TEXT: CLASSIC
  MONSTERS
  THE BLACK HACK
  
  Contents
  A-ZMonsterListings
  AppendixA-Dinosaurs
  AppendixB-Monstersof Legend
  AppendixC-Monsters'SpellIndex
  AppendixD-ConversionRules
  AppendixE-PoisonTables
  p. 3 - 30
  p. 31
  p. 32 - 34
  p. 35 - 37
  p. 38 - 39
  p. 40
  Classic Monsters is a supplement aimed at giving Black Hack GMs rules for a wide range of
  monsters. The monsters have been selected from B/X and First Edition rules of The World's
  Most Popular Fantasy Role-playing Game. This makes Classic Monsters particularly handy for
  GMs who wish to run adventures written for those early games and their many clones.
  Classic Monsters uses an index format which makes the assumption that GMs will already be
  familiar with the majority of the monsters included. However, should you need further
  information about a monster, most of it can be easily found with a quick internet search. In
  each entry, key game terms are presented in bold italics in the same way as they are in The
  Black Hack Second Edition rule book.
  Preface
  
  Ankheg-HD3
  Mandibles-STR(1 Close)5dmg
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Ankheg-HD8
  Mandibles-STR(1 Close)10dmg
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  It burns! Acid deals Ongoing Damage,
  needing a successful CON Test to stop.
  Spitacid-DEX(1 Nearby)7dmg
  Ape,Man-eating-HD5
  Clubfists-STR(1 Close)4dmg
  Rend flesh! If a failed Defence Roll is an odd
  number, the target takes Ongoing Damage
  until they make a successful STR Test as an
  Action.
  Basilisk-HD6
  Bite-STR(1 Close)7dmg
  Stony stare! Turns a Close or Nearby target
  to stone unless they make a successful WIS
  Test. A basilisk's stare may be avoided by
  taking all Actions with Disadvantage.
  Bat,Giant-HD2
  Bite-STR(1 Close)2dmg
  Echolocation! Giant bats suffer no penalties
  in darkness, but in daylight, opponents make
  Attack/Defence Rolls with Advantage.
  Ant,GiantWorker-HD2
  Mandibles-STR(1 Close)3dmg
  Pheromone spray! If threatened, a worker
  ant will release pheromones which will
  summon 1d6 Nearby soldier ants to its aid.
  Ant,GiantSoldier-HD3
  Mandibles-STR(1 Close)4dmg
  Stinger! After a successful bite, the ant will
  use its poisonous sting on its next attack
  against the same target. If it hits, the victim
  must make a successful CON Test or take
  an additional 6 damage.
  Poisonoussting-STR(1 Close)3dmg
  Ant,GiantQueen-HD6
  Mandibles-STR(1 Close)7dmg
  Hive mind! The ant queen can control all
  Close and Nearby ants telepathically.
  3.
  Bear,Black-HD3
  Claw,claw,bite-STR(1 Close)4dmg
  Huggy bear! If a failed Defence Roll is an
  odd number, the target takes Ongoing
  Damage until they make a successful STR
  Test as an Action.
  Bear,Grizzly-HD5
  Claw,claw,bite-STR(1 Close)6dmg
  Bear,Polar-HD6
  Claw,claw,bite-STR(1 Close)7dmg
  Huggy bear! If a failed Defence Roll is an
  odd number, the target takes Ongoing
  Damage until they make a successful STR
  Test as an Action.
  Huggy bear! If a failed Defence Roll is an
  odd number, the target takes Ongoing
  Damage until they make a successful STR
  Test as an Action.
  Bear,Cave-HD7
  Claw,claw,bite-STR(1 Close)8dmg
  Huggy bear! If a failed Defence Roll is an
  odd number, the target takes Ongoing
  Damage until they make a successful STR
  Test as an Action.
  
  Beetle,GiantBombardier-HD2
  Mandibles-STR(1 Close)4dmg
  Acid cloud! Fired from abdomen once per
  combat, deals 6 points of damage to all
  Nearby targets unless they make successful
  DEX Tests.
  Beetle,GiantBoring-HD5
  Mandibles-STR(1 Close)7dmg
  Hive mind! Boring beetles communicate
  telepathically with each other and have a
  collective INT of 1 point per Close or
  Nearby boring beetle.
  Beetle,GiantWater-HD4
  Mandibles-STR(1 Close)6dmg
  Dragged under! If a failed Defence Roll is a
  19 or 20, the target is pulled under water
  and takes Ongoing Damage until they
  make a successful STR Test as an Action.
  BlackPudding-HD10
  Pseudopod-STR(1 Close)8dmg
  Acidic excretions! A hit permanently
  dissolves 1 Armour Die. Once all armour is
  dissolved, further hits do double damage.
  BlinkDog-HD4
  Bite-STR(1 Close)3dmg
  Teleportation! If a blink dog has Initiative,
  it may attack and teleport to any Nearby
  location and force a new Initiative Test
  before its opponents can strike back.
  Beetle,GiantFire-HD1
  Mandibles-STR(1 Close)3dmg
  Afterglow! Three glowing glands continue
  to illuminate the Nearby area for 1d6 Days
  after removal from a dead fire beetle.
  Beetle,GiantRhinoceros-HD12
  Horn-STR(1 Close)13dmg
  Tough carapace! Any blow to the beetle that
  deals 2 or less points of damage just bounces
  off.
  Beetle,GiantStag-HD7
  Mandibles-STR(1 Close)10dmg
  4.
  Boar,Wild-HD3
  Tusks-STR(1 Close)6dmg
  Unstoppable! Continues fighting at 0HP for
  3 more Turns or until it is reduced to -7HP.
  Boar,Giant-HD7
  Tusks-STR(1 Close)8dmg
  Brownie-HD½
  Sword-STR(1 Close)1dmg
  Ventriloquism - The brownie's voice
  emanates from any Nearby location.
  Split! Slashing or lightning-based attacks
  that hit cause the pudding to split into 2
  puddings that share HP.
  Immunity! Normal weapons, cold, and
  lightning do no damage to a black pudding.
  Fire does normal damage.
  Unstoppable! Continues fighting at 0HP for
  3 more Turns or until it is reduced to -11HP.
  Spell-like abilities! As an Action, use 1 of the
  following abilities (once per Day, per ability):
  DimensionDoor - Teleports the target to a
  Distant location.
  Vanished! - A brownie may hide, becoming
  effectively invisible in natural surroundings.
  Tough carapace! Any blow to the beetle that
  deals 2 or less points of damage just bounces
  off.
  
  Bulette-HD9
  Claw,claw,bite-STR(1 Close)20dmg
  Sharknado! Once per combat, a bulette can
  jump to a Nearby area and attack up to 4
  opponents who are Close to one another
  dealing 8 damage to each of them.
  Cat,MountainLion-HD3
  Claw,claw,bite-STR(1 Close)5dmg
  Cat,Lion-HD5
  Claw,claw,bite-STR(1 Close)7dmg
  Cat,Panther-HD4
  Claw,claw,bite-STR(1 Close)6dmg
  Bugbear-HD3
  Spikedclub-STR(1 Close)5dmg
  Maneater! Bugbears crave human flesh.
  Any human wounded by a bugbear defends
  with Disadvantage against the next attack.
  Cat,Tiger-HD6
  Claw,claw,bite-STR(1 Close)8dmg
  Cat,Sabre-toothedTiger-HD8
  Claw,claw,bite-STR(1 Close)10dmg
  Pin prey! If the tiger hits a victim, and the
  Defence Roll was an odd number, the victim
  is pinned to the floor by the tiger's claws and
  takes Ongoing Damage until they make a
  successful STR Test as an Action.
  5.
  CaveFisher-HD3
  Bite-STR(1 Close)4dmg
  Trapline! Lowers a sticky trapline from
  above. Requires a successful INT Test rolled
  with Disadvantage to spot it. A trapped
  victim is reeled in for a bite next Turn and
  takes Ongoing Damage until they make a
  successful STR Test with Disadvantage as
  an Action to break free.
  Centaur-HD4
  Oakclub-STR(1 Close)5dmg
  Kicking hooves! All attackers that are Close
  to a centaur at the end of their Turn must
  make a successful DEX Test or take 3 points
  of damage.
  Centipede,Giant-HD¼
  Bite-STR(1 Close)0dmg
  Venom! A victim bitten by a centipede must
  make a successful CON Test or take 3 points
  of damage and make all other Tests with
  Disadvantage until they Rest.
  Chimera-HD9
  Claws&bites-STR(1-3 Close)6dmg
  Dragon breath! The dragon head can
  breathe a jet of flames up to 3 times per Day.
  It targets a single Nearby opponent, dealing
  12 points of damage. The damage is halved
  if the target makes a sucessful DEX Test.
  Tough carapace! All normal blows to the
  bulette that deal 2 or less points of damage
  just bounce off.
  Soft underbelly! Blows to the bulette's soft
  underbelly do double damage but are rolled
  with Disadvantage to hit.
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Longbow-DEX(1 Faraway)6dmg
  
  Cockatrice-HD5
  Beak-STR(1 Close)3dmg
  Petrifying touch! Any physical contact with
  a cockatrice will turn the target to stone
  immediately unless they make a successful
  CON Test.
  Crab,Giant-HD3
  Pincers-STR(1 Close)5dmg
  Cyclops-HD13
  Club-STR(1 Close)14dmg
  Poor vision! Defence Rolls made against a
  cyclops are rolled with Advantage.
  Djinni-HD7
  Fist-STR(1 Close)8dmg
  Whirlwind! The djinni forms a whirlwind
  that cuts a path through a Nearby area. All
  targets in its path take 6 damage and are
  thrown to the ground unless they make a
  successful DEX Test.
  Crayfish,Giant-HD4
  Pincers-STR(1 Close)6dmg
  Crocodile-HD3
  Bite-STR(1 Close)6dmg
  Death roll! If a failed Defence Roll is a 19
  or 20, the target is trapped in the croc's jaws
  and takes Ongoing Damage until they
  make a successful STR Test as an Action.
  Crocodile,Giant-HD7
  Bite-STR(1 Close)10dmg
  6.
  Dog,War-HD2
  Bite-STR(1 Close)4dmg
  Run & jump! At the start of a combat, if a
  dog wins Initiative, it can charge a Nearby
  opponent. The target must make a
  successful DEX Test or be knocked over. A
  knocked over opponent must then defend
  against a bite attack and their Defence Roll
  will be made with Disadvantage.
  Dragon,Black-HD7
  Bite-STR(1 Close)10dmg
  3 wishes! A djinni can grant up to 3 wishes
  per Day, but they'll be tricksy and the
  results will be a bit ticky tacky.
  Immunity! Can only be harmed by magical
  weapons and magical attacks.
  Acid breath! Can shoot a jet of acid up to 3
  times per Day. The jet targets a single
  Nearby opponent dealing 14 points of
  damage. The damage is halved if the target
  makes a successful DEX Test.
  Tough carapace! All normal blows to a crab
  that deal 2 or less points of damage just
  bounce off.
  Tough carapace! All normal blows to a
  crayfish that deal 2 or less points of damage
  just bounce off.
  Death roll! If a failed Defence Roll is a 19
  or 20, the target is trapped in the croc's jaws
  and takes Ongoing Damage until they
  make a successful STR Test with
  Disadvantage as an Action.
  Hurlrock-DEX(1 Nearby/Faraway)14dmg
  Invisibility! A djinni can become invisible
  at will up to 3 times per Day.
  Speak & spell! 20% chance of speech and
  spellcasting. Up to 4 first level spells (see
  appendix C p.35).
  Sleepy head! 40% chance of being asleep
  when encountered.
  
  7.
  Dragon,Blue-HD9
  Bite-STR(1 Close)15dmg
  Lightning breath! Can shoot a bolt of
  lightning up to 3 times per Day. The bolt
  targets a single Nearby opponent dealing 18
  points of damage. The damage is halved if
  the target makes a successful DEX Test.
  Speak & spell! 40% chance of speech and
  spellcasting. Up to 4 first and 4 second level
  spells (see appendix C p.35).
  Sleepy head! 20% chance of being asleep
  when encountered.
  Dragon,Brass-HD7
  Bite-STR(1 Close)9dmg
  Sleep/fear breath! Can breathe a cloud of
  sleep or fear gas up to 3 times per Day. The
  gas affects all Nearby Creatures in a 90°
  arc from the front of the dragon's head
  unless they make a successful DEX Test.
  Affected Creatures fall asleep for 1d4 Hours
  or run away in fear until the combat is over.
  Speak & spell! 30% chance of speech and
  spellcasting. Up to 3 first and 3 second level
  spells (see appendix C p.35).
  Sleepy head! 50% chance of being asleep
  when encountered.
  Dragon,Bronze-HD9
  Bite-STR(1 Close)12dmg
  Lightning breath! Can shoot a bolt of
  lightning up to 3 times per Day. The bolt
  targets a single Nearby opponent dealing 18
  points of damage. The damage is halved if
  the target makes a successful DEX Test.
  Speak & spell! 60% chance of speech and
  spellcasting. Up to 2 first, 2 second and 2
  third level spells (see appendix C p.35).
  Sleepy head! 25% chance of being asleep
  when encountered.
  Repulsive breath! Can breathe a cloud of
  repulsive gas up to 3 times per Day. The gas
  affects all Nearby Creatures in a 90° arc
  from the front of the dragon's head unless
  they make a successful DEX Test. Affected
  Creatures move away from the dragon for
  the next 6 Moments.
  Dragon,Copper-HD8
  Bite-STR(1 Close)11dmg
  Acid breath! Can shoot a jet of acid up to 3
  times per Day. The jet targets a single
  Nearby opponent dealing 16 points of
  damage. The damage is halved if the target
  makes a successful DEX Test.
  Speak & spell! 45% chance of speech and
  spellcasting. Up to 3 first and 3 second level
  spells (see appendix C p.35).
  Sleepy head! 40% chance of being asleep
  when encountered.
  Slowing breath! Can breathe a cloud of slow
  gas up to 3 times per Day. The gas affects all
  Nearby Creatures in a 90° arc from the
  front of the dragon's head unless they make
  a successful DEX Test. Affected Creatures
  move at half speed and may only take an
  Action once every other Turn until the end
  of the combat.
  DRAGON AGES
  Young Adult Will typically have 3 HD less
  than listed. Chance of speech is
  rolled with Disadvantage.
  Chance of being asleep is rolled
  with Advantage (less sleepy)
  All stats as listed
  Adult
  Ancient
  Will typically have 3 HD more
  than listed. Chance of speech is
  rolled with Advantage. Chance
  of being asleep is rolled with
  Disadvantage (more sleepy)
  -3 bite
  damage
  -6 breath
  damage
  +3 bite
  damage
  +6 breath
  damage
  
  8.
  Dragon,Gold-HD11
  Bite-STR(1 Close)18dmg
  Speak & spell! 100% chance of speech and
  spellcasting. Up to 4 first, 4 second and 4
  third level spells (see appendix C p.35).
  Sleepy head! 5% chance of being asleep
  when encountered.
  Dragon,Green-HD8
  Bite-STR(1 Close)11dmg
  Speak & spell! 30% chance of speech and
  spellcasting. Up to 3 first, 3 second and 3
  third level spells (see appendix C p.35).
  Sleepy head! 30% chance of being asleep
  when encountered.
  Dragon,Red-HD10
  Bite-STR(1 Close)16dmg
  Speak & spell! 50% chance of speech and
  spellcasting. Up to 3 first, 3 second and 3
  third level spells (see appendix C p.35).
  Sleepy head! 10% chance of being asleep
  when encountered.
  Dragon,Sea-HD8
  Bite-STR(1 Close)11dmg
  Poisonous spittle! Can spit poison at a
  group of up to 4 Nearby Creatures up to 3
  times per Day. The poison takes targets Out
  of Action unless they make successful DEX
  Tests.
  Speak & spell! 20% chance of speech and
  spellcasting. Up to 3 first and 3 second level
  spells (see appendix C p.35).
  Sleepy head! 30% chance of being asleep
  when encountered.
  Fire breath! Can breathe a cone of fire up to
  3 times per Day. The fire affects all Nearby
  Creatures in a 45° arc from the front of the
  dragon's head, doing 22 points of damage.
  The damage is halved if the targets make
  successful DEX Tests.
  Polymorph! A gold dragon may polymorph
  at will in to any animal or humanoid form.
  Chlorine breath! Can breathe a cloud of
  chlorine gas up to 3 times per Day. The gas
  affects all Nearby Creatures in a 90° arc
  from the front of the dragon's head, doing 16
  points of damage. The damage is halved if
  the targets make successful DEX Tests.
  Fire breath! Can breathe a cone of fire up to
  3 times per Day. The fire affects all Nearby
  Creatures in a 45° arc from the front of the
  dragon's head, doing 20 points of damage.
  The damage is halved if the targets make
  successful DEX Tests.
  Gliding! A sea dragon can burst from the
  water and glide above its surface for up to 6
  Turns at a time.
  Chlorine breath! Can breathe a cloud of
  chlorine gas up to 3 times per Day. The gas
  affects all Nearby Creatures in a 90° arc
  from the front of the dragon's head, doing 22
  points of damage. The damage is halved if
  the targets make successful DEX Tests.
  
  9.
  Dragon,Silver-HD10
  Bite-STR(1 Close)16dmg
  Speak & spell! 75% chance of speech and
  spellcasting. Up to 2 first, 2 second and 2
  third level spells (see appendix C p.35).
  Sleepy head! 15% chance of being asleep
  when encountered.
  Dragon,White-HD6
  Bite-STR(1 Close)8dmg
  Speak & spell! 10% chance of speech and
  spellcasting. Up to 3 first level spells (see
  appendix C p.35).
  Sleepy head! 50% chance of being asleep
  when encountered.
  DragonTurtle-HD30
  Bite-STR(1 Close)30dmg
  Dragonne-HD9
  Claw,claw,bite-STR(1 Close)9dmg
  Mighty roar! Produces a deafening roar that
  reduces the STR of all Nearby Creatures by
  half for the remainder of the combat unless
  they make a successful CON Test.
  Frost breath! Can breathe a cone of frost up
  to 3 times per Day. The frost affects all
  Nearby Creatures in a 45° arc from the
  front of the dragon's head, doing 20 points
  of damage. The damage is halved if the
  targets make successful DEX Tests.
  Paralyzing breath! Can breathe a cloud of
  paralyzing gas up to 3 times per Day. The
  gas affects all Nearby Creatures in a 90° arc
  from the front of the dragon's head unless
  they make a successful DEX Test. Affected
  Creatures are paralyzed for 1d4 Hours.
  Frost breath! Can breathe a cone of frost up
  to 3 times per Day. The frost affects all
  Nearby Creatures in a 45° arc from the
  front of the dragon's head, doing 12 points of
  damage. The damage is halved if the targets
  make successful DEX Tests.
  Steam breath! Can breathe a cloud of steam
  up to 3 times per Day. The steam affects all
  Nearby Creatures in a 90° arc from the
  front of the dragon's head, doing 60 points
  of damage. The damage is halved if the
  targets make successful DEX Tests.
  Dryad-HD2
  Dagger-STR(1 Close)2dmg
  Charm! A dryad can charm an opponent
  and disappear with them into her tree. A
  successful WIS Test means that the charm
  is resisted.
  Dwarf-HD1
  Hammer-STR(1 Close)3dmg
  Dwarven mail! Any damage dice roll
  against a dwarf is halved if the roll is even.
  Leaders! Larger groups may have a leader
  (HD6, 7 dmg) and/or one or more sub-
  leaders (HD4, 5 dmg).
  Crossbow-STR(1 Faraway)2dmg
  
  Eagle,Giant-HD4
  Talons,Beak-STR(1 Close)5dmg
  Swooping attack! If an eagle wins
  Initiative at the start of combat, it can
  swoop in and attack doing double damage.
  Eel,Electric-HD2
  Bite-STR(1 Close)5dmg
  Elemental,Fire-HD12
  ElementalAttack-STR(1 Close)10dmg
  Efreeti-HD10
  Two-handedSword-STR(1 Close)12dmg
  Elemental,Air-HD12
  ElementalAttack-STR(1 Close)10dmg
  Elemental,Earth-HD12
  ElementalAttack-STR(1 Close)10dmg
  Elephant-HD9
  Tusks-STR(1 Close)10dmg
  Stomp! Once trampled, a victim takes
  Ongoing Damage unless they make a
  successful DEX Test.
  Immunity! Can only be harmed by magical
  weapons and magical attacks.
  Jolt! Once per combat, an electric eel can
  give out an electric shock to all Close and
  Nearby Creatures doing 8 damage. A
  successful CON Test halves the damage.
  Wall of fire! Once per Day, an efreeti can
  create a large wall of fire up to 60 feet long.
  The wall lasts for up to 3d6 Turns. Passing
  through it does 15 damage.
  Earthquake! The elemental causes the
  ground to shake. All Nearby Creatures fall
  to the ground and lose their next Action
  unless they make a successful DEX Test.
  3 wishes! An efreeti can grant up to 3 wishes
  per Day, but they'll be tricksy and the
  results will be a bit ticky tacky.
  Whirlwind! The elemental forms a
  whirlwind that cuts a path through a
  Nearby area. All targets in its path take 6
  damage and are thrown to the ground and
  lose their next Action unless they make a
  successful DEX Test.
  Immunity! Can only be harmed by magical
  weapons and magical attacks.
  Immunity! Can only be harmed by magical
  weapons and magical attacks.
  Wall of fire! Three times per Day, the
  elemental can create a large wall of fire up
  to 60 feet long. The wall lasts for up to 3d6
  Turns. Passing through it does 15 damage.
  Elemental,Water-HD12
  ElementalAttack-STR(1 Close)10dmg
  Immunity! Can only be harmed by magical
  weapons and magical attacks.
  Tsunami! Three times per Day, the
  elemental can create crashing waves strong
  enough to drown swimming Creatures
  unless they make a successful CON Test.
  Drowning victims are taken Out of Action.
  Trample-DEX(1d4 Nearby)12dmg
  10.
  
  Ettin-HD10
  Clubs-STR(2 Close)10dmg
  Ferret,Giant-HD1
  Bite-STR(1 Close)2dmg
  Fish,GiantCatfish-HD8
  Bite-STR(1 Close)8dmg
  Elf-HD1
  Sword-STR(1 Close)3dmg
  Fleet-footed! An elf can move from Faraway
  to Close in a single Turn.
  Fish,GiantPiranha-HD3
  Bite-STR(1 Close)4dmg
  Blood lust! Once piranhas taste blood they
  do not have to make Morale Tests for the
  rest of that combat.
  11.
  Fish,GiantRockfish-HD6
  Spines-STR(1 Close)2dmg
  Fish,GiantSturgeon-HD10
  Bite-STR(1 Close)10dmg
  Swallowed whole! If a failed Defence Roll
  against a sturgeon's bite is an odd number,
  then the victim is swallowed whole.
  Swallowed victims take Ongoing Damage
  until the fish is killed and they are cut free.
  Swallowed victims may attack from inside
  the sturgeon's gut. Such attacks are rolled
  with Disadvantage but do double damage.
  Fly,Giant-HD2
  Bite-STR(1 Close)3dmg
  Frog,Giant-HD3
  Bite-STR(1 Close)4dmg
  Hop! A giant frog can leap from Faraway
  to Close in a single Move.
  Quick reflexes! All Initiative rolls made
  against a ferret are rolled with
  Disadvantage.
  Ensnared! A feeler hit means that the target
  is Stuck until they make a succesful STR
  Test as an Action. If they remain Stuck
  they must Defend with Disadvantage
  against a bite attack from the catfish on its
  next Turn.
  Longbow-DEX(1 Faraway)3dmg
  Leaders! Larger groups may have a leader
  (HD6, 7 dmg) and/or one or more sub-
  leaders (HD4, 5 dmg).
  Alert! At least one of the ettin's heads will be
  awake at all times, making it difficult to
  catch them unawares. DEX Tests at the
  start of combat are rolled with
  Disadvantage.
  Feelers-DEX(1d4 Nearby)1dmg
  Feeding frenzy! Up to 8 piranhas can attack
  a single opponent at the same time.
  Poison! Any opponent hit by a rockfish's
  spines is taken Out of Action unless they
  make a successful CON Test.
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  
  Frog,GiantPoisonous-HD1
  Bite-STR(1 Close)1dmg
  Gargoyle-HD4
  Claw,claw,bite-STR(1 Close)5dmg
  Horny! A gargoyle will follow any
  successful attack by butting with its sharp
  horns on its next Turn. Defence Rolls
  against this attack are made with
  Disadvantage.
  Giant,Hill-HD8
  Club-STR(1 Close)9dmg
  Stupid and greedy! Hill giants are led by
  their almost insatiable hunger. This,
  combined with their poor intellect, means
  that any WIS Tests made when trying to
  outwit them are rolled with Advantage.
  Giant,Stone-HD9
  Stoneclub-STR(1 Close)10dmg
  Stoneskin! All normal blows that deal 2 or
  less points of damage just bounce off a stone
  giant.
  GelatinousCube-HD4
  Absorption-DEX(1d3 Nearby)5dmg
  Paralysis! Any opponent struck by a
  gelatinous cube must make a successful
  CON Test or be Paralyzed until the cube is
  slain. Victims continue to be absorbed by
  the cube and take Ongoing Damage.
  Ghoul-HD2
  Claw,claw,bite-STR(1 Close)3dmg
  12.
  Giant,Frost-HD10
  Greataxe-STR(1 Close)11dmg
  Cold immunity! Cold-based attacks have no
  effect against a frost giant. However, fire-
  based attacks do double damage.
  Paralysis! Any opponent struck by a ghoul
  must make a successful CON Test or be
  Paralyzed until the end of the combat.
  Poison! Any opponent bitten by a poisonous
  frog is taken Out of Action unless they make
  a successful CON Test.
  Horns-STR(1 Close)6dmg
  Statuesque! When motionless, a gargoyle
  will easily be mistaken for being a statue.
  This allows them to surprise opponents. All
  DEX Tests at the start of combat are rolled
  with Disadvantage.
  Almost invisible! When first encountered,
  opponents must make a successful INT Test
  to avoid walking directly into the cube.
  Failure gives the cube a bonus attack
  against which Defence Rolls are made with
  Disadvantage.
  Hurlrock-DEX(1 Faraway)8dmg
  Hurlrock-DEX(1 Faraway)15dmg
  Hurlrock-DEX(1 Faraway)9dmg
  Giant,Fire-HD11
  Greatblade-STR(1 Close)15dmg
  Fire immunity! Fire-based attacks have no
  effect against a fire giant. However, cold-
  based attacks do double damage.
  Hurlrock-DEX(1 Faraway)10dmg
  Giant,Cloud-HD12
  Stonemace-STR(1 Close)18dmg
  Hurlrock-DEX(1 Faraway)12dmg
  Rarely surprised! Cloud giants have a keen
  sense of smell which makes it difficult to
  catch them unawares. DEX Tests at the
  start of combat are rolled with
  Disadvantage.
  Immunity! Ghouls are immune to Sleep,
  Charm and Hold Person spells.
  
  Gnoll-HD2
  Polearm-STR(1 Close)4dmg
  Gnome-HD1
  Shortsword-STR(1 Close)2dmg
  Goblin-HD1
  Goblinblade-STR(1 Close)2dmg
  Giant,Storm-HD15
  Greathammer-STR(1 Close)21dmg
  Levitation! A storm giant can levitate twice
  per Day.
  Golem,Amber-HD10
  Claw,claw,bite-STR(1 Close)4dmg
  13.
  Golem,Bone-HD8
  Swords-STR(2 Close)4dmg
  Golem,Bronze-HD20
  Fist-STR(1 Close)20dmg
  Golem,Clay-HD11
  Fist-STR(1 Close)15dmg
  Magic resistance! All magic used against a
  gnome is rolled with Disadvantage.
  Hate sunlight! All Defence Rolls made
  against goblins when in direct sunlight are
  rolled with Advantage.
  Water breathing! Storm giants can breathe
  underwater and some may have underwater
  lairs.
  Lightningbolt-DEX(1 Faraway)30dmg
  Hurlrock-DEX(1 Faraway)18dmg
  Electricity immunity! Electrical-based
  attacks have no effect against a storm giant.
  Longbow-DEX(1 Faraway)3dmg
  Leaders! Larger groups may have a leader
  (HD5, 6 dmg) and/or one or more sub-
  leaders (HD3, 5 dmg).
  Leaders! Larger groups may have a leader
  (HD4, 4 dmg) and/or one or more sub-
  leaders (HD2, 3 dmg).
  Shortbow-DEX(1 Nearby)2dmg
  Leaders! Larger groups may have a leader
  (HD3, 4 dmg) and/or one or more sub-
  leaders (HD2, 3 dmg).
  Immunity! Can only be harmed by magical
  weapons and magical attacks.
  Heightened senses! Amber golems can track
  with a 100% success rate, and can detect
  Nearby invisible Creatures.
  Immunity! Can only be harmed by magical
  weapons and magical attacks. Also immune
  to fire, cold and electrical-based attacks.
  Immunity! Can only be harmed by magical
  weapons and magical attacks. Also immune
  to fire-based attacks.
  Metalskin! All normal blows that deal 2 or
  less points of damage just bounce off a
  bronze golem.
  Flaming blood! If a bronze golem is
  damaged by an edged weapon, the attacker
  must make a successful DEX Test or take
  2d6 damage from the resulting, fiery blood
  spurt.
  Immunity! Can only be harmed by magical
  weapons and magical attacks. Edged
  weapons have no effect even if they are
  magical.
  Festering wounds! All damage dealt by a
  clay golem can only be healed by magical
  means.
  
  Golem,Flesh-HD9
  Fist-STR(1 Close)12dmg
  Golem,Iron-HD18
  Fist-STR(1 Close)18dmg
  Gorgon-HD8
  Gore-STR(1 Close)6dmg
  Charge! If a gorgon has Initiative at the
  start of a combat, it will charge a random
  opponent and do double damage if it hits.
  GrayOoze-HD3
  Acidicpseudopod-STR(1 Close)8dmg
  Golem,Stone-HD14
  Fist-STR(1 Close)12dmg
  Golem,Wood-HD2
  Fist-STR(1 Close)4dmg
  14.
  GreenSlime-HD2
  Drop-DEX(1 Close)0dmg
  Slimed! If a green slime hits an opponent, it
  begins digesting them. It will digest 1
  Armour Die every Turn. On the following
  Turn, it will dissolve clothing. Then, it will
  dissolve the victim's flesh in 1d6 Turns. The
  slime can only be removed with fire, and all
  damage from this is split equally between
  the slime and its victim.
  Fired up! Fire damage heals an iron golem
  rather than damaging it.
  Slow down! On every other Turn, a stone
  golem can cast a Slow spell as an Action
  (see appendix C p.35).
  Immunity! Can only be harmed by magical
  weapons and magical attacks.
  Rechargeable! Electrical damage heals a
  flesh golem rather than damaging it.
  Immunity! Can only be harmed by magical
  weapons. Spells have no effect except for
  Lighning Bolt which slows the iron golem
  for 3 Turns.
  Poisonous breath! An iron golem can breathe
  a cloud of poisonous gas at a group of up to 4
  Nearby Creatures up to 3 times per Day.
  The poison takes targets Out of Action
  unless they make successful DEX Tests.
  Immunity! Can only be harmed by magical
  weapons. Spells have no effect except Stone
  to Flesh (see appendix C p.36), which makes
  the golem susceptible to damage from
  normal weapons for the next Turn.
  Immunity! Can only be harmed by magical
  weapons and magical attacks. However,
  fire-based attacks do double damage.
  Clumsy! All Initiative rolls made against a
  wood golem are rolled with Advantage.
  Petrifying breath! A gorgon can breathe a
  cloud of petrifying gas up to 3 times per Day.
  The gas affects all Nearby Creatures in a
  90° arc from the front of the gorgon's head.
  Victims are turned to stone unless they make
  a successful DEX Test.
  Acidic excretions! A hit permanently
  dissolves 1 Armour Die. Once all armour is
  dissolved, further hits do double damage.
  Immunity! Cold and fire-based attacks
  have no effect against a gray ooze.
  Almost invisible! When first encountered,
  opponents must make a successful INT Test
  to avoid stepping on the ooze as it looks like
  wet stone. Failure gives the ooze a bonus
  attack against which Defence Rolls are
  made with Disadvantage.
  Immunity! Can only be damaged by fire or
  a Cure Disease prayer which will kill the
  slime instantly.
  
  Halfling-HD1
  Shortsword-STR(1 Close)2dmg
  Harpy-HD3
  Claw,claw-STR(1 Close)3dmg
  Hawk-HD¼
  Talons,beak-STR(1 Close)1dmg
  Griffon-HD7
  Claw,claw,bite-STR(1 Close)8dmg
  Horse eater! Griffons crave horse flesh. Even
  a well-trained griffon will instinctively
  attack a Nearby horse unless their handler
  makes a successful WIS Test.
  HellHound-HD5
  Bite-STR(1 Close)6dmg
  15.
  Hippogriff-HD3
  Claw,claw,bite-STR(1 Close)5dmg
  Hobgoblin-HD1
  Polearm-STR(1 Close)3dmg
  Horse,Riding-HD2
  Hooves-STR(1 Close)2dmg
  Charm song! All Nearby opponents are
  charmed by the harpy's song unless they
  make a successful WIS Test.
  Sling-DEX(1 Faraway)1dmg
  Leaders! Larger groups may have a leader
  (HD4, 4 dmg) and/or one or more sub-
  leaders (HD2, 3 dmg).
  Fire breath! Can breathe fire at a single,
  Nearby target doing 10 damage. The
  damage is halved if the target makes a
  successful DEX Test.
  Hate pegasi! Even a well-trained hippogriff
  will instinctively attack a Nearby pegasus
  unless their handler makes a successful
  WIS Test.
  Easily panicked! If a horse senses a threat,
  its rider must make a successful WIS Test
  to stop the horse bolting away from the
  danger for 1d6 Minutes.
  Hiding! A halfling hiding in a natural
  setting is almost invisible. Anyone actively
  searching for them must make a successful
  INT Test rolled with Disadvantage.
  Club-STR(1 Close)3dmg
  Swooping attack! If a hawk wins Initiative
  at the start of combat, it can swoop in and
  attack doing double damage.
  Hawk,Giant-HD3
  Talons,beak-STR(1 Close)4dmg
  Swooping attack! If a giant hawk wins
  Initiative at the start of combat, it can
  swoop in and attack doing double damage.
  Crossbow-DEX(1 Faraway)3dmg
  Hardy! Any damage dice roll against a
  hobgoblin is halved if the roll is even.
  Leaders! Larger groups may have a leader
  (HD5, 6 dmg) and/or one or more sub-
  leaders (HD3, 5 dmg).
  Horse,War-HD3
  Hooves-STR(1 Close)3dmg
  Charge! If a rider of a war horse wins
  Initiative at the start of combat, they can
  direct the horse to charge. If they then
  successfully hit an opponent with a melee
  attack, it does double damage.
  
  Hydra-HD5-12(1perhead)
  Bites-STR(1-4 Close)5dmg
  InsectSwarm-HD3
  Bitesandstings-NA(All Close)3dmg
  Kobold-HD½
  Shortsword-STR(1 Close)2dmg
  Leech,Giant-HD2
  Bite-STR(1 Close)3dmg
  InvisibleStalker-HD8
  Fist-STR(1 Close)9dmg
  16.
  Lich-HD11
  Touch-STR(1 Close)12dmg
  Many heads! Hydras have 8hp per head.
  Up to 3 heads can attack a single opponent
  and a maximum of 4 different opponents
  can be attacked. The hydra dies when the
  last head is slain.
  Pyrohydra! This subspecies of hydra can
  breathe fire from each of its heads at any
  Nearby opponents, doing 8 points of
  damage per head. The damage is halved if
  the target makes a successful DEX Test.
  Immunity! An insect swarm is not affected
  by weapons. However, a burning torch will
  do 1d4 damage to it.
  Armour protects! Any victim wearing
  armour or heavy clothing only takes 1 point
  of damage from a swarm attack.
  Blood drain! After a successful hit, a giant
  leech will drain its victim's blood doing
  Ongoing Damage until the leech is killed.
  Invisible! All Initiative Tests made against
  a stalker are rolled with Disadvantage.
  Heightened senses! Invisible stalkers can
  track any Creature with a 100% success rate.
  KillerBee,Giant-HD½
  Sting-STR(1 Close)2dmg
  Poison! Any opponent stung by a bee is
  taken Out of Action unless they make a
  successful CON Test.
  Lodged stinger! If a sting attack hits, it
  lodges in the victim and does 1 point of
  damage on each subsequent Turn unless
  removed. The bee dies when it loses its sting.
  Javelin-DEX(1 Nearby)2dmg
  Hate sunlight! All Defence Rolls made
  against kobolds when in direct sunlight are
  rolled with Advantage.
  Paralysis! A lich's touch will permanently
  paralyze an opponent unless they make a
  successful CON Test.
  Magic Honey! If the honey from a killer bee
  hive is collected, it will cure 1d4 HP per 2
  pint dose.
  Immunity! Can only be harmed by magical
  weapons and spells. Immune to all charm,
  sleep, cold, electrical and mental effects.
  Spellcaster! A lich will have up to 10 spells
  memorized from levels 1-10 (see appendix C
  p.35-37). They will also have a spellbook
  with an additional 2d6 spells.
  Lizard,GiantDraco-HD4
  Bite-STR(1 Close)5dmg
  Lizard,GiantGecko-HD3
  Bite-STR(1 Close)4dmg
  Surprise! A gecko can climb sheer surfaces
  allowing it to jump on opponents and
  surprise them. DEX Tests at the start of
  combat are rolled with Disadvantage.
  Glider! A draco lizard can glide between
  Faraway and Close locations using the
  flaps of skin that stretch between its legs.
  Leaders! Larger groups may have a leader
  (HD2, 4 dmg) and/or one or more sub-
  leaders (HD1, 3 dmg).
  
  Lizard,GiantTuatara-HD6
  LizardMan-HD2
  Flintspear-DEX(1 Nearby)3dmg
  Lizard,GiantChameleon-HD5
  Horn-STR(1 Close)4dmg
  Lycanthropes: CommonTraits
  17.
  Man-eaters! When fighting a human
  opponent, a lizard man can force them to
  make a Defence Roll with Disadvantage
  once per combat.
  Claw,claw,bite-STR(1 Close)6dmg
  Enhanced infravision! A tuatara can spot
  warm-blooded Creatures that are Faraway
  in total darkness.
  Club-STR(1 Close)3dmg
  Surprise! A chameleon can use its natural
  camouflage to blend with surroundings.
  This helps it surprise opponents. DEX
  Tests at the start of combat are rolled with
  Disadvantage.
  Sticky tongue! Grabs a Nearby target
  unless they make a successful DEX Test. A
  grabbed target is then Stuck and must
  defend against bite attacks that do 5
  damage, making all Defence Rolls with
  Disadvantage.
  Leaders! Larger groups may have a leader
  (HD6, 7 dmg) and/or one or more sub-
  leaders (HD4, 5 dmg).
  Immunity! Can only be harmed by silver or
  magical weapons.
  Infection! If a lycanthrope reduces a human
  opponent's HP by 50% or more, the victim
  will become a lycanthrope of the same type
  themselves in 2d12 Days.
  LurkerAbove-HD10
  Crush-DEX(1d4 Nearby)6dmg
  Surprise! A lurker is easily mistaken for
  being a regular stone ceiling. DEX Tests at
  the start of combat are rolled with
  Disadvantage.
  Suffocation! Anyone hit by a lurker is
  trapped under it and takes Ongoing
  Damage until the lurker is killed. Victims
  make Attack Rolls with Disadvantage.
  Huggy bear! If a failed Defence Roll is an
  odd number, the target takes Ongoing
  Damage until they make a successful STR
  Test as an Action.
  Summon bears! A werebear can summon
  1d2 black or grizzly bears (p.3), which will
  arrive in 1d4 Moments.
  Wolfsbane! If a lycanthrope is touched with
  this plant, it must make a Morale Test
  which is rolled with Disadvantage. If the
  lycanthrope fails, it will flee in terror.
  Lycanthrope,Werebear-HD6
  Claw,claw,bite-STR(1 Close)7dmg
  Berserk rage! If wounded, a wereboar will
  always fight to the death. All Defence Rolls
  made against it are then rolled with
  Disadvantage until it is killed.
  Summon boars! A wereboar can summon
  1d2 wild boars (p.4), which will arrive in
  1d4 Moments.
  Lycanthrope,Wereboar-HD4
  Tusks-STR(1 Close)6dmg
  Summon rats! A wererat can summon 1d2
  giant rats (p.21) which will arrive in 1d4
  Moments.
  Lycanthrope,Wererat-HD3
  Bite-STR(1 Close)3dmg
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  
  Man,Berserker-HD1
  Axe-STR(1 Close)3dmg
  18.
  Medusa-HD4
  Bites-STR(1 Close)3dmg
  Battle lust! The Defence Roll made against
  a berserker's first attack is rolled with
  Disadvantage.
  Summon tigers! A weretiger can summon
  1d2 tigers (p.5) which will arrive in 1d4
  Moments.
  Lycanthrope,Weretiger-HD5
  Claw,claw,bite-STR(1 Close)6dmg
  Summon wolves! A werewolf can summon
  1d2 wolves (p.29) which will arrive in 1d4
  Moments.
  Lycanthrope,Werewolf-HD4
  Bite-STR(1 Close)5dmg
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Pack leader! Packs of 5 or more werewolves
  will have a pack leader (HD6, 7 dmg).
  Leaders! Larger groups may have a leader
  (HD4, 5 dmg) and/or one or more sub-
  leaders (HD2, 4 dmg).
  Man,Bandit/Pirate-HD1
  Sword-STR(1 Close)2dmg
  Leaders! Larger groups may have a leader
  (HD4, 4 dmg) and/or one or more sub-
  leaders (HD2, 3 dmg).
  Crossbow-DEX(1 Faraway)2dmg
  Man,Merchant/Noble-HD1
  Dagger-STR(1 Close)1dmg
  Guards! Will typically be accompanied by
  2d6 guards/soldiers (see next entry).
  Military training! Some nobles have a
  military background and should be treated
  as warrior NPCs with 2d4 HD.
  Man,Guard/Soldier-HD1
  Polearm-STR(1 Close)3dmg
  Armoured! If a guard/soldier is wearing
  armour, any damage dice roll against them
  is halved if the roll is even.
  Crossbow-DEX(1 Faraway)2dmg
  Manticore-HD6
  Claw,claw,bite-STR(1 Close)6dmg
  Volley! A manticore has 24 tail spines and
  can shoot up to 6 every Turn. The spines can
  target any group that are Close to one
  another.
  Leaders! Most groups will have a leader
  (HD4, 5 dmg) and/or one or more sub-
  leaders (HD2, 4 dmg).
  Venom! Bite victims must make a successful
  CON Test or be taken Out of Action.
  Tailspines-DEX(1-6 Faraway)3dmg
  Mastadon-HD15
  Tusks-STR(1 Close)12dmg
  Trample-DEX(1d4 Nearby)14dmg
  Stomp! Once trampled, a victim takes
  Ongoing Damage unless they make a
  successful DEX Test.
  Petrifying gaze! Anyone looking at a
  medusa will be turned to stone unless they
  make a successful WIS Test. Opponents
  may avert their eyes, but doing so means all
  Actions must be rolled with Disadvantage.
  Man,Peasant-HD1
  Club-STR(1 Close)1dmg
  Minion! Any hit on a peasant is enough to
  take them Out of Action.
  
  Mimic-HD8
  Minotaur-HD6
  Axe-STR(1 Close)5dmg
  Merman-HD1
  Trident-STR(1 Close)2dmg
  19.
  Tracking! A minotaur can track prey by
  scent with a 50% success rate.
  Pseudopod-STR(1 Close)7dmg
  Gore-STR(1 Close)4dmg
  Mummy-HD5
  Touch-DEX(1 Close)6dmg
  Cause fear! Anyone encountering a
  mummy must make a successful WIS Test
  or be Paralyzed with fear until the
  mummy departs or engages in combat.
  Mummy rot! Anyone touched by a mummy
  contracts a rotting disease. Victims may no
  longer be healed by magic, and natural
  healing is capped at 1HP per Day. Mummy
  rot may only be cured by a Remove Curse
  spell or a Cure Disease prayer.
  Immense form! A constriction hit means the
  victim is Stuck and takes Ongoing
  Damage until they make a successful STR
  Test as an Action.
  Leaders! Larger groups may have a leader
  (HD4, 4 dmg) and/or one or more sub-
  leaders (HD2, 3 dmg).
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Sticky! Anyone touching a mimic will
  become Stuck to it until they make a
  successful STR Test as an Action.
  Immunity! Can only be harmed by magical
  weapons or fire-based attacks.
  Mule-HD2
  Kick,bite-STR(1 Close)2dmg
  Stubborn! If a mule is tired or stressed, then
  its handler must make a WIS Test to get it
  to Move.
  Naga,Guardian-HD12
  Bite-STR(1 Close)4dmg
  Constriction-DEX(1 Close)8dmg
  Poisonous spittle! Can spit poison at a
  single Nearby opponent up to 3 times per
  Day. The victim is taken Out of Action
  unless they make successful DEX Test.
  Spellcaster! A guardian naga will have up
  to 5 spells memorized from levels 1-5 (see
  appendix C p.35-36).
  Naga,Spirit-HD10
  Bite-STR(1 Close)3dmg
  Spellcaster! A spirit naga will have up to 4
  spells memorized from levels 1-4 (see
  appendix C p.35).
  Venom! Bite victims must make a successful
  CON Test or be taken Out of Action.
  Charm gaze! Anyone looking at a spirit
  naga will be charmed unless they make a
  successful WIS Test. Opponents may avert
  their eyes, but doing so means all Actions
  must be rolled with Disadvantage.
  Naga,Water-HD8
  Bite-STR(1 Close)3dmg
  Spellcaster! A water naga will have up to 3
  spells memorized from levels 1-3 (see
  appendix C p.35).
  Venom! Bite victims must make a successful
  CON Test or be taken Out of Action.
  Neanderthal-HD2
  Club-STR(1 Close)3dmg
  Leaders! Larger groups may have a leader
  (HD4, 4 dmg) and/or one or more sub-
  leaders (HD2, 3 dmg).
  
  Octopus,Giant-HD8
  Tentacles-DEX(1d4 Nearby)2dmg
  20.
  Piercer-HD3
  Drop-STR(1 Close)7dmg
  Constriction! Any opponent hit by a tentacle
  attack takes Ongoing Damage until they
  break free by making a successful STR Test
  as an Action.
  OchreJelly-HD5
  OgreMage-HD5
  Staff-STR(1 Close)6dmg
  Regenerate! An ogre mage can regenerate 1
  point of damage every Turn.
  Orc-HD1
  Orcblade-STR(1 Close)3dmg
  Bow-DEX(1 Faraway)2dmg
  Owlbear-HD5
  Claw,claw,bite-STR(1 Close)6dmg
  Leaders! Larger groups may have a leader
  (HD4, 5 dmg) and/or one or more sub-
  leaders (HD2, 4 dmg).
  Slow moving! Once a piercer drops from the
  ceiling, it cannot attack again for 2d4 Turns
  while it slowly climbs back up to the ceiling.
  Pegasus-HD4
  Hooves-STR(1 Close)4dmg
  Fearless! As a mount, a pegasus will serve
  its keeper until death and never has to make
  Morale Tests.
  Otyugh-HD7
  Tentacles-DEX(2 Nearby)5dmg
  Pseudopod-STR(1 Close)6dmg
  Acidic excretions! A hit permanently
  dissolves non-metal armour and clothing.
  Subsequent hits do double damage.
  Split! Slashing or lightning based attacks
  that hit cause the jelly to split into 1d4+1
  smaller jellies with HD2.
  Immunity! All weapons and most magical
  attacks do no damage to an ochre jelly. Cold
  and fire-based attacks do normal damage.
  Bite-STR(1 Close)4dmg
  Gaping maw! If a failed Defence Roll
  against a tentacle attack is an odd number,
  the victim will be dragged to the mouth on
  the next Turn for a bite attack.
  Ink cloud! If an octopus fails a Morale Test
  it will release an ink cloud that covers the
  Nearby area to aid its retreat.
  Ogre-HD4
  Club-STR(1 Close)5dmg
  Leaders! Larger groups may have a leader
  (HD6, 7 dmg) and/or one or more sub-
  leaders (HD5, 6 dmg).
  Spellcaster! An ogre mage will have up to 4
  spells memorized from levels 1-4 (see
  appendix C p.35).
  Hate sunlight! All Defence Rolls made
  against orcs when in direct sunlight are
  rolled with Advantage.
  Bite-STR(1 Close)3dmg
  Gaping maw! If a failed Defence Roll
  against a tentacle attack is an odd number,
  the victim will be dragged to the mouth on
  the next Turn for a bite attack.
  Disease! Any bite victim must make a
  successful CON Test or catch a disease that
  does 1d3 damage per Day until cured.
  Huggy bear! If a failed Defence Roll is an
  odd number, the target takes Ongoing
  Damage until they make a successful STR
  Test as an Action.
  
  PurpleWorm-HD15
  Tailsting-DEX(1 Nearby)6dmg
  Pixie-HD1
  Dagger-STR(1 Close)2dmg
  21.
  Bite-STR(1 Close)16dmg
  Surprise! A pixie will always win Initiative.
  Rat,Giant-HD½
  Bite-STR(1 Close)1dmg
  Remorhaz-HD10
  Bite-STR(1 Close)18dmg
  Rhagodessa-HD4
  Bite-STR(1 Close)6dmg
  Fear of fire! Rats will keep away from fire
  and those that carry it.
  Suckers! In combat, opponents must make a
  DEX Test before each attack. Failure means
  the rhagodessa has grabbed them with the
  suckers on its front legs and they are Stuck
  until they make a successful DEX Test as an
  Action. All Defence Rolls made in this state
  are rolled with Disadvantage.
  Rhinoceros-HD6
  Butt-STR(1 Close)6dmg
  Invisible! All attacks against a pixie are
  rolled with Disadvantage.
  Swallowed whole! If a failed Defence Roll
  against a purple worm's bite is an odd
  number, then the victim is swallowed whole.
  Swallowed victims take Ongoing Damage
  until the worm is killed and they are cut
  free. Swallowed victims may attack from
  inside the worm's gut. Such attacks are
  rolled with Disadvantage but do double
  damage.
  Poison! Sting victims must make a successful
  CON Test or be taken Out of Action.
  Disease! Any bite victim must make a
  successful CON Test with Advantage or
  catch a disease that does 1d2 damage per
  Day until cured.
  RatSwarm-HD1hpperrat
  Bites-DEX(1d4 Nearby)1dmg
  Disease! Any bite victim must make a
  successful CON Test with Advantage or
  catch a disease that does 1d2 damage per
  Day until cured.
  Extreme heat! If an Attack Roll aimed
  anywhere other than a remorhaz's
  underbelly hits, and the Attack Roll is an
  odd number, the attacker's weapon is
  destroyed by the heat and must be dropped.
  Soft underbelly! Blows to the remorhaz's
  soft underbelly do double damage but are
  rolled with Disadvantage to hit.
  Fear of fire! Rats will keep away from fire
  and those that carry it.
  Trample-DEX(1d2 Nearby)8dmg
  Stomp! Once trampled, a victim takes
  Ongoing Damage until they make a
  successful DEX Test as an Action.
  Rhinoceros,Woolly-HD8
  Butt-STR(1 Close)8dmg
  Trample-DEX(1d2 Nearby)10dmg
  Stomp! Once trampled, a victim takes
  Ongoing Damage unless they make a
  successful DEX Test as an Action.
  Swallowed whole! If a failed Defence Roll
  against a remorhaz's bite is a 20, then the
  victim is swallowed whole. Swallowed
  victims die instantly from the extreme heat
  generated by the remorhaz.
  
  Roper-HD10
  Strands-DEX(1d6 Nearby)0dmg
  22.
  Roc-HD18
  Talons-STR(1 Close)8dmg
  Bite-STR(1 Close)10dmg
  Weakness! Any opponent hit by a strand is
  Stuck and will be dragged to the roper's
  mouth in 1d4 Turns. The strands also cause
  weakness, which means that all physical
  Actions are rolled with Disadvantage.
  Victims can free themselves by making a
  STR Test with Disadvantage as an Action.
  RustMonster-HD5
  Antennae-DEX(1 Close)0dmg
  Rust! Any armour hit by a rust monster's
  antennae instantly disintegrates with rust.
  The same thing happens to any metal
  weapons that strike a rust monster. Even
  magical weapons and armour can be rusted
  if the Attack/Defence Roll is an odd
  number.
  Beak-STR(1 Close)16dmg
  Swooping attack! If a roc wins Initiative at
  the start of combat, it can swoop in and
  attack doing double damage. If it hits and
  the Defence Roll is an odd number, then
  the target is carried away to the roc's nest.
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Immunity! Ropers are immune to electrical
  attacks, and only take half damage from
  cold-based attacks. However, fire-based
  attacks do double damage to them.
  Smell metal! Rust monsters can pick up the
  scent of Faraway metal items.
  Immunity! Can only be harmed by magical
  weapons and magical attacks.
  Sahuagin-HD2
  Trident-STR(1 Close)3dmg
  Net-DEX(1 Nearby)0dmg
  Salamander,Flame-HD8
  Bite-STR(1 Close)6dmg
  Leaders! Larger groups may have a leader
  (HD4, 5 dmg) and/or one or more sub-
  leaders (HD3, 4 dmg).
  Catch of the day! If an opponent is hit by a
  sahuagin's net, they are Stuck. They may
  attempt to free themselves by making a
  successful DEX Test rolled with
  Disadvantage as an Action.
  Hot stuff! Anyone Close to a flame
  salamander takes 1d8 heat damage every
  Turn until they move away.
  Immunity! Can only be harmed by magical
  weapons and magical attacks. Flame
  salamanders are also immune to fire-based
  attacks. However, cold-based attacks do
  double damage.
  Salamander,Frost-HD12
  Bite-STR(1 Close)9dmg
  Immunity! Can only be harmed by magical
  weapons and magical attacks. Frost
  salamanders are also immune to cold-based
  attacks. However, fire-based attacks do
  double damage.
  Stay frosty! Anyone Close to a frost
  salamander takes 1d8 cold damage every
  Turn until they move away.
  
  Scorpion,Giant-HD4
  Pincers-STR(1 Close)5dmg
  23.
  ShamblingMound-HD10
  Arms-STR(1 Close)10dmg
  Suffocating slime! If a failed Defence Roll
  against a shambling mound is an odd
  number, then the target becomes Stuck until
  they make a successful STR Test rolled with
  Disadvantage as an Action. Stuck victims
  take Ongoing Damage.
  Stinger-DEX(1 Close)2dmg
  Pinced! If a failed Defence Roll against a
  scorpion's pincer attack is an odd number,
  then the scorpion will use its stinger to
  attack the victim the following Turn. The
  victim's Defence Roll against the sting
  attack must be rolled with Disadvantage.
  Poison! Sting victims must make a successful
  CON Test or be taken Out of Action.
  You're gonna need a bigger boat! A sea
  serpent is able to crush vessels up to 30' in
  length. It takes 1d4 Turns for every full 10'
  (or part thereof) the vessel is in length.
  SeaSerpent-HD6
  Bite-STR(1 Close)6dmg
  Strength drain! Every touch that hits
  drains 1 point of STR for the rest of the
  session. Victims that are reduced to zero
  STR become shadows themselves.
  Shadow-HD2
  Touch-DEX(1 Close)2dmg
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Immunity! Can only be harmed by magical
  weapons and magical attacks. Charm,
  Sleep and Hold Person spells have no effect.
  Immunity! Unaffected by fire. Weapons
  and cold-based attacks do half damage.
  Electrical attacks actually add a HD.
  Shark,Bull-HD2
  Bite-STR(1 Close)4dmg
  Blood in the water! If a shark catches the
  scent of blood from a Distant location, it
  will hunt the source down and attack. The
  shark will fight to the death and does not
  need to make any Morale Tests.
  Shark,GreatWhite-HD8
  Bite-STR(1 Close)10dmg
  Blood in the water! If a shark catches the
  scent of blood from a Distant location, it
  will hunt the source down and attack. The
  shark will fight to the death and does not
  need to make any Morale Tests.
  Shark,Mako-HD4
  Bite-STR(1 Close)6dmg
  Blood in the water! If a shark catches the
  scent of blood from a Distant location, it
  will hunt the source down and attack. The
  shark will fight to the death and does not
  need to make any Morale Tests.
  Shark,Giant-HD12
  Bite-STR(1 Close)14dmg
  Blood in the water! If a shark catches the
  scent of blood from a Distant location, it
  will hunt the source down and attack. The
  shark will fight to the death and does not
  need to make any Morale Tests.
  Swallowed whole! If a failed Defence Roll
  against a giant shark's bite is an odd
  number, then the victim is swallowed whole.
  Swallowed victims take Ongoing Damage
  until the shark is killed and they are cut free.
  Swallowed victims may attack from inside
  the shark's gut. Such attacks are rolled with
  Disadvantage but do double damage.
  
  Shrieker-HD3
  Shriek-N/A(All Faraway)0dmg
  Alarm, alarm! A shrieker will shriek for 1d3
  Moments if it senses Faraway light or
  Nearby movement. There is a 50% chance
  that wandering monsters will be attracted
  arriving in 3d4 Moments.
  24.
  Slug,Giant-HD12
  Skeleton-HD1
  Rustyblade-STR(1 Close)2dmg
  Mind the gaps! Skeletons only take half
  damage from piercing and slashing
  weapons.
  Bite-STR(1 Close)8dmg
  Snake,GiantAmphisbaena-HD6
  Bites-DEX(2 Close)2dmg
  Immunity! Skeletons are immune to Sleep,
  Charm and Hold Person spells.
  Spitacid-DEX(1 Nearby)6dmg
  It burns! Acid deals Ongoing Damage,
  needing a successful CON Test to stop.
  Immunity! Giant slugs are immune to
  damage from blunt weapons.
  Venom! Bite victims must make a successful
  CON Test or be taken Out of Action.
  Immunity! Amphisbaenas are immune to
  cold-based attacks.
  Snake,GiantPython-HD5
  Bite-STR(1 Close)3dmg
  Constriction-DEX(1 Close)8dmg
  Immense form! A constriction hit means the
  victim is Stuck and takes Ongoing
  Damage until they make a successful STR
  Test as an Action.
  Spectre-HD6
  Touch-DEX(1 Close)5dmg
  Level drain! Anyone touched by a spectre
  must make 2 WIS Tests. For each failure,
  they lose 1 Level/HD. If a victim falls to
  Level zero, they become a spectre themselves
  the next night.
  Quick reflexes! All Initiative rolls made
  against a pit viper are rolled with
  Disadvantage.
  Snake,PitViper-HD2
  Bite-DEX(1 Close)2dmg
  Venom! Bite victims must make a successful
  CON Test or be taken Out of Action.
  Snake,SpittingCobra-HD1
  Bite-STR(1 Close)1dmg
  Spitpoison-DEX(1 Nearby)0dmg
  I'm blind! If a spit attack hits, the target
  must make a successful CON Test or be
  blinded for the rest of the session.
  Venom! Bite victims must make a successful
  CON Test or be taken Out of Action.
  Snake,Sea-HD3
  Bite-DEX(1 Close)1dmg
  Slow venom! Bite victims must make a
  successful CON Test or be taken Out of
  Action 1 Hour after being bitten.
  Immunity! Can only be harmed by magical
  weapons and magical attacks. Sleep, Charm
  and Hold Person spells have no effect.
  Snake,GiantRattler-HD4
  Bite-DEX(1 Close)3dmg
  Venom! Bite victims must make a successful
  CON Test or be taken Out of Action.
  Lightning reflexes! A rattler gets 2 attacks,
  1 before and 1 after its opponents.
  
  Spider,GiantBlackWidow-HD3
  Bite-STR(1 Close)5dmg
  Venom! Bite victims must make a successful
  CON Test or be taken Out of Action.
  Webs! A black widow's web covers a
  Nearby area. Anyone touching a web
  must make a STR Test with
  Disadvantage to break free.
  25.
  Spider,GiantCrab-HD2
  Sprite-HD½
  Curse! A group of 5 sprites can curse an
  individual. The victim must make a
  successful WIS Test to avoid the effect.
  Curses will be light-hearted and comical in
  nature. A Remove Curse prayer will reverse
  any lasting effects.
  Venom! Bite victims must make a successful
  CON Test or be taken Out of Action.
  Bite-DEX(1 Close)4dmg
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Spider,GiantPhase-HD5
  Venom! Bite victims must make a successful
  CON Test or be taken Out of Action.
  Bite-STR(1 Close)4dmg
  Out of phase! A phase spider is only in
  phase briefly when it bites. All attacks are
  rolled with Disadvantage, and only those
  from attackers that have won Initiative
  have a chance of hitting.
  Spider,GiantTarantula-HD4
  Bite-STR(1 Close)4dmg
  Freak out! Bite victims must make a
  successful CON Test or begin dancing a
  painful dance brought on by the tarantula's
  venom. Dancers make all Attack/Defence
  Rolls with Disadvantage until the combat
  is over.
  Beat surrender! Any onlookers Nearby to a
  dancing victim must make a successful
  WIS Test or join in with the dance.
  Squid,Giant-HD6
  Tentacles-DEX(1d4 Nearby)2dmg
  Statue,AnimatedCrystal-HD3
  Fists-STR(1 Close)4dmg
  Bite-STR(1 Close)6dmg
  Constriction! Any opponent hit by a tentacle
  attack takes Ongoing Damage unless they
  break free by making a successful STR Test
  as an Action.
  Gaping maw! If a failed Defence Roll
  against a tentacle attack is an odd number,
  the victim will be dragged to the mouth on
  the next Turn for a bite attack.
  Ink cloud! If a squid fails a Morale Test, it
  will release an ink cloud that covers the
  Nearby area to aid its retreat.
  Immunity! Sleep spells have no effect.
  Statue,AnimatedIron-HD4
  Fists-STR(1 Close)5dmg
  Immunity! Sleep spells have no effect.
  Absorb metals! If a metal weapon hits the
  statue, and the Attack Roll is an odd
  number, the weapon becomes lodged in the
  statue. A lodged weapon may only be
  removed if the statue is destroyed.
  Grippy! Crab spiders can walk on walls and
  ceilings with ease.
  Non-combative! If threatened or attacked, a
  sprite will simply fly away before it can be
  harmed.
  
  26.
  Statue,AnimatedStone-HD5
  MagmaSpurt-DEX(1 Nearby)6dmg
  Immunity! Sleep spells have no effect.
  It burns! Magma deals Ongoing Damage,
  needing a successful CON Test to stop.
  Stirge-HD1
  Beak-DEX(1 Close)1dmg
  Blood drain! After a successful hit with its
  beak, a stirge will suck blood doing 2
  damage each Turn until it is killed.
  Thoul-HD3
  Tick,Giant-HD3
  Bite-STR(1 Close)2dmg
  Claws-STR(1 Close)4dmg
  Titanothere-HD12
  Butt-STR(1 Close)10dmg
  Blood drain! After a successful hit with its
  bite, a tick will suck blood doing 3 damage
  each Turn until it is killed.
  Paralysis! Any opponent struck by a thoul
  must make a successful CON Test or be
  Paralyzed until the end of the combat.
  Regenerate! A thoul can regenerate 1 point
  of damage every Turn.
  Trample-DEX(1d4 Nearby)12dmg
  Stomp! Once trampled, a victim takes
  Ongoing Damage unless they make a
  successful DEX Test.
  Titan-HD20
  Fist-STR(1 Close)24dmg
  Spellcaster! A titan will have up to 7 spells
  memorized from levels 1-7 (see appendix C
  p.35-36).
  Invisibility+! A titan can become invisible
  at will, and levitate twice per Day.
  Toad,GiantIce-HD5
  Bite-STR(1 Close)6dmg
  Sticky tongue! Grabs a Nearby target
  unless they make a successful DEX Test. A
  grabbed target is Stuck, and must defend
  against bite attacks, making all Defence
  Rolls with Disadvantage.
  Swallowed whole! If a failed Defence Roll
  against an ice toad is an odd number, then
  the victim is swallowed whole. Swallowed
  victims take Ongoing Damage until the
  toad is killed and they are cut free.
  Swallowed victims may attack from inside
  the toad's gut. Such attacks are rolled with
  Disadvantage but do double damage.
  Icy blast! Once per combat, an ice toad can
  emit an icy blast that does 9 damage to
  everyone Nearby unless thay have
  resistance to cold-based attacks.
  Toad,Giant-HD2
  Bite-STR(1 Close)3dmg
  Surprise! A toad can use its natural
  camouflage to blend with surroundings.
  This helps it surprise opponents. DEX
  Tests at the start of combat are rolled with
  Disadvantage.
  Sticky tongue! Grabs a Nearby target
  unless they make a successful DEX Test. A
  grabbed target is Stuck, and must defend
  against bite attacks, making all Defence
  Rolls with Disadvantage.
  Swallowed whole! If a failed Defence Roll
  against a giant toad is an odd number, then
  the victim (smaller than human-sized) is
  swallowed whole. Swallowed victims take
  Ongoing Damage until the toad is killed
  and they are cut free. Swallowed victims
  may attack from inside the toad's gut. Such
  attacks are rolled with Disadvantage but
  do double damage.
  
  Toad,GiantPoisonous-HD2
  Bite-STR(1 Close)3dmg
  Surprise! A toad can use its natural
  camouflage to blend with surroundings.
  This helps it surprise opponents. DEX
  Tests at the start of combat are rolled with
  Disadvantage.
  Poison! Bite victims must make a successful
  CON Test or be taken Out of Action.
  Treant-HD8
  27.
  Troll-HD6
  Animate trees! A treant can animate 2
  Nearby/Faraway trees that fight as treants.
  Branch-STR(1 Nearby)8dmg
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Fear of fire! Treants take double damage
  from fire-based attacks.
  Troglodyte-HD2
  Claw,claw,bite-STR(1 Close)4dmg
  Surprise! A troglodyte can use its natural
  camouflage to blend with surroundings.
  This helps it surprise opponents. DEX
  Tests at the start of combat are rolled with
  Disadvantage.
  Stench! Humans always make Attack Rolls
  against troglodytes with Disadvantage
  unless they make a successful CON Test at
  the start of combat.
  Leaders! Larger groups may have a leader
  (HD5, 6 dmg) and/or one or more sub-
  leaders (HD3, 5 dmg).
  Claw,claw,bite-STR(1 Close)8dmg
  Regenerate! A troll can regenerate 3 points
  of damage every Turn.
  Burn it! A troll can only be permanently
  killed by fire or acid. If attacked with either,
  any Morale Tests are with Disadvantage.
  Turtle,GiantSea-HD15
  Bite-STR(1 Close)10dmg
  Tough shell! Any blow to the turtle that deals
  2 or less points of damage just bounces off.
  Capsize! A giant sea turtle has a 90%
  chance of capsizing a boat up to 40' long.
  This is reduced by 10% for each additional
  10' of length (80% for a 50' boat etc.).
  Turtle,GiantSnapping-HD10
  Bite-DEX(1 Nearby)12dmg
  Tough shell! Any blow to the turtle that deals
  2 or less points of damage just bounces off.
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  TunnelWorm-HD9
  Bite-DEX(1 Nearby)8dmg
  Armour eater! A hit destroys 1 Armour Die
  each Turn. When all the armour is gone, the
  victim takes 8 damage and then Ongoing
  Damage until the worm is killed or retreats.
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Unicorn-HD4
  Horn-STR(1 Close)4dmg
  Charge! If a unicorn has Initiative at the
  start of a combat, it will charge a random
  opponent doing double damage if it hits.
  Sticky tongue! Grabs a Nearby target
  unless they make a successful DEX Test. A
  grabbed target is Stuck, and must defend
  against bite attacks, making all Defence
  Rolls with Disadvantage.
  
  28.
  Vampire-HD8
  Touch-DEX(1 Close)6dmg
  Whale,Killer-HD6
  Bite-STR(1 Close)10dmg
  Weasel,Giant-HD4
  Bite-DEX (1 Close)4dmg
  Level drain! Anyone touched by a vampire
  must make 2 WIS Tests. For each failure,
  they lose 1 Level/HD. If a victim falls to
  Level zero, they become a vampire
  themselves after 3 Days.
  Immunity! Can only be harmed by magical
  weapons and magical attacks. Sleep, Charm
  and Hold Person spells have no effect.
  Regenerate! A vampire can regenerate 3
  points of damage every Turn.
  Charm gaze! As an Action, a vampire can
  charm a Nearby opponent with its gaze. If
  the target makes a successful WIS Test
  rolled with Disadvantage, the charm fails.
  Shape-shifter! As an Action, a vampire can
  transform into a humanoid, dire wolf, giant
  bat, or assume gaseous form.
  Summoning! As an Action, a vampire can
  summon Nearby/Faraway beasts. These
  may be, a swarm of rats, 5d4 giant rats, 3d6
  giant bats, 3d6 wolves, or 2d4 dire wolves.
  Coffins! A vampire must rest in a coffin
  during daylight, or take 2d6 damage which
  can only be healed by rest in a coffin.
  Wasp,Giant-HD4
  Bite-STR(1 Close)4dmg
  Poison! Any opponent struck by a wasp's
  sting must make a successful CON Test or
  be Paralyzed for the rest of the session.
  Flaming wings! Any fire-based attack that
  hits a wasp will burn off its wings instantly,
  making it flightless.
  Sting-DEX(1 Close)2dmg
  Hindered by! Vampires can be held at bay
  (Nearby) with garlic, holy symbols or a
  Light spell. Also, they cannot cross running
  water, or cast reflections in mirrors.
  Destroyed by! Sunlight, a stake through the
  heart, drowning, or not having a coffin to
  recover in at zero HP.
  Blood drain! After a successful hit, a giant
  weasel will drain its victim's blood doing
  Ongoing Damage until the weasel is killed.
  Tracking! A giant weasel can track prey by
  scent, with a 50% success rate.
  Swallowed whole! If a failed Defence Roll
  against a killer whale is an odd number,
  then the victim (smaller than human-sized)
  is swallowed whole. Swallowed victims take
  Ongoing Damage until the whale is killed
  and they are cut free. Swallowed victims
  may attack from inside the whale's gut.
  Such attacks are rolled with Disadvantage
  but do double damage.
  Whale,Narwhal-HD12
  Bite-STR(1 Close)9dmg
  Get the horn! A narwhal's horn is a valuable
  prize. It is believed that the horns will
  vibrate when evil is Nearby.
  WaterWeird-HD4
  LashingCoils-DEX (1 Close)0dmg
  Ripples! A water weird takes form 1d4
  Moments after the water that contains it is
  disturbed. If killed, a water weird will be
  able to reform after 1 Hour.
  Immunity! Edged and piercing weapons
  only do 1 damage to a water weird.
  Drowning! If a water weird hits an
  opponent, they must make a successful STR
  Test or be pulled under water. They must
  then use an Action to make a successful
  STR Test rolled with Disadvantage or take
  Ongoing Damage.
  Horn-STR(1 Nearby)6dmg
  
  Whale,Sperm-HD36
  Bite-STR(1 Close)24dmg
  Swallowed whole! If a failed Defence Roll
  against a sperm whale is an odd number,
  then the victim is swallowed whole.
  Swallowed victims take Ongoing Damage
  until the whale is killed and they are cut
  free. Swallowed victims may attack from
  inside the whale's gut. Such attacks are
  rolled with Disadvantage but do double
  damage.
  29.
  Wight-HD3
  Touch-DEX(1 Close)0dmg
  Wolf-HD2
  Bite-STR(1 Close)3dmg
  Level drain! Anyone touched by a wight
  must make a WIS Test. If they fail, they
  lose 1 Level/HD. If a victim falls to Level
  zero, then they become a wight themselves
  1d4 Days later.
  Immunity! Can only be harmed by magical
  weapons and magical attacks. Sleep, Charm
  and Hold Person spells have no effect.
  Run & jump! At the start of a combat, if a
  wolf wins Initiative, it can charge a Nearby
  opponent. The target must make a successful
  DEX Test or be knocked over. Any opponent
  knocked over must then defend against a
  bite attack and their Defence Roll will be
  made with Disadvantage.
  Pack hunters! If there are 4 or more wolves
  Nearby they make all Morale Tests with
  Advantage.
  Wolf,Dire-HD4
  Bite-STR(1 Close)5dmg
  Run & jump! At the start of a combat, if a
  dire wolf wins Initiative, it can charge a
  Nearby opponent. The target must make a
  successful DEX Test or be knocked over. Any
  opponent knocked over must then defend
  against a bite attack and their Defence Roll
  will be made with Disadvantage.
  Pack hunters! If there are 4 or more dire
  wolves Nearby they make all Morale Tests
  with Advantage.
  Wolverine-HD3
  Claw,claw,bite-STR(1 Close)4dmg
  Musk! Any wolverine can spray musk on a
  Nearby opponent behind it. Unless the
  target makes a successful DEX Test, they
  must discard all clothing/equipment hit, or
  suffer a Disadvantage on all Reaction
  Rolls made against them.
  Ferocious! All Defence Rolls made against
  any wolverine are rolled with Disadvantage.
  Wolf,Winter-HD6
  Bite-STR(1 Close)6dmg
  Immunity! Winter wolves are immune to
  cold-based attacks. However, fire-based
  attacks do double damage.
  Frost breath! Can breathe a blast of frost
  once per combat. The frost affects all
  Nearby Creatures in a 45° arc from the
  front of the wolf's head, doing 12 points of
  damage. The damage is halved if the targets
  make successful DEX Tests.
  Wolverine,Giant-HD5
  Claw,claw,bite-STR(1 Close)6dmg
  
  Wraith-HD4
  30.
  Xorn-HD7
  Claw,claw,claw,bite-STR(1 Close)10dmg
  Immunity! Immune to fire and cold-based
  attacks. Electrical attacks only do half
  damage. If a Stone to Flesh spell is cast on a
  xorn, it must spend an Action reforming.
  During this time, all attacks against the
  xorn do double damage.
  YellowMold-HD2
  Spores-DEX(1d4 Nearby)3dmg
  Choking! Anyone hit by spores must make a
  successful STR Test or begin choking, taking
  Ongoing Damage until they have a drink.
  Yeti-HD4
  Claws-STR(1 Close)5dmg
  Touch-DEX(1 Close)3dmg
  Level drain! Anyone touched by a wraith
  must make a WIS Test. If they fail, they
  lose 1 Level/HD. If a victim falls to Level
  zero, they become a wraith themselves 1d4
  Days later.
  Immunity! Can only be harmed by magical
  weapons (silver weapons do half damage)
  and magical attacks. Sleep, Charm and
  Hold Person spells have no effect.
  Wyvern-HD7
  Tailsting-DEX(1 Nearby)4dmg
  Bite-STR(1 Close)8dmg
  Poison! Sting victims must make a successful
  CON Test or be taken Out of Action.
  Surprise! A xorn can use its natural
  camouflage to blend with surroundings.
  This helps it surprise opponents. DEX
  Tests at the start of combat are rolled with
  Disadvantage.
  Stone pass! A xorn can pass through solid
  stone or earth!
  Immunity! Yellow mold can only be
  harmed by fire-based attacks.
  Immunity! Yetis are immune to cold-based
  attacks. However, fire-based attacks do
  double damage.
  Snowblind! When encountered in snow, a
  yeti is invisible to anyone Faraway, and
  even those Nearby only have a 70% chance
  of spotting them.
  Icy stare! Anyone Nearby that meets a
  yeti's gaze must make a successful WIS
  Test or be Paralyzed for the next 3
  Moments.
  Huggy bear! If a failed Defence Roll is an
  odd number, the target takes Ongoing
  Damage until they make a successful STR
  Test as an Action.
  Zombie-HD2
  Fist-STR(1 Close)3dmg
  Lumbering! A zombie will always lose
  Initiative.
  Immunity! Zombies are immune to Sleep,
  Charm and Hold Person spells.
  
  DINOSAURS
  APPENDIX A
  Allosaurus-HD15
  Claw,claw,bite-STR(1 Close)16dmg
  Compsognathus-HD½
  Bite-STR(1 Close)1dmg
  Pterodactyl-HD1
  Beak-STR(1 Close)2dmg
  Swooping attack! If a pterodactyl wins
  Initiative at the start of combat, it can
  swoop in and attack doing double damage.
  Stegosaurus-HD11
  Tail-DEX(1 Nearby)10dmg
  Stomp! Once trampled, a victim takes
  Ongoing Damage unless they make a
  successful DEX Test.
  Trample-DEX(1d4 Nearby)12dmg
  Generally passive! A stegosaurus will only
  attack if startled or threatened.
  31.
  Triceratops-HD11
  Gore-STR(1 Close)12dmg
  TyrannosaurusRex-HD20
  Bite-STR(1 Close)20dmg
  Velociraptor-HD3
  Claw,claw,bite-STR(1 Close)5dmg
  Stomp! Once trampled, a victim takes
  Ongoing Damage unless they make a
  successful DEX Test.
  Trample-DEX(1d4 Nearby)12dmg
  Swallowed whole! If a failed Defence Roll
  against a T-rex is an odd number, then the
  victim is swallowed whole. Swallowed
  victims take Ongoing Damage until the T-
  rex is killed, and they are cut free.
  Swallowed victims may attack from inside
  the T-rex's gut. Such attacks are rolled with
  Disadvantage but do double damage.
  Pack hunters! If there are 4 or more raptors
  Nearby they make all Morale Tests with
  Advantage.
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Iguanadon-HD6
  Thumbspikes-STR(1 Close)7dmg
  Passive! Iguanadons are peaceful herbivores,
  and will only fight if attacked. However, if
  they spot a large predator, they will
  stampede, and all those in their path must
  make a successful DEX Test or be trampled,
  taking 10 damage.
  Pteranodon-HD5
  Beak-STR(1 Close)6dmg
  Swooping attack! If a pteranodon wins
  Initiative at the start of combat, it can
  swoop in and attack doing double damage.
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Feeding frenzy! Up to 8 compies can attack
  a single opponent at the same time.
  Pin prey! If a failed Defence Roll against an
  allosaurus is an odd number, then the
  victim is pinned by the allosaur's claws and
  Stuck. The victim can break free by making
  a successful STR Test as an Action. While
  Stuck, all other Actions are rolled with
  Disadvantage.
  Concavenator-HD5
  Claw,claw,bite-STR(1 Close)6dmg
  Mount! If trained from a young enough
  age, makes a fearless mount. An underfed
  concavenator will turn on its keeper unless
  they make a successful WIS Test.
  
  32.
  BestialEye-HD10
  Bite-STR(1 Close)6dmg
  DimensionCat-HD6
  Tentacles-DEX(1d2 Nearby)5dmg
  CavernCreeper-HD3
  Tentacles-DEX (1 Close)0dmg
  Immunity! All spells cast against a bestial
  eye are rolled with Disadvantage.
  Eye stalks! A bestial eye has 10 eye stalks.
  Each stalk is HD2 and their HP should be
  tracked independently of the main body.
  Severed eye stalks grow back after 1 week. As
  an Action, a bestial eye can shoot rays from
  1d4 eye stalks simultaneously. Their effects
  are identical to those of spells of the same
  names (see appendix C p.35-37):
  Paralysis! If an opponent is hit by a creeper,
  1d4 tentacles will transfer paralyzing
  secretions to them. For each of these, they
  must make a successful CON Test or be
  Paralyzed for 1 Hour per failure.
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  1)Charm
  2)HoldPerson
  3)Sleep
  4)DispelMagic
  5)Confusion
  6)Telekinesis
  7)Feebleminded
  8)FleshtoStone
  9)Death
  10)Disintegrate
  MONSTERS OF LEGEND
  APPENDIX B
  The true names of the monsters listed in
  this section have been long forgotten.
  Maybe these legendary foes are just the
  stuff of myths, or maybe they are still out
  there just waiting to be rediscovered ...
  Out of phase! A dimension cat is always
  slightly out of phase, making it appear a
  few feet away from its actual position. All
  attacks made against it are rolled with
  Disadvantage.
  
  33.
  HookedLurker-HD5
  Talons-STR(1 Close)6dmg
  MentalRipper-HD8
  Tentacles(4)-DEX (1 Close)2dmg
  Brains! A ripper can attack a single opponent
  with all 4 tentacles. If 1 or more hits, the
  victim takes Ongoing Damage (2 damage
  for the first tentacle that hits and 1 extra
  damage for each additional tentacle that hits)
  as the ripper draws out its victim's brain.
  Surprise! DEX Tests at the start of combat
  are rolled with Disadvantage.
  Exoskeleton! All normal blows to the lurker
  that deal 2 or less points of damage just
  bounce off.
  Koi-Ped-HD2
  Spear-STR(1 Close)4dmg
  Net-DEX (1 Nearby)0dmg
  Leaders! Larger groups may have a leader
  (HD5, 6 dmg) and/or one or more sub-
  leaders (HD3, 5 dmg).
  Catch of the day! If an opponent is hit by a
  koi-ped's net, they are Stuck. They may
  attempt to free themselves by making a
  successful DEX Test rolled with
  Disadvantage as an Action.
  PsionicBlast - 1d4 Nearby targets must
  make a successful INT Test or take 8
  damage and permanently lose 1 INT.
  Spell-like abilities! As an Action, a ripper
  can use 1 of the following abilities (up to 3
  times per Day, per ability):
  Levitation - The ripper levitates to any
  desired height for up to 10 Minutes.
  Domination - The ripper uses its mental
  powers to take over the the mind of a Nearby
  target. The victim must make a successful
  INT Test to resist. If instructed to endanger
  themselves, the victim may make an
  additional INT Test, which will break the
  ripper's hold over them if successful.
  MindWipe - The ripper targets 1 Nearby
  victim who must make a successful INT Test.
  If it fails, the Player rolls 2d6 and replaces
  their Character's INT with the result.
  
  Under-Mauler-HD8
  Claw,claw,bite-STR(1 Close)10dmg
  MushroomMan-HD4
  Fists-STR (1 Close)5dmg
  Yarara-HD6
  Scimitar-STR(1 Close)6dmg
  34.
  Spores! Up to 4 times per Day as an Action,
  a mushroom man can spray spores. Every
  time they spray spores, the GM should
  choose one of the following effects:
  Distress - These spores alert other Nearby
  mushroom men to danger instantly.
  Faraway mushroom men are alerted
  1 Moment later, and Distant mushroom
  men 3 Moments later.
  Pacify - These spores pacify all Nearby
  that breathe them in, effectively Paralyzing
  them for 2d4 Moments unless they make a
  successful CON Test.
  Hallucinate - These spores trigger a single
  Nearby target to experience violent
  hallucinations for 2d4 Moments unless they
  make a successful CON Test. Roll a d4 to
  determine their reaction:
  1) Cower in fear.
  2) Gaze into space.
  3) Run about screaming.
  4) Attack the nearest Creature.
  Leaders! A group of mushroom men will
  always have a leader (HD6, 8 dmg). If the
  leader is slain, all Attack and Defence Rolls
  made against the remaining mushroom men
  are rolled with Advantage. The leader can
  also use spores to animate a dead opponent
  who fights as a zombie (see p.30). Animation
  takes 1d4 Days, and lasts 1d4 Weeks.
  Four eyes! Looking at an under-mauler will
  cause those Nearby to become confused
  unless they make successful WIS Tests.
  Confused opponents must make additional
  WIS Tests every time they wish to act until
  the combat is over.
  Digger! Under-maulers can burrow through
  earth easily, and can even burrow through
  solid stone with surprising speed.
  Bite-STR(1 Close)4dmg
  Venom! Bite victims must make a successful
  CON Test or be taken Out of Action.
  Leaders! Larger groups may have a leader
  (HD9, 8/6 dmg) and/or one or more sub-
  leaders (HD7, 7/5 dmg).
  Spellcaster! A few select yararas will have
  up to 5 spells memorized from levels 1-5 (see
  appendix C p.35-36).
  
  MONSTERS' SPELL INDEX
  APPENDIX C
  35.
  1stLevelSpells
  Magic Missile: A Faraway or Distant target
  takes 1d6 damage for each of the
  Spellcaster’s Levels.
  Light: Creates dim light from a Nearby
  spot or object - lasts Ud8 Minutes.
  Charm: A Nearby target obeys a simple
  command and will perform a simple Action
  unless they make a successful WIS Test.
  Shield: Gives the caster Arcane Mail (AV2).
  When each Armour Die is Broken it is gone
  for good.
  Clouded Vision: A Nearby target has
  Disadvantage on their next Action.
  Protection: A single enemy must make all
  harmful tests against the Spellcaster with
  Disadavantage for Ud8 Minutes.
  2ndLevelSpells
  Blinding Light: 1d4 Nearby targets make all
  Defence Rolls with Disadvantage until they
  make successful CON Tests as an Action.
  Detect Magic: Everything Nearby that is
  magic glows - lasts Ud6 Minutes.
  Hold Person: Paralyzes 1d4 Nearby targets
  unless they make a successful WIS Test.
  Those affected can make further tests each
  Turn to free themselves.
  Knock/Lock: A Nearby door or lock is
  either opened or locked.
  Sleep: Roll 1d6 for each of the Spellcaster's
  HD. Nearby Creatures with fewer HP than
  total rolled fall asleep unless they make a
  successful WIS Test - lasts Ud6 Minutes.
  Web: Traps a Nearby area, stopping all
  movement unless a successful STR Test is
  rolled with Disadvantage - lasts Ud6
  Minutes.
  3rdLevelSpells
  Darkness: Pure darkness covers a Nearby
  area and blocks all types of vision - lasts
  Ud6 Minutes.
  Dispel Magic: Removes or reverses the
  effects of a Nearby Arcane spell.
  Hex: Does 6 damage to a Nearby target
  unless they make a successful WIS Test.
  Magic Mouth: Creates an illusory mouth
  that repeats a phrase when anything passes
  Nearby to the location/object it was cast on.
  Read Languages/Magic: Allows the
  Spellcaster to read all languages and magic
  - lasts Ud12 Minutes.
  4thLevelSpells
  Confusion: 2d6 Nearby targets must make
  a successful WIS Test or immediately make
  a Reaction Roll (p.31 in the main rule book).
  Darkvision: A Nearby Creature can see in
  absolute darknesss - lasts Ud6 Minutes.
  Fireball: 1d4 Nearby Creatures take 1d6
  damage for each of the Spellcaster’s HD. A
  successful DEX Test reduces the damage by
  half.
  Invisibility: A Nearby Creature is made
  invisible until it Attacks or the spell is
  dispelled.
  Protection from Normal Missiles: The
  caster is immune to all small, non-magical
  missile attacks - lasts Ud6 Minutes.
  Slow: 1d6 Nearby targets may only Move
  and take an Action every other Turn unless
  they make a successful WIS Test - lasts Ud6
  Minutes.
  
  5thLevelSpells
  Elemental Wall: A wall of one of the four
  elements (air, earth, fire, or water) covers a
  Nearby area. Any Creature that comes Close
  takes damage equal to its HD.
  7thLevelSpells
  Cloudkill: Creates a cloud Nearby. Anyone
  caught in it is taken Out of Action unless
  they make a successful CON Test - lasts Ud4
  Moments.
  36.
  Lightning Bolt: Hits a single Nearby or
  Faraway target and does 1d6 damage for
  each of the Spellcaster’s HD. A successful
  DEX Test reduces the damage by half.
  Mangle Flesh: A Nearby target must reduce
  either their STR, DEX or CHR by 1d4 unless
  they make a successful CON Test.
  Polymorph Self/Other: Transforms a
  Nearby target to have the appearance of
  another - lasts 1 Day.
  Telekinesis: As an Action, the Spellcaster
  may Move a Nearby object - lasts Ud10
  Minutes.
  6thLevelSpells
  Animate Dead: Reanimates 2d4 Nearby
  corpses. Each has half the Spellcaster’s HD
  and is under the effect of Charm.
  Dimension Door: Teleports a Close target
  to a Distant location.
  Mass Invisibility: Everyone Nearby the
  Spellcaster is made invisible until they
  Attack or the spell is dispelled.
  Soul Fire: 1d4 Nearby targets take 13
  damage unless they make a successful
  CON Test.
  Flesh to Stone: Turns a Nearby Creature
  into stone (or vice versa) unless they make
  a successful CON Test.
  Feebleminded: Reduces a Nearby target’s
  INT to 4 unless they make a successful
  WIS Test - lasts Ud6 Moments.
  Elemental: Creates an elemental (see p.10,
  or in the main rule book p.91) of any type
  with 1d6 HD. It is under the effect of Charm.
  Invisible Stalker: Summons an extra-
  dimensional monster (1d6 HD) to perform
  a complex task.
  Teleport: Transports a Nearby target to any
  place known to the Spellcaster.
  8thLevelSpells
  Anti-Magic Shell: Cancels all Arcane magic
  Nearby to the caster - lasts Ud6 Moments.
  Death Spell: 2d4 Nearby targets with 7HD
  or fewer are taken Out of Action unless they
  make successful CON Tests.
  Clenched Fist: Creates a giant hand that
  will strike any Nearby target. The hand has
  18 STR and does 4d6 damage if it hits - lasts
  Ud6 Moments.
  Contact Higher Plane: Allows the
  Spellcaster to ask 3 questions and receive
  truthful answers from the outer gods.
  Regenerate: Allows the Spellcaster to
  regenerate at the rate of 3 HP each Moment
  - lasts Ud6 Moments.
  Irresistible Dance: Causes a single, Nearby
  target to begin an uncontrollable dance
  unless they make a successful CON Test.
  The dance means all Defence Rolls must be
  made with Disadvantage and no other
  Actions are possible - lasts Ud4 Moments.
  
  37.
  9thLevelSpells
  Crushing Hand: Creates a giant hand that
  will grab a Nearby target unless they make
  a successful DEX Test with Disadvantage.
  The victim takes 3d6 damage and then
  Ongoing Damage until they make a
  successful STR Test with Disadvantage as
  an Action - lasts Ud4 Moments.
  Disintegrate: A single Nearby Creature, of
  lower Level than the Spellcaster, turns into
  a fine powder unless they make a
  successful WIS Test with Disadvantage.
  10thLevelSpells
  Level Drain: A Nearby Creature must make
  a successful CON Test or lose a Level and all
  its benefits.
  Time Stop: Stops time completely in a
  Nearby area - lasts Ud4 Moments.
  Power Word, Kill: A Nearby target with
  50HP or less dies and cannot be
  resurrected.
  Limited Wish: Changes reality in a minor
  and limited way.
  Meteor Swarm: Creates a shower of
  meteors that do 8d6 damage to anyone
  Nearby. A successful DEX Test rolled with
  Disadavantage reduces the damage by half.
  Control Weather: Controls the Nearby
  weather to all extremes - lasts Ud6 Minutes.
  SpellcastingNotes
  ShamansandWitchDoctors
  Normally, when a PC casts a spell, the
  Player makes an Attribute Test to see if it
  works. For monster Spellcasters, the system
  needs adjusting so that the Players make
  Attribute Tests to avoid or reduce the effects
  of spells cast against them.
  Monster Spellcasters gain spells in a variety
  of ways. Some will have spellbooks or
  scrolls from which to revise spells. Others
  will receive spells from their gods, or by
  arcane rituals. Every time a monster
  Spellcaster is encountered, the GM should
  decide how their spells are gained, and
  whether they are recorded in a way that
  would make it possible for the PCs to
  transcribe or learn them.
  Many groups of humanoid monsters may
  have a Spellcaster among their ranks. As a
  general rule, the GM should give them HD
  less than or equal to a leader or sub-leader
  of the same race, but the same Attack
  Damage as standard, non-leader types.
  As a default, a humanoid Spellcaster will
  have a number of spells equal to their HD,
  and the levels of these should be also
  capped at their HD. For example, an orc
  witch doctor might be HD3 and have 3
  spells of levels 1-3.
  
  No. of Attacks: These are combined with
  the Damage/Attack stat. For ease, group
  attacks together as a single combined
  attack such as claw, claw, bite. If the
  monster has a missile attack, then it should
  be listed separately. The example below
  shows how the attacks of a manticore (p.18)
  are listed compared to the original source.
  2 claws/1 bite 1-4/1-4/2-8 or 6 tail spines 1-6
  Most melee attacks will target a single
  Close opponent. However, at the GM's
  discretion an attack may also have enough
  extension to hit a Nearby opponent
  instead - For example, a dragon's bite or a
  humanoid monster's polearm. Ranged
  attacks should simply be given a maximum
  range (Nearby, Faraway or Distant).
  Damage/Attack: If using fixed damage,
  then the table below gives average damage
  by HD. Depending on the individual
  attacks, the values can be modifed to
  reflect more powerful or weaker attacks.
  CONVERSION RULES
  APPENDIX D
  38.
  Adapting monsters from old school
  editions of The World's Most Popular Fantasy
  Role-playing Game is easy. The notes here
  give loose guidlines for GMs, but as with
  everything in The Black Hack, the game
  thrives on your own creative ideas. The
  headings below detail each of the stats that
  appear in standard B/X and 1st Edition
  monster listings. Most of them are not
  needed when creating a version of the
  monster for use with The Black Hack, but a
  GM may still elect to use them as presented
  in the original game:
  Frequency: Ignore, or use as listed.
  No. Appearing: Ignore, or use as listed.
  Armour Class: Can usually be ignored. If a
  monster has a very good AC (1 or less for
  descending AC rules or 18 or higher for
  ascending rules), then consider giving the
  monster a special ability that features it.
  For humanoid monsters, a GM could also
  give them some Armour Dice (see p.10 in
  the main rule book).
  Move: Can usually be ignored. If a monster
  has very fast movement or can swim/fly,
  then consider adding a special ability that
  reflects this.
  Hit Dice: Use as listed. If the monster has a
  HD with a plus, it can usually be ignored or
  you may consider just increasing the HD by
  1. For example, 3+1 becomes 3, but 6+6
  might become 6 or 7.
  % In Lair: Ignore, or use as listed.
  Treasure Type: Ignore, or use as listed (see
  p.114-116 in the main rule book for treasure
  ideas).
  HD
  DAMAGE
  1
  2 (1d4)
  2
  3
  4
  3 (1d6)
  4 (2d4)
  5 (1d10)
  5
  6 (1d12)
  6
  7
  8
  7 (1d6 + 1d8)
  8 (2d8)
  9 (3d6)
  9
  10 (2d10)
  10
  11
  12+
  11 (1d10 + 1d12)
  12 (2d12)
  13 (3d6 + 1d8)
  Claw,claw,bite-STR(1 Close)6dmg
  Tailspines-DEX(1-6 Faraway)3dmg
  
  39.
  Special Attacks/Defences: If a monster has
  any of these, they should form the basis for
  the monster's special abilities. A selection
  of special abilities is listed in the right hand
  column on this page.
  Magic Resistance: Can either be ignored or
  added as a special immunity ability.
  Intelligence: Ignore, or use as listed.
  Alignment: Ignore, or use as listed.
  Size: Ignore, or use as listed.
  Psionic Ability: Can either be ignored or
  added as a special spell-like ability.
  Save As: Ignore, as monsters are not
  required to make saving throws. However,
  remember to always apply the Powerful Foe
  rule (see below), which gives high HD
  monsters an equivalent benefit.
  Morale: Use the monster's HD as a
  benchmark. Some monsters (especially
  undead ones) never have to make morale
  checks. Other monsters may go berserk,
  which might enhance or even bypass any
  Morale Tests they have to make.
  If a monster's HD is higher than the
  Character's HD/Level, the Player should add
  the difference between the two HD values
  to the d20 when making any Attribute Tests
  to Attack, Defend, influence, or otherwise
  interfere with the monster. When dealing
  with monsters that have a HD that is
  higher than a Character's by 10 or more, the
  GM may choose to apply a maximum
  penalty of +10 to be added to any roll. The
  GM may also rule that rolling a 1 always
  indicates a success, and that rolling a 20
  always indicates a failure.
  Armoured! Any damage dice roll against an
  armoured monster is halved if the roll is even.
  Blood drain! On a hit, the monster will drain its
  victim's blood doing Ongoing Damage.
  Huggy bear! If a failed Defence Roll is an odd
  number, the target takes Ongoing Damage until
  they make a successful STR Test as an Action.
  Immunity! Monsters can be immune to edged/
  piercing weapons, blunt weapons, non-magical
  attacks, fire, cold, electricity, charm, sleep, all
  spells etc. The immunity can be absolute or just
  partial.
  It burns! Acid deals Ongoing Damage, needing
  a successful CON Test to stop.
  Leaders! Larger groups may have a leader
  (HD+2/3/4, +2/3/4 dmg) and/or one or more
  sub-leaders (HD+1/2, +1/2 dmg).
  Level drain! Anyone touched by the monster must
  make a successful WIS Test or lose 1 Level/HD.
  Paralysis! Victims must make a successful CON
  Test or be Paralyzed until the end of the combat,
  the end of the session, or longer.
  Poison! Victims must make a successful CON Test
  or be taken Out of Action.
  Regenerate! The monster can regenerate 1/2/3
  points of damage every Turn.
  Surprise! DEX Tests at the start of combat are
  rolled with Disadvantage.
  Stomp! Once trampled, a victim takes Ongoing
  Damage unless they make a successful DEX
  Test.
  Swooping attack! If this flying monster wins
  Initiative at the start of combat, it can swoop in
  and attack doing double damage.
  SAMPLE ABILITIES
  POWERFUL FOES
  
  POISON TABLES
  APPENDIX E
  40.
  When a PC succumbs to a poisonous/
  venomous attack or effect, they would
  normally be taken Out of Action. The tables
  on these pages are intended to give the GM
  more options for determining poison
  effects.
  MILD POISON
  1
  Lose 1d4 STR for the rest of the session
  2
  3
  4
  Weakened for the rest of the session
  5
  Slowed for the rest of the session. The
  victim may only Move and take an
  Action every other Turn
  6
  Roll twice, ignoring 6s or duplicates
  Lose 1d4 CON for the rest of the session
  Lose 1d4 DEX for the rest of the session
  MODERATE POISON
  1
  Lose 1d4 STR for 1 week
  2
  3
  4
  Weakened for 1 week
  5
  Take 1 point of damage per Level and
  roll on the Mild Poison table
  6
  Take 1 point of damage per Level and
  roll on the Out of Action table
  Lose 1d4 CON for 1 week
  Lose 1d4 DEX for 1 week
  SEVERE POISON
  1
  Lose 1d6 off all stats for 1d4 weeks
  2
  3
  4
  5
  6
  Lose 1d4 STR permanently
  OUT OF ACTION
  1
  Paralyzed for 2d4 Hours
  3
  2
  4
  Necrosis withers a limb in 1d6 Days.
  Death follows unless it is removed
  5
  6
  Death after 1d4 Moments
  Blindness means the victim may only
  Move and take Actions every other Turn,
  and all Actions are with Disadvantage
  Madness causes the victim to make a
  roll on the Panic! table (p.37 main rules),
  at a random point every session
  Lose 1d4 CON permanently
  Lose 1d4 DEX permanently
  Take 2 points of damage per Level and
  roll on the Moderate Poison table
  Take 2 points of damage per Level and
  roll on the Out of Action table
  Death after 1d4 Hours
  The GM should decide in what way natural
  or magical healing assists victims who have
  been poisoned. The 5th level prayer
  Neutralize Poison will stop effects if cast
  within 1 Moment of the poisoning. After
  that, the GM must decide what benefit it
  gives to the victim.
  
  -HD
  (
  )
  dmg
  -HD
  (
  )
  dmg
  -HD
  (
  )
  dmg
  -HD
  (
  )
  dmg
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  If a Character fails to Defend against an
  Attack, they may take an Armour Die from
  their 'pool' and declare it Broken. After a Rest, they
  may attempt to fix Broken Armour Dice by rolling
  above their armour's Armour Value (AV). If a roll is
  higher than the AV, then that Armour Die is fixed
  and placed back in their pool. If the roll fails, then
  the Armour Die remains Broken until it is repaired
  by a professional.
  If all the Armour
  Dice in a pool are
  Broken, then the
  armour is
  destroyed.
  ARMOUR
  At the start of combat, Players make a DEX Test for
  their Characters. If successful, they Move and take
  Actions before their opponents. If they fail, they
  Move and take Actions after their opponents. At the
  start of each new Moment, make a fresh round of
  DEX Tests until the combat ends.
  INITIATIVE
  As an Action, a Character may make an Attack. The
  Player should make a STR Test for a melee Attack
  or a DEX Test for a ranged attack. If they succeed,
  the Attack hits and deals damage. Likewise, when
  Defending they also make a STR or DEX Test
  depending on the type of Attack. If they succeed,
  the Attack misses them. If they fail, then they take
  the damage listed or use their armour.
  ATTACKING & DEFENDING
  ARMOUR
  AV
  1
  Cloth / Improvised
  2
  3
  4
  +1 die
  Leather
  Chain Mail
  Plate & Mail
  Shield / Helmet
  CombatDistances
  Close - roughly 5 feet
  Nearby - up to 30 feet
  Faraway - up to 60 feet
  Distant - beyond 60 feet
  CriticalHits
  Rolling a natural 1 when
  Attacking does double damage.
  Rolling a 20 when Defending
  also does double damage.
  LargeWeapons
  When a Character wields a large or 2-handed
  weapon, 1d4 should be added to the result
  every time they make an Attribute Test to
  Attack, Defend or roll Attack Damage.
  If a monster's HD is higher than the Character's
  HD/Level, the Player should add the difference
  between the two HD values to the d20 when
  making any Attribute Tests to Attack, Defend
  influence, or otherwise interfere with the monster.
  Where monsters have a HD that is 10 or more
  higher than a Character's, the GM may choose to
  apply a maximum penalty of +10 to be added to
  any roll. The GM may also rule that rolling a 1
  always indicates a success, and that rolling a 20
  always indicates a failure.
  POWERFUL FOES
  Some Attacks and spells deal damage to Creatures
  after their initial effects. When a Creature takes
  Ongoing Damage, it loses HP equal to its HD/Level
  at the start of every Turn. An Attribute Test of the
  GM's choosing should be made by the Player at
  the end of the Turn to see if the Ongoing Damage
  continues.
  ONGOING DAMAGE
  OUT OF ACTION
  1
  KO'd - Just knocked out
  3
  2
  4
  Disfigured - CHA permanently reduced by 1d4
  5
  6
  Dead - The Character dies!
  Cracked Bones - Disadvantage on all STR, DEX,
  and CON Tests for the remainder of the session
  Fat Head - Disadvantage on all tests for the next
  half hour of play
  Badly Maimed - Either STR or DEX is
  permanently reduced by 2
  At zero or less HP, a Character is taken Out of
  Action. An Out of Action Character can no longer
  Move or take Actions. When they receive aid, or
  when the danger they were in passes, the
  Character must roll on the Out of Action table
  above to see what happens to them. If they roll 1-5,
  they suffer the effect listed and then rejoin play,
  recovering 1d4 HP. If they roll a 6, they die.
  If the Character's side loses the fight, or is unable
  to recover the body of the Out of Action Character,
  the Character is lost forever - presumed dead!
  
  SEVERE POISON
  1
  Lose 1d6 off all stats for 1d4 weeks
  2
  3
  4
  5
  6
  Lose 1d4 STR permanently
  OUT OF ACTION
  1
  Paralyzed for 2d4 Hours
  3
  2
  4
  Necrosis withers a limb in 1d6 Days. Death follows
  unless it is removed
  5
  6
  Death after 1d4 Moments
  Blindness means the victim may only Move or take
  Actions every other Turn, and all Actions are with
  Disadvantage
  Madness causes the victim to make a roll on the
  Panic! table (p.37 main rules), at a random point
  every session
  Lose 1d4 CON permanently
  Lose 1d4 DEX permanently
  Take 2 points of damage per Level and roll on the
  Moderate Poison table
  Take 2 points of damage per Level and roll on the
  poison Out of Action table
  Death after 1d4 Hours
  MILD POISON
  1
  Lose 1d4 STR for the rest of the session
  2
  3
  4
  Weakened for the rest of the session
  5
  Slowed for the rest of the session. The victim may
  only Move and take an Action every other Turn
  6
  Roll twice, ignoring 6s or duplicates
  Lose 1d4 CON for the rest of the session
  Lose 1d4 DEX for the rest of the session
  MODERATE POISON
  1
  Lose 1d4 STR for 1 week
  2
  3
  4
  Weakened for 1 week
  5
  Take 1 point of damage per Level and roll on the
  Mild Poison table
  6
  Take 1 point of damage per Level and roll on the
  poison Out of Action table
  Lose 1d4 CON for 1 week
  Lose 1d4 DEX for 1 week
  Poisoned - When a PC succumbs to a poisonous/
  venomous attack or effect, they would normally be
  taken Out of Action. These tables give the GM more
  options for determining poison effects.
  Hindered Characters operate at a reduced
  capacity. Normally, an Attribute Test of the GM's
  choosing will be required to remove a hindrance.
  Weakened - All Attribute Tests are rolled with
  Disadvantage.
  Distracted - No Actions allowed, but may Move
  normally.
  Stuck - No Movement allowed, but may take
  Actions.
  Paralyzed - No Movement or any Actions allowed.
  Slowed - May only Move and take an Action every
  other Turn.
  Confused - Must make a successful WIS Test
  before Moving and Acting each Turn.
  HINDRANCES
  PANIC!
  1
  Gritted teeth - Make a successful bonus WIS Test
  in order to end the Panic!
  2
  3
  4
  5
  6
  Frozen solid - The Character is Stuck
  Fumble - The Player must perform everything this
  Turn with their eyes closed
  Life before the eyes - Make a successful CON Test
  or lose 2 points of WIS
  Heart attack - The Character is taken Out of Action
  Morale
  If 50% of a group of Creatures are taken OofA, or a
  single powerful Creature loses half its HP, the GM
  should make a Morale Test for them. To succeed,
  they must roll under the highest HD on a d12.
  If a Character ends their Turn with no Light
  underground, they must make a successful
  WIS Test or they will Panic! At the start of the
  Character's next Turn they must then roll on the
  Panic! table below. They must make a new WIS Test
  at the end of every Turn, to try and remove the
  Panic! Failure means that they continue rolling on
  the Panic! table at the start of each Turn. Characters
  might also suffer Panic! if they have to confront
  something terrifying at the GM's discretion.
  Shock - Cannot perform any Actions that would
  involve the use of the hands
  PANIC!
  
  Published & distributed by Squarehex.co.uk
  Printed versions available from Squarehex.co.uk or the suppliers listed above.
  The name "The Black Hack" and layout design is copyright © David Black 2020
  All artwork is copyright © Margaret Regan 2020
  A collection of over 240 classic old-school monsters for use with
  The Black Hack Second Edition role-playing game
  - developed by -
  PETER REGAN
  THANKS
  Margie, Malcolm, David Black, all our Kickstarter backers
  and everyone that has helped to support and promote
  The Black Hack over the last 4 years.
  Also thank you to our retail/distribution partners,
  Exalted Funeral, Noble Knight, Leisure Games,
  Ettin Games, Rainy Day Games, Games Unlimited,
  Weird Realms and Sphärenmeisters Spiele.
  
SOURCE: textdata/thevault/Black Hack [multi]/The Black Hack 2e/The Black Hack 2E - Classic Monsters v1.1.pdf