection scrolls and cursed scrolls), while others have re-
  strictions. Scrolls that contain magic-user spells can only
  be read by magic-users and elves employing the spell read
  magic. Scrolls with clerical spells can be read without spe-
  cial deciphering, but are usable only by clerics.
  Once a scroll is used, the magical writing disappears.
  In the case of scrolls containing multiple spells, only the
  spell cast disappears. Spells cast from scrolls do not count
  against the spells per day that the caster is allowed.
  PART 8: SPELLS
  Presented here are the full descriptions of the spells avail-
  able to clerics, magic-users, and elves.
  The spell list of
  spells actually available to each class are listed in each
  class description in Part 2.
  Spells are presented here in
  alphabetical order for ease of reference during a play.
  Each spell description includes the following:
  • Spell type and level. Both elves and magic-users cast
  magic-user spells, clerics cast cleric spells. Most spells
  are either magic-user spells or cleric spells, but some
  are both.
  • Range. Usually expressed in feet, this is the range at
  which the spell can be cast. Some spells have a range
  of touch (meaning the caster must touch the target) or
  apply to the caster only.
  • Duration. The period of time for which the spell re-
  mains in effect.
  • Reversible. Some spells can be “reversed” to have the
  opposite effect. Where so this is clearly marked - the
  spell’s description itself describes the effect of the re-
  versed version of the spell. A spell must be speciﬁcally
  prepared in its reversed form to be case in reverse.
  These spells are also indicated in the class spell list
  with an asterisk.
  BLESS
  Type & Level: Cleric 2
  Range: 60 feet
  Duration: 6 turns
  Reversible: True
  Allies within a 20’ square area who are not yet in melee
  gain a +1 bonus to attack and damage rolls and a +1 bonus
  to morale.
  The reversed version of this spell, Blight causes a -1 penalty
  to morale checks, attacks rolls, and damage rolls of enemies
  within a 20’ square area. A save versus spells is allowed to
  resist the blight.
  23
  
  SPELLS
  FIRST FIVE FANTASY ROLEPLAYING
  CHARM PERSON
  Type & Level: Magic-User 1
  Range: 120 feet
  Duration: See description
  Reversible: False
  A single person must save versus spells or be charmed.
  The subject regards the caster as its trusted friend and
  ally and will come to the caster’s defence.
  If they share
  a language, the caster may give the charmed creature
  commands, which it will obey. Actions that the charmed
  creature wouldn’t ordinarily do, based on its nature or
  alignment, may be abstained from.
  An affected creature
  never obeys suicidal or obviously harmful orders. This spell
  can target humans, demi-humans, and certain human-like
  creatures.
  It does not affect animals, undead, creatures
  with 6 or more HD, or fantastic creatures.
  The charm lasts indeﬁnitely, but the subject is allowed to
  make further saves vs spells every month (if they have In-
  telligence 8 or below), every week (if they have Intelligence
  9 to 12), or every day (if they have Intelligence 13 or above).
  CLAIRVOYANCE
  Type & Level: Magic-User 3
  Range: 60 feet
  Duration: 12 turns
  Reversible: False
  This spell grants the caster the ability to see through
  the eyes of other living creatures. To establish a clairvoyant
  connection with a creature, the caster must focus his or
  her concentration in one particular direction for one turn.
  After this turn, the visual perceptions of one creature
  within range in that direction are relayed to the caster.
  Once a connection has been established, the caster may
  choose to maintain it or to change to another subject.
  Clairvoyance is obstructed by a thin layer of lead or by rock
  of 2’ thick or greater.
  CONTINUAL LIGHT
  Type & Level: Magic-User 2
  Range: 120 feet
  Duration: Permanent
  Reversible: True
  This spell has three usages:
  • Conjuring light in a 30′ radius.
  The magical light is
  sufﬁcient for reading, but is not as bright as daylight.
  The spell may be cast upon an object, in which case,
  the light moves with the object.
  • Blinding a creature by casting the spell upon its eyes.
  If the target fails a saving throw versus spells, it is
  blinded. A blind creature cannot attack.
  • Cancelling continual darkness.
  The reversed version of this spell, Continual Darkness, cre-
  ates a 30 foot radius area of magical blackness, preventing
  both normal sight and infravision. Light sources brought
  within the area of darkness do not illuminate it. Like con-
  tinual light, it may alternatively be used to blind creatures
  or to dispel a continual light spell.
  CURE LIGHT WOUNDS
  Type & Level: Cleric 1
  Range: Touch
  Duration: Permanent
  Reversible: True
  This spell can heal a living subject of 1d6+1 hit points
  of damage.
  This cannot grant more hit points than the
  subject’s normal maximum. Instead of healing hit points,
  the spell can cure the subject of paralysis.
  The reversed version of this spell, Cause Light Wounds, in-
  ﬂicts 1d6+1 hit points of damage to a touched creature. In
  combat, a melee attack roll is required.
  DETECT EVIL
  Type & Level: Cleric 1, Magic-User 2
  Range: 120 feet (cleric), 60 feet (magic-user)
  Duration: 6 turns (cleric), 2 turns (magic-user)
  Reversible: False
  Objects
  enchanted
  for
  evil
  purposes
  or
  living
  beings
  with evil intentions are caused to magically glow. This spell
  does not grant the ability to read minds, but only grants a
  general sense of evil intent.
  The referee must decide what is “evil” (which does not au-
  tomatically coincide with “chaotic”). Some things that are
  potentially harmful, like traps, are not “evil.”
  DETECT INVISIBLE
  Type & Level: Magic-User 2
  Range: 10 feet per caster level
  Duration: 6 turns
  Reversible: False
  Invisible creatures or items in range are revealed to
  the caster.
  DETECT MAGIC
  Type & Level: Cleric 1, Magic-User 1
  Range: Caster
  Duration: 2 turns
  Reversible: False
  Enchanted objects,
  areas,
  or creatures within 60 feet
  of the caster appear to the caster (alone) to glow.
  Both
  permanent and temporary enchantments are revealed.
  DISPEL MAGIC
  Type & Level: Magic-User 3
  Range: 120 feet
  Duration: Permanent
  Reversible: False
  Dispel magic ends ongoing spells (i.e.
  those with a
  non-instantaneous duration) within a 20’ cube area. If the
  level of the caster of the effect to be dispelled is higher
  than the level of the caster of dispel magic, there is a 5%
  chance per level difference that the attempt to dispel will
  fail. Magic items are unaffected.
  24
  
  FIRST FIVE FANTASY ROLEPLAYING
  SPELLS
  ESP
  Type & Level: Magic-User 2
  Range: 60 feet
  Duration: 12 turns
  Reversible: False
  This spell grants the caster the ability to perceive and
  understand the thoughts of other living creatures. To pick
  up thoughts, the caster must focus their concentration
  in one particular direction for one turn.
  After this turn,
  the thoughts of all creatures within range in that direction
  can be perceived.
  If multiple creatures are within the
  range in the direction being focused on, their thoughts
  mingle into a confusing jumble. The caster must spend an
  additional turn to sort out one creature’s thoughts.
  The
  caster understands the meaning of all thoughts even if
  they do not share the creature’s language. The ability to
  perceive thoughts is obstructed by a thin layer of lead or
  by rock of 2’ thick or greater.
  FIND TRAPS
  Type & Level: Cleric 2
  Range: Caster
  Duration: 2 turns
  Reversible: False
  Trapped
  objects
  or
  areas
  within
  range
  of
  the
  cleric
  glow with a magical blue light. Both magical and mechan-
  ical traps are detected, however, no knowledge about the
  nature of the trap or how to deactivate it is granted.
  FIRE BALL
  Type & Level: Magic-User 3
  Range: 240 feet
  Duration: Instantaneous
  Reversible: False
  This spell conjures a streak of ﬂame that shoots towards an
  area within range and detonates in a 40’ diameter sphere
  of ﬁre. Creatures caught in the ﬁre ball suffer 1d6 damage
  per level of the caster, with a successful save versus spells
  indicating half damage.
  FLOATING DISC
  Type & Level: Magic-User 1
  Range: Caster
  Duration: 6 turns
  Reversible: False
  The caster conjures a slightly concave, circular disc of
  magical force that follows them about and carries loads.
  The disc is 3 feet in diameter and 1 inch deep at its centre.
  It can hold a maximum load of 5,000 coins (500 pounds).
  The disc ﬂoats at waist height and remains level, ﬂoating
  along horizontally within spell range. When the disc winks
  out at the end of the spell’s duration, anything it was
  supporting is dropped.
  FLY
  Type & Level: Magic-User 3
  Range: Touch
  Duration: 1d6 turns + 1 turn/caster level
  Reversible: False
  The subject gains the ability to ﬂy with a movement
  rate of up to 360’ (120’). Free movement in any direction
  is possible, including the ability to levitate and to hover in
  mid-air.
  HASTE
  Type & Level: Magic-User 3
  Range: 240 feet
  Duration: 3 turns
  Reversible: True
  4d6 creatures in a 30’ radius area are enchanted to
  be able to move and act twice as quickly as normal. The
  maximum movement rates of the affected creatures are
  doubled, and they may make double the normal number
  of attacks per round.
  The number of spells an affected
  creature may cast per round is not doubled.
  The use of
  magical devices such as wands is also not doubled.
  HOLD PERSON
  Type & Level: Cleric 2, Magic-User 3
  Range: 180 feet (cleric), 120 feet (magic-user)
  Duration: 9 turns (cleric), 1 turn/level (magic-user)
  Reversible: True
  This spell causes one or more humans, demihumans,
  or humanoid monsters to be paralysed if they fail a saving
  throw versus spells. It may be cast against an individual,
  who makes their saving throw with a -2 penalty, or against
  a group, affecting 1d4 individuals. Humanoids of greater
  than 5 HD and undead are not affected.
  The reversed version of this spell, Free Person, removes the
  paralysis of 1d4 victims of the Hold Person spell.
  HOLD PORTAL
  Type & Level: Magic-User 1
  Range: 10 feet
  Duration: 2d6 turns
  Reversible: False
  This spell magically holds shut a door, gate, window,
  or other kind of portal. A knock spell opens the held portal
  instantly. Creatures with at least 3 Hit Dice more than the
  caster can open the held portal with one round of effort.
  25
  
  SPELLS
  FIRST FIVE FANTASY ROLEPLAYING
  INFRAVISION
  Type & Level: Magic-User 3
  Range: Touch
  Duration: 24 hours
  Reversible: False
  The subject is able to see 60’ in the dark with infravi-
  sion.
  INVISIBILITY
  Type & Level: Magic-User 2
  Range: 240 feet
  Duration: Permanent (until broken)
  Reversible: False
  The caster or another creature or object within range
  becomes invisible.
  If cast on a creature, any gear the
  subject is carrying is also rendered invisible (this includes
  clothing and armour). Items dropped or put down by an
  invisible creature become visible. If the subject attacks or
  casts a spell, the invisibility is broken, ending the spell.
  If the spell is cast on an object, the invisibility is permanent.
  Note that if a light source is made invisible (either as part
  of a creature’s gear or as an individual object), the light it
  casts is unaffected.
  INVISIBILITY (10’ RADIUS)
  Type & Level: Magic-User 3
  Range: 120 feet
  Duration: Permanent (until broken)
  Reversible: False
  A selected creature and all creatures within 10’ of it
  become invisible. The 10′ radius area of the spell’s effect
  moves with the chosen creature. Subjects that move more
  than 10′ away from the chosen creature become visible.
  Creatures that move into the area after the spell is cast
  do not become invisible. Any gear a subject is carrying is
  also rendered invisible (this includes clothing and armour).
  Items dropped or put down by an invisible creature become
  visible. If a subject attacks or casts a spell, the invisibility
  is broken for that subject.
  KNOCK
  Type & Level: Magic-User 2
  Range: 60 feet
  Duration: See description
  Reversible: False
  The knock spell opens stuck, barred, or locked doors,
  gates, chests, and so forth.
  Magically held doors (for
  example with hold portal) are affected. Secret doors may be
  opened, but they must be known to the caster.
  KNOW ALIGNMENT
  Type & Level: Cleric 2
  Range: Caster
  Duration: 1 round
  Reversible: True
  The
  caster
  gains
  immediate
  knowledge
  of
  the
  align-
  ment of one character, monster, object, or location within
  10 feet. Most objects or locations do not have an alignment,
  but magic items or holy places might.
  The reversed version of this spell, Confuse Alignment, has
  a duration of one turn per level of the caster, a range of
  touch, and has the effect of giving a false answer to any use
  of the Know Alignment spell against the target.
  LEVITATE
  Type & Level: Magic-User 2
  Range: Caster
  Duration: 6 turns + 1 turn/caster level
  Reversible: False
  This enchantment allows the caster to move up and
  down through the air. The caster mentally directs move-
  ment up or down at up to 20′ per round. The spell does not
  allow movement from side-to-side, but the caster can push
  against solid objects to move sideways. A normal amount
  of weight can be carried while levitating.
  LIGHT
  Type & Level: Cleric 1, Magic-User 1
  Range: 120 feet
  Duration: 12 turns
  Reversible: True
  This spell has three usages:
  • Conjuring light in a 15′ radius.
  The magical light is
  sufﬁcient for reading, but is not as bright as daylight.
  The spell may be cast upon an object, in which case,
  the light moves with the object.
  • Blinding a creature by casting the spell upon its eyes.
  If the target fails a saving throw versus spells, it is
  blinded for the duration. A blind creature cannot at-
  tack.
  • Cancelling a darkness spell (see below).
  The reversed version of this spell, Darkness, creates a 15’
  radius area of magical blackness, preventing normal sight
  (but not infravision). Like light, it may alternatively be used
  to blind creatures or to dispel a light spell.
  LIGHTNING BOLT
  Type & Level: Magic-User 3
  Range: 180 feet
  Duration: Instantaneous
  Reversible: False
  A powerful stroke of electrical energy, 60’ long and 5’
  wide, is conjured. Creatures caught in the lightning bolt
  suffer 1d6 damage per level of the caster, with a successful
  save versus spells indicating half damage. If the lightning
  bolt hits a solid barrier before its full length is reached, it is
  reﬂected and travels for any remaining distance of its full
  length in the direction of the caster.
  26
  
  FIRST FIVE FANTASY ROLEPLAYING
  SPELLS
  LOCATE OBJECT
  Type & Level: Magic-User 2
  Range: 60 feet + 10 feet/caster level
  Duration: 2 turns
  Reversible: False
  The caster can sense the direction (but not distance)
  of an object. This spell can be used to locate an object of a
  general class (e.g. a stairway, an altar, etc). In this case,
  the nearest object of the type is located. It can also be used
  to locate a speciﬁc object known to the caster. This spell
  cannot be used to locate creatures.
  MAGIC MISSILE
  Type & Level: Magic-User 1
  Range: 150 feet
  Duration: 1 round
  Reversible: False
  This spell conjures a glowing dart of energy that the
  caster may choose to shoot at a visible target within range.
  The missile hits unerringly (no attack roll or saving throw
  is required). The missile inﬂicts 1d6+1 damage.
  Higher level casters may conjure more missiles: two addi-
  tional missiles are conjured per ﬁve experience levels the
  caster has gained (i.e. three missiles at 6th-10th level, ﬁve
  missiles at 11th-15th level, etc). Multiple missiles may be
  directed at a single target.
  MIRROR IMAGE
  Type & Level: Magic-User 2
  Range: Caster
  Duration: 6 turns
  Reversible: False
  1d4 illusory duplicates of the caster appear.
  The mir-
  ror images look and behave exactly as the caster.
  Any
  attack (whether successful or not) on the caster will
  destroy one of the mirror images.
  PHANTASMAL FORCE
  Type & Level: Magic-User 2
  Range: 240 feet
  Duration: See description
  Reversible: False
  An illusion of the caster’s choosing manifests in a 20’
  cube area. Three types of illusion may be created:
  • An illusionary monster that can be directed to attack.
  The monster has an Armour Class of 9 and will vanish
  if hit in combat.
  • An illusionary attack of some kind (an avalanche, a
  falling ceiling, a magic missile, etc). Targets who save
  versus spells are unaffected.
  • A scene of some kind, either changing the appearance
  of the affected area or creating the appearance of some-
  thing new. The scene disappears if touched.
  Concentration is required to maintain the illusion: if the
  caster moves or is affected by an attack, the spell ends. Il-
  lusionary monsters or attacks may appear to be harmful
  but no real damage is ever inﬂicted. A character who ap-
  pears to die actually falls unconscious, a character turned
  to stone will actually be paralysed, and so on. Such effects
  last for 1d4 turns. If the illusion is of something the caster
  has not personally seen, the referee should grant targets a
  bonus to any applicable saving throws.
  PROTECTION FROM EVIL
  Type & Level: Cleric 1, Magic-User 1
  Range: Caster
  Duration: 12 turns
  Reversible: False
  This spell wards the caster from attacks by creatures
  of another alignment, granting the caster a +1 bonus to
  saving throws against the attacks and special abilities of
  evil creatures, and giving evil creatures a -1 penalty to
  attacks against the caster.
  Additionally, the spell prevents enchanted, constructed, or
  summoned creatures from attacking the caster in melee,
  though they may still make ranged attacks. If the caster
  engages such a creature in melee, this protection is bro-
  ken (the caster still gains the bonuses to saving throws and
  attack rolls mentioned above).
  PROTECTION FROM EVIL 10’ RADIUS
  Type & Level: Magic-User 3
  Range: Caster
  Duration: 12 turns
  Reversible: False
  This spell wards the caster and all allies within 10′
  from attacks by creatures of another alignment, granting
  them a +1 bonus to saving throws against attacks or
  special abilities of evil creatures, and giving evil creatures
  a -1 penalty to attacks against the caster and their warded
  allies.
  Additionally, the spell prevents enchanted, constructed, or
  summoned creatures from making melee attacks against
  those warded, though they may still make ranged attacks.
  If any of the warded party engages such a creature in
  melee, this protection is broken (those warded still gain
  the bonuses to saving throws and attack rolls mentioned
  above).
  27
  
  SPELLS
  FIRST FIVE FANTASY ROLEPLAYING
  PROTECTION FROM NORMAL MISSILES
  Type & Level: Magic-User 3
  Range: 30 feet
  Duration: 12 turns
  Reversible: False
  A single subject in range is completely unharmed by
  small, non-magical missiles (e.g. no protection is granted
  against hurled boulders or enchanted arrows).
  PURIFY FOOD AND WATER
  Type & Level: Cleric 1
  Range: 10 feet
  Duration: Permanent
  Reversible: False
  This spell makes spoiled, rotten, poisonous, or other-
  wise contaminated food and water pure and suitable for
  eating and drinking. This spell may purify 6 water skins
  of drink, or one ration (iron or standard), or a quantity of
  unpreserved food for 12 human-sized beings.
  READ LANGUAGES
  Type & Level: Magic-User 1
  Range: Caster
  Duration: 2 turns
  Reversible: False
  For
  the
  duration
  of
  this
  spell,
  the
  caster
  may
  read
  any language, coded message, map, or other set of written
  instructions. This spell does not grant any ability to speak
  unknown languages.
  READ MAGIC
  Type & Level: Magic-User 1
  Range: Caster
  Duration: 1 turn
  Reversible: False
  By means of read magic, the caster can decipher magical
  inscriptions or runes.
  This spell can be cast on a scroll,
  spell book, or other object or surface inscribed with the
  magical writings of another magic-user/elf. The caster is
  then able to read (and cast from) the scroll, spell book, or
  inscribed object/surface at any time in the future.
  REMOVE FEAR
  Type & Level: Cleric 1
  Range: Touch
  Duration: 2 turns
  Reversible: True
  The
  creature
  touched
  is
  calmed
  and
  purged
  of
  fear.
  Magically induced fear may dispelled, but this requires the
  subject to make a saving throw versus spells. The save is
  modiﬁed by +1 per level of the cleric.
  The reversed form of this spell, Remove Fear, will cause a
  target within 120’ to ﬂee for the duration unless it saves
  versus spells.
  RESIST COLD
  Type & Level: Cleric 1
  Range: Caster
  Duration: 2 turns
  Reversible: True
  All creatures within 30 feet of the cleric are protected
  from cold.
  They are unharmed by non-magical freezing
  temperatures. Protected creatures gain a +2 bonus to all
  saving throws versus cold-based magical or breath attacks.
  Cold-based damage against protected creatures is reduced
  by 1 point per damage die rolled, to a minimum of 1 hit
  point damage per die. No saving throw is possible.
  RESIST FIRE
  Type & Level: Cleric 2
  Range: 30 feet
  Duration: 2 turns
  Reversible: False
  A single creature is bestowed with supernatural resis-
  tance to ﬁre.
  They are unharmed by non-magical heat
  or ﬁre.
  The affected creature gains a +2 bonus to all
  saving throws versus ﬁre-based magical or breath attacks.
  Fire-based damage against the affected creature is reduced
  by 1 point per damage die rolled, to a minimum of 1 hit
  point damage per die. No saving throw is possible.
  SHIELD
  Type & Level: Magic-User 1
  Range: Caster
  Duration: 2 turns
  Reversible: False
  Shield creates an invisible ﬁeld of force that protects
  the caster, granting an AC of 2 against missile attacks and
  AC 4 against other attacks.
  Shield also grants a saving
  throw (vs spells) against magic missiles.
  A successful
  saving throw negates the effects of the missile.
  SILENCE 15’ RADIUS
  Type & Level: Cleric 2
  Range: 180 feet
  Duration: 12 turns
  Reversible: False
  A 15′
  radius area is rendered utterly silent.
  Within
  this area, all sound is stopped and conversation and spell
  casting are impossible. Noise originating from outside the
  silenced area can be heard by those within it. Silence may
  be cast upon a creature, which must save versus spells. If
  the save fails, the 15′ radius area of silence moves with the
  creature.
  If the save succeeds, the spell’s effect remains
  stationary - the targeted creature may move out of it.
  SLEEP
  Type & Level: Magic-User 1
  Range: 240 feet
  Duration: 4d4 turns
  Reversible: False
  A sleep spell causes a magical slumber to come upon
  creatures, excluding the undead and very large creatures.
  The spell affects 2d8 Hit Dice worth of creatures with 4+1
  Hit Dice or less within a 40′ × 40′ area.
  Creatures enchanted by this spell are helpless and can
  be killed instantly with a dagger, sword, or other blade.
  Slapping or wounding awakens an affected creature.
  28
  
  FIRST FIVE FANTASY ROLEPLAYING
  MONSTERS
  SNAKE CHARM
  Type & Level: Cleric 2
  Range: 60 feet
  Duration: 1d4+1 rounds or turns
  Reversible: False
  One or more snakes are rendered non-hostile, rearing
  up and swaying to and fro but not attacking.
  The spell
  affects snakes whose total Hit Dice do not exceed the
  cleric’s level. For example, a 7th level cleric can affect 7 HD
  of snakes, which can equal seven 1 HD snakes, or two 3
  HD snakes and one 1 HD snake, or any other combination.
  When cast on snakes that are already attacking, the spell
  lasts for 1d4+1 rounds. Otherwise, it lasts for 1d4+1 turns.
  SPEAK WITH ANIMALS
  Type & Level: Cleric 2
  Range: Caster
  Duration: 6 turns
  Reversible: False
  The cleric can communicate with one type of animal
  within range when the spell is cast. Ordinary animals or
  giant versions of ordinary animals may be targeted.
  The
  cleric can ask questions of and receive answers from an-
  imals of the chosen kind, although the spell doesn’t make
  animals any more friendly or cooperative than normal (a
  reaction roll may be required).
  If an animal is friendly
  toward the cleric, it may perform some favour or service.
  VENTRILOQUISM
  Type & Level: Magic-User 1
  Range: 60 feet
  Duration: 2 turns
  Reversible: False
  The caster may make his or her voice appear to come
  from any location or source (e.g. a statue or animal) within
  the spell’s range.
  WATER BREATHING
  Type & Level: Magic-User 3
  Range: 30 feet
  Duration: 1 day
  Reversible: False
  The subject can breathe water freely by means of this
  spell. The spell does not make creatures unable to breathe
  air and grants no additional proﬁciency at swimming.
  WEB
  Type & Level: Magic-User 2
  Range: 10 feet
  Duration: 48 turns
  Reversible: False
  Web conjures a many-layered mass of strong,
  sticky
  threads, blocking a 10′ cube area. Creatures caught within
  a web become entangled among the gluey ﬁbers. Entangled
  creatures can’t move, but can break free depending on
  their strength.
  This takes 2d4 turns for creatures with
  Strength in the normal human range (3 to 18), 4 rounds
  for creatures with Strength above 18, or 2 rounds for
  creatures with giant strength. The strands of the web are
  ﬂammable and can be destroyed by ﬁre in two rounds. All
  creatures caught within ﬂaming webs suffer 1d6 points of
  damage from the ﬂames.
  WIZARD LOCK
  Type & Level: Magic-User 2
  Range: 10 feet
  Duration: Permanent
  Reversible: False
  A wizard lock spell magically locks a door, gate, simi-
  lar portal, or any item that has a lock. The magical lock
  is permanent, but a knock spell allows passage, and any
  magic-using character or creature of 3 levels higher than
  the caster of the wizard lock may pass through freely, as
  may the caster themselves. Bypassing a wizard lock does
  not destroy it.
  PART 9: MONSTERS
  HIT DICE
  Monsters have hit dice just like characters.
  Monster hit
  dice are used to measure the power of a monster instead
  of character class levels. Monster hit points are rolled by
  rolling 1d8 for each hit dice. Some monsters have a modi-
  ﬁer to their hit dice (e.g. HD 2+1), which is applied to the
  total number of hit points rolled. A monster’s hit dice also
  inﬂuences what they need to roll to hit each Armour Class
  on Table 17 (on p.20).
  A monster’s level is its hit dice plus any asterisks listed
  next to its hit dice. Each asterisk indicates a special abil-
  ity, which will be described in the monster’s description.
  The referee can use a monster’s level to judge whether the
  monster is an appropriate opponent for the player charac-
  ters. Most monsters of a particular level will generally be
  found on a dungeon of the same level - although they may
  also appear in dungeons two levels higher and two levels
  lower than their monster level. If the dungeon level is less
  than the monster level, then less of this sort of monster
  should appear than usual when compared to the “No. Ap-
  pearing” ﬁeld in the monster description. If the dungeon
  level is more than the monster level, then more of this sort
  of monster should appear than usual.
  29
  
  MONSTERS
  FIRST FIVE FANTASY ROLEPLAYING
  SAVING THROWS
  Like characters, monsters have saving throws. The monster
  description indicates which character class and level the
  monster “saves as”. For example, a monster which saves as
  a Fighter 3 has the same saving throws as a level 3 ﬁghter.
  Some monsters (and level 0 NPCs) save as a “Normal Per-
  son” rather than as a character of a speciﬁc class and level.
  A normal person’s saving throws are:
  Save
  Normal Person
  Death
  14
  Wands
  15
  Paralysis
  16
  Breath
  17
  Spells
  17
  INFRAVISION
  Most non-human monsters have 60′ infravision which al-
  lows them to see in the dark. Light sources disrupt infravi-
  sion and make it useless.
  SPECIAL ATTACKS
  Many monsters have special attacks, which generally per-
  mit a saving throw as per the monster description.
  The
  effects of these special attacks are:
  • Blindness: Blinded creatures have a -4 penalty to their
  to hit rolls, and their opponents get a +4 bonus to their
  to hit rolls. Blinded creatures move at a third of their
  normal speed (two thirds if led by an ally with sight).
  • Charm: Monster charm special attacks work similar to
  the Charm Person spell. Charmed characters cannot
  use any spells or magical items which require concen-
  tration. Charmed characters cannot make decisions,
  obeys the monster’s commands (if understood), and
  cannot attack or harm the monster which charmed
  them in any way.
  The character tries to protect the
  monster as if they were a close friend or ally.
  If the
  monster is killed, the character is no longer charmed.
  Dispel Magic can also remove the effect.
  • Energy Drain: Energy drain does not permit a saving
  throw. If a character is hit by an energy drain attack
  they lose one level of experience (monsters lose one hit
  dice). The character’s experience point total is reduced
  to the mid-point of their new level, and they lose all
  the beneﬁts of the lost level immediately, including hit
  points, spells, saving throws, attack values, etc. Level
  1 characters who get hit by an energy drain die.
  • Paralysis: Paralyzed creatures are awake and aware
  of what is going on around them but cannot move or
  do anything that requires movement, including speak-
  ing and spell-casting. Any attack against a paralyzed
  creature or character automatically hits. By default,
  paralysis lasts for 2d4 turns. Cure Light Wounds can
  remove the paralysis, but will not cure hit point dam-
  age if cast on a paralyzed creature.
  • Poison: Poisonous attacks usually kill a character who
  fails a saving throw versus death. Optionally, the ref-
  eree can choose for poisonous attacks to do 1d6 hit
  points of damage per monster hit die instead.
  • Petriﬁcation: Some fantastical creatures can petrify
  opponents.
  If the victim fails a saving throw versus
  paralysis, then they turn to stone.
  All of the equip-
  ment carried on their person, including magical items,
  becomes part of the resulting stone statue.
  MONSTER DESCRIPTIONS
  Each monster entry has the following ﬁelds:
  • Armour Class - the monster’s AC.
  • Hit Dice - the number of hit dice the monster has.
  Roll this many d8 to determine how many hit points
  the monster has.
  • Move - shown as feet/turn ﬁrst, then feet/round in
  combat.
  • Attacks - what attack/s the monster can make in one
  round.
  • Damage - how much damage is done by each of the
  monster’s attacks.
  • No. Appearing - how many of these monsters typically
  appear together in a given area of the dungeon. The
  second number listed shows how many appear in the
  lair of monsters of this type.
  • Save As - the monster’s saving throws are the same as
  characters of this class and level
  • Morale - the suggested morale of the monster.
  • Treasure Type - indicates the sort of treasure the
  monster is carrying/guarding (see Part 10). If there are
  two values, one in brackets and one not, the value in
  brackets is the treasure carried by an individual mon-
  ster of this type, and the value out of brackets is the
  treasure in the monster’s lair.
  • Alignment - the monster’s alignment.
  • XP - indicates how many experience points a character
  gains for defeating this monster.
  MONSTER LIST
  Basilisk
  Armour Class:
  4
  No. Appearing:
  1d6 (1d6)
  Hit Dice:
  6+1**
  Save As:
  Fighter: 6
  Move:
  60’ (20’)
  Morale:
  9
  Attacks:
  1
  bite + gaze
  Treasure Type:
  F
  Damage:
  1d10 +
  petriﬁcation
  Alignment:
  Neutral
  XP:
  950
  A basilisk is a reptilian monster that petriﬁes living crea-
  tures with a mere gaze. A basilisk usually has a dull brown
  body with a yellowish underbelly. Some specimens sport
  30
  
  FIRST FIVE FANTASY ROLEPLAYING
  MONSTERS
  a short, curved horn atop the nose.
  An adult basilisk’s
  body grows to about 10 feet long.
  Basilisks often live in
  dense woods or dungeons. Any victim that either gazes di-
  rectly at the basilisk or touches the basilisk is required to
  make a saving throw versus paralysis or they turn to stone.
  The only way a character may avoid meeting the basilisk’s
  gaze when in combat is to look away or view the creature
  through a mirror.
  Looking away reduces attack rolls by
  −4 and gives the basilisk a +2 bonus, and attacking while
  viewing through a mirror has a penalty of −2. A character
  cannot use a shield as well as a mirror. A basilisk is not
  immune to its own gaze, and if it sees itself in a mirror (on
  a roll of 1 on 1d6 each round) it must succeed in a saving
  throw versus paralysis or it turns itself to stone.
  Bat
  Normal Bat
  Giant Bat
  Armour Class:
  6
  6
  Hit Dice:
  1 hp
  2
  Move:
  9’ (3’)
  30’ (10’)
  Fly:
  120’ (40’)
  180’ (60’)
  Attacks:
  Confusion
  1 bite
  Damage:
  Nil
  1d4
  No. Appearing:
  1d100 (1d100)
  1d10 (1d10)
  Save As:
  Normal Person
  Fighter: 1
  Morale:
  6
  8
  Treasure Type:
  Nil
  Nil
  Alignment:
  Neutral
  Neutral
  XP:
  5
  20
  Bats live in sheltered caverns or abandoned buildings, and
  are nocturnal mammals with leathery wings. Their noctur-
  nal lifestyle has made typical eyesight useless to them, but
  they are able to navigate with a reﬁned use of sound, or
  echo location. For this reason, no spells or other inﬂuence
  that would normally blind an opponent will affect bats, but
  the spell silence 15’ radius negates their ability to echolo-
  cate.
  Bats, Normal:
  These bats are small and do not attack for
  signiﬁcant damage. However, when in a group of 10 or more
  they are able to confuse by swarming around an opponent.
  When confused by a swarm of bats, an opponent makes all
  rolls to hit and all saving throws with a penalty of −2. No
  spell casting is possible. Normal bats are not particularly
  prone to ﬁght, and as such they are susceptible to a morale
  check once each round. This does not apply to bats that
  are under another’s control.
  Bats, Giant:
  These bats are larger than normal bats and
  are ﬁerce carnivores. About 95% of giant bats are of this
  normal variety, but the remaining portion are also vam-
  piric and have a paralyzing bite that will cause paralysis if
  a saving throw versus paralyze is not rolled successfully.
  This paralysis lasts for 1d10 rounds. Unless otherwise dis-
  tracted, a giant vampiric bat will feed on a paralyzed victim,
  dealing 1d4 hit points of damage per round. If the oppo-
  nent is killed by this attack, they must succeed in a saving
  throw versus spells or they will rise again as a vampire one
  day after their death.
  Bear
  Black Bear
  Grizzly Bear
  Armour Class:
  6
  6
  Hit Dice:
  4
  5
  Move:
  120’ (40’)
  120’ (40’)
  Attacks:
  2 claws/1 bite
  2 claws/1 bite
  Damage:
  1d3/1d3/1d6
  1d4/1d4/1d8
  No. Appearing:
  1d4 (1d4)
  1 (1d4)
  Save As:
  Fighter: 2
  Fighter: 2
  Morale:
  7
  8
  Treasure Type:
  U
  U
  Alignment:
  Neutral
  Neutral
  XP:
  75
  175
  Polar Bear
  Cave Bear
  Armour Class:
  6
  5
  Hit Dice:
  6
  7
  Move:
  120’ (40’)
  120’ (40’)
  Attacks:
  2 claws/1 bite
  2 claws/1 bite
  Damage:
  1d6/1d6/1d10
  1d8/1d8/2d6
  No. Appearing:
  1 (1d2)
  1d2 (1d2)
  Save As:
  Fighter: 3
  Fighter: 3
  Morale:
  8
  9
  Treasure Type:
  U
  V
  Alignment:
  Neutral
  Neutral
  XP:
  275
  450
  Bears can live in many different climates, and are danger-
  ous predators. They attack with both claws and a bite, and
  if both claws successfully strike in one round, the bear also
  squeezes the character in a powerful hug that does an addi-
  tional 2d8 hit points of damage. All bears are omnivorous,
  but some kinds of bears prefer ﬂesh more than other kinds.
  Black Bear:
  A black bear averages 6 feet tall, has black
  fur, and eats a variety of fruits and other foliage more fre-
  quently than meat. Though they will give their lives in de-
  fence of their cubs, black bears do not usually engage in
  combat unless they are forced to.
  Cave Bear:
  These immense prehistoric bears are 15 feet
  tall and are vicious hunters. They live in caves and caverns,
  and particularly savour humanoid ﬂesh. They are able to
  follow wounded creatures by the smell of their blood.
  Grizzly Bear:
  A grizzly bear may have red or brown fur,
  and in older individuals it may be silver-tipped. These large
  bears average 9 feet tall, and are more aggressive and in-
  terested in meat than black bears.
  Polar Bear:
  These bears live in very cold climates, usually
  by the sea. They average about 11 feet tall and almost ex-
  clusively eat meat. They are adept at swimming and moving
  on ice and snow.
  31
  
  MONSTERS
  FIRST FIVE FANTASY ROLEPLAYING
  Beetle
  Giant Fire
  Beetle
  Giant Oil
  Beetle
  Giant Tiger
  Beetle
  Armour
  Class:
  4
  4
  3
  Hit Dice:
  1+2
  2*
  3+1
  Move:
  120’ (40’)
  120’ (40’)
  150’ (50’)
  Attacks:
  1 bite
  1 bite +
  special
  1 bite
  Damage:
  2d4
  1d6 + special
  2d6
  No.
  Appearing:
  1d8 (2d6)
  1d8 (2d6)
  1d6 (2d4)
  Save As:
  Fighter: 1
  Fighter: 1
  Fighter: 1
  Morale:
  7
  8
  9
  Treasure
  Type:
  Nil
  Nil
  U
  Alignment:
  Neutral
  Neutral
  Neutral
  XP:
  15
  25
  50
  Fire Beetle:
  These subterranean, nocturnal beetles are
  about 21⁄2′ long. The ﬁre beetle is so named for the light-
  producing organs it exhibits on its head and abdomen.
  They produce light within a 10′ radius. Two of these or-
  gans are on the head, and one is on the abdomen. If re-
  moved from the corpse of the beetle they will continue to
  illuminate an area for 1d6 days.
  Spitting Beetle:
  These 3′ long beetles have immense
  horn-like jaws that inﬂict damage, in addition to a toxic
  spray that can squirt an opponent within 5′ of the beetle.
  When the toxic ﬂuid successfully strikes an opponent, it is
  extremely painful and causes chemical burns and blisters.
  This effect makes the opponent suffer a -2 penalty to hit
  rolls for 1 day, or until the spell cure light wounds is used.
  These beetles can be found above and below ground.
  Carnivorous
  Beetle:
  These ﬁerce carnivorous beetles
  have a carapace with markings resembling the hide of a
  tiger. Though they often hunt giant insects, they also at-
  tack and eat large mammals, including humanoids.
  Black Pudding*
  Armour Class:
  6
  No. Appearing:
  1 (0)
  Hit Dice:
  10*
  Save As:
  Fighter: 5
  Move:
  60’ (20’)
  Morale:
  12
  Attacks:
  1
  Treasure Type:
  Nil
  Damage:
  3d8
  Alignment:
  Neutral
  XP:
  1600
  This black gooey mass slithers about in dungeon corridors,
  eating anything in its path. It is 5d6 feet in diameter. It is
  capable of moving not just on the ﬂoor, but also on the
  wall and ceiling, and may compress itself through small
  ﬁssures and under the cracks of doors. It digests through
  even metal and wood. A black pudding is only damaged by
  ﬁre, but does take full damage from a ﬂame tongue sword.
  If a black pudding is attacked with other weapons, it splits
  into more individuals of reduced mass.
  Every successful
  attack creates a smaller pudding that has 2 HD and deals
  1d8 hit points of damage to opponents.
  Bugbear
  Armour Class:
  5
  No. Appearing:
  2d4 (5d4)
  Hit Dice:
  3+1
  Save As:
  Fighter: 3
  Move:
  90’ (30’)
  Morale:
  9
  Attacks:
  1 weapon
  Treasure Type:
  B (P+Q)
  Damage:
  2d4 or by
  weapon +
  1
  Alignment:
  Chaotic
  XP:
  75
  These large, hairy cousins of goblins are quite strong, and
  receive a +1 to rolls to hit and to damage when they employ
  weapons. Despite their bulk, they are deceptively stealthy,
  and will surprise opponents on a roll of 1-3 on 1d6.
  Carcass Crawler
  Armour Class:
  7
  No. Appearing:
  1d4 (1d4)
  Hit Dice:
  3+1*
  Save As:
  Fighter: 2
  Move:
  120’ (40’)
  Morale:
  9
  Attacks:
  8
  tentacles
  Treasure Type:
  B
  Damage:
  Paralysis
  Alignment:
  Neutral
  XP:
  75
  The dreaded carcass crawler is 4′ tall and 9′ long, and re-
  sembles a giant fat grub with multifaceted eyes, small legs,
  and with a head bearing 2′ long insect-like feelers tipped
  with a poisonous stinger. This creature is rumoured to be a
  magical abomination created from a giant maggot. When
  the tentacles strike an opponent, they must succeed in
  a saving throw versus paralysis or become paralyzed for
  2d4 turns. If not faced with more opponents, the carcass
  crawler will swallow the paralyzed character after 3 turns.
  Cat, Great
  Mountain
  Lion
  Panther
  Lion
  Armour
  Class:
  6
  4
  6
  Hit Dice:
  3+2
  4
  5
  Move:
  150’ (50’)
  210’ (70’)
  150’ (50’)
  Attacks:
  2 claws/1
  bite
  2 claws/1
  bite
  2 claws/1
  bite
  Damage:
  1d3/1d3/
  1d6
  1d4/1d4/
  1d8
  1d4+1/
  1d4+1/1d10
  No.
  Appearing:
  1d4 (1d4)
  1d2 (1d6)
  1d4 (1d8)
  Save As:
  Fighter: 2
  Fighter: 2
  Fighter: 3
  Morale:
  8
  8
  9
  Treasure
  Type:
  U
  U
  U
  Alignment:
  Neutral
  Neutral
  Neutral
  XP:
  50
  75
  175
  32
  
  FIRST FIVE FANTASY ROLEPLAYING
  MONSTERS
  Tiger
  Sabre-tooth Tiger
  Armour Class:
  6
  6
  Hit Dice:
  6
  8
  Move:
  150’ (50’)
  150’ (50’)
  Attacks:
  2 claws/1 bite
  2 claws/1 bite
  Damage:
  1d6/1d6/2d6
  1d8/1d8/2d8
  No. Appearing:
  1 (1d4)
  1d4 (1d4)
  Save As:
  Fighter: 3
  Fighter: 4
  Morale:
  9
  10
  Treasure Type:
  U
  V
  Alignment:
  Neutral
  Neutral
  XP:
  275
  650
  Large cats are some of the most efﬁcient hunters.
  They
  kill only for food or in defence, and generally remain above
  ground in wilderness settings. Sometimes a large cat will
  taste the blood of humans, preferring to hunt people over
  any other prey. Large cats will always give chase if an op-
  ponent runs away.
  Mountain Lion:
  These large cats are light brown and
  blend in well in their preferred habitat, which includes
  mountains and high grassy meadows. However, they may
  be found in nearly any habitat. These cats will occasionally
  be found in dungeon.
  Panther:
  These fast-running predators are at home in
  grassy plains and wooded areas.
  Lion:
  Lions are very social cats, and live in groups. They
  prefer hot climates, typically living on savannah.
  Tiger:
  These large hunters are extremely stealthy, and in
  a wooded environment surprise opponents with a roll re-
  sult of 1-4 on 1d6. These cats typically live in subtropical
  or cooler environments. Their striped hides provide cover
  when hunting prey.
  Sabre-tooth Tiger:
  These prehistoric hunters are fear-
  some and immense.
  They have extremely large canine
  teeth, which make them particularly dangerous killers.
  Centipede, Giant
  Armour Class:
  9
  No. Appearing:
  2d4 (1d8)
  Hit Dice:
  1⁄2* (1-4
  hp)
  Save As:
  Normal
  Person
  Move:
  60’ (20’)
  Morale:
  7
  Attacks:
  1 bite
  Treasure Type:
  Nil
  Damage:
  Poison
  Alignment:
  Neutral
  XP:
  6
  These 1 foot long centipedes prefer dark, wet locations. Gi-
  ant centipedes attack with a poisonous bite. No damage is
  inﬂicted by the bite, but anyone bitten is entitled to a sav-
  ing throw versus death. Failure indicates that the victim
  is horribly sick for a period of 10 days, and can only move
  at 50% of normal movement. No other physical activity is
  possible.
  Chimera
  Armour Class:
  4
  No. Appearing:
  1d2 (1d4)
  Hit Dice:
  9**
  Save As:
  Fighter: 9
  Move:
  120’ (40’)
  Morale:
  9
  Fly:
  180’ (60’)
  Attacks:
  2 claws/3
  heads +
  special
  Treasure Type:
  F
  Damage:
  1d3/1d3/
  2d4/2d4/
  3d4 +
  special
  Alignment:
  Chaotic
  XP:
  2300
  The chimera is a magical hybrid of lion, goat, and red
  dragon. It has a head of each of these creature types, in-
  cluding the wings of a dragon, the front portion of the body
  from a lion, and the rear portion from a goat. The lion head
  may attack with a bite, the goat head may gore with horns,
  and the dragon head can both bite and emit a ﬁre breath
  attack that is a cone 50 foot long and 10 foot wide at its
  terminal end. This ﬁre breath attack deals 3d6 hit points of
  damage, and a saving throw is allowed to reduce damage by
  half. Like ordinary dragons, the red dragon head can only
  use the breath attack 3 times per day, and it will use either
  a bite or the breath attack 50% of the time, until the breath
  attack runs out and it may only bite. The chimera may live
  in the wilderness, particularly hilly terrain, but also takes
  up residence in dungeons.
  Cockatrice
  Armour Class:
  6
  No. Appearing:
  1d4 (2d8)
  Hit Dice:
  5**
  Save As:
  Fighter: 5
  Move:
  90’ (30’)
  Morale:
  7
  Fly:
  180’ (60’)
  Attacks:
  1 beak +
  special
  Treasure Type:
  D
  Damage:
  1d6 +
  petriﬁcation
  Alignment:
  Neutral
  XP:
  425
  The cockatrice is a magical creature that has the body of
  a rooster, but the tail of a reptile. It is a small creature,
  about the size of a natural rooster, but has a powerful
  beak that inﬂicts 1d6 hit points of damage. If an opponent
  touches a cockatrice, or if the cockatrice successfully at-
  tacks/touches an opponent, the opponent must succeed in
  a saving throw versus paralysis or turn to stone. Cockatri-
  ces are ill-tempered creatures, and though they primarily
  eat small insects or rodents, they will engage larger an-
  imals, and characters, in combat with little provocation.
  They live in any climate, including dungeons.
  33
  
  MONSTERS
  FIRST FIVE FANTASY ROLEPLAYING
  Crocodile
  Normal
  Crocodile
  Large
  Crocodile
  Giant
  Crocodile
  Armour
  Class:
  5
  3
  1
  Hit Dice:
  2
  6
  15
  Move:
  90’ (30’)
  90’ (30’)
  90’ (30’)
  Swim:
  90’ (30’)
  90’ (30’)
  90’ (30’)
  Attacks:
  1 bite
  1 bite
  1 bite
  Damage:
  1d8
  2d8
  3d8
  No.
  Appearing:
  0 (1d8)
  0 (1d4)
  0 (1d3)
  Save As:
  Fighter: 1
  Fighter: 3
  Fighter: 8
  Morale:
  7
  7
  9
  Treasure
  Type:
  Nil
  Nil
  Nil
  Alignment:
  Neutral
  Neutral
  Neutral
  XP:
  35
  275
  1350
  Crocodiles are aggressive reptiles, with fearsome bites.
  They breathe air, but are aquatic and usually remain sub-
  merged or within shallow water.
  They primarily hunt in
  water, and are attracted by movement or blood.
  Large
  crocodiles, on average, grow to a length of 20 feet.
  Gi-
  ant crocodiles are big, prehistoric beasts that can reach a
  length of 50 feet.
  Cyclops
  Armour Class:
  5
  No. Appearing:
  1 (1d4)
  Hit Dice:
  13*
  Save As:
  Fighter:
  13
  Move:
  90’ (30’)
  Morale:
  9
  Attacks:
  1 club or
  hurl rocks
  Treasure Type:
  E +
  5,000gp
  Damage:
  3d10 or
  3d6
  Alignment:
  Chaotic
  XP:
  2300
  Cyclopes (plural of cyclops) average 20 feet tall, and are gi-
  ant humanoids. They have one large eye centered on their
  face.
  They have reduced depth perception due to having
  only one eye and suffer a -2 penalty to attack rolls. They
  employ large clubs as weapons, but also throw rocks up
  to 200 feet (60′ short range, 130′ medium range, 200′ long
  range) for 3d6 hit points of damage. A few cyclopes (1 cy-
  clops in 20) have the ability to issue a curse one time per
  week (reverse of remove curse).
  Cyclopes are loners, and
  generally live together in small numbers only on occasion
  for the purpose of breeding and the earliest stages of child
  rearing. They typically keep ﬂocks of sheep, and often cul-
  tivate grapes. They live in caves amongst mountains and
  hills.
  Doppelgänger
  Armour Class:
  5
  No. Appearing:
  1-6 (1-6)
  Hit Dice:
  4*
  Save As:
  Fighter: 8
  Move:
  90’ (30’)
  Morale:
  8
  Attacks:
  1
  Treasure Type:
  E
  Damage:
  1d12
  Alignment:
  Chaotic
  XP:
  125
  Doppelgängers are strange beings that are able to take on
  the shapes of those they encounter. They can imitate the
  shape of a humanoid up to 7′ tall. In its natural form, the
  creature is 51⁄2′ tall and looks more or less humanoid, but
  slender and frail, with gangly limbs and half-formed fea-
  tures.
  The ﬂesh is pale and hairless.
  Its large, bulging
  eyes are yellow with slitted pupils.
  A doppelgänger’s ap-
  pearance is deceiving even when it’s in its true form.
  A
  doppelgänger is hardy, with a natural agility not in keeping
  with its frail appearance.
  Doppelgängers make excellent
  use of their natural mimicry to stage ambushes, bait traps,
  and inﬁltrate humanoid society. They will often try to kill
  the person they imitate, so to then attack a group by sur-
  prise.
  Doppelgängers revert to their natural forms when
  slain. They are immune to the effects of charm and sleep
  spells.
  34
  
  FIRST FIVE FANTASY ROLEPLAYING
  MONSTERS
  Dragon
  White Dragon
  Black Dragon
  Armour Class:
  3
  2
  Hit Dice:
  6**
  7**
  Move:
  90’ (30’)
  90’ (30’)
  Fly:
  240’ (80’)
  240’ (80’)
  Attacks:
  2 claws/1
  bite + breath
  2 claws/1
  bite + breath
  Damage:
  1d4/1d4/2d8
  1d4+1/1d4+1/
  2d10
  No. Appearing:
  1d4 (1d4)
  1d4 (1d4)
  Save As:
  Fighter: 6
  Fighter: 7
  Morale:
  8
  8
  Treasure Type:
  H
  H
  Alignment:
  Neutral
  Chaotic
  XP:
  725
  1250
  Dragons are ancient, highly intelligent, treasure loving,
  and dangerous. They are a very old race of intelligent rep-
  tiles, which reproduce by laying eggs. They are completely
  carnivorous, and each race of dragon employs a particu-
  lar kind of breath weapon attack (see Table 21). The races
  of dragons are identiﬁed by their predominant hide colour,
  preferred climate, and alignment. Dragons are a long-lived
  race, and individuals can live for over a hundred thousand
  years.
  Green Dragon
  Blue Dragon
  Armour Class:
  1
  0
  Hit Dice:
  8**
  9**
  Move:
  90’ (30’)
  90’ (30’)
  Fly:
  240’ (80’)
  240’ (80’)
  Attacks:
  2 claws/1
  bite + breath
  2 claws/1
  bite + breath
  Damage:
  1d6/1d6/3d8
  1d6+1/1d6+1/
  3d10
  No. Appearing:
  1d4 (1d4)
  1d4 (1d4)
  Save As:
  Fighter: 8
  Fighter: 9
  Morale:
  9
  9
  Treasure Type:
  H
  H
  Alignment:
  Chaotic
  Neutral
  XP:
  1750
  2300
  Because of their long history, dragons seldom take notice
  of the lesser insigniﬁcant intelligent races, and view them
  as primitive upstarts. Nonetheless, dragons are extremely
  intelligent and value their own lives. To this end, dragons
  will bargain and even surrender to characters to save their
  lives or otherwise richly beneﬁt.
  Dragons have immense
  egos, and even the most evil dragon may stop to listen to
  the pleas or praise of a soon to be lunch. Dragons of differ-
  ing alignment will interact with other intelligent creatures
  in different ways. Neutral dragons may or may not converse
  with characters, depending on the circumstances. Lawful
  dragons are more likely to aid a good party or a party on
  a noble mission.
  Chaotic dragons will likely attempt to
  destroy a party on sight, unless there is something to be
  gained by exercising restraint.
  Red Dragon
  Gold Dragon
  Armour Class:
  −1
  −2
  Hit Dice:
  10**
  11**
  Move:
  90’ (30’)
  90’ (30’)
  Fly:
  240’ (80’)
  240’ (80’)
  Attacks:
  2 claws/1
  bite + breath
  2 claws/1
  bite + breath
  Damage:
  1d8/1d8/4d8
  2d4/2d4/6d6
  No. Appearing:
  1d4 (1d4)
  1d4 (1d4)
  Save As:
  Fighter: 10
  Fighter: 11
  Morale:
  10
  10
  Treasure Type:
  H
  H
  Alignment:
  Chaotic
  Lawful
  XP:
  2300
  2700
  Dragon Breath Weapons:
  Dragons are able to produce a
  powerful attack with a breath weapon. Dragons’ breath at-
  tacks deal a number of hit points damage equal to their to-
  tal number of hit points when the attack occurs (not neces-
  sarily their maximum hit points). The classic breath attack
  is the ﬁre from a “ﬁre-breathing dragon,” but different drag-
  ons breathe different kinds of effects. All breath weapons
  are usable 3 times per day. Unless the situation prevents
  it, dragons will tend to use their breath weapon as their ini-
  tial attack when confronted with combat. Dragons will use
  their breath weapons about 50% of the time on all subse-
  quent rounds of combat, and if the breath weapon is not
  employed they will attack with two claws and a bite attack.
  A dragon’s breath attack can have one of three potential
  shapes, cloud shaped, cone shaped, and linear. All cloud-
  shaped breath effects occupy an area that is 20′ high, 50′
  long, and 40′ wide. Cone-shaped effects begin with a width
  of 2′, and spread out in a cone shape to a variable maxi-
  mum length, but the terminal end of a cone is always 30′
  wide. Linear breath attacks have the same 5′ width for their
  entire lengths (100′).
  All creatures that ﬁnd themselves the victims of a breath
  attack may attempt a saving throw versus Breath.
  Suc-
  cess indicates that only half of the normal hit point damage
  is done. Dragons are immune to the effects of their own
  breath attack, as well as the same kind of breath attack
  from other dragons. They are further immune to ordinary
  instances of a similar nature to their attack. For instance,
  a gold dragon is immune to all ordinary ﬁre and the ﬁre
  breath of all other dragons. However, dragons will sustain
  half damage from magical based attacks that are similar
  to the nature of their breath attacks.
  A blue dragon, for
  instance, will not suffer damage from a natural lightning
  35
  
  MONSTERS
  FIRST FIVE FANTASY ROLEPLAYING
  Table 21: Additional Dragon Information
  Colour
  Habitat
  Breath Weapon
  Breath Shape
  Range (L×W)
  Talks
  Asleep
  Spells
  White
  Cold
  Cold
  Cone
  80′ × 50′
  10%
  30%
  3 lvl 1
  Black
  Swamp
  Acid
  Line
  60′ × 5′
  20%
  40%
  4 lvl 1
  Green
  Forest
  Chlorine Gas
  Cloud
  50′ × 40′
  30%
  30%
  3 lvl 1, 3 lvl 2
  Blue
  Desert
  Lightning
  Line
  100′ × 5′
  40%
  20%
  4 lvl 1, 4 lvl 2
  Red
  Mountains
  Fire
  Cone
  90′ × 30′
  50%
  10%
  3 lvl 1, 3 lvl 2, 3 lvl 3
  Gold
  Anywhere
  Fire
  Cone
  90′ × 30′
  100%
  5%
  4 lvl 1, 4 lvl 2, 4 lvl 3
  Gas
  Cloud
  50′ × 40′
  strike, but will suffer half damage from the spell lightning
  bolt.
  Let Sleeping Dragons Lie:
  When a dragon is encountered
  in its lair, or otherwise in a location on the ground, there
  is a chance that the dragon will be asleep when stumbled
  across.
  Dragons are an ancient, long-lived race, and as
  such they operate on a different schedule than humanoids.
  Dragons may sleep in a safe location for days and weeks
  if left undisturbed. The percentage chance that a dragon
  will be asleep when found is provided on Table 21.
  For
  one round, opponents may attack a sleeping dragon and
  receive a bonus of +2 to all attack rolls. The dragon will
  be roused this round regardless of whether attacks actu-
  ally make contact, and combat will progress on the second
  round as normal. Or, more accurately, with the dragon’s
  full fury.
  Dragon
  Speech
  Capability:
  The
  more
  powerful
  the
  dragon type, the greater probability that any given mem-
  ber of that type has the capability to speak.
  All dragons
  that can speak know common, dragon, and their alignment
  language. They may also cast magic-user spells. Refer to
  Table 21 for the probability of speech and the spells avail-
  able to dragons.
  Dragon Surrender:
  Sometimes opponents seek to subdue
  dragons, so that they may be enslaved or bargained with.
  Any characters that wish to subdue a dragon must an-
  nounce that they are attacking without intent to kill. All
  hand weapons with a blade may be employed to deal blunt
  blows with the ﬂat of the blade. Combat and damage are
  calculated normally, noting how much damage is “subdue”
  damage. When a dragon reaches “0” hit points due to sub-
  due damage, it is knocked unconscious and will surrender
  to the characters for the time being. Note that a dragon will
  always wish for its freedom, and unless restrained or oth-
  erwise under dire threat a dragon will make every effort to
  escape when the chance presents itself. Characters must
  choose to attempt to gain a service from a dragon, or sell it
  to a buyer if one can be found. As a general rule, a dragon
  may be sold, at most, for a number of gold pieces equal to
  1,000 × the dragon’s maximum hit points.
  Dragon Age, Hit Dice, and Treasure:
  The qualities pre-
  sented for dragons assume that the dragon is a mature
  adult. However, the hit dice should be adjusted + or - 3 hit
  dice if the dragon is old or young, respectively. Older drag-
  ons are not only more powerful, but since they are older
  they have likely accumulated a larger treasure hoard. Old
  dragons may have up to twice the amount of listed treasure,
  while young dragons may only have about half of the listed
  treasure.
  Gold Dragons:
  Gold dragons are the most powerful of the
  dragon types, and require special note.
  They are able to
  breathe chlorine gas as a green dragon and ﬁre as a red
  dragon, but can nonetheless use a breath attack only 3
  times per day.
  In addition, all gold dragons are able to
  polymorph themselves into any animal or humanoid form.
  Elemental*
  Lesser Air
  Elemental
  Air
  Elemental
  Greater Air
  Elemental
  Armour
  Class:
  2
  0
  −2
  Hit Dice:
  8
  12
  16
  Move:
  Fly 360’
  (120’)
  Fly 360’
  (120’)
  Fly 360’
  (120’)
  Attacks:
  whirlwind
  whirlwind
  whirlwind
  Damage:
  1d8
  2d8
  3d8
  No.
  Appearing:
  1 (0)
  1 (0)
  1 (0)
  Save As:
  Fighter: 8
  Fighter: 12
  Fighter: 16
  Morale:
  10
  10
  10
  Treasure
  Type:
  Nil
  Nil
  Nil
  Alignment:
  Neutral
  Neutral
  Neutral
  XP:
  650
  1100
  1350
  Elementals are living beings made up of one of the four
  primary elements. Elementals will leave when dispelled, de-
  stroyed, or ordered to by the summoner. They may be sum-
  moned in three different ways, and any time an elemental
  is summoned the summoner must concentrate completely.
  If the summoner stops concentrating or loses concentration
  due to being struck or taking other actions, the elemental
  will attack them and anyone in-between it and the sum-
  moner.
  There are three different power levels of elementals, and
  the type present will be determined by the means used to
  summon them. Any elemental summoned with a staff is the
  weakest of the three, and can be considered to be lesser el-
  ementals. Elementals summoned with other magic items or
  devices are the normal type of elemental. Elementals con-
  jured by a 5th level magic user spell are the most powerful
  type, greater elementals.
  Only magic and magical weapons can harm elementals.
  36
  
  FIRST FIVE FANTASY ROLEPLAYING
  MONSTERS
  Air Elementals:
  For every hit die possessed by an air el-
  emental, it will have a diameter of 1⁄2′ and be 2′ high. For
  instance, an air elemental summoned by a spell would be
  32′ high and have a diameter of 8′.
  Their appearance is
  that of a twirling air mass. If a being of fewer than 2 HD
  is caught in the twirling mass, it is carried away, barring
  a successful saving throw versus death. Any aerial victim
  will suffer an extra 1d8 hit points of damage from an air
  elemental.
  Lesser Earth
  Elemental
  Earth
  Elemental
  Greater
  Earth
  Elemental
  Armour
  Class:
  2
  0
  −2
  Hit Dice:
  8
  12
  16
  Move:
  60’ (20’)
  60’ (20’)
  60’ (20’)
  Attacks:
  ﬁsts
  ﬁsts
  ﬁsts
  Damage:
  1d8
  2d8
  3d8
  No.
  Appearing:
  1 (0)
  1 (0)
  1 (0)
  Save As:
  Fighter: 8
  Fighter: 12
  Fighter: 16
  Morale:
  10
  10
  10
  Treasure
  Type:
  Nil
  Nil
  Nil
  Alignment:
  Neutral
  Neutral
  Neutral
  XP:
  650
  1100
  1350
  Earth Elementals:
  For every hit die possessed by an
  earth elemental, it will be 1′ high. For instance, an earth
  elemental summoned by a spell would be 16′ high. Their
  appearance is that of a giant humanoid made of earth. Any
  victim standing on the ground will suffer an extra 1d8 hit
  points of damage from earth elementals. Earth elementals
  are unable to move through water that has a width greater
  than an elemental’s height.
  Lesser Fire
  Elemental
  Fire
  Elemental
  Greater Fire
  Elemental
  Armour
  Class:
  2
  0
  −2
  Hit Dice:
  8
  12
  16
  Move:
  120’ (40’)
  120’ (40’)
  120’ (40’)
  Attacks:
  ﬂame
  ﬂame
  ﬂame
  Damage:
  1d8
  2d8
  3d8
  No.
  Appearing:
  1 (0)
  1 (0)
  1 (0)
  Save As:
  Fighter: 8
  Fighter: 12
  Fighter: 16
  Morale:
  10
  10
  10
  Treasure
  Type:
  Nil
  Nil
  Nil
  Alignment:
  Neutral
  Neutral
  Neutral
  XP:
  650
  1100
  1350
  Fire Elementals:
  For every hit die possessed by a ﬁre el-
  emental, it will have a diameter of 1′ and be 1′ high. For
  instance, a ﬁre elemental summoned by a spell would be
  16′ high and have a 16′ diameter. Their appearance is that
  of a giant pillar of ﬂame. Any victim that uses cold-based
  attacks will suffer an extra 1d8 hit points of damage from
  ﬁre elementals. Fire elementals are unable to move through
  water that has a width greater than an elemental’s diame-
  ter.
  Lesser
  Water
  Elemental
  Water
  Elemental
  Greater
  Water
  Elemental
  Armour
  Class:
  2
  0
  −2
  Hit Dice:
  8
  12
  16
  Move:
  60’ (20’)
  60’ (20’)
  60’ (20’)
  Swim:
  180’ (60’)
  180’ (60’)
  180’ (60’)
  Attacks:
  wave
  wave
  wave
  Damage:
  1d8
  2d8
  3d8
  No.
  Appearing:
  1 (0)
  1 (0)
  1 (1)
  Save As:
  Fighter: 8
  Fighter: 12
  Fighter: 16
  Morale:
  10
  10
  10
  Treasure
  Type:
  Nil
  Nil
  Nil
  Alignment:
  Neutral
  Neutral
  Neutral
  XP:
  650
  1100
  1350
  Water Elementals:
  For every hit die possessed by a water
  elemental, it will have a diameter of 2′ and be 1⁄2′ high. For
  instance, a water elemental summoned by a spell would be
  8′ high and have a 32′ diameter. Their appearance is that
  of a large mass of watery waves. Any victim that is standing
  in, or submerged in, water suffers an extra 1d8 hit points of
  damage from water elementals. Water elementals may not
  be further than 60′ from a source of water.
  37
  
  MONSTERS
  FIRST FIVE FANTASY ROLEPLAYING
  Gargoyle*
  Armour Class:
  5
  No. Appearing:
  1d6 (2d4)
  Hit Dice:
  4**
  Save As:
  Fighter: 8
  Move:
  90’ (30’)
  Morale:
  11
  Fly:
  150’ (50’)
  Attacks:
  2 claws/1
  bite/1
  horn
  Treasure Type:
  C
  Damage:
  1d3/1d3/
  1d6/1d4
  Alignment:
  Chaotic
  XP:
  175
  Gargoyles are demonic-appearing beasts that are magical in
  nature, and may only be harmed by enchanted weapons or
  magic. They have large bat-like wings, horns, fangs, fear-
  some claws, and skin the colour of stone. Although they
  are not greatly intelligent, they make up for this with the
  sly nature of efﬁcient predators.
  Gelatinous Cube
  Armour Class:
  8
  No. Appearing:
  1 (0)
  Hit Dice:
  4*
  Save As:
  Fighter: 2
  Move:
  60’ (20’)
  Morale:
  12
  Attacks:
  1
  Treasure Type:
  V
  Damage:
  2d4 +
  special
  Alignment:
  Neutral
  XP:
  125
  The nearly transparent gelatinous cube travels slowly along
  dungeon corridors and cave ﬂoors, absorbing carrion, crea-
  tures, and trash. Inorganic material remains trapped and
  visible inside the cube’s body. A typical gelatinous cube is
  10 feet on each side, though much larger specimens are
  not unknown.
  The translucent appearance of the gelati-
  nous cube makes characters surprised on a surprise check
  roll of 1-4 on 1d6. A gelatinous cube attacks by slamming
  its body into its prey to engulf foes. This attack deals 2d4
  hit points of damage, and an opponent must succeed in a
  saving throw versus paralyze or become paralyzed for 2d4
  turns. The spell cure light wounds causes a character to re-
  gain movement, but this use does not heal hit points with
  the same casting. Subsequent attacks against a paralyzed
  foe always hit.
  Gelatinous cubes are immune to the ef-
  fects of lightning and cold-based attacks. They take normal
  damage from weapons and ﬁre-based attacks.
  Ghoul
  Armour Class:
  6
  No. Appearing:
  1d6 (2d8)
  Hit Dice:
  2*
  Save As:
  Fighter: 2
  Move:
  90’ (30’)
  Morale:
  9
  Attacks:
  2 claws/1
  bite
  Treasure Type:
  B
  Damage:
  1d3/1d3/
  1d3 +
  special
  Alignment:
  Chaotic
  XP:
  25
  Formerly human, but now ﬂesh-eating undead mockeries
  of their former existence, ghouls are fearsome enemies of
  all things living. Ghouls attack with claws and a vile bite.
  Any successful attack requires the opponent to attempt a
  saving throw versus paralysis, or become paralyzed for 2d4
  turns. Elves are immune to the paralysis of ghouls, and
  the paralysis cannot take effect on humanoids larger than
  ogres.
  Ghouls will attempt to paralyze all members of a
  group, so that they can feast on their helpless bodies at
  leisure.
  Giant
  Hill Giant
  Stone Giant
  Frost Giant
  Armour
  Class:
  4
  4
  4
  Hit Dice:
  8
  9
  10+1*
  Move:
  120’ (40’)
  120’ (40’)
  120’ (40’)
  Attacks:
  1
  1
  1
  Damage:
  2d8
  3d6
  4d6
  No.
  Appearing:
  1d4 (2d4)
  1d2 (1d6)
  1d2 (1d4)
  Save As:
  Fighter: 8
  Fighter: 9
  Fighter: 10
  Morale:
  8
  9
  9
  Treasure
  Type:
  E + 5,000gp
  E + 5,000gp
  E + 5,000gp
  Alignment:
  Chaotic
  Neutral
  Chaotic
  XP:
  650
  900
  1600
  38
  
  FIRST FIVE FANTASY ROLEPLAYING
  MONSTERS
  Fire Giant
  Cloud Giant
  Storm Giant
  Armour
  Class:
  4
  4
  2
  Hit Dice:
  11+2*
  13*
  15**
  Move:
  120’ (40’)
  120’ (40’)
  150’ (50’)
  Attacks:
  1
  1
  1+special
  Damage:
  5d6
  6d6
  8d6 + special
  No.
  Appearing:
  1d2 (1d3)
  1d2 (1d3)
  1 (1d3)
  Save As:
  Fighter: 11
  Fighter: 12
  Fighter: 15
  Morale:
  9
  10
  10
  Treasure
  Type:
  E + 5,000gp
  E + 5,000gp
  E + 5,000gp
  Alignment:
  Chaotic
  Neutral
  Lawful
  XP:
  1900
  2300
  3250
  Hill Giant:
  In many ways hill giants resemble larger
  ogres, including having eyes rimmed with red and often
  wielding some bludgeoning weapon or a spear. They have
  skin of rust brown or tan, with similarly coloured rust or
  black hair. They dress in animal skins and are 12 feet tall.
  Hill giants enjoy pillaging human villages.
  Stone Giant:
  Stone giants are partially named for their
  stone-like complexions and iron coloured eyes. Their hair
  is also dark-stone coloured, sometimes with hints of blue.
  They are 14′ tall.
  Whereas hill giants often use wooden
  clubs, stone giants prefer stone clubs and wear skins the
  colour of stone. Stone giants can throw rocks to inﬂict 3d6
  damage to a range of 300′. They keep guards (50% chance),
  which are typically bears (1d4 in number).
  Frost Giant:
  Frost giants have the overall appearance of
  giant, 18′ tall muscled barbarians. They have pale yellow or
  blue eyes, with white hair that can likewise be tinged with
  yellow or blue. Frost giants get their name for their love of
  the cold. They often live within frosty caverns, but have the
  propensity to take up residence in castles, as do some of
  their other giant kin. This love of the cold is reﬂected in the
  fact that frost giants are completely immune to ill effects
  from cold, including the bone-chilling breath of white drag-
  ons! Frost giants can throw rocks to inﬂict 3d6 damage to a
  range of 200′. They keep guards, which are usually (1-8 on
  1d10) 6d6 wolves, or sometimes (9-10 on 1d10) 3d6 polar
  bears.
  Fire Giant:
  Fire giants’ hair is the red and orange colour
  of ﬂames, and their skin is soot black. Their teeth are ﬂame
  orange, and their eyes red. They are 16′ tall. They com-
  monly wear armour on their broad shoulders. This armour
  is usually brass, bronze, copper, or sometimes made from
  the skin of red dragons. Fire giants live in castles or large
  structures made of stone or dense ﬁre-hardened earth. Like
  most giants, ﬁre giants delight in throwing rocks at ene-
  mies. They can hit a target from a distance of 200′ to inﬂict
  3d6 hit points of damage. When not throwing rocks, ﬁre
  giants wield large swords. Fire giants are immune to ﬁre-
  based attacks, including the ﬁre breath of a red dragon.
  They keep guards, which are usually (1-8 on 1d10) 3d6
  hellhounds, or sometimes (9-10 on 1d10) 1d3 hydras.
  Cloud Giant:
  Cloud giants often dress in ﬂowing clothing
  and fancy jewellery. They have bronze to white hair, with
  skin in tones of blue ranging from nearly white to cold,
  light blue. They are 20′ tall. Cloud giants usually live in
  giant castles at high elevations. When not high up in the
  mountains, their castles exist on clouds given substance
  by magic. Their strong olfactory sense and sharp eyesight
  make them surprised on a roll of 1 on 1d6. Cloud giants
  keep various guards, and if the giants are living on clouds
  the guards will be giant hawks (3d6 in number). If living
  in castles on mountains, the guards will be dire wolves
  (6d6 in number). Although they often wield clubs, all cloud
  giants can throw rocks to inﬂict 3d6 damage to a range of
  200′.
  Storm Giant:
  There are two typical appearances of storm
  giants, which are related to their preference for environ-
  ment. Those who choose to live under water are often of
  green hair, eyes and skin, while those above water have
  purple skin, eyes either purple or cloud grey, and blue-
  tinted black hair. Both kinds are 22′ tall. Storm giants are
  the most formidable of all giants. They live in remote loca-
  tions; about 60% of the time they live on clouds like their
  cloud giant cousins, and 30% of the time in the mountains
  like their stone giant relatives. Somewhat more rarely, 10%
  of the time storm giants choose to live underwater. In all
  cases, they live in immense, luxurious castles. Like most
  other giants, storm giants keep guards, and if living above
  water will have 2d4 griffons.
  However, storm giants who
  have their castle abodes under water will instead have gi-
  ant crabs (3d6 in number). Storm giants have the ability to
  summon thunderstorms that will arrive after 1 turn. In the
  presence of a thunderstorm, a storm giant is able to cast a
  lightning bolt 1 time per 5 rounds. The hit point damage
  inﬂicted is equal to the storm giant’s current hit point total,
  and a saving throw versus spells can reduce this damage
  by 50%. Storm giants are immune to all forms of lightning,
  even the lightning breath attack of blue dragons.
  Gnoll
  Armour Class:
  5
  No. Appearing:
  1d6 (3d6)
  Hit Dice:
  2
  Save As:
  Fighter: 2
  Move:
  90’ (30’)
  Morale:
  8
  Attacks:
  1 weapon
  Treasure Type:
  (P)D
  Damage:
  2d4 or by
  weapon +
  1
  Alignment:
  Chaotic
  XP:
  20
  Gnolls are hyena-headed, chaotic humanoids that wander
  in loose tribes. Most gnolls have dirty yellow or reddish-
  brown fur. A gnoll is a nocturnal carnivore, preferring intel-
  ligent creatures for food because they scream more, though
  gnolls themselves are not particularly intelligent.
  In any
  group of 20 gnolls, there is a leader who has 16 hit points
  and is considered to have 3 HD for attack purposes.
  39
  
  MONSTERS
  FIRST FIVE FANTASY ROLEPLAYING
  Gnome
  Armour Class:
  5
  No. Appearing:
  1d8 (5d8)
  Hit Dice:
  1
  Save As:
  Dwarf: 1
  Move:
  60’ (20’)
  Morale:
  8 (10)
  Attacks:
  1 weapon
  Treasure Type:
  (P)C
  Damage:
  1d6 or by
  weapon
  Alignment:
  Any
  XP:
  10
  Gnomes stand 3′ to 31⁄2′ tall and are slighter of build than
  dwarves. Their skin colour ranges from dark tan to woody
  brown, their hair is fair, noses large, and their eyes can
  be any shade of blue.
  Gnome males prefer long beards.
  Gnomes generally wear leather or earth tones, though they
  decorate their clothes with intricate stitching or ﬁne jew-
  ellery. These cousins to dwarves share many of their likes,
  and often live in vast mines looking for precious metals and
  gems. Their tendency to underground life has granted them
  extended infravision to 90′. They have a fondness for con-
  traptions, and often employ crossbows and ﬁght hand-to-
  hand with war hammers. Gnomes have a particular hatred
  for kobolds, but are none too fond of goblins.
  Dwarves,
  however, are treated as welcome relatives.
  In any group of 20 gnomes there is a leader who has 11
  hit points.
  This leader attacks with an attack value of a
  monster with 2 HD. Gnomes are ruled by a grand chief,
  who is considered as a monster of 4 HD, and has 18 hit
  points. A grand chief is a particularly strong gnome, and
  receives a +1 bonus to all damage dealt. These chiefs have
  a small contingent of 1d6 bodyguards, who are considered
  to attack as monsters of 3 HD and each has 1d4 +9 hit
  points. When in the presence of the grand chief, all gnomes
  have an effective morale of 10.
  Goblin
  Armour Class:
  6
  No. Appearing:
  2d8
  (6d10)
  Hit Dice:
  1−1
  Save As:
  Normal
  Person
  Move:
  60’ (20’)
  Morale:
  7 (9)
  Attacks:
  1 weapon
  Treasure Type:
  (R)C
  Damage:
  1d6 or by
  weapon
  Alignment:
  Chaotic
  XP:
  5
  A goblin stands 3′ to 31⁄2′ tall.
  Its eyes are usually dull
  and glazed, varying in colour from red to yellow. Their eyes
  sometimes ﬂicker red in the dark. A goblin’s skin colour
  ranges from yellow through any shade of orange to a deep
  red; usually all members of a single tribe are about the
  same colour. Goblins wear clothing of dark leather, tending
  toward drab, soiled-looking colours.
  They spend most of
  their days underground, and as such suffer a -1 penalty to
  all attack rolls when in full sunlight. They have a longer
  range of infravision, to 90′.
  Goblins are archenemies of
  dwarves, who they hate above all other humanoids.
  Goblins often use dire wolves as mounts, and 25% of their
  number will be mounted 20% of the time. A goblin king is
  an exceptional goblin, who attacks like a monster of 3 HD,
  and all damage dealt receives a bonus of +1. A goblin king
  is always accompanied by a loyal bodyguard, totalling 2d6
  individuals. The bodyguards each have 2d6 hit points, and
  attack as monsters with 2 HD. All goblins in the presence
  of the goblin king have a morale score of 9.
  Golem*
  Wood Golem
  Bone Golem
  Armour Class:
  7
  2
  Hit Dice:
  2+2*
  6*
  Move:
  120’ (40’)
  120’ (40’)
  Attacks:
  1 ﬁst
  4 weapons
  Damage:
  1d8
  1d8×4 or by
  weapons
  No. Appearing:
  1 (1)
  1 (1)
  Save As:
  Fighter: 1
  Fighter: 4
  Morale:
  12
  12
  Treasure Type:
  Nil
  Nil
  Alignment:
  Neutral
  Neutral
  XP:
  35
  500
  40
  
  FIRST FIVE FANTASY ROLEPLAYING
  MONSTERS
  Amber Golem
  Bronze Golem
  Armour Class:
  6
  0
  Hit Dice:
  10*
  20**
  Move:
  180’ (60’)
  240’ (80’)
  Attacks:
  2 claws/1 bite
  1 ﬁst+special
  Damage:
  2d6/2d6/2d10
  3d10 + special
  No. Appearing:
  1 (1)
  1 (1)
  Save As:
  Fighter: 5
  Fighter: 10
  Morale:
  12
  12
  Treasure Type:
  Nil
  Nil
  Alignment:
  Neutral
  Neutral
  XP:
  1600
  4300
  Golems are magically created automatons of great power.
  Constructing one involves the employment of mighty magic.
  As such, they are created by exceptionally powerful clerics
  and magic-users. The examples provided here are just a few
  of the possible kinds. The referee may design new forms us-
  ing the examples as guidelines. All golems are unaffected
  by ordinary weapons. In addition, golems have no true in-
  telligence, and are thus unaffected by hold, charm, or sleep
  spells. Since they are not truly alive, they are unaffected by
  poison or gases.
  Wood Golem:
  Wood golems are about the size of halﬂings,
  and are shaped from wood. They are clumsy and suffer -1
  to initiative. These golems are particularly susceptible to
  ﬁre-based attacks, and make saving throws with a penalty
  of -2. In addition, for ﬁre-based attacks they take 1 more
  point of damage per damage die rolled.
  Bone Golem:
  Though they may be mistaken for un-
  dead, these human-sized constructs of bones are animated
  golems.
  These golems are usually given four arms, and
  each may wield a weapon to attack every round. They may
  direct attacks at up to two opponents each round. In addi-
  tion to ordinary immunities enjoyed by golems, bone golems
  are unaffected by electrical, ﬁre, or cold-based attacks.
  Amber Golem:
  These golems are made of petriﬁed tree
  sap, and this golden stone is commonly formed into the
  shape of dire wolves or large cats. They have the ability to
  detect invisibility to a range of 60′, and are able to track
  any being.
  Bronze Golem:
  These giant humanoids are made of
  bronze, and have molten metal inside them. Powerful ﬁsts
  deal 3d10 hp damage. The touch of a bronze golem inﬂicts
  1d10 hp damage, from intense heat. When a bladed weapon
  strikes this golem, the attacker suffers 2d6 hp of damage as
  some of the molten metal inside it gushes forth. A saving
  throw versus death can be made to avoid this damage en-
  tirely.
  Gorgon
  Armour Class:
  2
  No. Appearing:
  1d2 (1d4)
  Hit Dice:
  8*
  Save As:
  Fighter: 8
  Move:
  120’ (40’)
  Morale:
  8
  Attacks:
  1 gore or
  breath
  Treasure Type:
  E
  Damage:
  2d6 or
  petriﬁca-
  tion
  Alignment:
  Chaotic
  XP:
  1200
  The gorgon resembles a large bull with red scales. A typical
  gorgon stands over 6 feet tall at the shoulder and measures
  8 feet from snout to tail.
  It weighs about 4,000 pounds.
  Gorgons are nothing if not aggressive. They attack oppo-
  nents on sight, attempting to gore or petrify them.
  If a
  gorgon gets a running start to charge it may gore with its
  horns for double damage.
  Gorgons have a breath attack
  that is a gas cloud 10 feet wide and 60 feet long. Any crea-
  ture caught in this cloud must succeed in a saving throw
  versus paralysis or turn to stone. A gorgon is unaffected by
  its own breath attack. Gorgons live on hills and prairies.
  Grey Ooze
  Armour Class:
  8
  No. Appearing:
  1d4 (1d4)
  Hit Dice:
  3*
  Save As:
  Fighter: 2
  Move:
  10’ (3’)
  Morale:
  12
  Attacks:
  1
  Treasure Type:
  Nil
  Damage:
  2d8
  Alignment:
  Neutral
  XP:
  50
  Grey ooze can grow to a diameter of up to 10 feet, and a
  thickness of about 6 inches. It resembles damp stone so
  closely that it can be mistaken for that easily. A grey ooze
  strikes like a snake, slamming opponents with its body.
  A successful strike to an unarmoured being deals 2d8 hit
  points of damage from the acidic slime that covers it.
  If
  an opponent is armoured, whether the armour is magical
  or non-magical, it is destroyed 1 turn after a successful hit
  from the ooze, as the acid eats through it viciously. In either
  case, the ooze clings to an opponent and once armour is no
  longer a barrier the resilient acid continues to deal 2d8 hit
  points of damage every round until it can be neutralized.
  Grey ooze is immune to the effects of ﬁre-based and cold-
  based attacks.
  They take normal damage from lightning
  and weapons.
  Green Slime*
  Armour Class:
  All attacks
  hit
  No. Appearing:
  1 (0)
  Hit Dice:
  2**
  Save As:
  Fighter: 1
  Move:
  3’ (1’)
  Morale:
  12
  Attacks:
  1
  Treasure Type:
  (P+S) B
  Damage:
  Special
  Alignment:
  Neutral
  XP:
  30
  This animate, viscous green slime feeds on plants, animals,
  and metals, including weapons and armour, but does not
  digest stone. Green slime senses movements through sub-
  tle vibrations, and will drop from high places onto victims
  to feed, or will cling to an opponent who steps on it. Once
  41
  
  MONSTERS
  FIRST FIVE FANTASY ROLEPLAYING
  covering a victim, green slime will digest all clothing and
  armour in 6 rounds. The slime feeds so quickly that after
  this period, in only 1d4 rounds after contact with the bare
  skin of its victim, the slime will completely digest it, creat-
  ing more slime in its place. No magical revival is possible for
  a victim as nothing material of the victim remains. Green
  slime is impervious to most attacks, but is susceptible to
  ﬁre.
  The slime clings in such a way to make scraping it
  off ineffective. Note that if green slime is burned while it is
  on a character, the damage from the ﬁre is divided evenly
  between the slime and the character. Green slime is killed
  instantly by a cure disease spell.
  Harpy
  Armour Class:
  7
  No. Appearing:
  1d6 (2d4)
  Hit Dice:
  3*
  Save As:
  Fighter: 3
  Move:
  60’ (20’)
  Morale:
  7
  Fly:
  150’ (50’)
  Attacks:
  2 claws/1
  weapon +
  charm
  Treasure Type:
  C
  Damage:
  1d4/1d4/
  1d6
  Alignment:
  Chaotic
  XP:
  50
  From the waist up these monsters resemble unsightly
  women, and they have the legs and wings of giant eagles.
  Harpies like to entrance hapless travellers with their mag-
  ical songs and lead them to unspeakable torments.
  If a
  character hears this magical song, a saving throw versus
  spells may be attempted, and failure indicates the victim
  has been charmed. A successful saving throw grants the
  character immunity to the effects of the song for the rest
  of the encounter. Any being under the charm of a harpy
  will attempt to move close to them, and will not make any
  attacks. Only when a harpy has ﬁnished playing with its
  new “toys” will it release them from suffering by killing and
  consuming them. Harpies have an innate magic resistance,
  and a +2 saving throw bonus on all save rolls.
  Hellhound
  Armour Class:
  4
  No. Appearing:
  2d4 (2d4)
  Hit Dice:
  3-7**
  Save As:
  Fighter:
  3-7
  Move:
  120’ (40’)
  Morale:
  9
  Attacks:
  bite or
  breath
  Treasure Type:
  C
  Damage:
  1d6 or
  special
  Alignment:
  Chaotic
  XP:
  65, 175,
  425, 725,
  or 1250
  Hellhounds are sly and intelligent.
  They are roughly the
  size of dire wolves, with red to red-brown fur.
  They are
  immune to the effects of all non-magical ﬁre.
  These de-
  monic hounds favour hot environments, and may be found
  around volcanic activity, or with other creatures that pre-
  fer hot environments.
  They commonly take up residence
  in dungeons. Hellhounds will bite 67% of the time for 1d6
  hit points damage, or breath ﬁre 33% of the time. The ﬁre
  breath attack deals 1d6 hit points of damage per hit die
  the attacking hell hound possesses.
  A successful saving
  throw versus breath attack reduces the damage by half.
  Hell hounds will save as Fighters equal in level to their hit
  die. They have an imperfect ability to detect invisibility to a
  range of 60′, with a 75% probability of detection.
  Hobgoblin
  Armour Class:
  6
  No. Appearing:
  1d6 (4d6)
  Hit Dice:
  1+1
  Save As:
  Fighter: 1
  Move:
  90’ (30’)
  Morale:
  8 (10)
  Attacks:
  1 weapon
  Treasure Type:
  (Q)D
  Damage:
  1d8 or by
  weapon
  Alignment:
  Chaotic
  XP:
  15
  Hobgoblins are larger cousins of goblins. Hobgoblins’ hair
  colour ranges from dark reddish-brown to dark grey. They
  have dark orange or red-orange skin. Hobgoblins’ eyes are
  yellowish or dark brown, while their teeth are yellow. Their
  garments tend to be brightly coloured, often blood red with
  black-dyed leather. Their weaponry is kept polished and in
  good repair. Hobgoblins tend to reside below ground, but
  often live or venture to the surface, and suffer no penalties
  to daylight like their smaller cousins. A hobgoblin king is
  an exceptional hobgoblin, with 22 hp and he attacks like a
  monster of 5 HD. All damage dealt receives a bonus of +2.
  A hobgoblin king is always accompanied by a loyal body-
  guard, totalling 1d4 individuals. The bodyguards each have
  3d6 hit points, and attack as monsters with 4 HD. All hob-
  goblins in the presence of the hobgoblin king have a morale
  score of 10.
  Hydra
  Armour Class:
  5
  No. Appearing:
  1 (1)
  Hit Dice:
  5-12
  Save As:
  Fighter:
  5-12
  Move:
  120’ (40’)
  Morale:
  11
  Attacks:
  5-12
  heads
  Treasure Type:
  B
  Damage:
  1d10 each
  Alignment:
  Neutral
  XP:
  175, 275,
  450, 650,
  900, or
  1,100
  Hydras are reptile-like monsters with 1d8+4 heads. A hy-
  dra is grey-brown to dark brown, with a light yellow or tan
  underbelly. The eyes are amber and the teeth are yellow-
  white.
  It is about 20 feet long and weighs about 4,000
  pounds.
  Hydras have a number of hit die equal to their
  number of heads. They have maximum hit points for their
  hit die. Each head attempts to bite an opponent in a round,
  so the number of attacks a hydra has each round is equal
  to the number of heads it has. When a hydra has suffered 8
  hit points of damage, 1 head becomes useless. For each ad-
  ditional 8 hp damage, another head becomes useless, until
  all heads have been destroyed and the hydra dies. Hydras
  save as a Fighter equal in level to the hydra’s HD number.
  42
  
  FIRST FIVE FANTASY ROLEPLAYING
  MONSTERS
  Invisible Stalker
  Armour Class:
  3
  No. Appearing:
  1 (1)
  Hit Dice:
  8*
  Save As:
  Fighter: 8
  Move:
  120’ (40’)
  Morale:
  12
  Attacks:
  1
  Treasure Type:
  Nil
  Damage:
  4d4
  Alignment:
  Neutral
  XP:
  1200
  Invisible stalkers are creatures of magic from another plane
  of existence. They sometimes serve magic-users, who sum-
  mon them with a special spell to perform speciﬁc tasks. A
  summoned invisible stalker undertakes whatever task the
  summoner commands, even if the task sends it hundreds
  or thousands of miles away. The creature follows a com-
  mand until the task is completed and obeys only the sum-
  moner. However, it resents protracted missions or complex
  tasks and seeks to pervert its instructions accordingly. In-
  visible stalkers may be dispelled, and return to their home
  plane. Creatures that cannot detect invisible are surprised
  by an invisible stalker on a surprise check result of 1-5 on
  1d6.
  Kobold
  Armour Class:
  7
  No. Appearing:
  4d4
  (6d10)
  Hit Dice:
  1⁄2 (1-4 hp)
  Save As:
  Normal
  Person
  Move:
  60’ (20’)
  Morale:
  6 (8)
  Attacks:
  1 weapon
  Treasure Type:
  P (J)
  Damage:
  1d4 or by
  weapon−1
  Alignment:
  Chaotic
  XP:
  5
  Kobolds are short, dog-like humanoids with cowardly and
  sadistic tendencies. A kobold’s scaly skin ranges from dark
  rusty brown to a rusty black colour. It has glowing red eyes.
  Kobolds wear ragged clothing, favouring red and orange.
  A kobold is 2 to 21⁄2′ tall. Kobolds live exclusively under-
  ground, and have an extended infravision to 90′. A kobold
  chief is an exceptional kobold, who attacks like a monster
  of 2 HD with 9 hit points. A kobold chief is always accompa-
  nied by a loyal bodyguard, totalling 1d6 individuals. Each
  bodyguard has 6 hit points, and attack as monsters with 1
  + 1 HD. All kobolds in the presence of the kobold chief have
  a morale score of 8.
  Leech, Giant
  Armour Class:
  7
  No. Appearing:
  0 (1d4)
  Hit Dice:
  6
  Save As:
  Fighter: 3
  Move:
  90’ (30’)
  Morale:
  10
  Attacks:
  blood
  suck
  Treasure Type:
  Nil
  Damage:
  1d6 +
  blood
  drain
  Alignment:
  Neutral
  XP:
  275
  Giant leeches are 4′ long, brown, and slimy. They live in
  marshy terrain and other bodies of stagnant water. When
  a giant leech hits in combat, it latches on to a victim with
  its round barbed mouth, and drinks 1d6 hit points of blood
  from the victim each round. Once attached, a giant leech
  will only release a victim if the victim dies or the leech itself
  is killed.
  Lizard Man
  Armour Class:
  5
  No. Appearing:
  2d4 (6d6)
  Hit Dice:
  2+1
  Save As:
  Fighter: 2
  Move:
  60’ (20’)
  Morale:
  12
  Swim:
  120’ (40’)
  Attacks:
  1 weapon
  Treasure Type:
  D
  Damage:
  1d6+1 or
  by
  weapon +
  1
  Alignment:
  Neutral
  XP:
  25
  These scaly humanoids resemble humans but have the
  heads and tails of lizards. They delight in feasting upon the
  ﬂesh of other humanoids. They employ any kind of weapon,
  but prefer spears, tridents, and clubs.
  Their immense
  strength grants them a +1 bonus to damage.
  They often
  venture into dungeons, especially if there is an aquatic en-
  trance. They are otherwise found to dwell in marshes and
  along the banks of bodies of water.
  43
  
  MONSTERS
  FIRST FIVE FANTASY ROLEPLAYING
  Lycanthrope*
  Wererat
  Werewolf
  Wereboar
  Armour
  Class:
  7 (9)
  5 (9)
  4 (9)
  Hit Dice:
  3*
  4*
  4+1*
  Move:
  120’ (40’)
  180’ (60’)
  150’ (50’)
  Attacks:
  1 bite or
  weapon
  1 bite
  1 tusk-bite
  Damage:
  1d4 or by
  weapon
  2d4
  2d6
  No.
  Appearing:
  1d8 (2d8)
  1d6 (2d6)
  1d4 (2d4)
  Save As:
  Fighter: 3
  Fighter: 4
  Fighter: 4
  Morale:
  8
  8
  9
  Treasure
  Type:
  C
  C
  C
  Alignment:
  Chaotic
  Chaotic
  Neutral
  XP:
  50
  125
  200
  Weretiger
  Werebear
  Armour Class:
  3 (9)
  2 (8)
  Hit Dice:
  5*
  6*
  Move:
  150’ (50’)
  120’ (40’)
  Attacks:
  2 claws/1 bite
  2 claws/1 bite
  Damage:
  1d6/1d6/2d6
  2d4/2d4/2d8
  No. Appearing:
  1d4 (1d4)
  1d4 (1d4)
  Save As:
  Fighter: 5
  Fighter: 6
  Morale:
  9
  10
  Treasure Type:
  C
  C
  Alignment:
  Neutral
  Neutral
  XP:
  300
  500
  All lycanthropes are humans cursed with the disease ly-
  canthropy. They are able to take the form of one kind of
  animal, and are able to summon the aid of 1 to 2 of this
  same kind of animal, which will appear in 1d4 rounds.
  Lycanthropes never wear armour, since this would hin-
  der the shape-changing process. Wolfsbane is an effective
  ward against all lycanthropes, and if one is touched with
  it (whether thrown at it or otherwise hit with it) the lycan-
  thrope must succeed in a saving throw versus death or ﬂee
  out of fear.
  When killed, a lycanthrope takes its human
  form. Horses and sometimes other animals can sense ly-
  canthropes when they are near, and will act restless or bolt.
  Lycanthrope Forms:
  When a lycanthrope is in the hu-
  man form, it may have subtle secondary characteristics in
  common with the animal type it is capable of transform-
  ing into. Examples could include extra body hair, striped
  “birth marks” on weretigers, or larger ears on a Wererat.
  When a lycanthrope is in its animal form, it may only com-
  municate with other animals of its type, but may not speak
  any humanoid language. In addition, when in the animal
  form lycanthropes are immune to all attacks from normal
  weapons, but are harmed by spells, silver, and enchanted
  weapons.
  The Disease:
  The horrid disease of lycanthropy is trans-
  mitted when the victim of a lycanthrope suffers a loss of
  hit points equal to or more than 50% of their maximum
  number. The victim will become a lycanthrope of the type
  that wounded them in 2d6 days, but several days before
  the disease has fully taken hold the victim will show signs
  and begin to take on some of the secondary characteris-
  tics mentioned above. Only humans may become a lycan-
  thrope. Demi-humans and other non-humans do contract
  the disease, but they die after 2d6 days rather than be-
  come a lycanthrope. Lycanthropy may also be inherited. If
  one parent is a lycanthrope, there is a 50% chance that
  the child will become a lycanthrope at puberty.
  If both
  parents are lycanthropes, the child has a 100% chance of
  becoming a lycanthrope (in the rare event that the par-
  ents are not the same kind of lycanthrope, the type is
  determined randomly between the parental types).
  Con-
  tracted lycanthropy may be cured with the cleric spell cure
  disease, but the cleric must be of 11th level or greater.
  Wererat:
  These highly intelligent, sly lycanthropes are ca-
  pable of humanoid speech when in animal form. They are
  very stealthy, and will surprise opponents on a surprise
  check roll of 1-4 on 1d6.
  Wererats often use weapons,
  even in animal form, and any damage from a weapon must
  be noted and not considered when estimating damage that
  may cause lycanthropy.
  Werewolf:
  Werewolves are not extremely intelligent in an-
  imal form, but they make up for this in cunning. They roam
  in packs, and a pack consisting of at least 5 individuals will
  have a pack leader that ﬁghts as a monster of 5 HD and
  has 30 hit points.
  This individual is of greater strength,
  and receives a damage roll bonus of +2.
  44
  
  FIRST FIVE FANTASY ROLEPLAYING
  MONSTERS
  Wereboar:
  These aggressive, dim-witted, lycanthropes are
  easily enraged. If enraged, they will ﬁght with a bonus of
  +2 to attack rolls, and continue ﬁghting until there are no
  more enemies or until they are killed.
  Weretiger:
  Weretigers have the natural cat-like grace of
  the animals they may transform into. They have great cu-
  riosity and are not particularly malicious. Their stealth al-
  lows them to surprise opponents on a surprise check roll of
  1-4 on 1d6.
  Werebear:
  Highly intelligent and thoughtful lycanthropes,
  werebears are not inherently evil and may be friendly if ap-
  proached carefully. They tend to be quite solitary, though
  they occasionally live with normal bears. As other bears,
  if a Werebear achieves a successful attack with both claws
  in the same round, it may grab its opponent in a crushing
  hug for 2d8 hit points of damage.
  Manticore
  Armour Class:
  4
  No. Appearing:
  1d2 (1d4)
  Hit Dice:
  6+1*
  Save As:
  Fighter: 6
  Move:
  120’ (40’)
  Morale:
  9
  Fly:
  180’ (60’)
  Attacks:
  2 claws/1
  bite or
  spikes
  Treasure Type:
  D
  Damage:
  1d4/1d4/
  2d4 or
  special
  Alignment:
  Chaotic
  XP:
  650
  This foul monster delights in feasting on human ﬂesh. It
  has the face of a human, but there the similarities end.
  The manticore has giant bat wings, a lion’s body, and a
  long reptilian tail that has 24 barbed spikes growing from
  its end. The manticore can throw 6 spikes per round, and
  can do so when airborne. They can hit a target up to 180′
  away and deal damage of 1d6 hit points. The spikes grow
  back at a rate of 2 every day. These creatures usually live
  in the mountains, and have been known to venture into
  dungeons.
  Medusa
  Armour Class:
  8
  No. Appearing:
  1d3 (1d4)
  Hit Dice:
  4**
  Save As:
  Fighter: 4
  Move:
  90’ (30’)
  Morale:
  8
  Attacks:
  1
  snakebite +
  special
  Treasure Type:
  F
  Damage:
  1d6 +
  poison
  Alignment:
  Chaotic
  XP:
  175
  Medusa are indistinguishable from human women, ex-
  cept that they have vicious snakes on their heads rather
  than hair. They may attempt to disguise themselves with a
  hooded robe or a mask, only to suddenly reveal their true
  nature. Any character that looks at a medusa must suc-
  ceed in a saving throw versus paralysis, or they turn to
  stone. A character may gaze at a medusa through a mir-
  ror to avoid this effect. However, a medusa that sees her
  own reﬂection will need to succeed in a saving throw ver-
  sus paralysis or become stone herself. Medusa may also
  attack with their snake hair, which inﬂicts 1d6 hit points
  of damage on a successful attack roll. In addition, a victim
  must succeed in a saving throw versus death or die after 1
  turn. Any character that engages in combat with a medusa
  while shielding their eyes attacks with a penalty of -4, and
  the medusa receives a bonus of +2 to hit. All medusa have
  a bonus of +2 to saving throws versus spells.
  Minotaur
  Armour Class:
  6
  No. Appearing:
  1d6 (1d8)
  Hit Dice:
  6
  Save As:
  Fighter: 6
  Move:
  120’ (40’)
  Morale:
  12
  Attacks:
  1 gore/1
  bite or
  weapon
  Treasure Type:
  C
  Damage:
  1d6/1d6
  or by
  weapon +
  2
  Alignment:
  Chaotic
  XP:
  275
  These large, somewhat dimwitted, humanoids have the
  bodies of male humans but the heads of a horned bull.
  They usually live in labyrinths, where they prey upon any-
  one who ventures. They delight in the taste of human ﬂesh.
  In combat, minotaurs may use any weapon, and due to
  their great strength receive a +2 bonus to weapon dam-
  age rolls. In a round, minotaurs will either attack with a
  weapon or attack with a bite and gore with their horns.
  Minotaurs are relentless, and will attempt to chase ﬂeeing
  prey.
  45
  
  MONSTERS
  FIRST FIVE FANTASY ROLEPLAYING
  Mule
  Armour Class:
  7
  No. Appearing:
  1d2 (2d6)
  Hit Dice:
  2
  Save As:
  Normal
  Person
  Move:
  120’ (40’)
  Morale:
  8
  Attacks:
  1 kick or 1
  bite
  Treasure Type:
  Nil
  Damage:
  1d4 or
  1d3
  Alignment:
  Neutral
  XP:
  20
  Mules are a hybrid of a donkey and a horse. Mules are no-
  toriously ornery, and may attack if particularly provoked.
  They can carry up to 3000 coins comfortably, and may
  carry a maximum of 6000 coins. In the latter case, move-
  ment rate is reduced to 60′ per turn. At the referee’s dis-
  cretion, a mule may be taken into the depths of a dungeon
  to aid in transporting equipment or treasure, so long as
  conditions allow.
  Mummy*
  Armour Class:
  3
  No. Appearing:
  1d4
  (1d12)
  Hit Dice:
  5+1*
  Save As:
  Fighter: 5
  Move:
  60’ (20’)
  Morale:
  12
  Attacks:
  1 touch
  Treasure Type:
  D
  Damage:
  1d12 +
  disease
  Alignment:
  Chaotic
  XP:
  575
  Mummies are preserved undead corpses animated through
  the auspices of dark desert gods best forgotten. They haunt
  old tombs and lost ruins. These undead are so fearsome
  that any being seeing one must succeed in a saving throw
  versus paralysis or become paralyzed with dread. This ef-
  fect passes if the mummy leaves the victims range of vision,
  or if the mummy engages in combat. When a mummy suc-
  cessfully strikes a victim, the victim suffers 1d12 hit points
  of damage and contracts mummy rot. Mummy rot is a pow-
  erful curse, not a natural disease. When under the effects
  of the curse, characters are unable to receive the beneﬁts
  of any form of magical healing. Characters heal naturally
  at one tenth the normal rate.
  This magical disease may
  be removed with the spell remove curse.
  Like other un-
  dead, mummies are unaffected by charm, sleep, or hold
  spells. Further, mummies may only be harmed by magical
  weapons, spells, and ﬁre-based attacks.
  Ochre Jelly*
  Armour Class:
  8
  No. Appearing:
  1 (0)
  Hit Dice:
  5*
  Save As:
  Fighter: 3
  Move:
  30’ (10’)
  Morale:
  12
  Attacks:
  1
  Treasure Type:
  Nil
  Damage:
  2d6
  Alignment:
  Neutral
  XP:
  300
  The ochre jelly is named for its colour and the fact that it is
  a slimy, giant amoeba. The acidic slime that oozes from the
  ochre jelly can eat through cloth, wood, and leather after
  1 round, but cannot affect stone or metal. It inﬂicts 2d6
  hit points of damage to bare ﬂesh, and is able to squeeze
  under doors and into other small spaces. When attacked
  with lightning or weapons, an ochre jelly will divide into
  1d4+1 smaller amoebas with 2 HD each.
  These smaller
  jellies deal 1d6 hit points of damage.
  Ogre
  Armour Class:
  5
  No. Appearing:
  1d6 (2d6)
  Hit Dice:
  4+1
  Save As:
  Fighter: 4
  Move:
  90’ (30’)
  Morale:
  10
  Attacks:
  1 club
  Treasure Type:
  (S×10)S×100+
  Damage:
  1d10
  Alignment:
  Chaotic
  XP:
  125
  Adult ogres stand 9 to 10 feet tall, and resemble big brutish
  humans. Their skin colour ranges from dull yellow to dull
  brown.
  Their clothing consists of poorly cured furs and
  hides, which add to their naturally repellent odour. Ogres
  usually live under rock shelters, or in caves, and will ven-
  ture into dungeons. When ogres are found away from their
  lair they will have sacks containing 1d6×100 gp.
  Orc
  Armour Class:
  6
  No. Appearing:
  2d4
  (10d6)
  Hit Dice:
  1
  Save As:
  Fighter: 1
  Move:
  120’ (40’)
  Morale:
  8 (6)
  Attacks:
  1 weapon
  Treasure Type:
  (P) D
  Damage:
  1d6 or by
  weapon
  Alignment:
  Chaotic
  XP:
  10
  Orcs’ hair is usually black, and they have reddish eyes.
  Orcs prefer wearing vivid colours that many humans would
  consider unpleasant, such as blood red, mustard yellow,
  yellow-green, and deep purple.
  Their equipment is dirty
  and unkempt. An adult male orc is a little over 6 feet tall
  and females are slightly smaller. Orcs are primarily subter-
  ranean, but they are also nocturnal and may be found on
  the surface at night. They suffer a penalty of -1 to hit rolls
  when in sunlight. Orcs are exceedingly cruel and delight in
  the torment of others.
  A party of orcs will have a leader who has 8 hit points,
  and is exceptionally strong. The leader receives a +1 bonus
  to weapon damage rolls.
  Should the leader of a party of
  orcs be slain, the remaining orcs have a morale of 6. Orcs
  are exceptionally greedy and love to kill, which makes them
  particularly attractive to chaotic rulers who hire orcs as
  mercenary soldiers. Orcs will employ any kind of hand or
  missile weapon.
  Orcs are socially organized around warring tribes, which
  have repulsive names like the “Vile Eye” tribe or the “Bloody
  Skull” tribe.
  Tribes seldom work together unless united
  under strong (and fear inducing) leadership. Any tribe has
  a roughly equal number of males and females, with as many
  children as there are adults. The orc tribal chief ﬁghts as a
  monster with 4 HD and has 15 hit points. They will be very
  strong, having a weapon damage roll bonus of +2. There is
  a 1 in 6 chance that any tribe consisting of 20 or more orcs
  will have an ogre present.
  46
  
  FIRST FIVE FANTASY ROLEPLAYING
  MONSTERS
  Owl Bear
  Armour Class:
  5
  No. Appearing:
  1d4 (1d4)
  Hit Dice:
  5
  Save As:
  Fighter: 3
  Move:
  120’ (40’)
  Morale:
  9
  Attacks:
  2 claws/1
  bite
  Treasure Type:
  C
  Damage:
  1d8/1d8/
  1d8
  Alignment:
  Neutral
  XP:
  175
  Having the head of a giant owl and the body of a bear, owl
  bears are rumoured to be a magical hybrid created for an
  unfathomably chaotic purpose. Their coats range in colour
  from brown-black to yellowish brown; their beaks are a dull
  ivory colour. A full-grown male can stand as tall as 8 feet
  and weigh up to 1,500 pounds. Adventurers who have sur-
  vived encounters with the creature often speak of the bes-
  tial madness they glimpsed in its red-rimmed eyes. They
  are mean spirited carnivores. Just like bears, an owl bear
  may hug an opponent for 2d8 hit points of damage if it suc-
  cessfully hits with both paws in the same round. Owl bears
  are known to live in wooded areas, and are equally likely to
  take residence in caves or dungeons.
  Phase Tiger
  Armour Class:
  4
  No. Appearing:
  1d4 (1d4)
  Hit Dice:
  6*
  Save As:
  Fighter: 6
  Move:
  150’ (50’)
  Morale:
  8
  Attacks:
  2
  tentacles
  Treasure Type:
  D
  Damage:
  2d4 / 2d4
  Alignment:
  Neutral
  XP:
  500
  The phase tiger is not truly a cat, but is fairly intelligent
  and resembles a six-legged tiger with a long, scaly reptilian
  spiked whip on each shoulder. The whips have sharp barbs,
  which inﬂict 2d4 hit points of damage each. All opponents
  of a phase tiger receive a penalty of -2 to hit, due to the
  magical ability of the phase tiger to seem to be in a position
  that is 3′ from where it actually stands. In addition, phase
  tigers have a saving throw bonus of +2 (all saving throws).
  Blink dogs are hated enemies of phase tigers, and a phase
  tiger will seek to kill any blink dogs encountered.
  Rat
  Normal Rat
  Giant Rat
  Armour Class:
  9
  7
  Hit Dice:
  1 hp
  1⁄2 (1-4 hp)
  Move:
  60’ (20’)
  120’ (40’)
  Swim:
  30’ (10’)
  60’ (20’)
  Attacks:
  1 bite per pack
  1 bite
  Damage:
  1d6 + disease
  1d3 + disease
  No. Appearing:
  5d10 (2d10)
  3d6 (3d10)
  Save As:
  Normal Person
  Fighter: 1
  Morale:
  5
  8
  Treasure Type:
  L
  C
  Alignment:
  Neutral
  Neutral
  XP:
  2
  5
  Rats are omnivorous rodents that thrive in human trash
  on the fringes of dwellings. They are disease carriers, and
  any time a character is bitten by a rat of any variety there is
  a 5% chance the character contracts a disease. If a disease
  carrying rat is killed, it is worth an additional 6 XP. A saving
  throw versus death is permitted, and should it fail the char-
  acter dies of the disease 1d6 days later. A successful saving
  throw indicates that the character gets ill and is bedridden
  for 30 days, at the end of which there is a 25% chance the
  disease proves fatal. The spell cure disease will cure this
  infection.
  Rats may be warded away with ﬁre.
  They are
  adept swimmers, who are at home in sewers, water-ﬁlled
  caverns, and marshes.
  Ordinary Rats:
  Ordinary rats range in size from 6′′ long
  to 2′ long. They can be black, brown, or grey in colour. They
  live in packs that can consist of great numbers. Rat packs
  get 1 attack per 10 individuals, inﬂicting 1d6 hit points of
  damage per hit. If a character is swarmed by a whole pack,
  they must succeed in a saving throw versus death or fall
  to the ground under the writhing rodent horde. They may
  stand up the following round, but make a new saving throw
  if still under the swarm. The opponent can make no attacks
  until they gets back on their feet.
  Giant Rats:
  These rats are minimally 3′ long, but may be
  larger. They attack individually. Giant rats live in refuse
  like their smaller cousins, and can be found in the litter
  that often accumulates in a dungeon.
  Rhagodessa
  Armour Class:
  5
  No. Appearing:
  1d4 (1d6)
  Hit Dice:
  4+2
  Save As:
  Fighter: 2
  Move:
  150’ (50’)
  Morale:
  9
  Attacks:
  1 leg/1
  bite
  Treasure Type:
  U
  Damage:
  0/2d8
  Alignment:
  Neutral
  XP:
  125
  The giant rhagodessa is a nocturnal carnivorous arachnid
  that closely resembles a spider, but has immense crushing
  mandibles. They have a chestnut coloured thorax and are
  tan or mustard coloured on their remaining bodies. These
  6′ long monsters have shorter legs than spiders, but are
  able to climb walls. The rhagodessa’s front legs have suc-
  tion pits that do not deal damage, but on a successful hit
  they can pull an opponent to the mandibles that deal 2d8
  hit points of damage on the second round, with no extra
  attack roll needed.
  47
  
  MONSTERS
  FIRST FIVE FANTASY ROLEPLAYING
  Rot Cyclops
  Armour Class:
  4
  No. Appearing:
  1 (1)
  Hit Dice:
  13*
  Save As:
  Fighter:
  13
  Move:
  60’ (20’)
  Morale:
  9
  Attacks:
  1 smash
  or vomit
  Treasure Type:
  F
  Damage:
  3d8 or
  3d10
  Alignment:
  Chaotic
  XP:
  2500
  A rot cyclops is a 20′ tall behemoth of festering ﬂesh and
  disease, a sentinel of the plague god Bubonica.
  The rot
  cyclops is not a creature of this world, but of the personal
  plane of Bubonica - they are dispatched by their vile master
  to guard unholy sites or to serve Bubonica’s most devoted
  mortal cultists. As such, a rot cyclops is found on this world
  alone, for they have no mate nor spawnlings here. Likewise,
  it is never found wandering the world without purpose - it
  is always somewhere in the wicked service of Bubonica or
  his degenerate mortal worshippers.
  A rot cyclops may vomit at its enemies. It may only do
  this three times a day, or less if it hasn’t eaten. Its vomit is
  acidic and noxious. The rot cyclops may vomit in a cone
  shape 30′ long and 10′ wide at its widest point.
  Those
  caught in the cone of vomit take only half damage if they
  make a successful saving throw vs breath. Those who fail
  their save not only take full damage, but suffer a −4 penalty
  on all to hit rolls for the remainder of the encounter.
  Rust Monster*
  Armour Class:
  2
  No. Appearing:
  1d4 (1d4)
  Hit Dice:
  5
  Save As:
  Fighter: 3
  Move:
  120’ (40’)
  Morale:
  7
  Attacks:
  1
  Treasure Type:
  Nil
  Damage:
  Special
  Alignment:
  Neutral
  XP:
  300
  The body of this monster resembles a giant armadillo, and
  it has a long scaly tail. The hide of these creatures varies in
  colour from a yellowish tan underside to a rust-red upper
  back. A rust monster’s prehensile antennae can rust met-
  als on contact, as can their hide when struck with metal
  weapons.
  All ordinary metal armour and weapons either
  struck by antennae or contacting a rust monster’s hide
  (when it is attacked with a sword, for instance) instantly be-
  comes utterly and permanently useless from severe rusting.
  Due to this effect, ordinary metal weapons do not harm rust
  monsters. Magic items will ﬁrst lose their magical bonuses,
  1 at a time, until they are ordinary items of their type. Any
  subsequent contact will then rust the item.
  Each “plus”
  grants the item a 10% probability of surviving contact un-
  scathed. For instance, if a character strikes a rust monster
  with a dagger +2, it has an 80% chance of becoming a dag-
  ger +1. If it does, any subsequent hit has a 90% chance of
  making the dagger an ordinary dagger. If it becomes an or-
  dinary dagger, a hit after that renders the dagger useless. A
  rust monster feeds upon the rust it creates in this manner.
  Scorpion, Giant
  Armour Class:
  2
  No. Appearing:
  1d6 (1d6)
  Hit Dice:
  4*
  Save As:
  Fighter: 2
  Move:
  150’ (50’)
  Morale:
  11
  Attacks:
  2 claws/1
  sting
  Treasure Type:
  V
  Damage:
  1d10/
  1d10/
  1d4 +
  poison
  Alignment:
  Chaotic
  XP:
  125
  These aggressive giant cousins to scorpions are about 6′
  long. Any time that a claw successfully strikes, the sting
  attack receives a bonus of +2 to hit. If stung, a victim needs
  to succeed at a saving throw versus death or die.
  Giant
  scorpions can be found in dungeons, rock shelters, ruins,
  and hot environments.
  Shadow*
  Armour Class:
  7
  No. Appearing:
  1d8
  (1d12)
  Hit Dice:
  2+2*
  Save As:
  Fighter: 2
  Move:
  90’ (30’)
  Morale:
  12
  Attacks:
  1
  Treasure Type:
  F
  Damage:
  1d4 +
  special
  Alignment:
  Chaotic
  XP:
  35
  Shadows have no corporeal body and resemble ghosts, but
  they are not truly undead creatures.
  As a consequence,
  shadows are not susceptible to the cleric ability to turn un-
  48
  
  FIRST FIVE FANTASY ROLEPLAYING
  MONSTERS
  dead. Shadows may only be struck with magical weapons.
  However, like undead, shadows are unaffected by charm or
  sleep spells.
  Shadows are very silent and difﬁcult to ob-
  serve. They will surprise on a surprise check roll of 1-5 on
  1d6. When a shadow successfully attacks an opponent, the
  victim suffers 1d4 hit points of damage, and 1 point of STR
  is drained for 8 turns. Should a being be drained to STR 0,
  it permanently transforms into a shadow.
  Shrieker
  Armour Class:
  7
  No. Appearing:
  1d8 (0)
  Hit Dice:
  3
  Save As:
  Fighter: 1
  Move:
  9’ (3’)
  Morale:
  12
  Attacks:
  Shriek
  Treasure Type:
  Nil
  Damage:
  Nil
  Alignment:
  Neutral
  XP:
  35
  A shrieker is a stationary fungus, resembling a large mush-
  room, that emits a loud noise to attract prey or when dis-
  turbed. Shriekers live in dark, subterranean places, and
  come in of shades of purple.
  The shrieker will emit its
  scream if it senses movement within 30′, or light comes
  within 60′. The scream persists for 1d3 rounds. For every
  round a shrieker is screaming, there is a 50% probability
  that it has caught the attention of a wandering monster.
  Wandering monsters will arrive on the scene within 2d6
  rounds.
  Skeleton
  Armour Class:
  7
  No. Appearing:
  3d4
  (3d10)
  Hit Dice:
  1
  Save As:
  Fighter: 1
  Move:
  60’ (20’)
  Morale:
  12
  Attacks:
  1
  Treasure Type:
  Nil
  Damage:
  1d6 or by
  weapon
  Alignment:
  Chaotic
  XP:
  10
  Skeletons are the animated bones of the dead, mindless
  automatons that obey the orders of their evil masters. A
  skeleton is seldom garbed in anything more than the rotting
  remnants of any clothing or armour it was wearing when
  slain.
  A skeleton does only what it is ordered to do.
  It
  can draw no conclusions of its own and takes no initiative.
  Because of this limitation, its instructions must always be
  simple. A skeleton attacks until destroyed. Skeletons are
  undead, and a cleric may turn them. Like other undead,
  skeletons are unaffected by charm or sleep spells.
  Snake
  Spitting Cobra
  Pit Viper
  Armour Class:
  7
  6
  Hit Dice:
  1*
  2*
  Move:
  90’ (30’)
  90’ (30’)
  Attacks:
  1 bite or spit
  1 bite
  Damage:
  1d3 + poison/
  blindness
  1d4 + poison
  No. Appearing:
  1d6 (1d6)
  1d8 (1d8)
  Save As:
  Fighter: 1
  Fighter: 1
  Morale:
  7
  7
  Treasure Type:
  Nil
  Nil
  Alignment:
  Neutral
  Neutral
  XP:
  13
  25
  Giant
  Rattlesnake
  Rock Python
  Armour Class:
  5
  6
  Hit Dice:
  4*
  5*
  Move:
  120’ (40’)
  90’ (30’)
  Attacks:
  2 bites
  1 bite/1 squeeze
  Damage:
  1d4/1d4 + poison
  1d4/2d4
  No. Appearing:
  1d4 (1d4)
  1d3 (1d3)
  Save As:
  Fighter: 2
  Fighter: 3
  Morale:
  8
  8
  Treasure Type:
  U
  U
  Alignment:
  Neutral
  Neutral
  XP:
  125
  300
  Snakes are legless reptiles, and often have venomous
  bites. Snakes usually are not aggressive and ﬂee when con-
  fronted. They live in many different climates, but especially
  avoid severely cold environments.
  Spitting Cobra:
  Like most snakes, the 3′ long spitting co-
  bra avoids conﬂict. However, if it is threatened it will rear
  up and emit poisonous spittle. A victim is entitled to a sav-
  ing throw versus death, and failure indicates that they are
  blinded.
  The spell cure blindness will reverse the effects.
  The bite of the cobra deals 1d3 hit points of damage, and is
  venomous. A victim must succeed in a saving throw versus
  death or be killed after 1d10 turns.
  Pit Viper:
  This grey-green snake is 5′ long, and the pits
  on its head are able to sense heat to a distance of 60′. Pit
  vipers are extremely fast, and will automatically have initia-
  tive every round. They have a venomous bite that requires
  a successful saving throw versus death, or the victim dies.
  Rock Python:
  The giant python is 20′ long. It attacks ﬁrst
  with a bite, and on a successful hit it is also able to constrict
  a victim for an additional 2d4 hit points of damage. The
  constriction continues on subsequent rounds.
  Giant Rattlesnake:
  These snakes are extremely quick,
  and bite twice per round. One bite occurs at the beginning
  of the round, and another at the end of the round. The bite
  is venomous, and a victim must succeed in a saving throw
  49
  
  MONSTERS
  FIRST FIVE FANTASY ROLEPLAYING
  versus death, or die 1d6 turns later. The giant rattlesnake
  is 10′ long, carnivorous, and will hunt large mammals.
  Spectre*
  Armour Class:
  2
  No. Appearing:
  1d4 (1d8)
  Hit Dice:
  6**
  Save As:
  Fighter: 6
  Move:
  150’ (50’)
  Morale:
  11
  Fly:
  300’ (100’)
  Attacks:
  1 touch
  Treasure Type:
  E
  Damage:
  1d8 +
  drain 2
  levels
  Alignment:
  Chaotic
  XP:
  725
  A spectre is an undead creature that looks much as it did
  in life and can be easily recognized by those who knew the
  individual or have seen the individual’s face in a painting or
  a drawing. In many cases, the evidence of a violent death is
  visible on its body. A spectre is roughly human-sized and
  is weightless. These powerful undead are unharmed by or-
  dinary weapons, including weapons made of silver. Being
  similar to all undead, they share an immunity to charm,
  hold, and sleep spells. The most dreaded attack of the spec-
  tre is its life draining ability. When a victim is struck, it suf-
  fers 1d8 hit points of damage and suffers two levels of en-
  ergy drain. Note that characters drained of levels must also
  reduce other characteristics associated with their class and
  level (such as their hit points and saving throws). Should a
  character reach level 0, they die and will become a spectre
  in 24 hours. The new spectre is under the command of the
  spectre that killed them.
  Spider
  Giant Crab
  Spider
  Giant Black
  Widow
  Spider
  Giant
  Tarantella
  Armour
  Class:
  7
  6
  5
  Hit Dice:
  2*
  3*
  4*
  Move:
  120’ (40’)
  60’ (20’)
  120’ (40’)
  Attacks:
  1 bite
  1 bite
  1 bite
  Damage:
  1d8 + poison
  2d6 + poison
  1d8 + poison
  No.
  Appearing:
  1d4 (1d4)
  1d4 (1d4)
  1d4 (1d4)
  Save As:
  Fighter: 1
  Fighter: 2
  Fighter: 2
  Morale:
  7
  8
  8
  Treasure
  Type:
  U
  U
  U
  Alignment:
  Neutral
  Neutral
  Neutral
  XP:
  25
  50
  125
  Giant Black Widow:
  The giant black widow is a shiny
  black colour, and has a red design resembling an hour-
  glass on its ventral abdomen. This spider is 6′ long. These
  spiders are very aggressive, and prefer to trap prey in their
  sticky web. The web has the same properties as that of the
  web produced by the spell of the same name. Any opponent
  bitten by the giant black widow is entitled to a saving throw
  versus death, and failure indicates death after 1 turn.
  Giant Crab Spider:
  These 5′ long carnivorous spiders do
  not weave webs, but crawl upon vertical surfaces and ceil-
  ings to pounce upon prey.
  They are able to surprise op-
  ponents on a surprise check roll of 1-4 on 1d6, due to
  their ability to change colours to match the environment.
  The bite of the giant crab spider is venomous, and a victim
  will die in 1d4 turns unless a saving throw versus death is
  made. A bonus of +2 is given on this roll, due to the less
  potent nature of the venom.
  Giant Tarantula:
  This giant spider is highly magical, and
  is not truly a tarantula despite its appearance. Its painful
  bite has a magical poison. Any victim must succeed in a
  saving throw versus death or begin to spasm horribly, while
  standing, in what appears to be some macabre dance. This
  excruciating dance imparts a penalty of -4 to hit if the vic-
  tim engages in combat, and others receive a bonus of +4
  to hit such a “dancer.” The effects have a duration of 2d6
  turns. However, victims of the dance become paralyzed in
  5 turns, fall to the ground, and are completely helpless.
  The effects of the dance are magically infectious, such that
  any creatures witnessing the dance must also save versus
  death or begin to dance themselves for the same duration
  as the ﬁrst dancer. These effects can be countered with the
  spell dispel magic.
  Sprite
  Armour Class:
  5
  No. Appearing:
  3d6 (5d8)
  Hit Dice:
  1⁄2* (1-4
  hp)
  Save As:
  Elf: 1
  Move:
  60’ (20’)
  Morale:
  7
  Fly:
  180’ (60’)
  Attacks:
  1 spell
  Treasure Type:
  S
  Damage:
  Special
  Alignment:
  Neutral
  XP:
  6
  Sprites are reclusive fey creatures that are cousins to elves
  and pixies. They are 1 foot tall, and have wings. Sprites
  are not malicious, but are mischievous, and enjoy playing
  tricks on other creatures. When ﬁve sprites pool their en-
  ergies, they may inﬂict a curse upon a target. A curse will
  not be directed to cause physical harm or illness, but will
  instead be embarrassing or of some other “humorous” na-
  ture.
  Examples might include making a character’s skin
  change to be dotted or striped, or some other effect left to
  the referee’s discretion. The spell remove curse can counter
  this effect.
  Stirge
  Armour Class:
  7
  No. Appearing:
  1d10
  (3d6)
  Hit Dice:
  1*
  Save As:
  Fighter: 2
  Move:
  30’ (10’)
  Morale:
  9
  Fly:
  180’ (60’)
  Attacks:
  1
  Treasure Type:
  L
  Damage:
  1d4 +
  blood
  drain
  Alignment:
  Neutral
  XP:
  13
  This monster looks something like an anteater with feath-
  ers. A stirge’s coloration ranges from rust-red to reddish-
  50
  
  FIRST FIVE FANTASY ROLEPLAYING
  MONSTERS
  brown, with a dirty yellow underside. The long proboscis is
  pink at the tip, fading to grey at its base. A stirge’s body
  is about 1 foot long, with a wingspan of about 2 feet.
  It
  weighs about 1 pound. A stirge uses its long proboscis to
  penetrate a victim, latch on, and drain its blood. When a
  stirge attacks an opponent for the ﬁrst time, its quick speed
  grants it a bonus of +2 to hit. A successful attack deals 1d3
  points of damage from blood sucking, and thereafter each
  round the stirge has latched to an opponent and sucks 1d3
  hit points of damage worth of blood every round. A stirge
  will remain attached to a victim until the victim dies, or
  until the stirge is killed.
  Throghrin
  Armour Class:
  6
  No. Appearing:
  1-4 (1-10)
  Hit Dice:
  3**
  Save As:
  Fighter: 3
  Move:
  120’ (40’)
  Morale:
  10
  Attacks:
  2 claws or
  1 weapon
  Treasure Type:
  C
  Damage:
  1d3 / 1d3
  or by
  weapon
  Alignment:
  Chaotic
  XP:
  65
  A throghrin may appear to be a hobgoblin at ﬁrst glance,
  but these monsters are a wicked, unholy magical hybrid of
  troll, hobgoblin, and ghoul. They have an afﬁnity for the
  company of hobgoblins, and are occasionally employed as
  bodyguards to a hobgoblin king. Throghrin have the same
  paralyzing touch as a ghoul, and can regenerate as a troll
  1 hp per round. Hit points are gained at the start of each
  combat round.
  Troglodyte
  Armour Class:
  5
  No. Appearing:
  1d8 (5d8)
  Hit Dice:
  2*
  Save As:
  Fighter: 2
  Move:
  120’ (40’)
  Morale:
  9
  Attacks:
  2 claws/1
  bite
  Treasure Type:
  A
  Damage:
  1d4/1d4/
  1d4
  Alignment:
  Chaotic
  XP:
  30
  These humanoid reptiles are green, scaly, and have a bony
  spine along the center of the top of their heads, backs, and
  backs of their arms. Troglodytes are malicious and war-
  like, and will attempt to slay any creatures that cross their
  paths. They have the ability to blend into their environment
  like a chameleon, and will surprise with a surprise check
  roll of 1-4 on 1d6. Their bodies are covered in small glands
  that produce a stinky, slimy coating on their scaly hide. All
  demi-humans and humans that come near a troglodyte are
  required to make a saving throw versus death, or suffer -2
  to attack rolls due to the disgusting, horrid stench.
  Troll
  Armour Class:
  4
  No. Appearing:
  1d8 (1d8)
  Hit Dice:
  6+3
  Save As:
  Fighter: 6
  Move:
  120’ (40’)
  Morale:
  10 (8)
  Attacks:
  2 claws/1
  bite
  Treasure Type:
  D
  Damage:
  1d6/1d6/
  1d10
  Alignment:
  Chaotic
  XP:
  650
  A troll’s rubbery hide is moss green, mottled green and grey,
  or putrid grey. The hair is usually greenish black or iron
  grey. A typical adult troll stands 8′ tall. These monsters en-
  joy eating other intelligent humanoids. Trolls tend to lurk
  in dungeons, caverns, ruins, and swamps. They are very
  wiry and lanky, but excessively strong and have menacing,
  dirty claws and sharp teeth. Trolls have the ability to re-
  generate damage they receive. After 3 rounds have passed
  since they received damage, they will regenerate 3 hit points
  each round. Fire and acid damage cannot be regenerated
  by a troll. If a troll loses a limb or body part, these parts
  will attempt to crawl or squirm back toward the main por-
  tion of the body to reattach. A troll can reattach a severed
  member instantly by holding it to the stump. Due to this
  powerful ability to regenerate, trolls cannot be permanently
  destroyed except by ﬁre or acid. If a troll is damaged enough
  to be killed (reaches 0 hit points) the troll will continue to
  regenerate and stand again to ﬁght after 2d6 rounds.
  Vampire*
  Armour Class:
  2
  No. Appearing:
  1d4 (1d6)
  Hit Dice:
  7-9**
  Save As:
  Fighter:
  7-9
  Move:
  120’ (40’)
  Morale:
  11
  Fly:
  180’ (60’)
  Attacks:
  1 touch
  Treasure Type:
  F
  Damage:
  1d10 +
  drain 2
  levels or
  special
  Alignment:
  Chaotic
  XP:
  1250,
  1750, or
  2300
  The vampire is one of the most dreaded undead monsters.
  Being similar to other undead, they are immune to charm,
  hold, and sleep spells. Electricity and cold does only half
  damage, they are unaffected by normal weapons, and they
  regenerate 3 hit points per round.
  Vampires must take
  refuge in a cofﬁn or other hide-away during the daylight
  hours, and must slumber on soil from their own grave once
  in a while to maintain their powers’ vitality.
  Vampires are immensely strong, and deal great blows
  that inﬂict 1d10 hit points of damage. These blows (or any
  other touch) further reduce the victim’s life energy by two
  levels, which consequently reduces all other traits linked to
  a loss in levels (attack ability, hit dice, etc.).
  Vampires have the innate ability to take gaseous form at
  will, but will be forced into this form if their hit points reach
  zero. They then attempt to reach their cofﬁn to reform their
  bodies. If they do not reach the cofﬁn within 2 turns and
  rest for 8 hours, they are unable to reform.
  51
  
  MONSTERS
  FIRST FIVE FANTASY ROLEPLAYING
  Further, vampires have the innate ability to shape change
  into a giant bat, a dire wolf, or gaseous cloud at will.
  Their giant bat and gaseous cloud forms grant them ﬂy-
  ing movement.
  In giant bat or dire wolf form, the vam-
  pire’s move, attacks, and damage are as per the normal
  version of the animal, but its Armour Class, HD, morale
  and saving throws are unchanged. In gaseous form, a vam-
  pire cannot attack, but can ﬂy up to 180′ per round and
  is immune from all attacks with weapons. In addition, in
  human form a vampire has a charm gaze (as the charm per-
  son spell) that takes effect if a victim peers into a vampire’s
  eyes. The victim may attempt a saving throw versus magic
  with a penalty of -2. Further, a vampire can summon cer-
  tain types of beasts to come to their aid if they are within
  300′ of the vampire (or within 300 yards if above ground):
  Rats
  10d10
  Giant Rats
  5d4
  Bats
  10d10
  Giant Bats
  3d6
  Wolves
  3d6
  Dire Wolves
  2d4
  Although these items do not actually cause harm or com-
  pletely repel these creatures, vampires will draw back from
  a lawful holy symbol, a mirror, or garlic if they are presented
  with conﬁdence. A lawful holy symbol will affect a vampire
  no matter what its ethos was in life. Vampires will stay 10′
  away from conﬁdently presented lawful holy symbols - they
  can make other moves or attacks in other directions. Each
  round a vampire is exposed to the smell of garlic, they must
  pass a saving throw versus death or be forced to move/stay
  10′ away from the garlic (and whoever/whatever is holding
  it).
  Further, a vampire cannot cross running water by any
  means, except by a bridge or while being carried across
  in its cofﬁn.
  It must rest in its cofﬁn during the day or
  suffer 2d6 hit points (which cannot be regenerated until
  the vampire has spent a complete day resting in its cofﬁn).
  Vampires often keep spare cofﬁns well-hidden.
  There are a few means by which a vampire may be de-
  stroyed. They take great damage from immersion in run-
  ning water, and will be killed in 1 turn.
  In addition, if
  caught in sunlight a vampire must succeed in a saving
  throw versus death for each round exposed, or it will be
  completely turned to dust.
  Finally, a stake through the
  heart, coupled with decapitation, will destroy a vampire.
  Holy sacraments (such as wafers) must be placed in the
  mouth. Note that if a vampire is staked they will appear
  to die, but unless also decapitated the vampire will revive
  when the stake is removed. If all of a vampires cofﬁns are
  destroyed, it will slowly suffer 2d6 hit points of damage per
  day as discussed above, and will be permanently destroyed
  when it reaches 0 hit points.
  Vampires create others of their kind by draining humans
  or other humanoids of all life energy (they reach 0 level).
  The victim must be buried, and after 1 day they will arise as
  a vampire. The victim will retain abilities, including class
  abilities, which they had in life but will become a chaotic
  undead being. They will be a slave to the vampire that cre-
  ated them, but become free-willed if the master is killed.
  Wight*
  Armour Class:
  5
  No. Appearing:
  1d6 (1d8)
  Hit Dice:
  3*
  Save As:
  Fighter: 3
  Move:
  90’ (30’)
  Morale:
  12
  Attacks:
  1
  Treasure Type:
  B
  Damage:
  Drain 1
  level
  Alignment:
  Chaotic
  XP:
  50
  Wights are undead creatures who were formerly humans
  or demi-humans in life.
  A wight’s appearance is a weird
  and twisted reﬂection of the form it had in life. Wights at-
  tack by touching a victim and draining 1 level, or hit die,
  from a victim. For example, if a 3 HD monster is attacked
  and struck, it becomes a 2 HD monster. Likewise, if a 4th
  level character is struck, they become 3rd level. Any hu-
  man or demi-human reduced to 0 level dies, and becomes
  a wight in 1d4 days. Wights may only be harmed by magi-
  cal weapons, spells, and weapons made of silver. Like other
  undead, they are immune to the effects of sleep and charm
  spells.
  Wolf
  Normal Wolf
  Dire Wolf
  Armour Class:
  7
  6
  Hit Dice:
  2+2
  4+1
  Move:
  180’ (60’)
  150’ (50’)
  Attacks:
  1 bite
  1 bite
  Damage:
  1d6
  2d4
  No. Appearing:
  2d6 (3d6)
  1d4 (2d4)
  Save As:
  Fighter: 1
  Fighter: 2
  Morale:
  8 (6)
  8
  Treasure Type:
  Nil
  Nil
  Alignment:
  Neutral
  Neutral
  XP:
  25
  125
  52
  
  FIRST FIVE FANTASY ROLEPLAYING
  TREASURE
  Ordinary Wolves:
  Wolves are carnivorous pack hunters
  known for their persistence and cunning. Wolves primar-
  ily hunt and live in wilderness settings, but occasionally
  venture into caverns and dungeons. Wolves are social, and
  when their numbers are greater they are more conﬁdent. In
  a group of 3 or fewer, or if 50% of their number has been
  lost, their moral drops to 6.
  Wolf cubs may be kept and
  trained in the same manner as dogs.
  Dire Wolves:
  These larger cousins of ordinary wolves are
  much more vicious, and are more intelligent. They more
  commonly live in wooded and mountainous areas, and are
  even more likely than ordinary wolves to venture into cav-
  erns or dungeons in search of prey. Dire wolf cubs may be
  kept and trained in the same manner as dogs, but are more
  difﬁcult to control. Goblins capture cubs to train them as
  mounts.
  Wraith*
  Armour Class:
  3
  No. Appearing:
  1d4 (1d6)
  Hit Dice:
  4**
  Save As:
  Fighter: 4
  Move:
  120’ (40’)
  Morale:
  12
  Fly:
  240’ (80’)
  Attacks:
  1 touch
  Treasure Type:
  E
  Damage:
  1d6 +
  drain 1
  level
  Alignment:
  Chaotic
  XP:
  175
  Wraiths are incorporeal undead creatures born of evil and
  darkness. In some cases, the grim silhouette of a wraith
  might appear armoured or outﬁtted with weapons. This ap-
  pearance does not affect the creature’s AC or combat abil-
  ities, but only reﬂects the shape it had in life. Like other
  undead, wraiths are unaffected by sleep, hold, or charm
  spells. They are unharmed by non-magical weapons. Al-
  though silver weapons do damage to them, these only deal
  half damage. When a wraith touches a victim it inﬂicts 1d6
  hit points of damage and drains one level or hit die. Note
  that characters drained of levels must also reduce other
  characteristics associated with their class and level. After
  being drained of levels, a character will have the minimum
  number of experience points for the level they is reduced to.
  Should a character reach level 0, they die and will become a
  wraith in 24 hours. The new wraith is under the command
  of the wraith that killed them.
  Wyvern
  Armour Class:
  3
  No. Appearing:
  1d2 (1d6)
  Hit Dice:
  7*
  Save As:
  Fighter: 4
  Move:
  90’ (30’)
  Morale:
  9
  Fly:
  240’ (80’)
  Attacks:
  1 bite/1
  sting
  Treasure Type:
  E
  Damage:
  2d8/1d6 +
  poison
  Alignment:
  Chaotic
  XP:
  850
  A distant cousin to the dragons, the wyvern is a huge ﬂying
  lizard with a poisonous stinger in its tail. A wyvern’s body
  is 15 feet long, and its scaly body is dark brown to grey.
  A wyvern attacks with a bite, and it is able to sting with
  its ﬂexible, long tail at the same time. Any creature struck
  with the stinger will instantly die unless a successful saving
  throw versus death is made.
  Yellow Mold*
  Armour Class:
  —
  No. Appearing:
  1–8 (1–4)
  Hit Dice:
  2
  Save As:
  Fighter: 2
  Move:
  Nil (Nil)
  Morale:
  —
  Attacks:
  Spores
  Treasure Type:
  Nil
  Damage:
  1d6 +
  special
  Alignment:
  Neutral
  XP:
  20
  Yellow mold typically covers an area of 10 square feet. It
  does not move or attack, but if it is touched it is acidic and
  destroys leather and wood; it deals 1d6 points of damage to
  bare ﬂesh. There is a 50% probability that any time yellow
  mold is contacted, it ejects spores into a 10′ cube area. Any
  creature inside the area is required to roll a saving throw
  versus death, and failure indicates suffocation and death
  in 6 rounds. Yellow mold is impervious to all attacks except
  from ﬁre, and a torch can burn mold for 1d4 hit points of
  damage per strike.
  Zombie
  Armour Class:
  8
  No. Appearing:
  2d4 (4d6)
  Hit Dice:
  2
  Save As:
  Fighter: 1
  Move:
  120’ (40’)
  Morale:
  12
  Attacks:
  1 weapon
  Treasure Type:
  Nil
  Damage:
  1d8 or by
  weapon
  Alignment:
  Chaotic
  XP:
  20
  Zombies are undead corpses reanimated through dark and
  sinister magic. Because of their utter lack of intelligence,
  the instructions given to a zombie by its creator must be
  very simple. The chaotic magic-users and clerics that cre-
  ate zombies use them to guard locations or valuable trea-
  sure. Zombies are susceptible to ordinary weapons, but like
  other undead they are immune to charm and sleep spells.
  Zombies’ somewhat clumsy, decomposing limbs force them
  to attack last each round.
  PART 10: TREASURE
  Adventure, fame, and treasure are some of the primary mo-
  tivations of adventuring parties.
  Money is not only used
  to purchase new weapons and equipment, but each gold
  piece worth of money gives the character 1 experience point,
  which is essential to character level advancement. As char-
  acters advance in levels, they will venture into ever more
  dangerous dungeon levels. Magic items can become essen-
  tial to character survival, as they grant bonuses and special
  abilities that can give the party a survival edge.
  Treasure will be found in monster lairs in dungeons.
  Sometimes treasure will be found unguarded, in which case
  it may be hidden in a secret location. Each monster has a
  treasure type in its description in Part 9,which indicates
  what kinds and quantities of treasure a monster might
  have. These values should be considered guidelines. Al-
  53
  
  TREASURE
  FIRST FIVE FANTASY ROLEPLAYING
  though monsters will tend to have treasure types that cor-
  respond to their general strength, the referee should use
  discretion in distributing wealth and magic. If a result on
  the treasure table seems over-powered, reduce the amount
  of treasure rolled. On any of these tables the referee may
  decide to choose speciﬁc quantities of treasure or speciﬁc
  magic items, depending on the situation. Not all treasure
  must be coins, gems, jewelry, or magic. A creative way to
  disperse treasure is to place valuable art, tapestries, sculp-
  tures, and the like that have a treasure value but must be
  appraised and sold to cash them in.
  The referee must look-up the appropriate row in the trea-
  sure table (Table 22), and for each column, roll 1d100 equal
  to or underneath the chance indicated in brackets to see
  whether that column’s treasure is indicated. When magic
  items are indicated, the referee then rolls on the appropri-
  ate treasure table to determine which speciﬁc magic items
  are found.
  If the occurrence of magic items is indicated,
  but no speciﬁc type is indicated, the type is determined by
  rolling on Table 24.
  COINS
  Coins are made out of platinum (pp), gold (gp), electrum
  (ep), silver (sp), and copper (cp), from most to least valu-
  able. Coins found in treasure hordes may be very old, and
  it may be necessary to change them for newly minted coins
  (usually at a modest commission) in order to be able to
  use them as legal tender in civilised cities. The exchange
  rate between coins of different types is shown in Table 6
  on p.13. No matter the metal they are made of, most coins
  weigh about the same. Ten coins weigh approximately one
  pound.
  GEMS
  Gems come in a variety of types and sizes. Their value can
  be randomly rolled on Table 23, and the referee can select
  the type from the provided examples in the same table.
  JEWELLERY
  Jewellery is generally made of precious metal and/or set
  with small examples of precious gems. A piece of jewellery
  found in a treasure horde is worth 3d6 × 100gp.
  MAGICAL ITEMS
  Most magic items are not labeled, so characters will not
  know the exact properties of magic items except through
  trial and error.
  Powerful magic-users can identify magic
  items, but it can take many weeks to do so. Potions may be
  identiﬁed by sipping them, or by consulting an alchemist.
  In order to use a magic item, a character must follow any
  procedures indicated in the item’s description (or simply
  use it in combat like any other weapon or armour in the
  case of weapons and armour). Some magic items are al-
  ways in effect, but others may require special actions or
  concentration. Some magic items have limited uses, called
  “charges.” When items have charges, each charge can be
  spent for one instance of magical effect. A character will
  not know how many charges an item has, and when the
  charges are all spent the item becomes useless and non-
  magical. When a magical item is indicated, roll on Table 24
  to see what type of magical item has been found, then roll
  on the indicated table.
  IDENTIFYING MAGICAL ITEMS
  Most magic items are not labelled, so characters must dis-
  cover their exact properties through trial and error. If they
  do not want to risk testing a magical item through trial and
  error, a player character may ask a retainer to test the mag-
  ical item for them, but if the retainer tests the item (e.g. sips
  the potion), then they expect to be allowed to keep it.
  As an alternative to risky experimentation, powerful wiz-
  ards may be able to identify magic items, but it can take
  several weeks for them to do so. Alchemists are also able to
  identify some items, such as potions. Non-player charac-
  ters who are asked to identify an item will generally charge
  100gp or more in advance to do so.
  MISCELLANEOUS MAGICAL ITEMS
  Bag of Devouring:
  This bag appears to be an ordinary
  sack. Detection for magical properties makes it seem as if
  it were a bag of holding. The sack is, however, a lure used
  by an extradimensional creature - in fact, one of its feeding
  oriﬁces. Contents placed in the bag are consumed within
  1d6+6 turns (until which time they can be removed as if
  this was really a Bag of Holding). Small creatures may also
  be placed inside the bag and consumed.
  Bag of Holding:
  This appears to be a common small sack.
  The bag of holding opens into a nondimensional space. Its
  inside is larger than its outside dimensions.
  It is large
  enough to ﬁt an object that is 10′ × 5′ × 3′. Regardless of
  what is put into the bag, it weighs a maximum of 600 coins
  but holds up to 10,000 coins.
  Boots of Elvenkind:
  These ﬁne leather boots are made
  with the magical craftsmanship of the elves, and grant the
  wearer the ability to move nearly completely silently, with
  only a 10% chance of being heard.
  Boots of Levitation:
  On command, these leather boots
  allow the wearer to levitate as if they had cast the spell
  levitate on themselves. The duration is indeﬁnite.
  Cloak of Elvenkind:
  This cloak is made by the magical
  and nimble hands of the elves, and grants the wearer a
  measure of invisibility. Any observer will notice the wearer
  of this cloak on a roll of 1 on 1d6. However, any beneﬁt of
  invisibility is lost if the wearer attempts an attack.
  Crystal Ball:
  A magic-user or elf may use this coveted
  magic item to see distant places, people, or objects. Any-
  thing may be viewed for up to 1 turn, 3 times per day. The
  user of the crystal ball is unable to communicate with those
  they observes, and they arex unable to affect them magi-
  cally or otherwise through the crystal ball.
  Helm of Opposite Alignment:
  This ornate helmet in-
  stantly changes the alignment of the being that places it
  on. The change is random. The helmet cannot be removed
  except by the spell remove curse. The wearer will not desire
  for the helmet to be removed, but once it has been taken off
  they revert back to their original alignment.
  54
  
  FIRST FIVE FANTASY ROLEPLAYING
  TREASURE
  Table 22: Treasure Table
  Type
  pp
  gp
  ep
  sp
  cp
  Magical Items
  Gems
  Jewellery
  A
  1000× 1d2 (25%)
  1000× 2d6 (35%)
  1000× 1d4 (20%)
  1000× 1d6 (30%)
  1000× 1d6 (25%)
  Any 3 (30%)
  6d6 (50%)
  6d6 (50%)
  B
  -
  1000× 1d3 (25%)
  1000× 1d4 (25%)
  1000× 1d6 (25%)
  1000× 1d8 (50%)
  1
  sword,
  armour,
  or
  weapon (10%)
  1d6 (25%)
  1d6 (25%)
  C
  -
  -
  1000× 1d4 (10%)
  1000× 1d4 (30%)
  1000× 1d12 (20%)
  Any 2 (10%)
  1d4 (25%)
  1d4 (25%)
  D
  -
  1000× 1d6 (60%)
  -
  1000× 1d12 (15%)
  1000× 1d8 (10%)
  Any 2 + 1 potion (15%)
  E
  -
  1000× 1d8 (25%)
  1000× 1d4 (25%)
  1000× 1d12 (30%)
  1000× 1d10 (5%)
  Any 3 + 1 scroll (25%)
  1d10 (10%)
  1d10 (10%)
  F
  1000× 1d3 (30%)
  1000× 1d12 (45%)
  1000× 1d8 (20%)
  1000× 2d10 (10%)
  -
  Any 3 non-weapons + 1
  potion + 1 scroll (30%)
  2d12 (20%)
  1d12 (10%)
  G
  1000× 1d6 (50%)
  1000× 10d4 (50%)
  -
  -
  -
  Any 4 + 1 scroll (35%)
  3d6 (25%)
  1d10 (25%)
  H
  1000× 5d4 (25%)
  1000× 10d6 (50%)
  1000× 10d4 (50%)
  1000× 1d100 (50%)
  1000× 3d8 (25%)
  Any 4 + 1 potion + 1
  scroll (15%)
  1d100 (50%)
  10d4 (50%)
  I
  1000× 1d8 (30%)
  -
  -
  -
  -
  Any 1 (15%)
  2d6 (50%)
  2d6 (50%)
  J
  -
  -
  -
  1000× 1d3 (10%)
  1000× 1d4 (25%)
  -
  -
  -
  K
  -
  -
  1000× 1d2 (10%)
  1000× 1d6 (30%)
  -
  -
  -
  -
  L
  -
  -
  -
  -
  -
  -
  1d4 (50%)
  -
  M
  1000× 5d6 (50%)
  1000× 2d4 (40%)
  -
  -
  -
  -
  5d4 (55%)
  2d6 (45%)
  N
  -
  -
  -
  -
  -
  2d4 potions (40%)
  -
  -
  O
  -
  -
  -
  -
  -
  1d4 potions (50%)
  -
  -
  P
  -
  -
  -
  -
  3d8 (100%)
  -
  -
  -
  Q
  -
  -
  -
  3d6 (100%)
  -
  -
  -
  -
  R
  -
  -
  2d6 (100%)
  -
  -
  -
  -
  -
  S
  -
  2d4 (100%)
  -
  -
  -
  -
  -
  -
  T
  1d6 (100%)
  -
  -
  -
  -
  -
  -
  -
  U
  -
  1d100 (5%)
  -
  1d100 (10%)
  1d100 (10%)
  Any 1 (2%)
  -
  1d4(5%)
  V
  1d100 (5%)
  1d100 (10%)
  1d100 (5%)
  1d100 (10%)
  -
  Any 1 (5%)
  -
  1d4 (10%)
  Table 23: Gem Values
  1d20
  Value (gp)
  Example Types
  1-4
  10
  Agate; quartz; freshwater pearl
  5-9
  50
  Citrine; moonstone; onyx; zircon
  10-15
  100
  Amber; jade; gold or silver pearl
  16-19
  500
  Aquamarine; black pearl; topaz
  20
  1000
  Emerald; blue sapphire; ruby
  Table 24: Treasure - Magical Items
  1d100
  Magical Item Type
  01-05
  Miscellaneous (Table 25)
  06-10
  Wands, Staves, and Rods (Table 26)
  11-15
  Rings (Table 27)
  16-35
  Scrolls (Table 28)
  36-60
  Potions (Table 31)
  61-70
  Armour (Table 32)
  71-80
  Other Weapons (Table 34)
  81-00
  Swords (Table 33)
  Helm of Telepathy:
  The wearer can read the thoughts of
  a being within 90′ at will.
  Furthermore, they can send a
  telepathic message to anyone whose surface thoughts they
  are reading (allowing two-way communication). Use of this
  helm requires full concentration of the wearer, who may not
  move or take any action.
  Gauntlets of Ogre Power:
  These gauntlets are made of
  tough leather, with iron studs running across the back of
  the hands and ﬁngers.
  They grant the wearer the great
  Strength of 18, granting all of the beneﬁts to hit and dam-
  age that this strength score confers. The wearer may also
  punch with these gloves, with a +3 bonus to hit, inﬂicting
  Table 25: Miscellaneous Magical Items
  1d100
  Magical Item
  01-10
  Bag of Devouring (cursed)
  11-20
  Bag of Holding
  21-25
  Crystal Ball
  26-30
  Boots of Levitation
  31-40
  Cloak of Elvenkind
  41-50
  Boots of Elvenkind
  51-55
  Gauntlets of Ogre Power
  56-65
  Helm of Opposite Alignment (cursed)
  66-80
  Helm of Telepathy
  81-90
  Medallion of Thoughts
  91-00
  Rope of Climbing
  1d4 hit points of damage.
  Medallion of Thoughts:
  This appears to be a normal pen-
  dant disk hung from a neck chain. Usually fashioned from
  bronze, copper, or silver, the medallion allows the wearer
  to read the thoughts of others.
  The wearer can read the
  thoughts of any being within 30′ after concentrating for 1
  round. A saving throw versus magic is allowed to negate
  the effect. The wearer may move at full speed, but is un-
  able to cast spells or attack while concentrating. There is a
  1 in 6 chance (roll 1 on 1d6) that, unknown to the user of
  the medallion, their thoughts are heard by all beings within
  30′ instead of the usual effect.
  Rope of Climbing:
  A 50-foot-long rope of climbing is no
  thicker than a wand, but it is strong enough to support
  10,000 coins of weight. Upon command, the rope snakes
  forward, upward, downward, or in any other direction at 10
  feet per round, attaching itself securely wherever its owner
  55
  
  TREASURE
  FIRST FIVE FANTASY ROLEPLAYING
  Table 26: Magical Wands, Staves, and Rods
  1d100
  Magical Item
  01-10
  Rod of Cancellation
  11-15
  Staff of the Serpent
  16-20
  Staff of Striking
  21-30
  Staff of Healing
  31-35
  Wand of Detecting Traps
  36-40
  Wand of Detecting Secret Doors
  41-50
  Wand of Paralyzation
  51-70
  Wand of Detecting Magic
  71-00
  Wand of Detecting Enemies
  desires. It can unfasten itself and return in the same man-
  ner.
  WANDS, STAVES, AND RODS
  Rods and staves are collectively referred to as “devices.”
  Rods are sometimes usable by any class, but many are re-
  stricted to use by certain classes only. Wands may only be
  used by magic-users and elves. A staff may be used only
  by clerics.
  These magical items generally have a limited
  number of “charges” which are spent to trigger the item’s
  magical effect. Unless otherwise speciﬁed in the item’s de-
  scription, a rod, staff, or wand has 1d10 charges when
  found.
  Exceptions will be noted in speciﬁc item descrip-
  tions.
  Physically, these three types of magic items differ
  primarily in size. Wands are small and thin, being about 18
  inches long. A staff is much larger, being 6′ long and gen-
  erally has a 2′ diameter. Rods are somewhere in-between
  these two kinds of items, being about 3′ long.
  Rod of Cancellation:
  This item is highly feared by those
  who value their magic items, for with but one touch of this
  rod, a magic item permanently loses all of its power and
  becomes an ordinary item. When attempting to strike an
  item on an opponent, treat the attack as if it needs to hit
  an AC of 9. The referee, depending on the circumstances,
  may adjust this value. This rod is usable once and may not
  be recharged.
  Staff of Healing:
  This staff does not employ charges. It
  can heal 1d6+1 hit points of damage, but it can only be
  used one time per creature per day. This staff may heal an
  unlimited number of creatures in a day.
  Staff of the Serpent:
  This staff does not employ charges.
  It strikes as a +1 staff. The user can command the staff
  to grow to become a giant constrictor snake and con-
  strict around a victim (AC 5, HD 3, hp 20, MV 20′/round
  60′/turn). The command for the staff to become a snake is
  uttered as it strikes a victim. The victim must succeed in a
  saving throw versus spell-like devices or be held immobile
  by the constricting snake for 1d4 turns, or until the owner
  commands the snake to release him. The serpent returns to
  the owner and returns to staff form after it has constricted
  around an opponent. If the snake form is slain, it will not
  return to staff form and the staff is destroyed. When the
  snake returns to staff form, all damage it has sustained in
  combat is automatically healed.
  Table 27: Magical Rings
  1d100
  Magical Ring
  01-05
  Cursed
  06-15
  Animal Command
  16-40
  Fire Resistance
  41-50
  Invisibility
  51-70
  Protection
  71-80
  Telekinesis
  81-90
  Water Walking
  91-00
  Weakness
  Staff of Striking:
  With the expenditure of one charge and
  a successful attack roll, this staff can be used to strike an
  opponent for 2d6 hit points of damage.
  Wand of Detecting Enemies:
  This wand makes any ene-
  mies of the wielder that are within 60′, whether invisible or
  hidden, become surrounded by a ﬁery glowing aura. This
  effect requires one charge.
  Wand of Detecting Magic:
  This wand makes any magic
  item within 20′ become surrounded by a blue glowing aura.
  This effect requires one charge.
  Wand of Detecting Secret Doors:
  This wand will point to
  any and all secret doors within 20′. One charge is expended
  per usage.
  Wands of Detecting Traps:
  This wand will point to any
  and all traps within 20′. One charge is expended per usage.
  Wand of Paralyzation:
  A cone 60′ long and 30′ wide at
  the terminal end is discharged from this wand. Any beings
  within the cone will become paralyzed for 6 turns unless
  they succeed in a saving throw versus wands. One charge
  is expended per usage.
  RINGS
  All magical rings are usable by any character class. They
  must be worn on a digit of the hands only (ﬁngers or
  thumb). It is only possible to wear two magical rings, one
  on each hand; if more than two are worn all of the rings
  do not function. Cursed rings are always active, and their
  effects are not nulliﬁed by wearing other rings, no matter
  how many magical rings are worn.
  Animal Command:
  Once per turn, this ring allows the
  wearer to control 1 giant animal or 1d6 normal-sized ani-
  mals. Magical or intelligent animals are not affected. The
  effect lasts so long as concentration is maintained, and the
  wearer can take no other actions. Once control ends, ani-
  mals will not be well-disposed to the ring wearer, and any
  reaction rolls suffer a penalty of 1.
  Cursed:
  Gives the wearer a -1 penalty to all Saving
  Throws.
  The ring does not detect as evil.
  Once put on,
  the ring cannot be removed without the help of a high-level
  cleric.
  56
  
  FIRST FIVE FANTASY ROLEPLAYING
  TREASURE
  Table 28: Scrolls
  1d100
  Scroll
  01-20
  Scroll of 1 spell
  21-35
  Scroll of 2 spells
  36-40
  Scroll of 3 spells
  41-50
  Curse (takes effect when read)
  51-65
  Protection from Lycanthropes
  66-80
  Protection from Magic
  81-90
  Protection from Undead
  91-95
  Treasure Map to 1,000-4,000 gp hoard
  96-00
  Treasure Map to 1 hidden magical item
  Fire Resistance:
  The ring wearer is impervious to all
  forms of ordinary ﬂame, whether as small as a torch or as
  large as a raging bonﬁre. Further, this ring reduces damage
  from other kinds of ﬁre by –1 per die of damage (minimum
  of 1 hp damage per damage die). These kinds of ﬁre include
  ﬁreball and other ﬁre spells, ﬁre breath from a red ragon,
  and the intense heat of molten rock. If exposure to these
  ﬂames requires a saving throw, it is made at +2 to the die
  roll.
  Invisibility:
  Once each turn, this ring grants the wearer
  the ability to become invisible as the spell invisibility.
  Protection:
  This ring lower the wearers AC by 1, and
  grants the wearer a +1 bonus to all saving throws.
  Telekinesis:
  This ring grants the wearer the ability to
  move objects up to 2000 coins in weight with their mind
  (albeit slowly), up to a distance of 50′.
  This requires the
  user’s concentration.
  Water Walking:
  Any character wearing this ring can walk
  on water as if it were solid, dry land.
  Weakness:
  This is a cursed ring, and once put on it can
  be removed only with the help of a high-level cleric. Over
  the course of 6 rounds, the wearer’s Strength drops to 3
  and all attacks and damage are rolled with a penalty of -3
  (minimum of 1 hp of damage is dealt).
  SCROLLS
  Most scrolls are pieces of parchment, imbued with the mag-
  ical writings of a spell or other magical effect. These writ-
  ings are potent in that they simply require the pronunci-
  ation of their words to release their power.
  Some scrolls
  can be deciphered and read by any class (protection scrolls
  and treasure maps), while spell scrolls can only be read by
  clerics, magic-users or elves, depending on the type of spell
  transcribed on the scroll.
  Spell Scroll:
  A spell scroll has a number of spells tran-
  scribed on it as shown in Table 28. All spells on a scroll
  will either be cleric spells (25% chance) or magic-user/elf
  spells (75% chance). Spells can be selected by the referee
  or randomly determined. If randomly determined, ﬁrst ran-
  domly determine the level of each spell on the scroll using
  Table 29, then randomly determine a spell from Part 8.
  Table 29: Scroll Spell Level
  d6 Roll
  Level
  1-3
  1st level
  4-5
  2nd level
  6
  3rd level
  Table 30: Example Curses
  1d6
  Curse
  1
  Re-roll the victim’s prime requisite/s. The new
  scores (whether higher or lower) replace the
  original ones.
  2
  Halve the hit points the victim regains from all
  healing effects (including spells and rest)
  3
  Lose one level of experience. Re-roll for victims
  who are already level 1.
  4
  Turn into a frog!
  5
  Summons a monster (of same level as victim)
  which gets a surprise attack.
  6
  Destroys one magical item chosen by referee.
  Cursed Scrolls:
  A cursed scroll inﬂicts a horrible curse
  upon the reader. When a cursed scroll is read, the curse
  takes effect immediately. The referee must decide on the
  curse. Only a remove curse spell can remove a curse from
  a cursed scroll. See Table 30 for examples of this sort of
  curse.
  Protection from Lycanthropes:
  This scroll can be read
  by any class. It creates a circle of protection 10 feet across
  (which moves with the reader and is always centered on
  them). This circle cannot be crossed by a random number
  of lycanthropes (1d10 wererats, 1d8 werewolves or were-
  boars, 1d4 weretigers or werebears) for six turns.
  Protection from Magic:
  This scroll can be read by any
  class. It creates a circle of protection 10 feet across (which
  moves with the reader and is always centered on them).
  This circle does not permit any spells or spell effects (in-
  cluding those from magical items) enter or leave the circle
  for 1d4 turns.
  Protection from Undead:
  This scroll can be read by any
  class. It creates a circle of protection 10 feet across (which
  moves with the reader and is always centered on them).
  This circle cannot be crossed by a random number of
  undead (2d12 skeletons, zombies, or ghouls, 2d6 wights,
  57
  
  TREASURE
  FIRST FIVE FANTASY ROLEPLAYING
  Table 31: Potions
  1d100
  Potion
  01-20
  Diminution
  21-30
  ESP
  31-40
  Gaseous Form
  41-50
  Giant Strength
  51-60
  Growth
  61-80
  Healing
  81-85
  Invisibility
  86-95
  Levitation
  96-00
  Poison
  wraiths, or mummies, 1d6 specters or tougher undead) for
  six turns.
  Treasure Map:
  The referee should draw a treasure map
  to a hoard of the size indicated in Table 28 and give it to
  the players.
  The hoard should total the value shown in
  Table 28 and may be distributed across multiple locations.
  The treasures should be guarded by monsters.
  Treasure
  maps may be incomplete or given as a written puzzle/clue.
  Some treasure maps require the use of a Read Languages
  spell to understand.
  POTIONS
  Although potions can be found in a variety of types of con-
  tainers, including glass, ceramic, or metal ﬂasks, most con-
  tain only one dose that imbues their potion’s particular ef-
  fects for one individual.
  Most potions bear no label and
  require a small amount to be sampled in order to attempt
  to identify the potion type. This is not without error, how-
  ever, because potions of the same type may differ in their
  aroma or taste depending on how they were made.
  As a standard rule, potions take effect in the same round
  as their consumption, and last for 1d6+6 turns. This gen-
  eral principle is superseded where the speciﬁc potion de-
  scription indicates otherwise.
  Potions must be drunk in
  their entirety to have an effect.
  If a character drinks a potion while still under the effects
  of another potion, they become sick for three turns, and
  are unable to do anything for this time. Neither potion has
  any further effect. Some potions, like a potion of healing,
  take effect instantaneously, so they can consumed ﬁrst and
  then another potion consumed the next round without any
  ill-effect.
  Diminution:
  When drank, the imbiber and everything
  carried will shrink to 6 inches tall. The character is so small
  that if they remains motionless there is only a 10% chance
  of being spotted by creatures nearby. This potion negates a
  potion of growth.
  ESP:
  This potion grants a spell-like ability the equivalent
  of the magic-user and elf spell ESP for the duration of 5d8
  rounds.
  Gaseous Form:
  The person who quaffs this potion, in ad-
  dition to all items on their person, takes on a translucent,
  gaseous consistency and ﬂoats at 30 feet per round. This
  speed can be different depending on natural wind speed in
  Table 32: Magical Armour
  1d100
  Magical Item
  01-10
  Leather armour +2
  11-20
  Leather armour +1
  21-45
  Chain mail armour +1
  46-55
  Plate mail armour +1
  56-85
  Shield +1
  86-95
  Shield +2
  96-00
  Chain armour +1 and shield +1
  the environment or due to the effects of wind-altering spells.
  While in gaseous form, the person affected can ﬂow below
  doors and other small spaces that are not sealed airtight.
  The person affected cannot attack. If they are attacked in
  gaseous form, they have an AC of -2 and cannot be harmed
  by non-magical weapons.
  Giant Strength:
  The imbiber of this potion temporarily
  becomes as strong as a frost giant. This bonus in strength
  is accompanied by the giant ability to throw rocks at op-
  ponents (ranges 60′/130′/200′) for 3d6 hit points of damage.
  Further, the character does double damage with weapon
  attacks.
  The strength bonuses of this potion may not
  be combined with any other magical effects that inﬂuence
  strength.
  Growth:
  The imbiber of this potion doubles in size.
  Strength also increases (doubling, up to a maximum of 18),
  and all damage dealt is doubled. There is no change in the
  imbiber’s hit points.
  Healing:
  The imbiber of this potion regains damage equal
  to 1d6+1 hit points. This potion also cures paralysis.
  Invisibility:
  When this potion is quaffed, the drinker is
  bestowed with the spell-like ability of invisibility as per the
  effects of the spell of the same name. Any combat action
  removes the invisibility, such that a new dose must be con-
  sumed.
  Levitation:
  When this potion is quaffed, the drinker is
  bestowed with the spell-like ability of levitation. The drinker
  can move up and down in the air by magic at a rate of 60′
  per round, but not side-to-side (although the drinker may
  “push off” walls and ceilings and the like to move sideways).
  See the spell levitate for more information.
  Poison:
  This looks like a normal magical potion, but if
  any part of it is swallowed, even a sip, the drinker must
  make a saving throw versus death or die. At the referee’s
  discretion, the poison may do a set amount of damage on a
  failed saving throw rather than killing the imbiber.
  MAGICAL ARMOUR
  Magical armour is generated from Table 32. The better the
  armour, the lower the wearer’s AC, thus any bonuses from
  magical armour should be subtracted from the AC for that
  type of armour. For example, chain mail armour has a base
  AC 5, thus chain mail armour +1 has a base AC 4.
  58
  
  FIRST FIVE FANTASY ROLEPLAYING
  DUNGEON DESIGN
  Table 33: Magical Swords
  1d100
  Magical Sword
  01-40
  Sword +1
  41-50
  Sword +1, +2 against lycanthropes
  51-55
  Sword +1, +2 against spell users
  56-65
  Sword +1, +3 against undead
  66-75
  Sword +1, +3 against dragons
  76-80
  Sword +1, light 1/day
  81-85
  Sword +1, cure light wounds 1/day
  86-90
  Sword +1, locate objects
  91-95
  Sword +2
  96-00
  Sword +2, charm person
  Table 34: Other Magical Weapons
  1d100
  Magical Weapon
  01-20
  Arrows +1 (10 arrows)
  21-30
  Axe +1
  31-45
  Dagger +1
  46-50
  Dagger +2
  51-65
  Mace +1
  66-80
  Quarrels +1 (10 quarrels)
  81-85
  Sling +1
  86-00
  Warhammer +1
  MAGICAL SWORDS
  When using a magical sword, the bonus is added both
  to rolls to hit and to damage rolled.
  Some swords have
  a different bonus against particular types of enemy (e.g.
  +3 against undead, +1 against everyone else). Two of the
  swords in Table 33 can cast cleric spells once per day, with
  no prior meditation or prayer required. Two other swords
  can cast magic-user spells at the wielder’s will.
  Magical
  swords can be of any size (e.g.
  normal, short, or two-
  handed) selected by the referee.
  Cursed Swords:
  Any magical sword has a 15% chance of
  being cursed. A cursed sword seems to be a normal magi-
  cal sword until used. Once used in battle, a cursed sword
  cannot be thrown away - it must be used, and the user
  is cursed with the desire to retrieve it if it is ever lost. A
  cursed sword gives a -1 penalty to all rolls to hit and for
  damage when using the sword. High-level magic-users or
  clerics can help get rid of the curse. Only once the curse
  is removed does the sword take on the magical properties
  rolled on Table 33.
  OTHER MAGICAL WEAPONS
  When using a magical weapon, the bonus is added both to
  rolls to hit and to damage rolled. As with magical swords,
  there is a chance that any magical weapon is cursed (this
  chance is only 10% for non-swords, however).
  The same
  rules apply to cursed non-swords and apply to cursed
  swords. Only once the curse is removed does the weapon
  Table 35: Random Dungeon Room Contents
  d6
  Contents
  Treasure Chance
  1
  Special
  Nil
  2-3
  Monster
  50%
  4
  Trap
  35%
  5-6
  Empty
  10%
  take on the magical properties rolled on Table 34.
  PART 11: DUNGEON DESIGN
  Although there are plenty of published modules which are
  compatible with F5FR , referees are encouraged to design
  their own dungeons to use in play. There are many books,
  websites, articles, blog posts, and so on, which discuss dif-
  ferent aspects of dungeon design in detail, but here a simple
  process is presented, with the beginner referee in mind:
  1. Decide on a reason for the player characters to explore
  the dungeon. Everything in the dungeon should ﬁt this
  rationale.
  For example, if the party is rescuing the
  duke’s young son who was kidnapped by orcs, then
  the son should be in the dungeon being held prisoner
  by orcs (or whoever the orcs were working for).
  2. Decide on the setting - is the dungeon a natural cave
  system, a castle, a buried ruin, or something else? How
  many levels does it have?
  3. Decide on the special enemies found in the dungeon.
  This might be an evil wizard or powerful monster. Gen-
  erally the special enemies in the dungeon should be 2
  to 4 levels higher than the player characters, so that
  ﬁghting them is challenging them and defeating them
  is an achievement.
  4. Draw the map.
  It is easiest if you draw the map on
  graph paper, and use a consistent scale (e.g.
  one
  square = 5’ or 10’).
  Use one sheet of paper for each
  level of the dungeon. It is best to draw from the out-
  side inwards, so that you can keep the overall shape of
  the setting you decided upon earlier before getting into
  the details. If your dungeon has multiple levels, con-
  sider how the party can travel between the levels and
  ensure that ladders, staircases, chutes, etc are placed
  appropriately. Also try to make sure that there are sev-
  eral “ways through” the dungeons.
  5. Stock the dungeon. Put all the special enemies in their
  appropriate areas, along with any “objectives” you de-
  cided upon to give the player characters a reason for
  exploring the dungeon (such as the duke’s son in the
  example above). Then, for each other room, roll on Ta-
  ble 35 to decide what is in each room, but remember,
  you can always decide to place something else other
  than what you have rolled if what you have rolled does
  not make sense given the setting and rationale you
  decided earlier.
  Fill in the details for each room as
  you do this - make some quick notes about the things
  the player characters can see, smell, hear, etc, in each
  room.
  59
  
  DUNGEON DESIGN
  FIRST FIVE FANTASY ROLEPLAYING
  Monsters
  Other than the special enemies, monsters can be chosen
  or rolled randomly from Table 12 on p.17. Bear in mind
  which level of the dungeon you are stocking when rolling
  on Table 12. If you decided upon a particular concept for a
  dungeon, not all monsters make sense to be placed within
  it. Re-roll such monsters or select a more appropriate mon-
  ster manually. You can also choose to make your own wan-
  dering monster table for this dungeon by selecting monsters
  within 2 levels of the player characters, or use the default
  wandering monster table on p.17.
  Traps
  You should select traps carefully, so that they are appro-
  priate to the scenario you decided upon at the beginning of
  the process. You can design your own trap or use one of
  the examples given below:
  Bricks from Ceiling:
  Each character in range must save
  versus wands or suffer 1d4 damage.
  Camouﬂaged Pit Trap:
  A pit is 10 feet or more deep (1d6
  hp damage per 10 feet).
  Dart Trap:
  A dart ﬁres from a hidden location, and the
  character who triggered the trap must save versus poison
  or take 1d4 damage and become so sick that they cannot
  do anything for 3 turns.
  Explosion Trap:
  Everybody in a 10 feet radius makes a
  save versus breath or takes 1d6 damage. Those who pass
  their save take half damage.
  Illusion Trap:
  Something strange seems to happen (sim-
  ilar to the spell phantasmal force) and the characters are
  scared away or tricked in some way (usually into another
  trap).
  Light Trap:
  A bright light ﬂashes. Everyone who sees it
  must making a Saving Throw versus spells or go blind for
  1d4 rounds.
  Poison
  Trap:
  The
  character
  touches
  contact
  poison,
  which makes them extremely sick for three days, during
  which time their movement halves and they suffer -2 to all
  saving throws and rolls to hit. If the character makes a save
  versus poison, they take 1 point of damage instead, but do
  not become sick.
  Scything
  Blade
  Trap:
  Characters
  must
  save
  versus
  paralysis or suffer 1d6 damage.
  Special Rooms
  Special rooms in your dungeon can be puzzles or other
  strange items or events which make the dungeon more in-
  teresting and potentially more dangerous! Some examples:
  Alarm
  Room:
  An alarm which,
  when set off,
  rings
  through the dungeon. Roll for wandering monsters every
  turn instead of every second turn while the alarm is ring-
  ing.
  Decoration:
  In some types of dungeons,
  like under-
  ground temples or ruins, statues of hideous beasts may
  decorate the rooms. Rooms dominated by decorations give
  a chance to create the right atmosphere for your dungeon.
  Map Shift:
  A room which changes the map somehow (e.g.
  a wall slides in place behind them, or the room rotates), to
  make navigating the dungeon more challenging.
  Pool:
  Magical pools of water which may heal or harm any
  who drink or submerge themselves in the pool. The liquid
  in the pool could have other effects too, such as changing
  ability scores or alignments, enchanting weapons, etc.
  Transportation:
  Much as map shifts can make navigat-
  ing a dungeon more challenging, so too can a room with
  a special item which transports player characters. Pick a
  room linked to this one by the “transporter” or even have
  the transporter work randomly and send player characters
  to a different room each time!
  Tips
  When designing your own dungeon and when refereeing it
  in play, remember these few simple tips:
  • Be fair to the players. Do not set them tasks which are
  impossible, or make them ﬁght monsters they cannot
  beat.
  • Balance the challenges in your dungeon.
  This both
  means making sure they are appropriately challenging
  (neither too hard nor too easy) but also that there is a
  variety to the challenges the party faces.
  • Practice makes perfect!
  • Most importantly, have fun!
  60
  
  FIRST FIVE FANTASY ROLEPLAYING
  BACK MATTER
  PART 12: BACK MATTER
  LICENSE
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast,
  Inc (“Wizards”). All Rights Reserved.
  1.
  Deﬁnitions:
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  tion, correction, addition, extension, upgrade, improvement, compilation, abridgment or other
  form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
  (d) “Open Game Content” means the game mechanic and includes the methods, procedures, pro-
  cesses and routines to the extent such content does not embody the Product Identity and is an
  enhancement over the prior art and any additional content clearly identiﬁed as Open Game Con-
  tent by the Contributor, and means any work covered by this License, including translations and
  derivative works under copyright law, but speciﬁcally excludes Product Identity. (e) “Product Iden-
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  logos, symbols, or graphic designs; and any other trademark or registered trademark clearly iden-
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  Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are
  used by a Contributor to identify itself or its products or the associated products contributed to the
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  edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h)
  “You” or “Your” means the licensee in terms of this agreement.
  2.
  The License: This License applies to any Open Game Content that contains a notice indicating that
  the Open Game Content may only be Used under and in terms of this License. You must afﬁx such
  a notice to any Open Game Content that you Use. No terms may be added to or subtracted from
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  3.
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  4.
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  5.
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  Updating the License: Wizards or its designated Agents may publish updated versions of this
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  respect to some or all of the Open Game Content due to statute, judicial order, or governmental
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  13.
  Termination: This License will terminate automatically if You fail to comply with all terms herein
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  14.
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  15.
  COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document ©2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte
  Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
  System Reference Document ©2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax
  and Dave Arneson.
  Modern System Reference Document ©2002-2004, Wizards of the Coast, Inc.; Authors Bill Slav-
  icsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher
  Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook,
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD
  Wiker.
  Castles & Crusades: Players Handbook, ©2004, Troll Lord Games; Authors Davis Chenault and
  Mac Golden.
  Castles & Crusades: Monsters Product Support, ©2005, Troll Lord Games.
  Basic Fantasy Role-Playing Game ©2006–2008 Chris Gonnerman.
  New Spells: A Basic Fantasy Supplement ©2007 Chris Gonnerman, Ola Berg, Angelo Bertolli, Jeff
  Querner, Everett Bradshaw, Emiliano Marchetti, Ethan Moore, Jim Bobb, and Scott Abraham.
  OSRIC™©2006, Stuart Marshall, adapting material prepared by Matthew J. Finch, based upon
  the System Reference Document, and inspired by the works of E. Gary Gygax, Dave Arneson, and
  many others.
  Swords & Wizardry Core Rules, ©2008, Matthew J. Finch.
  Eldritch Weirdness, Book One, ©2008, Matthew J. Finch.
  Darwin’s World ©2002, RPGObjects; Authors Dominic Covey and Chris Davis.
  Mutant Future™©2008, Daniel Proctor and Ryan Denison.
  Authors Daniel Proctor and Ryan
  Denison.
  Advanced Edition Companion, ©2009–2010, Daniel Proctor. Author Daniel Proctor.
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing Deluxe Edition, ©2010, LotFP.
  Author James Edward Raggi IV.
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Bookspeak, ©2011 Daniel Smith.
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Howl of the Moon, ©2011 Joel
  Rojas).
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing Grindhouse Edition, ©2011,
  LotFP, Author James Edward Raggi IV.
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing Player Core Book: Rules & Magic
  ©2013 LotFP, author James Edward Raggi IV.
  Fly, Giant from the Tome of Horrors, ©2002, Necromancer Games, Inc.; Author Scott Greene,
  based on original material by Gary Gygax.
  Golem, Wood from the Tome of Horrors, ©2002, Necromancer Games, Inc.; Authors Scott Greene
  and Patrick Lawinger.
  Labyrinth Lord™©2007-2009, Daniel Proctor. Author Daniel Proctor.
  B/X Essentials: Core Rules ©2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Classes and Equipment ©2017 Gavin Norman. Author Gavin Norman.
  First Five Fantasy Roleplaying Player’s Guide ©2018 Andrew Marrington. Author Andrew Marring-
  ton.
  First Five Fantasy Roleplaying ©2019 Andrew Marrington. Author Andrew Marrington.
  DESIGNATION OF PRODUCT IDENTITY
  All artwork.
  All trademarks and registered trademarks, the Grimm Aramil Publishing logo and all other trade dress.
  DESIGNATION OF OPEN GAME CONTENT
  All game mechanics.
  All other text not identiﬁed as product identity above.
  List of Tables
  1
  Prime Requisite Modiﬁcation to Experience . .
  2
  2
  Random Starting Ages . . . . . . . . . . . . . .
  5
  3
  Random Height and Weight . . . . . . . . . . .
  5
  4
  Turning Undead Table . . . . . . . . . . . . . .
  7
  5
  Thief Skills
  . . . . . . . . . . . . . . . . . . . .
  9
  6
  Exchange Rates . . . . . . . . . . . . . . . . . .
  13
  7
  Weapons . . . . . . . . . . . . . . . . . . . . . .
  13
  8
  Ammunition . . . . . . . . . . . . . . . . . . . .
  13
  9
  Armour
  . . . . . . . . . . . . . . . . . . . . . .
  13
  10
  Adventuring Gear . . . . . . . . . . . . . . . . .
  14
  11
  Experience Points for Monsters . . . . . . . . .
  15
  12
  Wandering Monster Table . . . . . . . . . . . .
  17
  13
  Speed and Encumbrance
  . . . . . . . . . . . .
  17
  14
  Treasure Weights . . . . . . . . . . . . . . . . .
  17
  15
  Monster Reactions . . . . . . . . . . . . . . . .
  18
  16
  NPC Reactions
  . . . . . . . . . . . . . . . . . .
  18
  17
  Attack Table . . . . . . . . . . . . . . . . . . . .
  20
  61
  
  LIST OF TABLES
  FIRST FIVE FANTASY ROLEPLAYING
  18
  Missile Weapon Ranges (in feet) . . . . . . . . .
  21
  19
  Missile Attack Modiﬁers . . . . . . . . . . . . .
  21
  20
  Melee Attack Modiﬁers . . . . . . . . . . . . . .
  21
  21
  Additional Dragon Information . . . . . . . . .
  36
  22
  Treasure Table . . . . . . . . . . . . . . . . . .
  55
  23
  Gem Values . . . . . . . . . . . . . . . . . . . .
  55
  24
  Treasure - Magical Items
  . . . . . . . . . . . .
  55
  25
  Miscellaneous Magical Items
  . . . . . . . . . .
  55
  26
  Magical Wands, Staves, and Rods
  . . . . . . .
  56
  27
  Magical Rings . . . . . . . . . . . . . . . . . . .
  56
  28
  Scrolls . . . . . . . . . . . . . . . . . . . . . . .
  57
  29
  Scroll Spell Level . . . . . . . . . . . . . . . . .
  57
  30
  Example Curses
  . . . . . . . . . . . . . . . . .
  57
  31
  Potions . . . . . . . . . . . . . . . . . . . . . . .
  58
  32
  Magical Armour . . . . . . . . . . . . . . . . . .
  58
  33
  Magical Swords . . . . . . . . . . . . . . . . . .
  59
  34
  Other Magical Weapons . . . . . . . . . . . . .
  59
  35
  Random Dungeon Room Contents . . . . . . .
  59
  62
  
  FIRST FIVE FANTASY ROLEPLAYING
  INDEX
  Index
  ability scores, 2, 3
  adventuring gear, 13, 14
  alignment, 4
  languages, 5
  armour, 13
  attack
  melee, 21
  missile, 20, 21
  table, 20
  basilisk, 31
  bat, 31
  bear, 31
  beetle, 32
  black pudding, 32
  Bless (Spell), 23
  blindness, 30
  bugbear, 32
  campaigns, 14
  carcass crawler, 32
  cat, great, 33
  centipede, 33
  characters, 2
  biographic details, 5
  levels, 5
  charm, 30
  Charm Person (Spell), 24
  chimera, 33
  Clairvoyance (Spell), 24
  class, 6
  cleric, 6
  cockatrice, 33
  coins, 13, 54
  combat, 19
  Continual Light (Spell), 24
  crocodile, 34
  Cure Light Wounds (Spell), 24
  cyclops, 34
  damage, 21
  Detect Evil (Spell), 24
  Detect Invisible (Spell), 24
  Detect Magic (Spell), 24
  dice, 2
  Dispel Magic (Spell), 24
  doors, 17
  doppelganger, 34
  dragon, 35
  dungeon, 15
  design, 59
  level, 5, 16
  monsters, 60
  random room, 59
  special rooms, 60
  tips, 60
  traps, 60
  dwarf, 10
  elemental, 36, 37
  elf, 11
  encounters, 18
  encumbrance, 16, 17
  energy drain, 30
  equipment, 13
  starting, 5
  ESP (Spell), 25
  evasion, 18
  experience points (XP), 15
  ﬁghter, 7
  Find Traps (Spell), 25
  Fire Ball (Spell), 25
  Floating Disc (Spell), 25
  Fly (Spell), 25
  gargoyle, 38
  gelatinous cube, 38
  gems, 54, 55
  ghoul, 38
  giant, 39
  giant rattlesnake, 49
  gnoll, 39
  gnome, 40
  goblin, 40
  Golden Rule, 14
  golem, 41
  gorgon, 41
  great cat, 33
  green slime, 41
  grey ooze, 41
  halﬂing, 12
  harpy, 42
  Haste (Spell), 25
  healing, 21
  hearing, 17
  hellhound, 42
  hit points, 4
  hobgoblin, 42
  Hold Person (Spell), 25
  Hold Portal (Spell), 25
  holy water, 21
  hydra, 42
  infravision, 30
  Infravision (Spell), 26
  initiative, 19
  Invisibility (10’ Radius) (Spell), 26
  Invisibility (Spell), 26
  invisible stalker, 43
  jewellery, 54
  Knock (Spell), 26
  Know Alignment (Spell), 26
  kobold, 43
  languages, 5
  leech, 43
  Levitate (Spell), 26
  light, 16
  Light (Spell), 26
  Lightning Bolt (Spell), 26
  lizard man, 43
  Locate Object (Spell), 27
  lycanthrope, 44
  63
  
  INDEX
  FIRST FIVE FANTASY ROLEPLAYING
  magic, 22
  Magic Missile (Spell), 27
  magic-user, 8
  magical items, 22, 55
  armour, 23, 58
  bag of devouring, 54
  bag of holding, 54
  boots of elvenkind, 54
  boots of levitation, 54
  cloak of elvenkind, 54
  crystal ball, 54
  cursed swords, 59
  gauntlets of ogre power, 55
  helm of opposite alignment, 54
  helm of telepathy, 55
  identifying, 54
  medallion of thoughts, 55
  miscellaneous, 54, 55
  potions, 23
  rings, 23, 56
  rods, 23, 56
  rope of climbing, 55
  scrolls, 23
  shields, 58
  staves, 23, 56
  swords, 59
  wands, 23, 56
  weapons, 22, 59
  manticore, 45
  mapping, 16
  medusa, 45
  minotaur, 45
  Mirror Image (Spell), 27
  monsters, 14, 29
  hit dice, 29
  list, 30
  saving throws, 30
  special attacks, 30
  morale, 20
  movement, 16, 20
  mule, 46
  mummy, 46
  non-player characters, 1, 14
  ochre jelly, 46
  ogre, 46
  oil, 21
  orc, 46
  owl bear, 47
  paralysis, 30
  petriﬁcation, 30
  Phantasmal Force (Spell), 27
  phase tiger, 47
  pit viper, 49
  player characters, 1
  players, 1
  poison, 30
  potions, 58
  Protection from Evil (Spell), 27
  Protection from Evil 10’ Radius (Spell), 27
  Protection from Normal Missiles (Spell), 28
  Purify Food and Water (Spell), 28
  rat, 47
  reactions, 18
  Read Languages (Spell), 28
  Read Magic (Spell), 28
  referee, 1
  Remove Fear (Spell), 28
  Resist Cold (Spell), 28
  Resist Fire (Spell), 28
  retainers, 15
  rhagodessa, 47
  rock python, 49
  rods, 56
  rot cyclops, 48
  round, 18
  rust monster, 48
  saving throws, 4
  scorpion, 48
  scrolls, 57
  searching, 18
  shadow, 48
  Shield (Spell), 28
  shrieker, 49
  Silence 15’ Radius (Spell), 28
  skeleton, 49
  Sleep (Spell), 28
  snake, 49
  Snake Charm (Spell), 29
  Speak with Animals (Spell), 29
  spectre, 50
  spells, 22, 23
  casting, 22
  combat, 21
  levels, 5
  memorization, 22
  reversible, 22
  spider, 50
  spitting cobra, 49
  sprite, 50
  staves, 56
  stirge, 50
  surprise, 18
  thief, 9
  throghrin, 51
  traps, 60
  treasure, 53
  magical items, 54, 55
  table, 55
  troglodyte, 51
  troll, 51
  turn, 15
  vampire, 51
  Ventriloquism (Spell), 29
  wandering monsters, 16
  wands, 56
  Water Breathing (Spell), 29
  weapons, 13
  Web (Spell), 29
  werecreature, 44, 45
  wight, 52
  Wizard Lock (Spell), 29
  wolf, 52
  wraith, 53
  wyvern, 53
  yellow mold, 53
  zombie, 53
  64
  
  First
  Fantasy5
  Roleplaying
  Player’s Name
  Character’s Name 
   
   
  Alignment
  Class 
   
   
   
   
  Level
  Portrait
  Armour Class
  Hit Dice
  Hit Points
  Abilities
  Adjustments
  Saving Throws
  Roll equal to or above the 
  score listed to make your save.
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  melee to hit & damage
  open door rolls
  missile to hit
  Armour Class
  rolling hit dice for hit 
  points
  bonus languages
  magic-based saving 
  throws
  reaction rolls
  retainer morale
  AC
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  Roll
  Melee
  Missile
  Attack Table
  In the melee and missile boxes, write any modifiers to your rolls to hit. To attack, roll 1d20, add the 
  melee or missile modifier, and check the table to see the best Armour Class (AC) you hit with your roll. 
  Death
  Paralysis
  Wands
  Breath
  Spells
  Class Abilities, Skills, and Spells
  Biographical Details
  Age:
  Gender:
  Height:
  Weight:
  Homeland:
  Languages Spoken:
  [   ] Literate
  Coins
  pp:
  gp:
  ep:
  sp:
  cp:
  Experience Points
  Current:
  Needed for Next Level:
  Modifier for Prime Requisite:
  -20%
  -10%
  0%
  +5%
  +10%
  Equipment
  Weight
  Total
  
SOURCE: textdata/thevault/First 5 Fantasy Roleplaying/First 5 Fantasy Roleplaying Core Rules (v1).pdf