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monstersAll.qmd
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# Monster Descriptions
<div id="top"></div>
<input type="text" id="input" placeholder="Filter Monsters">
<!-- <div class="container"> -->
<div class="monster" data-tag="Ant, Giant" data-tag2="Ant, Huge" data-tag3="Ant, Large" id="ant" >
## Ant, Giant (and Huge, Large)
| | Ant, Giant | Ant, Huge | Ant, Large |
| --------------- | ------------------------------------- | ------------- | -------------- |
| Armor Class: | 17 | 15 | 13 |
| Hit Dice: | 4 | 2 | 1 |
| No. of Attacks: | 1 bite | | |
| Damage: | 2d6 | 1d10 bite | 1d6 bite |
| Movement: | 60' (10') | 50' | 40' |
| No. Appearing: | 2d6, Lair 4d6 | 3d6, Lair 4d8 | 4d6, Lair 4d10 |
| Save As: | Fighter: 4 | Fighter: 2 | Fighter: 1 |
| Morale: | 7 on first sighting, 12 after engaged | | |
| Treasure Type: | U or special | | |
| XP: | 240 | 75 | 25 |
Giant ants are fantastically enlarged versions of the more common variety of ants. Normal workers are 5 to 6 feet long; queens are larger, growing up to 9 feet in length. Giant ants may be red or black; there is no statistical difference between them. Though relatively shy when first encountered, once combat begins they will fight to the death. They are known to collect shiny things, and so will sometimes have a small amount of treasure in their lair.
Giant ants may occasionally mine shiny metals such as gold or silver; one in three (1-2 on 1d6) giant ant lairs will contain 1d100 x 1d100 gp value in relatively pure nuggets.
Large and huge ants are similar to giant ants in all ways except for size; large ants are 1 to 2 feet long, while huge ants are 3 to 4 feet in length. Though smaller, their colonies have more members, and so their lair treasures are of similar size to those found in the lairs of giant ants.
<div class="text-end"><a href="#top" class="top-button">TOP</a></div>
</div>
<div class="monster" data-tag="Antelope" >
## Antelope
| | Antelope |
| --------------- | ----------------------------- |
| Armor Class: | 13 |
| Hit Dice: | 1 to 4 |
| No. of Attacks: | 1 butt |
| Damage: | 1d4 or 1d6 or 1d8 |
| Movement: | 80' (10') |
| No. Appearing: | Wild 3d10 |
| Save As: | Fighter: 1 to 4 (as Hit Dice) |
| Morale: | 5 (7) |
| Treasure Type: | None |
| XP: | 25 - 240 |
The statistics above represent common sorts of wild herd animals, including deer (1 hit die), aurochs (2 hit dice), elk or moose (3 hit dice) and bison (4 hit dice). Such creatures are often skittish and likely to flee if provoked, but males are more aggressive in the presence of females (the parenthesized morale applies in this case).
Cattle, aurochs, and bison are not included in this category, they have their own [entry](#cattle-including-aurochs-and-bison).
Generally, 1 hit die herd animals inflict 1d4 points of
damage on a hit, 2 and 3 hit die animals inflict 1d6, and
4 hit die animals inflict 1d8. The GM should feel free to
vary from these figures as he or she sees fit; there are
many types of herd animals in the world, and some are
better armed than others.
<div class="text-end"><a href="#top" class="top-button">TOP</a></div>
</div>
<div class="monster" data-tag="Ape, Carnivorous" >
## Ape, Carnivorous
| | Ape, Carnivorous |
| --------------- | ----------------------- |
| Armor Class: | 14 |
| Hit Dice: | 4 |
| No. of Attacks: | 2 claws |
| Damage: | 1d4/1d4 |
| Movement: | 40' |
| No. Appearing: | 1d6, Wild 2d4, Lair 2d4 |
| Save As: | Fighter: 4 |
| Morale: | 7 |
| Treasure Type: | None |
| XP: | 240 |
Carnivorous apes appear much like ordinary gorillas, but are bad-tempered and aggressive. They are actually omnivores, but have a marked preference for meat. Adult females are 4½ to 5 feet tall and weigh up to 300 pounds, while males are larger, being 5½ to 6 feet tall and weighing up to 400 pounds.
<div class="text-end"><a href="#top" class="top-button">TOP</a></div>
</div>
<div class="monster" data-tag="Barkling" >
## Barkling
| | Barkling |
| --------------- | ------------------------ |
| Armor Class: | 15 (11) |
| Hit Dice: | 1/2 (1d4 HP) |
| No. of Attacks: | 1 bite or 1 weapon |
| Damage: | 1d4 bite, or by weapon |
| Movement: | 20' Unarmored, 40' |
| No. Appearing: | 3d4, Wild 4d6, Lair 5d10 |
| Save As: | Normal Man |
| Morale: | 7 (9) |
| Treasure Type: | P, Q each, C, K in Lair |
| XP: | 10 |
Barklings are diminutive furry humanoids with very
dog-like faces. They stand between 2½ and 3½ feet tall
and typically weigh around 45 pounds. They are pack
hunters by nature, shy when encountered singly or in
small groups but bold when their numbers are
overwhelming. Use the higher morale figure when a
barkling group outnumbers their enemies by 3
combatants to 1 or more.
Barklings can deliver a nasty bite but prefer to fight with
weapons, favoring small weapons made for their stature
and relative lack of strength; all such weapons do 1d4
points of damage on a hit.
Barklings see well in the dark, having Darkvision with a
range of 30 feet, but their sense of smell is where they
excel; a barkling can track almost any living or corporeal undead creature by scent, even if it has been
as much as a day since it passed.
In combat barklings usually wear chainmail armor
which they craft themselves (as shown in the Armor
Class given above).
One out of every ten barklings will be a warrior with 1
hit die (25 XP). In barkling encampments, one out of
every twenty will be a chieftain of 2 hit dice (75 XP)
having a +1 bonus to damage due to strength. In
villages of 50 or more there will be a barkling lord of 3
hit dice (145 XP) who has +1 bonus to damage.
Barklings gain a +1 bonus to their morale as long as
they are led by any of their leaders.
In addition, a lair has a chance equal to 1-2 on 1d6 of a
wizard being present (or 1-3 on 1d6 if a chieftain is
present). A wizard is equivalent to a 1 hit die warrior
barkling statistically, but has Magic-User abilities at level
1d4+1. For XP purposes, treat the wizard barkling as if
it has a number of hit dice equal to its magic-user level
-1, and assign one special ability bonus asterisk.
Barklings are sometimes confused with kobolds, for
whom they have a particular hatred; calling a barkling a
kobold or suggesting that the two species are related is
considered a terrible insult.
<div class="text-end"><a href="#top" class="top-button">TOP</a></div>
</div>
<div class="monster" data-tag="Basilisk, Common" data-tag2="Basilisk, Greater*" >
## Basilisk (Common, Greater)
| | Basilisk, Common | Basilisk, Greater* |
| --------------- | ----------------------- | --------------------------------------- |
| Armor Class: | 16 | 17 |
| Hit Dice: | 6** | 8*** |
| No. of Attacks: | 1 bite/1 gaze | 1 bite/ 1 gaze |
| Damage: | 1d10/petrification | 1d12 + poison, bite, petrification gaze |
| Movement: | 20' (10') | 20' (10') |
| No. Appearing: | 1d6, Wild 1d6, Lair 1d6 | 1 |
| Save As: | Fighter: 6 | Fighter: 8 |
| Morale: | 9 | 10 |
| Treasure Type: | F | F, K |
| XP: | 610 | 1,085 |
A basilisk is a giant six-legged lizard-like monster that
petrifies living creatures with its gaze. A basilisk has
dark brown, green, or black skin on its back and a pale
yellow or white belly. Adults reach a body length of 5
to 7 feet with a tail of roughly equal length, and a
weight of 250 to 400 pounds. There is no particular
difference in size between males and females.
Any living creature meeting the gaze of a basilisk must
save vs. Petrify or be turned to stone instantly. In
general, any creature surprised by the basilisk will meet
its gaze. Those who attempt to fight the monster while
averting their eyes suffer penalties of -4 to attack and -2
to AC. It is possible to use a mirror to fight the
monster, in which case the penalties are -2 to attack
and no penalty to AC. If a basilisk sees its own
reflection in a mirror it must save vs. Petrify or be
turned to stone; a petrified basilisk loses its power to
petrify. Basilisks instinctively avoid mirrors or other
reflective surfaces, even drinking with their eyes closed,
but if an attacker can manage to surprise the monster
with a mirror it may see its reflection.
The greater basilisk appears identical to the common
variety, save that it is larger, having a body length of
about 8 feet with a 7 to 9 foot long tail and weighing
between 400 and 750 pounds. The skin of the greater
basilisk is toxic to the touch, such that any living
creature bitten by one or who touches one with bare
skin must save vs. Poison or die. This effect persists
even after the monster is dead, typically for about 2d20
hours; the only way to tell if the effect has subsided is to
touch the corpse, an obviously bad idea.
<div class="text-end"><a href="#top" class="top-button">TOP</a></div>
</div>
<div class="monster" data-tag="Bat" data-tag2="Giant Bat" >
## Bat (and Bat, Giant)
| | Bat | Giant Bat |
| --------------- | ----------------------------- | -------------------------- |
| Armor Class: | 14 | 14 |
| Hit Dice: | 1 Hit Point | 2 |
| No. of Attacks: | 1 special | 1 bite |
| Damage: | Confusion | 1d4 |
| Movement: | 30' Fly 40' | 10' Fly 60' (10') |
| No. Appearing: | 1d100, Wild 1d100, Lair 1d100 | 1d10, Wild 1d10, Lair 1d10 |
| Save As: | Normal Man | Fighter: 2 |
| Morale: | 6 | 8 |
| Treasure Type: | None | None |
| XP: | 10 | 75 |
Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats. They have a natural sonar that allows them to operate in total darkness; for game purposes, treat this ability as Darkvision.
A group of normal-sized bats has no effective attack (at least in terms of doing damage) but can confuse those in the area, flying around apparently randomly. For every ten bats in the area, one creature can be confused; such a creature will suffer a penalty of -2 on all attack and saving throw rolls while the bats remain in the area.
A giant bat has a wingspan of 15 feet and weighs about 200 pounds. They have the same sensory abilities as normal-sized bats, but being much larger, they are able to attack adventurers; many are carnivorous, making such attacks likely.
<div class="text-end"><a href="#top" class="top-button">TOP</a></div>
</div>
<div class="monster" data-tag="Bear" >
## Bear
Bears attack by rending opponents with their claws, dragging them in and biting them. A successful hit with both paws indicates a hug attack for additional damage (as given for each specific bear type). All bears are very tough to kill, and are able to move and attack for one round after losing all hit points.
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</div>
<div class="monster" data-tag="Bear, Black" >
### Bear, Black
| | Bear, Black |
| --------------- | ----------------------- |
| Armor Class: | 14 |
| Hit Dice: | 4 |
| No. of Attacks: | 2 claws/1 bite + hug |
| Damage: | 1d4/1d4/1d6 + 2d6 hug |
| Movement: | 40' |
| No. Appearing: | 1d4, Wild 1d4, Lair 1d4 |
| Save As: | Fighter: 4 |
| Morale: | 7 |
| Treasure Type: | None |
| XP: | 240 |
Black bears are omnivorous, and despite their
formidable size and strength are not particularly
aggressive, though a female will fight fiercely if her cubs
are threatened.
<div class="text-end"><a href="#top" class="top-button">TOP</a></div>
</div>
<div class="monster" data-tag="Bear, Cave" >
### Bear, Cave
| | Bear, Cave |
| --------------- | ----------------------- |
| Armor Class: | 15 |
| Hit Dice: | 7 |
| No. of Attacks: | 2 claws/1 bite + hug |
| Damage: | 1d8/1d8/2d6 + 2d8 hug |
| Movement: | 40' |
| No. Appearing: | 1d2, Wild 1d2, Lair 1d2 |
| Save As: | Fighter: 7 |
| Morale: | 9 |
| Treasure Type: | None |
| XP: | 670 |
These monstrous bears are even larger than grizzly bears. They are ferocious killers, attacking almost anything of equal or smaller size.
<div class="text-end"><a href="#top" class="top-button">TOP</a></div>
</div>
<div class="monster" data-tag="Bear, Grizzly (or Brown)" >
### Bear, Grizzly (or Brown)
| | Bear, Grizzly (or Brown) |
| --------------- | ------------------------ |
| Armor Class: | 14 |
| Hit Dice: | 5 |
| No. of Attacks: | 2 claws/1 bite + hug |
| Damage: | 1d4/1d4/1d8 + 2d8 hug |
| Movement: | 40' |
| No. Appearing: | 1, Wild 1d4, Lair 1d4 |
| Save As: | Fighter: 5 |
| Morale: | 8 |
| Treasure Type: | None |
| XP: | 360 |
Brown bears are huge, carnivorous, and aggressive. An
adult male weighs 400 to 800 pounds and four feet
high at the shoulder; females are slightly smaller, but
just as bloodthirsty.
<div class="text-end"><a href="#top" class="top-button">TOP</a></div>
</div>
<div class="monster" data-tag="Bear, Polar" >
### Bear, Polar
| | Bear, Polar |
| --------------- | ---------------------- |
| Armor Class: | 14 |
| Hit Dice: | 6 |
| No. of Attacks: | 2 claws/1 bite + hug |
| Damage: | 1d6/1d6/1d10 + 2d8 hug |
| Movement: | 40' |
| No. Appearing: | 1, Wild 1d2, Lair 1d2 |
| Save As: | Fighter: 6 |
| Morale: | 8 |
| Treasure Type: | None |
| XP: | 500 |
Polar bears are found in far northern regions. They are larger and more powerful than brown bears, and just as hostile.
<div class="text-end"><a href="#top" class="top-button">TOP</a></div>
</div>
<div class="monster" data-tag="Bee, Giant" >
## Bee, Giant
| | Bee, Giant |
| --------------- | ----------------------- |
| Armor Class: | 13 |
| Hit Dice: | 1/2* (1d4 HP)* |
| No. of Attacks: | 1 sting |
| Damage: | 1d4 + poison |
| Movement: | 10' Fly 50' |
| No. Appearing: | 1d6, Wild 1d6, Lair 5d6 |
| Save As: | Fighter: 1 |
| Morale: | 9 |
| Treasure Type: | Special |
| XP: | 13 |
Giant bees live in hives, generally in underground areas.
In each such hive will be a queen who has 2 hit dice and
inflicts only a bite doing 1d8 points of damage. She is
immobile, and if she is threatened all bees in the hive will
fight without checking morale. The queen is worth 75 XP
if defeated.
Those stung by a giant bee must save vs. Poison or die. A
giant bee that successfully stings another creature pulls
away, leaving its stinger in the creature; the bee then dies.
Each giant bee hive will contain honeycomb filled with
honey, which is entirely safe to eat and is worth 10 GP per
gallon if carefully removed. Generally 2d10+10 gallons of
honey will be present in any given hive. There is also a
15% chance that one of the cells in the honeycomb will
contain special honey which acts as 1d6+1 [Potions of Healing](magicItems.qmd#potions) if consumed. This honey can be discovered by chance, or through the use of [detect magic](allSpells.qmd#detect-magic).
<div class="text-end"><a href="#top" class="top-button">TOP</a></div>
</div>
<div class="monster" data-tag="Beetle, Giant Bombardier" >
## Beetle, Giant Bombardier
| | Beetle, Giant Bombardier |
| --------------- | ------------------------ |
| Armor Class: | 16 |
| Hit Dice: | 2* |
| No. of Attacks: | 1 bite + special |
| Damage: | 1d6 + special |
| Movement: | 40' |
| No. Appearing: | 1d8, Wild 2d6, Lair 2d6 |
| Save As: | Fighter: 2 |
| Morale: | 8 |
| Treasure Type: | None |
| XP: | 100 |
Giant bombardier beetles have red head and thorax sections and black abdomens. They are 3 to 4 feet long. In combat, a giant bombardier beetle bites opponents in front of it, and sprays a cone of very hot and noxious gases from a nozzle in the rearmost tip of the abdomen. This toxic blast causes 2d6 points of damage to all within a cone 10' long and 10' wide at the far end (a save vs. Death Ray for half damage is allowed). A giant bombardier beetle can use this spray attack up to five times per day, but no more often than once per three rounds. Faced with opponents attacking from just one direction, a giant bombardier beetle may choose to turn away and use the spray attack rather than biting.
Giant bombardier beetles, like most beetles, have more or less the same visual acuity in all directions, and thus suffer no penalty to Armor Class when attacked from behind.
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<div class="monster" data-tag="Beetle, Giant Fire" >
## Beetle, Giant Fire
| | Beetle, Giant Fire |
| --------------- | ----------------------- |
| Armor Class: | 16 |
| Hit Dice: | 1+2 |
| No. of Attacks: | 1 bite |
| Damage: | 2d4 |
| Movement: | 40' |
| No. Appearing: | 1d8, Wild 2d6, Lair 2d6 |
| Save As: | Fighter: 1 |
| Morale: | 7 |
| Treasure Type: | None |
| XP: | 25 |
Giant fire beetles are huge, being 18 to 30 inches long,
and have shiny black carapaces. Each has a pair of
glowing red organs located just below their eyes which
illuminate a radius of 10 feet around the creature.
These glands continue to glow for 1d6 days after one is
killed, and may be removed and used for illumination
by any adventurers not too squeamish to do so.
They are normally timid but will fight if cornered. Like
most beetles, they have more or less the same visual
acuity in all directions, and thus those who attack them
from behind receive no bonus to do so.
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<div class="monster" data-tag="Beetle, Giant Oil" >
## Beetle, Giant Oil
| | Beetle, Giant Oil |
| --------------- | -------------------------- |
| Armor Class: | 16 |
| Hit Dice: | 2 |
| No. of Attacks: | 1 bite + spray (see below) |
| Damage: | 2d4 bite, special spray |
| Movement: | 40' |
| No. Appearing: | 1d8, Wild 2d6, Lair 2d6 |
| Save As: | Fighter: 2 |
| Morale: | 8 |
| Treasure Type: | None |
| XP: | 100 |
Giant oil beetles are about 3 feet long, and are often
found burrowing in soil or roaming dungeon corridors.
Their eyes are arranged on the sides of their heads such
that they can see perfectly well behind them as well as
in front, negating any normal bonus for attacking from
behind.
In addition to its bite, a giant oil beetle can attack with a
spray of oil from its abdomen; this can only be applied
to opponents within 5 feet of the back of the beetle,
and an attack roll is needed to hit. Living creatures hit
by this spray suffer a penalty of -2 on all attack rolls for
24 hours due to painful blisters inflicted by the irritating
oil. A [cure light wounds](allSpells.qmd#cure-light-wounds) spell may be used to remove
this effect, but if so used the spell does not also restore
hit points to the victim
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<div class="monster" data-tag="Beetle, Giant Tiger" >
## Beetle, Giant Tiger
| | Beetle, Giant Tiger |
| --------------- | ----------------------- |
| Armor Class: | 17 |
| Hit Dice: | 3+1 |
| No. of Attacks: | 1 bite |
| Damage: | 2d6 |
| Movement: | 60' (10') |
| No. Appearing: | 1d6, Wild 2d4, Lair 2d4 |
| Save As: | Fighter: 3 |
| Morale: | 9 |
| Treasure Type: | U |
| XP: | 145 |
Giant tiger beetles are predatory monsters around 5 feet long. Their carapaces tend to be dark brown with lighter brown striped or spotted patterns, but there are many variations.
They are fast runners, depending on their speed to run down prey, and they willingly prey on any creature of man size or smaller. Like most beetles, they have more or less the same visual acuity in all directions, and thus suffer no penalty to Armor Class when attacked from behind.
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<div class="monster" data-tag="Blink Dog" >
## Blink Dog
| | Blink Dog |
| --------------- | ----------------------- |
| Armor Class: | 15 |
| Hit Dice: | 4* |
| No. of Attacks: | 1 bite |
| Damage: | 1d6 |
| Movement: | 40' |
| No. Appearing: | 1d6, Wild 1d6, Lair 1d6 |
| Save As: | Fighter: 4 |
| Morale: | 6 |
| Treasure Type: | C |
| XP: | 280 |
Blink dogs, also known as flicker beasts, are strange
creatures which resemble wolves or hyenas who can
teleport up to 120 feet at will. Teleportation is so easy
for them that they can sometimes teleport away before
being attacked; specifically, when a flicker beast know
of the attacker’ presence. The flicker beast is allowed a
saving throw vs. Death Ray, and on a successful roll
teleports 1d6 x 10 feet in a random direction (but never
into solid matter, nor into any dangerous area the
creature knows about).
These creatures are pack hunters, using their
teleportation to confuse their prey until they are able to
surround it. In this way, some members of the pack will
be able to attack from behind, a trick they are so good
at that they receive the same benefits as a thief: +4 to
hit and double damage if the hit is successful.
Blink dogs are large canines, typically light brown in
color with short bristly hair; some varieties are striped or
spotted. They communicate using a language of barks,
growls, and yips which is somewhat limited but can
convey useful tactical information. They are shy,
generally avoiding a fight if possible, but they hate
[deceivers](monstersAll.qmd#deceiver-panther-hydra) and will generally attack them on sight.
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<div class="monster" data-tag="Blood Rose" >
## Blood Rose
| | Blood Rose |
| --------------- | -------------------------- |
| Armor Class: | 13 |
| Hit Dice: | 2* to 4* |
| No. of Attacks: | 1 to 3 + blood drain |
| Damage: | 1d6, 1d6/round blood drain |
| Movement: | 1' |
| No. Appearing: | Wild 1d8 |
| Save As: | Fighter: 2 |
| Morale: | 12 |
| Treasure Type: | None |
| XP: | 100 - 280 |
Blood roses appear to be normal rose bushes, but are actually animated plants, dimly aware of their surroundings. These plants are always in bloom, bearing beautiful flowers that are normally white (or rarely, yellow) in color.
The fragrance of the flowers is detectable up to 30' from the plant in ideal conditions. Blood roses can move about slowly, and will try to find locations sheltered from the wind in order to achieve those ideal conditions. Living creatures who smell the fragrance must save vs. Poison or become befuddled; such a victim will drop anything carried and try to approach the plant. Each round an unaffected living creature can smell the fragrance it must make this save. Befuddled creatures will not resist the attacks of the blood rose; if affected creatures are removed from the area, the effect of the fragrance will expire 2d4 rounds later. Undead monsters, constructs, etc. are not affected.
Each blood rose plant will have 1, 2 or 3 whiplike canes studded with thorns with which it can attack. When a cane hits, it wraps around the victim and begins to drain blood, doing 1d6 points of damage per round. A blood rose which has recently (within one day) "eaten" in this way will have flowers ranging from pink to deep wine red in color, which will fade slowly back to white or yellow as the plant digests the blood it has consumed.
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<div class="monster" data-tag="Boar" >
## Boar
| | Boar |
| --------------- | ---------- |
| Armor Class: | 13 |
| Hit Dice: | 3 |
| No. of Attacks: | 1 tusk |
| Damage: | 2d4 |
| Movement: | 50' (10') |
| No. Appearing: | Wild 1d6 |
| Save As: | Fighter: 3 |
| Morale: | 9 |
| Treasure Type: | None |
| XP: | 145 |
Wild boars are the natural variety of swine. They are surly and aggressive, prone to attacking characters just because they are present. Note that "boar" refers specifically to the male of the species, but females are equally large and fierce, more so if they have offspring.
Wild boars have stocky and muscular bodies, covered with bristly hair which may be black, brown, or gray in color. Those in colder climates will have an under-layer of warm fur, while those found in warmer areas will not.
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<div class="monster" data-tag="Bugbear" >
## Bugbear
| | Bugbear |
| --------------- | -------------------------- |
| Armor Class: | 15 (13) |
| Hit Dice: | 3+1 |
| No. of Attacks: | 1 weapon |
| Damage: | 1d8+1 or by weapon +1 |
| Movement: | 30' Unarmored 40' |
| No. Appearing: | 2d4, Wild 5d4, Lair 5d4 |
| Save As: | Fighter: 3 |
| Morale: | 9 |
| Treasure Type: | Q, R each; B, L, M in lair |
| XP: | 145 |
Bugbears look like huge, hairy goblins, standing about 6 feet tall. Their eyes are usually a darkish brown color and they move very quietly. They are wild and cruel, and bully smaller humanoids whenever possible.
Bugbear attacks are coordinated, and their tactics are sound if not brilliant. They are able to move in nearly complete silence, surprising opponents on 1-3 on 1d6. In order to remain silent, they must wear only leather or hide armor, as indicated in the Armor Class scores above. Bugbears receive a +1 bonus on damage due to their great Strength. As with most goblinoid monsters, they have Darkvision with a 30' range.
One out of every eight bugbears will be a hardened warrior of 4+4 Hit Dice (240 XP), with a +2 bonus to damage. In lairs of 16 or more bugbears, there will be a chieftain of 6+6 Hit Dice (500 XP), with a +3 bonus to damage. Bugbears gain a +1 bonus to their morale if they are led by a hardened warrior or chieftain. In the lair, bugbears never fail a morale check as long as the chieftain is alive. In addition, there is a 2 in 6 chance that a shaman will be present in a lair. A shaman is equal to an ordinary bugbear statistically, but possesses 1d4+1 levels of Clerical abilities.
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<div class="monster" data-tag="Caecilia, Giant" >
## Caecilia, Giant
| | Caecilia, Giant |
| --------------- | ---------------------------- |
| Armor Class: | 14 |
| Hit Dice: | 6* |
| No. of Attacks: | 1 bite + swallow on 19/20 |
| Damage: | 1d8 + 1d8/round if swallowed |
| Movement: | 20' (10') |
| No. Appearing: | 1d3, Lair 1d3 |
| Save As: | Fighter: 3 |
| Morale: | 9 |
| Treasure Type: | B |
| XP: | 555 |
Caecilia are carnivorous, legless amphibians; they strongly resemble earthworms, but they have bony skeletons and sharp teeth. Caecilia live entirely underground. The giant variety grows up to 30' long and frequently are found in caverns or dungeons. They are nearly blind, but caecilia are very sensitive to sound and vibrations, and are able to find their prey regardless of light or the absence thereof.
A caecilia can swallow a single small humanoid or demi-human (such as a goblin or halfling) whole. On a natural attack roll of 19 or 20, such a victim has been swallowed (assuming that roll does actually hit the victim). A swallowed victim suffers 1d8 damage per round, and may only attack from the inside with a small cutting or stabbing weapon such as a dagger. While the inside of the caecilia is easier for the victim to hit, fighting while swallowed is more difficult, so no modifiers to the attack roll are applied.
Once a caecilia has swallowed an opponent, it will generally attempt to disengage from combat, going to its lair to rest and digest its meal.
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<div class="monster" data-tag="Cattle" data-tag2="Aurochs" data-tag3="Bison">
## Cattle (Including Aurochs and Bison)
| | Cattle | Aurochs | Bison |
| --------------- | ----------------------------- | --------------------- | --------------------- |
| Armor Class: | 14 | 16 | 16 |
| Hit Dice: | 2+2 | 3 | 4 |
| No. of Attacks: | 1 horn/head butt or 1 trample | --Same-- | -- Same -- |
| Damage: | 1d4 butt, 2d4 trample | 1d4 butt, 2d4 trample | 1d4 butt, 2d4 trample |
| Movement: | 50' (10') | 50' (10') | 50' (10') |
| No. Appearing: | Special, Wild 10d12 | Special, Wild 10d12 | Special, Wild 10d12 |
| Save As: | Fighter: 3 | Fighter: 3 | Fighter: 4 |
| Morale: | 5 (8) | 7 (9) | 7(9) |
| Treasure Type: | None | None | None |
| XP: | 75 | 145 | 240 |
Cattle are large mammals with cloven hooves and
horned heads. Cattle are raised mostly for their meat
(beef), leather, and milk. Cattle eat grass and are fairly
gentle unless spooked, in which case they will stampede
(run in a group). Anyone caught in the path of the
stampede will suffer at least one trampling attack, as
determined by the GM. Male cattle are called bulls,
females are cows, and young are calves (calf is
singular). If attacked, cattle will charge, generally using
their horns to attack. Bulls are larger (+1 hit die), less
easily frightened (use the second listed morale figure),
and are quite aggressive in defense of the herd. A bull
will likely attack if he sees quick movements from
creatures he might be able to reach with a charge.
Meanwhile, if unable to flee cows will usually assume a
roughly circular formation with their heads outward,
while calves will be kept in the center, though if the
opponents are small enough they may instead charge
en masse, trampling all creatures in their path.
A typical small farm with cattle will have a bull, 5d4
cows, and 2d10 calves (but not more than the number
of cows).
Aurochs are wild cattle; they are shaggy and rough-
looking. Bison are the largest species of wild bovines.
All types of bovines tend to behave in the same general
way, as described above.
An ox is typically a castrated bull used as a draft animal;
females may be used, rarely, but males are preferred
due to their greater size and strength. Oxen are usually
paired as a team to pull a fully-loaded wagon (or the
equivalent of 3,000 lb). Oxen require less food and
water, being able to eat rough grass better than draft
horses, which makes them valuable to merchants with
large caravans going over semi-arid prairie.
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<div class="monster" data-tag="Cave Locust, Giant">
## Cave Locust, Giant
| | Cave Locust, Giant |
| --------------- | -------------------------- |
| Armor Class: | 16 |
| Hit Dice: | 2** |
| No. of Attacks: | 1 bite or 1 bump or 1 spit |
| Damage: | 1d2 or 1d4* or special |
| Movement: | 20' Fly 60' (15') |
| No. Appearing: | 2d10, Wild 1d10 |
| Save As: | Fighter: 2 |
| Morale: | 5 |
| Treasure Type: | None |
| XP: | 125 |
Giant cave locusts are pale, cricket-like creatures that live underground. An average giant cave locust is 2 to 4 feet long. They are eyeless, depending on their sound-sensitive antennae, vibration-sensitive feet and a variety of touch-sensitive "hairs" on their legs to sense the environment around them.
These creatures eat subterranean fungus (including shriekers) as well as carrion; they are not predators, but if disturbed they will attack, shrieking loudly, biting, jumping wildly around, or spitting nasty goo.
All giant cave locusts in a group will shriek when disturbed, attracting wandering monsters. The GM should roll a wandering monster check each round that one or more cave locusts are attacking; if wandering monsters are indicated, they will arrive in 1d4 rounds.
Any giant cave locust that is engaged (adjacent to an opponent) will attempt to bite, doing 1d2 damage on a successful hit. This does not interrupt the monster's shrieking.
A giant cave locust can leap up to 60' horizontally, or up to 30' up. If one of these creatures is not engaged at the beginning of the round, it will leap toward one of the opponent creatures; roll a normal attack roll, and if the attack hits, the target creature takes 1d4 points of non-lethal damage from the impact.
Finally, a giant cave locust can spray a greenish-brown goo (its digestive juices) up to 10' away. Each giant cave locust can perform this attack just once per encounter. This spit attack will usually be reserved until they fail a morale check, in which case all remaining giant cave locusts will spit at their nearest opponent, and then all will attempt to flee in the next round. To spit on an opponent, the giant cave locust rolls an attack against Armor Class 11 (plus Dexterity and magical bonuses, but no normal armor value applies). If the attack hits, the target must save vs. Poison or be unable to do anything for 3d6 rounds due to the horrible smell.
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<div class="monster" data-tag="Caveman" >
## Caveman
| | Caveman |
| --------------- | -------------------------- |
| Armor Class: | 12 |
| Hit Dice: | 2 |
| No. of Attacks: | 1 weapon |
| Damage: | 1d8 or weapon + 1 |
| Movement: | 40' |
| No. Appearing: | 1d10, Wild 10d4, Lair 10d4 |
| Save As: | Fighter: 2 |
| Morale: | 7 |
| Treasure Type: | C |
| XP: | 75 |
Cavemen are a species closely related to humans; they are shorter and stockier, and much more heavily muscled. They do not all actually live in caves. Whether they are actually less intelligent than "normal" humans or not is a matter of debate, but it is true that they do not have the facility for language as other human, demi-human and humanoid races.
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<div class="monster" data-tag="Centaur" >
## Centaur
| | Centaur |
| --------------- | ------------------------ |
| Armor Class: | 15 (13) |
| Hit Dice: | 4 |
| No. of Attacks: | 2 hooves/1 weapon |
| Damage: | 1d6/1d6/1d6 or by weapon |
| Movement: | 50' Unarmored 60' (10') |
| No. Appearing: | Wild 2d10 |
| Save As: | Fighter: 4 |
| Morale: | 8 |
| Treasure Type: | A |
| XP: | 240 |
Centaurs appear to be half man, half horse, having the torso, arms and head of a man in the position a horse's head would otherwise occupy. A centaur is as big as a heavy horse, but much taller and slightly heavier; average males are about 7 feet tall and weigh about 2,100 pounds, and females are just a bit smaller. Centaurs may charge with a spear or lance just as a man on horseback, with the same bonuses. They typically wear leather armor when prepared for combat.
Centaurs are generally haughty and aloof, but very honorable. Most would rather die than allow humans, demi-humans, or humanoids to ride on their backs.
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<div class="monster" data-tag="Centipede, Giant" >
## Centipede, Giant
| | Centipede, Giant |
| --------------- | ----------------------- |
| Armor Class: | 11 |
| Hit Dice: | 1d4 Hit Points* |
| No. of Attacks: | 1 bite |
| Damage: | poison bite |
| Movement: | 40' |
| No. Appearing: | 2d4, Wild 2d4, Lair 2d4 |
| Save As: | Normal Man |
| Morale: | 7 |
| Treasure Type: | None |
| XP: | 13 |
Giant centipedes are larger versions of the normal sort, being 2 to 3 feet long. Centipedes are fast-moving, predatory, venomous arthropods, having long segmented bodies with exoskeletons. They prefer to live in underground areas, shadowy forested areas, and other places out of direct sunlight; however, there are desert-dwelling varieties that hide under the sand waiting for prey to wander by.
These creatures are aggressive and always hungry, attacking any living creature and only checking morale if injured. Giant centipedes attack with a poisonous bite, and those bitten must save vs. Poison or die; however, the poison is somewhat weak and thus grants a bonus of +2 on the saving throw.
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<div class="monster" data-tag="Cheetah" >
## Cheetah
| | Cheetah |
| --------------- | ------------------ |
| Armor Class: | 14 |
| Hit Dice: | 2 |
| No. of Attacks: | 2 claws/1 bite |
| Damage: | 1d4/1d4/2d4 |
| Movement: | 100' |
| No. Appearing: | Wild 1d3, Lair 1d3 |
| Save As: | Fighter: 2 |
| Morale: | 7 |
| Treasure Type: | None |
| XP: | 75 |
A Cheetah is one of the fastest land animals - a large (about 100 pounds) cat capable of reaching up to 75 miles per hour when running. It hunts alone or in small groups (usually composed of siblings). It will rarely attack humans unless compelled to do so, but a female will ferociously defend her young.
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<div class="monster" data-tag="Chimera" >
## Chimera
| | Chimera |
| --------------- | ------------------------------------------------------------------------ |
| Armor Class: | 16 |
| Hit Dice: | 9** (+8) |
| No. of Attacks: | 2 claws, 1 lion bite, 1 goat horns,1 dragon bite or breath |
| Damage: | 1d4 claw, 2d4 bite (lion or dragon), 1d8 horns (goat), 3d4 dragon breath |
| Movement: | 40' (10') Fly 60' (15') |
| No. Appearing: | 1d2, Wild 1d4, Lair 1d4 |
| Save As: | Fighter: 9 |
| Morale: | 9 |
| Treasure Type: | F |
| XP: | 1,225 |
Chimeras are strange creatures having a lion's body with the heads of a lion, a goat, and a dragon, and the wings of a dragon. A chimera is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. A chimera's dragon head might be black, blue, green, red, or white, and has the same type of breath weapon as that sort of dragon. Regardless of type, the dragon's head breathes a 50' long cone with a 10' wide end, for 3d6 points of damage; victims may save vs. Dragon Breath for one-half damage.
Chimeras are cruel and voracious. They can speak Dragon but seldom bother to do so, except when toadying to more powerful creatures.
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<div class="monster" data-tag="Cockatrice" >
## Cockatrice
| | Cockatrice |
| --------------- | ----------------------- |
| Armor Class: | 14 |
| Hit Dice: | 5** |
| No. of Attacks: | 1 beak + special |
| Damage: | 1d6 + petrification |
| Movement: | 30' Fly 60' (10') |
| No. Appearing: | 1d4, Wild 1d8, Lair 1d8 |
| Save As: | Fighter: 5 |
| Morale: | 7 |
| Treasure Type: | D |
| XP: | 450 |
A cockatrice is a strange creature, appearing to be a chicken (hen or rooster) with a long serpentine neck and tail; the neck is topped by a more or less normal looking chicken head.
A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb. A cockatrice weighs about 25 pounds. A cockatrice is no more intelligent than any animal, but they are bad-tempered and prone to attack if disturbed.
Anyone touched by a cockatrice, or who touches one (even if gloved), must save vs. Petrification or be turned to stone.
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<div class="monster" data-tag="Crab, Giant" >
## Crab, Giant
| | Crab, Giant |
| --------------- | ----------------------- |
| Armor Class: | 18 |
| Hit Dice: | 3 |
| No. of Attacks: | 2 pincers |
| Damage: | 2d6/2d6 |
| Movement: | 20' Swim 20' |
| No. Appearing: | 1d2, Wild 1d6, Lair 1d6 |
| Save As: | Fighter: 3 |
| Morale: | 7 |
| Treasure Type: | None |
| XP: | 145 |
Giant crabs naturally resemble the ordinary variety, but are much larger, averaging 5' in diameter (not counting their legs). These creatures are often found in water-filled caves, particularly those connected to a river, lake or sea, and are tolerant of both fresh and salt water. Also, they are able to live in stagnant water, though they prefer a better environment.
Giant crabs carry their eyes on armored stalks, which means that no bonus is awarded for attacking them from behind.
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<div class="monster" data-tag="Crocodile" >
## Crocodile
| | **Normal Crocodile** | **Large Crocodile** | **Giant Crocodile** |
| --------------- | ------------------------ | ------------------- | ------------------- |
| Armor Class: | 15 | 17 | 19 |
| Hit Dice: | 2 | 6 | 15 (+11) |
| No. of Attacks: | 1 bite | 1 bite | 1 bite |
| Damage: | 1d8 | 2d8 | 3d8 |
| Movement: | 30' (10') Swim 30' (10') | --Same-- | --Same-- |
| No. Appearing: | Wild 1d8 | Wild 1d4 | Wild 1d3 |
| Save As: | Fighter: 2 | Fighter: 6 | Fighter: 15 |
| Morale: | 7 | 8 | 9 |
| Treasure Type: | None | None | None |
| XP: | 75 | 500 | 2,850 |
Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach; when in their natural element, they surprise on 1-4 on 1d6.
**Large Crocodiles:** These huge creatures are from 12-20 feet long. Large crocodiles fight and behave like their smaller cousins.
**Giant Crocodiles:** These gigantic creatures usually live in salt water and are generally more than 20 feet long. Giant crocodiles fight and behave like their smaller cousins.
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<div class="monster" data-tag="Common Deceiver" data-tag2="Greater Deceiver" >
## Deceiver (Panther-Hydra)
| | Common Deceiver | Greater Deceiver |
| --------------- | -------------------------------- | ----------------------------------------- |
| Armor Class: | 16 | 16 |
| Hit Dice: | 6* | 7** |
| No. of Attacks: | 3 bites | 3 bites |
| Damage: | 1d6 snake bite, 1d8 panther bite | 1d6 + poison snake bite, 2d6 panther bite |
| Movement: | 50' | 40' |
| No. Appearing: | 1d4, Wild 1d4 | 1d4, Wild 1d4 |
| Save As: | Fighter: 6 | Fighter: 7 |
| Morale: | 8 | 9 |
| Treasure Type: | D | D |
| XP: | 555 | 800 |
Deceivers are greenish-black catlike monsters with thick serpents extending from their shoulders. All three of the monster's mouths can bite, though the smaller serpent heads do not do as much damage.
The real power and danger of the deceiver is its power of **deception**, a mental ability which causes those attacking the monster to believe the creature is about 3 feet from its true location. Any character fighting a deceiver for the first time will miss their first strike regardless of the die roll. Thereafter, all attacks against deceivers will be at a penalty of -2 to the attack roll. This is not cumulative with the penalty for fighting blind. As a mental power, this ability does not affect mindless creatures, constructs such as golems or living statues, or any sort of undead. Living creatures which are not mindless will be affected even if they do not use sight to target the deceiver.
**Greater Deceivers** are larger and more fierce than common Deceivers, and on top of that, their serpent heads have a deadly venomous bite; victims must save vs. Poison or die.
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<div class="monster" data-tag="Dinosaur, Deinonychus" >
## Dinosaur, Deinonychus
| | Dinosaur, Deinonychus |
| --------------- | ----------------------- |
| Armor Class: | 15 |
| Hit Dice: | 3 |
| No. of Attacks: | 1 bite |
| Damage: | 1d8 |
| Movement: | 50' |
| No. Appearing: | 1d3, Wild 2d3, Lair 2d6 |
| Save As: | Fighter: 3 |
| Morale: | 8 |
| Treasure Type: | None |
| XP: | 145 |
The Deinonychus (sometimes mistakenly called a "Velociraptor") is a medium-sized feathered dinosaur weighting approximately 150 pounds and reaching about 11 feet of length (tail included). It is an avid predator and a skilled pack-hunter; its warm blood, aerodynamic build and vicious maw allow it to feed on larger but more primitive dinosaurs.
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<div class="monster" data-tag="Pterodactyl" data-tag2="Pteranodon" >
## Dinosaur, Pterodactyl (and Pteranodon)
| | **Pterodactyl** | **Pteranodon** |
| --------------- | --------------- | -------------- |
| Armor Class: | 12 | 13 |
| Hit Dice: | 1 | 5 |
| No. of Attacks: | 1 bite | 1 bite |
| Damage: | 1d4 | 2d6 |
| Movement: | Fly 60' (10') | Fly 60' (15') |
| No. Appearing: | Wild 2d4 | Wild 1d4 |
| Save As: | Fighter: 1 | Fighter: 3 |
| Morale: | 7 | 8 |
| Treasure Type: | None | None |
| XP: | 25 | 360 |
Pterodactyls are prehistoric winged reptilian creatures, having a wingspan of around 25 to 30 inches. Though they eat mostly fish, they may attack smaller characters or scavenge unguarded packs.
Pteranodons are essentially giant-sized pterodactyls, having wingspans of 25 feet or more. They are predators, and may attack adventuring parties.
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<div class="monster" data-tag="Dinosaur, Stegosaurus" >
## Dinosaur, Stegosaurus
| | Dinosaur, Stegosaurus |
| --------------- | -------------------------- |
| Armor Class: | 17 |
| Hit Dice: | 11 (+9) |
| No. of Attacks: | 1 tail/1 bite or 1 trample |
| Damage: | 2d8/1d6 or 2d8 |
| Movement: | 20' (15') |
| No. Appearing: | Wild 1d4 |
| Save As: | Fighter: 6 |
| Morale: | 7 |
| Treasure Type: | None |
| XP: | 1,575 |
Although fearsome looking, the stegosaurus is actually a
peaceable creature and will only fight in self-defense,
either biting, trampling, or using its spiked tail,
depending on where the opponent is standing in