diff --git a/docs/monsters.json b/docs/monsters.json index 8ceaea2..1c04432 100644 --- a/docs/monsters.json +++ b/docs/monsters.json @@ -64,19 +64,6 @@ "Treasure Type:": "None", "XP:": "240" }, - { - "Name": "Assassin Vine", - "Armor Class:": "15", - "Hit Dice:": "6", - "No.\u00a0of Attacks:": "1 entangle + special", - "Damage:": "1d8 + special", - "Movement:": "5\u2019", - "No.\u00a0Appearing:": "1d4+1", - "Save As:": "Fighter: 6", - "Morale:": "12", - "Treasure Type:": "U", - "XP:": "500" - }, { "Name": "Barkling", "Armor Class:": "15 (11)", @@ -259,19 +246,6 @@ "Treasure Type:": "U", "XP:": "145" }, - { - "Name": "Black Pudding*", - "Armor Class:": "14", - "Hit Dice:": "10* (+9)", - "No.\u00a0of Attacks:": "1 pseudopod", - "Damage:": "3d8", - "Movement:": "20\u2019", - "No.\u00a0Appearing:": "1", - "Save As:": "Fighter: 10", - "Morale:": "12", - "Treasure Type:": "None", - "XP:": "1,390" - }, { "Name": "Blink Dog", "Armor Class:": "15", @@ -1299,19 +1273,6 @@ "Treasure Type:": "C", "XP:": "320" }, - { - "Name": "Gelatinous Cube", - "Armor Class:": "12", - "Hit Dice:": "4*", - "No.\u00a0of Attacks:": "1", - "Damage:": "2d4 + paralysis", - "Movement:": "20\u2019", - "No.\u00a0Appearing:": "1", - "Save As:": "Fighter: 2", - "Morale:": "12", - "Treasure Type:": "V", - "XP:": "280" - }, { "Name": "Ghost*", "Armor Class:": "20 (m)", @@ -3095,7 +3056,7 @@ "XP:": "25 - 240" }, { - "Name": "Weasel, Giant (or Ferret, Giant)", + "Name": "Weasel", "Armor Class:": "17", "Hit Dice:": "5", "No.\u00a0of Attacks:": "1 bite + hold", @@ -3173,7 +3134,7 @@ "XP:": "75" }, { - "Name": "Dire Wold", + "Name": "Dire Wolf", "Armor Class:": "14", "Hit Dice:": "4", "No.\u00a0of Attacks:": "1 bite", diff --git a/docs/monstersAll.html b/docs/monstersAll.html index 34b4a8a..006a28b 100644 --- a/docs/monstersAll.html +++ b/docs/monstersAll.html @@ -384,7 +384,6 @@

Table of contents

  • Ant, Giant (and Huge, Large)
  • Antelope
  • Ape, Carnivorous
  • -
  • Assassin Vine
  • Barkling
  • Basilisk (Common, Greater)
  • Bat (and Bat, Giant)
  • @@ -398,7 +397,6 @@

    Table of contents

  • Beetle, Giant Fire
  • Beetle, Giant Oil
  • Beetle, Giant Tiger
  • -
  • Black Pudding* (Black Jelly)
  • Blink Dog
  • Blood Rose
  • Boar
  • @@ -455,7 +453,6 @@

    Table of contents

  • Fly, Giant
  • Frog, Giant (and Toad, Giant)
  • Gargoyle*
  • -
  • Gelatinous Cube
  • Ghost*
  • Ghoul (and Ghast)
  • Giant, Cloud
  • @@ -580,7 +577,7 @@

    Table of contents

  • Urgoblin
  • Vampire*
  • Water Termite, Giant
  • -
  • Weasel, Giant (or Ferret, Giant)
  • +
  • Weasel, Normal and Giant (or Ferret)
  • Whale, Killer
  • Whale, Narwhal
  • Whale, Sperm
  • @@ -623,10 +620,10 @@

    16  Ant, Giant (and Huge, Large)

    ---+++ @@ -699,7 +696,7 @@

    Ant, Giant (and H

    -

    Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 5 to 6 feet long, while queens can grow to a length of 9 feet. 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 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.

    @@ -757,6 +754,7 @@

    Antelope

    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.

    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.

    @@ -811,65 +809,7 @@

    Ape, Carnivorous

    -

    These powerful creatures resemble gorillas but are far more aggressive; though they are actually omnivores, they prefer meat, and they kill and eat anything they can catch. An adult male carnivorous ape is 5-1/2 to 6 feet tall and weighs 300 to 400 pounds.

    -
    -
    -

    Assassin Vine

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Assassin Vine
    Armor Class:15
    Hit Dice:6
    No. of Attacks:1 entangle + special
    Damage:1d8 + special
    Movement:5’
    No. Appearing:1d4+1
    Save As:Fighter: 6
    Morale:12
    Treasure Type:U
    XP:500
    -

    The assassin vine is a semi-mobile plant found in temperate forests that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots.

    -

    Because it can lie very still indeed, an assassin vine surprises on a roll of 1-4 on 1d6. A successful hit inflicts 1d8 points of damage, and the victim becomes entangled, suffering an additional 1d8 points of damage thereafter. A victim may attempt to escape by rolling a saving throw vs. Death Ray with Strength bonus added; this is a full action, so the victim may not attempt this and also perform an attack. The plant will continue to crush its victim until one or the other is dead or the victim manages to escape.

    -

    An assassin vine can move about, albeit very slowly, but generally only does so to seek new hunting grounds. They have no visual organs but can sense foes within 30 feet by sound and vibration.

    -

    A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine.

    -

    A subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.

    +

    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.

    Barkling

    @@ -935,9 +875,9 @@

    Barkling

    Basilisk (Common, Greater)

    ---+++ @@ -1007,9 +947,9 @@

    Basilisk (Common,

    Bat (and Bat, Giant)

    ---+++ @@ -1293,7 +1233,7 @@

    Bear, Polar

    -

    These long, lean carnivores are slightly taller than grizzly bears, and just as hostile.

    +

    Polar bears are found in far northern regions. They are larger and more powerful than brown bears, and just as hostile.

    Bee, Giant

    @@ -1571,63 +1511,6 @@

    Beetle, Giant Tiger

    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.

    -
    -

    Black Pudding* (Black Jelly)

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Black Pudding*
    Armor Class:14
    Hit Dice:10* (+9)
    No. of Attacks:1 pseudopod
    Damage:3d8
    Movement:20’
    No. Appearing:1
    Save As:Fighter: 10
    Morale:12
    Treasure Type:None
    XP:1,390
    -

    Black puddings are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter, living or dead. They attack any creatures they encounter, lashing out with pseudopods or simply engulfing opponents with their bodies, which secrete acids that help them catch and digest their prey.

    -

    If attacked with normal or magical weapons, or with lightning or electricity, a black pudding suffers no injury, but will be split into two puddings; the GM should divide the original black pudding’s hit dice between the two however he or she sees fit, with the limitation that neither pudding may have less than two hit dice. A two hit die black pudding is simply unharmed by such attacks, but cannot be split further.

    -

    Cold or ice based attacks do not harm a black pudding, but such an attack will paralyze the pudding for one round per die of damage the attack would normally cause. Other attack forms will affect a black pudding normally; the preferred method of killing one usually involves fire.

    -

    The typical black pudding measures 10 feet across and 2 feet thick, and weighs about 10,000 pounds. Black puddings of smaller sizes may be encountered, possibly as a result of the splitting described above.

    -

    Boar

    @@ -1792,8 +1675,8 @@

    Boar

    -

    Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them. Note that “boar” refers specifically to the male of the species, but females are equally large and fierce.

    -

    A boar is covered in coarse, grayish-black fur. Adults are about 4 feet long and 3 feet high at the shoulder.

    +

    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.

    Bugbear

    @@ -1847,8 +1730,8 @@

    Bugbear

    -

    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 relatively fearless, and bully smaller humanoids whenever possible.

    -

    Bugbears prefer to ambush opponents if they can. When hunting, they often send scouts ahead of the main group. 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.

    +

    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.

    @@ -1911,10 +1794,10 @@

    Caecilia, Giant

    Cattle (Including Aurochs and Bison)

    ----++++ @@ -2213,7 +2096,7 @@

    Centipede, Giant

    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.

    -

    Giant centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison. Those bitten by a giant centipede must save vs. Poison at +2 or die.

    +

    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.

    Cheetah

    @@ -2273,8 +2156,8 @@

    Cheetah

    Chimera

    --++ @@ -2442,6 +2325,12 @@

    Crab, Giant

    Crocodile

    ++++++ @@ -2521,9 +2410,9 @@

    Crocodile

    Deceiver (Panther-Hydra)

    -+-+ @@ -2585,9 +2474,9 @@

    Deceiver (Panther-H

    -

    Displacers are blue-black, catlike monsters with strange bladed winglike arms extending from their shoulders. The blades are carried folded back like wings, but the Displacer swings the blades around in front to attack.

    -

    The real power and danger of the Displacer is its power of displacement, which causes the monster’s apparent location to shift around constantly over a range of 3’ from the monster’s true location. This is a form of illusion, but a powerful form that cannot be seen through even by those who know the secret.

    -

    Any character fighting a Displacer for the first time will miss his or her first strike regardless of the die roll. Thereafter, all attacks against displacers will be at a penalty of -2 to the attack roll. This is not cumulative with the penalty for fighting blind. Some monsters, such as bats, do not depend on vision to fight and thus may be able to perceive the monster’s true location and fight without penalty.

    +

    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.

    Dinosaur, Deinonychus

    @@ -3136,12 +3025,12 @@

    Dragon, Cloud

    ------++++++ @@ -3386,10 +3275,10 @@

    Dragon, Desert (

    ----++++@@ -3620,9 +3509,6 @@

    Dragon, Forest

    - - - @@ -3630,9 +3516,6 @@

    Dragon, Forest

    - - - @@ -3640,9 +3523,6 @@

    Dragon, Forest

    - - - @@ -3650,9 +3530,6 @@

    Dragon, Forest

    - - - @@ -3660,9 +3537,6 @@

    Dragon, Forest

    - - - @@ -3670,9 +3544,6 @@

    Dragon, Forest

    - - - @@ -3680,9 +3551,6 @@

    Dragon, Forest

    - - - @@ -3690,9 +3558,6 @@

    Dragon, Forest

    - - - @@ -3700,9 +3565,6 @@

    Dragon, Forest

    - - - @@ -3710,9 +3572,6 @@

    Dragon, Forest

    - - - @@ -3720,9 +3579,6 @@

    Dragon, Forest

    - - - @@ -3730,9 +3586,6 @@

    Dragon, Forest

    - - - @@ -3740,9 +3593,6 @@

    Dragon, Forest

    - - - @@ -3750,9 +3600,6 @@

    Dragon, Forest

    - - - @@ -3760,9 +3607,6 @@

    Dragon, Forest

    - - -
    2 3 4567
    Hit Dice6 7 891011
    Attack Bonus+6 +7 +8+8+9+9
    Breath Weapon
    Length70’ 80’ 90’95’100’100’
    Width25’ 30’ 40’45’50’55’
    Chance/Talking15% 20% 30%45%55%65%
    Spells by Level
    Level 11 2 3344
    Level 2- 1 2334
    Level 3- - -123
    Level 4- - ---1
    Claw1d6 1d6 1d61d61d81d10
    Bite3d4 3d6 3d83d83d83d10
    Tail1d4 1d6 1d61d61d81d8
    @@ -3840,9 +3684,6 @@

    Dragon, Ice (White 2 3 4 -5 -6 -7 Hit Dice @@ -3850,9 +3691,6 @@

    Dragon, Ice (White 4 5 6 -7 -8 -9 Attack Bonus @@ -3860,9 +3698,6 @@

    Dragon, Ice (White +4 +5 +6 -+7 -+8 -+8 Breath Weapon @@ -3870,9 +3705,6 @@

    Dragon, Ice (White - - - Length @@ -3880,9 +3712,6 @@

    Dragon, Ice (White 60’ 70’ 80’ -85’ -90’ -95’ Width @@ -3890,9 +3719,6 @@

    Dragon, Ice (White 25’ 30’ 30’ -35’ -40’ -45’ Chance/Talking @@ -3900,9 +3726,6 @@

    Dragon, Ice (White 10% 15% 20% -30% -40% -50% Spells by Level @@ -3910,9 +3733,6 @@

    Dragon, Ice (White - - - Level 1 @@ -3920,9 +3740,6 @@

    Dragon, Ice (White 1 2 3 -3 -3 -3 Level 2 @@ -3930,9 +3747,6 @@

    Dragon, Ice (White - - - -1 -2 -3 Level 3 @@ -3940,9 +3754,6 @@

    Dragon, Ice (White - - - -- -- -1 Claw @@ -3950,9 +3761,6 @@

    Dragon, Ice (White 1d4 1d4 1d4 -1d4 -1d6 -1d8 Bite @@ -3960,9 +3768,6 @@

    Dragon, Ice (White 2d6 2d6 2d8 -2d8 -2d10 -2d10 Tail @@ -3970,9 +3775,6 @@

    Dragon, Ice (White 1d4 1d4 1d4 -1d4 -1d6 -1d6 @@ -4050,9 +3852,6 @@

    Dragon, Mountai 2 3 4 -5 -6 -7 Hit Dice @@ -4060,9 +3859,6 @@

    Dragon, Mountai 8 9 10 -11 -12 -13 Attack Bonus @@ -4070,9 +3866,6 @@

    Dragon, Mountai +8 +8 +9 -+9 -+10 -+11 Breath Weapon @@ -4080,9 +3873,6 @@

    Dragon, Mountai - - - Length @@ -4090,9 +3880,6 @@

    Dragon, Mountai 70’ 80’ 90’ -95’ -100’ -110’ Width @@ -4100,9 +3887,6 @@

    Dragon, Mountai 30’ 35’ 45’ -50’ -55’ -60’ Chance/Talking @@ -4110,9 +3894,6 @@

    Dragon, Mountai 15% 30% 50% -60% -70% -85% Spells by Level @@ -4120,9 +3901,6 @@

    Dragon, Mountai - - - Level 1 @@ -4130,9 +3908,6 @@

    Dragon, Mountai 1 2 3 -4 -5 -5 Level 2 @@ -4140,9 +3915,6 @@

    Dragon, Mountai - 1 2 -3 -4 -5 Level 3 @@ -4150,9 +3922,6 @@

    Dragon, Mountai - - 1 -2 -2 -3 Level 4 @@ -4160,9 +3929,6 @@

    Dragon, Mountai - - - -1 -2 -2 Level 5 @@ -4170,9 +3936,6 @@

    Dragon, Mountai - - - -- -1 -2 Claw @@ -4180,9 +3943,6 @@

    Dragon, Mountai 1d6 1d8 1d8 -1d8 -1d10 -1d10 Bite @@ -4190,19 +3950,13 @@

    Dragon, Mountai 3d6 4d6 4d8 -5d8 -5d8 -6d8 Tail 1d4 1d6 -1d6 -1d8 -1d8 +1d6 1d8 -1d10 @@ -4273,14 +4027,14 @@

    Dragon, Plains
    --------++++++++ @@ -4499,9 +4253,6 @@

    Dragon, Sea (Gray D

    - - - @@ -4509,9 +4260,6 @@

    Dragon, Sea (Gray D

    - - - @@ -4519,9 +4267,6 @@

    Dragon, Sea (Gray D

    - - - @@ -4529,9 +4274,6 @@

    Dragon, Sea (Gray D

    - - - @@ -4539,9 +4281,6 @@

    Dragon, Sea (Gray D

    - - - @@ -4549,9 +4288,6 @@

    Dragon, Sea (Gray D

    - - - @@ -4559,9 +4295,6 @@

    Dragon, Sea (Gray D

    - - - @@ -4569,9 +4302,6 @@

    Dragon, Sea (Gray D

    - - - @@ -4579,9 +4309,6 @@

    Dragon, Sea (Gray D

    - - - @@ -4589,9 +4316,6 @@

    Dragon, Sea (Gray D

    - - - @@ -4599,9 +4323,6 @@

    Dragon, Sea (Gray D

    - - - @@ -4609,9 +4330,6 @@

    Dragon, Sea (Gray D

    - - - @@ -4619,9 +4337,6 @@

    Dragon, Sea (Gray D

    - - -
    2 3 4567
    Hit Dice6 7 891011
    Attack Bonus+6 +7 +8+8+9+9
    Breath Weapon
    Length70’ 80’ 90’95’100’100’
    Width25’ 30’ 40’45’50’55’
    Chance/Talking15% 20% 30%45%55%65%
    Spells by Level
    Level 11 2 3344
    Level 2- 1 2334
    Level 3- - --12
    Claw1d6 1d6 1d61d61d81d10
    Bite3d4 3d6 3d83d83d83d10
    @@ -4698,9 +4413,6 @@

    Dragon, Swamp (B 2 3 4 -5 -6 -7 Hit Dice @@ -4708,9 +4420,6 @@

    Dragon, Swamp (B 5 6 7 -8 -9 -10 Attack Bonus @@ -4718,9 +4427,6 @@

    Dragon, Swamp (B +5 +6 +7 -+8 -+8 -+9 Breath Weapon @@ -4728,9 +4434,6 @@

    Dragon, Swamp (B Special - - - Length @@ -4738,9 +4441,6 @@

    Dragon, Swamp (B 70’ 80’ 90’ -95’ -100’ -100’ Width @@ -4748,9 +4448,6 @@

    Dragon, Swamp (B 25’ 30’ 30’ -35’ -40’ -45’ Chance/Talking @@ -4758,9 +4455,6 @@

    Dragon, Swamp (B 15% 20% 25% -35% -50% -60% Spells by Level @@ -4768,9 +4462,6 @@

    Dragon, Swamp (B - - - Level 1 @@ -4778,9 +4469,6 @@

    Dragon, Swamp (B 1 2 4 -4 -4 -4 Level 2 @@ -4788,9 +4476,6 @@

    Dragon, Swamp (B - - - -1 -2 -3 Level 3 @@ -4798,9 +4483,6 @@

    Dragon, Swamp (B - - - -- -1 -2 Claw @@ -4808,9 +4490,6 @@

    Dragon, Swamp (B 1d4 1d6 1d6 -1d6 -1d8 -1d8 Bite @@ -4818,9 +4497,6 @@

    Dragon, Swamp (B 2d6 2d8 2d10 -2d10 -2d10 -2d12 Tail @@ -4828,9 +4504,6 @@

    Dragon, Swamp (B 1d4 1d4 1d6 -1d6 -1d8 -1d8 @@ -4906,9 +4579,6 @@

    Dragon Turtle

    2 3 4 -5 -6 -7 Hit Dice @@ -4916,9 +4586,6 @@

    Dragon Turtle

    20 25 30 -35 -40 -45 Attack Bonus @@ -4926,9 +4593,6 @@

    Dragon Turtle

    +13 +14 +15 -+16 -+16 -+16 Breath Weapon @@ -4936,9 +4600,6 @@

    Dragon Turtle

    - - - Length @@ -4946,9 +4607,6 @@

    Dragon Turtle

    50’ 75’ 100’ -125’ -150’ -175’ Width @@ -4956,9 +4614,6 @@

    Dragon Turtle

    25’ 50’ 75’ -100’ -125’ -150’ Chance/Talking @@ -4966,9 +4621,6 @@

    Dragon Turtle

    15% 20% 30% -45% -55% -65% Spells by Level @@ -4976,9 +4628,6 @@

    Dragon Turtle

    - - - Level 1 @@ -4986,9 +4635,6 @@

    Dragon Turtle

    - 1 2 -2 -3 -3 Level 2 @@ -4996,9 +4642,6 @@

    Dragon Turtle

    - - 1 -2 -2 -3 Claw @@ -5006,9 +4649,6 @@

    Dragon Turtle

    2d4 2d6 2d8 -2d10 -2d12 -3d10 Bite @@ -5016,9 +4656,6 @@

    Dragon Turtle

    6d6 8d6 10d6 -12d6 -14d6 -16d6 @@ -5079,8 +4716,8 @@

    Dryad

    Dryads are female nature spirits; each is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic. A dryad lives as long as her tree, and dies when the tree dies; likewise, if the dryad is killed, her tree dies also.

    -

    A dryad’s delicate features are much like a female elf’s, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons. Although they are generally solitary, up to seven dryads have been encountered in one place on rare occasions.

    -

    Shy, intelligent, and resolute, dryads are as elusive as they are alluring – they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a dryad can charm (as the spell charm person), attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense.

    +

    A dryad resembles an elf woman, with skin like fine polished wood or smooth bark and hair like leaves; the hair color of a dryad usually changes with the seasons, being brown in the winter, pale green in the spring, darker green in the summer, and yellow, orange, or red in the fall.

    +

    Though they are usually content to live alone, dryads are often friends with creatures such as treant or other nature spirits who might live nearby. Once per day a dryad can cast a charm similar to the spell charm person, and one may choose to use this ability to compel an interesting human or elf to remain with her as a companion for a period of up to a year. The companion can be taken into and brought out of the dryad’s tree so long as the charm is still in effect.

    Eagle

    @@ -5289,7 +4926,7 @@

    Elemental*

    Elemental, Air*

    -+@@ -5373,7 +5010,7 @@

    Elemental, Cold*

    -+ @@ -5453,10 +5090,10 @@

    Elemental, Cold*

    Elemental, Earth*

    ----++++ @@ -5535,10 +5172,10 @@

    Elemental, Earth*

    Elemental, Fire*

    ----++++ @@ -5618,10 +5255,10 @@

    Elemental, Fire*

    Elemental, Lighting*

    --+++- @@ -5702,7 +5339,7 @@

    Elemental, Metal*

    -+ @@ -5782,10 +5419,10 @@

    Elemental, Metal*

    Elemental, Water*

    ----++++ @@ -5866,7 +5503,7 @@

    Elemental, Wood*

    -+ @@ -5946,8 +5583,8 @@

    Elemental, Wood*

    Elephant

    --++ @@ -6459,64 +6096,8 @@

    Gargoyle*

    -

    Gargoyles are demonic-looking winged humanoid monsters with gray stone-like skin. They are often mistaken for winged stone statues, for they can remain still indefinitely without moving. Gargoyles use this disguise to ambush their foes, surprising on 1-4 on 1d6 if their foes do not otherwise suspect them. They are cruel monsters, inflicting pain on other creatures for the sole purpose of enjoyment.

    -

    Gargoyles require no food, water, or air. Due to their highly magical nature, they can only be harmed by magical weapons.

    -
    -
    -

    Gelatinous Cube

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Gelatinous Cube
    Armor Class:12
    Hit Dice:4*
    No. of Attacks:1
    Damage:2d4 + paralysis
    Movement:20’
    No. Appearing:1
    Save As:Fighter: 2
    Morale:12
    Treasure Type:V
    XP:280
    -

    The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the cube’s body. A typical gelatinous cube is ten feet on a side and weighs about 15,000 pounds; however, smaller specimens have been reported.

    -

    A gelatinous cube attacks by slamming its body into its prey. It is capable of lashing out with a pseudopod, but usually engulfs foes. Any character hit by a gelatinous cube must save vs. Paralyzation or be paralyzed for 2d4 turns.

    -

    Any treasure indicated will be visible inside the creature, which must be slain if the treasure is to be recovered.

    +

    Gargoyles are demonic-looking winged humanoid monsters with gray stone-like skin. They can remain still for an extended period, and are thus often mistaken for stone statues. Gargoyles use this disguise to ambush their foes, surprising on 1-4 on 1d6 if their foes do not otherwise suspect them. They are cruel monsters, inflicting pain on other creatures for the sole purpose of enjoyment.

    +

    Gargoyles can go for very long periods of time, on the order of decades, without air or sustenance. Due to their highly magical nature, they can only be harmed by magical weapons.

    Ghost*

    @@ -6570,20 +6151,20 @@

    Ghost*

    -

    Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. A ghost normally resembles the form it had in life, but sometimes the spiritual form is altered. For instance, the ghost of someone who believed he or she was evil might look a bit demonic. Because they are incorporeal, ghosts may be hit only by magical weapons.

    -

    Seeing a ghost is so terrible that the victim must save vs. Spells or flee for 2d6 rounds. A character or creature who successfully saves vs. a given ghost’s fear attack may not be so affected by that ghost again, but of course may still be affected by another.

    -

    A ghost that hits a living target with its touch attack does 1d8 points of damage, and at the same time regenerates the same number of hit points. In addition, the victim loses 1 Constitution point. Elves and dwarves (and other long-lived creatures such as dragons) are allowed a saving throw vs. Death Ray to resist this effect, which must be rolled on each hit. Characters who lose Constitution appear to have aged. If a ghost is fighting a living creature which does not have a Constitution score, the GM should assign whatever score he or she sees fit.

    -

    Lost Constitution can be regained at a rate of one point per casting of restoration; nothing else (except a wish) can restore Constitution lost to a ghost. If a character’s Constitution falls to 0, he or she dies permanently and cannot be raised (but still may be reincarnated).

    -

    Once per turn, a ghost can use telekinesis (as the spell) as if it were a 10th level Magic-User.

    -

    Instead of attacking, a ghost may attempt to possess a living creature. This ability is similar to a magic jar spell (as if cast by a 10th level Magic-User), except that it does not require a receptacle. To use this ability, the ghost must be able to move into the target (so it is possible to outrun it). The target can resist the attack with a successful save vs. Spells. A creature that successfully saves is immune to being possessed by that ghost for 24 hours. If the save fails, the ghost enters the target’s body and controls it; control may be maintained until the ghost chooses to leave the victim’s body, or until it is driven out by means of a remove curse spell. While it is possessing a living creature, a ghost may not use any of its special abilities.

    +

    A ghost is the soul or spirit of a deceased sentient creature that has for some reason remained on the material plane. They usually appear as they did in life, but sometimes the appearance of a ghost is altered by its original personality; for instance, the ghost of an angry person might have a threatening or even demonic visage. Ghosts are undead, and as such are immune to sleep, charm, and hold magic.

    +

    Seeing a ghost is so terrible that any living creature who does so must save vs. Spells or flee for 2d6 rounds. Anyone who successfully makes this save may not be so affected by that ghost again.

    +

    A ghost that hits a living target with its touch attack does 1d8 points of damage, and at the same time regenerates the same number of hit points. In addition, the victim loses 1 Constitution point. Elves and dwarves (and other long-lived creatures such as dragons) are allowed a saving throw vs. Death Ray to resist this effect, which must be rolled on each hit. Characters who lose Constitution appear to have aged. If a ghost is fighting a living creature which does not have a Constitution score, the GM should assign whatever score they see fit.

    +

    Like most incorporeal creatures, ghosts may normally be hit only by magical weapons. However, if a ghost makes use of its touch attack, it becomes vulnerable to non-magical weapons until the beginning of the next round of combat.

    +

    Lost Constitution can be regained at a rate of one point per casting of restoration; nothing else (except a wish) can restore Constitution lost to a ghost. If a character’s Constitution falls to 0, they die permanently and cannot be raised (but still may be reincarnated).

    +

    Once per turn, a ghost can use telekinesis (as the spell) as if it were a 10th level Magic-User.

    Ghoul (and Ghast)

    -+-+ @@ -6707,9 +6288,9 @@

    Giant, Cloud

    -

    Cloud giants’ skin ranges in color from milky white to light sky blue. They have hair of silvery white or brass, and their eyes are iridescent blue. Adult males are about 18 feet tall and weigh about 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can live to be 400 years old.

    -

    Cloud giants dress in the finest clothing available and wear jewelry. To many, appearance indicates station: The better the clothes and the finer the jewelry, the more important the wearer. They also appreciate music, and most can play one or more instruments (the harp is a favorite). Like most giants, they are suspicious of the smaller races, but cloud giants do not usually prey upon them, preferring instead to demand tribute from humans, demi-humans, or humanoids living nearby.

    -

    Cloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. Cloud giants can throw large stones up to 200’ for 3d6 points of damage each. Also, 5% of cloud giants have the abilities of a Magic-User of level 2 to 8 (2d4). A favorite tactic is to circle the enemies, barraging them with rocks while the giants with magical abilities confound them with spells. In battle, cloud giants wear finely crafted, intricately engraved plate mail.

    +

    Cloud giants are huge, with males averaging 18 feet tall and females 17 feet tall; an adult cloud giant will normally weigh more than 4,750 pounds. They have very pale skin, sometimes with a slight bluish tint, and their hair is bright metallic colors such as silver, brass, or even gold. They have long lives, with most surviving to 400 years barring disease or misadventure.

    +

    Cloud giants are often vain, convinced they are the highest form of creation. They wear the finest clothing, make and eat the best food and drink, and live in castles built on high mountains or even in the clouds themselves. Like most giants, they are suspicious of the smaller races, but cloud giants do not usually prey upon them, preferring instead to demand tribute from smaller humanoids living nearby.

    +

    Despite being self-centered, they fight in highly trained units that use sound tactics; their belief in their own superiority allows no less. Attacking from above is preferred, and ranged attacks are always considered better than melee. To that end, cloud giants can throw large stones up to 200’ for 3d6 points of damage each. Also, 5% of cloud giants have the abilities of a Magic-User of level 2 to 8 (2d4). A favorite tactic is to encircle enemies, barraging them with rocks while the giants with magical abilities confound them with spells. In battle, cloud giants wear finely crafted, intricately engraved plate mail.

    Giant, Cyclops

    @@ -6875,10 +6456,9 @@

    Giant, Frost

    -

    Frost giants have pale, almost white skin. A frost giant’s hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers.

    -

    An adult male is about 15 feet tall and weighs about 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical with males. Frost giants can live to be 250 years old.

    +

    Frost giants have pale, almost white skin, blonde or pale blue hair, and bright blue eyes. Average males stand 15 feet tall and weigh around 2,800 pounds, while females average 14 feet tall and 2,500 pounds.

    Frost giants are, first and foremost, cunning. They dislike the smaller races as much as any giant, but rather than attacking outright they will try to use their advantages to convince those weaker than them to submit. If faced with a stronger force, frost giants will parley or withdraw if possible, attacking only if victory seems assured.

    -

    A frost giant can throw large stones up to 200’ for 3d6 damage. Frost giants are immune to all ice or cold-based attacks.

    +

    In combat frost giants prefer brightly-polished steel chainmail worn over their customary clothing of leather and fur (the first AC given above), and weapons of the same material. A frost giant can throw large stones up to 200’ for 3d6 points of damage. Frost giants are immune to all ice or cold-based attacks.

    Giant, Hill

    @@ -6932,7 +6512,7 @@

    Giant, Hill

    -

    The smallest of giants, adult hill giants stand between ten and twelve feet in height and weigh about 1,100 pounds. Hill giants can live to be 200 years old. Skin color among hill giants ranges from light tan to deep ruddy brown. They have brown or black hair and eyes the same color. They wear layers of crudely prepared hides, which they seldom wash or repair, preferring to simply add more hides as the old ones wear out.

    +

    The smallest of giants, adult hill giants stand between 10 and 12 feet in height and weigh about 1,100 pounds. They have medium brown skin, though they are often so dirty as to hide their true skin color; their hair is dark, lank, and greasy, and their eyes are dark as well. They wear crude clothing made of leather; the lack of livestock or game of great enough size often results in whole pelts being stitched together.

    Whether attacking with a weapon or st, hill giants deal 2d8 damage. Hill giants are brutish and aggressive. They are sometimes found leading groups of ogres or bugbears. Hill giants often keep dire wolves as pets.

    @@ -7099,10 +6679,11 @@

    Giant, Storm

    -

    Adult storm giants are about 21 feet tall and weigh about 12,000 pounds. They can live to be 600 years old. Most storm giants have pale skin and dark hair. Very rarely, storm giants have violet skin. Violet-skinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes.

    -

    Storm giants generally dress in short, loose tunic belted at the waist, sandals or bare feet, and a headband. They wear a few pieces of simple but finely crafted jewelry, anklets (favored by barefoot giants), rings, or circlets being most common. They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food.

    -

    Storm giants prefer to attack first with their lightning bolts (which work just as the spell does, and can be used once per five rounds; a save vs. Spells reduces damage to half). Also, 10% of storm giants have the abilities of a Magic-User of level 2 to 12 (2d6). In battle, they wear well-crafted and well-cared-for plate mail.

    +

    Storm giants are nearly the largest of the giants, with adult males standing 21 feet tall and weighing around 12,000 pounds; adult females average 20 feet and typically weigh around 11,000 pounds. Most storm giants have pale skin and dark hair, but some individuals have skin of a lavender color, and some have pale white or silver hair. Their eyes range from bright blue to deep gray in color.

    +

    They prefer to dress in light clothing, such as tunics, sandals, and so on, but in battle they wear finely-crafted plate mail armor of bright metal and wield weapons of the same sort. Their equipment usually appears to be silver but those of the highest class or rank wear armor and bear arms of a bright and shining golden color.

    Unlike most other giants, storm giants have been known to befriend humans, elves, or dwarves.

    +

    Storm giants have the ability to throw lightning bolts as if they were spears (which work just as the spell does, and can be used once per five rounds; a save vs. Spells reduces damage to half). They prefer to attack first with lightning before moving on to other attack forms. Not surprisingly, storm giants are resistant to all forms of lightning or electrical attack, suffering only half damage normal when so attacked.

    +

    Also note that 10% of storm giants have the abilities of a Magic-User of level 2 to 12 (2d6).

    Gnoll

    @@ -7156,8 +6737,8 @@

    Gnoll

    -

    Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. An adult male gnoll is about 7½ feet tall and weighs 300 pounds.

    -

    Gnolls are nocturnal, and have Darkvision with a 30’ range. They are cruel carnivores, preferring intelligent creatures for food because they scream more. They show little discipline when fighting unless they have a strong leader.

    +

    Gnolls are large fur-covered humanoids, averaging 7½ feet in height and weighing about 300 pounds. They are best recognized by their heads, which resemble those of hyenas (or perhaps wolves) but with shorter muzzles than either.

    +

    Gnolls are nocturnal and have Darkvision with a 30’ range. They are cruel carnivores, preferring intelligent creatures for food because they scream more. They show little discipline when fighting unless they have a strong leader.

    One out of every six gnolls will be a hardened warrior of 4 Hit Dice (240 XP) having a +1 bonus to damage due to strength. Gnolls gain a +1 bonus to their morale if they are led by such a warrior. In lairs of 12 or greater, there will be a pack leader of 6 Hit Dice (500 XP) having a +2 bonus to damage. In the lair, gnolls never fail a morale check as long as the pack leader is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present, and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hardened warrior statistically, and in addition has Clerical abilities at level 1d4+1. A witch or warlock is equivalent to a regular gnoll, and has Magic-User abilities of level 1d4.

    @@ -7212,10 +6793,11 @@

    Gnome

    -

    Gnomes stand 3 to 3½ feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Males usually wear short, carefully trimmed beards.

    -

    Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years. They have Darkvision with a 30’ range. When attacked in melee by creatures larger than man-sized, gnomes gain a +1 bonus to their Armor Class. Outdoors in their preferred forest terrain, they are able to hide very effectively; so long as they remain still there is only a 20% chance they will be detected. If one or more gnomes who are successfully hiding attack from ambush, they surprise their foes on 1-4 on 1d6.

    -

    Gnomes speak their own language, Gnomish, and many know the language of the dwarves. Most gnomes who travel outside gnome lands (as traders or tinkers) know Common, while warriors in gnome settlements usually learn Goblin. Gnomes encountered in the wilderness are likely to be unfriendly, but not hostile. They tolerate dwarves but dislike most other humanoid races. When forced to interact with other races, a gnome will generally be recalcitrant, unless offered a significant amount of treasure.

    -

    Most gnomes encountered outside their home are warriors; the statistics above are for such. In the lair, for every warrior there will be an average of three civilians having 1-1 Hit Dice and Armor Class 11; such gnomes have Morale of 7. One out of every eight gnome warriors will be a sergeant having 3 Hit Dice (145 XP). Gnomes gain a +1 bonus to their morale if they are led by a sergeant. Both warriors and sergeants commonly wear chainmail. In gnomish communities, one out of every sixteen warriors will be a captain of 5 Hit Dice (360 XP) with an Armor Class of 16 (11), adding a shield. In addition, in communities of 35 or greater, there will be a king of 7 Hit Dice (670 XP), with an Armor Class of 18 (11), in plate mail and carrying a shield, having a +1 bonus damage due to strength. In their community, gnomes never fail a morale check as long as the king is alive. There is a chance equal to 1-4 on 1d6 that a community will have a Cleric of level 1d6+1, and 1-2 on 1d6 of a Magic-User of level 1d6. Gnomish Clerics and Magic-Users are equivalent to regular gnomish warriors statistically.

    +

    Gnomes are humanoids distantly related to dwarves; they have a similar appearance, but are smaller (averaging 3 to 3½ feet tall and weighing 40 to 45 pounds) and less stocky. Their ears are pointed, not in as pronounced a fashion as elves but certainly noticeable, and their noses likewise are pointed a bit more than those of most other kinds of humanoids. Their preferred habitat is the forest, preferably in a hilly temperate region.

    +

    They have Darkvision with a 30’ range. When attacked in melee by creatures larger than man-sized, gnomes gain a +1 bonus to their Armor Class. Outdoors in their preferred forest terrain they are able to hide very effectively; so long as they remain still there is only a 20% chance they will be detected. If one or more gnomes who are successfully hiding attack from ambush, they surprise their foes on 1-4 on 1d6.

    +

    Gnomes have their own language, and many also know the language of the dwarves. Some gnomes make their living as traders, often acting as go-betweens for dwarves and humans, and those gnomes naturally tend to learn Common. Those who are engaged in defending their forest settlements from humanoid incursions often choose to learn Goblin or Orc.

    +

    Gnomes encountered in the wilderness (who are not traders or merchants) are likely to be unfriendly, but not hostile. They tolerate dwarves but dislike most other humanoid races. When forced to interact with other races, a gnome will generally be recalcitrant, unless offered a significant amount of treasure.

    +

    The statistics given above are for warriors. In a settlement or lair, for every warrior there will be an average of three civilians having 1-1 Hit Dice and Armor Class 11; such gnomes have Morale of 7. One out of every eight gnome warriors will be a sergeant having 3 Hit Dice (145 XP). Gnomes gain a +1 bonus to their morale if they are led by a sergeant. Both warriors and sergeants commonly wear chainmail. In gnomish communities, one out of every sixteen warriors will be a captain of 5 Hit Dice (360 XP) with an Armor Class of 16 (11), adding a shield. In addition, in communities of 35 or greater, there will be a king of 7 Hit Dice (670 XP), with an Armor Class of 18 (11), in plate mail and carrying a shield, having a +1 bonus damage due to strength. In their community, gnomes never fail a morale check as long as the king is alive. There is a chance equal to 1-4 on 1d6 that a community will have a Cleric of level 1d6+1, and 1-2 on 1d6 of a Magic-User of level 1d6. Gnomish Clerics use 1d6 hit dice and Magic-Users use 1d4 hit dice, and in all other ways behave as if they were normal characters.

    Goblin

    @@ -7269,7 +6851,8 @@

    Goblin

    -

    Goblins are small, wicked humanoids that favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. An adult goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Its eyes are usually bright and crafty-looking, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. They have Darkvision with a 30’ range.

    +

    Goblins are small, reputedly wicked humanoids. They are cunning and vicious, and very sneaky. Adult goblins are 3 to 3½ feet tall and weigh 40 to 45 pounds, with very little difference between males and females. Their skin color ranges from gray to green, and their eyes are usually bright and crafty-looking, varying in color from red to yellow.

    +

    All goblins have Darkvision with a 30’ range.

    The statistics given above are for a standard Goblin in leather armor with a shield; they have a natural Movement rate of 30’ and a natural Armor Class of 11.

    Some goblins ride dire wolves into combat, and large groups of goblins will often employ them to track and attack their foes.

    One out of every eight goblins will be a warrior of 3-3 Hit Dice (145 XP). Goblins gain a +1 bonus to their morale if they are led by a warrior. In a lair or other settlement, one out of every fifteen will be a chieftain of 5-5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and movement of 10’ that gains a +1 bonus to damage due to strength. In lairs or settlements of 30 or more goblins, there will be a goblin king of 7-7 Hit Dice (670 XP), with an Armor Class of 16 (11), wearing chainmail and carrying a shield, with a movement of 10’, and having a +1 bonus to damage. Goblins have a +2 bonus to morale while their king is present (this is not cumulative with the bonus given by a warrior leader). In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a goblin king is present). A shaman is equivalent to a regular goblin statistically, but has Clerical abilities at level 1d4+1.

    @@ -7392,8 +6975,7 @@

    Golem, Bone*

    Bone golems are huge four-armed monsters created from the skeletons of at least two dead humanoids. Though made of bone, they are not undead and cannot be turned.

    -

    Instead of four one-handed weapons, a bone golem can be armed with two two-handed weapons, giving 2 attacks per round and a damage figure of 1d10/1d10 or by weapon.

    -

    When a bone golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem; he or she must make a save vs. Spells to succeed at this, and at least 1 round of time is required for each check. It takes 1 round of inactivity by the golem to reset the golem’s berserk chance to 0%.

    +

    Instead of four one-handed weapons, a bone golem can be armed with two two-handed weapons, giving 2 attacks per round and a damage figure of 1d10 or by weapon (each).

    Golem, Bronze*

    @@ -7448,8 +7030,7 @@

    Golem, Bronze*

    These golems resemble statues made of bronze; unlike natural bronze statues, they never turn green from verdigris. A bronze golem is 10 feet tall and weighs about 4,500 pounds. A bronze golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.

    -

    The interior of a bronze golem is molten metal. Creatures hit by one in combat suffer an additional 1d10 damage from the heat (unless resistant to heat or fire). If one is hit in combat, molten metal spurts out, spraying the attacker for 2d6 damage. A save vs. Death Ray is allowed to avoid the metal spray.

    -

    When a bronze golem enters combat, there is a cumulative 1% chance each round that its elemental spirit will break free. Such a golem will go on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to cause more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem; he or she must make a save vs. Spells to succeed at this, and at least 1 round of time is required for each check. It takes 1 round of inactivity by the golem to reset the chance it will go berserk to 0%.

    +

    The interior of a bronze golem is molten metal. Creatures hit by one in combat suffer an additional 1d10 points of damage from the heat (unless resistant to heat or fire). If one is hit in combat, molten metal spurts out, spraying the attacker for 2d6 damage. A save vs. Death Ray is allowed to avoid the metal spray.

    Golem, Clay*

    @@ -7504,7 +7085,7 @@

    Golem, Clay*

    Clay golems are made of clay, naturally, and thus may be any natural clay color; generally, one is will be grayish in color, but common clay containing iron oxide may be used which results in a red, brown, or even orange clay golem. They are usually unclad, but some golem-makers choose to put a leather belt, girdle, or apron on their creation. A clay golem weighs about 600 pounds.

    -

    Wounds inflicted by a clay golem do not heal normally; worse, magical healing cures only 1 point per die rolled (but add all bonuses normally).

    +

    Wounds inflicted by a clay golem do not heal normally; worse, magical healing cures only 1 point per die rolled (but add all bonuses normally). Thus, a cure light wounds spell heals just 2 points.

    Golem, Flesh*

    @@ -7613,9 +7194,9 @@

    Golem, Iron*

    -

    This golem has a humanoid body made from iron. An iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a short sword in one hand. An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.

    +

    Iron golems are huge, generally 11 to 12 feet in height with a weight of 4,500 to 5,500 pounds. Such golems are usually fashioned like statues, and may appear to be wearing armor and armed with a shortsword or mace; the sculpting will often be simpler and cruder than that done by a real sculptor. Though an iron golem has no voice, it is hardly silent when in motion, as its gentlest footstep on any hard surface shakes the floor and walls. Note that, while an iron golem has little if any odor normally, when wet they have a strong metallic smell detectable up to 60 feet away.

    Iron golems can exhale a cloud of poisonous gas which fills a 10-foot cube and persists for 1 round. Those within the area of effect must save vs. Dragon Breath or die. This ability can be used up to 3 times per day.

    -

    A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 full points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, the excess is ignored. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 19 points. An iron golem is affected normally by rust attacks, such as that of a rust monster, suffering 2d6 points of damage for each hit (with no saving throw normally allowed).

    +

    A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 1d6 rounds, with no saving throw. Attacks using fire heal 1 point of damage per every 3 points the attack would normally inflict, rounded down; further, such an attack breaks any ongoing slow effect on the golem. As usual, healing will not increase the monster above its normal hit points. For example, an iron golem hit by a fireball which should deal 17 points of damage instead receives up to 5 points of healing. An iron golem is affected by rust attacks such as that of a rust monster, suffering 2d6 points of damage for each hit (with no saving throw normally allowed).

    Golem, Stone*

    @@ -7669,7 +7250,7 @@

    Golem, Stone*

    -

    This golem has a humanoid body made from stone. A stone golem is 9 feet tall and weighs around 2,000 pounds. Its body is frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs.

    +

    Stone golems are quite large, normally being about 8 to 10 feet in height with a weight of around 2,000 pounds. These golems are usually fashioned like statues, and may appear to be wearing armor and armed with a shortsword or mace; the sculpting will often be simpler and cruder than that done by a real sculptor.

    Stone golems are formidable opponents, being physically powerful and difficult to harm. A stone golem can use a slow effect, as the spell, once every other round; a save vs. Spells is allowed to resist. The effect has a range of 10 feet and a duration of 2d6 rounds.

    stone to flesh spell may be used to weaken the monster. The spell does not actually change the golem’s structure, but for one full round after being affected, the golem is vulnerable to normal weapons. The stone golem is allowed a save vs. Spells to resist this effect.

    @@ -7945,7 +7526,9 @@

    Harpy

    -

    A harpy looks like a giant vulture bearing the torso and face of a human female. They are able to attack with their claws as well as with normal weapons, but their most insidious ability is their song. When a harpy sings, all creatures (other than harpies) within a 300’ radius must succeed on a save vs. Spells or become charmed. The same harpy’s song cannot affect a creature that successfully saves again for 24 hours. A charmed victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through ame, off a cliff, or the like), that creature is allowed a second saving throw to resist the charm. Charmed creatures can take no actions other than to defend themselves. A victim within reach of the harpy offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings, and for one round thereafter.

    +

    A harpy looks like a giant vulture bearing the torso and face of a human female. They are able to attack with their claws as well as with a normal weapon, but they are most feared for the power of their song by which they are able to charm living creatures, and, having charmed them, tear them to pieces at their leisure.

    +

    All living creatures within a 300’ range of one or more singing harpies must make a save vs. Spells or become charmed. The same harpy’s song cannot affect a creature that successfully saves again for 24 hours. This charm is very powerful, such that a victim will approach the harpy or harpies without fear with a dazed expression on its face. If the victim is led toward some danger, such as a ravine, fire, or the like, a second saving throw is allowed immediately; however, if this save fails the victim will proceed directly into danger.

    +

    Once in reach of a harpy, a charmed victim will surrender completely, even allowing the harpy to attack and kill it without putting up any sort of resistance. The charm effect lasts one full round after all harpies have ceased singing.

    Hawk

    @@ -8066,7 +7649,7 @@

    Hellhound

    -

    Hellhounds are canine creatures sheathed in hellish flame. A typical hell hound stands 4½ feet high at the shoulder and weighs 120 pounds. They are native to another plane where they hunt in packs; sometimes powerful wizards or evil priests summon them for use as watchdogs. In addition to biting, each hellhound may breathe fire a number of times per day equal to its hit dice. In combat, one-third of the time (1-2 on 1d6) a hellhound will choose to breathe fire; otherwise it will attempt to bite. Roll each round to determine which attack form will be used.

    +

    Hellhounds are large canine creatures sheathed in hellish flame; they range in size from 3 to 5 feet at the shoulder (3 feet for a 3 hit die monster, plus ½ foot for each additional hit die) with a weight ranging from 100 to 200 pounds (100 pounds at 3 hit dice plus 25 pounds per additional hit die). These monsters are native to another plane where they hunt in packs; sometimes powerful wizards or evil priests summon them for use as watchdogs. In addition to biting, each hellhound may breathe fire a number of times per day equal to its hit dice. In combat, one-third of the time (1-2 on 1d6) a hellhound will choose to breathe fire; otherwise it will attempt to bite. Roll each round to determine which attack form will be used.

    A hellhound’s breath weapon is a cone of flame 10’ wide at the far end which is 10’ long for those with 3 or 4 hit dice, 20’ long for those with 5 or 6 hit dice, and 30’ long for the largest hellhounds. This breath weapon does 1d6 points of damage per each hit die of the hellhound to all within the area of effect; a successful saving throw vs. Dragon Breath reduces damage to half normal.

    Note that hellhounds vary with regard to the number of hit dice each has. If generating a group randomly, roll 1d6+1 for the hit dice of each, reading a total of 2 as 3. A hellhound has an Armor Class equal to 11 plus its hit dice.

    @@ -8178,9 +7761,9 @@

    Hobgoblin

    -

    Hobgoblins are larger cousins of goblins, being about the same size as humans. Their hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair. They wear toughened hides and carry wooden shields for armor. As with most goblinoids, they have Darkvision with a 30’ range.

    -

    Hobgoblins are cruel and calculating warriors, always looking to exploit those weaker than themselves. They have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first in preference over other opponents.

    -

    One out of every six hobgoblins will be a warrior of 3 Hit Dice (145 XP). Regular hobgoblins gain a +1 bonus to their morale if they are led by a warrior. In hobgoblin lairs, one out of every twelve will be a chieftain of 5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and a movement of 20’, having a +1 bonus to damage due to strength. In lairs of 30 or greater, there will be a hobgoblin king of 7 Hit Dice (670 XP), adding a shield for an Armor Class of 16 (11) (movement is still 20’) having a +2 bonus to damage. In the lair, hobgoblins never fail a morale check as long as the king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present (or 1-3 on 1d6 if a hobgoblin king is present), and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hobgoblin warrior statistically, but has Clerical abilities at level 1d6+1. A witch or warlock is equivalent to a regular hobgoblin, but has Magic-User abilities of level 1d6.

    +

    Hobgoblins are, basically, man-sized goblins. They are better organized than their smaller kin, and are also better adapted to life in the sun. Their skin tone ranges from a greenish tan to a grayish brown, and their hair and eyes are usually dark. Most wear toughened hides and carry wooden shields for armor. As with most goblinoids, they have Darkvision with a 30’ range.

    +

    Tribes of hobgoblins prefer to live in walled villages, or preferably in castles, and are quite willing to overrun villages or castles built by other races rather than build their own. Some tribes do choose to live underground. Hobgoblins have a well-known hatred of elves, and will attack them whenever they think they can win.

    +

    One out of every six hobgoblins will be a warrior of 3 Hit Dice (145 XP). Regular hobgoblins gain a +1 bonus to their morale if they are led by a warrior. In hobgoblin lairs, one out of every twelve will be a chieftain of 5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and a movement of 20’, having a +1 bonus to damage due to strength. In lairs of 30 or more there will be a hobgoblin king of 7 Hit Dice (670 XP), with a shield for an Armor Class of 16 (11) having a +2 bonus to damage. In the lair, hobgoblins never fail a morale check as long as the king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present (or 1-3 on 1d6 if a hobgoblin king is present), and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hobgoblin warrior statistically, but has Clerical abilities at level 1d6+1. A witch or warlock is equivalent to a regular hobgoblin, but has Magic-User abilities of level 1d6.

    Hydra

    @@ -8234,9 +7817,10 @@

    Hydra

    -

    Hydras are reptile-like monsters with multiple heads. They are gray-brown to dark brown, with a light yellow or tan underbelly. The eyes are amber and the teeth are yellow-white. Hydras are about 20 feet long and weigh about 4,000 pounds. They are bad-tempered and territorial, but not particularly cunning.

    -

    A hydra may be slain by damage in the normal fashion; however, most who fight them choose to strike at their heads. If a character using a melee weapon chooses to strike at a particular head, and succeeds in doing 8 points of damage, that head is disabled (severed or severely damaged) and will not be able to attack anymore. Such damage also applies to the monster’s total hit points, of course.

    -

    Some hydras live in the ocean; use the given movement as a swimming rate rather than walking in this case. A very few hydras can breathe fire; those that have this ability can emit a flame 10’ wide and 20’ long one time per head per day. This attack will be used about one time in three (1-2 on 1d6) if it is available; roll for each head which is attacking. Each such attack does 3d6 damage, with a save vs. Dragon Breath reducing the amount by half.

    +

    Hydras are reptilian creatures with multiple heads. They are bad-tempered and territorial, but not particularly cunning.

    +

    The Armor Class and Hit Dice of a hydra are keyed to the number of heads; specifically, a hydra has a number of Hit Dice exactly equal to the number of heads, and an Armor Class equal to the number of heads plus 11. Note that these statistics do not change if an individual loses heads, as described below.

    +

    A hydra may be slain by damage in the normal fashion; however, most who fight them choose to strike at their heads. If a character using a melee weapon chooses to strike at a particular head (i.e. states such intent to the GM) and succeeds in doing 8 points of damage, that head is disabled (severed or severely damaged) and will not be able to attack anymore. Such damage also applies to the monster’s total hit points, of course.

    +

    Some hydras live in the ocean; use the given movement as a swimming rate rather than walking in this case. A very few hydras can breathe fire; those that have this ability can emit a flame 10’ wide and 20’ long one time per head per day. This attack will be used about one time in three (1-2 on 1d6) if it is available; roll for each head which is attacking. Each such attack does 3d6 damage, with a save vs. Dragon Breath reducing the amount by half. Note that the XP value of a fire-breathing hydra should be higher; treat them as if they have a single asterisk (i.e. add the special ability bonus to the base XP for the monster).

    Hyena

    @@ -8344,7 +7928,7 @@

    Hyenodon

    -

    These ancient four legged predators are named for their tooth shape, and while they are not technically prehistoric hyenas, the statistics work for the giant prehistoric varieties of hyenas as well. Many varieties of hyenodons were smallish, sometimes no bigger than a common hyena, and the statistics for standard hyenas may be used for them. The above statistics are for the larger types of Hyenodons or giant varieties of Hyena. A notable feature is that their massively built skull features a long jaw (similar to that of a crocodile) full of teeth, with four great fangs.

    +

    Hyenodon refers to ancient four-legged predators whose name means “hyena tooth.” While they are not technically hyenas, the statistics given may be used for the giant prehistoric hyena varieties as well; likewise, some varieties of hyenodon were smaller, and the statistics for standard hyenas may be used for them.

    Insect Swarm

    @@ -8515,7 +8099,7 @@

    Ironbane*

    An ironbane resembles a large armadillo in its overall body plan, but has an anteater-like snout with a long flicking tongue, and long, strangely hare-like back legs which allow it to hop from place to place. When attacking or pursuing, the ironbane stands up on its hind legs, but when resting or moving slowly it folds them and walks on all four feet.

    -

    Like the more common rust monster (as found on page 138), the touch of any part of an ironbane’s body transforms metal objects into rust (or verdigris, or other oxides as appropriate). Non-magical metal attacked by an ironbane, or that touches the monster (such as a sword used to attack it), is instantly ruined. A non- magical metal weapon used to attack the monster does half damage before being destroyed. Magic weapons or armor lose one “plus” each time they make contact with the ironbane; this loss is permanent.

    +

    Like the more common rust monster, the touch of any part of an ironbane’s body transforms metal objects into rust (or verdigris, or other oxides as appropriate). Non-magical metal attacked by an ironbane, or that touches the monster (such as a sword used to attack it), is instantly ruined. A non- magical metal weapon used to attack the monster does half damage before being destroyed. Magic weapons or armor lose one “plus” each time they make contact with the ironbane; this loss is permanent.

    The metal oxides created by this monster are its food; thus, a substantial amount of metal dropped in its path may cause it to cease pursuit of metal-armored characters. Use a morale check to determine this.

    Metals that do not normally oxidize, such as gold, are of no interest to an ironbane and will be ignored. Silver and copper on the other hand are candy for this creature and one will pursue the tastiest-smelling adventurer in any party.

    @@ -8913,9 +8497,11 @@

    Kobold

    -

    Kobolds are small, dog-faced reptilian humanoids. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. They prefer ranged combat, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. They aim to drive enemies into the traps, where other kobolds wait to pour flaming oil over them, shoot them, or drop poisonous vermin onto them. Kobolds have Darkvision with a range of 60’, and suffer a -1 penalty to attack rolls in bright sunlight or within the radius of light spells. Kobolds typically wear leather armor in battle.

    -

    One out of every six kobolds will be a warrior of 1 Hit Dice (25 XP). Kobolds gain a +1 bonus to their morale if they are led by a warrior. In kobold lairs, one out of every twelve will be a chieftain of 2 Hit Dice (75 XP) with an Armor Class of 14 (11) and having a +1 bonus to damage due to strength. In lairs of 30 or greater, there will be a kobold king of 3 Hit Dice (145 XP) who wears chain mail with an Armor Class of 15 (11) and a movement of 10’, and who has a +1 bonus to damage. In the lair, kobolds never fail a morale check as long as the kobold king is alive. In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a kobold king is present). A shaman is equivalent to a regular kobold statistically, but has Clerical abilities at level 1d4+1.

    -

    Kobolds are cunning foes. They see all larger races as enemies, and are thus likely to be hostile when encountered. However, they are naturally cowardly, and prefer to avoid combat, leading enemies into ambushes or traps rather than facing them directly. Sometimes kobold tribes build and inhabit extensive dungeon areas filled with deadly traps which only they know how to avoid.

    +

    Kobolds are diminutive, dog-faced humanoids with reptilian skin. They stand between 2½ and 3½ feet tall and typically weigh around 40 pounds. They are cowardly by nature, and in combat they prefer ambushing their foes and constructing traps both clever and deadly; to simply stand and fight is considered the worst possible strategy, and kobolds may fake withdrawing in fear in order to draw enemies into a trap.

    +

    Kobolds prefer to rely on ranged combat whenever possible. They tend to favor daggers and short spears since both can be used in close quarters or thrown at foes at range. Some may be armed with diminutive bows or crossbows which inflict 1d4 points of damage on a hit.

    +

    Kobolds normally dwell underground, while those who choose to dwell above ground may adopt a nocturnal lifestyle. All possess Darkvision with a range of 60 feet, and generally avoid exposure to daylight. When they are exposed to sunlight or the effect of continual light they suffer a penalty of -1 to all attack rolls. Most kobolds wear leather armor in combat.

    +

    One out of every six kobolds in any group is a warrior with 1 hit die (25 XP). Kobolds gain a +1 bonus to their morale if they are led by a warrior. In kobold lairs, one out of every twelve is a chieftain of 2 hit dice (75 XP) with an armor class of 14 (11) and having a +1 bonus to damage due to strength. In lairs of 30 or greater, there will be a kobold king of 3 hit dice (145 XP) who wears chain mail with an armor class of 15 (11) and has a movement rate of 10’ and a +1 bonus to damage. In the lair, kobolds never fail a morale check as long as the kobold king is alive. In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a kobold king is present). A shaman is equivalent to a 1 hit die warrior kobold statistically, but has Clerical abilities at level 1d4+1. For XP purposes, treat the shaman as if it has a number of hit dice equal to its clerical level -1, and assign one special ability bonus asterisk.

    +

    Kobolds are sometimes confused with barklings, for whom they have a particular hatred; calling a kobold a barkling or suggesting that the two species are related is considered a terrible insult.

    Leech, Giant

    @@ -8970,7 +8556,7 @@

    Leech, Giant

    Giant leeches are slimy, segmented wormlike creatures which live in water. Salt or fresh, clean or stagnant, there are giant leech varieties for all wet environments. However, only a true leech expert can tell the various types apart. An average giant leech will be 4 to 6 feet long.

    -

    Once a giant leech hits in combat, it attaches to the victim and sucks blood, causing an additional 1d6 damage each round until the victim or the leech is dead. There is no way to remove the leech other than to kill it.

    +

    Once a giant leech hits in combat, it attaches to the victim and sucks blood, causing an additional 1d6 points of damage each round until the victim or the leech is dead. There is no way to remove the leech other than to kill it.

    Leopard (Panther)

    @@ -9471,72 +9057,74 @@

    Lizard, Monitor

    -+-+ + + + + + + + + - - - - - - - + - + - + - + - + - + - + - + - + @@ -9554,9 +9142,9 @@

    Lizard, Monitor

    Lizard Man

    Large Monitor LizardHuge Monitor LizardGiant Monitor Lizard
    Large Monitor LizardHuge Monitor LizardGiant Monitor Lizard
    Armor Class: 12 14 16
    Hit Dice: 3* 5* 7*
    No. of Attacks: 1 bite 1 bite 1 bite
    Damage: 1d4 + poison 1d6 + poison 1d8 + poison
    Movement: 40’ (special) 40’ (special) 40’ (special)
    No. Appearing: 1d4, Wild 1d6 1d4, Wild 1d6 1d4, Wild 1d6
    Save As: Fighter: 3 Fighter: 4 Fighter: 5
    Morale: 7 8 9
    Treasure Type: None None None
    XP: 175 405
    ---+++ @@ -9793,9 +9381,9 @@

    Lycanthrope, Wererat*<

    -

    A wererat in human form tends to be a thin, wiry individual of shorter than average height, with eyes constantly darting around. A wererat’s nose and mouth may twitch if he or she is excited. Males often wear thin, ragged mustaches.

    -

    In addition to assuming the form of a giant rat, wererats can assume an intermediate form (a “ratman”). The ratman form shares the animal form’s immunity to normal weapons, and can deliver an identical bite, but in this form the wererat may use a normal weapon instead of biting. Note that the wererat in ratman form cannot bite and use a weapon in the same round.

    -

    Unlike most lycanthropes, wererats prefer to inhabit civilized areas, particularly cities. They frequently lair in sewers or other underground areas, coming out by night to steal from or kill city folk.

    +

    In addition to assuming the form of a giant rat, wererats can assume a hybrid form. This ratman form shares the animal form’s immunity to normal weapons and can deliver an identical bite, but in this form the wererat may use a normal weapon instead of biting. Note that the wererat in ratman form cannot bite and use a weapon in the same round.

    +

    In human form, wererats tend to be skinny, nervous-looking individuals with pointed noses and lank hair. Their hair is almost always a rat-like brown color; those with different hair color who become wererats usually undergo a slow change to this color.

    +

    Unlike most lycanthropes, wererats prefer to inhabit civilized areas, particularly cities. They frequently lair in sewers or other underground areas, coming out by night to steal from or kill city folk. The common stereotype of wererats as thieves is not unfounded; in fact, in many cities wererats lead the guild of thieves, sometimes secretly, sometimes not so much.

    Lycanthrope, Weretiger*

    @@ -9958,14 +9546,15 @@

    Manticore

    -

    Manticores look like an overgrown lion with thick leathery wings and an ugly humanoid face, often like that of a human or bearded dwarf. Their tail ends in an assortment of spikes, which the beast may fire as projectiles; a maximum of 24 are available, and the manticore regrows 1d6 per day. A typical manticore is about 10 feet long and weighs about 1,000 pounds.

    -

    Manticores are vicious predators, having a preference for human flesh. They will use their ranged attacks to “soften up” potential prey before closing to melee.

    +

    Manticores look like an overgrown lion with thick leathery wings and an ugly bearded humanoid face, often like that of a human or dwarf. Their tail ends in an assortment of spikes, which the beast may fire as projectiles; a maximum of 24 are available, and the manticore will launch a random number (1d8, as shown above) each time it chooses to use this attack. The creature will regrow just 1d6 spikes per day after expending them, so they will often delay using them against weaker opponents who they think they can easily dispatch.

    +

    An adult manticore is big, with an average weight of 1,000 pounds and a length (not including tail) of around 8 feet.

    +

    Manticores are vicious carnivores with a preference for human flesh. They will use their ranged attacks to “soften up” larger or more dangerous-looking prey before closing to melee range.

    Mammoths and Mastodons

    -+ @@ -10538,8 +10127,8 @@

    Orc

    -

    Orcs are grotesque humanoids bent on war and domination. They have lupine ears, reddish eyes, truncated, upturned noses, and black hair (but very little body hair). An adult male orc is a little over 6 feet tall and weighs about 210 pounds; females are slightly smaller. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. They utilize all manner of weapons and armor scavenged from battlefields.

    -

    Orcs have Darkvision to a range of 60’. They suffer a -1 attack penalty in bright sunlight or within the radius of a spell causing magical light. They speak their own rough and simple language, but many also speak some common or goblin.

    +

    Orcs are short humanoids (around 5’ tall) with solidly-built bodies. Their upturned noses, wide pointed ears, and beady eyes give their faces a piglike appearance. An adult weighs about 200 pounds, and this weight does not differ much between males and females. Orcs utilize all manner of weapons and armor scavenged from battlefields.

    +

    Orcs have Darkvision to a range of 60’. They suffer a -1 attack penalty in bright sunlight or within the radius of a spell causing magical light. They speak their own rough and simple language, but many also speak some common or goblin.

    One out of every eight orcs will be a warrior of 2 Hit Dice (75 XP). Orcs gain a +1 bonus to their morale if they are led by a warrior. In orc lairs, one out of every twelve will be a chieftain of 4 Hit Dice (240 XP) in chainmail with an Armor Class of 15 (11), a movement 20’, and having a +1 bonus to damage due to strength. In lairs of 30 or more, there will be an orc king of 6 Hit Dice (500 XP), with an Armor Class of 16 (11), in chainmail with a shield, movement 20’, and having a +2 bonus to damage. In the lair, orcs never fail a morale check as long as the orc king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present. A shaman is equivalent to a warrior orc statistically, but has Clerical abilities at level 1d4+1.

    @@ -10944,9 +10533,9 @@

    Purple Worm

    Rat

    ---+++ @@ -11133,13 +10722,18 @@

    Rhinoceros

    -

    The rhinoceros is infamous for its bad temper and willingness to charge intruders.

    -

    The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like).

    +

    A rhinoceros (or “rhino”) is a member of any of several species (including numerous supposedly extinct species) of odd-toed hooved mammals. They are found primarily in tropical and temperate grasslands.

    The woolly rhinoceros is a prehistoric beast with long fur, found in primitive “lost world” areas in colder territories. They behave much as the black rhino does.

    Roc

    ++++++ @@ -11323,7 +10917,7 @@

    Rot Grub

    -

    Rot grubs are 1-inch long vermin found in carrion, dung, and other such garbage and organic material. Their skin color is white or brown. When a living creature contacts an area (dung heap, offal, etc) infested with rot grubs, the grubs will attack if they can come in contact the victim’s skin. A rot grub secretes an anesthetic when it bites and will burrow into the flesh. A burrowing grub can be noticed if the victim succeeds at a Wisdom check. If successful, the victim sees strange rippling beneath his skin. If failed, the creature does not notice the grubs. During the first two rounds, a burrowing rot grub can be killed by applying fire to the infested skin or by cutting open the infested skin with any slashing weapon. Either method deals 2d6 points of damage to the victim, but kills the grubs. After the second round, only a cure disease can kill the grubs as they burrow to the victim’s heart and devour it in 1d3 turns.

    +

    Rot grubs are 1-inch long vermin found in carrion, dung, and other such garbage and organic material. Their skin color is white or brown. When a living creature contacts an area (dung heap, offal, etc) infested with rot grubs, the grubs will attack if they can come in contact with the victim’s skin. A rot grub secretes an anesthetic when it bites and will burrow into the flesh. A burrowing grub can be noticed if the victim makes a successful save vs. Death Ray with Wisdom bonus applied in order to notice a strange rippling beneath their skin. Otherwise, the victim does not notice the grubs. During the first two rounds, a burrowing rot grub can be killed by applying fire to the infested skin or by cutting open the infested skin with any slashing weapon. Either method deals 1d8 points of damage to the victim, but kills the grubs. After the second round, only a cure disease can kill the grubs as they burrow to the victim’s heart and devour it in 1d3 turns.

    Rust Monster*

    @@ -11380,7 +10974,7 @@

    Rust Monster*

    A rust monster (sometimes known as a corroder or corrosion beast) is a strange monster built like a huge turtle, with an insectoid head sporting large feather-like antennae and a thick tail with a hammer-like protrusion at the tip which seems to serve no purpose whatsoever.

    The touch of any part of a rust monster’s body oxidizes metal objects instantly, turning them to rust, verdigris, or other oxides as appropriate. One attacks with its antennae, brushing them over metal items. Non- magical metal attacked by a rust monster, or that touches the monster (such as a sword used to attack it), is instantly ruined. A hit with a non-magical metal weapon inflicts half damage before the weapon is destroyed. Magic weapons or armor permanently lose one “plus” each time they make contact with the monster.

    The metal oxides created by this monster are its food; a substantial amount of metal dropped in its path may cause it to cease pursuit of metal-armored characters. Use a morale check to determine this. Metals that do not normally oxidize, such as gold, are of no interest to a rust monster and will be ignored. While rust monsters will consume oxides of silver or copper, they have a strong preference for ferrous metals (iron or steel), preferring them over any other metal.

    -

    Whether the rust monster is in any way related to the rarer ironbane (as found on page 115) is unknown, but both monsters seem to have the exact same power.

    +

    Whether the rust monster is in any way related to the rarer ironbane is unknown, but both monsters seem to have the exact same power.

    Sabre-Tooth Cat

    @@ -11816,9 +11410,9 @@

    Shadow*

    -

    A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. They lurk in dark places, waiting for living prey to happen by. A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly. Despite their strange nature and appearance, shadows are not undeadmonsters, and thus cannot be Turned by a Cleric.

    +

    A shadow is an incorporeal monster, literally a kind of living shadow. Only magical weapons will harm one. They have a generally humanoid shape and are around 5 to 6 feet in height, so that at a glance one might appear to be an actual shadow. Indeed, it’s hard to see one after nightfall, or in poorly-lit or unlit spaces indoors or underground; on the other hand, they are plainly visible in daylight or in well-lit places.

    +

    Despite their appearance they are not undead monsters and thus do not share those creatures’ weaknesses or powers; however, they are immune to charm and sleep magics

    A shadow’s attack does 1d4 damage (from cold) and drains 1 point of Strength from the victim. Victims reduced to 2 or fewer points of Strength collapse and become unable to move; those reduced to 0 Strength die and rise as shadows a day later (at nightfall). Otherwise, Strength points lost to shadows are recovered at a rate of 1 point per turn.

    -

    Due to their incorporeal nature, shadows cannot be harmed by non-magical weapons.

    Shark, Bull

    @@ -12211,7 +11805,7 @@

    Snake, Giant Rattl -

    style=“position: absolute; top: 0in; left: 0in” Giant rattlesnakes are simply much enlarged versions of the normal rattlesnake (see pit vipers, below, for details). They average 14’ to 20’ in length at adulthood.

    +

    Giant rattlesnakes are simply much enlarged versions of the normal rattlesnake (see pit vipers, below, for details). They average 14’ to 20’ in length at adulthood.

    Snake, Pit Viper

    @@ -12485,9 +12079,9 @@

    Spectre*

    -

    Spectres are incorporeal undead monsters. On any successful hit against a living creature, a spectre drains two life energy levels in addition to doing normal damage. Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.

    +

    Spectres are incorporeal undead monsters. On any successful hit against a living creature, a spectre drains two life energy levels in addition to doing normal damage. Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.

    A spectre will normally resemble the living creature it used to be. Most spectres are formed from humanoid creatures, but some may have other forms and sizes; statistically, most such creatures will be as given above, but of course the GM may create special types.

    -

    Like all undead, they may be Turned by Clerics and are immune to sleepcharm and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons.

    +

    Like all undead, they may be Turned by Clerics and are immune to  sleepcharm and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons.

    Spider, Giant Black Widow

    @@ -13187,8 +12781,8 @@

    Troll (and Trollwife)<

    Note that a troll with a new head will not remember its former life, nor will it yet know how to speak; it will behave as would any confused and hostile animal.

    Trolls speak a primitive language, and are often fluent in Goblin, Hobgoblin, Orc, Ogre, or Giant depending on which of these species live nearest them. A few (20% or so) speak Common.

    Trolls are hateful creatures, reveling in combat and bloodshed. Though trolls could easily use a variety of weapons, they much prefer the sensation of flesh being rent by their teeth and claws.

    -

    A trollwife is a female troll; despite the name, there is no requirement that she be married (nor, in fact, do trolls normally engage in formal marriages). A typical adult trollwife stands 11 feet tall and weighs 700 pounds. They have no outward appearance of femininity, at least according to the standards of humans, elves, or even orcs; rather, a trollwife simply looks like an extraordinarily large troll. Like a normal male troll, a trollwife has lumpy skin that is a dull grayish green in color.

    -

    Trollwives have all the abilities and weaknesses of the males of the species; in particular, they regenerate exactly as do the males.

    +

    A trollwife is a female troll; despite the name, there is no requirement that she be married (nor, in fact, do trolls normally engage in formal marriages). A typical adult trollwife stands 11 feet tall and weighs 700 pounds. They have no outward appearance of femininity, at least according to the standards of humans, elves, or even orcs; rather, a trollwife simply looks like an extraordinarily large troll. Like a normal male troll, a trollwife has lumpy skin that is a dull grayish green in color.

    +

    Trollwives have all the abilities and weaknesses of the males of the species; in particular, they regenerate exactly as do the males.

    When encountered, a trollwife may be alone, cohabitating with a male (her “husband”), or raising a brood of trollkin. Roll 1d10; on a result of 1, she is living alone; on a roll of 2-3, she is raising her young; on 4 or higher, she is living with a male. If one has a mate or offspring, there is a 1-3 on 1d10 chance she is encountered alone, 4-7 that her mate or young are encountered in her absence, or 8-10 that all are present.

    Add 1 to the trollwife’s morale score if she is with her mate, or 2 if she has young present. This means that, unless threatened with fire or acid, a trollwife will fight without checking morale while her offspring are present. If a trollwife’s mate or offspring are slain in her absence, she will track the killers unerringly, and upon finding them will attack with the same morale bonus.

    Trollwives are solitary with respect to other adult trollwives, for they hate each other with a fierce passion. If forced together they will put aside their enmity until all non-troll enemies are dead (at which point they may well fight over who will eat the choicest of the remains).

    @@ -13197,10 +12791,10 @@

    Troll (and Trollwife)<

    Trollkin

    ---+++ @@ -13273,7 +12867,7 @@

    Trollkin

    -

    Trollkin are young trolls. They have all the powers and weaknesses of trolls, and look exactly like smaller than normal adult trolls. Even an infant has the same ability to regenerate as an adult troll.

    +

    Trollkin are young trolls. They have all the powers and weaknesses of trolls, and look exactly like smaller than normal adult trolls. Even an infant has the same ability to regenerate as an adult troll.

    When you encounter trollkin, you can rest assured that there is a trollwife nearby (unless, of course, you’ve already slain her). They are as bloodthirsty as their parents; as such, determining the number appearing is done in a particularly unusual fashion:

    Roll 1d6 for the number of individuals, and 2d6 for the number of hit dice. Divide the number of hit dice by the number of individuals to arrive at the hit dice of each individual. Note that a trollkin won’t be encountered having more than 6 hit dice, so if only one individual is indicated by the 1d6 roll but the 2d6 roll totals more than 6, you must increase the number of individuals. The referee should feel free to round the number of hit dice up or down as they see fit, or to allocate them in an approximately equal fashion if desired. Trollkin broods are rolled in this way owing to the fact that bigger or tougher individuals are likely to kill and eat the weaker ones, generally when their mother is out hunting.

    Refer to the entry for trolls for details regarding regeneration, morale checks, and so on; except as noted above, trollkins share all these features with the adults

    @@ -13347,9 +12941,9 @@

    Turtle or Tortoise

    Unicorn (and Alicorn)

    ---+++ @@ -13594,61 +13188,72 @@

    Water Termite, GiantHowever, the primary concern regarding these monsters is the damage they can do to boats and ships. Each creature can do 2d4 points of damage to a ship’s hull per round (no roll required) for a number of rounds equal to 1d4 plus the creature’s hit dice total; after this time, the monster is full. They eat noisily.

    These creatures are found in fresh and salt water as well as in swamps. The freshwater variety tend to be smaller, 1-2 hit dice, the saltwater variety 3-4 hit dice, and those found in swamps range from 2-3 hit dice.

    -
    -

    Weasel, Giant (or Ferret, Giant)

    +
    +

    Weasel, Normal and Giant (or Ferret)

    - + + + + + - + + + + + + + +
    Weasel, Giant (or Ferret, Giant)NormalGiant
    Armor Class:14 17
    Hit Dice:1d2 HP 5
    No. of Attacks: 1 bite + hold1 bite + hold
    Damage:2d4 + 2d4 per round1d4 + 1d4/round2d4 + 2d4/ round
    Movement:40’ 50’
    No. Appearing:1d6, Wild 1d8, Lair 1d8 1d4, Wild 1d6, Lair 1d6
    Save As:Fighter: 1 Fighter: 5
    Morale:7 8
    Treasure Type:None V
    XP:10 360
    -

    Giant weasels resemble their more normally sized cousins, having long bodies, short legs, and pointed, toothy snouts. They are predatory animals, hunting those creatures smaller than themselves.

    -

    Weasels of all sorts are cunning, crafty hunters, and surprise their prey on 1-3 on 1d6. Once a giant weasel bites a living creature, it hangs on, rending with its teeth each round until the victim or the weasel is dead, or until the weasel fails a morale check (rolled normally) in which case it will let go of its victim and flee.

    +

    Normal weasels (or ferrets, see below) are small mammals with long bodies, short legs, and pointed, toothy snouts. They are predatory animals, hunting those creatures smaller than themselves. They are cunning, crafty hunters, and gain surprise on 1-3 on 1d6. Once one bites prey (i.e. a living creature smaller than itself), it hangs on, rending with its teeth each round until the victim or the weasel is dead. Should one fail a morale check it will release its victim and flee.

    There are many varieties of normal-sized weasel, including several which are called ferrets; in some territories, the giant weasel is thus called a giant ferret. The only distinction is that those which are tamed are always called ferrets, though not all giant ferrets are tame. Various humanoid races as well as some fairy creatures are known to tame giant ferrets for use as guards or war-animals.

    +

    Giant weasels resemble their more normally sized cousins, and other than their greater size they behave in exactly the same fashion.

    Whale, Killer

    @@ -13702,8 +13307,8 @@

    Whale, Killer

    -

    These ferocious creatures are about 30 feet long. Killer whales, also called “orca” (both singular and plural), are strikingly marked in black and white, with prominent white patches that resemble eyes. Their real eyes are much smaller and located away from the fake eye-spots.

    -

    Killer whales eat fish, squid, seals, and other whales, but are not above consuming a meal of human or demi-human fare.

    +

    Killer whales, also called “orca” (both singular and plural), are large predatory cetaceans related to both dolphins and true whales. Adult males range from 20 to 26 feet long, while females are smaller at 16 to 23 feet in length. All are strikingly marked in black and white, with prominent white patches that resemble eyes. Their real eyes are much smaller and located away from the fake eye-spots.

    +

    Killer whales are apex predators, meaning that they themselves have no natural predators. They hunt in groups like wolf packs, subsisting primarily on fish, cephalopods, mammals, seabirds, and sea turtles. However, they are not above consuming a meal of humanoid nature if such becomes available.

    Whale, Narwhal

    @@ -13811,7 +13416,7 @@

    Whale, Sperm

    -

    These creatures can be up to 60 feet long. They prey on giant squid. Sperm whales can emit an invisible focused beam of sound 5’ wide up to a 50’ range underwater. This blast of sound disorients target creatures, leaving them effectively stunned for 1d4 rounds. A stunned character can neither move nor take action for the indicated duration. No attack roll is required, but a save vs. Death Ray is allowed to resist. A sperm whale can emit as many such blasts of sound as it desires, once per round, instead of biting.

    +

    Sperm whales are huge creatures, with males averaging 52 feet long at adulthood while females typically reach a length of around 36 feet. They are predators, hunting primarily giant squid. Sperm whales can emit an invisible focused beam of sound 5’ wide up to a 50’ range underwater. This blast of sound disorients target creatures, leaving them effectively stunned for 1d4 rounds. A stunned character can neither move nor take action for the indicated duration. No attack roll is required, but a save vs. Death Ray is allowed to resist. A sperm whale can emit as many such blasts of sound as it desires, once per round, instead of biting.

    Wight*

    @@ -13865,10 +13470,10 @@

    Wight*

    -

    A wight’s appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human. Wights do not possess any of the abilities they had in life.

    -

    If a wight touches (or is touched by) a living creature, that living creature suffers one level of energy drain (as described in the Encounter section). No saving throw is allowed. Striking a wight with a weapon does not count as “touching” it.

    -

    Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). Wight spawn are under the command of the wight that created them and remain enslaved until its death.

    -

    Like all undead, wights may be Turned by Clerics and are immune to sleepcharm and hold magics. Wights are harmed only by silver or magical weapons, and take only half damage from burning oil.

    +

    Wights are undead monsters who have been twisted and deformed by their transformation. Their eyes are entirely black, and their bodies radiate a coldness that living creatures can feel from several feet away.

    +

    If a wight touches or is touched by a living creature, that creature suffers one level of energy drain (as described in the Encounter section). No saving throw is allowed. Striking a wight with a weapon does not count as “touching” it, but punching or kicking one does.

    +

    Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). They are slaves to the wight who created them until and unless that wight is destroyed. Wights remember almost nothing from their previous life, though a few very close friends or loved ones might be recalled (and hated, and possibly hunted by the monster).

    +

    Like all undead, wights may be Turned by Clerics and are immune to sleepcharm,and hold magics. Wights are harmed only by silver or magical weapons, and take only half damage from burning oil.

    Wolf

    @@ -13877,7 +13482,7 @@

    Wolf

    Normal Wolf -Dire Wold +Dire Wolf @@ -13933,8 +13538,8 @@

    Wolf

    -

    Wolves are pack hunters known for their persistence and cunning. They prefer to surround and flank a foe when they can.

    -

    Dire wolves are efficient pack hunters that will kill anything they can catch. Dire wolves are generally mottled gray or black, about 9 feet long and weighing some 800 pounds.

    +

    The wolf is a large canine found in a broad range of habitats. They travel in packs consisting of a mated pair accompanied by their offspring. Wolves are also territorial, and fights over territory are among the principal causes of wolf mortality. The wolf is mainly a carnivore and feeds on large wild hoofed mammals as well as smaller animals, livestock, and carrion.

    +

    Dire wolves are huge relatives of the ordinary wolves, being as large as horses. They live and hunt in packs, and are sometimes tamed by smaller humanoids as battle steeds or by larger ones as pet

    Wraith*

    @@ -13988,7 +13593,7 @@

    Wraith*

    -

    Wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature’s AC or combat abilities but only reflects the shape it had in life.

    +

    Wraiths are fearsome incorporeal monsters who drain the very life energy from their victims. Being incorporeal, they are immune to non-magical weapons and are effectively flying at all times. They are semitransparent and exude the same kind of coldness as wights. Wraiths usually appear as they were in life, including such things as clothing or armor, though such things do not affect the monsters actual armor class or other statistics.

    Like all undead, they may be Turned by Clerics and are immune to sleepcharm and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons.

    @@ -14043,10 +13648,9 @@

    Wyvern

    -

    A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail. A wyvern’s body is 15 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 20 feet. A wyvern weighs about one ton. They are built more like bats than lizards, having two legs and two wings; contrast this with true dragons, which have four legs and two wings.

    -

    Wyverns are of animal intelligence, but are excellent predators with good hunting abilities. When attacking they will make a loud hiss, or sometimes a deep-throated growl much like that of a bull alligator.

    -

    Wyverns attack nearly anything that isn’t obviously more powerful than themselves. A wyvern dives from the air, clawing at its opponent with its talons and stinging it to death. Any living creature hit by the wyvern’s stinger must save vs. Poison or die. A wyvern can slash with its talons only when making a flyby attack or when landing.

    -

    If a wyvern hits with both its talons, it may attempt to carry off its victim; only victims weighing 300 pounds or less can be carried off, and the wyvern can only carry a victim for at most 6 rounds. While flying with a victim, the wyvern cannot make any further attacks against it, but of course if the victim makes a nuisance of itself (such as by injuring the wyvern), it may be dropped.

    +

    Wyverns are large dragon-like monsters, though they are built more like bats than lizards, having two legs and two wings; contrast this with true dragons, which have four legs and two wings. They are of animal intelligence, but are excellent predators with good hunting abilities.

    +

    Wyverns are aggressive and always hungry, and will attack almost anything smaller than themselves. Any living creature hit by the wyvern’s stinger must save vs. Poison or die. Wyverns can only use their talons to attack when landing or flying past an enemy; while on the ground they may only bite and sting. Further, a wyvern may not bite when flying past an opponent. The only situation in which all attacks can be made is when the monster is landing.

    +

    If a wyvern hits with both its talons, it may attempt to carry off its victim; victims weighing 300 pounds or less can be carried off, and the wyvern can only carry a victim for at most 6 rounds. While flying with a victim, the wyvern cannot make any further attacks against it, but of course if the victim makes a nuisance of itself (such as by injuring the wyvern), it may be dropped.

    Yellow Mold

    @@ -14100,7 +13704,7 @@

    Yellow Mold

    -

    If disturbed, a patch of this mold bursts forth with a cloud of poisonous spores. Each patch covers from 10 to 25 square feet; several patches may grow adjacent to each other, and will appear to be a single patch in this case. Each patch can emit a cloud of spores once per day. All within 10 feet of the mold will be affected by the spores and must save vs. Death Ray or take 1d8 points of damage per round for 6 rounds. Sunlight renders yellow mold dormant.

    +

    If disturbed, a patch of this mold will discharge a cloud of toxic spores. Each patch covers from 10 to 25 square feet; several patches may grow adjacent to each other, and will appear to be a single patch in this case. Each patch can emit a cloud of spores once per day. All within 10 feet of the mold will be affected by the spores and must save vs. Death Ray or take 1d8 points of damage per round for 6 rounds. Brief exposure to sunlight makes a patch of yellow mold dormant, while longer exposures kills it.

    Zombie

    @@ -14154,7 +13758,9 @@

    Zombie

    -

    Zombies are the undead corpses of humanoid creatures. They are deathly slow, but they move silently, are very strong and must be literally hacked to pieces to “kill” them. They take only half damage from blunt weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus). A zombie never has Initiative and always acts last in any given round. Like all undead, they may be Turned by Clerics and are immune to sleepcharm and hold magics. As they are mindless, no form of mind reading is of any use against them. Zombies never fail morale checks, and thus always fight until destroyed.

    +

    Zombies are the undead corpses of humanoid creatures. They are deathly slow, but they move silently, are very strong and must be literally hacked to pieces to “kill” them. They take only half damage from blunt weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus). A zombie never has Initiative and always acts last in any given round.

    +

    As zombies are strong and do not feel pain, they can bludgeon enemies with both fists for 1d8 points of damage. However, their creators often arm them, either for greater damage (as with a greatsword or polearm) or simply for effect.

    +

    Like all undead, they may be Turned by Clerics and are immune to sleep, charm, and hold magics. As they are mindless, no form of mind reading is of any use against them. Zombies never fail morale checks, and thus always fight until destroyed.

    Zombraire (and Skeletaire)

    @@ -14219,7 +13825,7 @@

    Zombraire (and Sk -

    A Zombraire is a free-willed undead Magic-User. Like the zombie it resembles, a zombraire moves silently, is very strong, and must be literally hacked to pieces to be destroyed. However, it does not suffer the initiative penalty common to ordinary zombies. It takes only half damage from blunt weapons, and only a single point from arrows, bolts, and sling stones (plus any magical bonus). It may be Turned by a Cleric (as a wight), and is immune to sleep, charm, and hold spells.

    +

    A Zombraire is a free-willed undead Magic-User. Like the zombie it resembles, a zombraire moves silently, is very strong, and must be literally hacked to pieces to be destroyed. However, it does not suffer the initiative penalty common to ordinary zombies. It takes only half damage from blunt weapons, and only a single point from arrows, bolts, and sling stones (plus any magical bonus). It may be Turned by a Cleric (as a wight), and is immune to sleep, charm, and hold spells.

    A zombraire slowly rots away, and as it does it loses its sanity; this is represented by the variable morale listed. An insane zombraire fights to the death in hopes of being slain, thus ending its tortured existence.

    The given statistics are for a zombraire formed from a 2nd-level Magic-user; the HD and saving throws of a zombraire are based on the level it had in life. A zombraire can cast spells as it did when living, but cannot learn new spells.

    A Skeletaire is the final form of a zombraire which has rotted away completely. It takes only half damage from edged weapons, and only a single point from arrows, bolts, and sling stones (plus any magical bonus). It can be Turned by a Cleric (as a zombie), and is immune to sleep, charm, and hold spells. A skeletaire never fails morale, and thus always fights until destroyed.

    diff --git a/docs/search.json b/docs/search.json index 169745e..9fdd706 100644 --- a/docs/search.json +++ b/docs/search.json @@ -1587,7 +1587,7 @@ "href": "monstersAll.html", "title": "16  Monster Descriptions", "section": "", - "text": "Antelope\nThe 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).\nGenerally, 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.", + "text": "Antelope\nThe 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).\nCattle, aurochs, and bison are not included in this category, they have their own entry.\nGenerally, 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.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -1598,7 +1598,7 @@ "href": "monstersAll.html#ant-giant-and-huge-large", "title": "16  Monster Descriptions", "section": "Ant, Giant (and Huge, Large)", - "text": "Ant, Giant (and Huge, Large)\n\n\n\n\n\n\n\n\n\n\nAnt, Giant\nAnt, Huge\nAnt, Large\n\n\n\n\nArmor Class:\n17\n15\n13\n\n\nHit Dice:\n4\n2\n1\n\n\nNo. of Attacks:\n1 bite\n\n\n\n\nDamage:\n2d6\n1d10 bite\n1d6 bite\n\n\nMovement:\n60’ (10’)\n50’\n40’\n\n\nNo. Appearing:\n2d6, Lair 4d6\n3d6, Lair 4d8\n4d6, Lair 4d10\n\n\nSave As:\nFighter: 4\nFighter: 2\nFighter: 1\n\n\nMorale:\n7 on first sighting, 12 after engaged\n\n\n\n\nTreasure Type:\nU or special\n\n\n\n\nXP:\n240\n75\n25\n\n\n\nGiant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 5 to 6 feet long, while queens can grow to a length of 9 feet. 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.\nGiant 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.\nLarge 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.", + "text": "Ant, Giant (and Huge, Large)\n\n\n\n\n\n\n\n\n\n\nAnt, Giant\nAnt, Huge\nAnt, Large\n\n\n\n\nArmor Class:\n17\n15\n13\n\n\nHit Dice:\n4\n2\n1\n\n\nNo. of Attacks:\n1 bite\n\n\n\n\nDamage:\n2d6\n1d10 bite\n1d6 bite\n\n\nMovement:\n60’ (10’)\n50’\n40’\n\n\nNo. Appearing:\n2d6, Lair 4d6\n3d6, Lair 4d8\n4d6, Lair 4d10\n\n\nSave As:\nFighter: 4\nFighter: 2\nFighter: 1\n\n\nMorale:\n7 on first sighting, 12 after engaged\n\n\n\n\nTreasure Type:\nU or special\n\n\n\n\nXP:\n240\n75\n25\n\n\n\nGiant 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.\nGiant 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.\nLarge 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.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -1620,18 +1620,7 @@ "href": "monstersAll.html#ape-carnivorous", "title": "16  Monster Descriptions", "section": "Ape, Carnivorous", - "text": "Ape, Carnivorous\n\n\n\n\nApe, Carnivorous\n\n\n\n\nArmor Class:\n14\n\n\nHit Dice:\n4\n\n\nNo. of Attacks:\n2 claws\n\n\nDamage:\n1d4/1d4\n\n\nMovement:\n40’\n\n\nNo. Appearing:\n1d6, Wild 2d4, Lair 2d4\n\n\nSave As:\nFighter: 4\n\n\nMorale:\n7\n\n\nTreasure Type:\nNone\n\n\nXP:\n240\n\n\n\nThese powerful creatures resemble gorillas but are far more aggressive; though they are actually omnivores, they prefer meat, and they kill and eat anything they can catch. An adult male carnivorous ape is 5-1/2 to 6 feet tall and weighs 300 to 400 pounds.", - "crumbs": [ - "Monsters", - "16  Monster Descriptions" - ] - }, - { - "objectID": "monstersAll.html#assassin-vine", - "href": "monstersAll.html#assassin-vine", - "title": "16  Monster Descriptions", - "section": "Assassin Vine", - "text": "Assassin Vine\n\n\n\n\nAssassin Vine\n\n\n\n\nArmor Class:\n15\n\n\nHit Dice:\n6\n\n\nNo. of Attacks:\n1 entangle + special\n\n\nDamage:\n1d8 + special\n\n\nMovement:\n5’\n\n\nNo. Appearing:\n1d4+1\n\n\nSave As:\nFighter: 6\n\n\nMorale:\n12\n\n\nTreasure Type:\nU\n\n\nXP:\n500\n\n\n\nThe assassin vine is a semi-mobile plant found in temperate forests that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots.\nBecause it can lie very still indeed, an assassin vine surprises on a roll of 1-4 on 1d6. A successful hit inflicts 1d8 points of damage, and the victim becomes entangled, suffering an additional 1d8 points of damage thereafter. A victim may attempt to escape by rolling a saving throw vs. Death Ray with Strength bonus added; this is a full action, so the victim may not attempt this and also perform an attack. The plant will continue to crush its victim until one or the other is dead or the victim manages to escape.\nAn assassin vine can move about, albeit very slowly, but generally only does so to seek new hunting grounds. They have no visual organs but can sense foes within 30 feet by sound and vibration.\nA mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine.\nA subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.", + "text": "Ape, Carnivorous\n\n\n\n\nApe, Carnivorous\n\n\n\n\nArmor Class:\n14\n\n\nHit Dice:\n4\n\n\nNo. of Attacks:\n2 claws\n\n\nDamage:\n1d4/1d4\n\n\nMovement:\n40’\n\n\nNo. Appearing:\n1d6, Wild 2d4, Lair 2d4\n\n\nSave As:\nFighter: 4\n\n\nMorale:\n7\n\n\nTreasure Type:\nNone\n\n\nXP:\n240\n\n\n\nCarnivorous 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.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -1736,17 +1725,6 @@ "16  Monster Descriptions" ] }, - { - "objectID": "monstersAll.html#black-pudding-black-jelly", - "href": "monstersAll.html#black-pudding-black-jelly", - "title": "16  Monster Descriptions", - "section": "Black Pudding* (Black Jelly)", - "text": "Black Pudding* (Black Jelly)\n\n\n\n\nBlack Pudding*\n\n\n\n\nArmor Class:\n14\n\n\nHit Dice:\n10* (+9)\n\n\nNo. of Attacks:\n1 pseudopod\n\n\nDamage:\n3d8\n\n\nMovement:\n20’\n\n\nNo. Appearing:\n1\n\n\nSave As:\nFighter: 10\n\n\nMorale:\n12\n\n\nTreasure Type:\nNone\n\n\nXP:\n1,390\n\n\n\nBlack puddings are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter, living or dead. They attack any creatures they encounter, lashing out with pseudopods or simply engulfing opponents with their bodies, which secrete acids that help them catch and digest their prey.\nIf attacked with normal or magical weapons, or with lightning or electricity, a black pudding suffers no injury, but will be split into two puddings; the GM should divide the original black pudding’s hit dice between the two however he or she sees fit, with the limitation that neither pudding may have less than two hit dice. A two hit die black pudding is simply unharmed by such attacks, but cannot be split further.\nCold or ice based attacks do not harm a black pudding, but such an attack will paralyze the pudding for one round per die of damage the attack would normally cause. Other attack forms will affect a black pudding normally; the preferred method of killing one usually involves fire.\nThe typical black pudding measures 10 feet across and 2 feet thick, and weighs about 10,000 pounds. Black puddings of smaller sizes may be encountered, possibly as a result of the splitting described above.", - "crumbs": [ - "Monsters", - "16  Monster Descriptions" - ] - }, { "objectID": "monstersAll.html#blink-dog", "href": "monstersAll.html#blink-dog", @@ -1763,7 +1741,7 @@ "href": "monstersAll.html#blood-rose", "title": "16  Monster Descriptions", "section": "Blood Rose", - "text": "Blood Rose\n\n\n\n\nBlood Rose\n\n\n\n\nArmor Class:\n13\n\n\nHit Dice:\n2* to 4*\n\n\nNo. of Attacks:\n1 to 3 + blood drain\n\n\nDamage:\n1d6, 1d6/round blood drain\n\n\nMovement:\n1’\n\n\nNo. Appearing:\nWild 1d8\n\n\nSave As:\nFighter: 2\n\n\nMorale:\n12\n\n\nTreasure Type:\nNone\n\n\nXP:\n100 - 280\n\n\n\nBlood 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.\nThe 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, dropping anything carried and approaching the plant. Each round such a creature or character is within the affected area, this save must be made. Befuddled characters will not resist the plant-creature’s attacks; 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.\nEach 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” 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.", + "text": "Blood Rose\n\n\n\n\nBlood Rose\n\n\n\n\nArmor Class:\n13\n\n\nHit Dice:\n2* to 4*\n\n\nNo. of Attacks:\n1 to 3 + blood drain\n\n\nDamage:\n1d6, 1d6/round blood drain\n\n\nMovement:\n1’\n\n\nNo. Appearing:\nWild 1d8\n\n\nSave As:\nFighter: 2\n\n\nMorale:\n12\n\n\nTreasure Type:\nNone\n\n\nXP:\n100 - 280\n\n\n\nBlood 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.\nThe 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.\nEach 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.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -1774,7 +1752,7 @@ "href": "monstersAll.html#boar", "title": "16  Monster Descriptions", "section": "Boar", - "text": "Boar\n\n\n\n\nBoar\n\n\n\n\nArmor Class:\n13\n\n\nHit Dice:\n3\n\n\nNo. of Attacks:\n1 tusk\n\n\nDamage:\n2d4\n\n\nMovement:\n50’ (10’)\n\n\nNo. Appearing:\nWild 1d6\n\n\nSave As:\nFighter: 3\n\n\nMorale:\n9\n\n\nTreasure Type:\nNone\n\n\nXP:\n145\n\n\n\nThough not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them. Note that “boar” refers specifically to the male of the species, but females are equally large and fierce.\nA boar is covered in coarse, grayish-black fur. Adults are about 4 feet long and 3 feet high at the shoulder.", + "text": "Boar\n\n\n\n\nBoar\n\n\n\n\nArmor Class:\n13\n\n\nHit Dice:\n3\n\n\nNo. of Attacks:\n1 tusk\n\n\nDamage:\n2d4\n\n\nMovement:\n50’ (10’)\n\n\nNo. Appearing:\nWild 1d6\n\n\nSave As:\nFighter: 3\n\n\nMorale:\n9\n\n\nTreasure Type:\nNone\n\n\nXP:\n145\n\n\n\nWild 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.\nWild 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.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -1785,7 +1763,7 @@ "href": "monstersAll.html#bugbear", "title": "16  Monster Descriptions", "section": "Bugbear", - "text": "Bugbear\n\n\n\n\nBugbear\n\n\n\n\nArmor Class:\n15 (13)\n\n\nHit Dice:\n3+1\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d8+1 or by weapon +1\n\n\nMovement:\n30’ Unarmored 40’\n\n\nNo. Appearing:\n2d4, Wild 5d4, Lair 5d4\n\n\nSave As:\nFighter: 3\n\n\nMorale:\n9\n\n\nTreasure Type:\nQ, R each; B, L, M in lair\n\n\nXP:\n145\n\n\n\nBugbears 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 relatively fearless, and bully smaller humanoids whenever possible.\nBugbears prefer to ambush opponents if they can. When hunting, they often send scouts ahead of the main group. 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.\nOne 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.", + "text": "Bugbear\n\n\n\n\nBugbear\n\n\n\n\nArmor Class:\n15 (13)\n\n\nHit Dice:\n3+1\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d8+1 or by weapon +1\n\n\nMovement:\n30’ Unarmored 40’\n\n\nNo. Appearing:\n2d4, Wild 5d4, Lair 5d4\n\n\nSave As:\nFighter: 3\n\n\nMorale:\n9\n\n\nTreasure Type:\nQ, R each; B, L, M in lair\n\n\nXP:\n145\n\n\n\nBugbears 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.\nBugbear 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.\nOne 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.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -1851,7 +1829,7 @@ "href": "monstersAll.html#centipede-giant", "title": "16  Monster Descriptions", "section": "Centipede, Giant", - "text": "Centipede, Giant\n\n\n\n\nCentipede, Giant\n\n\n\n\nArmor Class:\n11\n\n\nHit Dice:\n1d4 Hit Points*\n\n\nNo. of Attacks:\n1 bite\n\n\nDamage:\npoison bite\n\n\nMovement:\n40’\n\n\nNo. Appearing:\n2d4, Wild 2d4, Lair 2d4\n\n\nSave As:\nNormal Man\n\n\nMorale:\n7\n\n\nTreasure Type:\nNone\n\n\nXP:\n13\n\n\n\nGiant 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.\nGiant centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison. Those bitten by a giant centipede must save vs. Poison at +2 or die.", + "text": "Centipede, Giant\n\n\n\n\nCentipede, Giant\n\n\n\n\nArmor Class:\n11\n\n\nHit Dice:\n1d4 Hit Points*\n\n\nNo. of Attacks:\n1 bite\n\n\nDamage:\npoison bite\n\n\nMovement:\n40’\n\n\nNo. Appearing:\n2d4, Wild 2d4, Lair 2d4\n\n\nSave As:\nNormal Man\n\n\nMorale:\n7\n\n\nTreasure Type:\nNone\n\n\nXP:\n13\n\n\n\nGiant 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.\nThese 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.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -1906,7 +1884,7 @@ "href": "monstersAll.html#crocodile", "title": "16  Monster Descriptions", "section": "Crocodile", - "text": "Crocodile\n\n\n\n\nNormal Crocodile\nLarge Crocodile\nGiant Crocodile\n\n\n\n\nArmor Class:\n15\n17\n19\n\n\nHit Dice:\n2\n6\n15 (+11)\n\n\nNo. of Attacks:\n1 bite\n1 bite\n1 bite\n\n\nDamage:\n1d8\n2d8\n3d8\n\n\nMovement:\n30’ (10’) Swim 30’ (10’)\n–Same–\n–Same–\n\n\nNo. Appearing:\nWild 1d8\nWild 1d4\nWild 1d3\n\n\nSave As:\nFighter: 2\nFighter: 6\nFighter: 15\n\n\nMorale:\n7\n8\n9\n\n\nTreasure Type:\nNone\nNone\nNone\n\n\nXP:\n75\n500\n2,850\n\n\n\nCrocodiles 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.\nLarge Crocodiles: These huge creatures are from 12-20 feet long. Large crocodiles fight and behave like their smaller cousins.\nGiant 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.", + "text": "Crocodile\n\n\n\n\n\n\n\n\n\n\nNormal Crocodile\nLarge Crocodile\nGiant Crocodile\n\n\n\n\nArmor Class:\n15\n17\n19\n\n\nHit Dice:\n2\n6\n15 (+11)\n\n\nNo. of Attacks:\n1 bite\n1 bite\n1 bite\n\n\nDamage:\n1d8\n2d8\n3d8\n\n\nMovement:\n30’ (10’) Swim 30’ (10’)\n–Same–\n–Same–\n\n\nNo. Appearing:\nWild 1d8\nWild 1d4\nWild 1d3\n\n\nSave As:\nFighter: 2\nFighter: 6\nFighter: 15\n\n\nMorale:\n7\n8\n9\n\n\nTreasure Type:\nNone\nNone\nNone\n\n\nXP:\n75\n500\n2,850\n\n\n\nCrocodiles 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.\nLarge Crocodiles: These huge creatures are from 12-20 feet long. Large crocodiles fight and behave like their smaller cousins.\nGiant 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.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -1917,7 +1895,7 @@ "href": "monstersAll.html#deceiver-panther-hydra", "title": "16  Monster Descriptions", "section": "Deceiver (Panther-Hydra)", - "text": "Deceiver (Panther-Hydra)\n\n\n\n\n\n\n\n\n\nCommon Deceiver\nGreater Deceiver\n\n\n\n\nArmor Class:\n16\n16\n\n\nHit Dice:\n6*\n7**\n\n\nNo. of Attacks:\n3 bites\n3 bites\n\n\nDamage:\n1d6 snake bite, 1d8 panther bite\n1d6 + poison snake bite, 2d6 panther bite\n\n\nMovement:\n50’\n40’\n\n\nNo. Appearing:\n1d4, Wild 1d4\n1d4, Wild 1d4\n\n\nSave As:\nFighter: 6\nFighter: 7\n\n\nMorale:\n8\n9\n\n\nTreasure Type:\nD\nD\n\n\nXP:\n555\n800\n\n\n\nDisplacers are blue-black, catlike monsters with strange bladed winglike arms extending from their shoulders. The blades are carried folded back like wings, but the Displacer swings the blades around in front to attack.\nThe real power and danger of the Displacer is its power of displacement, which causes the monster’s apparent location to shift around constantly over a range of 3’ from the monster’s true location. This is a form of illusion, but a powerful form that cannot be seen through even by those who know the secret.\nAny character fighting a Displacer for the first time will miss his or her first strike regardless of the die roll. Thereafter, all attacks against displacers will be at a penalty of -2 to the attack roll. This is not cumulative with the penalty for fighting blind. Some monsters, such as bats, do not depend on vision to fight and thus may be able to perceive the monster’s true location and fight without penalty.", + "text": "Deceiver (Panther-Hydra)\n\n\n\n\n\n\n\n\n\nCommon Deceiver\nGreater Deceiver\n\n\n\n\nArmor Class:\n16\n16\n\n\nHit Dice:\n6*\n7**\n\n\nNo. of Attacks:\n3 bites\n3 bites\n\n\nDamage:\n1d6 snake bite, 1d8 panther bite\n1d6 + poison snake bite, 2d6 panther bite\n\n\nMovement:\n50’\n40’\n\n\nNo. Appearing:\n1d4, Wild 1d4\n1d4, Wild 1d4\n\n\nSave As:\nFighter: 6\nFighter: 7\n\n\nMorale:\n8\n9\n\n\nTreasure Type:\nD\nD\n\n\nXP:\n555\n800\n\n\n\nDeceivers 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.\nThe 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.\nGreater 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.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2027,7 +2005,7 @@ "href": "monstersAll.html#dryad", "title": "16  Monster Descriptions", "section": "Dryad", - "text": "Dryad\n\n\n\n\nDryad\n\n\n\n\nArmor Class:\n15\n\n\nHit Dice:\n2*\n\n\nNo. of Attacks:\n1 dagger or fist\n\n\nDamage:\n1d4\n\n\nMovement:\n40’\n\n\nNo. Appearing:\nLair 1d6\n\n\nSave As:\nMagic-User: 4\n\n\nMorale:\n6\n\n\nTreasure Type:\nD\n\n\nXP:\n100\n\n\n\nDryads are female nature spirits; each is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic. A dryad lives as long as her tree, and dies when the tree dies; likewise, if the dryad is killed, her tree dies also.\nA dryad’s delicate features are much like a female elf’s, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons. Although they are generally solitary, up to seven dryads have been encountered in one place on rare occasions.\nShy, intelligent, and resolute, dryads are as elusive as they are alluring – they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a dryad can charm (as the spell charm person), attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense.", + "text": "Dryad\n\n\n\n\nDryad\n\n\n\n\nArmor Class:\n15\n\n\nHit Dice:\n2*\n\n\nNo. of Attacks:\n1 dagger or fist\n\n\nDamage:\n1d4\n\n\nMovement:\n40’\n\n\nNo. Appearing:\nLair 1d6\n\n\nSave As:\nMagic-User: 4\n\n\nMorale:\n6\n\n\nTreasure Type:\nD\n\n\nXP:\n100\n\n\n\nDryads are female nature spirits; each is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic. A dryad lives as long as her tree, and dies when the tree dies; likewise, if the dryad is killed, her tree dies also.\nA dryad resembles an elf woman, with skin like fine polished wood or smooth bark and hair like leaves; the hair color of a dryad usually changes with the seasons, being brown in the winter, pale green in the spring, darker green in the summer, and yellow, orange, or red in the fall.\nThough they are usually content to live alone, dryads are often friends with creatures such as treant or other nature spirits who might live nearby. Once per day a dryad can cast a charm similar to the spell charm person, and one may choose to use this ability to compel an interesting human or elf to remain with her as a companion for a period of up to a year. The companion can be taken into and brought out of the dryad’s tree so long as the charm is still in effect.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2170,18 +2148,7 @@ "href": "monstersAll.html#gargoyle", "title": "16  Monster Descriptions", "section": "Gargoyle*", - "text": "Gargoyle*\n\n\n\n\nGargoyle*\n\n\n\n\nArmor Class:\n15 (m)\n\n\nHit Dice:\n4**\n\n\nNo. of Attacks:\n2 claws/1 bite/1 horn\n\n\nDamage:\n1d4/1d4/1d6/1d4\n\n\nMovement:\n30’ Fly 50’ (15’)\n\n\nNo. Appearing:\n1d6, Wild 2d4, Lair 2d4\n\n\nSave As:\nFighter: 6\n\n\nMorale:\n11\n\n\nTreasure Type:\nC\n\n\nXP:\n320\n\n\n\nGargoyles are demonic-looking winged humanoid monsters with gray stone-like skin. They are often mistaken for winged stone statues, for they can remain still indefinitely without moving. Gargoyles use this disguise to ambush their foes, surprising on 1-4 on 1d6 if their foes do not otherwise suspect them. They are cruel monsters, inflicting pain on other creatures for the sole purpose of enjoyment.\nGargoyles require no food, water, or air. Due to their highly magical nature, they can only be harmed by magical weapons.", - "crumbs": [ - "Monsters", - "16  Monster Descriptions" - ] - }, - { - "objectID": "monstersAll.html#gelatinous-cube", - "href": "monstersAll.html#gelatinous-cube", - "title": "16  Monster Descriptions", - "section": "Gelatinous Cube", - "text": "Gelatinous Cube\n\n\n\n\nGelatinous Cube\n\n\n\n\nArmor Class:\n12\n\n\nHit Dice:\n4*\n\n\nNo. of Attacks:\n1\n\n\nDamage:\n2d4 + paralysis\n\n\nMovement:\n20’\n\n\nNo. Appearing:\n1\n\n\nSave As:\nFighter: 2\n\n\nMorale:\n12\n\n\nTreasure Type:\nV\n\n\nXP:\n280\n\n\n\nThe nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the cube’s body. A typical gelatinous cube is ten feet on a side and weighs about 15,000 pounds; however, smaller specimens have been reported.\nA gelatinous cube attacks by slamming its body into its prey. It is capable of lashing out with a pseudopod, but usually engulfs foes. Any character hit by a gelatinous cube must save vs. Paralyzation or be paralyzed for 2d4 turns.\nAny treasure indicated will be visible inside the creature, which must be slain if the treasure is to be recovered.", + "text": "Gargoyle*\n\n\n\n\nGargoyle*\n\n\n\n\nArmor Class:\n15 (m)\n\n\nHit Dice:\n4**\n\n\nNo. of Attacks:\n2 claws/1 bite/1 horn\n\n\nDamage:\n1d4/1d4/1d6/1d4\n\n\nMovement:\n30’ Fly 50’ (15’)\n\n\nNo. Appearing:\n1d6, Wild 2d4, Lair 2d4\n\n\nSave As:\nFighter: 6\n\n\nMorale:\n11\n\n\nTreasure Type:\nC\n\n\nXP:\n320\n\n\n\nGargoyles are demonic-looking winged humanoid monsters with gray stone-like skin. They can remain still for an extended period, and are thus often mistaken for stone statues. Gargoyles use this disguise to ambush their foes, surprising on 1-4 on 1d6 if their foes do not otherwise suspect them. They are cruel monsters, inflicting pain on other creatures for the sole purpose of enjoyment.\nGargoyles can go for very long periods of time, on the order of decades, without air or sustenance. Due to their highly magical nature, they can only be harmed by magical weapons.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2192,7 +2159,7 @@ "href": "monstersAll.html#ghost", "title": "16  Monster Descriptions", "section": "Ghost*", - "text": "Ghost*\n\n\n\n\nGhost*\n\n\n\n\nArmor Class:\n20 (m)\n\n\nHit Dice:\n10* (+9)\n\n\nNo. of Attacks:\n1 touch/1 gaze\n\n\nDamage:\n1d8 + special\n\n\nMovement:\n30’\n\n\nNo. Appearing:\n1\n\n\nSave As:\nFighter: 10\n\n\nMorale:\n10\n\n\nTreasure Type:\nE, N, O\n\n\nXP:\n1,390\n\n\n\nGhosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. A ghost normally resembles the form it had in life, but sometimes the spiritual form is altered. For instance, the ghost of someone who believed he or she was evil might look a bit demonic. Because they are incorporeal, ghosts may be hit only by magical weapons.\nSeeing a ghost is so terrible that the victim must save vs. Spells or flee for 2d6 rounds. A character or creature who successfully saves vs. a given ghost’s fear attack may not be so affected by that ghost again, but of course may still be affected by another.\nA ghost that hits a living target with its touch attack does 1d8 points of damage, and at the same time regenerates the same number of hit points. In addition, the victim loses 1 Constitution point. Elves and dwarves (and other long-lived creatures such as dragons) are allowed a saving throw vs. Death Ray to resist this effect, which must be rolled on each hit. Characters who lose Constitution appear to have aged. If a ghost is fighting a living creature which does not have a Constitution score, the GM should assign whatever score he or she sees fit.\nLost Constitution can be regained at a rate of one point per casting of restoration; nothing else (except a wish) can restore Constitution lost to a ghost. If a character’s Constitution falls to 0, he or she dies permanently and cannot be raised (but still may be reincarnated).\nOnce per turn, a ghost can use telekinesis (as the spell) as if it were a 10th level Magic-User.\nInstead of attacking, a ghost may attempt to possess a living creature. This ability is similar to a magic jar spell (as if cast by a 10th level Magic-User), except that it does not require a receptacle. To use this ability, the ghost must be able to move into the target (so it is possible to outrun it). The target can resist the attack with a successful save vs. Spells. A creature that successfully saves is immune to being possessed by that ghost for 24 hours. If the save fails, the ghost enters the target’s body and controls it; control may be maintained until the ghost chooses to leave the victim’s body, or until it is driven out by means of a remove curse spell. While it is possessing a living creature, a ghost may not use any of its special abilities.", + "text": "Ghost*\n\n\n\n\nGhost*\n\n\n\n\nArmor Class:\n20 (m)\n\n\nHit Dice:\n10* (+9)\n\n\nNo. of Attacks:\n1 touch/1 gaze\n\n\nDamage:\n1d8 + special\n\n\nMovement:\n30’\n\n\nNo. Appearing:\n1\n\n\nSave As:\nFighter: 10\n\n\nMorale:\n10\n\n\nTreasure Type:\nE, N, O\n\n\nXP:\n1,390\n\n\n\nA ghost is the soul or spirit of a deceased sentient creature that has for some reason remained on the material plane. They usually appear as they did in life, but sometimes the appearance of a ghost is altered by its original personality; for instance, the ghost of an angry person might have a threatening or even demonic visage. Ghosts are undead, and as such are immune to sleep, charm, and hold magic.\nSeeing a ghost is so terrible that any living creature who does so must save vs. Spells or flee for 2d6 rounds. Anyone who successfully makes this save may not be so affected by that ghost again.\nA ghost that hits a living target with its touch attack does 1d8 points of damage, and at the same time regenerates the same number of hit points. In addition, the victim loses 1 Constitution point. Elves and dwarves (and other long-lived creatures such as dragons) are allowed a saving throw vs. Death Ray to resist this effect, which must be rolled on each hit. Characters who lose Constitution appear to have aged. If a ghost is fighting a living creature which does not have a Constitution score, the GM should assign whatever score they see fit.\nLike most incorporeal creatures, ghosts may normally be hit only by magical weapons. However, if a ghost makes use of its touch attack, it becomes vulnerable to non-magical weapons until the beginning of the next round of combat.\nLost Constitution can be regained at a rate of one point per casting of restoration; nothing else (except a wish) can restore Constitution lost to a ghost. If a character’s Constitution falls to 0, they die permanently and cannot be raised (but still may be reincarnated).\nOnce per turn, a ghost can use telekinesis (as the spell) as if it were a 10th level Magic-User.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2214,7 +2181,7 @@ "href": "monstersAll.html#giant-cloud", "title": "16  Monster Descriptions", "section": "Giant, Cloud", - "text": "Giant, Cloud\n\n\n\n\nGiant, Cloud\n\n\n\n\nArmor Class:\n19 (13)\n\n\nHit Dice:\n12+3* (+10)\n\n\nNo. of Attacks:\n1 giant weapon or 1 thrown rock\n\n\nDamage:\n6d6 or 3d6\n\n\nMovement:\n20’ Unarmored 40’ (10’)\n\n\nNo. Appearing:\n1d2, Wild 1d3, Lair 1d3\n\n\nSave As:\nFighter: 12\n\n\nMorale:\n10\n\n\nTreasure Type:\nE plus 1d12x1000 gp\n\n\nXP:\n1,975\n\n\n\nCloud giants’ skin ranges in color from milky white to light sky blue. They have hair of silvery white or brass, and their eyes are iridescent blue. Adult males are about 18 feet tall and weigh about 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can live to be 400 years old.\nCloud giants dress in the finest clothing available and wear jewelry. To many, appearance indicates station: The better the clothes and the finer the jewelry, the more important the wearer. They also appreciate music, and most can play one or more instruments (the harp is a favorite). Like most giants, they are suspicious of the smaller races, but cloud giants do not usually prey upon them, preferring instead to demand tribute from humans, demi-humans, or humanoids living nearby.\nCloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. Cloud giants can throw large stones up to 200’ for 3d6 points of damage each. Also, 5% of cloud giants have the abilities of a Magic-User of level 2 to 8 (2d4). A favorite tactic is to circle the enemies, barraging them with rocks while the giants with magical abilities confound them with spells. In battle, cloud giants wear finely crafted, intricately engraved plate mail.", + "text": "Giant, Cloud\n\n\n\n\nGiant, Cloud\n\n\n\n\nArmor Class:\n19 (13)\n\n\nHit Dice:\n12+3* (+10)\n\n\nNo. of Attacks:\n1 giant weapon or 1 thrown rock\n\n\nDamage:\n6d6 or 3d6\n\n\nMovement:\n20’ Unarmored 40’ (10’)\n\n\nNo. Appearing:\n1d2, Wild 1d3, Lair 1d3\n\n\nSave As:\nFighter: 12\n\n\nMorale:\n10\n\n\nTreasure Type:\nE plus 1d12x1000 gp\n\n\nXP:\n1,975\n\n\n\nCloud giants are huge, with males averaging 18 feet tall and females 17 feet tall; an adult cloud giant will normally weigh more than 4,750 pounds. They have very pale skin, sometimes with a slight bluish tint, and their hair is bright metallic colors such as silver, brass, or even gold. They have long lives, with most surviving to 400 years barring disease or misadventure.\nCloud giants are often vain, convinced they are the highest form of creation. They wear the finest clothing, make and eat the best food and drink, and live in castles built on high mountains or even in the clouds themselves. Like most giants, they are suspicious of the smaller races, but cloud giants do not usually prey upon them, preferring instead to demand tribute from smaller humanoids living nearby.\nDespite being self-centered, they fight in highly trained units that use sound tactics; their belief in their own superiority allows no less. Attacking from above is preferred, and ranged attacks are always considered better than melee. To that end, cloud giants can throw large stones up to 200’ for 3d6 points of damage each. Also, 5% of cloud giants have the abilities of a Magic-User of level 2 to 8 (2d4). A favorite tactic is to encircle enemies, barraging them with rocks while the giants with magical abilities confound them with spells. In battle, cloud giants wear finely crafted, intricately engraved plate mail.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2247,7 +2214,7 @@ "href": "monstersAll.html#giant-frost", "title": "16  Monster Descriptions", "section": "Giant, Frost", - "text": "Giant, Frost\n\n\n\n\nGiant, Frost\n\n\n\n\nArmor Class:\n17 (13)\n\n\nHit Dice:\n10+1* (+9)\n\n\nNo. of Attacks:\n1 giant weapon or 1 thrown rock\n\n\nDamage:\n4d6 or 3d6\n\n\nMovement:\n20’ Unarmored 40’ (10’)\n\n\nNo. Appearing:\n1d2, Wild 1d4, Lair 1d4\n\n\nSave As:\nFighter: 10\n\n\nMorale:\n9\n\n\nTreasure Type:\nE plus 1d10x1000 gp\n\n\nXP:\n1,390\n\n\n\nFrost giants have pale, almost white skin. A frost giant’s hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers.\nAn adult male is about 15 feet tall and weighs about 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical with males. Frost giants can live to be 250 years old.\nFrost giants are, first and foremost, cunning. They dislike the smaller races as much as any giant, but rather than attacking outright they will try to use their advantages to convince those weaker than them to submit. If faced with a stronger force, frost giants will parley or withdraw if possible, attacking only if victory seems assured.\nA frost giant can throw large stones up to 200’ for 3d6 damage. Frost giants are immune to all ice or cold-based attacks.", + "text": "Giant, Frost\n\n\n\n\nGiant, Frost\n\n\n\n\nArmor Class:\n17 (13)\n\n\nHit Dice:\n10+1* (+9)\n\n\nNo. of Attacks:\n1 giant weapon or 1 thrown rock\n\n\nDamage:\n4d6 or 3d6\n\n\nMovement:\n20’ Unarmored 40’ (10’)\n\n\nNo. Appearing:\n1d2, Wild 1d4, Lair 1d4\n\n\nSave As:\nFighter: 10\n\n\nMorale:\n9\n\n\nTreasure Type:\nE plus 1d10x1000 gp\n\n\nXP:\n1,390\n\n\n\nFrost giants have pale, almost white skin, blonde or pale blue hair, and bright blue eyes. Average males stand 15 feet tall and weigh around 2,800 pounds, while females average 14 feet tall and 2,500 pounds.\nFrost giants are, first and foremost, cunning. They dislike the smaller races as much as any giant, but rather than attacking outright they will try to use their advantages to convince those weaker than them to submit. If faced with a stronger force, frost giants will parley or withdraw if possible, attacking only if victory seems assured.\nIn combat frost giants prefer brightly-polished steel chainmail worn over their customary clothing of leather and fur (the first AC given above), and weapons of the same material. A frost giant can throw large stones up to 200’ for 3d6 points of damage. Frost giants are immune to all ice or cold-based attacks.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2258,7 +2225,7 @@ "href": "monstersAll.html#giant-hill", "title": "16  Monster Descriptions", "section": "Giant, Hill", - "text": "Giant, Hill\n\n\n\n\nGiant, Hill\n\n\n\n\nArmor Class:\n15 (13)\n\n\nHit Dice:\n8\n\n\nNo. of Attacks:\n1 giant weapon (club)\n\n\nDamage:\n2d8\n\n\nMovement:\n30’ Unarmored 40’\n\n\nNo. Appearing:\n1d4, Wild 2d4, Lair 2d4\n\n\nSave As:\nFighter: 8\n\n\nMorale:\n8\n\n\nTreasure Type:\nE plus 1d8x1000 gp\n\n\nXP:\n875\n\n\n\nThe smallest of giants, adult hill giants stand between ten and twelve feet in height and weigh about 1,100 pounds. Hill giants can live to be 200 years old. Skin color among hill giants ranges from light tan to deep ruddy brown. They have brown or black hair and eyes the same color. They wear layers of crudely prepared hides, which they seldom wash or repair, preferring to simply add more hides as the old ones wear out.\nWhether attacking with a weapon or st, hill giants deal 2d8 damage. Hill giants are brutish and aggressive. They are sometimes found leading groups of ogres or bugbears. Hill giants often keep dire wolves as pets.", + "text": "Giant, Hill\n\n\n\n\nGiant, Hill\n\n\n\n\nArmor Class:\n15 (13)\n\n\nHit Dice:\n8\n\n\nNo. of Attacks:\n1 giant weapon (club)\n\n\nDamage:\n2d8\n\n\nMovement:\n30’ Unarmored 40’\n\n\nNo. Appearing:\n1d4, Wild 2d4, Lair 2d4\n\n\nSave As:\nFighter: 8\n\n\nMorale:\n8\n\n\nTreasure Type:\nE plus 1d8x1000 gp\n\n\nXP:\n875\n\n\n\nThe smallest of giants, adult hill giants stand between 10 and 12 feet in height and weigh about 1,100 pounds. They have medium brown skin, though they are often so dirty as to hide their true skin color; their hair is dark, lank, and greasy, and their eyes are dark as well. They wear crude clothing made of leather; the lack of livestock or game of great enough size often results in whole pelts being stitched together.\nWhether attacking with a weapon or st, hill giants deal 2d8 damage. Hill giants are brutish and aggressive. They are sometimes found leading groups of ogres or bugbears. Hill giants often keep dire wolves as pets.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2291,7 +2258,7 @@ "href": "monstersAll.html#giant-storm", "title": "16  Monster Descriptions", "section": "Giant, Storm", - "text": "Giant, Storm\n\n\n\n\nGiant, Storm\n\n\n\n\nArmor Class:\n19 (13)\n\n\nHit Dice:\n15** (+11)\n\n\nNo. of Attacks:\n1 giant weapon or 1 lightning bolt\n\n\nDamage:\n8d6 or 15d6\n\n\nMovement:\n30’ Unarmored 50’ (10’)\n\n\nNo. Appearing:\n1, Wild 1d3, Lair 1d3\n\n\nSave As:\nFighter: 15\n\n\nMorale:\n10\n\n\nTreasure Type:\nE plus 1d20x1000 gp\n\n\nXP:\n3,100\n\n\n\nAdult storm giants are about 21 feet tall and weigh about 12,000 pounds. They can live to be 600 years old. Most storm giants have pale skin and dark hair. Very rarely, storm giants have violet skin. Violet-skinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes.\nStorm giants generally dress in short, loose tunic belted at the waist, sandals or bare feet, and a headband. They wear a few pieces of simple but finely crafted jewelry, anklets (favored by barefoot giants), rings, or circlets being most common. They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food.\nStorm giants prefer to attack first with their lightning bolts (which work just as the spell does, and can be used once per five rounds; a save vs. Spells reduces damage to half). Also, 10% of storm giants have the abilities of a Magic-User of level 2 to 12 (2d6). In battle, they wear well-crafted and well-cared-for plate mail.\nUnlike most other giants, storm giants have been known to befriend humans, elves, or dwarves.", + "text": "Giant, Storm\n\n\n\n\nGiant, Storm\n\n\n\n\nArmor Class:\n19 (13)\n\n\nHit Dice:\n15** (+11)\n\n\nNo. of Attacks:\n1 giant weapon or 1 lightning bolt\n\n\nDamage:\n8d6 or 15d6\n\n\nMovement:\n30’ Unarmored 50’ (10’)\n\n\nNo. Appearing:\n1, Wild 1d3, Lair 1d3\n\n\nSave As:\nFighter: 15\n\n\nMorale:\n10\n\n\nTreasure Type:\nE plus 1d20x1000 gp\n\n\nXP:\n3,100\n\n\n\nStorm giants are nearly the largest of the giants, with adult males standing 21 feet tall and weighing around 12,000 pounds; adult females average 20 feet and typically weigh around 11,000 pounds. Most storm giants have pale skin and dark hair, but some individuals have skin of a lavender color, and some have pale white or silver hair. Their eyes range from bright blue to deep gray in color.\nThey prefer to dress in light clothing, such as tunics, sandals, and so on, but in battle they wear finely-crafted plate mail armor of bright metal and wield weapons of the same sort. Their equipment usually appears to be silver but those of the highest class or rank wear armor and bear arms of a bright and shining golden color.\nUnlike most other giants, storm giants have been known to befriend humans, elves, or dwarves.\nStorm giants have the ability to throw lightning bolts as if they were spears (which work just as the spell does, and can be used once per five rounds; a save vs. Spells reduces damage to half). They prefer to attack first with lightning before moving on to other attack forms. Not surprisingly, storm giants are resistant to all forms of lightning or electrical attack, suffering only half damage normal when so attacked.\nAlso note that 10% of storm giants have the abilities of a Magic-User of level 2 to 12 (2d6).", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2302,7 +2269,7 @@ "href": "monstersAll.html#gnoll", "title": "16  Monster Descriptions", "section": "Gnoll", - "text": "Gnoll\n\n\n\n\nGnoll\n\n\n\n\nArmor Class:\n15 (13)\n\n\nHit Dice:\n2\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n2d4 or by weapon +1\n\n\nMovement:\n30’ Unarmored 40’\n\n\nNo. Appearing:\n1d6, Wild 3d6, Lair 3d6\n\n\nSave As:\nFighter: 2\n\n\nMorale:\n8\n\n\nTreasure Type:\nQ, S each; D, K in lair\n\n\nXP:\n75\n\n\n\nGnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. An adult male gnoll is about 7½ feet tall and weighs 300 pounds.\nGnolls are nocturnal, and have Darkvision with a 30’ range. They are cruel carnivores, preferring intelligent creatures for food because they scream more. They show little discipline when fighting unless they have a strong leader.\nOne out of every six gnolls will be a hardened warrior of 4 Hit Dice (240 XP) having a +1 bonus to damage due to strength. Gnolls gain a +1 bonus to their morale if they are led by such a warrior. In lairs of 12 or greater, there will be a pack leader of 6 Hit Dice (500 XP) having a +2 bonus to damage. In the lair, gnolls never fail a morale check as long as the pack leader is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present, and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hardened warrior statistically, and in addition has Clerical abilities at level 1d4+1. A witch or warlock is equivalent to a regular gnoll, and has Magic-User abilities of level 1d4.", + "text": "Gnoll\n\n\n\n\nGnoll\n\n\n\n\nArmor Class:\n15 (13)\n\n\nHit Dice:\n2\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n2d4 or by weapon +1\n\n\nMovement:\n30’ Unarmored 40’\n\n\nNo. Appearing:\n1d6, Wild 3d6, Lair 3d6\n\n\nSave As:\nFighter: 2\n\n\nMorale:\n8\n\n\nTreasure Type:\nQ, S each; D, K in lair\n\n\nXP:\n75\n\n\n\nGnolls are large fur-covered humanoids, averaging 7½ feet in height and weighing about 300 pounds. They are best recognized by their heads, which resemble those of hyenas (or perhaps wolves) but with shorter muzzles than either.\nGnolls are nocturnal and have Darkvision with a 30’ range. They are cruel carnivores, preferring intelligent creatures for food because they scream more. They show little discipline when fighting unless they have a strong leader.\nOne out of every six gnolls will be a hardened warrior of 4 Hit Dice (240 XP) having a +1 bonus to damage due to strength. Gnolls gain a +1 bonus to their morale if they are led by such a warrior. In lairs of 12 or greater, there will be a pack leader of 6 Hit Dice (500 XP) having a +2 bonus to damage. In the lair, gnolls never fail a morale check as long as the pack leader is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present, and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hardened warrior statistically, and in addition has Clerical abilities at level 1d4+1. A witch or warlock is equivalent to a regular gnoll, and has Magic-User abilities of level 1d4.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2313,7 +2280,7 @@ "href": "monstersAll.html#gnome", "title": "16  Monster Descriptions", "section": "Gnome", - "text": "Gnome\n\n\n\n\nGnome\n\n\n\n\nArmor Class:\n15 (11)\n\n\nHit Dice:\n1\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d6 or by weapon\n\n\nMovement:\n20’ Unarmored 40’\n\n\nNo. Appearing:\n1d8, Wild 5d8, Lair 5d8\n\n\nSave As:\nFighter: 1 (with Dwarf bonuses)\n\n\nMorale:\n8\n\n\nTreasure Type:\nD\n\n\nXP:\n25\n\n\n\nGnomes stand 3 to 3½ feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Males usually wear short, carefully trimmed beards.\nGnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years. They have Darkvision with a 30’ range. When attacked in melee by creatures larger than man-sized, gnomes gain a +1 bonus to their Armor Class. Outdoors in their preferred forest terrain, they are able to hide very effectively; so long as they remain still there is only a 20% chance they will be detected. If one or more gnomes who are successfully hiding attack from ambush, they surprise their foes on 1-4 on 1d6.\nGnomes speak their own language, Gnomish, and many know the language of the dwarves. Most gnomes who travel outside gnome lands (as traders or tinkers) know Common, while warriors in gnome settlements usually learn Goblin. Gnomes encountered in the wilderness are likely to be unfriendly, but not hostile. They tolerate dwarves but dislike most other humanoid races. When forced to interact with other races, a gnome will generally be recalcitrant, unless offered a significant amount of treasure.\nMost gnomes encountered outside their home are warriors; the statistics above are for such. In the lair, for every warrior there will be an average of three civilians having 1-1 Hit Dice and Armor Class 11; such gnomes have Morale of 7. One out of every eight gnome warriors will be a sergeant having 3 Hit Dice (145 XP). Gnomes gain a +1 bonus to their morale if they are led by a sergeant. Both warriors and sergeants commonly wear chainmail. In gnomish communities, one out of every sixteen warriors will be a captain of 5 Hit Dice (360 XP) with an Armor Class of 16 (11), adding a shield. In addition, in communities of 35 or greater, there will be a king of 7 Hit Dice (670 XP), with an Armor Class of 18 (11), in plate mail and carrying a shield, having a +1 bonus damage due to strength. In their community, gnomes never fail a morale check as long as the king is alive. There is a chance equal to 1-4 on 1d6 that a community will have a Cleric of level 1d6+1, and 1-2 on 1d6 of a Magic-User of level 1d6. Gnomish Clerics and Magic-Users are equivalent to regular gnomish warriors statistically.", + "text": "Gnome\n\n\n\n\nGnome\n\n\n\n\nArmor Class:\n15 (11)\n\n\nHit Dice:\n1\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d6 or by weapon\n\n\nMovement:\n20’ Unarmored 40’\n\n\nNo. Appearing:\n1d8, Wild 5d8, Lair 5d8\n\n\nSave As:\nFighter: 1 (with Dwarf bonuses)\n\n\nMorale:\n8\n\n\nTreasure Type:\nD\n\n\nXP:\n25\n\n\n\nGnomes are humanoids distantly related to dwarves; they have a similar appearance, but are smaller (averaging 3 to 3½ feet tall and weighing 40 to 45 pounds) and less stocky. Their ears are pointed, not in as pronounced a fashion as elves but certainly noticeable, and their noses likewise are pointed a bit more than those of most other kinds of humanoids. Their preferred habitat is the forest, preferably in a hilly temperate region.\nThey have Darkvision with a 30’ range. When attacked in melee by creatures larger than man-sized, gnomes gain a +1 bonus to their Armor Class. Outdoors in their preferred forest terrain they are able to hide very effectively; so long as they remain still there is only a 20% chance they will be detected. If one or more gnomes who are successfully hiding attack from ambush, they surprise their foes on 1-4 on 1d6.\nGnomes have their own language, and many also know the language of the dwarves. Some gnomes make their living as traders, often acting as go-betweens for dwarves and humans, and those gnomes naturally tend to learn Common. Those who are engaged in defending their forest settlements from humanoid incursions often choose to learn Goblin or Orc.\nGnomes encountered in the wilderness (who are not traders or merchants) are likely to be unfriendly, but not hostile. They tolerate dwarves but dislike most other humanoid races. When forced to interact with other races, a gnome will generally be recalcitrant, unless offered a significant amount of treasure.\nThe statistics given above are for warriors. In a settlement or lair, for every warrior there will be an average of three civilians having 1-1 Hit Dice and Armor Class 11; such gnomes have Morale of 7. One out of every eight gnome warriors will be a sergeant having 3 Hit Dice (145 XP). Gnomes gain a +1 bonus to their morale if they are led by a sergeant. Both warriors and sergeants commonly wear chainmail. In gnomish communities, one out of every sixteen warriors will be a captain of 5 Hit Dice (360 XP) with an Armor Class of 16 (11), adding a shield. In addition, in communities of 35 or greater, there will be a king of 7 Hit Dice (670 XP), with an Armor Class of 18 (11), in plate mail and carrying a shield, having a +1 bonus damage due to strength. In their community, gnomes never fail a morale check as long as the king is alive. There is a chance equal to 1-4 on 1d6 that a community will have a Cleric of level 1d6+1, and 1-2 on 1d6 of a Magic-User of level 1d6. Gnomish Clerics use 1d6 hit dice and Magic-Users use 1d4 hit dice, and in all other ways behave as if they were normal characters.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2324,7 +2291,7 @@ "href": "monstersAll.html#goblin", "title": "16  Monster Descriptions", "section": "Goblin", - "text": "Goblin\n\n\n\n\nGoblin\n\n\n\n\nArmor Class:\n14 (11)\n\n\nHit Dice:\n1-1\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d6 or by weapon\n\n\nMovement:\n20’ Unarmored 30’\n\n\nNo. Appearing:\n2d4 ,Wild 6d10, Lair 6d10\n\n\nSave As:\nFighter: 1\n\n\nMorale:\n7 or see below\n\n\nTreasure Type:\nR each; C in lair\n\n\nXP:\n10\n\n\n\nGoblins are small, wicked humanoids that favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. An adult goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Its eyes are usually bright and crafty-looking, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. They have Darkvision with a 30’ range.\nThe statistics given above are for a standard Goblin in leather armor with a shield; they have a natural Movement rate of 30’ and a natural Armor Class of 11.\nSome goblins ride dire wolves into combat, and large groups of goblins will often employ them to track and attack their foes.\nOne out of every eight goblins will be a warrior of 3-3 Hit Dice (145 XP). Goblins gain a +1 bonus to their morale if they are led by a warrior. In a lair or other settlement, one out of every fifteen will be a chieftain of 5-5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and movement of 10’ that gains a +1 bonus to damage due to strength. In lairs or settlements of 30 or more goblins, there will be a goblin king of 7-7 Hit Dice (670 XP), with an Armor Class of 16 (11), wearing chainmail and carrying a shield, with a movement of 10’, and having a +1 bonus to damage. Goblins have a +2 bonus to morale while their king is present (this is not cumulative with the bonus given by a warrior leader). In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a goblin king is present). A shaman is equivalent to a regular goblin statistically, but has Clerical abilities at level 1d4+1.", + "text": "Goblin\n\n\n\n\nGoblin\n\n\n\n\nArmor Class:\n14 (11)\n\n\nHit Dice:\n1-1\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d6 or by weapon\n\n\nMovement:\n20’ Unarmored 30’\n\n\nNo. Appearing:\n2d4 ,Wild 6d10, Lair 6d10\n\n\nSave As:\nFighter: 1\n\n\nMorale:\n7 or see below\n\n\nTreasure Type:\nR each; C in lair\n\n\nXP:\n10\n\n\n\nGoblins are small, reputedly wicked humanoids. They are cunning and vicious, and very sneaky. Adult goblins are 3 to 3½ feet tall and weigh 40 to 45 pounds, with very little difference between males and females. Their skin color ranges from gray to green, and their eyes are usually bright and crafty-looking, varying in color from red to yellow.\nAll goblins have Darkvision with a 30’ range.\nThe statistics given above are for a standard Goblin in leather armor with a shield; they have a natural Movement rate of 30’ and a natural Armor Class of 11.\nSome goblins ride dire wolves into combat, and large groups of goblins will often employ them to track and attack their foes.\nOne out of every eight goblins will be a warrior of 3-3 Hit Dice (145 XP). Goblins gain a +1 bonus to their morale if they are led by a warrior. In a lair or other settlement, one out of every fifteen will be a chieftain of 5-5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and movement of 10’ that gains a +1 bonus to damage due to strength. In lairs or settlements of 30 or more goblins, there will be a goblin king of 7-7 Hit Dice (670 XP), with an Armor Class of 16 (11), wearing chainmail and carrying a shield, with a movement of 10’, and having a +1 bonus to damage. Goblins have a +2 bonus to morale while their king is present (this is not cumulative with the bonus given by a warrior leader). In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a goblin king is present). A shaman is equivalent to a regular goblin statistically, but has Clerical abilities at level 1d4+1.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2379,7 +2346,7 @@ "href": "monstersAll.html#harpy", "title": "16  Monster Descriptions", "section": "Harpy", - "text": "Harpy\n\n\n\n\nHarpy\n\n\n\n\nArmor Class:\n13\n\n\nHit Dice:\n2*\n\n\nNo. of Attacks:\n2 claws/1 weapon + special\n\n\nDamage:\n1d4/1d4/1d6 or by weapon + special\n\n\nMovement:\n20’ Fly 50’ (10’)\n\n\nNo. Appearing:\n1d6, Wild 2d4, Lair 2d4\n\n\nSave As:\nFighter: 2\n\n\nMorale:\n7\n\n\nTreasure Type:\nC\n\n\nXP:\n100\n\n\n\nA harpy looks like a giant vulture bearing the torso and face of a human female. They are able to attack with their claws as well as with normal weapons, but their most insidious ability is their song. When a harpy sings, all creatures (other than harpies) within a 300’ radius must succeed on a save vs. Spells or become charmed. The same harpy’s song cannot affect a creature that successfully saves again for 24 hours. A charmed victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through ame, off a cliff, or the like), that creature is allowed a second saving throw to resist the charm. Charmed creatures can take no actions other than to defend themselves. A victim within reach of the harpy offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings, and for one round thereafter.", + "text": "Harpy\n\n\n\n\nHarpy\n\n\n\n\nArmor Class:\n13\n\n\nHit Dice:\n2*\n\n\nNo. of Attacks:\n2 claws/1 weapon + special\n\n\nDamage:\n1d4/1d4/1d6 or by weapon + special\n\n\nMovement:\n20’ Fly 50’ (10’)\n\n\nNo. Appearing:\n1d6, Wild 2d4, Lair 2d4\n\n\nSave As:\nFighter: 2\n\n\nMorale:\n7\n\n\nTreasure Type:\nC\n\n\nXP:\n100\n\n\n\nA harpy looks like a giant vulture bearing the torso and face of a human female. They are able to attack with their claws as well as with a normal weapon, but they are most feared for the power of their song by which they are able to charm living creatures, and, having charmed them, tear them to pieces at their leisure.\nAll living creatures within a 300’ range of one or more singing harpies must make a save vs. Spells or become charmed. The same harpy’s song cannot affect a creature that successfully saves again for 24 hours. This charm is very powerful, such that a victim will approach the harpy or harpies without fear with a dazed expression on its face. If the victim is led toward some danger, such as a ravine, fire, or the like, a second saving throw is allowed immediately; however, if this save fails the victim will proceed directly into danger.\nOnce in reach of a harpy, a charmed victim will surrender completely, even allowing the harpy to attack and kill it without putting up any sort of resistance. The charm effect lasts one full round after all harpies have ceased singing.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2401,7 +2368,7 @@ "href": "monstersAll.html#hellhound", "title": "16  Monster Descriptions", "section": "Hellhound", - "text": "Hellhound\n\n\n\n\nHellhound\n\n\n\n\nArmor Class:\n14 to 18\n\n\nHit Dice:\n3** to 7**\n\n\nNo. of Attacks:\n1 bite or 1 breath\n\n\nDamage:\n1d6 or 1d6 per Hit Die\n\n\nMovement:\n40’\n\n\nNo. Appearing:\n2d4, Wild 2d4, Lair 2d4\n\n\nSave As:\nFighter: 3 to 7 (same as Hit Dice)\n\n\nMorale:\n9\n\n\nTreasure Type:\nC\n\n\nXP:\n205 - 800\n\n\n\nHellhounds are canine creatures sheathed in hellish flame. A typical hell hound stands 4½ feet high at the shoulder and weighs 120 pounds. They are native to another plane where they hunt in packs; sometimes powerful wizards or evil priests summon them for use as watchdogs. In addition to biting, each hellhound may breathe fire a number of times per day equal to its hit dice. In combat, one-third of the time (1-2 on 1d6) a hellhound will choose to breathe fire; otherwise it will attempt to bite. Roll each round to determine which attack form will be used.\nA hellhound’s breath weapon is a cone of flame 10’ wide at the far end which is 10’ long for those with 3 or 4 hit dice, 20’ long for those with 5 or 6 hit dice, and 30’ long for the largest hellhounds. This breath weapon does 1d6 points of damage per each hit die of the hellhound to all within the area of effect; a successful saving throw vs. Dragon Breath reduces damage to half normal.\nNote that hellhounds vary with regard to the number of hit dice each has. If generating a group randomly, roll 1d6+1 for the hit dice of each, reading a total of 2 as 3. A hellhound has an Armor Class equal to 11 plus its hit dice.", + "text": "Hellhound\n\n\n\n\nHellhound\n\n\n\n\nArmor Class:\n14 to 18\n\n\nHit Dice:\n3** to 7**\n\n\nNo. of Attacks:\n1 bite or 1 breath\n\n\nDamage:\n1d6 or 1d6 per Hit Die\n\n\nMovement:\n40’\n\n\nNo. Appearing:\n2d4, Wild 2d4, Lair 2d4\n\n\nSave As:\nFighter: 3 to 7 (same as Hit Dice)\n\n\nMorale:\n9\n\n\nTreasure Type:\nC\n\n\nXP:\n205 - 800\n\n\n\nHellhounds are large canine creatures sheathed in hellish flame; they range in size from 3 to 5 feet at the shoulder (3 feet for a 3 hit die monster, plus ½ foot for each additional hit die) with a weight ranging from 100 to 200 pounds (100 pounds at 3 hit dice plus 25 pounds per additional hit die). These monsters are native to another plane where they hunt in packs; sometimes powerful wizards or evil priests summon them for use as watchdogs. In addition to biting, each hellhound may breathe fire a number of times per day equal to its hit dice. In combat, one-third of the time (1-2 on 1d6) a hellhound will choose to breathe fire; otherwise it will attempt to bite. Roll each round to determine which attack form will be used.\nA hellhound’s breath weapon is a cone of flame 10’ wide at the far end which is 10’ long for those with 3 or 4 hit dice, 20’ long for those with 5 or 6 hit dice, and 30’ long for the largest hellhounds. This breath weapon does 1d6 points of damage per each hit die of the hellhound to all within the area of effect; a successful saving throw vs. Dragon Breath reduces damage to half normal.\nNote that hellhounds vary with regard to the number of hit dice each has. If generating a group randomly, roll 1d6+1 for the hit dice of each, reading a total of 2 as 3. A hellhound has an Armor Class equal to 11 plus its hit dice.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2423,7 +2390,7 @@ "href": "monstersAll.html#hobgoblin", "title": "16  Monster Descriptions", "section": "Hobgoblin", - "text": "Hobgoblin\n\n\n\n\nHobgoblin\n\n\n\n\nArmor Class:\n14 (11)\n\n\nHit Dice:\n1\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d8 or by weapon\n\n\nMovement:\n30’ Unarmored 40’\n\n\nNo. Appearing:\n1d6, Wild 2d4, Lair 4d8\n\n\nSave As:\nFighter: 1\n\n\nMorale:\n8\n\n\nTreasure Type:\nQ, R each; D, K in lair\n\n\nXP:\n25\n\n\n\nHobgoblins are larger cousins of goblins, being about the same size as humans. Their hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair. They wear toughened hides and carry wooden shields for armor. As with most goblinoids, they have Darkvision with a 30’ range.\nHobgoblins are cruel and calculating warriors, always looking to exploit those weaker than themselves. They have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first in preference over other opponents.\nOne out of every six hobgoblins will be a warrior of 3 Hit Dice (145 XP). Regular hobgoblins gain a +1 bonus to their morale if they are led by a warrior. In hobgoblin lairs, one out of every twelve will be a chieftain of 5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and a movement of 20’, having a +1 bonus to damage due to strength. In lairs of 30 or greater, there will be a hobgoblin king of 7 Hit Dice (670 XP), adding a shield for an Armor Class of 16 (11) (movement is still 20’) having a +2 bonus to damage. In the lair, hobgoblins never fail a morale check as long as the king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present (or 1-3 on 1d6 if a hobgoblin king is present), and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hobgoblin warrior statistically, but has Clerical abilities at level 1d6+1. A witch or warlock is equivalent to a regular hobgoblin, but has Magic-User abilities of level 1d6.", + "text": "Hobgoblin\n\n\n\n\nHobgoblin\n\n\n\n\nArmor Class:\n14 (11)\n\n\nHit Dice:\n1\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d8 or by weapon\n\n\nMovement:\n30’ Unarmored 40’\n\n\nNo. Appearing:\n1d6, Wild 2d4, Lair 4d8\n\n\nSave As:\nFighter: 1\n\n\nMorale:\n8\n\n\nTreasure Type:\nQ, R each; D, K in lair\n\n\nXP:\n25\n\n\n\nHobgoblins are, basically, man-sized goblins. They are better organized than their smaller kin, and are also better adapted to life in the sun. Their skin tone ranges from a greenish tan to a grayish brown, and their hair and eyes are usually dark. Most wear toughened hides and carry wooden shields for armor. As with most goblinoids, they have Darkvision with a 30’ range.\nTribes of hobgoblins prefer to live in walled villages, or preferably in castles, and are quite willing to overrun villages or castles built by other races rather than build their own. Some tribes do choose to live underground. Hobgoblins have a well-known hatred of elves, and will attack them whenever they think they can win.\nOne out of every six hobgoblins will be a warrior of 3 Hit Dice (145 XP). Regular hobgoblins gain a +1 bonus to their morale if they are led by a warrior. In hobgoblin lairs, one out of every twelve will be a chieftain of 5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and a movement of 20’, having a +1 bonus to damage due to strength. In lairs of 30 or more there will be a hobgoblin king of 7 Hit Dice (670 XP), with a shield for an Armor Class of 16 (11) having a +2 bonus to damage. In the lair, hobgoblins never fail a morale check as long as the king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present (or 1-3 on 1d6 if a hobgoblin king is present), and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hobgoblin warrior statistically, but has Clerical abilities at level 1d6+1. A witch or warlock is equivalent to a regular hobgoblin, but has Magic-User abilities of level 1d6.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2434,7 +2401,7 @@ "href": "monstersAll.html#hydra", "title": "16  Monster Descriptions", "section": "Hydra", - "text": "Hydra\n\n\n\n\nHydra\n\n\n\n\nArmor Class:\n16 to 23\n\n\nHit Dice:\n5 to 12 (+10)\n\n\nNo. of Attacks:\n5 to 12 bites\n\n\nDamage:\n1d10 per bite\n\n\nMovement:\n40’ (10’)\n\n\nNo. Appearing:\n1, Wild 1, Lair 1\n\n\nSave As:\nFighter: 5 to 12\n\n\nMorale:\n9\n\n\nTreasure Type:\nB\n\n\nXP:\n360 - 1,875\n\n\n\nHydras are reptile-like monsters with multiple heads. They are gray-brown to dark brown, with a light yellow or tan underbelly. The eyes are amber and the teeth are yellow-white. Hydras are about 20 feet long and weigh about 4,000 pounds. They are bad-tempered and territorial, but not particularly cunning.\nA hydra may be slain by damage in the normal fashion; however, most who fight them choose to strike at their heads. If a character using a melee weapon chooses to strike at a particular head, and succeeds in doing 8 points of damage, that head is disabled (severed or severely damaged) and will not be able to attack anymore. Such damage also applies to the monster’s total hit points, of course.\nSome hydras live in the ocean; use the given movement as a swimming rate rather than walking in this case. A very few hydras can breathe fire; those that have this ability can emit a flame 10’ wide and 20’ long one time per head per day. This attack will be used about one time in three (1-2 on 1d6) if it is available; roll for each head which is attacking. Each such attack does 3d6 damage, with a save vs. Dragon Breath reducing the amount by half.", + "text": "Hydra\n\n\n\n\nHydra\n\n\n\n\nArmor Class:\n16 to 23\n\n\nHit Dice:\n5 to 12 (+10)\n\n\nNo. of Attacks:\n5 to 12 bites\n\n\nDamage:\n1d10 per bite\n\n\nMovement:\n40’ (10’)\n\n\nNo. Appearing:\n1, Wild 1, Lair 1\n\n\nSave As:\nFighter: 5 to 12\n\n\nMorale:\n9\n\n\nTreasure Type:\nB\n\n\nXP:\n360 - 1,875\n\n\n\nHydras are reptilian creatures with multiple heads. They are bad-tempered and territorial, but not particularly cunning.\nThe Armor Class and Hit Dice of a hydra are keyed to the number of heads; specifically, a hydra has a number of Hit Dice exactly equal to the number of heads, and an Armor Class equal to the number of heads plus 11. Note that these statistics do not change if an individual loses heads, as described below.\nA hydra may be slain by damage in the normal fashion; however, most who fight them choose to strike at their heads. If a character using a melee weapon chooses to strike at a particular head (i.e. states such intent to the GM) and succeeds in doing 8 points of damage, that head is disabled (severed or severely damaged) and will not be able to attack anymore. Such damage also applies to the monster’s total hit points, of course.\nSome hydras live in the ocean; use the given movement as a swimming rate rather than walking in this case. A very few hydras can breathe fire; those that have this ability can emit a flame 10’ wide and 20’ long one time per head per day. This attack will be used about one time in three (1-2 on 1d6) if it is available; roll for each head which is attacking. Each such attack does 3d6 damage, with a save vs. Dragon Breath reducing the amount by half. Note that the XP value of a fire-breathing hydra should be higher; treat them as if they have a single asterisk (i.e. add the special ability bonus to the base XP for the monster).", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2456,7 +2423,7 @@ "href": "monstersAll.html#hyenodon", "title": "16  Monster Descriptions", "section": "Hyenodon", - "text": "Hyenodon\n\n\n\n\nHyenodon\n\n\n\n\nArmor Class:\n13\n\n\nHit Dice:\n3+1\n\n\nNo. of Attacks:\n1 bite\n\n\nDamage:\n1d8\n\n\nMovement:\n40’\n\n\nNo. Appearing:\n1d6, 1d8 Wild Lair 1d8\n\n\nSave As:\nFighter: 3\n\n\nMorale:\n8\n\n\nTreasure Type:\nNone\n\n\nXP:\n145\n\n\n\nThese ancient four legged predators are named for their tooth shape, and while they are not technically prehistoric hyenas, the statistics work for the giant prehistoric varieties of hyenas as well. Many varieties of hyenodons were smallish, sometimes no bigger than a common hyena, and the statistics for standard hyenas may be used for them. The above statistics are for the larger types of Hyenodons or giant varieties of Hyena. A notable feature is that their massively built skull features a long jaw (similar to that of a crocodile) full of teeth, with four great fangs.", + "text": "Hyenodon\n\n\n\n\nHyenodon\n\n\n\n\nArmor Class:\n13\n\n\nHit Dice:\n3+1\n\n\nNo. of Attacks:\n1 bite\n\n\nDamage:\n1d8\n\n\nMovement:\n40’\n\n\nNo. Appearing:\n1d6, 1d8 Wild Lair 1d8\n\n\nSave As:\nFighter: 3\n\n\nMorale:\n8\n\n\nTreasure Type:\nNone\n\n\nXP:\n145\n\n\n\nHyenodon refers to ancient four-legged predators whose name means “hyena tooth.” While they are not technically hyenas, the statistics given may be used for the giant prehistoric hyena varieties as well; likewise, some varieties of hyenodon were smaller, and the statistics for standard hyenas may be used for them.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2489,7 +2456,7 @@ "href": "monstersAll.html#ironbane", "title": "16  Monster Descriptions", "section": "Ironbane*", - "text": "Ironbane*\n\n\n\n\nIronbane*\n\n\n\n\nArmor Class:\n15\n\n\nHit Dice:\n3*\n\n\nNo. of Attacks:\n1 touch\n\n\nDamage:\nspecial\n\n\nMovement:\n50’\n\n\nNo. Appearing:\n1d4\n\n\nSave As:\nFighter: 4\n\n\nMorale:\n8\n\n\nTreasure Type:\nNone\n\n\nXP:\n175\n\n\n\nAn ironbane resembles a large armadillo in its overall body plan, but has an anteater-like snout with a long flicking tongue, and long, strangely hare-like back legs which allow it to hop from place to place. When attacking or pursuing, the ironbane stands up on its hind legs, but when resting or moving slowly it folds them and walks on all four feet.\nLike the more common rust monster (as found on page 138), the touch of any part of an ironbane’s body transforms metal objects into rust (or verdigris, or other oxides as appropriate). Non-magical metal attacked by an ironbane, or that touches the monster (such as a sword used to attack it), is instantly ruined. A non- magical metal weapon used to attack the monster does half damage before being destroyed. Magic weapons or armor lose one “plus” each time they make contact with the ironbane; this loss is permanent.\nThe metal oxides created by this monster are its food; thus, a substantial amount of metal dropped in its path may cause it to cease pursuit of metal-armored characters. Use a morale check to determine this.\nMetals that do not normally oxidize, such as gold, are of no interest to an ironbane and will be ignored. Silver and copper on the other hand are candy for this creature and one will pursue the tastiest-smelling adventurer in any party.", + "text": "Ironbane*\n\n\n\n\nIronbane*\n\n\n\n\nArmor Class:\n15\n\n\nHit Dice:\n3*\n\n\nNo. of Attacks:\n1 touch\n\n\nDamage:\nspecial\n\n\nMovement:\n50’\n\n\nNo. Appearing:\n1d4\n\n\nSave As:\nFighter: 4\n\n\nMorale:\n8\n\n\nTreasure Type:\nNone\n\n\nXP:\n175\n\n\n\nAn ironbane resembles a large armadillo in its overall body plan, but has an anteater-like snout with a long flicking tongue, and long, strangely hare-like back legs which allow it to hop from place to place. When attacking or pursuing, the ironbane stands up on its hind legs, but when resting or moving slowly it folds them and walks on all four feet.\nLike the more common rust monster, the touch of any part of an ironbane’s body transforms metal objects into rust (or verdigris, or other oxides as appropriate). Non-magical metal attacked by an ironbane, or that touches the monster (such as a sword used to attack it), is instantly ruined. A non- magical metal weapon used to attack the monster does half damage before being destroyed. Magic weapons or armor lose one “plus” each time they make contact with the ironbane; this loss is permanent.\nThe metal oxides created by this monster are its food; thus, a substantial amount of metal dropped in its path may cause it to cease pursuit of metal-armored characters. Use a morale check to determine this.\nMetals that do not normally oxidize, such as gold, are of no interest to an ironbane and will be ignored. Silver and copper on the other hand are candy for this creature and one will pursue the tastiest-smelling adventurer in any party.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2522,7 +2489,7 @@ "href": "monstersAll.html#kobold", "title": "16  Monster Descriptions", "section": "Kobold", - "text": "Kobold\n\n\n\n\nKobold\n\n\n\n\nArmor Class:\n13 (11)\n\n\nHit Dice:\n1d4 Hit Points\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d4 or by weapon\n\n\nMovement:\n20’ Unarmored 30’\n\n\nNo. Appearing:\n4d4, Wild 6d10, Lair 6d10\n\n\nSave As:\nNormal Man\n\n\nMorale:\n6\n\n\nTreasure Type:\nP, Q each; C in lair\n\n\nXP:\n10\n\n\n\nKobolds are small, dog-faced reptilian humanoids. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. They prefer ranged combat, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. They aim to drive enemies into the traps, where other kobolds wait to pour flaming oil over them, shoot them, or drop poisonous vermin onto them. Kobolds have Darkvision with a range of 60’, and suffer a -1 penalty to attack rolls in bright sunlight or within the radius of light spells. Kobolds typically wear leather armor in battle.\nOne out of every six kobolds will be a warrior of 1 Hit Dice (25 XP). Kobolds gain a +1 bonus to their morale if they are led by a warrior. In kobold lairs, one out of every twelve will be a chieftain of 2 Hit Dice (75 XP) with an Armor Class of 14 (11) and having a +1 bonus to damage due to strength. In lairs of 30 or greater, there will be a kobold king of 3 Hit Dice (145 XP) who wears chain mail with an Armor Class of 15 (11) and a movement of 10’, and who has a +1 bonus to damage. In the lair, kobolds never fail a morale check as long as the kobold king is alive. In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a kobold king is present). A shaman is equivalent to a regular kobold statistically, but has Clerical abilities at level 1d4+1.\nKobolds are cunning foes. They see all larger races as enemies, and are thus likely to be hostile when encountered. However, they are naturally cowardly, and prefer to avoid combat, leading enemies into ambushes or traps rather than facing them directly. Sometimes kobold tribes build and inhabit extensive dungeon areas filled with deadly traps which only they know how to avoid.", + "text": "Kobold\n\n\n\n\nKobold\n\n\n\n\nArmor Class:\n13 (11)\n\n\nHit Dice:\n1d4 Hit Points\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d4 or by weapon\n\n\nMovement:\n20’ Unarmored 30’\n\n\nNo. Appearing:\n4d4, Wild 6d10, Lair 6d10\n\n\nSave As:\nNormal Man\n\n\nMorale:\n6\n\n\nTreasure Type:\nP, Q each; C in lair\n\n\nXP:\n10\n\n\n\nKobolds are diminutive, dog-faced humanoids with reptilian skin. They stand between 2½ and 3½ feet tall and typically weigh around 40 pounds. They are cowardly by nature, and in combat they prefer ambushing their foes and constructing traps both clever and deadly; to simply stand and fight is considered the worst possible strategy, and kobolds may fake withdrawing in fear in order to draw enemies into a trap.\nKobolds prefer to rely on ranged combat whenever possible. They tend to favor daggers and short spears since both can be used in close quarters or thrown at foes at range. Some may be armed with diminutive bows or crossbows which inflict 1d4 points of damage on a hit.\nKobolds normally dwell underground, while those who choose to dwell above ground may adopt a nocturnal lifestyle. All possess Darkvision with a range of 60 feet, and generally avoid exposure to daylight. When they are exposed to sunlight or the effect of continual light they suffer a penalty of -1 to all attack rolls. Most kobolds wear leather armor in combat.\nOne out of every six kobolds in any group is a warrior with 1 hit die (25 XP). Kobolds gain a +1 bonus to their morale if they are led by a warrior. In kobold lairs, one out of every twelve is a chieftain of 2 hit dice (75 XP) with an armor class of 14 (11) and having a +1 bonus to damage due to strength. In lairs of 30 or greater, there will be a kobold king of 3 hit dice (145 XP) who wears chain mail with an armor class of 15 (11) and has a movement rate of 10’ and a +1 bonus to damage. In the lair, kobolds never fail a morale check as long as the kobold king is alive. In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a kobold king is present). A shaman is equivalent to a 1 hit die warrior kobold statistically, but has Clerical abilities at level 1d4+1. For XP purposes, treat the shaman as if it has a number of hit dice equal to its clerical level -1, and assign one special ability bonus asterisk.\nKobolds are sometimes confused with barklings, for whom they have a particular hatred; calling a kobold a barkling or suggesting that the two species are related is considered a terrible insult.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2533,7 +2500,7 @@ "href": "monstersAll.html#leech-giant", "title": "16  Monster Descriptions", "section": "Leech, Giant", - "text": "Leech, Giant\n\n\n\n\nLeech, Giant\n\n\n\n\nArmor Class:\n17\n\n\nHit Dice:\n6\n\n\nNo. of Attacks:\n1 bite + hold\n\n\nDamage:\n1d6 + 1d6/round\n\n\nMovement:\n30’\n\n\nNo. Appearing:\nWild 1d4\n\n\nSave As:\nFighter: 6\n\n\nMorale:\n10\n\n\nTreasure Type:\nNone\n\n\nXP:\n500\n\n\n\nGiant leeches are slimy, segmented wormlike creatures which live in water. Salt or fresh, clean or stagnant, there are giant leech varieties for all wet environments. However, only a true leech expert can tell the various types apart. An average giant leech will be 4 to 6 feet long.\nOnce a giant leech hits in combat, it attaches to the victim and sucks blood, causing an additional 1d6 damage each round until the victim or the leech is dead. There is no way to remove the leech other than to kill it.", + "text": "Leech, Giant\n\n\n\n\nLeech, Giant\n\n\n\n\nArmor Class:\n17\n\n\nHit Dice:\n6\n\n\nNo. of Attacks:\n1 bite + hold\n\n\nDamage:\n1d6 + 1d6/round\n\n\nMovement:\n30’\n\n\nNo. Appearing:\nWild 1d4\n\n\nSave As:\nFighter: 6\n\n\nMorale:\n10\n\n\nTreasure Type:\nNone\n\n\nXP:\n500\n\n\n\nGiant leeches are slimy, segmented wormlike creatures which live in water. Salt or fresh, clean or stagnant, there are giant leech varieties for all wet environments. However, only a true leech expert can tell the various types apart. An average giant leech will be 4 to 6 feet long.\nOnce a giant leech hits in combat, it attaches to the victim and sucks blood, causing an additional 1d6 points of damage each round until the victim or the leech is dead. There is no way to remove the leech other than to kill it.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2621,7 +2588,7 @@ "href": "monstersAll.html#lizard-monitor", "title": "16  Monster Descriptions", "section": "Lizard, Monitor", - "text": "Lizard, Monitor\n\n\n\n\n\n\n\n\n\n\nLarge Monitor Lizard\nHuge Monitor Lizard\nGiant Monitor Lizard\n\n\nArmor Class:\n12\n14\n16\n\n\nHit Dice:\n3*\n5*\n7*\n\n\nNo. of Attacks:\n1 bite\n1 bite\n1 bite\n\n\nDamage:\n1d4 + poison\n1d6 + poison\n1d8 + poison\n\n\nMovement:\n40’ (special)\n40’ (special)\n40’ (special)\n\n\nNo. Appearing:\n1d4, Wild 1d6\n1d4, Wild 1d6\n1d4, Wild 1d6\n\n\nSave As:\nFighter: 3\nFighter: 4\nFighter: 5\n\n\nMorale:\n7\n8\n9\n\n\nTreasure Type:\nNone\nNone\nNone\n\n\nXP:\n175\n405\n735\n\n\n\nMonitor lizards are generally dark in color, but often have bright, colorful, lace-like patterns covering their skin. A monitor may rise up onto its hind legs to run at a rate of 60 feet per round; such movement must be in a straight line, ending with the creature on all fours again. However, unlike a “double move” running movement, the monitor may still attack after moving.\nLarge monitor lizards range from 4 to 7 feet in length, and include such creatures as the so-called Komodo Dragon. Their venom is slow; those who are bitten must save vs. Poison at +2, with failure resulting in the victim suffering 1d6 points of damage each turn for 2d4 turns.\nHuge monitors range from 8 to 11 feet in length. Their venom works faster than that of their smaller brethren; those bitten must save vs. Poison at +2 or suffer 1d6 points of damage each round for 2d4 rounds.\nGiant monitor lizards range from 12 to 15 feet in length. Those bitten by a giant monitor must save vs. Poison at +2 or die.\nAll monitors are carnivores who hunt by running down their prey, and anything smaller than a monitor is considered prey.", + "text": "Lizard, Monitor\n\n\n\n\n\n\n\n\n\n\nLarge Monitor Lizard\nHuge Monitor Lizard\nGiant Monitor Lizard\n\n\n\n\nArmor Class:\n12\n14\n16\n\n\nHit Dice:\n3*\n5*\n7*\n\n\nNo. of Attacks:\n1 bite\n1 bite\n1 bite\n\n\nDamage:\n1d4 + poison\n1d6 + poison\n1d8 + poison\n\n\nMovement:\n40’ (special)\n40’ (special)\n40’ (special)\n\n\nNo. Appearing:\n1d4, Wild 1d6\n1d4, Wild 1d6\n1d4, Wild 1d6\n\n\nSave As:\nFighter: 3\nFighter: 4\nFighter: 5\n\n\nMorale:\n7\n8\n9\n\n\nTreasure Type:\nNone\nNone\nNone\n\n\nXP:\n175\n405\n735\n\n\n\nMonitor lizards are generally dark in color, but often have bright, colorful, lace-like patterns covering their skin. A monitor may rise up onto its hind legs to run at a rate of 60 feet per round; such movement must be in a straight line, ending with the creature on all fours again. However, unlike a “double move” running movement, the monitor may still attack after moving.\nLarge monitor lizards range from 4 to 7 feet in length, and include such creatures as the so-called Komodo Dragon. Their venom is slow; those who are bitten must save vs. Poison at +2, with failure resulting in the victim suffering 1d6 points of damage each turn for 2d4 turns.\nHuge monitors range from 8 to 11 feet in length. Their venom works faster than that of their smaller brethren; those bitten must save vs. Poison at +2 or suffer 1d6 points of damage each round for 2d4 rounds.\nGiant monitor lizards range from 12 to 15 feet in length. Those bitten by a giant monitor must save vs. Poison at +2 or die.\nAll monitors are carnivores who hunt by running down their prey, and anything smaller than a monitor is considered prey.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2654,7 +2621,7 @@ "href": "monstersAll.html#manticore", "title": "16  Monster Descriptions", "section": "Manticore", - "text": "Manticore\n\n\n\n\nManticore\n\n\n\n\nArmor Class:\n18\n\n\nHit Dice:\n6+1*\n\n\nNo. of Attacks:\n2 claws/1 bite or 1d8 spikes (180’ range)\n\n\nDamage:\n1d4/1d4/2d4 or 1d6 per spike\n\n\nMovement:\n40’ Fly 60’ (10’)\n\n\nNo. Appearing:\n1d2, Wild 1d4, Lair 1d4\n\n\nSave As:\nFighter: 6\n\n\nMorale:\n9\n\n\nTreasure Type:\nD\n\n\nXP:\n555\n\n\n\nManticores look like an overgrown lion with thick leathery wings and an ugly humanoid face, often like that of a human or bearded dwarf. Their tail ends in an assortment of spikes, which the beast may fire as projectiles; a maximum of 24 are available, and the manticore regrows 1d6 per day. A typical manticore is about 10 feet long and weighs about 1,000 pounds.\nManticores are vicious predators, having a preference for human flesh. They will use their ranged attacks to “soften up” potential prey before closing to melee.", + "text": "Manticore\n\n\n\n\nManticore\n\n\n\n\nArmor Class:\n18\n\n\nHit Dice:\n6+1*\n\n\nNo. of Attacks:\n2 claws/1 bite or 1d8 spikes (180’ range)\n\n\nDamage:\n1d4/1d4/2d4 or 1d6 per spike\n\n\nMovement:\n40’ Fly 60’ (10’)\n\n\nNo. Appearing:\n1d2, Wild 1d4, Lair 1d4\n\n\nSave As:\nFighter: 6\n\n\nMorale:\n9\n\n\nTreasure Type:\nD\n\n\nXP:\n555\n\n\n\nManticores look like an overgrown lion with thick leathery wings and an ugly bearded humanoid face, often like that of a human or dwarf. Their tail ends in an assortment of spikes, which the beast may fire as projectiles; a maximum of 24 are available, and the manticore will launch a random number (1d8, as shown above) each time it chooses to use this attack. The creature will regrow just 1d6 spikes per day after expending them, so they will often delay using them against weaker opponents who they think they can easily dispatch.\nAn adult manticore is big, with an average weight of 1,000 pounds and a length (not including tail) of around 8 feet.\nManticores are vicious carnivores with a preference for human flesh. They will use their ranged attacks to “soften up” larger or more dangerous-looking prey before closing to melee range.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2764,7 +2731,7 @@ "href": "monstersAll.html#orc", "title": "16  Monster Descriptions", "section": "Orc", - "text": "Orc\n\n\n\n\nOrc\n\n\n\n\nArmor Class:\n14 (11)\n\n\nHit Dice:\n1\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d8 or by weapon\n\n\nMovement:\n30’ Unarmored 40’\n\n\nNo. Appearing:\n2d4, Wild 3d6, Lair 10d6\n\n\nSave As:\nFighter: 1\n\n\nMorale:\n8\n\n\nTreasure Type:\nQ, R each; D in lair\n\n\nXP:\n25\n\n\n\nOrcs are grotesque humanoids bent on war and domination. They have lupine ears, reddish eyes, truncated, upturned noses, and black hair (but very little body hair). An adult male orc is a little over 6 feet tall and weighs about 210 pounds; females are slightly smaller. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. They utilize all manner of weapons and armor scavenged from battlefields.\nOrcs have Darkvision to a range of 60’. They suffer a -1 attack penalty in bright sunlight or within the radius of a spell causing magical light. They speak their own rough and simple language, but many also speak some common or goblin.\nOne out of every eight orcs will be a warrior of 2 Hit Dice (75 XP). Orcs gain a +1 bonus to their morale if they are led by a warrior. In orc lairs, one out of every twelve will be a chieftain of 4 Hit Dice (240 XP) in chainmail with an Armor Class of 15 (11), a movement 20’, and having a +1 bonus to damage due to strength. In lairs of 30 or more, there will be an orc king of 6 Hit Dice (500 XP), with an Armor Class of 16 (11), in chainmail with a shield, movement 20’, and having a +2 bonus to damage. In the lair, orcs never fail a morale check as long as the orc king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present. A shaman is equivalent to a warrior orc statistically, but has Clerical abilities at level 1d4+1.", + "text": "Orc\n\n\n\n\nOrc\n\n\n\n\nArmor Class:\n14 (11)\n\n\nHit Dice:\n1\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d8 or by weapon\n\n\nMovement:\n30’ Unarmored 40’\n\n\nNo. Appearing:\n2d4, Wild 3d6, Lair 10d6\n\n\nSave As:\nFighter: 1\n\n\nMorale:\n8\n\n\nTreasure Type:\nQ, R each; D in lair\n\n\nXP:\n25\n\n\n\nOrcs are short humanoids (around 5’ tall) with solidly-built bodies. Their upturned noses, wide pointed ears, and beady eyes give their faces a piglike appearance. An adult weighs about 200 pounds, and this weight does not differ much between males and females. Orcs utilize all manner of weapons and armor scavenged from battlefields.\nOrcs have Darkvision to a range of 60’. They suffer a -1 attack penalty in bright sunlight or within the radius of a spell causing magical light. They speak their own rough and simple language, but many also speak some common or goblin.\nOne out of every eight orcs will be a warrior of 2 Hit Dice (75 XP). Orcs gain a +1 bonus to their morale if they are led by a warrior. In orc lairs, one out of every twelve will be a chieftain of 4 Hit Dice (240 XP) in chainmail with an Armor Class of 15 (11), a movement 20’, and having a +1 bonus to damage due to strength. In lairs of 30 or more, there will be an orc king of 6 Hit Dice (500 XP), with an Armor Class of 16 (11), in chainmail with a shield, movement 20’, and having a +2 bonus to damage. In the lair, orcs never fail a morale check as long as the orc king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present. A shaman is equivalent to a warrior orc statistically, but has Clerical abilities at level 1d4+1.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2874,7 +2841,7 @@ "href": "monstersAll.html#rhinoceros", "title": "16  Monster Descriptions", "section": "Rhinoceros", - "text": "Rhinoceros\n\n\n\n\nBlack Rhino\nWoolly Rhino\n\n\n\n\nArmor Class:\n17\n19\n\n\nHit Dice:\n8\n12 (+10)\n\n\nNo. of Attacks:\n1 butt or 1 trample\n\n\n\nDamage:\n2d6 or 2d8\n2d8 or 2d12\n\n\nMovement:\n40’ (15’)\n40’ (15’)\n\n\nNo. Appearing:\nWild 1d12\nWild 1d8\n\n\nSave As:\nFighter: 6\nFighter: 8\n\n\nMorale:\n6\n6\n\n\nTreasure Type:\nNone\nNone\n\n\nXP:\n875\n1,875\n\n\n\nThe rhinoceros is infamous for its bad temper and willingness to charge intruders.\nThe statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like).\nThe woolly rhinoceros is a prehistoric beast with long fur, found in primitive “lost world” areas in colder territories. They behave much as the black rhino does.", + "text": "Rhinoceros\n\n\n\n\nBlack Rhino\nWoolly Rhino\n\n\n\n\nArmor Class:\n17\n19\n\n\nHit Dice:\n8\n12 (+10)\n\n\nNo. of Attacks:\n1 butt or 1 trample\n\n\n\nDamage:\n2d6 or 2d8\n2d8 or 2d12\n\n\nMovement:\n40’ (15’)\n40’ (15’)\n\n\nNo. Appearing:\nWild 1d12\nWild 1d8\n\n\nSave As:\nFighter: 6\nFighter: 8\n\n\nMorale:\n6\n6\n\n\nTreasure Type:\nNone\nNone\n\n\nXP:\n875\n1,875\n\n\n\nA rhinoceros (or “rhino”) is a member of any of several species (including numerous supposedly extinct species) of odd-toed hooved mammals. They are found primarily in tropical and temperate grasslands.\nThe woolly rhinoceros is a prehistoric beast with long fur, found in primitive “lost world” areas in colder territories. They behave much as the black rhino does.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2885,7 +2852,7 @@ "href": "monstersAll.html#roc", "title": "16  Monster Descriptions", "section": "Roc", - "text": "Roc\n\n\n\n\nNormal Roc\nLarge Roc\nGiant Roc\n\n\n\n\nArmor Class:\n18\n18\n18\n\n\nHit Dice:\n6\n12 (+10)\n32 (+16)\n\n\nNo. of Attacks:\n2 claws/1 bite\n\n\n\n\nDamage:\n1d6/1d6/2d6\n1d8/1d8/2d10\n3d6/3d6/6d6\n\n\nMovement:\n20’ Fly 160’ (10’)\n\n\n\n\nNo. Appearing:\nWild 1d12\nWild 1d8\nWild 1\n\n\nSave As:\nFighter: 6\nFighter: 12\nFighter: 20 at +5\n\n\nMorale:\n8\n9\n10\n\n\nTreasure Type:\nI\nI\nI\n\n\nXP:\n500\n1,875\n14,250\n\n\n\nRocs are birds similar to eagles, but even a “normal” roc is huge, being about 9 feet long and having a wingspan of 24 feet. Large rocs are about 18 feet long and have wingspans of around 48 feet; giant rocs average 30 feet long and have massive wingspans of around 80 feet. A roc’s plumage is either dark brown or golden from head to tail. Like most birds, the males have the brighter plumage, with females being duller in color and thus more easily hidden (if anything so large can even be hidden, that is).\nA light load for a normal roc is 150 pounds, while a heavy load is 300 pounds. Obviously only the smallest characters can hope to ride upon a normal roc. For a large roc, a light load is up to 600 pounds and a heavy load up to 1,200. Giant rocs can easily lift up to 3,000 pounds, and are heavily loaded when carrying up to 6,000 pounds. Tales of giant rocs carrying off full- grown elephants are somewhat exaggerated, but note that a young elephant would be reasonable prey for these monstrous birds.\nA roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. Any successful hit with both claw (talon) attacks against a single creature results in that creature being carried off, unless of course the creature is too large for the roc to carry. While being carried, the victim will not be further attacked, so as to be as “fresh” as possible when given to the hatchlings (or consumed by the roc itself if it is solitary).\nWhen rocs are encountered they are almost certainly hunting, and will generally attack creatures of horse size or less. If facing a large group the rocs may make passes close overhead to scatter them first before each chooses a single target to prey upon. Mated pairs found in their nests will fight to the death to protect their eggs or offspring (morale of 12 in this case).", + "text": "Roc\n\n\n\n\n\n\n\n\n\n\nNormal Roc\nLarge Roc\nGiant Roc\n\n\n\n\nArmor Class:\n18\n18\n18\n\n\nHit Dice:\n6\n12 (+10)\n32 (+16)\n\n\nNo. of Attacks:\n2 claws/1 bite\n\n\n\n\nDamage:\n1d6/1d6/2d6\n1d8/1d8/2d10\n3d6/3d6/6d6\n\n\nMovement:\n20’ Fly 160’ (10’)\n\n\n\n\nNo. Appearing:\nWild 1d12\nWild 1d8\nWild 1\n\n\nSave As:\nFighter: 6\nFighter: 12\nFighter: 20 at +5\n\n\nMorale:\n8\n9\n10\n\n\nTreasure Type:\nI\nI\nI\n\n\nXP:\n500\n1,875\n14,250\n\n\n\nRocs are birds similar to eagles, but even a “normal” roc is huge, being about 9 feet long and having a wingspan of 24 feet. Large rocs are about 18 feet long and have wingspans of around 48 feet; giant rocs average 30 feet long and have massive wingspans of around 80 feet. A roc’s plumage is either dark brown or golden from head to tail. Like most birds, the males have the brighter plumage, with females being duller in color and thus more easily hidden (if anything so large can even be hidden, that is).\nA light load for a normal roc is 150 pounds, while a heavy load is 300 pounds. Obviously only the smallest characters can hope to ride upon a normal roc. For a large roc, a light load is up to 600 pounds and a heavy load up to 1,200. Giant rocs can easily lift up to 3,000 pounds, and are heavily loaded when carrying up to 6,000 pounds. Tales of giant rocs carrying off full- grown elephants are somewhat exaggerated, but note that a young elephant would be reasonable prey for these monstrous birds.\nA roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. Any successful hit with both claw (talon) attacks against a single creature results in that creature being carried off, unless of course the creature is too large for the roc to carry. While being carried, the victim will not be further attacked, so as to be as “fresh” as possible when given to the hatchlings (or consumed by the roc itself if it is solitary).\nWhen rocs are encountered they are almost certainly hunting, and will generally attack creatures of horse size or less. If facing a large group the rocs may make passes close overhead to scatter them first before each chooses a single target to prey upon. Mated pairs found in their nests will fight to the death to protect their eggs or offspring (morale of 12 in this case).", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2907,7 +2874,7 @@ "href": "monstersAll.html#rot-grub", "title": "16  Monster Descriptions", "section": "Rot Grub", - "text": "Rot Grub\n\n\n\n\nRot Grub\n\n\n\n\nArmor Class:\n10\n\n\nHit Dice:\n1 hp\n\n\nNo. of Attacks:\n1 bite\n\n\nDamage:\nspecial\n\n\nMovement:\n5’\n\n\nNo. Appearing:\n5d4\n\n\nSave As:\nFighter: 1\n\n\nMorale:\n12\n\n\nTreasure Type:\nNone\n\n\nXP:\n10\n\n\n\nRot grubs are 1-inch long vermin found in carrion, dung, and other such garbage and organic material. Their skin color is white or brown. When a living creature contacts an area (dung heap, offal, etc) infested with rot grubs, the grubs will attack if they can come in contact the victim’s skin. A rot grub secretes an anesthetic when it bites and will burrow into the flesh. A burrowing grub can be noticed if the victim succeeds at a Wisdom check. If successful, the victim sees strange rippling beneath his skin. If failed, the creature does not notice the grubs. During the first two rounds, a burrowing rot grub can be killed by applying fire to the infested skin or by cutting open the infested skin with any slashing weapon. Either method deals 2d6 points of damage to the victim, but kills the grubs. After the second round, only a cure disease can kill the grubs as they burrow to the victim’s heart and devour it in 1d3 turns.", + "text": "Rot Grub\n\n\n\n\nRot Grub\n\n\n\n\nArmor Class:\n10\n\n\nHit Dice:\n1 hp\n\n\nNo. of Attacks:\n1 bite\n\n\nDamage:\nspecial\n\n\nMovement:\n5’\n\n\nNo. Appearing:\n5d4\n\n\nSave As:\nFighter: 1\n\n\nMorale:\n12\n\n\nTreasure Type:\nNone\n\n\nXP:\n10\n\n\n\nRot grubs are 1-inch long vermin found in carrion, dung, and other such garbage and organic material. Their skin color is white or brown. When a living creature contacts an area (dung heap, offal, etc) infested with rot grubs, the grubs will attack if they can come in contact with the victim’s skin. A rot grub secretes an anesthetic when it bites and will burrow into the flesh. A burrowing grub can be noticed if the victim makes a successful save vs. Death Ray with Wisdom bonus applied in order to notice a strange rippling beneath their skin. Otherwise, the victim does not notice the grubs. During the first two rounds, a burrowing rot grub can be killed by applying fire to the infested skin or by cutting open the infested skin with any slashing weapon. Either method deals 1d8 points of damage to the victim, but kills the grubs. After the second round, only a cure disease can kill the grubs as they burrow to the victim’s heart and devour it in 1d3 turns.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -2918,7 +2885,7 @@ "href": "monstersAll.html#rust-monster", "title": "16  Monster Descriptions", "section": "Rust Monster*", - "text": "Rust Monster*\n\n\n\n\nRust Monster*\n\n\n\n\nArmor Class:\n18\n\n\nHit Dice:\n5*\n\n\nNo. of Attacks:\n1 touch\n\n\nDamage:\nspecial\n\n\nMovement:\n40’\n\n\nNo. Appearing:\n1d4\n\n\nSave As:\nFighter: 5\n\n\nMorale:\n7\n\n\nTreasure Type:\nNone\n\n\nXP:\n405\n\n\n\nA rust monster (sometimes known as a corroder or corrosion beast) is a strange monster built like a huge turtle, with an insectoid head sporting large feather-like antennae and a thick tail with a hammer-like protrusion at the tip which seems to serve no purpose whatsoever.\nThe touch of any part of a rust monster’s body oxidizes metal objects instantly, turning them to rust, verdigris, or other oxides as appropriate. One attacks with its antennae, brushing them over metal items. Non- magical metal attacked by a rust monster, or that touches the monster (such as a sword used to attack it), is instantly ruined. A hit with a non-magical metal weapon inflicts half damage before the weapon is destroyed. Magic weapons or armor permanently lose one “plus” each time they make contact with the monster.\nThe metal oxides created by this monster are its food; a substantial amount of metal dropped in its path may cause it to cease pursuit of metal-armored characters. Use a morale check to determine this. Metals that do not normally oxidize, such as gold, are of no interest to a rust monster and will be ignored. While rust monsters will consume oxides of silver or copper, they have a strong preference for ferrous metals (iron or steel), preferring them over any other metal.\nWhether the rust monster is in any way related to the rarer ironbane (as found on page 115) is unknown, but both monsters seem to have the exact same power.", + "text": "Rust Monster*\n\n\n\n\nRust Monster*\n\n\n\n\nArmor Class:\n18\n\n\nHit Dice:\n5*\n\n\nNo. of Attacks:\n1 touch\n\n\nDamage:\nspecial\n\n\nMovement:\n40’\n\n\nNo. Appearing:\n1d4\n\n\nSave As:\nFighter: 5\n\n\nMorale:\n7\n\n\nTreasure Type:\nNone\n\n\nXP:\n405\n\n\n\nA rust monster (sometimes known as a corroder or corrosion beast) is a strange monster built like a huge turtle, with an insectoid head sporting large feather-like antennae and a thick tail with a hammer-like protrusion at the tip which seems to serve no purpose whatsoever.\nThe touch of any part of a rust monster’s body oxidizes metal objects instantly, turning them to rust, verdigris, or other oxides as appropriate. One attacks with its antennae, brushing them over metal items. Non- magical metal attacked by a rust monster, or that touches the monster (such as a sword used to attack it), is instantly ruined. A hit with a non-magical metal weapon inflicts half damage before the weapon is destroyed. Magic weapons or armor permanently lose one “plus” each time they make contact with the monster.\nThe metal oxides created by this monster are its food; a substantial amount of metal dropped in its path may cause it to cease pursuit of metal-armored characters. Use a morale check to determine this. Metals that do not normally oxidize, such as gold, are of no interest to a rust monster and will be ignored. While rust monsters will consume oxides of silver or copper, they have a strong preference for ferrous metals (iron or steel), preferring them over any other metal.\nWhether the rust monster is in any way related to the rarer ironbane is unknown, but both monsters seem to have the exact same power.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -3006,7 +2973,7 @@ "href": "monstersAll.html#shadow", "title": "16  Monster Descriptions", "section": "Shadow*", - "text": "Shadow*\n\n\n\n\nShadow*\n\n\n\n\nArmor Class:\n13 (m)\n\n\nHit Dice:\n2*\n\n\nNo. of Attacks:\n1 touch\n\n\nDamage:\n1d4 + 1 point Strength loss\n\n\nMovement:\n30’\n\n\nNo. Appearing:\n1d10, Wild 1d10, Lair 1d10\n\n\nSave As:\nFighter: 2\n\n\nMorale:\n12\n\n\nTreasure Type:\nF\n\n\nXP:\n100\n\n\n\nA shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. They lurk in dark places, waiting for living prey to happen by. A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly. Despite their strange nature and appearance, shadows are not undeadmonsters, and thus cannot be Turned by a Cleric.\nA shadow’s attack does 1d4 damage (from cold) and drains 1 point of Strength from the victim. Victims reduced to 2 or fewer points of Strength collapse and become unable to move; those reduced to 0 Strength die and rise as shadows a day later (at nightfall). Otherwise, Strength points lost to shadows are recovered at a rate of 1 point per turn.\nDue to their incorporeal nature, shadows cannot be harmed by non-magical weapons.", + "text": "Shadow*\n\n\n\n\nShadow*\n\n\n\n\nArmor Class:\n13 (m)\n\n\nHit Dice:\n2*\n\n\nNo. of Attacks:\n1 touch\n\n\nDamage:\n1d4 + 1 point Strength loss\n\n\nMovement:\n30’\n\n\nNo. Appearing:\n1d10, Wild 1d10, Lair 1d10\n\n\nSave As:\nFighter: 2\n\n\nMorale:\n12\n\n\nTreasure Type:\nF\n\n\nXP:\n100\n\n\n\nA shadow is an incorporeal monster, literally a kind of living shadow. Only magical weapons will harm one. They have a generally humanoid shape and are around 5 to 6 feet in height, so that at a glance one might appear to be an actual shadow. Indeed, it’s hard to see one after nightfall, or in poorly-lit or unlit spaces indoors or underground; on the other hand, they are plainly visible in daylight or in well-lit places.\nDespite their appearance they are not undead monsters and thus do not share those creatures’ weaknesses or powers; however, they are immune to charm and sleep magics\nA shadow’s attack does 1d4 damage (from cold) and drains 1 point of Strength from the victim. Victims reduced to 2 or fewer points of Strength collapse and become unable to move; those reduced to 0 Strength die and rise as shadows a day later (at nightfall). Otherwise, Strength points lost to shadows are recovered at a rate of 1 point per turn.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -3083,7 +3050,7 @@ "href": "monstersAll.html#snake-giant-rattlesnake", "title": "16  Monster Descriptions", "section": "Snake, Giant Rattlesnake", - "text": "Snake, Giant Rattlesnake\n\n\n\n\nSnake, Giant Rattlesnake\n\n\n\n\nArmor Class:\n15\n\n\nHit Dice:\n2*\n\n\nNo. of Attacks:\n1 bite\n\n\nDamage:\n1d8 + poison\n\n\nMovement:\n40’\n\n\nNo. Appearing:\n1d2, Wild 1d2, Lair 1d2\n\n\nSave As:\nFighter: 2\n\n\nMorale:\n8\n\n\nTreasure Type:\nNone\n\n\nXP:\n100\n\n\n\nstyle=“position: absolute; top: 0in; left: 0in” Giant rattlesnakes are simply much enlarged versions of the normal rattlesnake (see pit vipers, below, for details). They average 14’ to 20’ in length at adulthood.", + "text": "Snake, Giant Rattlesnake\n\n\n\n\nSnake, Giant Rattlesnake\n\n\n\n\nArmor Class:\n15\n\n\nHit Dice:\n2*\n\n\nNo. of Attacks:\n1 bite\n\n\nDamage:\n1d8 + poison\n\n\nMovement:\n40’\n\n\nNo. Appearing:\n1d2, Wild 1d2, Lair 1d2\n\n\nSave As:\nFighter: 2\n\n\nMorale:\n8\n\n\nTreasure Type:\nNone\n\n\nXP:\n100\n\n\n\nGiant rattlesnakes are simply much enlarged versions of the normal rattlesnake (see pit vipers, below, for details). They average 14’ to 20’ in length at adulthood.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -3138,7 +3105,7 @@ "href": "monstersAll.html#spectre", "title": "16  Monster Descriptions", "section": "Spectre*", - "text": "Spectre*\n\n\n\n\nSpectre*\n\n\n\n\nArmor Class:\n17 (m)\n\n\nHit Dice:\n6**\n\n\nNo. of Attacks:\n1 touch\n\n\nDamage:\nEnergy drain 2 levels/touch\n\n\nMovement:\nFly 100’\n\n\nNo. Appearing:\n1d4, Lair 1d8\n\n\nSave As:\nFighter: 6\n\n\nMorale:\n11\n\n\nTreasure Type:\nE\n\n\nXP:\n610\n\n\n\nSpectres are incorporeal undead monsters. On any successful hit against a living creature, a spectre drains two life energy levels in addition to doing normal damage. Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.\nA spectre will normally resemble the living creature it used to be. Most spectres are formed from humanoid creatures, but some may have other forms and sizes; statistically, most such creatures will be as given above, but of course the GM may create special types.\nLike all undead, they may be Turned by Clerics and are immune to sleep, charm and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons.", + "text": "Spectre*\n\n\n\n\nSpectre*\n\n\n\n\nArmor Class:\n17 (m)\n\n\nHit Dice:\n6**\n\n\nNo. of Attacks:\n1 touch\n\n\nDamage:\nEnergy drain 2 levels/touch\n\n\nMovement:\nFly 100’\n\n\nNo. Appearing:\n1d4, Lair 1d8\n\n\nSave As:\nFighter: 6\n\n\nMorale:\n11\n\n\nTreasure Type:\nE\n\n\nXP:\n610\n\n\n\nSpectres are incorporeal undead monsters. On any successful hit against a living creature, a spectre drains two life energy levels in addition to doing normal damage. Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.\nA spectre will normally resemble the living creature it used to be. Most spectres are formed from humanoid creatures, but some may have other forms and sizes; statistically, most such creatures will be as given above, but of course the GM may create special types.\nLike all undead, they may be Turned by Clerics and are immune to  sleep, charm and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -3354,11 +3321,11 @@ ] }, { - "objectID": "monstersAll.html#weasel-giant-or-ferret-giant", - "href": "monstersAll.html#weasel-giant-or-ferret-giant", + "objectID": "monstersAll.html#weasel-normal-and-giant-or-ferret", + "href": "monstersAll.html#weasel-normal-and-giant-or-ferret", "title": "16  Monster Descriptions", - "section": "Weasel, Giant (or Ferret, Giant)", - "text": "Weasel, Giant (or Ferret, Giant)\n\n\n\n\nWeasel, Giant (or Ferret, Giant)\n\n\n\n\nArmor Class:\n17\n\n\nHit Dice:\n5\n\n\nNo. of Attacks:\n1 bite + hold\n\n\nDamage:\n2d4 + 2d4 per round\n\n\nMovement:\n50’\n\n\nNo. Appearing:\n1d4, Wild 1d6, Lair 1d6\n\n\nSave As:\nFighter: 5\n\n\nMorale:\n8\n\n\nTreasure Type:\nV\n\n\nXP:\n360\n\n\n\nGiant weasels resemble their more normally sized cousins, having long bodies, short legs, and pointed, toothy snouts. They are predatory animals, hunting those creatures smaller than themselves.\nWeasels of all sorts are cunning, crafty hunters, and surprise their prey on 1-3 on 1d6. Once a giant weasel bites a living creature, it hangs on, rending with its teeth each round until the victim or the weasel is dead, or until the weasel fails a morale check (rolled normally) in which case it will let go of its victim and flee.\nThere are many varieties of normal-sized weasel, including several which are called ferrets; in some territories, the giant weasel is thus called a giant ferret. The only distinction is that those which are tamed are always called ferrets, though not all giant ferrets are tame. Various humanoid races as well as some fairy creatures are known to tame giant ferrets for use as guards or war-animals.", + "section": "Weasel, Normal and Giant (or Ferret)", + "text": "Weasel, Normal and Giant (or Ferret)\n\n\n\n\nNormal\nGiant\n\n\n\n\nArmor Class:\n14\n17\n\n\nHit Dice:\n1d2 HP\n5\n\n\nNo. of Attacks:\n1 bite + hold\n1 bite + hold\n\n\nDamage:\n1d4 + 1d4/round\n2d4 + 2d4/ round\n\n\nMovement:\n40’\n50’\n\n\nNo. Appearing:\n1d6, Wild 1d8, Lair 1d8\n1d4, Wild 1d6, Lair 1d6\n\n\nSave As:\nFighter: 1\nFighter: 5\n\n\nMorale:\n7\n8\n\n\nTreasure Type:\nNone\nV\n\n\nXP:\n10\n360\n\n\n\nNormal weasels (or ferrets, see below) are small mammals with long bodies, short legs, and pointed, toothy snouts. They are predatory animals, hunting those creatures smaller than themselves. They are cunning, crafty hunters, and gain surprise on 1-3 on 1d6. Once one bites prey (i.e. a living creature smaller than itself), it hangs on, rending with its teeth each round until the victim or the weasel is dead. Should one fail a morale check it will release its victim and flee.\nThere are many varieties of normal-sized weasel, including several which are called ferrets; in some territories, the giant weasel is thus called a giant ferret. The only distinction is that those which are tamed are always called ferrets, though not all giant ferrets are tame. Various humanoid races as well as some fairy creatures are known to tame giant ferrets for use as guards or war-animals.\nGiant weasels resemble their more normally sized cousins, and other than their greater size they behave in exactly the same fashion.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -3369,7 +3336,7 @@ "href": "monstersAll.html#whale-killer", "title": "16  Monster Descriptions", "section": "Whale, Killer", - "text": "Whale, Killer\n\n\n\n\nWhale, Killer\n\n\n\n\nArmor Class:\n17\n\n\nHit Dice:\n6\n\n\nNo. of Attacks:\n1 bite\n\n\nDamage:\n2d10\n\n\nMovement:\nSwim 80’ (10’)\n\n\nNo. Appearing:\nWild 1d6\n\n\nSave As:\nFighter: 6\n\n\nMorale:\n10\n\n\nTreasure Type:\nNone\n\n\nXP:\n500\n\n\n\nThese ferocious creatures are about 30 feet long. Killer whales, also called “orca” (both singular and plural), are strikingly marked in black and white, with prominent white patches that resemble eyes. Their real eyes are much smaller and located away from the fake eye-spots.\nKiller whales eat fish, squid, seals, and other whales, but are not above consuming a meal of human or demi-human fare.", + "text": "Whale, Killer\n\n\n\n\nWhale, Killer\n\n\n\n\nArmor Class:\n17\n\n\nHit Dice:\n6\n\n\nNo. of Attacks:\n1 bite\n\n\nDamage:\n2d10\n\n\nMovement:\nSwim 80’ (10’)\n\n\nNo. Appearing:\nWild 1d6\n\n\nSave As:\nFighter: 6\n\n\nMorale:\n10\n\n\nTreasure Type:\nNone\n\n\nXP:\n500\n\n\n\nKiller whales, also called “orca” (both singular and plural), are large predatory cetaceans related to both dolphins and true whales. Adult males range from 20 to 26 feet long, while females are smaller at 16 to 23 feet in length. All are strikingly marked in black and white, with prominent white patches that resemble eyes. Their real eyes are much smaller and located away from the fake eye-spots.\nKiller whales are apex predators, meaning that they themselves have no natural predators. They hunt in groups like wolf packs, subsisting primarily on fish, cephalopods, mammals, seabirds, and sea turtles. However, they are not above consuming a meal of humanoid nature if such becomes available.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -3391,7 +3358,7 @@ "href": "monstersAll.html#whale-sperm", "title": "16  Monster Descriptions", "section": "Whale, Sperm", - "text": "Whale, Sperm\n\n\n\n\nWhale, Sperm\n\n\n\n\nArmor Class:\n22\n\n\nHit Dice:\n36* (+16)\n\n\nNo. of Attacks:\n1 bite or special\n\n\nDamage:\n3d20\n\n\nMovement:\nSwim 60’ (20’)\n\n\nNo. Appearing:\nWild 1d3\n\n\nSave As:\nFighter: 8\n\n\nMorale:\n7\n\n\nTreasure Type:\nNone\n\n\nXP:\n17,850\n\n\n\nThese creatures can be up to 60 feet long. They prey on giant squid. Sperm whales can emit an invisible focused beam of sound 5’ wide up to a 50’ range underwater. This blast of sound disorients target creatures, leaving them effectively stunned for 1d4 rounds. A stunned character can neither move nor take action for the indicated duration. No attack roll is required, but a save vs. Death Ray is allowed to resist. A sperm whale can emit as many such blasts of sound as it desires, once per round, instead of biting.", + "text": "Whale, Sperm\n\n\n\n\nWhale, Sperm\n\n\n\n\nArmor Class:\n22\n\n\nHit Dice:\n36* (+16)\n\n\nNo. of Attacks:\n1 bite or special\n\n\nDamage:\n3d20\n\n\nMovement:\nSwim 60’ (20’)\n\n\nNo. Appearing:\nWild 1d3\n\n\nSave As:\nFighter: 8\n\n\nMorale:\n7\n\n\nTreasure Type:\nNone\n\n\nXP:\n17,850\n\n\n\nSperm whales are huge creatures, with males averaging 52 feet long at adulthood while females typically reach a length of around 36 feet. They are predators, hunting primarily giant squid. Sperm whales can emit an invisible focused beam of sound 5’ wide up to a 50’ range underwater. This blast of sound disorients target creatures, leaving them effectively stunned for 1d4 rounds. A stunned character can neither move nor take action for the indicated duration. No attack roll is required, but a save vs. Death Ray is allowed to resist. A sperm whale can emit as many such blasts of sound as it desires, once per round, instead of biting.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -3402,7 +3369,7 @@ "href": "monstersAll.html#wight", "title": "16  Monster Descriptions", "section": "Wight*", - "text": "Wight*\n\n\n\n\nWight*\n\n\n\n\nArmor Class:\n15 (s)\n\n\nHit Dice:\n3*\n\n\nNo. of Attacks:\n1 touch\n\n\nDamage:\nEnergy drain (1 level)\n\n\nMovement:\n30’\n\n\nNo. Appearing:\n1d6, Wild 1d8, Lair 1d8\n\n\nSave As:\nFighter: 3\n\n\nMorale:\n12\n\n\nTreasure Type:\nB\n\n\nXP:\n175\n\n\n\nA wight’s appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human. Wights do not possess any of the abilities they had in life.\nIf a wight touches (or is touched by) a living creature, that living creature suffers one level of energy drain (as described in the Encounter section). No saving throw is allowed. Striking a wight with a weapon does not count as “touching” it.\nAny humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). Wight spawn are under the command of the wight that created them and remain enslaved until its death.\nLike all undead, wights may be Turned by Clerics and are immune to sleep, charm and hold magics. Wights are harmed only by silver or magical weapons, and take only half damage from burning oil.", + "text": "Wight*\n\n\n\n\nWight*\n\n\n\n\nArmor Class:\n15 (s)\n\n\nHit Dice:\n3*\n\n\nNo. of Attacks:\n1 touch\n\n\nDamage:\nEnergy drain (1 level)\n\n\nMovement:\n30’\n\n\nNo. Appearing:\n1d6, Wild 1d8, Lair 1d8\n\n\nSave As:\nFighter: 3\n\n\nMorale:\n12\n\n\nTreasure Type:\nB\n\n\nXP:\n175\n\n\n\nWights are undead monsters who have been twisted and deformed by their transformation. Their eyes are entirely black, and their bodies radiate a coldness that living creatures can feel from several feet away.\nIf a wight touches or is touched by a living creature, that creature suffers one level of energy drain (as described in the Encounter section). No saving throw is allowed. Striking a wight with a weapon does not count as “touching” it, but punching or kicking one does.\nAny humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). They are slaves to the wight who created them until and unless that wight is destroyed. Wights remember almost nothing from their previous life, though a few very close friends or loved ones might be recalled (and hated, and possibly hunted by the monster).\nLike all undead, wights may be Turned by Clerics and are immune to sleep, charm,and hold magics. Wights are harmed only by silver or magical weapons, and take only half damage from burning oil.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -3413,7 +3380,7 @@ "href": "monstersAll.html#wolf", "title": "16  Monster Descriptions", "section": "Wolf", - "text": "Wolf\n\n\n\n\nNormal Wolf\nDire Wold\n\n\n\n\nArmor Class:\n13\n14\n\n\nHit Dice:\n2\n4\n\n\nNo. of Attacks:\n1 bite\n1 bite\n\n\nDamage:\n1d6\n2d4\n\n\nMovement:\n60’\n50’\n\n\nNo. Appearing:\n2d6, Wild 3d6, Lair 3d6\n1d4, Wild 2d4, Lair 2d4\n\n\nSave As:\nFighter: 2\nFighter: 4\n\n\nMorale:\n8\n9\n\n\nTreasure Type:\nNone\nNone\n\n\nXP:\n75\n240\n\n\n\nWolves are pack hunters known for their persistence and cunning. They prefer to surround and flank a foe when they can.\nDire wolves are efficient pack hunters that will kill anything they can catch. Dire wolves are generally mottled gray or black, about 9 feet long and weighing some 800 pounds.", + "text": "Wolf\n\n\n\n\nNormal Wolf\nDire Wolf\n\n\n\n\nArmor Class:\n13\n14\n\n\nHit Dice:\n2\n4\n\n\nNo. of Attacks:\n1 bite\n1 bite\n\n\nDamage:\n1d6\n2d4\n\n\nMovement:\n60’\n50’\n\n\nNo. Appearing:\n2d6, Wild 3d6, Lair 3d6\n1d4, Wild 2d4, Lair 2d4\n\n\nSave As:\nFighter: 2\nFighter: 4\n\n\nMorale:\n8\n9\n\n\nTreasure Type:\nNone\nNone\n\n\nXP:\n75\n240\n\n\n\nThe wolf is a large canine found in a broad range of habitats. They travel in packs consisting of a mated pair accompanied by their offspring. Wolves are also territorial, and fights over territory are among the principal causes of wolf mortality. The wolf is mainly a carnivore and feeds on large wild hoofed mammals as well as smaller animals, livestock, and carrion.\nDire wolves are huge relatives of the ordinary wolves, being as large as horses. They live and hunt in packs, and are sometimes tamed by smaller humanoids as battle steeds or by larger ones as pet", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -3424,7 +3391,7 @@ "href": "monstersAll.html#wraith", "title": "16  Monster Descriptions", "section": "Wraith*", - "text": "Wraith*\n\n\n\n\nWraith*\n\n\n\n\nArmor Class:\n15 (m)\n\n\nHit Dice:\n4**\n\n\nNo. of Attacks:\n1 touch\n\n\nDamage:\n1d6 + energy drain (1 level)\n\n\nMovement:\nFly 80’\n\n\nNo. Appearing:\n1d4, Lair 1d6\n\n\nSave As:\nFighter: 4\n\n\nMorale:\n12\n\n\nTreasure Type:\nE\n\n\nXP:\n320\n\n\n\nWraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature’s AC or combat abilities but only reflects the shape it had in life.\nLike all undead, they may be Turned by Clerics and are immune to sleep, charm and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons.", + "text": "Wraith*\n\n\n\n\nWraith*\n\n\n\n\nArmor Class:\n15 (m)\n\n\nHit Dice:\n4**\n\n\nNo. of Attacks:\n1 touch\n\n\nDamage:\n1d6 + energy drain (1 level)\n\n\nMovement:\nFly 80’\n\n\nNo. Appearing:\n1d4, Lair 1d6\n\n\nSave As:\nFighter: 4\n\n\nMorale:\n12\n\n\nTreasure Type:\nE\n\n\nXP:\n320\n\n\n\nWraiths are fearsome incorporeal monsters who drain the very life energy from their victims. Being incorporeal, they are immune to non-magical weapons and are effectively flying at all times. They are semitransparent and exude the same kind of coldness as wights. Wraiths usually appear as they were in life, including such things as clothing or armor, though such things do not affect the monsters actual armor class or other statistics.\nLike all undead, they may be Turned by Clerics and are immune to sleep, charm and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -3435,7 +3402,7 @@ "href": "monstersAll.html#wyvern", "title": "16  Monster Descriptions", "section": "Wyvern", - "text": "Wyvern\n\n\n\n\nWyvern\n\n\n\n\nArmor Class:\n18\n\n\nHit Dice:\n7*\n\n\nNo. of Attacks:\n1 bite/1 stinger or 2 talons/1 stinger\n\n\nDamage:\n2d8/1d6 + poison or 1d10/1d10/1d6 + poison\n\n\nMovement:\n30’ (10’) Fly 80’ (15’)\n\n\nNo. Appearing:\nWild 1d6, Lair 1d6\n\n\nSave As:\nFighter: 7\n\n\nMorale:\n9\n\n\nTreasure Type:\nE\n\n\nXP:\n735\n\n\n\nA distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail. A wyvern’s body is 15 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 20 feet. A wyvern weighs about one ton. They are built more like bats than lizards, having two legs and two wings; contrast this with true dragons, which have four legs and two wings.\nWyverns are of animal intelligence, but are excellent predators with good hunting abilities. When attacking they will make a loud hiss, or sometimes a deep-throated growl much like that of a bull alligator.\nWyverns attack nearly anything that isn’t obviously more powerful than themselves. A wyvern dives from the air, clawing at its opponent with its talons and stinging it to death. Any living creature hit by the wyvern’s stinger must save vs. Poison or die. A wyvern can slash with its talons only when making a flyby attack or when landing.\nIf a wyvern hits with both its talons, it may attempt to carry off its victim; only victims weighing 300 pounds or less can be carried off, and the wyvern can only carry a victim for at most 6 rounds. While flying with a victim, the wyvern cannot make any further attacks against it, but of course if the victim makes a nuisance of itself (such as by injuring the wyvern), it may be dropped.", + "text": "Wyvern\n\n\n\n\nWyvern\n\n\n\n\nArmor Class:\n18\n\n\nHit Dice:\n7*\n\n\nNo. of Attacks:\n1 bite/1 stinger or 2 talons/1 stinger\n\n\nDamage:\n2d8/1d6 + poison or 1d10/1d10/1d6 + poison\n\n\nMovement:\n30’ (10’) Fly 80’ (15’)\n\n\nNo. Appearing:\nWild 1d6, Lair 1d6\n\n\nSave As:\nFighter: 7\n\n\nMorale:\n9\n\n\nTreasure Type:\nE\n\n\nXP:\n735\n\n\n\nWyverns are large dragon-like monsters, though they are built more like bats than lizards, having two legs and two wings; contrast this with true dragons, which have four legs and two wings. They are of animal intelligence, but are excellent predators with good hunting abilities.\nWyverns are aggressive and always hungry, and will attack almost anything smaller than themselves. Any living creature hit by the wyvern’s stinger must save vs. Poison or die. Wyverns can only use their talons to attack when landing or flying past an enemy; while on the ground they may only bite and sting. Further, a wyvern may not bite when flying past an opponent. The only situation in which all attacks can be made is when the monster is landing.\nIf a wyvern hits with both its talons, it may attempt to carry off its victim; victims weighing 300 pounds or less can be carried off, and the wyvern can only carry a victim for at most 6 rounds. While flying with a victim, the wyvern cannot make any further attacks against it, but of course if the victim makes a nuisance of itself (such as by injuring the wyvern), it may be dropped.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -3446,7 +3413,7 @@ "href": "monstersAll.html#yellow-mold", "title": "16  Monster Descriptions", "section": "Yellow Mold", - "text": "Yellow Mold\n\n\n\n\nYellow Mold\n\n\n\n\nArmor Class:\nCan always be hit\n\n\nHit Dice:\n2*\n\n\nNo. of Attacks:\nSpecial\n\n\nDamage:\nSee below\n\n\nMovement:\n0\n\n\nNo. Appearing:\n1d8\n\n\nSave As:\nNormal Man\n\n\nMorale:\nN/A\n\n\nTreasure Type:\nNone\n\n\nXP:\n100\n\n\n\nIf disturbed, a patch of this mold bursts forth with a cloud of poisonous spores. Each patch covers from 10 to 25 square feet; several patches may grow adjacent to each other, and will appear to be a single patch in this case. Each patch can emit a cloud of spores once per day. All within 10 feet of the mold will be affected by the spores and must save vs. Death Ray or take 1d8 points of damage per round for 6 rounds. Sunlight renders yellow mold dormant.", + "text": "Yellow Mold\n\n\n\n\nYellow Mold\n\n\n\n\nArmor Class:\nCan always be hit\n\n\nHit Dice:\n2*\n\n\nNo. of Attacks:\nSpecial\n\n\nDamage:\nSee below\n\n\nMovement:\n0\n\n\nNo. Appearing:\n1d8\n\n\nSave As:\nNormal Man\n\n\nMorale:\nN/A\n\n\nTreasure Type:\nNone\n\n\nXP:\n100\n\n\n\nIf disturbed, a patch of this mold will discharge a cloud of toxic spores. Each patch covers from 10 to 25 square feet; several patches may grow adjacent to each other, and will appear to be a single patch in this case. Each patch can emit a cloud of spores once per day. All within 10 feet of the mold will be affected by the spores and must save vs. Death Ray or take 1d8 points of damage per round for 6 rounds. Brief exposure to sunlight makes a patch of yellow mold dormant, while longer exposures kills it.", "crumbs": [ "Monsters", "16  Monster Descriptions" @@ -3457,7 +3424,7 @@ "href": "monstersAll.html#zombie", "title": "16  Monster Descriptions", "section": "Zombie", - "text": "Zombie\n\n\n\n\nZombie\n\n\n\n\nArmor Class:\n12 (see below)\n\n\nHit Dice:\n2\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d8 or by weapon\n\n\nMovement:\n20’\n\n\nNo. Appearing:\n2d4, Wild 4d6\n\n\nSave As:\nFighter: 2\n\n\nMorale:\n12\n\n\nTreasure Type:\nNone\n\n\nXP:\n75\n\n\n\nZombies are the undead corpses of humanoid creatures. They are deathly slow, but they move silently, are very strong and must be literally hacked to pieces to “kill” them. They take only half damage from blunt weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus). A zombie never has Initiative and always acts last in any given round. Like all undead, they may be Turned by Clerics and are immune to sleep, charm and hold magics. As they are mindless, no form of mind reading is of any use against them. Zombies never fail morale checks, and thus always fight until destroyed.", + "text": "Zombie\n\n\n\n\nZombie\n\n\n\n\nArmor Class:\n12 (see below)\n\n\nHit Dice:\n2\n\n\nNo. of Attacks:\n1 weapon\n\n\nDamage:\n1d8 or by weapon\n\n\nMovement:\n20’\n\n\nNo. Appearing:\n2d4, Wild 4d6\n\n\nSave As:\nFighter: 2\n\n\nMorale:\n12\n\n\nTreasure Type:\nNone\n\n\nXP:\n75\n\n\n\nZombies are the undead corpses of humanoid creatures. They are deathly slow, but they move silently, are very strong and must be literally hacked to pieces to “kill” them. They take only half damage from blunt weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus). A zombie never has Initiative and always acts last in any given round.\nAs zombies are strong and do not feel pain, they can bludgeon enemies with both fists for 1d8 points of damage. However, their creators often arm them, either for greater damage (as with a greatsword or polearm) or simply for effect.\nLike all undead, they may be Turned by Clerics and are immune to sleep, charm, and hold magics. As they are mindless, no form of mind reading is of any use against them. Zombies never fail morale checks, and thus always fight until destroyed.", "crumbs": [ "Monsters", "16  Monster Descriptions" diff --git a/monsters.json b/monsters.json index 8ceaea2..1c04432 100644 --- a/monsters.json +++ b/monsters.json @@ -64,19 +64,6 @@ "Treasure Type:": "None", "XP:": "240" }, - { - "Name": "Assassin Vine", - "Armor Class:": "15", - "Hit Dice:": "6", - "No.\u00a0of Attacks:": "1 entangle + special", - "Damage:": "1d8 + special", - "Movement:": "5\u2019", - "No.\u00a0Appearing:": "1d4+1", - "Save As:": "Fighter: 6", - "Morale:": "12", - "Treasure Type:": "U", - "XP:": "500" - }, { "Name": "Barkling", "Armor Class:": "15 (11)", @@ -259,19 +246,6 @@ "Treasure Type:": "U", "XP:": "145" }, - { - "Name": "Black Pudding*", - "Armor Class:": "14", - "Hit Dice:": "10* (+9)", - "No.\u00a0of Attacks:": "1 pseudopod", - "Damage:": "3d8", - "Movement:": "20\u2019", - "No.\u00a0Appearing:": "1", - "Save As:": "Fighter: 10", - "Morale:": "12", - "Treasure Type:": "None", - "XP:": "1,390" - }, { "Name": "Blink Dog", "Armor Class:": "15", @@ -1299,19 +1273,6 @@ "Treasure Type:": "C", "XP:": "320" }, - { - "Name": "Gelatinous Cube", - "Armor Class:": "12", - "Hit Dice:": "4*", - "No.\u00a0of Attacks:": "1", - "Damage:": "2d4 + paralysis", - "Movement:": "20\u2019", - "No.\u00a0Appearing:": "1", - "Save As:": "Fighter: 2", - "Morale:": "12", - "Treasure Type:": "V", - "XP:": "280" - }, { "Name": "Ghost*", "Armor Class:": "20 (m)", @@ -3095,7 +3056,7 @@ "XP:": "25 - 240" }, { - "Name": "Weasel, Giant (or Ferret, Giant)", + "Name": "Weasel", "Armor Class:": "17", "Hit Dice:": "5", "No.\u00a0of Attacks:": "1 bite + hold", @@ -3173,7 +3134,7 @@ "XP:": "75" }, { - "Name": "Dire Wold", + "Name": "Dire Wolf", "Armor Class:": "14", "Hit Dice:": "4", "No.\u00a0of Attacks:": "1 bite", diff --git a/monstersAll.qmd b/monstersAll.qmd index c6945ef..e088a25 100644 --- a/monstersAll.qmd +++ b/monstersAll.qmd @@ -10,7 +10,7 @@ ## 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 | | | @@ -18,42 +18,39 @@ | 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 | +| Morale: | 7 on first sighting, 12 after engaged | | | | Treasure Type: | U or special | | | | XP: | 240 | 75 | 25 | -Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 5 to 6 feet long, while queens can grow to a length of 9 feet. 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 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. +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.

    ## 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 | +| | 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 @@ -66,48 +63,20 @@ better armed than others. ## 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 | +| | 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 | -These powerful creatures resemble gorillas but are far more aggressive; though they are actually omnivores, they prefer meat, and they kill and eat anything they can catch. An adult male carnivorous ape is 5-1/2 to 6 feet tall and weighs 300 to 400 pounds. - -
    -
    - -## Assassin Vine - -| | Assassin Vine | -|--------------|----| -| Armor Class: | 15 | -| Hit Dice: | 6 | -| No. of Attacks: | 1 entangle + special | -| Damage: | 1d8 + special | -| Movement: | 5' | -| No. Appearing: | 1d4+1 | -| Save As: | Fighter: 6 | -| Morale: | 12 | -| Treasure Type: | U | -| XP: | 500 | - -The assassin vine is a semi-mobile plant found in temperate forests that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. - -Because it can lie very still indeed, an assassin vine surprises on a roll of 1-4 on 1d6. A successful hit inflicts 1d8 points of damage, and the victim becomes entangled, suffering an additional 1d8 points of damage thereafter. A victim may attempt to escape by rolling a saving throw vs. Death Ray with Strength bonus added; this is a full action, so the victim may not attempt this and also perform an attack. The plant will continue to crush its victim until one or the other is dead or the victim manages to escape. - -An assassin vine can move about, albeit very slowly, but generally only does so to seek new hunting grounds. They have no visual organs but can sense foes within 30 feet by sound and vibration. - -A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine. - -A subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. +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.
    @@ -116,7 +85,7 @@ A subterranean version of the assassin vine grows near hot springs, volcanic ven ## Barkling | | Barkling | -|-----------------|--------------------------| +| --------------- | ------------------------ | | Armor Class: | 15 (11) | | Hit Dice: | 1/2 (1d4 HP) | | No. of Attacks: | 1 bite or 1 weapon | @@ -182,7 +151,7 @@ considered a terrible insult. ## 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 | @@ -233,18 +202,18 @@ touch the corpse, an obviously bad idea. ## 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 | +| | 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. @@ -264,18 +233,18 @@ Bears attack by rending opponents with their claws, dragging them in and biting ### 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 | +| | 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 @@ -287,18 +256,18 @@ are threatened. ### 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 | +| | 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. @@ -307,18 +276,18 @@ These monstrous bears are even larger than grizzly bears. They are ferocious kil ### 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 | +| | 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 @@ -330,38 +299,38 @@ just as bloodthirsty. ### 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 | +| | 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 | -These long, lean carnivores are slightly taller than grizzly bears, and just as hostile. +Polar bears are found in far northern regions. They are larger and more powerful than brown bears, and just as hostile.
    ## 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 | +| | 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 @@ -382,22 +351,23 @@ honey will be present in any given hive. There is also a 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).
    +
    ## 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 | +| | 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. @@ -408,18 +378,18 @@ Giant bombardier beetles, like most beetles, have more or less the same visual a ## 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 | +| | 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 @@ -441,7 +411,7 @@ from behind receive no bonus to do so. ## Beetle, Giant Oil | | Beetle, Giant Oil | -|-----------------|----------------------------| +| --------------- | -------------------------- | | Armor Class: | 16 | | Hit Dice: | 2 | | No. of Attacks: | 1 bite + spray (see below) | @@ -476,66 +446,41 @@ hit points to the victim ## 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 | +| | 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.
    -
    - -## Black Pudding* (Black Jelly) - -| | Black Pudding* | -|--------------|-----| -| Armor Class: | 14 | -| Hit Dice: | 10* (+9) | -| No. of Attacks: | 1 pseudopod | -| Damage: | 3d8 | -| Movement: | 20' | -| No. Appearing: | 1 | -| Save As: | Fighter: 10 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 1,390 | -Black puddings are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter, living or dead. They attack any creatures they encounter, lashing out with pseudopods or simply engulfing opponents with their bodies, which secrete acids that help them catch and digest their prey. - -If attacked with normal or magical weapons, or with lightning or electricity, a black pudding suffers no injury, but will be split into two puddings; the GM should divide the original black pudding's hit dice between the two however he or she sees fit, with the limitation that neither pudding may have less than two hit dice. A two hit die black pudding is simply unharmed by such attacks, but cannot be split further. - -Cold or ice based attacks do not harm a black pudding, but such an attack will paralyze the pudding for one round per die of damage the attack would normally cause. Other attack forms will affect a black pudding normally; the preferred method of killing one usually involves fire. - -The typical black pudding measures 10 feet across and 2 feet thick, and weighs about 10,000 pounds. Black puddings of smaller sizes may be encountered, possibly as a result of the splitting described above. - -
    ## 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 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 @@ -568,68 +513,68 @@ generally avoiding a fight if possible, but they hate ## 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 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, dropping anything carried and approaching the plant. Each round such a creature or character is within the affected area, this save must be made. Befuddled characters will not resist the plant-creature's attacks; 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. +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" 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. +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.
    ## 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 | +| | 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 | -Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them. Note that "boar" refers specifically to the male of the species, but females are equally large and fierce. +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. -A boar is covered in coarse, grayish-black fur. Adults are about 4 feet long and 3 feet high at the shoulder. +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.
    ## 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 | +| | 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 relatively fearless, and bully smaller humanoids whenever possible. +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. -Bugbears prefer to ambush opponents if they can. When hunting, they often send scouts ahead of the main group. 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. +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. @@ -638,18 +583,18 @@ One out of every eight bugbears will be a hardened warrior of 4+4 Hit Dice (240 ## 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, 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. @@ -664,18 +609,18 @@ Once a caecilia has swallowed an opponent, it will generally attempt to disengag ## 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 | 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 @@ -723,18 +668,18 @@ large caravans going over semi-arid prairie. ## Cave Locust, Giant -| | Cave Locust, Giant | -|--------------|-----| -| Armor Class: | 16 | -| Hit Dice: | 2** | +| | 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 | +| 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. @@ -753,18 +698,18 @@ Finally, a giant cave locust can spray a greenish-brown goo (its digestive juice ## 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 | +| | 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. @@ -773,18 +718,18 @@ Cavemen are a species closely related to humans; they are shorter and stockier, ## 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 | +| | 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. @@ -795,40 +740,40 @@ Centaurs are generally haughty and aloof, but very honorable. Most would rather ## 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 | +| | 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. -Giant centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison. Those bitten by a giant centipede must save vs. Poison at +2 or die. +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.
    ## 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 | +| | 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. @@ -838,7 +783,7 @@ A Cheetah is one of the fastest land animals - a large (about 100 pounds) cat ca ## 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 | @@ -860,18 +805,18 @@ Chimeras are cruel and voracious. They can speak Dragon but seldom bother to do ## 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 | +| | 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. @@ -884,18 +829,18 @@ Anyone touched by a cockatrice, or who touches one (even if gloved), must save v ## 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 | +| | 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. @@ -906,18 +851,18 @@ Giant crabs carry their eyes on armored stalks, which means that no bonus is awa ## 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 | +| | **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. @@ -933,7 +878,7 @@ Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerge | | Common Deceiver | Greater Deceiver | -|-----------------|----------------------------------|-------------------------------------------| +| --------------- | -------------------------------- | ----------------------------------------- | | Armor Class: | 16 | 16 | | Hit Dice: | 6* | 7** | | No. of Attacks: | 3 bites | 3 bites | @@ -946,11 +891,11 @@ Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerge | XP: | 555 | 800 | -Displacers are blue-black, catlike monsters with strange bladed winglike arms extending from their shoulders. The blades are carried folded back like wings, but the Displacer swings the blades around in front to attack. +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 Displacer is its power of **displacement**, which causes the monster's apparent location to shift around constantly over a range of 3' from the monster's true location. This is a form of illusion, but a powerful form that cannot be seen through even by those who know the secret. +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. -Any character fighting a Displacer for the first time will miss his or her first strike regardless of the die roll. Thereafter, all attacks against displacers will be at a penalty of -2 to the attack roll. This is not cumulative with the penalty for fighting blind. Some monsters, such as bats, do not depend on vision to fight and thus may be able to perceive the monster's true location and fight without penalty. +**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.
    @@ -958,18 +903,18 @@ Any character fighting a Displacer for the first time will miss his or her first ## 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 | +| | 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. @@ -978,18 +923,18 @@ The Deinonychus (sometimes mistakenly called a "Velociraptor") is a medium-sized ## 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 | +| | **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. @@ -1000,18 +945,18 @@ Pteranodons are essentially giant-sized pterodactyls, having wingspans of 25 fee ## Dinosaur, Stegosaurus -| | Dinosaur, Stegosaurus | -|--------------|-----| -| Armor Class: | 17 | -| Hit Dice: | 11 (+9) | +| | 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 | +| 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, @@ -1027,18 +972,18 @@ where it tramples. ## Dinosaur, Triceratops -| | Dinosaur, Triceratops | -|--------------|-----| -| Armor Class: | 19 | -| Hit Dice: | 11 (+9) | -| No. of Attacks: | 1 gore or 1 trample | -| Damage: | 3d6 or 3d6 (special, see below) | -| Movement: | 30' (15') | -| No. Appearing: | Wild 1d4 | -| Save As: | Fighter: 7 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 1,575 | +| | Dinosaur, Triceratops | +| --------------- | ------------------------------- | +| Armor Class: | 19 | +| Hit Dice: | 11 (+9) | +| No. of Attacks: | 1 gore or 1 trample | +| Damage: | 3d6 or 3d6 (special, see below) | +| Movement: | 30' (15') | +| No. Appearing: | Wild 1d4 | +| Save As: | Fighter: 7 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 1,575 | A triceratops is a three-horned herbivorous dinosaur. They are aggressive toward interlopers, attacking @@ -1065,18 +1010,18 @@ attack. ## Dinosaur, Tyrannosaurus Rex -| | Dinosaur, Tyrannosaurus Rex | -|--------------|-----| -| Armor Class: | 23 | -| Hit Dice: | 18 (+12) | -| No. of Attacks: | 1 bite | -| Damage: | 6d6 | -| Movement: | 40' (10') | -| No. Appearing: | Wild 1d4 | -| Save As: | Fighter: 9 | -| Morale: | 11 | -| Treasure Type: | None | -| XP: | 4,000 | +| | Dinosaur, Tyrannosaurus Rex | +| --------------- | --------------------------- | +| Armor Class: | 23 | +| Hit Dice: | 18 (+12) | +| No. of Attacks: | 1 bite | +| Damage: | 6d6 | +| Movement: | 40' (10') | +| No. Appearing: | Wild 1d4 | +| Save As: | Fighter: 9 | +| Morale: | 11 | +| Treasure Type: | None | +| XP: | 4,000 | The tyrannosaurus rex is a bipedal carnivorous dinosaur with a massive skull balanced by a long, heavy @@ -1100,18 +1045,18 @@ large bipedal carnosaurs, such as the allosaurus. ## Djinni* -| | Djinni* | -|--------------|-----| -| Armor Class: | 15 (m) | -| Hit Dice: | 7+1** | +| | Djinni* | +| --------------- | --------------------- | +| Armor Class: | 15 (m) | +| Hit Dice: | 7+1** | | No. of Attacks: | 1 fist or 1 whirlwind | -| Damage: | 2d8 or 2d6 | -| Movement: | 30' Fly 80' | -| No. Appearing: | 1 | -| Save As: | Fighter: 12 | -| Morale: | 12 (8) | -| Treasure Type: | None | -| XP: | 800 | +| Damage: | 2d8 or 2d6 | +| Movement: | 30' Fly 80' | +| No. Appearing: | 1 | +| Save As: | Fighter: 12 | +| Morale: | 12 (8) | +| Treasure Type: | None | +| XP: | 800 | The djinn (singular djinni) are humanoid creatures from the Elemental Plane of Air. A djinni in its natural form is about 10½ feet tall and weighs about 1,000 pounds. @@ -1128,18 +1073,18 @@ Due to their highly magical nature, djinn cannot be harmed by non-magical weapon ## Dog -| | **Normal Dog** | **Riding Dog** | -|--------------|-----|----| -| Armor Class: | 14 | 14 | -| Hit Dice: | 1+1 | 2 | -| No. of Attacks: | 1 bite | 1 bite | -| Damage: | 1d4 + hold | 1d4+1 + hold | -| Movement: | 50' | 50' | -| No. Appearing: | Wild 3d4 | domestic only | -| Save As: | Fighter: 1 | Fighter: 2 | -| Morale: | 9 | 9 | -| Treasure Type: | None | None | -| XP: | 25 | 75 | +| | **Normal Dog** | **Riding Dog** | +| --------------- | -------------- | -------------- | +| Armor Class: | 14 | 14 | +| Hit Dice: | 1+1 | 2 | +| No. of Attacks: | 1 bite | 1 bite | +| Damage: | 1d4 + hold | 1d4+1 + hold | +| Movement: | 50' | 50' | +| No. Appearing: | Wild 3d4 | domestic only | +| Save As: | Fighter: 1 | Fighter: 2 | +| Morale: | 9 | 9 | +| Treasure Type: | None | None | +| XP: | 25 | 75 | Normal dogs include most medium and large breeds, including wild dogs. After biting an opponent, a dog can hold on, doing 1d4 damage automatically every round, until killed or until the victim spends an attack breaking free (which requires a save vs. Death Ray, adjusted by the character's Strength bonus). @@ -1150,18 +1095,18 @@ Riding dogs are a large breed, used primarily by Halflings for transport. They m ## Doppleganger -| | Doppleganger | -|--------------|-----| -| Armor Class: | 15 | -| Hit Dice: | 4* | -| No. of Attacks: | 1 fist or Weapon | -| Damage: | 1d12 or by weapon | -| Movement: | 30' | -| No. Appearing: | 1d6, Wild 1d6, Lair 1d6 | -| Save As: | Fighter: 4 | -| Morale: | 10 | -| Treasure Type: | E | -| XP: | 280 | +| | Doppleganger | +| --------------- | ----------------------- | +| Armor Class: | 15 | +| Hit Dice: | 4* | +| No. of Attacks: | 1 fist or Weapon | +| Damage: | 1d12 or by weapon | +| Movement: | 30' | +| No. Appearing: | 1d6, Wild 1d6, Lair 1d6 | +| Save As: | Fighter: 4 | +| Morale: | 10 | +| Treasure Type: | E | +| XP: | 280 | Dopplegangers are weird humanoid creatures who are able to take on the appearance of nearly any other @@ -1195,7 +1140,6 @@ help them behave like the person they have replaced. ## Dragon - Dragons are large (sometimes very large) winged reptilian monsters. Unlike wyverns, dragons have four legs as well as two wings; this is how experts distinguish "true" dragons from other large reptilian monsters. All dragons are long-lived, and they grow slowly for as long as they live. For this reason, they are described as having seven "age categories," ranging from 3 less to 3 more hit dice than the average. For convenience, a table is provided following the description of each dragon type; this table shows the variation in hit dice, damage from their various attacks, and other features peculiar to dragons. If one dragon is encountered, it is equally likely to be a male or female ranging from -2 to +3 hit dice (1d6-3); two are a mated pair ranging from -1 to +2 hit dice (1d4-2). If three or four are encountered, they consist of a mated pair plus one or two young of -3 hit dice in size. If this is the case, the parents receive a Morale of 12 in combat since they are protecting their young. @@ -1235,7 +1179,7 @@ Experience Points (XP) given for dragons on the following pages are for non-spel ### Dragon, Cloud | | Dragon, Cloud | -|-----------------|----------------------------------------| +| --------------- | -------------------------------------- | | Armor Class: | 22 | | Hit Dice: | 11\*\* (+9) | | No. of Attacks: | 2 claws, 1 bite or breath, 1 tail | @@ -1255,25 +1199,25 @@ Another way in which cloud dragons differ from other types is that they do not h All cloud dragons have the power to assume the form of any type of humanoid (as described in the spell [charm person](allSpells.qmd#charm-person)) at will in a manner otherwise equivalent to the spell [polymorph self](allSpells.qmd#polymorph-self). -| | | | | | | | | -|----------------------------|---------------------|-----|-----|-----|-----|------|------| -| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 | -| Hit Dice | 8 | 9 | 10 | 11 | 12 | 13 | 14 | -| Attack Bonus | +8 | +8 | +9 | +9 | +10 | +11 | +11 | -| Breath Weapon | Special (see above) | | | | | | | -| Length | - | 70' | 80' | 90' | 95' | 100' | 110' | -| Width | - | 30' | 35' | 45' | 50' | 55' | 60' | -| Chance/Talking | 0% | 35% | 70% | 85% | 90% | 95% | 95% | -| Spells by Level | | | | | | | | -| Level 1 | - | 1 | 2 | 3 | 4 | 5 | 6 | -| Level 2 | - | - | 1 | 2 | 3 | 4 | 5 | -| Level 3 | - | - | - | 1 | 2 | 3 | 4 | -| Level 4 | - | - | - | - | 1 | 2 | 3 | -| Level 5 | - | - | - | - | - | 1 | 2 | -| Level 6 | - | - | - | - | - | - | 1 | -| Claw | 1d6 | 1d6 | 1d6 | 2d4 | 2d4 | 2d6 | 2d8 | -| Bite | 3d6 | 4d6 | 5d6 | 6d6 | 6d6 | 7d6 | 7d6 | -| Tail | 1d4 | 1d6 | 1d6 | 2d4 | 2d6 | 2d6 | 2d8 | +| | | | | | | | | +| --------------- | ------------------- | --- | --- | --- | --- | ---- | ---- | +| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 | +| Hit Dice | 8 | 9 | 10 | 11 | 12 | 13 | 14 | +| Attack Bonus | +8 | +8 | +9 | +9 | +10 | +11 | +11 | +| Breath Weapon | Special (see above) | | | | | | | +| Length | - | 70' | 80' | 90' | 95' | 100' | 110' | +| Width | - | 30' | 35' | 45' | 50' | 55' | 60' | +| Chance/Talking | 0% | 35% | 70% | 85% | 90% | 95% | 95% | +| Spells by Level | | | | | | | | +| Level 1 | - | 1 | 2 | 3 | 4 | 5 | 6 | +| Level 2 | - | - | 1 | 2 | 3 | 4 | 5 | +| Level 3 | - | - | - | 1 | 2 | 3 | 4 | +| Level 4 | - | - | - | - | 1 | 2 | 3 | +| Level 5 | - | - | - | - | - | 1 | 2 | +| Level 6 | - | - | - | - | - | - | 1 | +| Claw | 1d6 | 1d6 | 1d6 | 2d4 | 2d4 | 2d6 | 2d8 | +| Bite | 3d6 | 4d6 | 5d6 | 6d6 | 6d6 | 7d6 | 7d6 | +| Tail | 1d4 | 1d6 | 1d6 | 2d4 | 2d6 | 2d6 | 2d8 | : Cloud Dragon Age Table {#tbl-cloud-dragon-age} @@ -1284,18 +1228,18 @@ All cloud dragons have the power to assume the form of any type of humanoid (as ### Dragon, Desert (Blue Dragon) -| | Dragon, Desert | -|--------------|---| -| Armor Class: | 20 | -| Hit Dice: | 9** (+8) | +| | Dragon, Desert | +| --------------- | ------------------------------- | +| Armor Class: | 20 | +| Hit Dice: | 9** (+8) | | No. of Attacks: | 2 claws/1 bite or breath/1 tail | -| Damage: | 1d8/1d8/3d8 or breath/1d8 | -| Movement: | 30' Fly 80' (15') | -| No. Appearing: | 1, Wild 1, Lair 1d4 | -| Save As: | Fighter: 9 (as Hit Dice) | -| Morale: | 9 | -| Treasure Type: | H | -| XP: | 1,225 | +| Damage: | 1d8/1d8/3d8 or breath/1d8 | +| Movement: | 30' Fly 80' (15') | +| No. Appearing: | 1, Wild 1, Lair 1d4 | +| Save As: | Fighter: 9 (as Hit Dice) | +| Morale: | 9 | +| Treasure Type: | H | +| XP: | 1,225 | Desert dragons have rough, gritty-feeling hide which is a dark steel blue color with a smoother, streaky brown underbelly. Their bodies are wiry and serpentine. @@ -1305,23 +1249,23 @@ A desert dragon will usually choose to lair in an underground cavern, or perhaps Desert dragons are immune to normal lightning, and suffer only half damage from magical lightning. -| | | | | | | | | -|-----------------------------|------------------|-----|-----|------|------|------|------| -| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 | -| Hit Dice | 6 | 7 | 8 | 9 | 10 | 11 | 12 | -| Attack Bonus | +6 | +7 | +8 | +8 | +9 | +9 | +10 | -| Breath Weapon | Lightning (Line) | | | | | | | -| Length | - | 80' | 90' | 100' | 100' | 110' | 120' | -| Width | - | - | - | - | - | 55' | 60' | -| Chance/Talking | 0% | 15% | 20% | 40% | 50% | 60% | 70% | -| Spells by Level | | | | | | | | -| Level 1 | - | 1 | 2 | 4 | 4 | 4 | 5 | -| Level 2 | - | - | 1 | 2 | 3 | 4 | 4 | -| Level 3 | - | - | - | - | 1 | 2 | 2 | -| Level 4 | - | - | - | - | - | - | 1 | -| Claw | 1d4 | 1d4 | 1d6 | 1d8 | 1d8 | 1d8 | 1d10 | -| Bite | 2d6 | 3d6 | 3d8 | 3d8 | 3d8 | 3d8 | 3d10 | -| Tail | 1d4 | 1d6 | 1d6 | 1d8 | 1d8 | 1d8 | 1d8 | +| | | | | | | | | +| --------------- | ---------------- | --- | --- | ---- | ---- | ---- | ---- | +| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 | +| Hit Dice | 6 | 7 | 8 | 9 | 10 | 11 | 12 | +| Attack Bonus | +6 | +7 | +8 | +8 | +9 | +9 | +10 | +| Breath Weapon | Lightning (Line) | | | | | | | +| Length | - | 80' | 90' | 100' | 100' | 110' | 120' | +| Width | - | - | - | - | - | 55' | 60' | +| Chance/Talking | 0% | 15% | 20% | 40% | 50% | 60% | 70% | +| Spells by Level | | | | | | | | +| Level 1 | - | 1 | 2 | 4 | 4 | 4 | 5 | +| Level 2 | - | - | 1 | 2 | 3 | 4 | 4 | +| Level 3 | - | - | - | - | 1 | 2 | 2 | +| Level 4 | - | - | - | - | - | - | 1 | +| Claw | 1d4 | 1d4 | 1d6 | 1d8 | 1d8 | 1d8 | 1d10 | +| Bite | 2d6 | 3d6 | 3d8 | 3d8 | 3d8 | 3d8 | 3d10 | +| Tail | 1d4 | 1d6 | 1d6 | 1d8 | 1d8 | 1d8 | 1d8 | : Desert Dragon Age Table {#tbl-desert-dragon-age} @@ -1332,41 +1276,41 @@ Desert dragons are immune to normal lightning, and suffer only half damage from ### Dragon, Forest (Green Dragon) -| | Dragon, Forest | -|--------------|---| -| Armor Class: | 19 | -| Hit Dice: | 8** | +| | Dragon, Forest | +| --------------- | ------------------------------- | +| Armor Class: | 19 | +| Hit Dice: | 8** | | No. of Attacks: | 2 claws/1 bite or breath/1 tail | -| Damage: | 1d6/1d6/3d8 or breath/1d6 | -| Movement: | 30' Fly 80' (15') | -| No. Appearing: | 1, Wild 1, Lair 1d4 | -| Save As: | Fighter: 8 (as Hit Dice) | -| Morale: | 8 | -| Treasure Type: | H | -| XP: | 1,015 | +| Damage: | 1d6/1d6/3d8 or breath/1d6 | +| Movement: | 30' Fly 80' (15') | +| No. Appearing: | 1, Wild 1, Lair 1d4 | +| Save As: | Fighter: 8 (as Hit Dice) | +| Morale: | 8 | +| Treasure Type: | H | +| XP: | 1,015 | Forest dragons are bright leaf green in color, with a tan underbelly. They have long sinuous bodies and move with catlike grace. They are cruel monsters, but they are renowned for their curiosity. They especially like to question adventurers to learn more about their society and abilities, what is going on in the countryside, and if there is treasure nearby. Adventurers may be allowed to live so long as they remain interesting... but woe to them when the dragon becomes bored. Forest dragons are immune to all poisons. Note that, despite their breath weapon being described as "poison gas," damage done by it is exactly the same as with other dragons. More specifically, those in the area of effect do not have to "save or die" as with ordinary poison, but rather save vs. Dragon Breath for half damage. -| | | | | | -|--------------|---|---|---|---|---|---|---| -| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 | -| Hit Dice | 5 | 6 | 7 | 8 | 9 | 10 | 11 | -| Attack Bonus | +5 | +6 | +7 | +8 | +8 | +9 | +9 | -| Breath Weapon | Poison Gas (Cloud) | -| Length | - | 70' | 80' | 90' | 95' | 100' | 100' | -| Width | - | 25' | 30' | 40' | 45' | 50' | 55' | -| Chance/Talking | 0% | 15% | 20% | 30% | 45% | 55% | 65% | -| Spells by Level | | | | | | | | -| Level 1 | - | 1 | 2 | 3 | 3 | 4 | 4 | -| Level 2 | - | - | 1 | 2 | 3 | 3 | 4 | -| Level 3 | - | - | - | - | 1 | 2 | 3 | -| Level 4 | - | - | - | - | - | - | 1 | -| Claw | 1d4 | 1d6 | 1d6 | 1d6 | 1d6 | 1d8 | 1d10 | -| Bite | 2d4 | 3d4 | 3d6 | 3d8 | 3d8 | 3d8 | 3d10 | -| Tail | 1d4 | 1d4 | 1d6 | 1d6 | 1d6 | 1d8 | 1d8 | +| | | | | | +| --------------- | ------------------ | --- | --- | --- | +| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 +| Hit Dice | 5 | 6 | 7 | 8 | 9 | 10 | 11 +| Attack Bonus | +5 | +6 | +7 | +8 | +8 | +9 | +9 +| Breath Weapon | Poison Gas (Cloud) | | | | +| Length | - | 70' | 80' | 90' | 95' | 100' | 100' +| Width | - | 25' | 30' | 40' | 45' | 50' | 55' +| Chance/Talking | 0% | 15% | 20% | 30% | 45% | 55% | 65% +| Spells by Level | | | | | | | +| Level 1 | - | 1 | 2 | 3 | 3 | 4 | 4 +| Level 2 | - | - | 1 | 2 | 3 | 3 | 4 +| Level 3 | - | - | - | - | 1 | 2 | 3 +| Level 4 | - | - | - | - | - | - | 1 +| Claw | 1d4 | 1d6 | 1d6 | 1d6 | 1d6 | 1d8 | 1d10 +| Bite | 2d4 | 3d4 | 3d6 | 3d8 | 3d8 | 3d8 | 3d10 +| Tail | 1d4 | 1d4 | 1d6 | 1d6 | 1d6 | 1d8 | 1d8 : Forest Dragon Age Table {#tbl-forest-dragon-age} @@ -1376,18 +1320,18 @@ Forest dragons are immune to all poisons. Note that, despite their breath weapon ### Dragon, Ice (White Dragon) -| | Dragon, Ice | -|--------------|---| -| Armor Class: | 17 | -| Hit Dice: | 6** | +| | Dragon, Ice | +| --------------- | ------------------------------- | +| Armor Class: | 17 | +| Hit Dice: | 6** | | No. of Attacks: | 2 claws/1 bite or breath/1 tail | -| Damage: | 1d4/1d4/2d8 or breath/1d4 | -| Movement: | 30' Fly 80' (10') | -| No. Appearing: | 1, Wild 1, Lair 1d4 | -| Save As: | Fighter: 6 (as Hit Dice) | -| Morale: | 8 | -| Treasure Type: | H | -| XP: | 610 | +| Damage: | 1d4/1d4/2d8 or breath/1d4 | +| Movement: | 30' Fly 80' (10') | +| No. Appearing: | 1, Wild 1, Lair 1d4 | +| Save As: | Fighter: 6 (as Hit Dice) | +| Morale: | 8 | +| Treasure Type: | H | +| XP: | 610 | Ice dragons have pale blue-white skin, ranging from sky blue for a hatchling to the stark pure white of an ancient individual. They are the same color all over, having no contrasting underbelly color. @@ -1397,24 +1341,22 @@ In a fashion similar to swamp and desert dragons, an ice dragon will sometimes c Ice dragons are immune to normal cold, and take only half damage from magical cold or ice. - - -| | | | | | -|--------------|---|---|---|---|---|---|---| -| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 | -| Hit Dice | 3 | 4 | 5 | 6 | 7 | 8 | 9 | -| Attack Bonus | +3 | +4 | +5 | +6 | +7 | +8 | +8 | -| Breath Weapon | Cold (Cone) | -| Length | - | 60' | 70' | 80' | 85' | 90' | 95' | -| Width | - | 25' | 30' | 30' | 35' | 40' | 45' | -| Chance/Talking | 0% | 10% | 15% | 20% | 30% | 40% | 50% | -| Spells by Level | | | | | | | | -| Level 1 | - | 1 | 2 | 3 | 3 | 3 | 3 | -| Level 2 | - | - | - | - | 1 | 2 | 3 | -| Level 3 | - | - | - | - | - | - | 1 | -| Claw | 1d4 | 1d4 | 1d4 | 1d4 | 1d4 | 1d6 | 1d8 | -| Bite | 2d4 | 2d6 | 2d6 | 2d8 | 2d8 | 2d10 | 2d10 | -| Tail | 1d4 | 1d4 | 1d4 | 1d4 | 1d4 | 1d6 | 1d6 | +| | | | | | +| --------------- | ----------- | --- | --- | --- | +| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 +| Hit Dice | 3 | 4 | 5 | 6 | 7 | 8 | 9 +| Attack Bonus | +3 | +4 | +5 | +6 | +7 | +8 | +8 +| Breath Weapon | Cold (Cone) | | | | +| Length | - | 60' | 70' | 80' | 85' | 90' | 95' +| Width | - | 25' | 30' | 30' | 35' | 40' | 45' +| Chance/Talking | 0% | 10% | 15% | 20% | 30% | 40% | 50% +| Spells by Level | | | | | | | +| Level 1 | - | 1 | 2 | 3 | 3 | 3 | 3 +| Level 2 | - | - | - | - | 1 | 2 | 3 +| Level 3 | - | - | - | - | - | - | 1 +| Claw | 1d4 | 1d4 | 1d4 | 1d4 | 1d4 | 1d6 | 1d8 +| Bite | 2d4 | 2d6 | 2d6 | 2d8 | 2d8 | 2d10 | 2d10 +| Tail | 1d4 | 1d4 | 1d4 | 1d4 | 1d4 | 1d6 | 1d6 : Ice Dragon Age Table {#tbl-ice-dragon-age} @@ -1424,18 +1366,18 @@ Ice dragons are immune to normal cold, and take only half damage from magical co ### Dragon, Mountain (Red Dragon) -| | Dragon, Red | -|--------------|---| -| Armor Class: | 21 | -| Hit Dice: | 10** (+9) | +| | Dragon, Red | +| --------------- | ------------------------------- | +| Armor Class: | 21 | +| Hit Dice: | 10** (+9) | | No. of Attacks: | 2 claws/1 bite or breath/1 tail | -| Damage: | 1d8/1d8/4d8 or breath/1d8 | -| Movement: | 30' Fly 80' (20') | -| No. Appearing: | 1, Wild 1, Lair 1d4 | -| Save As: | Fighter: 10 (as Hit Dice) | -| Morale: | 8 | -| Treasure Type: | H | -| XP: | 1,480 | +| Damage: | 1d8/1d8/4d8 or breath/1d8 | +| Movement: | 30' Fly 80' (20') | +| No. Appearing: | 1, Wild 1, Lair 1d4 | +| Save As: | Fighter: 10 (as Hit Dice) | +| Morale: | 8 | +| Treasure Type: | H | +| XP: | 1,480 | Mountain dragons are red in color, ranging from the brilliant blood red of a hatchling to the dull terracotta color of an ancient individual. These dragons are powerfully built, with heavy-jawed heads and thick muscular bodies, yet their necks are still long enough to give them the legendary flexibility of a true dragon. @@ -1445,24 +1387,24 @@ They are intelligent and self-assured, but also impatient and overconfident. One Mountain dragons are immune to normal fire, and suffer only half damage from magical fire. -| | | | | | -|--------------|---|---|---|---|---|---|---| -| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 | -| Hit Dice | 7 | 8 | 9 | 10 | 11 | 12 | 13 | -| Attack Bonus | +7 | +8 | +8 | +9 | +9 | +10 | +11 | -| Breath Weapon | Fire (Cone) | -| Length | - | 70' | 80' | 90' | 95' | 100' | 110' | -| Width | - | 30' | 35' | 45' | 50' | 55' | 60' | -| Chance/Talking | 0% | 15% | 30% | 50% | 60% | 70% | 85% | -| Spells by Level | | | | | | | | -| Level 1 | - | 1 | 2 | 3 | 4 | 5 | 5 | -| Level 2 | - | - | 1 | 2 | 3 | 4 | 5 | -| Level 3 | - | - | - | 1 | 2 | 2 | 3 | -| Level 4 | - | - | - | - | 1 | 2 | 2 | -| Level 5 | - | - | - | - | - | 1 | 2 | -| Claw | 1d4 | 1d6 | 1d8 | 1d8 | 1d8 | 1d10 | 1d10 | -| Bite | 2d6 | 3d6 | 4d6 | 4d8 | 5d8 | 5d8 | 6d8 | -| Tail | 1d4 | 1d6 | 1d6 | 1d8 | 1d8 | 1d8 | 1d10 | +| | | | | | +| --------------- | ----------- | --- | --- | --- | +| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 +| Hit Dice | 7 | 8 | 9 | 10 | 11 | 12 | 13 +| Attack Bonus | +7 | +8 | +8 | +9 | +9 | +10 | +11 +| Breath Weapon | Fire (Cone) | | | | +| Length | - | 70' | 80' | 90' | 95' | 100' | 110' +| Width | - | 30' | 35' | 45' | 50' | 55' | 60' +| Chance/Talking | 0% | 15% | 30% | 50% | 60% | 70% | 85% +| Spells by Level | | | | | | | +| Level 1 | - | 1 | 2 | 3 | 4 | 5 | 5 +| Level 2 | - | - | 1 | 2 | 3 | 4 | 5 +| Level 3 | - | - | - | 1 | 2 | 2 | 3 +| Level 4 | - | - | - | - | 1 | 2 | 2 +| Level 5 | - | - | - | - | - | 1 | 2 +| Claw | 1d4 | 1d6 | 1d8 | 1d8 | 1d8 | 1d10 | 1d10 +| Bite | 2d6 | 3d6 | 4d6 | 4d8 | 5d8 | 5d8 | 6d8 +| Tail | 1d4 | 1d6 | 1d6 | 1d8 | 1d8 | 1d8 | 1d10 : Mountain Dragon Age Table {#tbl-mountain-dragon-age} @@ -1473,7 +1415,7 @@ Mountain dragons are immune to normal fire, and suffer only half damage from mag ### Dragon, Plains (Yellow Dragon) | | Dragon, Plains | -|-----------------|------------------------------------| +| --------------- | ---------------------------------- | | Armor Class: | 16 | | Hit Dice: | 5** | | No. of Attacks: | 2 claws, 1 bite or breath, 1 tail | @@ -1493,7 +1435,7 @@ Plains dragons may hunt on the wing, attacking suddenly from above and surprisin The breath weapon of the plains dragon is a scorching, shimmering cone of heat, barely visible to the naked eye; at night, however, a glow like steel being forged can be seen streaming from the dragon's open mouth. | | | | | | | | | -|-----------------|-------------|-----|-----|------|------|------|------| +| --------------- | ----------- | --- | --- | ---- | ---- | ---- | ---- | | Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 | | Hit Dice | 2 | 3 | 4 | 5 | 6 | 7 | 8 | | Attack Bonus | +2 | +3 | +4 | +5 | +6 | +7 | +8 | @@ -1520,18 +1462,18 @@ The breath weapon of the plains dragon is a scorching, shimmering cone of heat, ### Dragon, Sea (Gray Dragon) -| | Dragon, Sea | -|--------------|---| -| Armor Class: | 19 | -| Hit Dice: | 8** | -| No. of Attacks: | 2 claws/1 bite or breath | -| Damage: | 1d6/1d6/3d8 or breath | -| Movement: | 10' Fly 60' (20') Swim 60' (15') | -| No. Appearing: | 1, Wild 1, Lair 1d4 | -| Save As: | Fighter: 8 (as Hit Dice) | -| Morale: | 8 | -| Treasure Type: | H | -| XP: | 1,015 | +| | Dragon, Sea | +| --------------- | -------------------------------- | +| Armor Class: | 19 | +| Hit Dice: | 8** | +| No. of Attacks: | 2 claws/1 bite or breath | +| Damage: | 1d6/1d6/3d8 or breath | +| Movement: | 10' Fly 60' (20') Swim 60' (15') | +| No. Appearing: | 1, Wild 1, Lair 1d4 | +| Save As: | Fighter: 8 (as Hit Dice) | +| Morale: | 8 | +| Treasure Type: | H | +| XP: | 1,015 | Young sea dragons are light bluish-gray in color (similar to dolphins), darkening to a deep slate color in older individuals. Their skin is smooth and sleek, and their bodies are more compact than most dragons, though their long neck gives them the same flexibility. @@ -1541,21 +1483,21 @@ These dragons have much the same physical structure as other dragons, but their Sea dragons are neutral in outlook, in much the same way as ice dragons. They often maintain lairs in air-filled undersea caverns. -| | | | | | -|--------------|---|---|---|---|---|---|---| -| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 | -| Hit Dice | 5 | 6 | 7 | 8 | 9 | 10 | 11 | -| Attack Bonus | +5 | +6 | +7 | +8 | +8 | +9 | +9 | -| Breath Weapon | Steam (Cloud) | -| Length | - | 70' | 80' | 90' | 95' | 100' | 100' | -| Width | - | 25' | 30' | 40' | 45' | 50' | 55' | -| Chance/Talking | 0% | 15% | 20% | 30% | 45% | 55% | 65% | -| Spells by Level | | | | | | | | -| Level 1 | - | 1 | 2 | 3 | 3 | 4 | 4 | -| Level 2 | - | - | 1 | 2 | 3 | 3 | 4 | -| Level 3 | - | - | - | - | - | 1 | 2 | -| Claw | 1d4 | 1d6 | 1d6 | 1d6 | 1d6 | 1d8 | 1d10 | -| Bite | 2d4 | 3d4 | 3d6 | 3d8 | 3d8 | 3d8 | 3d10 | +| | | | | | +| --------------- | ------------- | --- | --- | --- | +| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 +| Hit Dice | 5 | 6 | 7 | 8 | 9 | 10 | 11 +| Attack Bonus | +5 | +6 | +7 | +8 | +8 | +9 | +9 +| Breath Weapon | Steam (Cloud) | | | | +| Length | - | 70' | 80' | 90' | 95' | 100' | 100' +| Width | - | 25' | 30' | 40' | 45' | 50' | 55' +| Chance/Talking | 0% | 15% | 20% | 30% | 45% | 55% | 65% +| Spells by Level | | | | | | | +| Level 1 | - | 1 | 2 | 3 | 3 | 4 | 4 +| Level 2 | - | - | 1 | 2 | 3 | 3 | 4 +| Level 3 | - | - | - | - | - | 1 | 2 +| Claw | 1d4 | 1d6 | 1d6 | 1d6 | 1d6 | 1d8 | 1d10 +| Bite | 2d4 | 3d4 | 3d6 | 3d8 | 3d8 | 3d8 | 3d10 : Sea Dragon Age Table {#tbl-sea-dragon-age} @@ -1566,18 +1508,18 @@ Sea dragons are neutral in outlook, in much the same way as ice dragons. They of ### Dragon, Swamp (Black Dragon) -| | Dragon, Black | -|--------------|-----| -| Armor Class: | 18 | -| Hit Dice: | 7** | +| | Dragon, Black | +| --------------- | ------------------------------- | +| Armor Class: | 18 | +| Hit Dice: | 7** | | No. of Attacks: | 2 claws/1 bite or breath/1 tail | -| Damage: | 1d6/1d6/2d10 or breath/1d6 | -| Movement: | 30' Fly 80' (15') | -| No. Appearing: | 1, Wild 1, Lair 1d4 | -| Save As: | Fighter: 7 (as Hit Dice) | -| Morale: | 8 | -| Treasure Type: | H | -| XP: | 800 | +| Damage: | 1d6/1d6/2d10 or breath/1d6 | +| Movement: | 30' Fly 80' (15') | +| No. Appearing: | 1, Wild 1, Lair 1d4 | +| Save As: | Fighter: 7 (as Hit Dice) | +| Morale: | 8 | +| Treasure Type: | H | +| XP: | 800 | Swamp dragons have green skin so dark as to appear to be black, especially in uncertain light or while wet. They often choose to hide underwater, leaving only part of the head above the waterline, and leap up suddenly when prey comes within 100' (surprising on a roll of 1-4 on 1d6 in this case). @@ -1586,22 +1528,22 @@ Though swamp dragons are more cruel than ice dragons, they are still motivated m Swamp dragons are immune to all forms of acid. A swamp dragon may hold its breath up to three turns while lying in wait underwater. -| | | | | | -|--------------|---|---|---|---|---|---|---| -| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 | -| Hit Dice | 4 | 5 | 6 | 7 | 8 | 9 | 10 | -| Attack Bonus | +4 | +5 | +6 | +7 | +8 | +8 | +9 | -| Breath Weapon | | Special | -| Length | - | 70' | 80' | 90' | 95' | 100' | 100' | -| Width | - | 25' | 30' | 30' | 35' | 40' | 45' | -| Chance/Talking | 0% | 15% | 20% | 25% | 35% | 50% | 60% | -| Spells by Level | | | | | | | | -| Level 1 | - | 1 | 2 | 4 | 4 | 4 | 4 | -| Level 2 | - | - | - | - | 1 | 2 | 3 | -| Level 3 | - | - | - | - | - | 1 | 2 | -| Claw | 1d4 | 1d4 | 1d6 | 1d6 | 1d6 | 1d8 | 1d8 | -| Bite | 2d4 | 2d6 | 2d8 | 2d10 | 2d10 | 2d10 | 2d12 | -| Tail | 1d4 | 1d4 | 1d4 | 1d6 | 1d6 | 1d8 | 1d8 | +| | | | | | +| --------------- | --- | ------- | --- | ---- | +| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 +| Hit Dice | 4 | 5 | 6 | 7 | 8 | 9 | 10 +| Attack Bonus | +4 | +5 | +6 | +7 | +8 | +8 | +9 +| Breath Weapon | | Special | | | +| Length | - | 70' | 80' | 90' | 95' | 100' | 100' +| Width | - | 25' | 30' | 30' | 35' | 40' | 45' +| Chance/Talking | 0% | 15% | 20% | 25% | 35% | 50% | 60% +| Spells by Level | | | | | | | +| Level 1 | - | 1 | 2 | 4 | 4 | 4 | 4 +| Level 2 | - | - | - | - | 1 | 2 | 3 +| Level 3 | - | - | - | - | - | 1 | 2 +| Claw | 1d4 | 1d4 | 1d6 | 1d6 | 1d6 | 1d8 | 1d8 +| Bite | 2d4 | 2d6 | 2d8 | 2d10 | 2d10 | 2d10 | 2d12 +| Tail | 1d4 | 1d4 | 1d4 | 1d6 | 1d6 | 1d8 | 1d8 : Swamp Dragon Age Table {#tbl-swamp-dragon-age} @@ -1611,37 +1553,37 @@ Swamp dragons are immune to all forms of acid. A swamp dragon may hold its breat ### Dragon Turtle -| | Dragon Turtle | -|--------------|---| -| Armor Class: | 22 | -| Hit Dice: | 30** (AB +15) | -| No. of Attacks: | 2 claws/1 bite or breath | -| Damage: | 2d8/2d8/10d6 or 30d8 | -| Movement: | 10' (10') Swim 30' (15') | -| No. Appearing: | Wild 1 | -| Save As: | Fighter: 20 at +5 | -| Morale: | 10 | -| Treasure Type: | H (calculated at one-quarter hit dice) | -| XP: | 13,650 | +| | Dragon Turtle | +| --------------- | -------------------------------------- | +| Armor Class: | 22 | +| Hit Dice: | 30** (AB +15) | +| No. of Attacks: | 2 claws/1 bite or breath | +| Damage: | 2d8/2d8/10d6 or 30d8 | +| Movement: | 10' (10') Swim 30' (15') | +| No. Appearing: | Wild 1 | +| Save As: | Fighter: 20 at +5 | +| Morale: | 10 | +| Treasure Type: | H (calculated at one-quarter hit dice) | +| XP: | 13,650 | Dragon turtles are so large, up to 200 feet long, that they are occasionally mistaken for rocky outcroppings or even small islands. Though they are not true dragons, they do advance through the same sort of age categories as the true dragons do; however, each age category changes the dragon turtle's Hit Dice by 5. Due to their massive size, dragon turtles are immune to virtually all poisons. -| | | | | | -|--------------|---|---|---|---|---|---|---| -| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 | -| Hit Dice | 15 | 20 | 25 | 30 | 35 | 40 | 45 | -| Attack Bonus | +11 | +13 | +14 | +15 | +16 | +16 | +16 | -| Breath Weapon | Steam (Cloud) | -| Length | - | 50' | 75' | 100' | 125' | 150' | 175' | -| Width | - | 25' | 50' | 75' | 100' | 125' | 150' | -| Chance/Talking | 0% | 15% | 20% | 30% | 45% | 55% | 65% | -| Spells by Level | | | | | | | | -| Level 1 | - | - | 1 | 2 | 2 | 3 | 3 | -| Level 2 | - | - | - | 1 | 2 | 2 | 3 | -| Claw | 1d6 | 2d4 | 2d6 | 2d8 | 2d10 | 2d12 | 3d10 | -| Bite | 4d6 | 6d6 | 8d6 | 10d6 | 12d6 | 14d6 | 16d6 | +| | | | | | +| --------------- | ------------- | --- | --- | ---- | +| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 +| Hit Dice | 15 | 20 | 25 | 30 | 35 | 40 | 45 +| Attack Bonus | +11 | +13 | +14 | +15 | +16 | +16 | +16 +| Breath Weapon | Steam (Cloud) | | | | +| Length | - | 50' | 75' | 100' | 125' | 150' | 175' +| Width | - | 25' | 50' | 75' | 100' | 125' | 150' +| Chance/Talking | 0% | 15% | 20% | 30% | 45% | 55% | 65% +| Spells by Level | | | | | | | +| Level 1 | - | - | 1 | 2 | 2 | 3 | 3 +| Level 2 | - | - | - | 1 | 2 | 2 | 3 +| Claw | 1d6 | 2d4 | 2d6 | 2d8 | 2d10 | 2d12 | 3d10 +| Bite | 4d6 | 6d6 | 8d6 | 10d6 | 12d6 | 14d6 | 16d6 : Dragon Turtle Age Table {#tbl-dragon-turtle-age} @@ -1652,24 +1594,24 @@ Due to their massive size, dragon turtles are immune to virtually all poisons. ## Dryad -| | Dryad | -|--------------|---| -| Armor Class: | 15 | -| Hit Dice: | 2* | -| No. of Attacks: | 1 dagger or fist| -| Damage: | 1d4 | -| Movement: | 40' | -| No. Appearing: | Lair 1d6 | -| Save As: | Magic-User: 4 | -| Morale: | 6 | -| Treasure Type: | D | -| XP: | 100 | +| | Dryad | +| --------------- | ---------------- | +| Armor Class: | 15 | +| Hit Dice: | 2* | +| No. of Attacks: | 1 dagger or fist | +| Damage: | 1d4 | +| Movement: | 40' | +| No. Appearing: | Lair 1d6 | +| Save As: | Magic-User: 4 | +| Morale: | 6 | +| Treasure Type: | D | +| XP: | 100 | -Dryads are female nature spirits; each is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad's oak does not radiate magic. A dryad lives as long as her tree, and dies when the tree dies; likewise, if the dryad is killed, her tree dies also. +Dryads are female nature spirits; each is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic. A dryad lives as long as her tree, and dies when the tree dies; likewise, if the dryad is killed, her tree dies also. -A dryad's delicate features are much like a female elf's, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons. Although they are generally solitary, up to seven dryads have been encountered in one place on rare occasions. +A dryad resembles an elf woman, with skin like fine polished wood or smooth bark and hair like leaves; the hair color of a dryad usually changes with the seasons, being brown in the winter, pale green in the spring, darker green in the summer, and yellow, orange, or red in the fall. -Shy, intelligent, and resolute, dryads are as elusive as they are alluring -- they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a dryad can charm (as the spell **charm person**), attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense. +Though they are usually content to live alone, dryads are often friends with creatures such as treant or other nature spirits who might live nearby. Once per day a dryad can cast a charm similar to the spell **charm person**, and one may choose to use this ability to compel an interesting human or elf to remain with her as a companion for a period of up to a year. The companion can be taken into and brought out of the dryad's tree so long as the charm is still in effect. @@ -1677,18 +1619,18 @@ Shy, intelligent, and resolute, dryads are as elusive as they are alluring -- th ## Eagle -| | Eagle | -|--------------|---| -| Armor Class: | 13 | -| Hit Dice: | 2 | -| No. of Attacks: | 2 talons, 1 beak | -| Damage: | 1d6/1d6/1d4 | -| Movement: | 10' fly 160 (10')' | -| No. Appearing: | 1, Wild 1d4 | -| Save As: | Fighter: 2 | -| Morale: | 8 | -| Treasure Type: | Nil | -| XP: | 145 | +| | Eagle | +| --------------- | ------------------ | +| Armor Class: | 13 | +| Hit Dice: | 2 | +| No. of Attacks: | 2 talons, 1 beak | +| Damage: | 1d6/1d6/1d4 | +| Movement: | 10' fly 160 (10')' | +| No. Appearing: | 1, Wild 1d4 | +| Save As: | Fighter: 2 | +| Morale: | 8 | +| Treasure Type: | Nil | +| XP: | 145 | Eagles are large birds with wingspans 6½ to 7½ feet in width. They stand about 2½ to 3 feet tall and weigh @@ -1711,18 +1653,18 @@ talons, then attack with the beak. ## Eagle, Giant -| | Eagle, Giant | -|--------------|---| -| Armor Class: | 15 | -| Hit Dice: | 4 | -| No. of Attacks: | 2 claws, 1 bite | -| Damage: | 1d6/1d6/1d8 | -| Movement: | 10' fly 90' | -| No. Appearing: | 2d6 | -| Save As: | Fighter: 4 | -| Morale: | 7 (12 if defending a nest) | -| Treasure Type: | Nil | -| XP: | 240 | +| | Eagle, Giant | +| --------------- | -------------------------- | +| Armor Class: | 15 | +| Hit Dice: | 4 | +| No. of Attacks: | 2 claws, 1 bite | +| Damage: | 1d6/1d6/1d8 | +| Movement: | 10' fly 90' | +| No. Appearing: | 2d6 | +| Save As: | Fighter: 4 | +| Morale: | 7 (12 if defending a nest) | +| Treasure Type: | Nil | +| XP: | 240 | An average giant eagle has a wingspan of 15 to 20 feet and stands 8 to 12 feet tall. They are intelligent @@ -1751,18 +1693,18 @@ one ## Efreeti* -| | Efreeti* | -|--------------|---| -| Armor Class: | 21 (m) | -| Hit Dice: | 10* (+9) | -| No. of Attacks: | 1 | -| Damage: | 2d8 or special | -| Movement: | 30' Fly 80' (10') | -| No. Appearing: | 1 | -| Save As: | Fighter: 15 | -| Morale: | 12 (9) | -| Treasure Type: | None | -| XP: | 1,390 | +| | Efreeti* | +| --------------- | ----------------- | +| Armor Class: | 21 (m) | +| Hit Dice: | 10* (+9) | +| No. of Attacks: | 1 | +| Damage: | 2d8 or special | +| Movement: | 30' Fly 80' (10') | +| No. Appearing: | 1 | +| Save As: | Fighter: 15 | +| Morale: | 12 (9) | +| Treasure Type: | None | +| XP: | 1,390 | The efreet (singular efreeti) are humanoid creatures from the Elemental Plane of Fire. An efreeti in its natural form stands about 12 feet tall and weighs about 2,000 pounds. Efreet are malicious by nature. They love to mislead, befuddle, and confuse their foes. They do this for enjoyment as much as for tactical reasons. @@ -1805,11 +1747,11 @@ These three types of elementals are quite reasonably called staff, device, and conjured elementals. The hit dice of an elemental depends on the type, as follows: -| Type | Hit Dice | -|------|----------| -| Staff | 8 | -| Device | 12 | -| Conjured | 16 | +| Type | Hit Dice | +| -------- | -------- | +| Staff | 8 | +| Device | 12 | +| Conjured | 16 | The summoner of an elemental must concentrate on it @@ -1853,7 +1795,7 @@ type. | | Staff Elemental, Air | Device Elemental, Air | Spell Elemental, Air | -|-----------------|----------------------|-----------------------|----------------------| +| --------------- | -------------------- | --------------------- | -------------------- | | Armor Class: | 18 (m) | 20 (m) | 22 (m) | | Hit Dice: | 8* | 12* (+10) | 16* (+12) | | No. of Attacks: | -- special -- | -- special -- | -- special -- | @@ -1875,7 +1817,7 @@ Air elementals resemble "dust devils," that is, small whirlwinds, but they are m ### Elemental, Cold* | | Staff Elemental, Earth | Device Elemental, Earth | Spell Elemental, Earth | -|-----------------|------------------------|-------------------------|------------------------| +| --------------- | ---------------------- | ----------------------- | ---------------------- | | Armor Class: | 18 (m) | 20 (m) | 22 (m) | | Hit Dice: | 8* | 12* (+10) | 16* (+12) | | No. of Attacks: | 1 | 1 | 1 | @@ -1909,18 +1851,18 @@ of damage each round. ### Elemental, Earth* -| | **Staff Elemental, Earth** | **Device Elemental, Earth** | **Spell Elemental, Earth** | -|---|-----------|-----------|------| -| Armor Class: | 18 (m) | 20 (m) | 22 (m) | -| Hit Dice: | 8* | 12* (+10) | 16* (+12) | -| No. of Attacks: | 1 | 1 | 1 | -| Damage: | 1d12 | 2d8 | 3d6 | -| Movement: | -- 20' (10') -- | -| No. Appearing: | -- special -- | -| Save As: | Fighter: 8 | Fighter: 12 | Fighter: 16 | -| Morale: | -- 10 -- | -| Treasure Type: | -- None -- | -| XP: | 945 | 1,975 | 3,385 | +| | **Staff Elemental, Earth** | **Device Elemental, Earth** | **Spell Elemental, Earth** | +| --------------- | -------------------------- | --------------------------- | -------------------------- | +| Armor Class: | 18 (m) | 20 (m) | 22 (m) | +| Hit Dice: | 8* | 12* (+10) | 16* (+12) | +| No. of Attacks: | 1 | 1 | 1 | +| Damage: | 1d12 | 2d8 | 3d6 | +| Movement: | -- 20' (10') -- | | | +| No. Appearing: | -- special -- | | | +| Save As: | Fighter: 8 | Fighter: 12 | Fighter: 16 | +| Morale: | -- 10 -- | | | +| Treasure Type: | -- None -- | | | +| XP: | 945 | 1,975 | 3,385 | Earth elementals resemble crude, headless humanoid statues, with clublike hands and feet. They cannot cross a body of water wider than their own height. Earth elementals take double damage when attacked by fire (including fire elementals). They do an additional 1d8 points of damage against creatures, vehicles, or structures which rest on the ground. @@ -1929,18 +1871,18 @@ Earth elementals resemble crude, headless humanoid statues, with clublike hands ### Elemental, Fire* -| | **Staff Elemental, Fire** | **Device Elemental, Fire** | **Spell Elemental, Fire** | -|---|-----------|-----------|------| -| Armor Class: | 18 (m) | 20 (m) | 22 (m) | -| Hit Dice: | 8* | 12* (+10) | 16* (+12) | -| No. of Attacks: | 1 | 1 | 1 | -| Damage: | 1d12 | 2d8 | 3d6 | -| Movement: | -- 40' Fly 30' -- | -| No. Appearing: | -- special -- | -| Save As: | Fighter: 8 | Fighter: 12 | Fighter: 16 | -| Morale: | -- 10 -- | -| Treasure Type: | -- None -- | -| XP: | 945 | 1,975 | 3,385 | +| | **Staff Elemental, Fire** | **Device Elemental, Fire** | **Spell Elemental, Fire** | +| --------------- | ------------------------- | -------------------------- | ------------------------- | +| Armor Class: | 18 (m) | 20 (m) | 22 (m) | +| Hit Dice: | 8* | 12* (+10) | 16* (+12) | +| No. of Attacks: | 1 | 1 | 1 | +| Damage: | 1d12 | 2d8 | 3d6 | +| Movement: | -- 40' Fly 30' -- | | | +| No. Appearing: | -- special -- | | | +| Save As: | Fighter: 8 | Fighter: 12 | Fighter: 16 | +| Morale: | -- 10 -- | | | +| Treasure Type: | -- None -- | | | +| XP: | 945 | 1,975 | 3,385 | Fire elementals are simply flames, which may appear generally humanoid for brief moments when they attack. Fire elementals take double damage when attacked by water (including water elementals). They cannot cross a body of water wider than their own diameter. They do an additional 1d8 points of damage against creatures which are cold or icy in nature. @@ -1952,18 +1894,18 @@ Remember that a fire elemental is constantly burning; such a creature may easily ### Elemental, Lighting* -| | Staff Elemental, Lightning | Device Elemental, Lightning | Spell Elemental, Lightning | -|-----------------|------------------------|-------------------------|------------------------| -| Armor Class: | 19 (m) | 21 (m) | 23 (m) | -| Hit Dice: | 8* | 12* (+10) | 16* (+12) | -| No. of Attacks: | special | special | special | -| Damage: | 1d12 | 2d8 | 3d6 | -| Movement: | 40' Fly 80' | 40' Fly 80' | 40' Fly 80' | -| No. Appearing: | -- special -- | -- special -- | -- special -- | -| Save As: | Fighter: 8 | Fighter: 12 | Fighter: 16 | -| Morale: | 10 | 10 | 10 | -| Treasure Type: | -- None -- | -- None -- | -- None -- | -| XP: | 945 | 1,975 | 3,385 | +| | Staff Elemental, Lightning | Device Elemental, Lightning | Spell Elemental, Lightning | +| --------------- | -------------------------- | --------------------------- | -------------------------- | +| Armor Class: | 19 (m) | 21 (m) | 23 (m) | +| Hit Dice: | 8* | 12* (+10) | 16* (+12) | +| No. of Attacks: | special | special | special | +| Damage: | 1d12 | 2d8 | 3d6 | +| Movement: | 40' Fly 80' | 40' Fly 80' | 40' Fly 80' | +| No. Appearing: | -- special -- | -- special -- | -- special -- | +| Save As: | Fighter: 8 | Fighter: 12 | Fighter: 16 | +| Morale: | 10 | 10 | 10 | +| Treasure Type: | -- None -- | -- None -- | -- None -- | +| XP: | 945 | 1,975 | 3,385 | A lightning elemental resembles dark clouds lit from @@ -1987,7 +1929,7 @@ turns ### Elemental, Metal* | | Staff Elemental, Metal | Device Elemental, Metal | Spell Elemental, Metal | -|-----------------|------------------------|-------------------------|------------------------| +| --------------- | ---------------------- | ----------------------- | ---------------------- | | Armor Class: | 19 (m) | 21 (m) | 23 (m) | | Hit Dice: | 8* | 12* (+10) | 16* (+12) | | No. of Attacks: | 1 | 1 | 1 | @@ -2021,18 +1963,18 @@ height. ### Elemental, Water* -| | **Staff Elemental, Water** | **Device Elemental, Water** | **Spell Elemental, Water** | -|---|-----------|-----------|------| -| Armor Class: | 18 (m) | 20 (m) | 22 (m) | -| Hit Dice: | 8* | 12* (+10) | 16* (+12) | -| No. of Attacks: | 1 | 1 | 1 | -| Damage: | 1d12 | 2d8 | 3d6 | -| Movement: | -- 20' (15') Swim 60' -- | -| No. Appearing: | -- special -- | -| Save As: | Fighter: 8 | Fighter: 12 | Fighter: 16 | -| Morale: | -- 10 -- | -| Treasure Type: | -- None -- | -| XP: | 945 | 1,975 | 3,385 | +| | **Staff Elemental, Water** | **Device Elemental, Water** | **Spell Elemental, Water** | +| --------------- | -------------------------- | --------------------------- | -------------------------- | +| Armor Class: | 18 (m) | 20 (m) | 22 (m) | +| Hit Dice: | 8* | 12* (+10) | 16* (+12) | +| No. of Attacks: | 1 | 1 | 1 | +| Damage: | 1d12 | 2d8 | 3d6 | +| Movement: | -- 20' (15') Swim 60' -- | | | +| No. Appearing: | -- special -- | | | +| Save As: | Fighter: 8 | Fighter: 12 | Fighter: 16 | +| Morale: | -- 10 -- | | | +| Treasure Type: | -- None -- | | | +| XP: | 945 | 1,975 | 3,385 | Water elementals resemble roiling waves of water, which seem to fall upon any creature attacked, only to @@ -2043,16 +1985,14 @@ than 60' from a body of water. They do an extra 1d8 points of damage against creatures, vehicles, or structures which are in the water. -
    - ### Elemental, Wood* | | Staff Elemental, Earth | Device Elemental, Earth | Spell Elemental, Earth | -|-----------------|------------------------|-------------------------|------------------------| +| --------------- | ---------------------- | ----------------------- | ---------------------- | | Armor Class: | 17 (m) | 19 (m) | 21 (m) | | Hit Dice: | 8* | 12* (+10) | 16* (+12) | | No. of Attacks: | 1 | 1 | 1 | @@ -2080,7 +2020,7 @@ fire or lightning elementals. ## Elephant | | Asiatic Elephant | African Elephant | -|-----------------|-----------------------------------|------------------| +| --------------- | --------------------------------- | ---------------- | | Armor Class: | 16 | 18 | | Hit Dice: | 9 (+8) | 10 (+9) | | No. of Attacks: | 2 tusks, 1 trunk grab, 2 tramples | --same-- | @@ -2117,7 +2057,7 @@ elephant are worth 1d8 x 100 gp each. ## Falcon | | Falcon | -|-----------------|---------------------| +| --------------- | ------------------- | | Armor Class: | 11 | | Hit Dice: | 1/2 (1d4 HP) | | No. of Attacks: | 2 talons, 1 beak | @@ -2148,18 +2088,18 @@ making the kill with its sharp beak. ## Fish, Giant Barracuda -| | **Huge Barracuda** | **Giant Barracuda** | -|---|------|-----| -| Armor Class: | 16 | 15 | -| Hit Dice: | 5 | 9 (+8) | -| No. of Attacks: | 1 bite | 1 bite | -| Damage: | 2d6 | 2d8+1 | -| Movement: | Swim 60' | Swim 60' (10') | -| No. Appearing: | Wild 2d4 | Wild 1 | -| Save As: | Fighter: 5 | Fighter: 9 | -| Morale: | 8 | 10 | -| Treasure Type: | None | None | -| XP: | 360 | 1,075 | +| | **Huge Barracuda** | **Giant Barracuda** | +| --------------- | ------------------ | ------------------- | +| Armor Class: | 16 | 15 | +| Hit Dice: | 5 | 9 (+8) | +| No. of Attacks: | 1 bite | 1 bite | +| Damage: | 2d6 | 2d8+1 | +| Movement: | Swim 60' | Swim 60' (10') | +| No. Appearing: | Wild 2d4 | Wild 1 | +| Save As: | Fighter: 5 | Fighter: 9 | +| Morale: | 8 | 10 | +| Treasure Type: | None | None | +| XP: | 360 | 1,075 | Barracuda are predatory fish found in salt water. Huge barracudas are about 12' long, while giant specimens can exceed 20'. They have elongated bodies, pointed heads and prominent jaws. Their bodies are covered with smooth scales, typically blue, gray or silver in color. They have extremely keen eyesight and are surprised only on a 1 on 1d6. Due to the quickness of their attack, barracudas are themselves capable of surprising on 1-3 on 1d6 and gain a +2 bonus to Initiative. @@ -2170,18 +2110,18 @@ Giant barracudas always appear singly and are 50% likely to break off the attack ## Fish, Giant Bass -| | Fish, Giant Bass | -|---|-----------| -| Armor Class: | 13 | -| Hit Dice: | 2 | -| No. of Attacks: | 1 bite | -| Damage: | 1d6 | -| Movement: | Swim 40' (10') | -| No. Appearing: | Wild 1d6 | -| Save As: | Fighter: 2 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 75 | +| | Fish, Giant Bass | +| --------------- | ---------------- | +| Armor Class: | 13 | +| Hit Dice: | 2 | +| No. of Attacks: | 1 bite | +| Damage: | 1d6 | +| Movement: | Swim 40' (10') | +| No. Appearing: | Wild 1d6 | +| Save As: | Fighter: 2 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 75 | Giant bass are generally between 10' and 25' long. Most are greenish-grey, marked with dark lateral stripes, though some are almost completely black. They are generally found in lakes or rivers, as they are not adapted for salt water. @@ -2192,18 +2132,18 @@ Giant bass are predatory, and on a natural attack roll of 20 a giant bass will s ## Fish, Giant Catfish -| | Fish, Giant Catfish | -|---|-----------| -| Armor Class: | 16 | -| Hit Dice: | 8 | -| No. of Attacks: | 1 bite/2 fins | -| Damage: | 2d8/1d4+poison/1d4+poison | -| Movement: | Swim 30' (10') | -| No. Appearing: | Wild 1d2 | -| Save As: | Fighter: 8 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 875 | +| | Fish, Giant Catfish | +| --------------- | ------------------------- | +| Armor Class: | 16 | +| Hit Dice: | 8 | +| No. of Attacks: | 1 bite/2 fins | +| Damage: | 2d8/1d4+poison/1d4+poison | +| Movement: | Swim 30' (10') | +| No. Appearing: | Wild 1d2 | +| Save As: | Fighter: 8 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 875 | Giant catfish fins are edged with a natural poison that causes a painful burning sensation for 3d10 rounds if a save vs. Poison is failed. The pain causes the affected character or creature to suffer a -1 penalty on all attack rolls and saving throws; further poisonings will increase this penalty by -1 each, down to a maximum penalty of -5 as well as adding 6 rounds to the duration of the poison effect. @@ -2214,18 +2154,18 @@ Because of its large size (15 to 20 feet long) and body design, a giant catfish ## Fish, Giant Piranha -| | Fish, Giant Piranha | -|---|-----------| -| Armor Class: | 15 | -| Hit Dice: | 4 | -| No. of Attacks: | 1 bite | -| Damage: | 1d8 | -| Movement: | Swim 50' | -| No. Appearing: | Wild 2d4 | -| Save As: | Fighter: 4 | -| Morale: | 7 (11) | -| Treasure Type: | None | -| XP: | 240 | +| | Fish, Giant Piranha | +| --------------- | ------------------- | +| Armor Class: | 15 | +| Hit Dice: | 4 | +| No. of Attacks: | 1 bite | +| Damage: | 1d8 | +| Movement: | Swim 50' | +| No. Appearing: | Wild 2d4 | +| Save As: | Fighter: 4 | +| Morale: | 7 (11) | +| Treasure Type: | None | +| XP: | 240 | Giant piranha average 5' in length at adulthood, and are aggressive carnivores. They are able to sense blood in the water just as sharks do, and once they smell or taste blood in the water, their morale rises to the parenthesized figure. @@ -2234,18 +2174,18 @@ Giant piranha average 5' in length at adulthood, and are aggressive carnivores. ## Fly, Giant -| | Fly, Giant | -|---|-----------| -| Armor Class: | 14 | -| Hit Dice: | 2 | -| No. of Attacks: | 1 bite | -| Damage: | 1d8 | -| Movement: | 30' Fly 60' | -| No. Appearing: | 1d6, Wild 2d6 | -| Save As: | Fighter: 2 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 75 | +| | Fly, Giant | +| --------------- | ------------- | +| Armor Class: | 14 | +| Hit Dice: | 2 | +| No. of Attacks: | 1 bite | +| Damage: | 1d8 | +| Movement: | 30' Fly 60' | +| No. Appearing: | 1d6, Wild 2d6 | +| Save As: | Fighter: 2 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 75 | Giant flies look much like ordinary houseflies, but are about 3' long. Some are banded yellow and black, and are thus mistaken for giant bees. Giant flies are predators; after killing prey, they will sometimes lay eggs in the remains. @@ -2254,18 +2194,18 @@ Giant flies look much like ordinary houseflies, but are about 3' long. Some are ## Frog, Giant (and Toad, Giant) -| | Frog, Giant (and Toad, Giant) | -|---|-----------| -| Armor Class: | 13 | -| Hit Dice: | 2 | -| No. of Attacks: | 1 tongue or 1 bite | -| Damage: | grab or 1d4+1 | -| Movement: | 30' Swim 30' | -| No. Appearing: | 1d4, Wild 1d4 | -| Save As: | Fighter: 2 | -| Morale: | 6 | -| Treasure Type: | None | -| XP: | 75 | +| | Frog, Giant (and Toad, Giant) | +| --------------- | ----------------------------- | +| Armor Class: | 13 | +| Hit Dice: | 2 | +| No. of Attacks: | 1 tongue or 1 bite | +| Damage: | grab or 1d4+1 | +| Movement: | 30' Swim 30' | +| No. Appearing: | 1d4, Wild 1d4 | +| Save As: | Fighter: 2 | +| Morale: | 6 | +| Treasure Type: | None | +| XP: | 75 | Giant frogs are enlarged versions of the common frog; most resemble bullfrogs in appearance, but an adult giant frog is 3' long and weighs about 250 pounds. They are predators, but will normally only attack creatures smaller than themselves. Giant toads are statistically just like giant frogs; however, they are often found in "drier" areas as they do not have to maintain a wet skin surface. @@ -2276,46 +2216,22 @@ A giant frog can stretch its tongue out up to 15' and drag up to dwarf-sized pre ## Gargoyle* -| | Gargoyle* | -|---|-----------| -| Armor Class: | 15 (m) | -| Hit Dice: | 4** | -| No. of Attacks: | 2 claws/1 bite/1 horn | -| Damage: | 1d4/1d4/1d6/1d4 | -| Movement: | 30' Fly 50' (15') | -| No. Appearing: | 1d6, Wild 2d4, Lair 2d4 | -| Save As: | Fighter: 6 | -| Morale: | 11 | -| Treasure Type: | C | -| XP: | 320 | +| | Gargoyle* | +| --------------- | ----------------------- | +| Armor Class: | 15 (m) | +| Hit Dice: | 4** | +| No. of Attacks: | 2 claws/1 bite/1 horn | +| Damage: | 1d4/1d4/1d6/1d4 | +| Movement: | 30' Fly 50' (15') | +| No. Appearing: | 1d6, Wild 2d4, Lair 2d4 | +| Save As: | Fighter: 6 | +| Morale: | 11 | +| Treasure Type: | C | +| XP: | 320 | -Gargoyles are demonic-looking winged humanoid monsters with gray stone-like skin. They are often mistaken for winged stone statues, for they can remain still indefinitely without moving. Gargoyles use this disguise to ambush their foes, surprising on 1-4 on 1d6 if their foes do not otherwise suspect them. They are cruel monsters, inflicting pain on other creatures for the sole purpose of enjoyment. +Gargoyles are demonic-looking winged humanoid monsters with gray stone-like skin. They can remain still for an extended period, and are thus often mistaken for stone statues. Gargoyles use this disguise to ambush their foes, surprising on 1-4 on 1d6 if their foes do not otherwise suspect them. They are cruel monsters, inflicting pain on other creatures for the sole purpose of enjoyment. -Gargoyles require no food, water, or air. Due to their highly magical nature, they can only be harmed by magical weapons. - -
    -
    - -## Gelatinous Cube - -| | Gelatinous Cube | -|---|-----------| -| Armor Class: | 12 | -| Hit Dice: | 4* | -| No. of Attacks: | 1 | -| Damage: | 2d4 + paralysis | -| Movement: | 20' | -| No. Appearing: | 1 | -| Save As: | Fighter: 2 | -| Morale: | 12 | -| Treasure Type: | V | -| XP: | 280 | - -The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the cube's body. A typical gelatinous cube is ten feet on a side and weighs about 15,000 pounds; however, smaller specimens have been reported. - -A gelatinous cube attacks by slamming its body into its prey. It is capable of lashing out with a pseudopod, but usually engulfs foes. Any character hit by a gelatinous cube must save vs. Paralyzation or be paralyzed for 2d4 turns. - -Any treasure indicated will be visible inside the creature, which must be slain if the treasure is to be recovered. +Gargoyles can go for very long periods of time, on the order of decades, without air or sustenance. Due to their highly magical nature, they can only be harmed by magical weapons.
    @@ -2323,30 +2239,30 @@ Any treasure indicated will be visible inside the creature, which must be slain ## Ghost* -| | Ghost* | -|---|-----------| -| Armor Class: | 20 (m) | -| Hit Dice: | 10* (+9) | +| | Ghost* | +| --------------- | -------------- | +| Armor Class: | 20 (m) | +| Hit Dice: | 10* (+9) | | No. of Attacks: | 1 touch/1 gaze | -| Damage: | 1d8 + special | -| Movement: | 30' | -| No. Appearing: | 1 | -| Save As: | Fighter: 10 | -| Morale: | 10 | -| Treasure Type: | E, N, O | -| XP: | 1,390 | +| Damage: | 1d8 + special | +| Movement: | 30' | +| No. Appearing: | 1 | +| Save As: | Fighter: 10 | +| Morale: | 10 | +| Treasure Type: | E, N, O | +| XP: | 1,390 | -Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. A ghost normally resembles the form it had in life, but sometimes the spiritual form is altered. For instance, the ghost of someone who believed he or she was evil might look a bit demonic. Because they are incorporeal, ghosts may be hit only by magical weapons. +A ghost is the soul or spirit of a deceased sentient creature that has for some reason remained on the material plane. They usually appear as they did in life, but sometimes the appearance of a ghost is altered by its original personality; for instance, the ghost of an angry person might have a threatening or even demonic visage. Ghosts are undead, and as such are immune to **sleep**, **charm**, and **hold magic**. -Seeing a ghost is so terrible that the victim must save vs. Spells or flee for 2d6 rounds. A character or creature who successfully saves vs. a given ghost's **fear** attack may not be so affected by that ghost again, but of course may still be affected by another. +Seeing a ghost is so terrible that any living creature who does so must save vs. Spells or flee for 2d6 rounds. Anyone who successfully makes this save may not be so affected by that ghost again. -A ghost that hits a living target with its touch attack does 1d8 points of damage, and at the same time regenerates the same number of hit points. In addition, the victim loses 1 Constitution point. Elves and dwarves (and other long-lived creatures such as dragons) are allowed a saving throw vs. Death Ray to resist this effect, which must be rolled on each hit. Characters who lose Constitution appear to have aged. If a ghost is fighting a living creature which does not have a Constitution score, the GM should assign whatever score he or she sees fit. +A ghost that hits a living target with its touch attack does 1d8 points of damage, and at the same time regenerates the same number of hit points. In addition, the victim loses 1 Constitution point. Elves and dwarves (and other long-lived creatures such as dragons) are allowed a saving throw vs. Death Ray to resist this effect, which must be rolled on each hit. Characters who lose Constitution appear to have aged. If a ghost is fighting a living creature which does not have a Constitution score, the GM should assign whatever score they see fit. -Lost Constitution can be regained at a rate of one point per casting of **restoration**; nothing else (except a **wish**) can restore Constitution lost to a ghost. If a character's Constitution falls to 0, he or she dies permanently and cannot be **raised** (but still may be **reincarnated**). +Like most incorporeal creatures, ghosts may normally be hit only by magical weapons. However, if a ghost makes use of its touch attack, it becomes vulnerable to non-magical weapons until the beginning of the next round of combat. -Once per turn, a ghost can use **telekinesis** (as the spell) as if it were a 10^th^ level Magic-User. +Lost Constitution can be regained at a rate of one point per casting of **restoration**; nothing else (except a **wish**) can restore Constitution lost to a ghost. If a character's Constitution falls to 0, they die permanently and cannot be **raised** (but still may be **reincarnated**). -Instead of attacking, a ghost may attempt to possess a living creature. This ability is similar to a **magic jar** spell (as if cast by a 10th level Magic-User), except that it does not require a receptacle. To use this ability, the ghost must be able to move into the target (so it is possible to outrun it). The target can resist the attack with a successful save vs. Spells. A creature that successfully saves is immune to being possessed by that ghost for 24 hours. If the save fails, the ghost enters the target's body and controls it; control may be maintained until the ghost chooses to leave the victim's body, or until it is driven out by means of a **remove curse** spell. While it is possessing a living creature, a ghost may not use any of its special abilities. +Once per turn, a ghost can use **telekinesis** (as the spell) as if it were a 10th level Magic-User.
    @@ -2354,7 +2270,7 @@ Instead of attacking, a ghost may attempt to possess a living creature. This abi ## Ghoul (and Ghast) | | Ghoul | Ghast | -|-----------------|-------------------------|------------------------------| +| --------------- | ----------------------- | ---------------------------- | | Armor Class: | 14 | 15 | | Hit Dice: | 2* | 2** | | No. of Attacks: | 2 claws, 1 bite | 2 claws, 1 bite | @@ -2436,42 +2352,42 @@ behaves like any other ghast in all respects. ## Giant, Cloud -| | Giant, Cloud | -|---|-----------| -| Armor Class: | 19 (13) | -| Hit Dice: | 12+3* (+10) | +| | Giant, Cloud | +| --------------- | ------------------------------- | +| Armor Class: | 19 (13) | +| Hit Dice: | 12+3* (+10) | | No. of Attacks: | 1 giant weapon or 1 thrown rock | -| Damage: | 6d6 or 3d6 | -| Movement: | 20' Unarmored 40' (10') | -| No. Appearing: | 1d2, Wild 1d3, Lair 1d3 | -| Save As: | Fighter: 12 | -| Morale: | 10 | -| Treasure Type: | E plus 1d12x1000 gp | -| XP: | 1,975 | +| Damage: | 6d6 or 3d6 | +| Movement: | 20' Unarmored 40' (10') | +| No. Appearing: | 1d2, Wild 1d3, Lair 1d3 | +| Save As: | Fighter: 12 | +| Morale: | 10 | +| Treasure Type: | E plus 1d12x1000 gp | +| XP: | 1,975 | -Cloud giants' skin ranges in color from milky white to light sky blue. They have hair of silvery white or brass, and their eyes are iridescent blue. Adult males are about 18 feet tall and weigh about 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can live to be 400 years old. +Cloud giants are huge, with males averaging 18 feet tall and females 17 feet tall; an adult cloud giant will normally weigh more than 4,750 pounds. They have very pale skin, sometimes with a slight bluish tint, and their hair is bright metallic colors such as silver, brass, or even gold. They have long lives, with most surviving to 400 years barring disease or misadventure. -Cloud giants dress in the finest clothing available and wear jewelry. To many, appearance indicates station: The better the clothes and the finer the jewelry, the more important the wearer. They also appreciate music, and most can play one or more instruments (the harp is a favorite). Like most giants, they are suspicious of the smaller races, but cloud giants do not usually prey upon them, preferring instead to demand tribute from humans, demi-humans, or humanoids living nearby. +Cloud giants are often vain, convinced they are the highest form of creation. They wear the finest clothing, make and eat the best food and drink, and live in castles built on high mountains or even in the clouds themselves. Like most giants, they are suspicious of the smaller races, but cloud giants do not usually prey upon them, preferring instead to demand tribute from smaller humanoids living nearby. -Cloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. Cloud giants can throw large stones up to 200' for 3d6 points of damage each. Also, 5% of cloud giants have the abilities of a Magic-User of level 2 to 8 (2d4). A favorite tactic is to circle the enemies, barraging them with rocks while the giants with magical abilities confound them with spells. In battle, cloud giants wear finely crafted, intricately engraved plate mail. +Despite being self-centered, they fight in highly trained units that use sound tactics; their belief in their own superiority allows no less. Attacking from above is preferred, and ranged attacks are always considered better than melee. To that end, cloud giants can throw large stones up to 200' for 3d6 points of damage each. Also, 5% of cloud giants have the abilities of a Magic-User of level 2 to 8 (2d4). A favorite tactic is to encircle enemies, barraging them with rocks while the giants with magical abilities confound them with spells. In battle, cloud giants wear finely crafted, intricately engraved plate mail.
    ## Giant, Cyclops -| | Giant, Cyclops | -|---|-----------| -| Armor Class: | 15 (13) | -| Hit Dice: | 13* (+10) | +| | Giant, Cyclops | +| --------------- | ------------------------------- | +| Armor Class: | 15 (13) | +| Hit Dice: | 13* (+10) | | No. of Attacks: | 1 giant club or 1 rock (thrown) | -| Damage: | 3d10 or 3d6 | -| Movement: | 20' Unarmored 30' | -| No. Appearing: | 1, Wild 1d4, Lair 1d4 | -| Save As: | Fighter: 13 | -| Morale: | 9 | -| Treasure Type: | E plus 1d8x1000 gp | -| XP: | 2,285 | +| Damage: | 3d10 or 3d6 | +| Movement: | 20' Unarmored 30' | +| No. Appearing: | 1, Wild 1d4, Lair 1d4 | +| Save As: | Fighter: 13 | +| Morale: | 9 | +| Treasure Type: | E plus 1d8x1000 gp | +| XP: | 2,285 | A cyclops is a one-eyed giant. Huge and brutish, they most resemble hill giants, and even dress in the same "style," layers of crudely prepared hides with the fur left on, unwashed and unrepaired. @@ -2484,18 +2400,18 @@ A cyclops can throw a large rock up to 200' for 3d6 points of damage, but they a ## Giant, Fire -| | Giant, Fire | -|---|-----------| -| Armor Class: | 17 (13) | -| Hit Dice: | 11+2* (+9) | +| | Giant, Fire | +| --------------- | ------------------------------- | +| Armor Class: | 17 (13) | +| Hit Dice: | 11+2* (+9) | | No. of Attacks: | 1 giant weapon or 1 thrown rock | -| Damage: | 5d6 or 3d6 | -| Movement: | 20' Unarmored 40' (10') | -| No. Appearing: | 1d2, Wild 1d3, Lair 1d3 | -| Save As: | Fighter: 11 | -| Morale: | 9 | -| Treasure Type: | E plus 1d10x1000 gp | -| XP: | 1,670 | +| Damage: | 5d6 or 3d6 | +| Movement: | 20' Unarmored 40' (10') | +| No. Appearing: | 1d2, Wild 1d3, Lair 1d3 | +| Save As: | Fighter: 11 | +| Morale: | 9 | +| Treasure Type: | E plus 1d10x1000 gp | +| XP: | 1,670 | Despite their great size, fire giants have a Dwarf-like appearance, being barrel-chested with thick arms and @@ -2521,46 +2437,44 @@ Fire giants are immune to all fire-based attacks. ## Giant, Frost -| | Giant, Frost | -|---|-----------| -| Armor Class: | 17 (13) | -| Hit Dice: | 10+1* (+9) | +| | Giant, Frost | +| --------------- | ------------------------------- | +| Armor Class: | 17 (13) | +| Hit Dice: | 10+1* (+9) | | No. of Attacks: | 1 giant weapon or 1 thrown rock | -| Damage: | 4d6 or 3d6 | -| Movement: | 20' Unarmored 40' (10') | -| No. Appearing: | 1d2, Wild 1d4, Lair 1d4 | -| Save As: | Fighter: 10 | -| Morale: | 9 | -| Treasure Type: | E plus 1d10x1000 gp | -| XP: | 1,390 | - -Frost giants have pale, almost white skin. A frost giant's hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers. +| Damage: | 4d6 or 3d6 | +| Movement: | 20' Unarmored 40' (10') | +| No. Appearing: | 1d2, Wild 1d4, Lair 1d4 | +| Save As: | Fighter: 10 | +| Morale: | 9 | +| Treasure Type: | E plus 1d10x1000 gp | +| XP: | 1,390 | -An adult male is about 15 feet tall and weighs about 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical with males. Frost giants can live to be 250 years old. +Frost giants have pale, almost white skin, blonde or pale blue hair, and bright blue eyes. Average males stand 15 feet tall and weigh around 2,800 pounds, while females average 14 feet tall and 2,500 pounds. Frost giants are, first and foremost, cunning. They dislike the smaller races as much as any giant, but rather than attacking outright they will try to use their advantages to convince those weaker than them to submit. If faced with a stronger force, frost giants will parley or withdraw if possible, attacking only if victory seems assured. -A frost giant can throw large stones up to 200' for 3d6 damage. Frost giants are immune to all ice or cold-based attacks. +In combat frost giants prefer brightly-polished steel chainmail worn over their customary clothing of leather and fur (the first AC given above), and weapons of the same material. A frost giant can throw large stones up to 200' for 3d6 points of damage. Frost giants are immune to all ice or cold-based attacks.
    ## Giant, Hill -| | Giant, Hill | -|---|-----------| -| Armor Class: | 15 (13) | -| Hit Dice: | 8 | -| No. of Attacks: | 1 giant weapon (club) | -| Damage: | 2d8 | -| Movement: | 30' Unarmored 40' | -| No. Appearing: | 1d4, Wild 2d4, Lair 2d4 | -| Save As: | Fighter: 8 | -| Morale: | 8 | -| Treasure Type: | E plus 1d8x1000 gp | -| XP: | 875 | - -The smallest of giants, adult hill giants stand between ten and twelve feet in height and weigh about 1,100 pounds. Hill giants can live to be 200 years old. Skin color among hill giants ranges from light tan to deep ruddy brown. They have brown or black hair and eyes the same color. They wear layers of crudely prepared hides, which they seldom wash or repair, preferring to simply add more hides as the old ones wear out. +| | Giant, Hill | +| --------------- | ----------------------- | +| Armor Class: | 15 (13) | +| Hit Dice: | 8 | +| No. of Attacks: | 1 giant weapon (club) | +| Damage: | 2d8 | +| Movement: | 30' Unarmored 40' | +| No. Appearing: | 1d4, Wild 2d4, Lair 2d4 | +| Save As: | Fighter: 8 | +| Morale: | 8 | +| Treasure Type: | E plus 1d8x1000 gp | +| XP: | 875 | + +The smallest of giants, adult hill giants stand between 10 and 12 feet in height and weigh about 1,100 pounds. They have medium brown skin, though they are often so dirty as to hide their true skin color; their hair is dark, lank, and greasy, and their eyes are dark as well. They wear crude clothing made of leather; the lack of livestock or game of great enough size often results in whole pelts being stitched together. Whether attacking with a weapon or st, hill giants deal 2d8 damage. Hill giants are brutish and aggressive. They are sometimes found leading groups of ogres or bugbears. Hill giants often keep **dire wolves** as pets. @@ -2571,7 +2485,7 @@ Whether attacking with a weapon or st, hill giants deal 2d8 damage. Hill gian ## Giant, Mountain | | Giant, Mountain | -|-----------------|---------------------------------| +| --------------- | ------------------------------- | | Armor Class: | 15 (13) | | Hit Dice: | 16 (+12) | | No. of Attacks: | 1 giant weapon or 1 thrown rock | @@ -2628,18 +2542,18 @@ A mountain giant can throw large stones up to 240' for ## Giant, Stone -| | Giant, Stone | -|---|-----------| -| Armor Class: | 17 (15) | -| Hit Dice: | 9 (+8) | +| | Giant, Stone | +| --------------- | ----------------------------- | +| Armor Class: | 17 (15) | +| Hit Dice: | 9 (+8) | | No. of Attacks: | 1 stone club or 1 thrown rock | -| Damage: | 3d6 or 3d6 | -| Movement: | 30' Unarmored 40' | -| No. Appearing: | 1d2, Wild 1d6, Lair 1d6 | -| Save As: | Fighter: 9 | -| Morale: | 9 | -| Treasure Type: | E plus 1d8x1000 gp | -| XP: | 1,075 | +| Damage: | 3d6 or 3d6 | +| Movement: | 30' Unarmored 40' | +| No. Appearing: | 1d2, Wild 1d6, Lair 1d6 | +| Save As: | Fighter: 9 | +| Morale: | 9 | +| Treasure Type: | E plus 1d8x1000 gp | +| XP: | 1,075 | Stone giants are not the largest of giants, but with an average adult standing 12 feet tall and weighing roughly @@ -2662,48 +2576,50 @@ strategy. ## Giant, Storm -| | Giant, Storm | -|---|-----------| -| Armor Class: | 19 (13) | -| Hit Dice: | 15** (+11) | +| | Giant, Storm | +| --------------- | ---------------------------------- | +| Armor Class: | 19 (13) | +| Hit Dice: | 15** (+11) | | No. of Attacks: | 1 giant weapon or 1 lightning bolt | -| Damage: | 8d6 or 15d6 | -| Movement: | 30' Unarmored 50' (10') | -| No. Appearing: | 1, Wild 1d3, Lair 1d3 | -| Save As: | Fighter: 15 | -| Morale: | 10 | -| Treasure Type: | E plus 1d20x1000 gp | -| XP: | 3,100 | - -Adult storm giants are about 21 feet tall and weigh about 12,000 pounds. They can live to be 600 years old. Most storm giants have pale skin and dark hair. Very rarely, storm giants have violet skin. Violet-skinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes. +| Damage: | 8d6 or 15d6 | +| Movement: | 30' Unarmored 50' (10') | +| No. Appearing: | 1, Wild 1d3, Lair 1d3 | +| Save As: | Fighter: 15 | +| Morale: | 10 | +| Treasure Type: | E plus 1d20x1000 gp | +| XP: | 3,100 | -Storm giants generally dress in short, loose tunic belted at the waist, sandals or bare feet, and a headband. They wear a few pieces of simple but finely crafted jewelry, anklets (favored by barefoot giants), rings, or circlets being most common. They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food. +Storm giants are nearly the largest of the giants, with adult males standing 21 feet tall and weighing around 12,000 pounds; adult females average 20 feet and typically weigh around 11,000 pounds. Most storm giants have pale skin and dark hair, but some individuals have skin of a lavender color, and some have pale white or silver hair. Their eyes range from bright blue to deep gray in color. -Storm giants prefer to attack first with their **lightning bolts** (which work just as the spell does, and can be used once per five rounds; a save vs. Spells reduces damage to half). Also, 10% of storm giants have the abilities of a Magic-User of level 2 to 12 (2d6). In battle, they wear well-crafted and well-cared-for plate mail. +They prefer to dress in light clothing, such as tunics, sandals, and so on, but in battle they wear finely-crafted plate mail armor of bright metal and wield weapons of the same sort. Their equipment usually appears to be silver but those of the highest class or rank wear armor and bear arms of a bright and shining golden color. Unlike most other giants, storm giants have been known to befriend humans, elves, or dwarves. +Storm giants have the ability to throw **lightning bolts** as if they were spears (which work just as the spell does, and can be used once per five rounds; a save vs. Spells reduces damage to half). They prefer to attack first with lightning before moving on to other attack forms. Not surprisingly, storm giants are resistant to all forms of lightning or electrical attack, suffering only half damage normal when so attacked. + +Also note that 10% of storm giants have the abilities of a Magic-User of level 2 to 12 (2d6). +
    ## Gnoll -| | Gnoll | -|---|-----------| -| Armor Class: | 15 (13) | -| Hit Dice: | 2 | -| No. of Attacks: | 1 weapon | -| Damage: | 2d4 or by weapon +1 | -| Movement: | 30' Unarmored 40' | -| No. Appearing: | 1d6, Wild 3d6, Lair 3d6 | -| Save As: | Fighter: 2 | -| Morale: | 8 | -| Treasure Type: | Q, S each; D, K in lair | -| XP: | 75 | +| | Gnoll | +| --------------- | ----------------------- | +| Armor Class: | 15 (13) | +| Hit Dice: | 2 | +| No. of Attacks: | 1 weapon | +| Damage: | 2d4 or by weapon +1 | +| Movement: | 30' Unarmored 40' | +| No. Appearing: | 1d6, Wild 3d6, Lair 3d6 | +| Save As: | Fighter: 2 | +| Morale: | 8 | +| Treasure Type: | Q, S each; D, K in lair | +| XP: | 75 | -Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. An adult male gnoll is about 7½ feet tall and weighs 300 pounds. +Gnolls are large fur-covered humanoids, averaging 7½ feet in height and weighing about 300 pounds. They are best recognized by their heads, which resemble those of hyenas (or perhaps wolves) but with shorter muzzles than either. -Gnolls are nocturnal, and have Darkvision with a 30' range. They are cruel carnivores, preferring intelligent creatures for food because they scream more. They show little discipline when fighting unless they have a strong leader. +Gnolls are nocturnal and have Darkvision with a 30' range. They are cruel carnivores, preferring intelligent creatures for food because they scream more. They show little discipline when fighting unless they have a strong leader. One out of every six gnolls will be a hardened warrior of 4 Hit Dice (240 XP) having a +1 bonus to damage due to strength. Gnolls gain a +1 bonus to their morale if they are led by such a warrior. In lairs of 12 or greater, there will be a pack leader of 6 Hit Dice (500 XP) having a +2 bonus to damage. In the lair, gnolls never fail a morale check as long as the pack leader is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present, and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hardened warrior statistically, and in addition has Clerical abilities at level 1d4+1. A witch or warlock is equivalent to a regular gnoll, and has Magic-User abilities of level 1d4. @@ -2712,46 +2628,50 @@ One out of every six gnolls will be a hardened warrior of 4 Hit Dice (240 XP) ha ## Gnome -| | Gnome | -|---|-----------| -| Armor Class: | 15 (11) | -| Hit Dice: | 1 | -| No. of Attacks: | 1 weapon | -| Damage: | 1d6 or by weapon | -| Movement: | 20' Unarmored 40' | -| No. Appearing: | 1d8, Wild 5d8, Lair 5d8 | -| Save As: | Fighter: 1 (with Dwarf bonuses) | -| Morale: | 8 | -| Treasure Type: | D | -| XP: | 25 | +| | Gnome | +| --------------- | ------------------------------- | +| Armor Class: | 15 (11) | +| Hit Dice: | 1 | +| No. of Attacks: | 1 weapon | +| Damage: | 1d6 or by weapon | +| Movement: | 20' Unarmored 40' | +| No. Appearing: | 1d8, Wild 5d8, Lair 5d8 | +| Save As: | Fighter: 1 (with Dwarf bonuses) | +| Morale: | 8 | +| Treasure Type: | D | +| XP: | 25 | -Gnomes stand 3 to 3½ feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Males usually wear short, carefully trimmed beards. +Gnomes are humanoids distantly related to dwarves; they have a similar appearance, but are smaller (averaging 3 to 3½ feet tall and weighing 40 to 45 pounds) and less stocky. Their ears are pointed, not in as pronounced a fashion as elves but certainly noticeable, and their noses likewise are pointed a bit more than those of most other kinds of humanoids. Their preferred habitat is the forest, preferably in a hilly temperate region. -Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years. They have Darkvision with a 30' range. When attacked in melee by creatures larger than man-sized, gnomes gain a +1 bonus to their Armor Class. Outdoors in their preferred forest terrain, they are able to hide very effectively; so long as they remain still there is only a 20% chance they will be detected. If one or more gnomes who are successfully hiding attack from ambush, they surprise their foes on 1-4 on 1d6. +They have Darkvision with a 30' range. When attacked in melee by creatures larger than man-sized, gnomes gain a +1 bonus to their Armor Class. Outdoors in their preferred forest terrain they are able to hide very effectively; so long as they remain still there is only a 20% chance they will be detected. If one or more gnomes who are successfully hiding attack from ambush, they surprise their foes on 1-4 on 1d6. -Gnomes speak their own language, Gnomish, and many know the language of the dwarves. Most gnomes who travel outside gnome lands (as traders or tinkers) know Common, while warriors in gnome settlements usually learn Goblin. Gnomes encountered in the wilderness are likely to be unfriendly, but not hostile. They tolerate dwarves but dislike most other humanoid races. When forced to interact with other races, a gnome will generally be recalcitrant, unless offered a significant amount of treasure. +Gnomes have their own language, and many also know the language of the dwarves. Some gnomes make their living as traders, often acting as go-betweens for dwarves and humans, and those gnomes naturally tend to learn Common. Those who are engaged in defending their forest settlements from humanoid incursions often choose to learn Goblin or Orc. -Most gnomes encountered outside their home are warriors; the statistics above are for such. In the lair, for every warrior there will be an average of three civilians having 1-1 Hit Dice and Armor Class 11; such gnomes have Morale of 7. One out of every eight gnome warriors will be a sergeant having 3 Hit Dice (145 XP). Gnomes gain a +1 bonus to their morale if they are led by a sergeant. Both warriors and sergeants commonly wear chainmail. In gnomish communities, one out of every sixteen warriors will be a captain of 5 Hit Dice (360 XP) with an Armor Class of 16 (11), adding a shield. In addition, in communities of 35 or greater, there will be a king of 7 Hit Dice (670 XP), with an Armor Class of 18 (11), in plate mail and carrying a shield, having a +1 bonus damage due to strength. In their community, gnomes never fail a morale check as long as the king is alive. There is a chance equal to 1-4 on 1d6 that a community will have a Cleric of level 1d6+1, and 1-2 on 1d6 of a Magic-User of level 1d6. Gnomish Clerics and Magic-Users are equivalent to regular gnomish warriors statistically. +Gnomes encountered in the wilderness (who are not traders or merchants) are likely to be unfriendly, but not hostile. They tolerate dwarves but dislike most other humanoid races. When forced to interact with other races, a gnome will generally be recalcitrant, unless offered a significant amount of treasure. + +The statistics given above are for warriors. In a settlement or lair, for every warrior there will be an average of three civilians having 1-1 Hit Dice and Armor Class 11; such gnomes have Morale of 7. One out of every eight gnome warriors will be a sergeant having 3 Hit Dice (145 XP). Gnomes gain a +1 bonus to their morale if they are led by a sergeant. Both warriors and sergeants commonly wear chainmail. In gnomish communities, one out of every sixteen warriors will be a captain of 5 Hit Dice (360 XP) with an Armor Class of 16 (11), adding a shield. In addition, in communities of 35 or greater, there will be a king of 7 Hit Dice (670 XP), with an Armor Class of 18 (11), in plate mail and carrying a shield, having a +1 bonus damage due to strength. In their community, gnomes never fail a morale check as long as the king is alive. There is a chance equal to 1-4 on 1d6 that a community will have a Cleric of level 1d6+1, and 1-2 on 1d6 of a Magic-User of level 1d6. Gnomish Clerics use 1d6 hit dice and Magic-Users use 1d4 hit dice, and in all other ways behave as if they were normal characters.
    ## Goblin -| | Goblin | -|---|-----------| -| Armor Class: | 14 (11) | -| Hit Dice: | 1-1 | -| No. of Attacks: | 1 weapon | -| Damage: | 1d6 or by weapon | -| Movement: | 20' Unarmored 30' | -| No. Appearing: | 2d4 ,Wild 6d10, Lair 6d10 | -| Save As: | Fighter: 1 | -| Morale: | 7 or see below | -| Treasure Type: | R each; C in lair | -| XP: | 10 | - -Goblins are small, wicked humanoids that favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. An adult goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Its eyes are usually bright and crafty-looking, varying in color from red to yellow. A goblin's skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. They have Darkvision with a 30' range. +| | Goblin | +| --------------- | ------------------------- | +| Armor Class: | 14 (11) | +| Hit Dice: | 1-1 | +| No. of Attacks: | 1 weapon | +| Damage: | 1d6 or by weapon | +| Movement: | 20' Unarmored 30' | +| No. Appearing: | 2d4 ,Wild 6d10, Lair 6d10 | +| Save As: | Fighter: 1 | +| Morale: | 7 or see below | +| Treasure Type: | R each; C in lair | +| XP: | 10 | + +Goblins are small, reputedly wicked humanoids. They are cunning and vicious, and very sneaky. Adult goblins are 3 to 3½ feet tall and weigh 40 to 45 pounds, with very little difference between males and females. Their skin color ranges from gray to green, and their eyes are usually bright and crafty-looking, varying in color from red to yellow. + +All goblins have Darkvision with a 30' range. The statistics given above are for a standard Goblin in leather armor with a shield; they have a natural Movement rate of 30' and a natural Armor Class of 11. @@ -2835,18 +2755,18 @@ Fighter of 4th level. ### Golem, Amber* -| | Golem, Amber* | -|---|-----------| -| Armor Class: | 21 (m) | -| Hit Dice: | 10* (+9) | +| | Golem, Amber* | +| --------------- | -------------- | +| Armor Class: | 21 (m) | +| Hit Dice: | 10* (+9) | | No. of Attacks: | 2 claws/1 bite | -| Damage: | 2d6/2d6/2d10 | -| Movement: | 60' | -| No. Appearing: | 1 | -| Save As: | Fighter: 5 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 1,390 | +| Damage: | 2d6/2d6/2d10 | +| Movement: | 60' | +| No. Appearing: | 1 | +| Save As: | Fighter: 5 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 1,390 | Amber golems are generally built to resemble lions or other great cats. They are able to detect invisible creatures or objects within 60', and can track with 95% accuracy through any terrain type. @@ -2857,66 +2777,62 @@ style="position: absolute; top: 0.2in; left: 0in" A magical attack that deals el ### Golem, Bone* -| | Golem, Bone* | -|---|-----------| -| Armor Class: | 19 (m) | -| Hit Dice: | 8* | -| No. of Attacks: | 4 weapons | -| Damage: | 1d6/1d6/1d6/1d6 or by weapon | -| Movement: | 40' (10') | -| No. Appearing: | 1 | -| Save As: | Fighter: 4 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 945 | +| | Golem, Bone* | +| --------------- | ---------------------------- | +| Armor Class: | 19 (m) | +| Hit Dice: | 8* | +| No. of Attacks: | 4 weapons | +| Damage: | 1d6/1d6/1d6/1d6 or by weapon | +| Movement: | 40' (10') | +| No. Appearing: | 1 | +| Save As: | Fighter: 4 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 945 | Bone golems are huge four-armed monsters created from the skeletons of at least two dead humanoids. Though made of bone, they are not undead and cannot be turned. -Instead of four one-handed weapons, a bone golem can be armed with two two-handed weapons, giving 2 attacks per round and a damage figure of 1d10/1d10 or by weapon. - -When a bone golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem; he or she must make a save vs. Spells to succeed at this, and at least 1 round of time is required for each check. It takes 1 round of inactivity by the golem to reset the golem's berserk chance to 0%. +Instead of four one-handed weapons, a bone golem can be armed with two two-handed weapons, giving 2 attacks per round and a damage figure of 1d10 or by weapon (each).
    ### Golem, Bronze* -| | Golem, Bronze* | -|---|-----------| -| Armor Class: | 20 (m) | -| Hit Dice: | 20** (+13) | +| | Golem, Bronze* | +| --------------- | ---------------- | +| Armor Class: | 20 (m) | +| Hit Dice: | 20** (+13) | | No. of Attacks: | 1 fist + special | -| Damage: | 3d10 + special | -| Movement: | 80' (10') | -| No. Appearing: | 1 | -| Save As: | Fighter:10 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 5,650 | +| Damage: | 3d10 + special | +| Movement: | 80' (10') | +| No. Appearing: | 1 | +| Save As: | Fighter:10 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 5,650 | These golems resemble statues made of bronze; unlike natural bronze statues, they never turn green from verdigris. A bronze golem is 10 feet tall and weighs about 4,500 pounds. A bronze golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation. -The interior of a bronze golem is molten metal. Creatures hit by one in combat suffer an additional 1d10 damage from the heat (unless resistant to heat or fire). If one is hit in combat, molten metal spurts out, spraying the attacker for 2d6 damage. A save vs. Death Ray is allowed to avoid the metal spray. - -When a bronze golem enters combat, there is a cumulative 1% chance each round that its elemental spirit will break free. Such a golem will go on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to cause more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem; he or she must make a save vs. Spells to succeed at this, and at least 1 round of time is required for each check. It takes 1 round of inactivity by the golem to reset the chance it will go berserk to 0%. +The interior of a bronze golem is molten metal. Creatures hit by one in combat suffer an additional 1d10 points of damage from the heat (unless resistant to heat or fire). If one is hit in combat, molten metal spurts out, spraying the attacker for 2d6 damage. A save vs. Death Ray is allowed to avoid the metal spray.
    ### Golem, Clay* -| | Golem, Clay* | -|---|-----------| -| Armor Class: | 22 (m) | -| Hit Dice: | 11** (+9) | -| No. of Attacks: | 1 fist | -| Damage: | 3d10 | -| Movement: | 20' | -| No. Appearing: | 1 | -| Save As: | Fighter: 6 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 1,765 | +| | Golem, Clay* | +| --------------- | ------------ | +| Armor Class: | 22 (m) | +| Hit Dice: | 11** (+9) | +| No. of Attacks: | 1 fist | +| Damage: | 3d10 | +| Movement: | 20' | +| No. Appearing: | 1 | +| Save As: | Fighter: 6 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 1,765 | Clay golems are made of clay, naturally, and thus may be any natural clay color; generally, one is will be @@ -2929,25 +2845,25 @@ apron on their creation. A clay golem weighs about Wounds inflicted by a clay golem do not heal normally; worse, magical healing cures only 1 point per die rolled -(but add all bonuses normally). +(but add all bonuses normally). Thus, a **cure light wounds** spell heals just 2 points.
    ### Golem, Flesh* -| | Golem, Flesh* | -|---|-----------| -| Armor Class: | 20 (m) | -| Hit Dice: | 9** (+8) | -| No. of Attacks: | 2 fists | -| Damage: | 2d8/2d8 | -| Movement: | 30' | -| No. Appearing: | 1 | -| Save As: | Fighter: 5 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 1,225 | +| | Golem, Flesh* | +| --------------- | ------------- | +| Armor Class: | 20 (m) | +| Hit Dice: | 9** (+8) | +| No. of Attacks: | 2 fists | +| Damage: | 2d8/2d8 | +| Movement: | 30' | +| No. Appearing: | 1 | +| Save As: | Fighter: 5 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 1,225 | Flesh golems are horrible creations made of body parts from deceased humanoids (including all character races @@ -2971,44 +2887,44 @@ instead receives up to 4 points of healing. ### Golem, Iron* -| | Golem, Iron* | -|---|-----------| -| Armor Class: | 25 (m) | -| Hit Dice: | 17** (+12) | -| No. of Attacks: | 1 + special | -| Damage: | 4d10 + special | -| Movement: | 20' (10') | -| No. Appearing: | 1 | -| Save As: | Fighter: 9 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 3,890 | - -This golem has a humanoid body made from iron. An iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a short sword in one hand. An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation. +| | Golem, Iron* | +| --------------- | -------------- | +| Armor Class: | 25 (m) | +| Hit Dice: | 17** (+12) | +| No. of Attacks: | 1 + special | +| Damage: | 4d10 + special | +| Movement: | 20' (10') | +| No. Appearing: | 1 | +| Save As: | Fighter: 9 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 3,890 | + +Iron golems are huge, generally 11 to 12 feet in height with a weight of 4,500 to 5,500 pounds. Such golems are usually fashioned like statues, and may appear to be wearing armor and armed with a shortsword or mace; the sculpting will often be simpler and cruder than that done by a real sculptor. Though an iron golem has no voice, it is hardly silent when in motion, as its gentlest footstep on any hard surface shakes the floor and walls. Note that, while an iron golem has little if any odor normally, when wet they have a strong metallic smell detectable up to 60 feet away. Iron golems can exhale a cloud of poisonous gas which fills a 10-foot cube and persists for 1 round. Those within the area of effect must save vs. Dragon Breath or die. This ability can be used up to 3 times per day. -A magical attack that deals electricity damage slows an iron golem (as the [slow](allSpells.qmd#haste) spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 full points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, the excess is ignored. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 19 points. An iron golem is affected normally by rust attacks, such as that of a rust monster, suffering 2d6 points of damage for each hit (with no saving throw normally allowed). +A magical attack that deals electricity damage slows an iron golem (as the [slow](allSpells.qmd#haste) spell) for 1d6 rounds, with no saving throw. Attacks using fire heal 1 point of damage per every 3 points the attack would normally inflict, rounded down; further, such an attack breaks any ongoing slow effect on the golem. As usual, healing will not increase the monster above its normal hit points. For example, an iron golem hit by a fireball which should deal 17 points of damage instead receives up to 5 points of healing. An iron golem is affected by rust attacks such as that of a rust monster, suffering 2d6 points of damage for each hit (with no saving throw normally allowed).
    ### Golem, Stone* -| | Golem, Stone* | -|---|-----------| -| Armor Class: | 25 (m) | -| Hit Dice: | 14** (+11) | -| No. of Attacks: | 1 + special | -| Damage: | 3d8 + special | -| Movement: | 20' (10') | -| No. Appearing: | 1 | -| Save As: | Fighter: 7 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 2,730 | - -This golem has a humanoid body made from stone. A stone golem is 9 feet tall and weighs around 2,000 pounds. Its body is frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs. +| | Golem, Stone* | +| --------------- | ------------- | +| Armor Class: | 25 (m) | +| Hit Dice: | 14** (+11) | +| No. of Attacks: | 1 + special | +| Damage: | 3d8 + special | +| Movement: | 20' (10') | +| No. Appearing: | 1 | +| Save As: | Fighter: 7 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 2,730 | + +Stone golems are quite large, normally being about 8 to 10 feet in height with a weight of around 2,000 pounds. These golems are usually fashioned like statues, and may appear to be wearing armor and armed with a shortsword or mace; the sculpting will often be simpler and cruder than that done by a real sculptor. Stone golems are formidable opponents, being physically powerful and difficult to harm. A stone golem can use a [slow](allSpells.qmd#haste) effect, as the spell, once every other round; a save vs. Spells is allowed to resist. The effect has a range of 10 feet and a duration of 2d6 rounds. @@ -3020,18 +2936,18 @@ A [stone to flesh](allSpells.qmd#flesh-to-stone) spell may be used to weaken t ### Golem, Wood* -| | Golem, Wood* | -|---|-----------| -| Armor Class: | 13 (m) | -| Hit Dice: | 2+2* | -| No. of Attacks: | 1 fist | -| Damage: | 1d8 | -| Movement: | 40' | -| No. Appearing: | 1 | -| Save As: | Fighter: 1 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 100 | +| | Golem, Wood* | +| --------------- | ------------ | +| Armor Class: | 13 (m) | +| Hit Dice: | 2+2* | +| No. of Attacks: | 1 fist | +| Damage: | 1d8 | +| Movement: | 40' | +| No. Appearing: | 1 | +| Save As: | Fighter: 1 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 100 | Wood golems are small constructs, not more than 4' in height, and are crudely made. Being made of wood makes them vulnerable to fire-based attacks; thus, wood golems suffer one extra point of damage per die from fire; any saving throws against such effects are at a penalty of -2. They move stiffly, suffering a -1 penalty to Initiative. @@ -3040,18 +2956,18 @@ Wood golems are small constructs, not more than 4' in height, and are crudely ma ## Gorgon -| | Gorgon | -|---|-----------| -| Armor Class: | 19 | -| Hit Dice: | 8* | -| No. of Attacks: | 1 gore or 1 breath | -| Damage: | 2d6 or petrification breath | -| Movement: | 40' (10') | -| No. Appearing: | Wild 1d4 | -| Save As: | Fighter: 8 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 945 | +| | Gorgon | +| --------------- | --------------------------- | +| Armor Class: | 19 | +| Hit Dice: | 8* | +| No. of Attacks: | 1 gore or 1 breath | +| Damage: | 2d6 or petrification breath | +| Movement: | 40' (10') | +| No. Appearing: | Wild 1d4 | +| Save As: | Fighter: 8 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 945 | Gorgons are magical monsters resembling cattle made of iron. Their breath can turn living creatures to stone; @@ -3075,18 +2991,18 @@ bull with the rest being cows ## Griffon -| | Griffon | -|---|-----------| -| Armor Class: | 18 | -| Hit Dice: | 7 | -| No. of Attacks: | 2 claws/1 bite | -| Damage: | 1d4/1d4/2d8 | -| Movement: | 40' (10') Fly 120' (10') | -| No. Appearing: | Wild 2d8, Lair 2d8 | -| Save As: | Fighter: 7 | -| Morale: | 8 | -| Treasure Type: | E | -| XP: | 670 | +| | Griffon | +| --------------- | ------------------------ | +| Armor Class: | 18 | +| Hit Dice: | 7 | +| No. of Attacks: | 2 claws/1 bite | +| Damage: | 1d4/1d4/2d8 | +| Movement: | 40' (10') Fly 120' (10') | +| No. Appearing: | Wild 2d8, Lair 2d8 | +| Save As: | Fighter: 7 | +| Morale: | 8 | +| Treasure Type: | E | +| XP: | 670 | Griffons are large carnivorous creatures resembling lions with the head, foreclaws and wings of eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature's back and span 25 feet or more. An adult griffon weighs about 500 pounds. @@ -3100,18 +3016,18 @@ Griffons can be trained as mounts if raised in captivity, but even in this case ## Hangman Tree -| | Hangman Tree | -|---|-----------| -| Armor Class: | 16 | -| Hit Dice: | 5 | -| No. of Attacks: | 4 limbs + strangle | -| Damage: | 1d6 per limb o + 1d6/round strangle | -| Movement: | 0 | -| No. Appearing: | Wild 1 | -| Save As: | Fighter: 4 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 360 | +| | Hangman Tree | +| --------------- | ----------------------------------- | +| Armor Class: | 16 | +| Hit Dice: | 5 | +| No. of Attacks: | 4 limbs + strangle | +| Damage: | 1d6 per limb o + 1d6/round strangle | +| Movement: | 0 | +| No. Appearing: | Wild 1 | +| Save As: | Fighter: 4 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 360 | Hangman trees are horrible, semi-animate creatures that fertilize themselves with dead bodies. A hangman tree has four animated limbs that can wrap around the necks of living creatures that pass beneath, strangling for 1d6 points of damage per round. These limbs are arranged evenly around the tree in most cases, and generally no more than one limb can attack any single creature at a time. @@ -3122,20 +3038,24 @@ The roots of this tree are also animated; they do not attack, but they do pull d ## Harpy -| | Harpy | -|---|-----------| -| Armor Class: | 13 | -| Hit Dice: | 2* | -| No. of Attacks: | 2 claws/1 weapon + special | -| Damage: | 1d4/1d4/1d6 or by weapon + special | -| Movement: | 20' Fly 50' (10') | -| No. Appearing: | 1d6, Wild 2d4, Lair 2d4 | -| Save As: | Fighter: 2 | -| Morale: | 7 | -| Treasure Type: | C | -| XP: | 100 | +| | Harpy | +| --------------- | ---------------------------------- | +| Armor Class: | 13 | +| Hit Dice: | 2* | +| No. of Attacks: | 2 claws/1 weapon + special | +| Damage: | 1d4/1d4/1d6 or by weapon + special | +| Movement: | 20' Fly 50' (10') | +| No. Appearing: | 1d6, Wild 2d4, Lair 2d4 | +| Save As: | Fighter: 2 | +| Morale: | 7 | +| Treasure Type: | C | +| XP: | 100 | + +A harpy looks like a giant vulture bearing the torso and face of a human female. They are able to attack with their claws as well as with a normal weapon, but they are most feared for the power of their song by which they are able to charm living creatures, and, having charmed them, tear them to pieces at their leisure. -A harpy looks like a giant vulture bearing the torso and face of a human female. They are able to attack with their claws as well as with normal weapons, but their most insidious ability is their song. When a harpy sings, all creatures (other than harpies) within a 300' radius must succeed on a save vs. Spells or become **charmed**. The same harpy's song cannot affect a creature that successfully saves again for 24 hours. A charmed victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through ame, off a cliff, or the like), that creature is allowed a second saving throw to resist the charm. Charmed creatures can take no actions other than to defend themselves. A victim within reach of the harpy offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings, and for one round thereafter. +All living creatures within a 300' range of one or more singing harpies must make a save vs. Spells or become **charmed**. The same harpy’s song cannot affect a creature that successfully saves again for 24 hours. This charm is very powerful, such that a victim will approach the harpy or harpies without fear with a dazed expression on its face. If the victim is led toward some danger, such as a ravine, fire, or the like, a second saving throw is allowed immediately; however, if this save fails the victim will proceed directly into danger. + +Once in reach of a harpy, a charmed victim will surrender completely, even allowing the harpy to attack and kill it without putting up any sort of resistance. The charm effect lasts one full round after all harpies have ceased singing.
    @@ -3144,18 +3064,18 @@ A harpy looks like a giant vulture bearing the torso and face of a human female. ## Hawk -| | **Normal Hawk** | **Giant Hawk** | -|---|------|-----| -| Armor Class: | 12 | 14 | -| Hit Dice: | 1d4 Hit Points | 4 | -| No. of Attacks: | 1 claw or bite | 1 claw or bite | -| Damage: | 1d2 | 1d6 | -| Movement: | Fly 160' | Fly 150' (10') | -| No. Appearing: | Wild 1d6, Lair 1d6 | Wild 1d3, Lair 1d3 | -| Save As: | Fighter: 1 | Fighter: 4 | -| Morale: | 7 | 8 | -| Treasure Type: | None | None | -| XP: | 10 | 240 | +| | **Normal Hawk** | **Giant Hawk** | +| --------------- | ------------------ | ------------------ | +| Armor Class: | 12 | 14 | +| Hit Dice: | 1d4 Hit Points | 4 | +| No. of Attacks: | 1 claw or bite | 1 claw or bite | +| Damage: | 1d2 | 1d6 | +| Movement: | Fly 160' | Fly 150' (10') | +| No. Appearing: | Wild 1d6, Lair 1d6 | Wild 1d3, Lair 1d3 | +| Save As: | Fighter: 1 | Fighter: 4 | +| Morale: | 7 | 8 | +| Treasure Type: | None | None | +| XP: | 10 | 240 | Normal hawks (or falcons) are raptors, predatory birds that typically subsist on small snakes and other vermin. @@ -3175,20 +3095,20 @@ their eggs or offspring are threatened. ## Hellhound -| | Hellhound | -|---|-----------| -| Armor Class: | 14 to 18 | -| Hit Dice: | 3** to 7** | -| No. of Attacks: | 1 bite or 1 breath | -| Damage: | 1d6 or 1d6 per Hit Die | -| Movement: | 40' | -| No. Appearing: | 2d4, Wild 2d4, Lair 2d4 | -| Save As: | Fighter: 3 to 7 (same as Hit Dice) | -| Morale: | 9 | -| Treasure Type: | C | -| XP: | 205 - 800 | - -Hellhounds are canine creatures sheathed in hellish flame. A typical hell hound stands 4½ feet high at the shoulder and weighs 120 pounds. They are native to another plane where they hunt in packs; sometimes powerful wizards or evil priests summon them for use as watchdogs. In addition to biting, each hellhound may breathe fire a number of times per day equal to its hit dice. In combat, one-third of the time (1-2 on 1d6) a hellhound will choose to breathe fire; otherwise it will attempt to bite. Roll each round to determine which attack form will be used. +| | Hellhound | +| --------------- | ---------------------------------- | +| Armor Class: | 14 to 18 | +| Hit Dice: | 3** to 7** | +| No. of Attacks: | 1 bite or 1 breath | +| Damage: | 1d6 or 1d6 per Hit Die | +| Movement: | 40' | +| No. Appearing: | 2d4, Wild 2d4, Lair 2d4 | +| Save As: | Fighter: 3 to 7 (same as Hit Dice) | +| Morale: | 9 | +| Treasure Type: | C | +| XP: | 205 - 800 | + +Hellhounds are large canine creatures sheathed in hellish flame; they range in size from 3 to 5 feet at the shoulder (3 feet for a 3 hit die monster, plus ½ foot for each additional hit die) with a weight ranging from 100 to 200 pounds (100 pounds at 3 hit dice plus 25 pounds per additional hit die). These monsters are native to another plane where they hunt in packs; sometimes powerful wizards or evil priests summon them for use as watchdogs. In addition to biting, each hellhound may breathe fire a number of times per day equal to its hit dice. In combat, one-third of the time (1-2 on 1d6) a hellhound will choose to breathe fire; otherwise it will attempt to bite. Roll each round to determine which attack form will be used. A hellhound's breath weapon is a cone of flame 10' wide at the far end which is 10' long for those with 3 or 4 hit dice, 20' long for those with 5 or 6 hit dice, and 30' long for the largest hellhounds. This breath weapon does 1d6 points of damage per each hit die of the hellhound to all within the area of effect; a successful saving throw vs. Dragon Breath reduces damage to half normal. @@ -3199,18 +3119,18 @@ Note that hellhounds vary with regard to the number of hit dice each has. If gen ## Hippogriff -| | Hippogriff | -|---|-----------| -| Armor Class: | 15 | -| Hit Dice: | 3 | -| No. of Attacks: | 2 claws/1 bite | -| Damage: | 1d6/1d6/1d10 | -| Movement: | 60' (10') Fly 120' (10') | -| No. Appearing: | Wild 2d8 | -| Save As: | Fighter: 3 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 145 | +| | Hippogriff | +| --------------- | ------------------------ | +| Armor Class: | 15 | +| Hit Dice: | 3 | +| No. of Attacks: | 2 claws/1 bite | +| Damage: | 1d6/1d6/1d10 | +| Movement: | 60' (10') Fly 120' (10') | +| No. Appearing: | Wild 2d8 | +| Save As: | Fighter: 3 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 145 | Hippogriffs resemble large fying horses with the forefront of a bird of prey. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds. @@ -3223,66 +3143,68 @@ Hippogriffs are omnivorous, entering combat only as defense, save for those time ## Hobgoblin -| | Hobgoblin | -|---|-----------| -| Armor Class: | 14 (11) | -| Hit Dice: | 1 | -| No. of Attacks: | 1 weapon | -| Damage: | 1d8 or by weapon | -| Movement: | 30' Unarmored 40' | -| No. Appearing: | 1d6, Wild 2d4, Lair 4d8 | -| Save As: | Fighter: 1 | -| Morale: | 8 | -| Treasure Type: | Q, R each; D, K in lair | -| XP: | 25 | +| | Hobgoblin | +| --------------- | ----------------------- | +| Armor Class: | 14 (11) | +| Hit Dice: | 1 | +| No. of Attacks: | 1 weapon | +| Damage: | 1d8 or by weapon | +| Movement: | 30' Unarmored 40' | +| No. Appearing: | 1d6, Wild 2d4, Lair 4d8 | +| Save As: | Fighter: 1 | +| Morale: | 8 | +| Treasure Type: | Q, R each; D, K in lair | +| XP: | 25 | -Hobgoblins are larger cousins of goblins, being about the same size as humans. Their hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins' eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair. They wear toughened hides and carry wooden shields for armor. As with most goblinoids, they have Darkvision with a 30' range. +Hobgoblins are, basically, man-sized goblins. They are better organized than their smaller kin, and are also better adapted to life in the sun. Their skin tone ranges from a greenish tan to a grayish brown, and their hair and eyes are usually dark. Most wear toughened hides and carry wooden shields for armor. As with most goblinoids, they have Darkvision with a 30' range. -Hobgoblins are cruel and calculating warriors, always looking to exploit those weaker than themselves. They have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first in preference over other opponents. +Tribes of hobgoblins prefer to live in walled villages, or preferably in castles, and are quite willing to overrun villages or castles built by other races rather than build their own. Some tribes do choose to live underground. Hobgoblins have a well-known hatred of elves, and will attack them whenever they think they can win. -One out of every six hobgoblins will be a warrior of 3 Hit Dice (145 XP). Regular hobgoblins gain a +1 bonus to their morale if they are led by a warrior. In hobgoblin lairs, one out of every twelve will be a chieftain of 5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and a movement of 20', having a +1 bonus to damage due to strength. In lairs of 30 or greater, there will be a hobgoblin king of 7 Hit Dice (670 XP), adding a shield for an Armor Class of 16 (11) (movement is still 20') having a +2 bonus to damage. In the lair, hobgoblins never fail a morale check as long as the king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present (or 1-3 on 1d6 if a hobgoblin king is present), and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hobgoblin warrior statistically, but has Clerical abilities at level 1d6+1. A witch or warlock is equivalent to a regular hobgoblin, but has Magic-User abilities of level 1d6. +One out of every six hobgoblins will be a warrior of 3 Hit Dice (145 XP). Regular hobgoblins gain a +1 bonus to their morale if they are led by a warrior. In hobgoblin lairs, one out of every twelve will be a chieftain of 5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and a movement of 20', having a +1 bonus to damage due to strength. In lairs of 30 or more there will be a hobgoblin king of 7 Hit Dice (670 XP), with a shield for an Armor Class of 16 (11) having a +2 bonus to damage. In the lair, hobgoblins never fail a morale check as long as the king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present (or 1-3 on 1d6 if a hobgoblin king is present), and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hobgoblin warrior statistically, but has Clerical abilities at level 1d6+1. A witch or warlock is equivalent to a regular hobgoblin, but has Magic-User abilities of level 1d6.
    ## Hydra -| | Hydra | -|---|-----------| -| Armor Class: | 16 to 23 | -| Hit Dice: | 5 to 12 (+10) | -| No. of Attacks: | 5 to 12 bites | -| Damage: | 1d10 per bite | -| Movement: | 40' (10') | -| No. Appearing: | 1, Wild 1, Lair 1 | -| Save As: | Fighter: 5 to 12 | -| Morale: | 9 | -| Treasure Type: | B | -| XP: | 360 - 1,875 | +| | Hydra | +| --------------- | ----------------- | +| Armor Class: | 16 to 23 | +| Hit Dice: | 5 to 12 (+10) | +| No. of Attacks: | 5 to 12 bites | +| Damage: | 1d10 per bite | +| Movement: | 40' (10') | +| No. Appearing: | 1, Wild 1, Lair 1 | +| Save As: | Fighter: 5 to 12 | +| Morale: | 9 | +| Treasure Type: | B | +| XP: | 360 - 1,875 | -Hydras are reptile-like monsters with multiple heads. They are gray-brown to dark brown, with a light yellow or tan underbelly. The eyes are amber and the teeth are yellow-white. Hydras are about 20 feet long and weigh about 4,000 pounds. They are bad-tempered and territorial, but not particularly cunning. +Hydras are reptilian creatures with multiple heads. They are bad-tempered and territorial, but not particularly cunning. -A hydra may be slain by damage in the normal fashion; however, most who fight them choose to strike at their heads. If a character using a melee weapon chooses to strike at a particular head, and succeeds in doing 8 points of damage, that head is disabled (severed or severely damaged) and will not be able to attack anymore. Such damage also applies to the monster's total hit points, of course. +The Armor Class and Hit Dice of a hydra are keyed to the number of heads; specifically, a hydra has a number of Hit Dice exactly equal to the number of heads, and an Armor Class equal to the number of heads plus 11. Note that these statistics do not change if an individual loses heads, as described below. -Some hydras live in the ocean; use the given movement as a swimming rate rather than walking in this case. A very few hydras can breathe fire; those that have this ability can emit a flame 10' wide and 20' long one time per head per day. This attack will be used about one time in three (1-2 on 1d6) if it is available; roll for each head which is attacking. Each such attack does 3d6 damage, with a save vs. Dragon Breath reducing the amount by half. +A hydra may be slain by damage in the normal fashion; however, most who fight them choose to strike at their heads. If a character using a melee weapon chooses to strike at a particular head (i.e. states such intent to the GM) and succeeds in doing 8 points of damage, that head is disabled (severed or severely damaged) and will not be able to attack anymore. Such damage also applies to the monster's total hit points, of course. + +Some hydras live in the ocean; use the given movement as a swimming rate rather than walking in this case. A very few hydras can breathe fire; those that have this ability can emit a flame 10' wide and 20' long one time per head per day. This attack will be used about one time in three (1-2 on 1d6) if it is available; roll for each head which is attacking. Each such attack does 3d6 damage, with a save vs. Dragon Breath reducing the amount by half. Note that the XP value of a fire-breathing hydra should be higher; treat them as if they have a single asterisk (i.e. add the special ability bonus to the base XP for the monster).
    ## Hyena -| | Hyena | -|---|-----------| -| Armor Class: | 13 | -| Hit Dice: | 2+1 | -| No. of Attacks: | 1 bite | -| Damage: | 1d6 | -| Movement: | 60' | -| No. Appearing: | 1d8 | -| Save As: | Fighter: 2 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 75 | +| | Hyena | +| --------------- | ---------- | +| Armor Class: | 13 | +| Hit Dice: | 2+1 | +| No. of Attacks: | 1 bite | +| Damage: | 1d6 | +| Movement: | 60' | +| No. Appearing: | 1d8 | +| Save As: | Fighter: 2 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 75 | Hyenas are doglike carnivores who exhibit some of the behaviors of canines but are not related. They not only hunt but also scavenge and steal meals. A hungry hyena will chew on anything that is even remotely tainted by blood, meat or other food traces. They will mostly be found in the same savanna-like environments where lions and zebras may be found. They can live in clans of up to a hundred individuals, though smaller groups are more common. They are among the favorite pets of gnolls, who may take them into regions where they are not normally found. @@ -3292,38 +3214,38 @@ Hyenas are doglike carnivores who exhibit some of the behaviors of canines but a ## Hyenodon -| | Hyenodon | -|---|-----------| -| Armor Class: | 13 | -| Hit Dice: | 3+1 | -| No. of Attacks: | 1 bite | -| Damage: | 1d8 | -| Movement: | 40' | -| No. Appearing: | 1d6, 1d8 Wild Lair 1d8 | -| Save As: | Fighter: 3 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 145 | +| | Hyenodon | +| --------------- | ---------------------- | +| Armor Class: | 13 | +| Hit Dice: | 3+1 | +| No. of Attacks: | 1 bite | +| Damage: | 1d8 | +| Movement: | 40' | +| No. Appearing: | 1d6, 1d8 Wild Lair 1d8 | +| Save As: | Fighter: 3 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 145 | -These ancient four legged predators are named for their tooth shape, and while they are not technically prehistoric hyenas, the statistics work for the giant prehistoric varieties of hyenas as well. Many varieties of hyenodons were smallish, sometimes no bigger than a common hyena, and the statistics for standard hyenas may be used for them. The above statistics are for the larger types of Hyenodons or giant varieties of Hyena. A notable feature is that their massively built skull features a long jaw (similar to that of a crocodile) full of teeth, with four great fangs. +Hyenodon refers to ancient four-legged predators whose name means "hyena tooth." While they are not technically hyenas, the statistics given may be used for the giant prehistoric hyena varieties as well; likewise, some varieties of hyenodon were smaller, and the statistics for standard hyenas may be used for them.
    ## Insect Swarm -| | Insect Swarm | -|---|-----------| -| Armor Class: | Immune to normal weapons, including most magical types | -| Hit Dice: | 2* to 4* | -| No. of Attacks: | 1 swarm | -| Damage: | 1d3 (double against no armor) | -| Movement: | 10' Fly 20' | -| No. Appearing: | 1 swarm, Wild 1d3 swarms | -| Save As: | N/A | -| Morale: | 11 | -| Treasure Type: | None | -| XP: | 100 - 280 | +| | Insect Swarm | +| --------------- | ------------------------------------------------------ | +| Armor Class: | Immune to normal weapons, including most magical types | +| Hit Dice: | 2* to 4* | +| No. of Attacks: | 1 swarm | +| Damage: | 1d3 (double against no armor) | +| Movement: | 10' Fly 20' | +| No. Appearing: | 1 swarm, Wild 1d3 swarms | +| Save As: | N/A | +| Morale: | 11 | +| Treasure Type: | None | +| XP: | 100 - 280 | An insect swarm is not a single creature; rather, it is a large group of ordinary flying or crawling insects moving as a unit. In general, a swarm fills a volume equal to three 10' cubes, though it is possible for a swarm to become more compact in order to move through a small doorway or narrow corridor. If the swarm consists of crawling insects, it covers three 10' squares and the flying movement above is ignored. @@ -3336,18 +3258,18 @@ Damage is reduced to a single point per round for three rounds if the character ## Invisible Stalker -| | Invisible Stalker | -|---|-----------| -| Armor Class: | 19 | -| Hit Dice: | 8* | -| No. of Attacks: | 1 | -| Damage: | 4d4 | -| Movement: | 40' | -| No. Appearing: | 1 (special) | -| Save As: | Fighter: 8 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 945 | +| | Invisible Stalker | +| --------------- | ----------------- | +| Armor Class: | 19 | +| Hit Dice: | 8* | +| No. of Attacks: | 1 | +| Damage: | 4d4 | +| Movement: | 40' | +| No. Appearing: | 1 (special) | +| Save As: | Fighter: 8 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 945 | Invisible stalkers are creatures native to the Elemental Plane of Air. They sometimes serve wizards and sorcerers, who summon them to perform specific tasks. @@ -3361,18 +3283,18 @@ Invisible stalkers have an amorphous form. A [detect invisible](allSpells.qmd#d ## Ironbane* -| | Ironbane* | -|-----------------|-----------------| -| Armor Class: | 15 | -| Hit Dice: | 3* | -| No. of Attacks: | 1 touch | -| Damage: | special | -| Movement: | 50' | -| No. Appearing: | 1d4 | -| Save As: | Fighter: 4 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 175 | +| | Ironbane* | +| --------------- | ---------- | +| Armor Class: | 15 | +| Hit Dice: | 3* | +| No. of Attacks: | 1 touch | +| Damage: | special | +| Movement: | 50' | +| No. Appearing: | 1d4 | +| Save As: | Fighter: 4 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 175 | An ironbane resembles a large armadillo in its overall body plan, but has an anteater-like snout with a long @@ -3382,8 +3304,7 @@ attacking or pursuing, the ironbane stands up on its hind legs, but when resting or moving slowly it folds them and walks on all four feet. -Like the more common rust monster (as found on page -138), the touch of any part of an ironbane's body +Like the more common rust monster, the touch of any part of an ironbane's body transforms metal objects into rust (or verdigris, or other oxides as appropriate). Non-magical metal attacked by an ironbane, or that touches the monster (such as a @@ -3411,18 +3332,18 @@ adventurer in any party. ## Jaguar -| | Jaguar | -|---|-----------| -| Armor Class: | 16 | -| Hit Dice: | 4 | +| | Jaguar | +| --------------- | -------------- | +| Armor Class: | 16 | +| Hit Dice: | 4 | | No. of Attacks: | 2 claws/1 bite | -| Damage: | 1d4/1d4/2d4 | -| Movement: | 70' Swim 30' | -| No. Appearing: | 1d2, Wild 1d6 | -| Save As: | Fighter: 4 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 240 | +| Damage: | 1d4/1d4/2d4 | +| Movement: | 70' Swim 30' | +| No. Appearing: | 1d2, Wild 1d6 | +| Save As: | Fighter: 4 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 240 | These great cats are about 8 to 9 feet long (from nose to tail-tip) and weigh about 165 pounds. Unlike other great cats, they enjoy swimming and often hunt near rivers or lakes. Jaguars kill with their powerful bite, preferring to deliver a fatal wound to the skull of their prey. @@ -3450,7 +3371,7 @@ automatically. ### Jelly, Black (Black Pudding) | | Jelly, Black | -|-------------------|--------------| +| ----------------- | ------------ | | Armor Class: | 14 | | Hit Dice: | 10* (+9) | | No. of Attacks: | 1 pseudopod | @@ -3498,7 +3419,7 @@ a result of the splitting described above. ### Jelly, Glass (Gelatinous Cube) | | Jelly, Glass | -|-----------------|-----------------| +| --------------- | --------------- | | Armor Class: | 12 | | Hit Dice: | 4* | | No. of Attacks: | 1 | @@ -3548,7 +3469,7 @@ which must be slain if the treasure is to be recovered. ### Jelly, Gray (Gray Ooze) | | Jelly, Gray | -|-----------------|-------------| +| --------------- | ----------- | | Armor Class: | 12 | | Hit Dice: | 3* | | No. of Attacks: | 1 pseudopod | @@ -3587,7 +3508,7 @@ adding any magical "plus" value to the roll if applicable). ### Jelly, Green* (Green Slime) | | Jelly, Green | -|-----------------|-------------------------------| +| --------------- | ----------------------------- | | Armor Class: | 12 (only hit by fire or cold) | | Hit Dice: | 2** | | No. of Attacks: | 1 special | @@ -3631,7 +3552,7 @@ retrieved by any magic short of a wish. ### Jelly, Ochre* | | Jelly, Ochre | -|-----------------|-------------------------------| +| --------------- | ----------------------------- | | Armor Class: | 12 (only hit by fire or cold) | | Hit Dice: | 5* | | No. of Attacks: | 1 pseudopod | @@ -3662,46 +3583,50 @@ simply have no effect on the monster. ## Kobold -| | Kobold | -|---|-----------| -| Armor Class: | 13 (11) | -| Hit Dice: | 1d4 Hit Points | -| No. of Attacks: | 1 weapon | -| Damage: | 1d4 or by weapon | -| Movement: | 20' Unarmored 30' | -| No. Appearing: | 4d4, Wild 6d10, Lair 6d10 | -| Save As: | Normal Man | -| Morale: | 6 | -| Treasure Type: | P, Q each; C in lair | -| XP: | 10 | +| | Kobold | +| --------------- | ------------------------- | +| Armor Class: | 13 (11) | +| Hit Dice: | 1d4 Hit Points | +| No. of Attacks: | 1 weapon | +| Damage: | 1d4 or by weapon | +| Movement: | 20' Unarmored 30' | +| No. Appearing: | 4d4, Wild 6d10, Lair 6d10 | +| Save As: | Normal Man | +| Morale: | 6 | +| Treasure Type: | P, Q each; C in lair | +| XP: | 10 | + +Kobolds are diminutive, dog-faced humanoids with reptilian skin. They stand between 2½ and 3½ feet tall and typically weigh around 40 pounds. They are cowardly by nature, and in combat they prefer ambushing their foes and constructing traps both clever and deadly; to simply stand and fight is considered the worst possible strategy, and kobolds may fake withdrawing in fear in order to draw enemies into a trap. -Kobolds are small, dog-faced reptilian humanoids. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. They prefer ranged combat, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. They aim to drive enemies into the traps, where other kobolds wait to pour flaming oil over them, shoot them, or drop poisonous vermin onto them. Kobolds have Darkvision with a range of 60', and suffer a -1 penalty to attack rolls in bright sunlight or within the radius of **light** spells. Kobolds typically wear leather armor in battle. +Kobolds prefer to rely on ranged combat whenever possible. They tend to favor daggers and short spears since both can be used in close quarters or thrown at foes at range. Some may be armed with diminutive bows or crossbows which inflict 1d4 points of damage on a hit. -One out of every six kobolds will be a warrior of 1 Hit Dice (25 XP). Kobolds gain a +1 bonus to their morale if they are led by a warrior. In kobold lairs, one out of every twelve will be a chieftain of 2 Hit Dice (75 XP) with an Armor Class of 14 (11) and having a +1 bonus to damage due to strength. In lairs of 30 or greater, there will be a kobold king of 3 Hit Dice (145 XP) who wears chain mail with an Armor Class of 15 (11) and a movement of 10', and who has a +1 bonus to damage. In the lair, kobolds never fail a morale check as long as the kobold king is alive. In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a kobold king is present). A shaman is equivalent to a regular kobold statistically, but has Clerical abilities at level 1d4+1. +Kobolds normally dwell underground, while those who choose to dwell above ground may adopt a nocturnal lifestyle. All possess Darkvision with a range of 60 feet, and generally avoid exposure to daylight. When they are exposed to sunlight or the effect of **continual light** they suffer a penalty of -1 to all attack rolls. Most kobolds wear leather armor in combat. -Kobolds are cunning foes. They see all larger races as enemies, and are thus likely to be hostile when encountered. However, they are naturally cowardly, and prefer to avoid combat, leading enemies into ambushes or traps rather than facing them directly. Sometimes kobold tribes build and inhabit extensive dungeon areas filled with deadly traps which only they know how to avoid. +One out of every six kobolds in any group is a warrior with 1 hit die (25 XP). Kobolds gain a +1 bonus to their morale if they are led by a warrior. In kobold lairs, one out of every twelve is a chieftain of 2 hit dice (75 XP) with an armor class of 14 (11) and having a +1 bonus to damage due to strength. In lairs of 30 or greater, there will be a kobold king of 3 hit dice (145 XP) who wears chain mail with an armor class of 15 (11) and has a movement rate of 10' and a +1 bonus to damage. In the lair, kobolds never fail a morale check as long as the kobold king is alive. In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a kobold king is present). A shaman is equivalent to a 1 hit die warrior kobold statistically, but has Clerical abilities at level 1d4+1. For XP purposes, treat the shaman as if it has a number of hit dice equal to its clerical level -1, and assign one special ability bonus asterisk. + +Kobolds are sometimes confused with barklings, for whom they have a particular hatred; calling a kobold a barkling or suggesting that the two species are related is considered a terrible insult.
    ## Leech, Giant -| | Leech, Giant | -|---|-----------| -| Armor Class: | 17 | -| Hit Dice: | 6 | -| No. of Attacks: | 1 bite + hold | -| Damage: | 1d6 + 1d6/round | -| Movement: | 30' | -| No. Appearing: | Wild 1d4 | -| Save As: | Fighter: 6 | -| Morale: | 10 | -| Treasure Type: | None | -| XP: | 500 | +| | Leech, Giant | +| --------------- | --------------- | +| Armor Class: | 17 | +| Hit Dice: | 6 | +| No. of Attacks: | 1 bite + hold | +| Damage: | 1d6 + 1d6/round | +| Movement: | 30' | +| No. Appearing: | Wild 1d4 | +| Save As: | Fighter: 6 | +| Morale: | 10 | +| Treasure Type: | None | +| XP: | 500 | Giant leeches are slimy, segmented wormlike creatures which live in water. Salt or fresh, clean or stagnant, there are giant leech varieties for all wet environments. However, only a true leech expert can tell the various types apart. An average giant leech will be 4 to 6 feet long. -Once a giant leech hits in combat, it attaches to the victim and sucks blood, causing an additional 1d6 damage each round until the victim or the leech is dead. There is no way to remove the leech other than to kill it. +Once a giant leech hits in combat, it attaches to the victim and sucks blood, causing an additional 1d6 points of damage each round until the victim or the leech is dead. There is no way to remove the leech other than to kill it.
    @@ -3712,7 +3637,7 @@ Once a giant leech hits in combat, it attaches to the victim and sucks blood, ca ## Leopard (Panther) | | Leopard (Panther) | -|-----------------|--------------------| +| --------------- | ------------------ | | Armor Class: | 16 | | Hit Dice: | 4 | | No. of Attacks: | 2 claws, 1 bite | @@ -3741,18 +3666,18 @@ tree. ## Lion -| | Lion | -|---|-----------| -| Armor Class: | 14 | -| Hit Dice: | 5 | +| | Lion | +| --------------- | -------------- | +| Armor Class: | 14 | +| Hit Dice: | 5 | | No. of Attacks: | 2 claws/1 bite | -| Damage: | 1d6/1d6/1d10 | -| Movement: | 50' | -| No. Appearing: | Wild 1d8 | -| Save As: | Fighter: 5 | -| Morale: | 9 | -| Treasure Type: | None | -| XP: | 360 | +| Damage: | 1d6/1d6/1d10 | +| Movement: | 50' | +| No. Appearing: | Wild 1d8 | +| Save As: | Fighter: 5 | +| Morale: | 9 | +| Treasure Type: | None | +| XP: | 360 | The lion is a large cat found in grasslands and savannas. They have muscular, broad-chested bodies, @@ -3787,18 +3712,18 @@ Living statues can be crafted to resemble any sort of living creature, but most ### Living Statue, Crystal -| | Living Statue, Crystal | -|---|-----------| -| Armor Class: | 16 | -| Hit Dice: | 3 | -| No. of Attacks: | 2 fists | -| Damage: | 1d6/1d6 | -| Movement: | 30' | -| No. Appearing: | 1d6 | -| Save As: | Fighter: 3 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 145 | +| | Living Statue, Crystal | +| --------------- | ---------------------- | +| Armor Class: | 16 | +| Hit Dice: | 3 | +| No. of Attacks: | 2 fists | +| Damage: | 1d6/1d6 | +| Movement: | 30' | +| No. Appearing: | 1d6 | +| Save As: | Fighter: 3 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 145 | Crystal living statues have no particular special powers, unlike those made of iron or stone. @@ -3807,18 +3732,18 @@ Crystal living statues have no particular special powers, unlike those made of i ### Living Statue, Iron -| | Living Statue, Iron | -|---|-----------| -| Armor Class: | 18 | -| Hit Dice: | 4* | -| No. of Attacks: | 2 fists | -| Damage: | 1d8/1d8 + special | -| Movement: | 10' | -| No. Appearing: | 1d4 | -| Save As: | Fighter: 4 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 280 | +| | Living Statue, Iron | +| --------------- | ------------------- | +| Armor Class: | 18 | +| Hit Dice: | 4* | +| No. of Attacks: | 2 fists | +| Damage: | 1d8/1d8 + special | +| Movement: | 10' | +| No. Appearing: | 1d4 | +| Save As: | Fighter: 4 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 280 | If struck by a non-magical metal (even partially metal) weapon, the weapon may become stuck in the monster. If this happens, it cannot be removed until the statue is "killed." The wielder is allowed a save vs. Spells to avoid this. @@ -3827,18 +3752,18 @@ If struck by a non-magical metal (even partially metal) weapon, the weapon may b ### Living Statue, Stone -| | Living Statue, Stone | -|---|-----------| -| Armor Class: | 16 | -| Hit Dice: | 5* | -| No. of Attacks: | 2 lava sprays | -| Damage: | 2d6/2d6 | -| Movement: | 20' | -| No. Appearing: | 1d3 | -| Save As: | Fighter: 5 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 405 | +| | Living Statue, Stone | +| --------------- | -------------------- | +| Armor Class: | 16 | +| Hit Dice: | 5* | +| No. of Attacks: | 2 lava sprays | +| Damage: | 2d6/2d6 | +| Movement: | 20' | +| No. Appearing: | 1d3 | +| Save As: | Fighter: 5 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 405 | A stone living statue attacks by spraying molten rock from its fingertips. The range of the spray is 5'. @@ -3847,18 +3772,18 @@ A stone living statue attacks by spraying molten rock from its fingertips. The r ## Lizard, Giant Draco -| | Lizard, Giant Draco | -|---|-----------| -| Armor Class: | 15 | -| Hit Dice: | 4+2 | -| No. of Attacks: | 1 bite | -| Damage: | 1d10 | -| Movement: | 40' Fly 70' (20', and see below) | -| No. Appearing: | 1d4, Wild 1d8 | -| Save As: | Fighter: 3 | -| Morale: | 7 | -| Treasure Type: | None | -| XP: | 240 | +| | Lizard, Giant Draco | +| --------------- | -------------------------------- | +| Armor Class: | 15 | +| Hit Dice: | 4+2 | +| No. of Attacks: | 1 bite | +| Damage: | 1d10 | +| Movement: | 40' Fly 70' (20', and see below) | +| No. Appearing: | 1d4, Wild 1d8 | +| Save As: | Fighter: 3 | +| Morale: | 7 | +| Treasure Type: | None | +| XP: | 240 | Giant draco lizards are able to extend their ribs and connected skin to form a sort of wing, allowing them to fly for short distances (no more than three rounds, and ascending is impossible). An average giant draco lizard is 8' long, including its nearly 3' long tail. They are fierce predators. @@ -3867,18 +3792,18 @@ Giant draco lizards are able to extend their ribs and connected skin to form a s ## Lizard, Giant Gecko -| | Lizard, Giant Gecko | -|---|-----------| -| Armor Class: | 15 | -| Hit Dice: | 3+1 | -| No. of Attacks: | 1 bite | -| Damage: | 1d8 | -| Movement: | 40' (special) | -| No. Appearing: | 1d6, Wild 1d10 | -| Save As: | Fighter: 2 | -| Morale: | 7 | -| Treasure Type: | None | -| XP: | 145 | +| | Lizard, Giant Gecko | +| --------------- | ------------------- | +| Armor Class: | 15 | +| Hit Dice: | 3+1 | +| No. of Attacks: | 1 bite | +| Damage: | 1d8 | +| Movement: | 40' (special) | +| No. Appearing: | 1d6, Wild 1d10 | +| Save As: | Fighter: 2 | +| Morale: | 7 | +| Treasure Type: | None | +| XP: | 145 | Giant gecko lizards range from 4' to 6' in length, and are generally green in color, though grey or white versions can be found underground. They can climb walls and even walk across ceilings at full movement rate due to their specialized toe pads. They are carnivores, typically attacking weaker prey from above. @@ -3887,18 +3812,18 @@ Giant gecko lizards range from 4' to 6' in length, and are generally green in co ## Lizard, Giant Horned Chameleon -| | Lizard, Giant Horned Chameleon | -|---|-----------| -| Armor Class: | 18 | -| Hit Dice: | 5 | -| No. of Attacks: | 1 tongue or 1 bite | -| Damage: | grab or 2d6 | -| Movement: | 40' (10') | -| No. Appearing: | 1d3, Wild 1d6 | -| Save As: | Fighter: 4 | -| Morale: | 7 | -| Treasure Type: | None | -| XP: | 360 | +| | Lizard, Giant Horned Chameleon | +| --------------- | ------------------------------ | +| Armor Class: | 18 | +| Hit Dice: | 5 | +| No. of Attacks: | 1 tongue or 1 bite | +| Damage: | grab or 2d6 | +| Movement: | 40' (10') | +| No. Appearing: | 1d3, Wild 1d6 | +| Save As: | Fighter: 4 | +| Morale: | 7 | +| Treasure Type: | None | +| XP: | 360 | Giant horned chameleons average 8' to 10' in length. They are typically green, but can change color to blend into their surroundings, allowing them to surprise prey on 1-4 on 1d6. Giant horned chameleon have very long tongues, able to spring out up to 20' forward; the sticky muscular ball on the end grabs on to the chameleon's prey, and the chameleon then drags the prey to its mouth, doing bite damage automatically on the following round (and all subsequent rounds, until the chameleon is killed or fails a morale check, or until the prey is dead). @@ -3909,18 +3834,18 @@ The horns of the giant horned chameleon are used only in mating rituals, not in ## Lizard, Giant Tuatara -| | Lizard, Giant Tuatara | -|---|-----------| -| Armor Class: | 16 | -| Hit Dice: | 6 | -| No. of Attacks: | 2 claws/1 bite | -| Damage: | 1d4/1d4/2d6 | -| Movement: | 40' (10') | -| No. Appearing: | 1d2, Wild 1d4 | -| Save As: | Fighter: 5 | -| Morale: | 6 | -| Treasure Type: | None | -| XP: | 500 | +| | Lizard, Giant Tuatara | +| --------------- | --------------------- | +| Armor Class: | 16 | +| Hit Dice: | 6 | +| No. of Attacks: | 2 claws/1 bite | +| Damage: | 1d4/1d4/2d6 | +| Movement: | 40' (10') | +| No. Appearing: | 1d2, Wild 1d4 | +| Save As: | Fighter: 5 | +| Morale: | 6 | +| Treasure Type: | None | +| XP: | 500 | Giant tuataras are large, being 10' to 12' long, and heavily built. They are predators with a powerful shearing bite. Giant tuataras are more resistant to cold than most lizards, and are thus sometimes found hunting deep underground. They are also known to hibernate in cold weather. @@ -3930,9 +3855,8 @@ Giant tuataras are large, being 10' to 12' long, and heavily built. They are pre ## Lizard, Monitor -| | | | | -|-----------------|----------------------|---------------------|----------------------| | | Large Monitor Lizard | Huge Monitor Lizard | Giant Monitor Lizard | +| --------------- | -------------------- | ------------------- | -------------------- | | Armor Class: | 12 | 14 | 16 | | Hit Dice: | 3* | 5* | 7* | | No. of Attacks: | 1 bite | 1 bite | 1 bite | @@ -3978,18 +3902,18 @@ considered prey. ## Lizard Man -| | Common Lizard Man | Subterranean Lizard Man | -|-----------------|-----------------------------------------|--------------------| -| Armor Class: | 15 (12) | 15 | -| Hit Dice: | 2 | 2 | -| No. of Attacks: | 1 weapon | 2 claws, 1 bite | -| Damage: | 1d6+1 or by weapon +1 | 1d4 claw, 1d4 bite | -| Movement: | 20' Unarmored 30' Swim 40' (not armor) | 30' Swim 40' | -| No. Appearing: | 2d4, Wild 2d4, Lair 6d6 | 1d8, LAir 5d8 | -| Save As: | Fighter: 2 | Fighter: 2 | -| Morale: | 11 | 9 | -| Treasure Type: | D | d | -| XP: | 75 | 75 | +| | Common Lizard Man | Subterranean Lizard Man | +| --------------- | --------------------------------------- | ------------------------- | +| Armor Class: | 15 (12) | 15 | +| Hit Dice: | 2 | 2 | +| No. of Attacks: | 1 weapon | 2 claws, 1 bite | +| Damage: | 1d6+1 or by weapon +1 | 1d4 claw, 1d4 bite | +| Movement: | 20' Unarmored 30' Swim 40' (not armor) | 30' Swim 40' | +| No. Appearing: | 2d4, Wild 2d4, Lair 6d6 | 1d8, LAir 5d8 | +| Save As: | Fighter: 2 | Fighter: 2 | +| Morale: | 11 | 9 | +| Treasure Type: | D | d | +| XP: | 75 | 75 | **Common lizard men** are tall, generally 6 to 7 feet tall at adulthood and weighing up to 250 pounds. Males @@ -4063,18 +3987,18 @@ In animal form, lycanthropes may be hit only by silver or magical weapons. ### Lycanthrope, Werebear* -| | Lycanthrope, Werebear* | -|---|-----------| -| Armor Class: | 18 (s) | -| Hit Dice: | 6* | -| No. of Attacks: | 2 claws/1 bite + hug | -| Damage: | 2d4/2d4/2d8 + 2d8 | -| Movement: | 40' | -| No. Appearing: | 1d4, Wild 1d4, Lair 1d4 | -| Save As: | Fighter: 6 | -| Morale: | 10 | -| Treasure Type: | C | -| XP: | 555 | +| | Lycanthrope, Werebear* | +| --------------- | ----------------------- | +| Armor Class: | 18 (s) | +| Hit Dice: | 6* | +| No. of Attacks: | 2 claws/1 bite + hug | +| Damage: | 2d4/2d4/2d8 + 2d8 | +| Movement: | 40' | +| No. Appearing: | 1d4, Wild 1d4, Lair 1d4 | +| Save As: | Fighter: 6 | +| Morale: | 10 | +| Treasure Type: | C | +| XP: | 555 | Werebears are humans that can transform into large bears. When in human form, they typically appear as well-muscled, imposing figures, with an abundance of thick hair. Werebears typically dwell in deep forests, far from civilization. They are distrustful of those that they do not know, but will ferociously defend those that they have befriended. @@ -4083,18 +4007,18 @@ Werebears are humans that can transform into large bears. When in human form, th ### Lycanthrope, Wereboar* -| | Lycanthrope, Wereboar* | -|---|-----------| -| Armor Class: | 16 (s) | -| Hit Dice: | 4* | -| No. of Attacks: | 1 bite | -| Damage: | 2d6 | -| Movement: | 50' Human Form 40' | -| No. Appearing: | 1d4, Wild 2d4, Lair 2d4 | -| Save As: | Fighter: 4 | -| Morale: | 9 | -| Treasure Type: | C | -| XP: | 280 | +| | Lycanthrope, Wereboar* | +| --------------- | ----------------------- | +| Armor Class: | 16 (s) | +| Hit Dice: | 4* | +| No. of Attacks: | 1 bite | +| Damage: | 2d6 | +| Movement: | 50' Human Form 40' | +| No. Appearing: | 1d4, Wild 2d4, Lair 2d4 | +| Save As: | Fighter: 4 | +| Morale: | 9 | +| Treasure Type: | C | +| XP: | 280 | Wereboars gain full control of their transformations quickly, needing only about a year to achieve mastery. @@ -4114,42 +4038,41 @@ bored with mundane things but are excited by violence ### Lycanthrope, Wererat* -| | Lycanthrope, Wererat* | -|---|-----------| -| Armor Class: | 13 (s) | -| Hit Dice: | 3* | -| No. of Attacks: | 1 bite or 1 weapon | -| Damage: | 1d4 or 1d6 or by weapon | -| Movement: | 40' | -| No. Appearing: | 1d8, Wild 2d8, Lair 2d8 | -| Save As: | Fighter: 3 | -| Morale: | 8 | -| Treasure Type: | C | -| XP: | 175 | - -A wererat in human form tends to be a thin, wiry individual of shorter than average height, with eyes constantly darting around. A wererat's nose and mouth may twitch if he or she is excited. Males often wear thin, ragged mustaches. +| | Lycanthrope, Wererat* | +| --------------- | ----------------------- | +| Armor Class: | 13 (s) | +| Hit Dice: | 3* | +| No. of Attacks: | 1 bite or 1 weapon | +| Damage: | 1d4 or 1d6 or by weapon | +| Movement: | 40' | +| No. Appearing: | 1d8, Wild 2d8, Lair 2d8 | +| Save As: | Fighter: 3 | +| Morale: | 8 | +| Treasure Type: | C | +| XP: | 175 | -In addition to assuming the form of a giant rat, wererats can assume an intermediate form (a "ratman"). The ratman form shares the animal form's immunity to normal weapons, and can deliver an identical bite, but in this form the wererat may use a normal weapon instead of biting. Note that the wererat in ratman form cannot bite and use a weapon in the same round. +In addition to assuming the form of a giant rat, wererats can assume a hybrid form. This ratman form shares the animal form's immunity to normal weapons and can deliver an identical bite, but in this form the wererat may use a normal weapon instead of biting. Note that the wererat in ratman form cannot bite and use a weapon in the same round. -Unlike most lycanthropes, wererats prefer to inhabit civilized areas, particularly cities. They frequently lair in sewers or other underground areas, coming out by night to steal from or kill city folk. +In human form, wererats tend to be skinny, nervous-looking individuals with pointed noses and lank hair. Their hair is almost always a rat-like brown color; those with different hair color who become wererats usually undergo a slow change to this color. +Unlike most lycanthropes, wererats prefer to inhabit civilized areas, particularly cities. They frequently lair in sewers or other underground areas, coming out by night to steal from or kill city folk. The common stereotype of wererats as thieves is not unfounded; in fact, in many cities wererats lead the guild of thieves, sometimes secretly, sometimes not so much.
    ### Lycanthrope, Weretiger* -| | Lycanthrope, Weretiger* | -|---|-----------| -| Armor Class: | 17 (s) | -| Hit Dice: | 5* | -| No. of Attacks: | 2 claws/1 bite | -| Damage: | 1d6/1d6/2d6 | -| Movement: | 50' Human Form 40' | -| No. Appearing: | 1d4, Wild 1d4, Lair 1d4 | -| Save As: | Fighter: 5 | -| Morale: | 9 | -| Treasure Type: | C | -| XP: | 405 | +| | Lycanthrope, Weretiger* | +| --------------- | ----------------------- | +| Armor Class: | 17 (s) | +| Hit Dice: | 5* | +| No. of Attacks: | 2 claws/1 bite | +| Damage: | 1d6/1d6/2d6 | +| Movement: | 50' Human Form 40' | +| No. Appearing: | 1d4, Wild 1d4, Lair 1d4 | +| Save As: | Fighter: 5 | +| Morale: | 9 | +| Treasure Type: | C | +| XP: | 405 | Weretigers are humans that can transform into tigers. In human form, they tend to be tall, trim, and very agile. They tend to live and hunt close to human settlements, and are excellent trackers (5 in 6 chance to track prey in either form). Weretigers will typically only attack if provoked. They are capricious and arbitrary to deal with unless whatever offer is made to them is very attractive to them. @@ -4159,18 +4082,18 @@ deal with unless whatever offer is made to them is very attractive to them. ### Lycanthrope, Werewolf* -| | Lycanthrope, Werewolf* | -|---|-----------| -| Armor Class: | 15 (s) | -| Hit Dice: | 4* | -| No. of Attacks: | 1 bite (or 1 weapon) | -| Damage: | 2d4 (1d6 or by weapon) | -| Movement: | 60' Human Form 40' | -| No. Appearing: | 1d6, Wild 2d6, Lair 2d6 | -| Save As: | Fighter: 4 | -| Morale: | 8 | -| Treasure Type: | C | -| XP: | 280 | +| | Lycanthrope, Werewolf* | +| --------------- | ----------------------- | +| Armor Class: | 15 (s) | +| Hit Dice: | 4* | +| No. of Attacks: | 1 bite (or 1 weapon) | +| Damage: | 2d4 (1d6 or by weapon) | +| Movement: | 60' Human Form 40' | +| No. Appearing: | 1d6, Wild 2d6, Lair 2d6 | +| Save As: | Fighter: 4 | +| Morale: | 8 | +| Treasure Type: | C | +| XP: | 280 | Werewolves may be found anywhere humans are found. They are ferocious predators, equally willing to @@ -4191,22 +4114,24 @@ weapons. ## Manticore -| | Manticore | -|---|-----------| -| Armor Class: | 18 | -| Hit Dice: | 6+1* | +| | Manticore | +| --------------- | ----------------------------------------- | +| Armor Class: | 18 | +| Hit Dice: | 6+1* | | No. of Attacks: | 2 claws/1 bite or 1d8 spikes (180' range) | -| Damage: | 1d4/1d4/2d4 or 1d6 per spike | -| Movement: | 40' Fly 60' (10') | -| No. Appearing: | 1d2, Wild 1d4, Lair 1d4 | -| Save As: | Fighter: 6 | -| Morale: | 9 | -| Treasure Type: | D | -| XP: | 555 | +| Damage: | 1d4/1d4/2d4 or 1d6 per spike | +| Movement: | 40' Fly 60' (10') | +| No. Appearing: | 1d2, Wild 1d4, Lair 1d4 | +| Save As: | Fighter: 6 | +| Morale: | 9 | +| Treasure Type: | D | +| XP: | 555 | + +Manticores look like an overgrown lion with thick leathery wings and an ugly bearded humanoid face, often like that of a human or dwarf. Their tail ends in an assortment of spikes, which the beast may fire as projectiles; a maximum of 24 are available, and the manticore will launch a random number (1d8, as shown above) each time it chooses to use this attack. The creature will regrow just 1d6 spikes per day after expending them, so they will often delay using them against weaker opponents who they think they can easily dispatch. -Manticores look like an overgrown lion with thick leathery wings and an ugly humanoid face, often like that of a human or bearded dwarf. Their tail ends in an assortment of spikes, which the beast may fire as projectiles; a maximum of 24 are available, and the manticore regrows 1d6 per day. A typical manticore is about 10 feet long and weighs about 1,000 pounds. +An adult manticore is big, with an average weight of 1,000 pounds and a length (not including tail) of around 8 feet. -Manticores are vicious predators, having a preference for human flesh. They will use their ranged attacks to "soften up" potential prey before closing to melee. +Manticores are vicious carnivores with a preference for human flesh. They will use their ranged attacks to "soften up" larger or more dangerous-looking prey before closing to melee range.
    @@ -4214,8 +4139,8 @@ Manticores are vicious predators, having a preference for human flesh. They will ## Mammoths and Mastodons -| | Mammoth | Mastodon | -|-----------------|-----------------------------------|-----------------------------------| +| | Mammoth | Mastodon | +| --------------- | --------------------------------- | --------------------------------- | | Armor Class: | 17 | 18 | | Hit Dice: | 15 (+11) | 15 *(+11) | | No. of Attacks: | 2 tusks, 1 trunk grab, 2 tramples | --same-- | @@ -4267,18 +4192,18 @@ worth 1d10 x 100 gp. ## Medusa -| | Medusa | -|---|-----------| -| Armor Class: | 12 | -| Hit Dice: | 4** | -| No. of Attacks: | 1 snakebite + gaze | -| Damage: | 1d6+poison + petrification | -| Movement: | 30' | -| No. Appearing: | 1d3, Wild 1d4, Lair 1d4 | -| Save As: | Fighter: 4 | -| Morale: | 8 | -| Treasure Type: | F | -| XP: | 320 | +| | Medusa | +| --------------- | -------------------------- | +| Armor Class: | 12 | +| Hit Dice: | 4** | +| No. of Attacks: | 1 snakebite + gaze | +| Damage: | 1d6+poison + petrification | +| Movement: | 30' | +| No. Appearing: | 1d3, Wild 1d4, Lair 1d4 | +| Save As: | Fighter: 4 | +| Morale: | 8 | +| Treasure Type: | F | +| XP: | 320 | A medusa appears to be a human female with vipers growing from her head instead of hair. The gaze of a medusa will petrify any creature who meets it unless a save vs. Petrification is made. In general, any creature surprised by the medusa will meet its gaze. Those who attempt to fight the monster while averting their eyes suffer penalties of -4 on attack rolls and -2 to AC. It is safe to view a medusa's reflection in a mirror or other reflective surface; anyone using a mirror to fight a medusa suffers a penalty of -2 to attack and no penalty to AC. If a medusa sees its own reflection, it must save vs. Petrification itself; a petrified medusa is no longer able to petrify others, but the face of a medusa continues to possess the power to petrify even after death otherwise. Medusae 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 she may see her reflection. @@ -4293,18 +4218,18 @@ Medusae are shy and reclusive, owing no doubt to the fact that, once the lair of ## Mermaid -| | Mermaid | -|---|-----------| -| Armor Class: | 12 | -| Hit Dice: | 1* | -| No. of Attacks: | 1 weapon | -| Damage: | 1d6 or by weapon | -| Movement: | Swim 40' | -| No. Appearing: | Wild 1d2 or 3d6 (see below) | -| Save As: | Fighter: 1 | -| Morale: | 8 | -| Treasure Type: | A | -| XP: | 37 | +| | Mermaid | +| --------------- | --------------------------- | +| Armor Class: | 12 | +| Hit Dice: | 1* | +| No. of Attacks: | 1 weapon | +| Damage: | 1d6 or by weapon | +| Movement: | Swim 40' | +| No. Appearing: | Wild 1d2 or 3d6 (see below) | +| Save As: | Fighter: 1 | +| Morale: | 8 | +| Treasure Type: | A | +| XP: | 37 | Mermaids have the upper bodies of women and the lower bodies of dolphins. Also called "sirens," mermaids often attempt to lure sailors or other men found near the sea. They accomplish this by means of their enchanting songs. @@ -4327,18 +4252,18 @@ Mermaids arm themselves with spears or daggers. They hunt fish and harvest kelp ## Minotaur -| | Minotaur | -|---|-----------| -| Armor Class: | 14 (12) | -| Hit Dice: | 6 | -| No. of Attacks: | 1 gore/1 bite or 1 weapon | -| Damage: | 1d6/1d6 , 1d6+2 or by weapon + 2 | -| Movement: | 30' Unarmored 40' | -| No. Appearing: | 1d6, Wild 1d8, Lair 1d8 | -| Save As: | Fighter: 6 | -| Morale: | 11 | -| Treasure Type: | C | -| XP: | 500 | +| | Minotaur | +| --------------- | -------------------------------- | +| Armor Class: | 14 (12) | +| Hit Dice: | 6 | +| No. of Attacks: | 1 gore/1 bite or 1 weapon | +| Damage: | 1d6/1d6 , 1d6+2 or by weapon + 2 | +| Movement: | 30' Unarmored 40' | +| No. Appearing: | 1d6, Wild 1d8, Lair 1d8 | +| Save As: | Fighter: 6 | +| Morale: | 11 | +| Treasure Type: | C | +| XP: | 500 | Minotaurs are huge bull-headed humanoid monsters. A minotaur stands more than 7 feet tall and weighs about 700 pounds. Most minotaurs are very aggressive, and fly into a murderous rage if provoked or hungry. Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. They never become lost, and can track enemies with 85% accuracy. They gain +2 to damage when using melee weapons due to their great Strength. Minotaurs often wear toughened hides for armor. @@ -4347,18 +4272,18 @@ Minotaurs are huge bull-headed humanoid monsters. A minotaur stands more than 7 ## Mountain Lion -| | Mountain Lion | -|---|-----------| -| Armor Class: | 14 | -| Hit Dice: | 3+2 | -| No. of Attacks: | 2 claws/1 bite | -| Damage: | 1d4/1d4/1d6 | -| Movement: | 50' | -| No. Appearing: | Wild 1d4, Lair 1d4 | -| Save As: | Fighter: 3 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 145 | +| | Mountain Lion | +| --------------- | ------------------ | +| Armor Class: | 14 | +| Hit Dice: | 3+2 | +| No. of Attacks: | 2 claws/1 bite | +| Damage: | 1d4/1d4/1d6 | +| Movement: | 50' | +| No. Appearing: | Wild 1d4, Lair 1d4 | +| Save As: | Fighter: 3 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 145 | These great cats are about 7 feet long (from nose to tail-tip) and weigh about 140 pounds. They see well in darkness and may be found hunting day or night. @@ -4367,18 +4292,18 @@ These great cats are about 7 feet long (from nose to tail-tip) and weigh about 1 ## Mummy* -| | Mummy* | -|---|-----------| -| Armor Class: | 17 (m) (see below) | -| Hit Dice: | 5** | -| No. of Attacks: | 1 touch + disease | -| Damage: | 1d12 + disease | -| Movement: | 20' | -| No. Appearing: | 1d4, Lair 1d12 | -| Save As: | Fighter: 5 | -| Morale: | 12 | -| Treasure Type: | D | -| XP: | 450 | +| | Mummy* | +| --------------- | ------------------ | +| Armor Class: | 17 (m) (see below) | +| Hit Dice: | 5** | +| No. of Attacks: | 1 touch + disease | +| Damage: | 1d12 + disease | +| Movement: | 20' | +| No. Appearing: | 1d4, Lair 1d12 | +| Save As: | Fighter: 5 | +| Morale: | 12 | +| Treasure Type: | D | +| XP: | 450 | Mummies are **undead** monsters, linen-wrapped preserved corpses animated through the auspices of dark desert gods best forgotten. Most mummies are 5 to 6 feet tall and weigh about 120 pounds. @@ -4389,18 +4314,18 @@ As they are undead, mummies are immune to **sleep**, **charm** and **hold** ## Nixie -| | Nixie | -|---|-----------| -| Armor Class: | 16 | -| Hit Dice: | 1* | -| No. of Attacks: | 1 dagger | -| Damage: | 1d4 | -| Movement: | 40' Swim 40' | -| No. Appearing: | Wild 2d20, Lair 2d20 | -| Save As: | Fighter: 2 | -| Morale: | 6 | -| Treasure Type: | B | -| XP: | 37 | +| | Nixie | +| --------------- | -------------------- | +| Armor Class: | 16 | +| Hit Dice: | 1* | +| No. of Attacks: | 1 dagger | +| Damage: | 1d4 | +| Movement: | 40' Swim 40' | +| No. Appearing: | Wild 2d20, Lair 2d20 | +| Save As: | Fighter: 2 | +| Morale: | 6 | +| Treasure Type: | B | +| XP: | 37 | Nixies are small water fairies. As far as anyone knows, all nixies are female. Most nixies are slim and comely, with lightly scaled, pale green skin and dark green hair. They often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Nixies prefer not to leave their lakes. A nixie stands about 4 feet tall and weighs about 45 pounds. @@ -4414,18 +4339,18 @@ Nixies are fey creatures, and thus unpredictable. However, they are rarely malic ## Octopus, Giant -| | Octopus, Giant | -|---|-----------| -| Armor Class: | 19 | -| Hit Dice: | 8 | -| No. of Attacks: | 8 tentacles/1 bite | -| Damage: | 1d4 per tentacle/1d6 | -| Movement: | Swim 30' | -| No. Appearing: | Wild 1d2 | -| Save As: | Fighter: 8 | -| Morale: | 7 | -| Treasure Type: | None | -| XP: | 875 | +| | Octopus, Giant | +| --------------- | -------------------- | +| Armor Class: | 19 | +| Hit Dice: | 8 | +| No. of Attacks: | 8 tentacles/1 bite | +| Damage: | 1d4 per tentacle/1d6 | +| Movement: | Swim 30' | +| No. Appearing: | Wild 1d2 | +| Save As: | Fighter: 8 | +| Morale: | 7 | +| Treasure Type: | None | +| XP: | 875 | The giant octopus is, obviously, an enormous version of the normal creature. They are physically powerful as @@ -4452,18 +4377,18 @@ being held will normally be released at this point. ## Ogre -| | Ogre | -|---|-----------| -| Armor Class: | 15 (12) | -| Hit Dice: | 4+1 | -| No. of Attacks: | 1 huge weapon | -| Damage: | 2d6 | -| Movement: | 30' Unarmored 40' | -| No. Appearing: | 1d6, Wild 2d6, Lair 2d6 | -| Save As: | Fighter: 4 | -| Morale: | 10 | -| Treasure Type: | C + 1d20x100 gp | -| XP: | 240 | +| | Ogre | +| --------------- | ----------------------- | +| Armor Class: | 15 (12) | +| Hit Dice: | 4+1 | +| No. of Attacks: | 1 huge weapon | +| Damage: | 2d6 | +| Movement: | 30' Unarmored 40' | +| No. Appearing: | 1d6, Wild 2d6, Lair 2d6 | +| Save As: | Fighter: 4 | +| Morale: | 10 | +| Treasure Type: | C + 1d20x100 gp | +| XP: | 240 | Ogres appear as large, very ugly humans. Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor. Ogres are brutish and aggressive, but inherently lazy. They employ direct attacks in combat, typically using large clubs, axes, or pole arms, generally causing 2d6 damage. If normal weapons are employed, an ogre has a +3 bonus to damage due to strength. If an ogre fights bare-handed, it does 1d8 subduing damage per hit. @@ -4474,22 +4399,22 @@ One out of every six ogres will be a pack leader of 6+1 Hit Dice (500 XP). Ogres ## Orc -| | Orc | -|---|-----------| -| Armor Class: | 14 (11) | -| Hit Dice: | 1 | -| No. of Attacks: | 1 weapon | -| Damage: | 1d8 or by weapon | -| Movement: | 30' Unarmored 40' | -| No. Appearing: | 2d4, Wild 3d6, Lair 10d6 | -| Save As: | Fighter: 1 | -| Morale: | 8 | -| Treasure Type: | Q, R each; D in lair | -| XP: | 25 | +| | Orc | +| --------------- | ------------------------ | +| Armor Class: | 14 (11) | +| Hit Dice: | 1 | +| No. of Attacks: | 1 weapon | +| Damage: | 1d8 or by weapon | +| Movement: | 30' Unarmored 40' | +| No. Appearing: | 2d4, Wild 3d6, Lair 10d6 | +| Save As: | Fighter: 1 | +| Morale: | 8 | +| Treasure Type: | Q, R each; D in lair | +| XP: | 25 | -Orcs are grotesque humanoids bent on war and domination. They have lupine ears, reddish eyes, truncated, upturned noses, and black hair (but very little body hair). An adult male orc is a little over 6 feet tall and weighs about 210 pounds; females are slightly smaller. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. They utilize all manner of weapons and armor scavenged from battlefields. +Orcs are short humanoids (around 5' tall) with solidly-built bodies. Their upturned noses, wide pointed ears, and beady eyes give their faces a piglike appearance. An adult weighs about 200 pounds, and this weight does not differ much between males and females. Orcs utilize all manner of weapons and armor scavenged from battlefields. -Orcs have Darkvision to a range of 60'. They suffer a -1 attack penalty in bright sunlight or within the radius of a spell causing magical light. They speak their own rough and simple language, but many also speak some common or goblin. +Orcs have Darkvision to a range of 60'. They suffer a -1 attack penalty in bright sunlight or within the radius of a spell causing magical **light**. They speak their own rough and simple language, but many also speak some common or goblin. One out of every eight orcs will be a warrior of 2 Hit Dice (75 XP). Orcs gain a +1 bonus to their morale if they are led by a warrior. In orc lairs, one out of every twelve will be a chieftain of 4 Hit Dice (240 XP) in chainmail with an Armor Class of 15 (11), a movement 20', and having a +1 bonus to damage due to strength. In lairs of 30 or more, there will be an orc king of 6 Hit Dice (500 XP), with an Armor Class of 16 (11), in chainmail with a shield, movement 20', and having a +2 bonus to damage. In the lair, orcs never fail a morale check as long as the orc king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present. A shaman is equivalent to a warrior orc statistically, but has Clerical abilities at level 1d4+1. @@ -4502,7 +4427,7 @@ One out of every eight orcs will be a warrior of 2 Hit Dice (75 XP). Orcs gain a | | Ostrich | Emu | -|-----------------|--------------|--------------| +| --------------- | ------------ | ------------ | | Armor Class: | 14 | 14 | | Hit Dice: | 3 2 | | | No. of Attacks: | 1 kick | 1 kick | @@ -4530,7 +4455,7 @@ except as meat. ## Owl | | Owl | -|-----------------|---------------------| +| --------------- | ------------------- | | Armor Class: | 15 | | Hit Dice: | 1 | | No. of Attacks: | 2 talons, 1 beak | @@ -4558,18 +4483,18 @@ talons. ## Owlbear -| | Owlbear | -|---|-----------| -| Armor Class: | 15 | -| Hit Dice: | 5 | -| No. of Attacks: | 2 claws/1 bite + 1 hug | -| Damage: | 1d8/1d8/1d8 + 2d8 | -| Movement: | 40' | -| No. Appearing: | 1d4, Wild 1d4, Lair 1d4 | -| Save As: | Fighter: 5 | -| Morale: | 9 | -| Treasure Type: | C | -| XP: | 360 | +| | Owlbear | +| --------------- | ----------------------- | +| Armor Class: | 15 | +| Hit Dice: | 5 | +| No. of Attacks: | 2 claws/1 bite + 1 hug | +| Damage: | 1d8/1d8/1d8 + 2d8 | +| Movement: | 40' | +| No. Appearing: | 1d4, Wild 1d4, Lair 1d4 | +| Save As: | Fighter: 5 | +| Morale: | 9 | +| Treasure Type: | C | +| XP: | 360 | Owlbear are among the most feared of the nocturnal forest dwelling monsters, and for good reason for they @@ -4593,7 +4518,7 @@ their native territory. ## Parrot (or Cockatiel) | | Parrot (or Cockatiel) | -|-----------------|-----------------------| +| --------------- | --------------------- | | Armor Class: | 11 | | Hit Dice: | ½ (1d4 hit points) | | No. of Attacks: | 1 talon or 1 beak | @@ -4620,18 +4545,18 @@ cannot actually carry on a conversation. ## Pegasus -| | Pegasus | -|---|-----------| -| Armor Class: | 15 | -| Hit Dice: | 4 | -| No. of Attacks: | 2 hooves | -| Damage: | 1d6/1d6 | -| Movement: | 80' (10') Fly 160' (10') | -| No. Appearing: | Wild 1d12 | -| Save As: | Fighter: 2 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 240 | +| | Pegasus | +| --------------- | ------------------------ | +| Armor Class: | 15 | +| Hit Dice: | 4 | +| No. of Attacks: | 2 hooves | +| Damage: | 1d6/1d6 | +| Movement: | 80' (10') Fly 160' (10') | +| No. Appearing: | Wild 1d12 | +| Save As: | Fighter: 2 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 240 | The pegasus is the winged horse of legend. They are prized as aerial steeds as they are the swiftest of fliers, @@ -4650,18 +4575,18 @@ a heavy load, up to 900 pounds. ## Pixie -| | Pixie | -|---|-----------| -| Armor Class: | 17 | -| Hit Dice: | 1* | -| No. of Attacks: | 1 dagger | -| Damage: | 1d4 | -| Movement: | 30' Fly 60' | -| No. Appearing: | 2d4, Wild 10d4, Lair 10d4 | -| Save As: | Fighter: 1 (with Elf bonuses) | -| Morale: | 7 | -| Treasure Type: | R, S | -| XP: | 37 | +| | Pixie | +| --------------- | ----------------------------- | +| Armor Class: | 17 | +| Hit Dice: | 1* | +| No. of Attacks: | 1 dagger | +| Damage: | 1d4 | +| Movement: | 30' Fly 60' | +| No. Appearing: | 2d4, Wild 10d4, Lair 10d4 | +| Save As: | Fighter: 1 (with Elf bonuses) | +| Morale: | 7 | +| Treasure Type: | R, S | +| XP: | 37 | Pixies are winged fairies often found in forested areas. Like sprites, pixies love beauty. They dress in bright @@ -4690,18 +4615,18 @@ person." ## Purple Worm -| | Purple Worm | -|---|-----------| -| Armor Class: | 16 | -| Hit Dice: | 11* (+9) to 20* (+13) | -| No. of Attacks: | 1 bite/1 sting | -| Damage: | 2d8/1d8+poison | -| Movement: | 20' (15') Burrow 20' (15') | -| No. Appearing: | 1d2, Wild 1d4 | -| Save As: | Fighter: 6 to 10 (½ of Hit Dice) | -| Morale: | 10 | -| Treasure Type: | None | -| XP: | 1,670 -- 5,450 | +| | Purple Worm | +| --------------- | -------------------------------- | +| Armor Class: | 16 | +| Hit Dice: | 11* (+9) to 20* (+13) | +| No. of Attacks: | 1 bite/1 sting | +| Damage: | 2d8/1d8+poison | +| Movement: | 20' (15') Burrow 20' (15') | +| No. Appearing: | 1d2, Wild 1d4 | +| Save As: | Fighter: 6 to 10 (½ of Hit Dice) | +| Morale: | 10 | +| Treasure Type: | None | +| XP: | 1,670 -- 5,450 | Purple worms are gigantic subterranean monsters; they are rarely found above ground. The body of a mature purple worm is 5-8 feet in diameter and 60-100 feet long, weighing about 40,000 pounds. @@ -4714,18 +4639,18 @@ Any time a purple worm successfully bites a man-sized or smaller opponent with a ## Rat -| | **Normal Rat** | **Giant Rat** | -|---|------|-----| -| Armor Class: | 11 | 13 | -| Hit Dice: | 1 Hit Point | 1d4 Hit Points | -| No. of Attacks: | 1 bite per pack | 1 bite | -| Damage: | 1d6 + disease | 1d4 + disease | -| Movement: | 20' Swim 10' | 40' Swim 20' | -| No. Appearing: | 5d10, Wild 5d10, Lair 5d10 | 3d6, Wild 3d10, Lair 3d10 | -| Save As: | Normal Man | Fighter: 1 | -| Morale: | 5 | 8 | -| Treasure Type: | None | C | -| XP: | 360* | 10 | +| | **Normal Rat** | **Giant Rat** | +| --------------- | -------------------------- | ------------------------- | +| Armor Class: | 11 | 13 | +| Hit Dice: | 1 Hit Point | 1d4 Hit Points | +| No. of Attacks: | 1 bite per pack | 1 bite | +| Damage: | 1d6 + disease | 1d4 + disease | +| Movement: | 20' Swim 10' | 40' Swim 20' | +| No. Appearing: | 5d10, Wild 5d10, Lair 5d10 | 3d6, Wild 3d10, Lair 3d10 | +| Save As: | Normal Man | Fighter: 1 | +| Morale: | 5 | 8 | +| Treasure Type: | None | C | +| XP: | 360* | 10 | These omnivorous rodents thrive almost anywhere. Normal rats attack as a swarm; each point of damage done to the swarm reduces their numbers by one animal. @@ -4740,18 +4665,18 @@ Any rat bite has a 5% chance of causing a disease. A character who suffers one o ## Rhagodessa, Giant -| | Rhagodessa, Giant | -|---|-----------| -| Armor Class: | 16 | -| Hit Dice: | 4 | -| No. of Attacks: | 2 legs/1 bite | -| Damage: | grab/grab/2d8 | -| Movement: | 50' | -| No. Appearing: | 1d4, Wild 1d6, Lair 1d6 | -| Save As: | Fighter: 4 | -| Morale: | 9 | -| Treasure Type: | U | -| XP: | 240 | +| | Rhagodessa, Giant | +| --------------- | ----------------------- | +| Armor Class: | 16 | +| Hit Dice: | 4 | +| No. of Attacks: | 2 legs/1 bite | +| Damage: | grab/grab/2d8 | +| Movement: | 50' | +| No. Appearing: | 1d4, Wild 1d6, Lair 1d6 | +| Save As: | Fighter: 4 | +| Morale: | 9 | +| Treasure Type: | U | +| XP: | 240 | The rhagodessa is related to both spiders and scorpions, though it is not properly either. Rhagodessas @@ -4794,22 +4719,20 @@ will attempt to withdraw to consume its prey in peace. ## Rhinoceros -| | **Black Rhino** | **Woolly Rhino** | -|---|----|-------| -| Armor Class: | 17 | 19 | -| Hit Dice: | 8 | 12 (+10) | -| No. of Attacks: | 1 butt or 1 trample | -| Damage: | 2d6 or 2d8 | 2d8 or 2d12 | -| Movement: | 40' (15') | 40' (15') | -| No. Appearing: | Wild 1d12 | Wild 1d8 | -| Save As: | Fighter: 6 | Fighter: 8 | -| Morale: | 6 | 6 | -| Treasure Type: | None | None | -| XP: | 875 | 1,875 | - -The rhinoceros is infamous for its bad temper and willingness to charge intruders. - -The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like). +| | **Black Rhino** | **Woolly Rhino** | +| --------------- | ------------------- | ---------------- | +| Armor Class: | 17 | 19 | +| Hit Dice: | 8 | 12 (+10) | +| No. of Attacks: | 1 butt or 1 trample | | +| Damage: | 2d6 or 2d8 | 2d8 or 2d12 | +| Movement: | 40' (15') | 40' (15') | +| No. Appearing: | Wild 1d12 | Wild 1d8 | +| Save As: | Fighter: 6 | Fighter: 8 | +| Morale: | 6 | 6 | +| Treasure Type: | None | None | +| XP: | 875 | 1,875 | + +A rhinoceros (or "rhino") is a member of any of several species (including numerous supposedly extinct species) of odd-toed hooved mammals. They are found primarily in tropical and temperate grasslands. The woolly rhinoceros is a prehistoric beast with long fur, found in primitive "lost world" areas in colder territories. They behave much as the black rhino does. @@ -4818,18 +4741,18 @@ The woolly rhinoceros is a prehistoric beast with long fur, found in primitive " ## Roc -| | **Normal Roc** | **Large Roc** | **Giant Roc** | -|---|------|-----|----| -| Armor Class: | 18 | 18 | 18 | -| Hit Dice: | 6 | 12 (+10) | 32 (+16) | -| No. of Attacks: | 2 claws/1 bite | -| Damage: | 1d6/1d6/2d6 | 1d8/1d8/2d10 | 3d6/3d6/6d6 | -| Movement: | 20' Fly 160' (10') | -| No. Appearing: | Wild 1d12 | Wild 1d8 | Wild 1 | -| Save As: | Fighter: 6 | Fighter: 12 | Fighter: 20 at +5 | -| Morale: | 8 | 9 | 10 | -| Treasure Type: | I | I | I | -| XP: | 500 | 1,875 | 14,250 | +| | **Normal Roc** | **Large Roc** | **Giant Roc** | +| --------------- | ------------------ | ------------- | ----------------- | +| Armor Class: | 18 | 18 | 18 | +| Hit Dice: | 6 | 12 (+10) | 32 (+16) | +| No. of Attacks: | 2 claws/1 bite | | | +| Damage: | 1d6/1d6/2d6 | 1d8/1d8/2d10 | 3d6/3d6/6d6 | +| Movement: | 20' Fly 160' (10') | | | +| No. Appearing: | Wild 1d12 | Wild 1d8 | Wild 1 | +| Save As: | Fighter: 6 | Fighter: 12 | Fighter: 20 at +5 | +| Morale: | 8 | 9 | 10 | +| Treasure Type: | I | I | I | +| XP: | 500 | 1,875 | 14,250 | Rocs are birds similar to eagles, but even a "normal" roc is huge, being about 9 feet long and having a wingspan @@ -4876,18 +4799,18 @@ their eggs or offspring (morale of 12 in this case). ## Rock Baboon -| | Rock Baboon | -|---|-----------| -| Armor Class: | 14 | -| Hit Dice: | 2 | -| No. of Attacks: | 1 club or Fist /1 bite | -| Damage: | 1d6 club or 1d4 fist/1d4 bite | -| Movement: | 40' | -| No. Appearing: | 2d6, Wild 2d6, Lair 5d6 | -| Save As: | Fighter: 2 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 75 | +| | Rock Baboon | +| --------------- | ----------------------------- | +| Armor Class: | 14 | +| Hit Dice: | 2 | +| No. of Attacks: | 1 club or Fist /1 bite | +| Damage: | 1d6 club or 1d4 fist/1d4 bite | +| Movement: | 40' | +| No. Appearing: | 2d6, Wild 2d6, Lair 5d6 | +| Save As: | Fighter: 2 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 75 | Rock baboons are a large, particularly intelligent variety of baboon. An adult male rock baboon is 4' to 5' tall and weighs 200 to 250 pounds, with females being a bit smaller and lighter. @@ -4898,38 +4821,38 @@ Rock baboons are omnivorous, but prefer meat. They are aggressive, naturally cru ## Rot Grub -| | Rot Grub | -|---|-----------| -| Armor Class: | 10 | -| Hit Dice: | 1 hp | -| No. of Attacks: | 1 bite | -| Damage: | special | -| Movement: | 5' | -| No. Appearing: | 5d4 | -| Save As: | Fighter: 1 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 10 | +| | Rot Grub | +| --------------- | ---------- | +| Armor Class: | 10 | +| Hit Dice: | 1 hp | +| No. of Attacks: | 1 bite | +| Damage: | special | +| Movement: | 5' | +| No. Appearing: | 5d4 | +| Save As: | Fighter: 1 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 10 | -Rot grubs are 1-inch long vermin found in carrion, dung, and other such garbage and organic material. Their skin color is white or brown. When a living creature contacts an area (dung heap, offal, etc) infested with rot grubs, the grubs will attack if they can come in contact the victim's skin. A rot grub secretes an anesthetic when it bites and will burrow into the flesh. A burrowing grub can be noticed if the victim succeeds at a Wisdom check. If successful, the victim sees strange rippling beneath his skin. If failed, the creature does not notice the grubs. During the first two rounds, a burrowing rot grub can be killed by applying fire to the infested skin or by cutting open the infested skin with any slashing weapon. Either method deals 2d6 points of damage to the victim, but kills the grubs. After the second round, only a cure disease can kill the grubs as they burrow to the victim's heart and devour it in 1d3 turns. +Rot grubs are 1-inch long vermin found in carrion, dung, and other such garbage and organic material. Their skin color is white or brown. When a living creature contacts an area (dung heap, offal, etc) infested with rot grubs, the grubs will attack if they can come in contact with the victim’s skin. A rot grub secretes an anesthetic when it bites and will burrow into the flesh. A burrowing grub can be noticed if the victim makes a successful save vs. Death Ray with Wisdom bonus applied in order to notice a strange rippling beneath their skin. Otherwise, the victim does not notice the grubs. During the first two rounds, a burrowing rot grub can be killed by applying fire to the infested skin or by cutting open the infested skin with any slashing weapon. Either method deals 1d8 points of damage to the victim, but kills the grubs. After the second round, only a **cure disease** can kill the grubs as they burrow to the victim's heart and devour it in 1d3 turns.
    ## Rust Monster* -| | Rust Monster* | -|---|-----------| -| Armor Class: | 18 | -| Hit Dice: | 5* | -| No. of Attacks: | 1 touch | -| Damage: | special | -| Movement: | 40' | -| No. Appearing: | 1d4 | -| Save As: | Fighter: 5 | -| Morale: | 7 | -| Treasure Type: | None | -| XP: | 405 | +| | Rust Monster* | +| --------------- | ------------- | +| Armor Class: | 18 | +| Hit Dice: | 5* | +| No. of Attacks: | 1 touch | +| Damage: | special | +| Movement: | 40' | +| No. Appearing: | 1d4 | +| Save As: | Fighter: 5 | +| Morale: | 7 | +| Treasure Type: | None | +| XP: | 405 | A rust monster (sometimes known as a corroder or corrosion beast) is a strange monster built like a huge @@ -4960,7 +4883,7 @@ strong preference for ferrous metals (iron or steel), preferring them over any other metal. Whether the rust monster is in any way related to the -rarer ironbane (as found on page 115) is unknown, but +rarer ironbane is unknown, but both monsters seem to have the exact same power.
    @@ -4968,18 +4891,18 @@ both monsters seem to have the exact same power. ## Sabre-Tooth Cat -| | Sabre-Tooth Cat | -|---|-----------| -| Armor Class: | 14 | -| Hit Dice: | 8 | -| No. of Attacks: | 2 claws/1 bite | -| Damage: | 1d6/1d6/2d8 | -| Movement: | 50' | -| No. Appearing: | Wild 1d4, Lair 1d4 | -| Save As: | Fighter: 8 | -| Morale: | 10 | -| Treasure Type: | None | -| XP: | 875 | +| | Sabre-Tooth Cat | +| --------------- | ------------------ | +| Armor Class: | 14 | +| Hit Dice: | 8 | +| No. of Attacks: | 2 claws/1 bite | +| Damage: | 1d6/1d6/2d8 | +| Movement: | 50' | +| No. Appearing: | Wild 1d4, Lair 1d4 | +| Save As: | Fighter: 8 | +| Morale: | 10 | +| Treasure Type: | None | +| XP: | 875 | The sabre-tooth cat, or smilodon, is a prehistoric great cat with very large canine teeth. They are more @@ -4997,7 +4920,7 @@ primarily upon large herbivores. ## Salamander, Flame | | Salamander, Flame* | -|-----------------|---------------------------| +| --------------- | ------------------------- | | Armor Class: | 19 (m) | | Hit Dice: | 8* | | No. of Attacks: | 2 claws/1 bite + heat | @@ -5030,7 +4953,7 @@ Elvish, Common, and/or Dragon. ## Salamander, Frost | | Salamander, Frost* | -|-----------------|---------------------------------| +| --------------- | ------------------------------- | | Armor Class: | 21 (m) | | Hit Dice: | 12* (+10) | | No. of Attacks: | 4 claws/1 bite + cold | @@ -5073,7 +4996,7 @@ parley, fight, or even ignore adventurers. ## Salamander, Lightning* | | Salamander, Lightning* | -|-----------------|-------------------------------| +| --------------- | ----------------------------- | | Armor Class: | 20 (m) | | Hit Dice: | 10* (+9) | | No. of Attacks: | 2 bites + lightning | @@ -5114,7 +5037,7 @@ those listening). ## Salamander, Sand* | | Salamander, Sand* | -|-----------------|-----------------------------| +| --------------- | --------------------------- | | Armor Class: | 18 (m) | | Hit Dice: | 7* (+4) | | No. of Attacks: | 1 bite + special, see below | @@ -5160,18 +5083,18 @@ Elvish, Common, or Dragon. ## Scorpion, Giant -| | Scorpion, Giant | -|---|-----------| -| Armor Class: | 15 | -| Hit Dice: | 4* | -| No. of Attacks: | 2 claws/1 stinger | -| Damage: | 1d10/1d10/1d6 + poison | -| Movement: | 50' (10') | -| No. Appearing: | 1d6, Wild 1d6 | -| Save As: | Fighter: 2 | -| Morale: | 11 | -| Treasure Type: | None | -| XP: | 280 | +| | Scorpion, Giant | +| --------------- | ---------------------- | +| Armor Class: | 15 | +| Hit Dice: | 4* | +| No. of Attacks: | 2 claws/1 stinger | +| Damage: | 1d10/1d10/1d6 + poison | +| Movement: | 50' (10') | +| No. Appearing: | 1d6, Wild 1d6 | +| Save As: | Fighter: 2 | +| Morale: | 11 | +| Treasure Type: | None | +| XP: | 280 | Giant scorpions are quite large, sometimes as large as a donkey. They are aggressive predators and generally attack on sight. If a claw attack hits, the giant scorpion receives a +2 attack bonus with its stinger (but two claw hits do not give a double bonus). Those hit by the stinger must save vs. Poison or die. Giant scorpions are most commonly found in desert areas or caverns. @@ -5180,18 +5103,18 @@ Giant scorpions are quite large, sometimes as large as a donkey. They are aggres ## Sea Serpent -| | Sea Serpent | -|---|-----------| -| Armor Class: | 17 | -| Hit Dice: | 6 | -| No. of Attacks: | 1 bite | -| Damage: | 2d6 | -| Movement: | Swim 50' (10') | -| No. Appearing: | Wild 2d6 | -| Save As: | Fighter: 6 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 500 | +| | Sea Serpent | +| --------------- | -------------- | +| Armor Class: | 17 | +| Hit Dice: | 6 | +| No. of Attacks: | 1 bite | +| Damage: | 2d6 | +| Movement: | Swim 50' (10') | +| No. Appearing: | Wild 2d6 | +| Save As: | Fighter: 6 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 500 | Sea serpents are, obviously, serpentine monsters which live in the sea. They range from 20' to 40' long. A sea serpent can choose to wrap around a ship and constrict; in this case, roll 2d10 for damage to the vehicle, and reduce any effective Hardness by half. @@ -5200,42 +5123,42 @@ Sea serpents are, obviously, serpentine monsters which live in the sea. They ran ## Shadow* -| | Shadow* | -|---|-----------| -| Armor Class: | 13 (m) | -| Hit Dice: | 2* | -| No. of Attacks: | 1 touch | -| Damage: | 1d4 + 1 point Strength loss | -| Movement: | 30' | -| No. Appearing: | 1d10, Wild 1d10, Lair 1d10 | -| Save As: | Fighter: 2 | -| Morale: | 12 | -| Treasure Type: | F | -| XP: | 100 | - -A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. They lurk in dark places, waiting for living prey to happen by. A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly. Despite their strange nature and appearance, shadows are not **undead**monsters, and thus cannot be Turned by a Cleric. +| | Shadow* | +| --------------- | --------------------------- | +| Armor Class: | 13 (m) | +| Hit Dice: | 2* | +| No. of Attacks: | 1 touch | +| Damage: | 1d4 + 1 point Strength loss | +| Movement: | 30' | +| No. Appearing: | 1d10, Wild 1d10, Lair 1d10 | +| Save As: | Fighter: 2 | +| Morale: | 12 | +| Treasure Type: | F | +| XP: | 100 | -A shadow's attack does 1d4 damage (from cold) and drains 1 point of Strength from the victim. Victims reduced to 2 or fewer points of Strength collapse and become unable to move; those reduced to 0 Strength die and rise as shadows a day later (at nightfall). Otherwise, Strength points lost to shadows are recovered at a rate of 1 point per turn. +A shadow is an incorporeal monster, literally a kind of living shadow. Only magical weapons will harm one. They have a generally humanoid shape and are around 5 to 6 feet in height, so that at a glance one might appear to be an actual shadow. Indeed, it's hard to see one after nightfall, or in poorly-lit or unlit spaces indoors or underground; on the other hand, they are plainly visible in daylight or in well-lit places. + +Despite their appearance they are not **undead** monsters and thus do not share those creatures' weaknesses or powers; however, they are immune to **charm** and **sleep** magics -Due to their incorporeal nature, shadows cannot be harmed by non-magical weapons. +A shadow's attack does 1d4 damage (from cold) and drains 1 point of Strength from the victim. Victims reduced to 2 or fewer points of Strength collapse and become unable to move; those reduced to 0 Strength die and rise as shadows a day later (at nightfall). Otherwise, Strength points lost to shadows are recovered at a rate of 1 point per turn.
    ## Shark, Bull -| | Shark, Bull | -|---|-----------| -| Armor Class: | 13 | -| Hit Dice: | 2 | -| No. of Attacks: | 1 bite | -| Damage: | 2d4 | -| Movement: | Swim 60' (10') | -| No. Appearing: | Wild 3d6 | -| Save As: | Fighter: 2 | -| Morale: | 7 | -| Treasure Type: | None | -| XP: | 75 | +| | Shark, Bull | +| --------------- | -------------- | +| Armor Class: | 13 | +| Hit Dice: | 2 | +| No. of Attacks: | 1 bite | +| Damage: | 2d4 | +| Movement: | Swim 60' (10') | +| No. Appearing: | Wild 3d6 | +| Save As: | Fighter: 2 | +| Morale: | 7 | +| Treasure Type: | None | +| XP: | 75 | Bull sharks are so named because of their stocky, broad build. Male bull sharks can grow up to 7' long and @@ -5249,18 +5172,18 @@ and often travel up rivers in search of prey. ## Shark, Great White -| | Shark, Great White | -|---|-----------| -| Armor Class: | 19 | -| Hit Dice: | 8 | -| No. of Attacks: | 1 bite | -| Damage: | 2d10 | -| Movement: | Swim 60' (10') | -| No. Appearing: | Wild 1d4 | -| Save As: | Fighter: 8 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 875 | +| | Shark, Great White | +| --------------- | ------------------ | +| Armor Class: | 19 | +| Hit Dice: | 8 | +| No. of Attacks: | 1 bite | +| Damage: | 2d10 | +| Movement: | Swim 60' (10') | +| No. Appearing: | Wild 1d4 | +| Save As: | Fighter: 8 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 875 | Great white sharks range from 12' to 15' in length on the average, though specimens ranging up to 30' in length have been reported. They are apex predators. Great white sharks have the ability to sense the electromagnetic fields of living creatures, allowing them to find prey even when light or water clarity are poor, and are able to smell blood at great distances. @@ -5269,18 +5192,18 @@ Great white sharks range from 12' to 15' in length on the average, though specim ## Shark, Mako -| | Shark, Mako | -|---|-----------| -| Armor Class: | 15 | -| Hit Dice: | 4 | -| No. of Attacks: | 1 bite | -| Damage: | 2d6 | -| Movement: | Swim 80' | -| No. Appearing: | Wild 2d6 | -| Save As: | Fighter: 4 | -| Morale: | 7 | -| Treasure Type: | None | -| XP: | 240 | +| | Shark, Mako | +| --------------- | ----------- | +| Armor Class: | 15 | +| Hit Dice: | 4 | +| No. of Attacks: | 1 bite | +| Damage: | 2d6 | +| Movement: | Swim 80' | +| No. Appearing: | Wild 2d6 | +| Save As: | Fighter: 4 | +| Morale: | 7 | +| Treasure Type: | None | +| XP: | 240 | Mako sharks are fast-moving predators found in temperate and tropical seas. They average 9' to 13' in length and weigh up to 1,750 pounds. Mako sharks are known for their ability to leap out of the water; they are able to leap up to 20' in the air. @@ -5291,7 +5214,7 @@ Mako sharks are fast-moving predators found in temperate and tropical seas. They ## Shrew, Giant | | Shrew, Common Giant | Shrew, Venomous Giant | -|-----------------|-------------------------|-----------------------| +| --------------- | ----------------------- | --------------------- | | Armor Class: | 16 | 16 | | Hit Dice: | 1* | 1* | | No. of Attacks: | 2 bites | 2 bites | @@ -5326,18 +5249,18 @@ save again in subsequent rounds if bitten again. ## Shrieker -| | Shrieker | -|---|-----------| -| Armor Class: | 13 | -| Hit Dice: | 3 | -| No. of Attacks: | Special | -| Damage: | None | -| Movement: | 5' | -| No. Appearing: | 1d8 | -| Save As: | Fighter: 1 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 145 | +| | Shrieker | +| --------------- | ---------- | +| Armor Class: | 13 | +| Hit Dice: | 3 | +| No. of Attacks: | Special | +| Damage: | None | +| Movement: | 5' | +| No. Appearing: | 1d8 | +| Save As: | Fighter: 1 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 145 | A shrieker, sometimes called a wailing morel, is a large (3' to 5' tall and about the same size across), semi- @@ -5362,18 +5285,18 @@ wails. ## Skeleton -| | Skeleton | -|---|-----------| -| Armor Class: | 13 (see below) | -| Hit Dice: | 1 | -| No. of Attacks: | 1 weapon | -| Damage: | 1d6 or by weapon | -| Movement: | 40' | -| No. Appearing: | 3d6, Wild 3d10 | -| Save As: | Fighter: 1 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 25 | +| | Skeleton | +| --------------- | ---------------- | +| Armor Class: | 13 (see below) | +| Hit Dice: | 1 | +| No. of Attacks: | 1 weapon | +| Damage: | 1d6 or by weapon | +| Movement: | 40' | +| No. Appearing: | 3d6, Wild 3d10 | +| Save As: | Fighter: 1 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 25 | Skeletons are mindless **undead** created by an evil Magic-User or Cleric, generally to guard a tomb or treasure hoard, or to act as guards for their creator. They take only ½ damage from edged weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus). As with all undead, they can be **Turned** by a Cleric, and are immune to **sleep, charm** or **hold** magic. As they are mindless, no form of mind reading is of any use against them. Skeletons never fail morale, and thus always fight until destroyed. @@ -5382,38 +5305,38 @@ Skeletons are mindless **undead** created by an evil Magic-User or Cleric, gen ## Snake, Giant Rattlesnake -| | Snake, Giant Rattlesnake | -|---|-----------| -| Armor Class: | 15 | -| Hit Dice: | 2* | -| No. of Attacks: | 1 bite | -| Damage: | 1d8 + poison | -| Movement: | 40' | -| No. Appearing: | 1d2, Wild 1d2, Lair 1d2 | -| Save As: | Fighter: 2 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 100 | +| | Snake, Giant Rattlesnake | +| --------------- | ------------------------ | +| Armor Class: | 15 | +| Hit Dice: | 2* | +| No. of Attacks: | 1 bite | +| Damage: | 1d8 + poison | +| Movement: | 40' | +| No. Appearing: | 1d2, Wild 1d2, Lair 1d2 | +| Save As: | Fighter: 2 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 100 | -style="position: absolute; top: 0in; left: 0in" Giant rattlesnakes are simply much enlarged versions of the normal rattlesnake (see **pit vipers**, below, for details). They average 14' to 20' in length at adulthood. +Giant rattlesnakes are simply much enlarged versions of the normal rattlesnake (see **pit vipers**, below, for details). They average 14' to 20' in length at adulthood.
    ## Snake, Pit Viper -| | Snake, Pit Viper | -|---|-----------| -| Armor Class: | 14 | -| Hit Dice: | 1* | -| No. of Attacks: | 1 bite | -| Damage: | 1d4 + poison | -| Movement: | 30' | -| No. Appearing: | 1d4, Wild 1d4, Lair 1d4 | -| Save As: | Fighter: 1 | -| Morale: | 7 | -| Treasure Type: | None | -| XP: | 37 | +| | Snake, Pit Viper | +| --------------- | ----------------------- | +| Armor Class: | 14 | +| Hit Dice: | 1* | +| No. of Attacks: | 1 bite | +| Damage: | 1d4 + poison | +| Movement: | 30' | +| No. Appearing: | 1d4, Wild 1d4, Lair 1d4 | +| Save As: | Fighter: 1 | +| Morale: | 7 | +| Treasure Type: | None | +| XP: | 37 | Pit vipers are highly venomous snakes. There are many varieties ranging in size from 2' to 12' at adulthood; the statistics above are for an "average" variety which reaches about 9' in length. @@ -5428,18 +5351,18 @@ Rattlesnakes are a variety of pit viper; in addition to the details given above, ## Snake, Python -| | Snake, Python | -|---|-----------| -| Armor Class: | 14 | -| Hit Dice: | 5* | -| No. of Attacks: | 1 bite/1 constrict | -| Damage: | 1d4/2d4 | -| Movement: | 30' | -| No. Appearing: | 1d3, Wild 1d3, Lair 1d3 | -| Save As: | Fighter: 5 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 405 | +| | Snake, Python | +| --------------- | ----------------------- | +| Armor Class: | 14 | +| Hit Dice: | 5* | +| No. of Attacks: | 1 bite/1 constrict | +| Damage: | 1d4/2d4 | +| Movement: | 30' | +| No. Appearing: | 1d3, Wild 1d3, Lair 1d3 | +| Save As: | Fighter: 5 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 405 | After a successful bite attack, a python will wrap itself around the victim (in the same round), constricting for 2d4 damage plus an additional 2d4 per round thereafter. The hold may be broken on a roll of 1 on 1d6 (add the victim's Strength bonus to the range, so a Strength of 16 would result in a range of 1-3 on 1d6); breaking the hold takes a full round. @@ -5448,18 +5371,18 @@ After a successful bite attack, a python will wrap itself around the victim (in ## Snake, Sea -| | Snake, Sea | -|---|-----------| -| Armor Class: | 14 | -| Hit Dice: | 3* | -| No. of Attacks: | 1 bite | -| Damage: | 1 + poison | -| Movement: | 10' Swim 30' | -| No. Appearing: | Wild 1d8 | -| Save As: | Fighter: 3 | -| Morale: | 7 | -| Treasure Type: | None | -| XP: | 175 | +| | Snake, Sea | +| --------------- | ------------ | +| Armor Class: | 14 | +| Hit Dice: | 3* | +| No. of Attacks: | 1 bite | +| Damage: | 1 + poison | +| Movement: | 10' Swim 30' | +| No. Appearing: | Wild 1d8 | +| Save As: | Fighter: 3 | +| Morale: | 7 | +| Treasure Type: | None | +| XP: | 175 | Sea snakes are relatively small; the largest varieties rarely exceed 6' in length. They have relatively small heads, and are very stealthy in the water. Their bite does so little damage that the creature bitten has only a 50% chance to notice the attack, but their poison is terribly strong, such that any creature bitten must save vs. Poison at a penalty of -4 or die. @@ -5470,18 +5393,18 @@ Fortunately, sea snakes rarely attack; only if molested (grabbed, stepped on, et ## Snake, Spitting Cobra -| | Snake, Spitting Cobra | -|---|-----------| -| Armor Class: | 13 | -| Hit Dice: | 1* | -| No. of Attacks: | 1 bite or 1 spit | -| Damage: | 1d4 + poison or blindness | -| Movement: | 30' | -| No. Appearing: | 1d6, Wild 1d6, Lair 1d6 | -| Save As: | Fighter: 1 | -| Morale: | 7 | -| Treasure Type: | None | -| XP: | 37 | +| | Snake, Spitting Cobra | +| --------------- | ------------------------- | +| Armor Class: | 13 | +| Hit Dice: | 1* | +| No. of Attacks: | 1 bite or 1 spit | +| Damage: | 1d4 + poison or blindness | +| Movement: | 30' | +| No. Appearing: | 1d6, Wild 1d6, Lair 1d6 | +| Save As: | Fighter: 1 | +| Morale: | 7 | +| Treasure Type: | None | +| XP: | 37 | Spitting cobras average about 7' in length at adulthood. They use their spreading hood to warn other creatures not to bother them, and generally refrain from attacking if possible to allow larger creatures time to retreat. Failure to retreat from the spitting cobra will likely result in the cobra spitting venom; the cobra can project its venom up to 5', and any creature hit must roll a save vs. Poison or be blinded permanently (though the **cure blindness** spell can be used to heal this injury). If the cobra cannot deter a creature by spitting, it will attack using its bite. In this case, those successfully hit must save vs. Poison or die. @@ -5490,20 +5413,20 @@ Spitting cobras average about 7' in length at adulthood. They use their spreadin ## Spectre* -| | Spectre* | -|---|-----------| -| Armor Class: | 17 (m) | -| Hit Dice: | 6** | -| No. of Attacks: | 1 touch | -| Damage: | Energy drain 2 levels/touch | -| Movement: | Fly 100' | -| No. Appearing: | 1d4, Lair 1d8 | -| Save As: | Fighter: 6 | -| Morale: | 11 | -| Treasure Type: | E | -| XP: | 610 | - -Spectres are incorporeal undead monsters. On any +| | Spectre* | +| --------------- | --------------------------- | +| Armor Class: | 17 (m) | +| Hit Dice: | 6** | +| No. of Attacks: | 1 touch | +| Damage: | Energy drain 2 levels/touch | +| Movement: | Fly 100' | +| No. Appearing: | 1d4, Lair 1d8 | +| Save As: | Fighter: 6 | +| Morale: | 11 | +| Treasure Type: | E | +| XP: | 610 | + +Spectres are incorporeal **undead** monsters. On any successful hit against a living creature, a spectre drains two life energy levels in addition to doing normal damage. Any character slain by a spectre will arise at @@ -5516,25 +5439,27 @@ creatures, but some may have other forms and sizes; statistically, most such creatures will be as given above, but of course the GM may create special types. -Like all undead, they may be Turned by Clerics and are immune to **sleep**, **charm** and **hold** magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons. +Like all undead, they may be Turned by Clerics and are immune to  +**sleep**, **charm** and **hold** magics. Due to their incorporeal nature, +they cannot be harmed by non-magical weapons.
    ## Spider, Giant Black Widow -| | Spider, Giant Black Widow | -|---|-----------| -| Armor Class: | 14 | -| Hit Dice: | 3* | -| No. of Attacks: | 1 bite | -| Damage: | 2d6 + poison | -| Movement: | 20' Web 40' | -| No. Appearing: | 1d3, Wild 1d3, Lair 1d3 | -| Save As: | Fighter: 3 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 175 | +| | Spider, Giant Black Widow | +| --------------- | ------------------------- | +| Armor Class: | 14 | +| Hit Dice: | 3* | +| No. of Attacks: | 1 bite | +| Damage: | 2d6 + poison | +| Movement: | 20' Web 40' | +| No. Appearing: | 1d3, Wild 1d3, Lair 1d3 | +| Save As: | Fighter: 3 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 175 | The giant black widow spider is a much enlarged version of the ordinary black widow; a full-grown male has a leg-span of 2 feet, while an adult female will be 3' or more across. Despite the size difference, both genders are statistically equal. Both genders are marked with an orange "hourglass" on the abdomen. @@ -5545,18 +5470,18 @@ The venom of the giant black widow is strong, such that those bitten must save v ## Spider, Giant Crab -| | Spider, Giant Crab | -|---|-----------| -| Armor Class: | 13 | -| Hit Dice: | 2* | -| No. of Attacks: | 1 bite | -| Damage: | 1d8 + poison | -| Movement: | 40' | -| No. Appearing: | 1d4, Wild 1d4, Lair 1d4 | -| Save As: | Fighter: 2 | -| Morale: | 7 | -| Treasure Type: | None | -| XP: | 100 | +| | Spider, Giant Crab | +| --------------- | ----------------------- | +| Armor Class: | 13 | +| Hit Dice: | 2* | +| No. of Attacks: | 1 bite | +| Damage: | 1d8 + poison | +| Movement: | 40' | +| No. Appearing: | 1d4, Wild 1d4, Lair 1d4 | +| Save As: | Fighter: 2 | +| Morale: | 7 | +| Treasure Type: | None | +| XP: | 100 | Crab spiders are ambush predators, hiding using various forms of camouflage and leaping out to bite their surprised prey. Giant crab spiders are horribly enlarged, being around 3' in length. They can change color slowly (over the course of a few days), taking on the overall coloration of their preferred lair or ambush location. After this change is complete, the spider is able to surprise potential prey on 1-4 on 1d6 when in that preferred location. Anyone bitten by a giant crab spider must save vs. Poison or die. @@ -5565,18 +5490,18 @@ Crab spiders are ambush predators, hiding using various forms of camouflage and ## Spider, Giant Tarantula -| | Spider, Giant Tarantula | -|---|-----------| -| Armor Class: | 15 | -| Hit Dice: | 4* | -| No. of Attacks: | 1 bite | -| Damage: | 1d8 + poison | -| Movement: | 50' | -| No. Appearing: | 1d3, Wild 1d3, Lair 1d3 | -| Save As: | Fighter: 4 | -| Morale: | 8 | -| Treasure Type: | None | -| XP: | 280 | +| | Spider, Giant Tarantula | +| --------------- | ----------------------- | +| Armor Class: | 15 | +| Hit Dice: | 4* | +| No. of Attacks: | 1 bite | +| Damage: | 1d8 + poison | +| Movement: | 50' | +| No. Appearing: | 1d3, Wild 1d3, Lair 1d3 | +| Save As: | Fighter: 4 | +| Morale: | 8 | +| Treasure Type: | None | +| XP: | 280 | Giant tarantulas are huge, hairy spiders, about the size of a pony. They run down their prey much as wolves do. The bite of the giant tarantula is poisonous; those bitten must save vs. Poison or be forced to dance wildly. The dance lasts 2d10 rounds, during which time the victim has a -4 penalty on attack and saving throw rolls. If the victim is a Thief, he or she cannot use any Thief abilities while dancing. Onlookers must save vs. Spells or begin dancing themselves; such "secondary" victims suffer the same penalties as above, but they will only dance for 2d4 rounds. @@ -5589,18 +5514,18 @@ Each round the original victim dances, he or she must save vs. Poison again or t ## Sprite -| | Sprite | -|---|-----------| -| Armor Class: | 15 | -| Hit Dice: | 1d4 Hit Points * | -| No. of Attacks: | 1 dagger or 1 spell | -| Damage: | 1d4 or by spell | -| Movement: | 20' Fly 60' | -| No. Appearing: | 3d6, Wild 3d6, Lair 5d8 | -| Save As: | Magic-User: 4 (with Elf bonuses) | -| Morale: | 7 | -| Treasure Type: | S | -| XP: | 13 | +| | Sprite | +| --------------- | -------------------------------- | +| Armor Class: | 15 | +| Hit Dice: | 1d4 Hit Points * | +| No. of Attacks: | 1 dagger or 1 spell | +| Damage: | 1d4 or by spell | +| Movement: | 20' Fly 60' | +| No. Appearing: | 3d6, Wild 3d6, Lair 5d8 | +| Save As: | Magic-User: 4 (with Elf bonuses) | +| Morale: | 7 | +| Treasure Type: | S | +| XP: | 13 | Sprites are reclusive fey creatures, looking like tiny elves just a foot tall with dragonfly-like wings. They go out of their way to fight evil and ugliness and to protect their homelands. Sprites fight their opponents with spell-like abilities and pint-sized weaponry. They prefer ambushes and other trickery over direct confrontation. @@ -5612,7 +5537,7 @@ Five sprites acting together can cast **remove curse**, or its reversed form * ## Squid, Giant | | Squid, Giant Male | Squid, Giant Female | -|-----------------|-----------------------|-----------------------| +| --------------- | --------------------- | --------------------- | | Armor Class: | 16 | 17 | | Hit Dice: | 6 | 7 | | No. of Attacks: | 8 tentacles/1 bite | 8 tentacles/1 bite | @@ -5657,18 +5582,18 @@ in hopes that at least one will escape any pursuit. ## Stirge -| | Stirge | -|---|-----------| -| Armor Class: | 13 | -| Hit Dice: | 1* | -| No. of Attacks: | 1 bite | -| Damage: | 1d4 + 1d4/round blood drain | -| Movement: | 10' Fly 60' | -| No. Appearing: | 1d10, Wild 3d12, Lair 3d12 | -| Save As: | Fighter: 1 | -| Morale: | 9 | -| Treasure Type: | D | -| XP: | 37 | +| | Stirge | +| --------------- | --------------------------- | +| Armor Class: | 13 | +| Hit Dice: | 1* | +| No. of Attacks: | 1 bite | +| Damage: | 1d4 + 1d4/round blood drain | +| Movement: | 10' Fly 60' | +| No. Appearing: | 1d10, Wild 3d12, Lair 3d12 | +| Save As: | Fighter: 1 | +| Morale: | 9 | +| Treasure Type: | D | +| XP: | 37 | Stirges are weird winged creatures that some say may have invaded from some other plane of existence. @@ -5701,7 +5626,7 @@ but any attack that misses hits the victim instead. ## Strangle Vine | | Strangle Vine | -|-----------------|------------------------| +| --------------- | ---------------------- | | Armor Class: | 15 | | Hit Dice: | 6 | | No. of Attacks: | 1 entangle + special | @@ -5758,22 +5683,20 @@ ground variety of the plant.
    - - ## Tentacle Worm -| | Tentacle Worm | -|---|-----------| -| Armor Class: | 13 | -| Hit Dice: | 3* | -| No. of Attacks: | 6 tentacles | -| Damage: | paralysis | -| Movement: | 40' | -| No. Appearing: | 1d3, Lair 1d3 | -| Save As: | Fighter: 3 | -| Morale: | 9 | -| Treasure Type: | B | -| XP: | 175 | +| | Tentacle Worm | +| --------------- | ------------- | +| Armor Class: | 13 | +| Hit Dice: | 3* | +| No. of Attacks: | 6 tentacles | +| Damage: | paralysis | +| Movement: | 40' | +| No. Appearing: | 1d3, Lair 1d3 | +| Save As: | Fighter: 3 | +| Morale: | 9 | +| Treasure Type: | B | +| XP: | 175 | Tentacle worms appear to be giant worms of some sort, averaging 6 to 8 feet long. Their heads are pasty white or grey, but their bodies vary from livid pink or purple to deep green in color. Their tentacles splay out from around the creature's "neck." Some sages believe they are the larval form of some other monster, but this has never been proven. @@ -5786,18 +5709,18 @@ If all opponents of a tentacle worm are rendered paralyzed, it will begin to fee ## Tiger -| | Tiger | -|---|-----------| -| Armor Class: | 14 | -| Hit Dice: | 6 | -| No. of Attacks: | 2 claws/1 bite | -| Damage: | 1d6/1d6/2d6 | -| Movement: | 50' | -| No. Appearing: | Wild 1d3, Lair 1d3 | -| Save As: | Fighter: 6 | -| Morale: | 9 | -| Treasure Type: | None | -| XP: | 500 | +| | Tiger | +| --------------- | ------------------ | +| Armor Class: | 14 | +| Hit Dice: | 6 | +| No. of Attacks: | 2 claws/1 bite | +| Damage: | 1d6/1d6/2d6 | +| Movement: | 50' | +| No. Appearing: | Wild 1d3, Lair 1d3 | +| Save As: | Fighter: 6 | +| Morale: | 9 | +| Treasure Type: | None | +| XP: | 500 | The tiger is among the largest great cat species, with male specimens averaging 10 feet in length (including @@ -5817,18 +5740,18 @@ areas of habitat to support their requirements for prey. ## Titanothere -| | Titanothere | -|---|-----------| -| Armor Class: | 15 | -| Hit Dice: | 12 (+10) | +| | Titanothere | +| --------------- | ------------------- | +| Armor Class: | 15 | +| Hit Dice: | 12 (+10) | | No. of Attacks: | 1 butt or 1 trample | -| Damage: | 2d6 or 3d8 | -| Movement: | 40' (10') | -| No. Appearing: | Wild 1d6 | -| Save As: | Fighter: 8 | -| Morale: | 7 | -| Treasure Type: | None | -| XP: | 1,875 | +| Damage: | 2d6 or 3d8 | +| Movement: | 40' (10') | +| No. Appearing: | Wild 1d6 | +| Save As: | Fighter: 8 | +| Morale: | 7 | +| Treasure Type: | None | +| XP: | 1,875 | A titanothere is a huge prehistoric animal that resembles the rhinoceros; adults average 10' tall and 13' long. They have large, forked horns rather than the pointed horns of rhinos. Like rhinos, they are herd animals, and males aggressively defend the herd; females only enter combat if the male(s) are defeated or the attackers are very numerous. If a single titanothere is encountered, it will be a rogue male; they are bad tempered and prone to attacking smaller creatures that enter their territory. @@ -5837,18 +5760,18 @@ A titanothere is a huge prehistoric animal that resembles the rhinoceros; adults ## Treant -| | Treant | -|---|-----------| -| Armor Class: | 19 | -| Hit Dice: | 8* | -| No. of Attacks: | 2 fists | -| Damage: | 2d6/2d6 | -| Movement: | 20' | -| No. Appearing: | Wild 1d8, Lair 1d8 | -| Save As: | Fighter: 8 | -| Morale: | 9 | -| Treasure Type: | C | -| XP: | 945 | +| | Treant | +| --------------- | ------------------ | +| Armor Class: | 19 | +| Hit Dice: | 8* | +| No. of Attacks: | 2 fists | +| Damage: | 2d6/2d6 | +| Movement: | 20' | +| No. Appearing: | Wild 1d8, Lair 1d8 | +| Save As: | Fighter: 8 | +| Morale: | 9 | +| Treasure Type: | C | +| XP: | 945 | Treants are a race of large, roughly humanoid tree- people. When one stands still with its legs together it @@ -5906,7 +5829,7 @@ See [Lizard Man](#lizard-man). ## Troll (and Trollwife) | | Troll | Trollwife | -|-----------------|-------------------------|----------------| +| --------------- | ----------------------- | -------------- | | Armor Class: | 16 | 16 | | Hit Dice: | 6* | 6* | | No. of Attacks: | 2 claws/1 bite | 2 claws/1 bite | @@ -5962,7 +5885,7 @@ bloodshed. Though trolls could easily use a variety of weapons, they much prefer the sensation of flesh being rent by their teeth and claws. -A trollwife is a female troll; despite the name, there is +A **trollwife** is a female troll; despite the name, there is no requirement that she be married (nor, in fact, do trolls normally engage in formal marriages). A typical adult trollwife stands 11 feet tall and weighs 700 @@ -5974,7 +5897,7 @@ male troll, a trollwife has lumpy skin that is a dull grayish green in color. Trollwives have all the abilities and weaknesses of the -males of the species; in particular, they regenerate +males of the species; in particular, they **regenerate** exactly as do the males. When encountered, a trollwife may be alone, @@ -6008,23 +5931,23 @@ of the remains). ## Trollkin -| | Trollkin, Infant | Trollkin, Juvenile | Trollkin, Adolescent | -|---|----|-----|-----| -| Armor Class: | 14 | 15 | 16 | -| Hit Dice: | 1\* -- 2\* | 3\* -- 4\* | 5\* -- 6\* | -| No. of Attacks: | – 2 claws, 1 bite – | | | -| Damage: | 1d4 claw, 1d4 bite | 1d4 claw, 1d6 bite | 1d6 claw, 1d6 bite | -| Movement: | 30' | 50' | 40' | -| No. Appearing: | – special, see below – | | | -| Save As: | Fighter: -2 | Fighter: -4 | Fighter: -6 | -| Morale: | – 9 (7) – | | | -| Treasure Type: | – None – | | | -| XP: | 1 HD 37, 2 HD 100 | 3 HD 175, 4 HD 280 | 5 HD 405, 6 HD 555 | +| | Trollkin, Infant | Trollkin, Juvenile | Trollkin, Adolescent | +| --------------- | ---------------------- | ------------------ | -------------------- | +| Armor Class: | 14 | 15 | 16 | +| Hit Dice: | 1\* -- 2\* | 3\* -- 4\* | 5\* -- 6\* | +| No. of Attacks: | – 2 claws, 1 bite – | | | +| Damage: | 1d4 claw, 1d4 bite | 1d4 claw, 1d6 bite | 1d6 claw, 1d6 bite | +| Movement: | 30' | 50' | 40' | +| No. Appearing: | – special, see below – | | | +| Save As: | Fighter: -2 | Fighter: -4 | Fighter: -6 | +| Morale: | – 9 (7) – | | | +| Treasure Type: | – None – | | | +| XP: | 1 HD 37, 2 HD 100 | 3 HD 175, 4 HD 280 | 5 HD 405, 6 HD 555 | Trollkin are young trolls. They have all the powers and weaknesses of trolls, and look exactly like smaller than normal adult trolls. Even an infant has the same ability -to regenerate as an adult troll. +to **regenerate** as an adult troll. When you encounter trollkin, you can rest assured that there is a trollwife nearby (unless, of course, you've @@ -6060,7 +5983,7 @@ adults ## Turtle or Tortoise | | Box Turtle | Snapping Turtle | -|-----------------|--------------------|-----------------| +| --------------- | ------------------ | --------------- | | Armor Class: | 15 | 16 | | Hit Dice: | ½ (1d4 hit points) | 1 | | No. of Attacks: | 1 bite | 1 bite | @@ -6092,18 +6015,18 @@ well-camouflaged, gaining surprise on a roll of 1-3 on ## Unicorn (and Alicorn) -| | Unicorn | Alicorn | -|---|------|-----| -| Armor Class: | 19 | 19 | -| Hit Dice: | 4* | 4* | +| | Unicorn | Alicorn | +| --------------- | --------------------------------- | --------------- | +| Armor Class: | 19 | 19 | +| Hit Dice: | 4* | 4* | | No. of Attacks: | 2 hooves/1 horn (+3 attack bonus) | 2 hooves/1 horn | -| Damage: | 1d8/1d8/1d6+3 | 2d4/2d4/2d6 | -| Movement: | 80' | 70' | -| No. Appearing: | Wild 1d6 | Wild 1d8 | -| Save As: | Fighter: 8 | Fighter: 6 | -| Morale: | 7 | 9 | -| Treasure Type: | None | None | -| XP: | 280 | 280 | +| Damage: | 1d8/1d8/1d6+3 | 2d4/2d4/2d6 | +| Movement: | 80' | 70' | +| No. Appearing: | Wild 1d6 | Wild 1d8 | +| Save As: | Fighter: 8 | Fighter: 6 | +| Morale: | 7 | 9 | +| Treasure Type: | None | None | +| XP: | 280 | 280 | Unicorns are horselike creatures having a single spirally-twisted horn in the middle of the forehead. A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males. A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard. @@ -6120,18 +6043,18 @@ Alicorns cannot heal or transport themselves by magic as unicorns do. However, a ## Urgoblin -| | Urgoblin | -|---|-----------| -| Armor Class: | 14 (11) | -| Hit Dice: | 2* | -| No. of Attacks: | 1 weapon | -| Damage: | 1d8 or by weapon | -| Movement: | 30' Unarmored 40' | -| No. Appearing: | Special | -| Save As: | Fighter: 2 | -| Morale: | 9 | -| Treasure Type: | Q, R, S each; special in lair | -| XP: | 100 | +| | Urgoblin | +| --------------- | ----------------------------- | +| Armor Class: | 14 (11) | +| Hit Dice: | 2* | +| No. of Attacks: | 1 weapon | +| Damage: | 1d8 or by weapon | +| Movement: | 30' Unarmored 40' | +| No. Appearing: | Special | +| Save As: | Fighter: 2 | +| Morale: | 9 | +| Treasure Type: | Q, R, S each; special in lair | +| XP: | 100 | These creatures appear to be normal **hobgoblins**, but urgoblins are actually a mutant subspecies. Urgoblins are able to regenerate much as do **trolls** (with the same limitations). All urgoblins are male; if an urgoblin mates with a female hobgoblin, any offspring will also be male, but only one in four such offspring will share their father's gifts. Like hobgoblins, urgoblins wear toughened hides and carry wooden shields into battle, blending in perfectly. @@ -6142,18 +6065,18 @@ Some hobgoblin tribes consider urgoblins an abomination, and kill them whenever ## Vampire* -| | Vampire* | -|---|-----------| -| Armor Class: | 18 to 20 (m) | -| Hit Dice: | 7** to 9** (+8) | -| No. of Attacks: | 1 weapon or special | -| Damage: | 1d8 or by weapon or special | -| Movement: | 40' Fly 60' | -| No. Appearing: | 1d6, Wild 1d6, Lair 1d6 | -| Save As: | Fighter: 7 to 9 (as Hit Dice) | -| Morale: | 11 | -| Treasure Type: | F | -| XP: | 800 - 1,225 | +| | Vampire* | +| --------------- | ----------------------------- | +| Armor Class: | 18 to 20 (m) | +| Hit Dice: | 7** to 9** (+8) | +| No. of Attacks: | 1 weapon or special | +| Damage: | 1d8 or by weapon or special | +| Movement: | 40' Fly 60' | +| No. Appearing: | 1d6, Wild 1d6, Lair 1d6 | +| Save As: | Fighter: 7 to 9 (as Hit Dice) | +| Morale: | 11 | +| Treasure Type: | F | +| XP: | 800 - 1,225 | Vampires are **undead** monsters. Though they may look just a bit more pale than when they were alive, @@ -6275,18 +6198,18 @@ complete its destruction. ## Water Termite, Giant -| | Water Termite, Giant | -|---|-----------| -| Armor Class: | 13 | -| Hit Dice: | 1 to 4 | -| No. of Attacks: | 1 spray | -| Damage: | Stun | -| Movement: | Swim 30' | -| No. Appearing: | Wild 1d4 | -| Save As: | Fighter: 1 to 4 (as Hit Dice) | -| Morale: | 10 | -| Treasure Type: | None | -| XP: | 25 - 240 | +| | Water Termite, Giant | +| --------------- | ----------------------------- | +| Armor Class: | 13 | +| Hit Dice: | 1 to 4 | +| No. of Attacks: | 1 spray | +| Damage: | Stun | +| Movement: | Swim 30' | +| No. Appearing: | Wild 1d4 | +| Save As: | Fighter: 1 to 4 (as Hit Dice) | +| Morale: | 10 | +| Treasure Type: | None | +| XP: | 25 - 240 | Giant water termites vary from 1' to 5' in length. They attack using a noxious spray with a range of 5' which stuns the target for a full turn on a hit; a save vs. Poison is allowed to avoid the effect. A stunned character can neither move nor take action for the remainder of the current round and all of the next one. @@ -6295,68 +6218,68 @@ However, the primary concern regarding these monsters is the damage they can do These creatures are found in fresh and salt water as well as in swamps. The freshwater variety tend to be smaller, 1-2 hit dice, the saltwater variety 3-4 hit dice, and those found in swamps range from 2-3 hit dice.
    -
    +
    -## Weasel, Giant (or Ferret, Giant) +## Weasel, Normal and Giant (or Ferret) -| | Weasel, Giant (or Ferret, Giant) | -|---|-----------| -| Armor Class: | 17 | -| Hit Dice: | 5 | -| No. of Attacks: | 1 bite + hold | -| Damage: | 2d4 + 2d4 per round | -| Movement: | 50' | -| No. Appearing: | 1d4, Wild 1d6, Lair 1d6 | -| Save As: | Fighter: 5 | -| Morale: | 8 | -| Treasure Type: | V | -| XP: | 360 | +| | Normal | Giant | +| --------------- | ----------------------- | ----------------------- | +| Armor Class: | 14 | 17 | +| Hit Dice: | 1d2 HP | 5 | +| No. of Attacks: | 1 bite + hold | 1 bite + hold | +| Damage: | 1d4 + 1d4/round | 2d4 + 2d4/ round | +| Movement: | 40' | 50' | +| No. Appearing: | 1d6, Wild 1d8, Lair 1d8 | 1d4, Wild 1d6, Lair 1d6 | +| Save As: | Fighter: 1 | Fighter: 5 | +| Morale: | 7 | 8 | +| Treasure Type: | None | V | +| XP: | 10 | 360 | -Giant weasels resemble their more normally sized cousins, having long bodies, short legs, and pointed, toothy snouts. They are predatory animals, hunting those creatures smaller than themselves. - -Weasels of all sorts are cunning, crafty hunters, and surprise their prey on 1-3 on 1d6. Once a giant weasel bites a living creature, it hangs on, rending with its teeth each round until the victim or the weasel is dead, or until the weasel fails a morale check (rolled normally) in which case it will let go of its victim and flee. +Normal weasels (or ferrets, see below) are small mammals with long bodies, short legs, and pointed, toothy snouts. They are predatory animals, hunting those creatures smaller than themselves. They are cunning, crafty hunters, and gain surprise on 1-3 on 1d6. Once one bites prey (i.e. a living creature smaller than itself), it hangs on, rending with its teeth each round until the victim or the weasel is dead. Should one fail a morale check it will release its victim and flee. There are many varieties of normal-sized weasel, including several which are called ferrets; in some territories, the giant weasel is thus called a giant ferret. The only distinction is that those which are tamed are always called ferrets, though not all giant ferrets are tame. Various humanoid races as well as some fairy creatures are known to tame giant ferrets for use as guards or war-animals. +Giant weasels resemble their more normally sized cousins, and other than their greater size they behave in exactly the same fashion. +
    ## Whale, Killer -| | Whale, Killer | -|---|-----------| -| Armor Class: | 17 | -| Hit Dice: | 6 | -| No. of Attacks: | 1 bite | -| Damage: | 2d10 | -| Movement: | Swim 80' (10') | -| No. Appearing: | Wild 1d6 | -| Save As: | Fighter: 6 | -| Morale: | 10 | -| Treasure Type: | None | -| XP: | 500 | +| | Whale, Killer | +| --------------- | -------------- | +| Armor Class: | 17 | +| Hit Dice: | 6 | +| No. of Attacks: | 1 bite | +| Damage: | 2d10 | +| Movement: | Swim 80' (10') | +| No. Appearing: | Wild 1d6 | +| Save As: | Fighter: 6 | +| Morale: | 10 | +| Treasure Type: | None | +| XP: | 500 | -These ferocious creatures are about 30 feet long. Killer whales, also called "orca" (both singular and plural), are strikingly marked in black and white, with prominent white patches that resemble eyes. Their real eyes are much smaller and located away from the fake eye-spots. +Killer whales, also called "orca" (both singular and plural), are large predatory cetaceans related to both dolphins and true whales. Adult males range from 20 to 26 feet long, while females are smaller at 16 to 23 feet in length. All are strikingly marked in black and white, with prominent white patches that resemble eyes. Their real eyes are much smaller and located away from the fake eye-spots. -Killer whales eat fish, squid, seals, and other whales, but are not above consuming a meal of human or demi-human fare. +Killer whales are apex predators, meaning that they themselves have no natural predators. They hunt in groups like wolf packs, subsisting primarily on fish, cephalopods, mammals, seabirds, and sea turtles. However, they are not above consuming a meal of humanoid nature if such becomes available.
    ## Whale, Narwhal -| | Whale, Narwhal | -|---|-----------| -| Armor Class: | 19 | -| Hit Dice: | 12 (+10) | -| No. of Attacks: | 1 horn | -| Damage: | 2d6 | -| Movement: | Swim 60' | -| No. Appearing: | Wild 1d4 | -| Save As: | Fighter: 6 | -| Morale: | 8 | -| Treasure Type: | Special | -| XP: | 1,875 | +| | Whale, Narwhal | +| --------------- | -------------- | +| Armor Class: | 19 | +| Hit Dice: | 12 (+10) | +| No. of Attacks: | 1 horn | +| Damage: | 2d6 | +| Movement: | Swim 60' | +| No. Appearing: | Wild 1d4 | +| Save As: | Fighter: 6 | +| Morale: | 8 | +| Treasure Type: | Special | +| XP: | 1,875 | Narwhals are aquatic mammals resembling large dolphins with a single (or rarely, double) tusk protruding straight forward from the mouth. The tusk is helical in shape, and they are sometimes cut short and sold as "unicorn horns." However, they have no particular magical value. Narwhals are found in cold northern seas. They are not particularly aggressive. @@ -6365,46 +6288,46 @@ Narwhals are aquatic mammals resembling large dolphins with a single (or rarely, ## Whale, Sperm -| | Whale, Sperm | -|---|-----------| -| Armor Class: | 22 | -| Hit Dice: | 36* (+16) | +| | Whale, Sperm | +| --------------- | ----------------- | +| Armor Class: | 22 | +| Hit Dice: | 36* (+16) | | No. of Attacks: | 1 bite or special | -| Damage: | 3d20 | -| Movement: | Swim 60' (20') | -| No. Appearing: | Wild 1d3 | -| Save As: | Fighter: 8 | -| Morale: | 7 | -| Treasure Type: | None | -| XP: | 17,850 | +| Damage: | 3d20 | +| Movement: | Swim 60' (20') | +| No. Appearing: | Wild 1d3 | +| Save As: | Fighter: 8 | +| Morale: | 7 | +| Treasure Type: | None | +| XP: | 17,850 | -These creatures can be up to 60 feet long. They prey on giant squid. Sperm whales can emit an invisible focused beam of sound 5' wide up to a 50' range underwater. This blast of sound disorients target creatures, leaving them effectively stunned for 1d4 rounds. A stunned character can neither move nor take action for the indicated duration. No attack roll is required, but a save vs. Death Ray is allowed to resist. A sperm whale can emit as many such blasts of sound as it desires, once per round, instead of biting. +Sperm whales are huge creatures, with males averaging 52 feet long at adulthood while females typically reach a length of around 36 feet. They are predators, hunting primarily giant squid. Sperm whales can emit an invisible focused beam of sound 5' wide up to a 50' range underwater. This blast of sound disorients target creatures, leaving them effectively stunned for 1d4 rounds. A stunned character can neither move nor take action for the indicated duration. No attack roll is required, but a save vs. Death Ray is allowed to resist. A sperm whale can emit as many such blasts of sound as it desires, once per round, instead of biting.
    ## Wight* -| | Wight* | -|---|-----------| -| Armor Class: | 15 (s) | -| Hit Dice: | 3* | -| No. of Attacks: | 1 touch | -| Damage: | Energy drain (1 level) | -| Movement: | 30' | -| No. Appearing: | 1d6, Wild 1d8, Lair 1d8 | -| Save As: | Fighter: 3 | -| Morale: | 12 | -| Treasure Type: | B | -| XP: | 175 | +| | Wight* | +| --------------- | ----------------------- | +| Armor Class: | 15 (s) | +| Hit Dice: | 3* | +| No. of Attacks: | 1 touch | +| Damage: | Energy drain (1 level) | +| Movement: | 30' | +| No. Appearing: | 1d6, Wild 1d8, Lair 1d8 | +| Save As: | Fighter: 3 | +| Morale: | 12 | +| Treasure Type: | B | +| XP: | 175 | -A wight's appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human. Wights do not possess any of the abilities they had in life. +Wights are **undead** monsters who have been twisted and deformed by their transformation. Their eyes are entirely black, and their bodies radiate a coldness that living creatures can feel from several feet away. -If a wight touches (or is touched by) a living creature, that living creature suffers one level of **energy drain** (as described in the **Encounter** section). No saving throw is allowed. Striking a wight with a weapon does not count as "touching" it. +If a wight touches or is touched by a living creature, that creature suffers one level of **energy drain** (as described in the [Encounter](combat.qmd#energy-drain) section). No saving throw is allowed. Striking a wight with a weapon does not count as "touching" it, but punching or kicking one does. -Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). Wight spawn are under the command of the wight that created them and remain enslaved until its death. +Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). They are slaves to the wight who created them until and unless that wight is destroyed. Wights remember almost nothing from their previous life, though a few very close friends or loved ones might be recalled (and hated, and possibly hunted by the monster). -Like all undead, wights may be Turned by Clerics and are immune to **sleep**, **charm** and **hold** magics. Wights are harmed only by silver or magical weapons, and take only half damage from burning oil. +Like all undead, wights may be Turned by Clerics and are immune to **sleep**, **charm**,and **hold** magics. Wights are harmed only by silver or magical weapons, and take only half damage from burning oil.
    @@ -6412,42 +6335,42 @@ Like all undead, wights may be Turned by Clerics and are immune to **sleep**,  ## Wolf -| | **Normal Wolf** | **Dire Wold** | -|---|-----------|----------| -| Armor Class: | 13 | 14 | -| Hit Dice: | 2 | 4 | -| No. of Attacks: | 1 bite | 1 bite | -| Damage: | 1d6 | 2d4 | -| Movement: | 60' | 50' | -| No. Appearing: | 2d6, Wild 3d6, Lair 3d6 | 1d4, Wild 2d4, Lair 2d4 | -| Save As: | Fighter: 2 | Fighter: 4 | -| Morale: | 8 | 9 | -| Treasure Type: | None | None | -| XP: | 75 | 240 | +| | **Normal Wolf** | **Dire Wolf** | +| --------------- | ----------------------- | ----------------------- | +| Armor Class: | 13 | 14 | +| Hit Dice: | 2 | 4 | +| No. of Attacks: | 1 bite | 1 bite | +| Damage: | 1d6 | 2d4 | +| Movement: | 60' | 50' | +| No. Appearing: | 2d6, Wild 3d6, Lair 3d6 | 1d4, Wild 2d4, Lair 2d4 | +| Save As: | Fighter: 2 | Fighter: 4 | +| Morale: | 8 | 9 | +| Treasure Type: | None | None | +| XP: | 75 | 240 | -Wolves are pack hunters known for their persistence and cunning. They prefer to surround and flank a foe when they can. +The wolf is a large canine found in a broad range of habitats. They travel in packs consisting of a mated pair accompanied by their offspring. Wolves are also territorial, and fights over territory are among the principal causes of wolf mortality. The wolf is mainly a carnivore and feeds on large wild hoofed mammals as well as smaller animals, livestock, and carrion. -Dire wolves are efficient pack hunters that will kill anything they can catch. Dire wolves are generally mottled gray or black, about 9 feet long and weighing some 800 pounds. +Dire wolves are huge relatives of the ordinary wolves, being as large as horses. They live and hunt in packs, and are sometimes tamed by smaller humanoids as battle steeds or by larger ones as pet
    ## Wraith* -| | Wraith* | -|---|-----------| -| Armor Class: | 15 (m) | -| Hit Dice: | 4** | -| No. of Attacks: | 1 touch | -| Damage: | 1d6 + energy drain (1 level) | -| Movement: | Fly 80' | -| No. Appearing: | 1d4, Lair 1d6 | -| Save As: | Fighter: 4 | -| Morale: | 12 | -| Treasure Type: | E | -| XP: | 320 | - -Wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature's AC or combat abilities but only reflects the shape it had in life. +| | Wraith* | +| --------------- | ---------------------------- | +| Armor Class: | 15 (m) | +| Hit Dice: | 4** | +| No. of Attacks: | 1 touch | +| Damage: | 1d6 + energy drain (1 level) | +| Movement: | Fly 80' | +| No. Appearing: | 1d4, Lair 1d6 | +| Save As: | Fighter: 4 | +| Morale: | 12 | +| Treasure Type: | E | +| XP: | 320 | + +Wraiths are fearsome incorporeal monsters who drain the very life energy from their victims. Being incorporeal, they are immune to non-magical weapons and are effectively flying at all times. They are semitransparent and exude the same kind of coldness as wights. Wraiths usually appear as they were in life, including such things as clothing or armor, though such things do not affect the monsters actual armor class or other statistics. Like all undead, they may be Turned by Clerics and are immune to **sleep**, **charm** and **hold** magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons. @@ -6456,46 +6379,45 @@ Like all undead, they may be Turned by Clerics and are immune to **sleep**, ** ## Wyvern -| | Wyvern | -|---|-----------| -| Armor Class: | 18 | -| Hit Dice: | 7* | -| No. of Attacks: | 1 bite/1 stinger or 2 talons/1 stinger | -| Damage: | 2d8/1d6 + poison or 1d10/1d10/1d6 + poison | -| Movement: | 30' (10') Fly 80' (15') | -| No. Appearing: | Wild 1d6, Lair 1d6 | -| Save As: | Fighter: 7 | -| Morale: | 9 | -| Treasure Type: | E | -| XP: | 735 | +| | Wyvern | +| --------------- | ------------------------------------------ | +| Armor Class: | 18 | +| Hit Dice: | 7* | +| No. of Attacks: | 1 bite/1 stinger or 2 talons/1 stinger | +| Damage: | 2d8/1d6 + poison or 1d10/1d10/1d6 + poison | +| Movement: | 30' (10') Fly 80' (15') | +| No. Appearing: | Wild 1d6, Lair 1d6 | +| Save As: | Fighter: 7 | +| Morale: | 9 | +| Treasure Type: | E | +| XP: | 735 | -A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail. A wyvern's body is 15 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 20 feet. A wyvern weighs about one ton. They are built more like bats than lizards, having two legs and two wings; contrast this with true dragons, which have four legs and two wings. +Wyverns are large dragon-like monsters, though they are built more like bats than lizards, having two legs and two wings; contrast this with true dragons, which have four legs and two wings. They are of animal intelligence, but are excellent predators with good hunting abilities. -Wyverns are of animal intelligence, but are excellent predators with good hunting abilities. When attacking they will make a loud hiss, or sometimes a deep-throated growl much like that of a bull alligator. +Wyverns are aggressive and always hungry, and will attack almost anything smaller than themselves. Any living creature hit by the wyvern's stinger must save vs. Poison or die. Wyverns can only use their talons to attack when landing or flying past an enemy; while on the ground they may only bite and sting. Further, a wyvern may not bite when flying past an opponent. The only situation in which all attacks can be made is when the monster is landing. -Wyverns attack nearly anything that isn't obviously more powerful than themselves. A wyvern dives from the air, clawing at its opponent with its talons and stinging it to death. Any living creature hit by the wyvern's stinger must save vs. Poison or die. A wyvern can slash with its talons only when making a flyby attack or when landing. - -If a wyvern hits with both its talons, it may attempt to carry off its victim; only victims weighing 300 pounds or less can be carried off, and the wyvern can only carry a victim for at most 6 rounds. While flying with a victim, the wyvern cannot make any further attacks against it, but of course if the victim makes a nuisance of itself (such as by injuring the wyvern), it may be dropped. +If a wyvern hits with both its talons, it may attempt to carry off its victim; victims weighing 300 pounds or less can be carried off, and the wyvern can only carry a victim for at most 6 rounds. While flying with a victim, the wyvern cannot make any further attacks against it, but of course if the victim makes a nuisance of itself (such as by injuring the wyvern), it may be dropped.
    ## Yellow Mold -| | Yellow Mold | -|---|-----------| -| Armor Class: | Can always be hit | -| Hit Dice: | 2* | -| No. of Attacks: | Special | -| Damage: | See below | -| Movement: | 0 | -| No. Appearing: | 1d8 | -| Save As: | Normal Man | -| Morale: | N/A | -| Treasure Type: | None | -| XP: | 100 | +| | Yellow Mold | +| --------------- | ----------------- | +| Armor Class: | Can always be hit | +| Hit Dice: | 2* | +| No. of Attacks: | Special | +| Damage: | See below | +| Movement: | 0 | +| No. Appearing: | 1d8 | +| Save As: | Normal Man | +| Morale: | N/A | +| Treasure Type: | None | +| XP: | 100 | + +If disturbed, a patch of this mold will discharge a cloud of toxic spores. Each patch covers from 10 to 25 square feet; several patches may grow adjacent to each other, and will appear to be a single patch in this case. Each patch can emit a cloud of spores once per day. All within 10 feet of the mold will be affected by the spores and must save vs. Death Ray or take 1d8 points of damage per round for 6 rounds. Brief exposure to sunlight makes a patch of yellow mold dormant, while longer exposures kills it. -If disturbed, a patch of this mold bursts forth with a cloud of poisonous spores. Each patch covers from 10 to 25 square feet; several patches may grow adjacent to each other, and will appear to be a single patch in this case. Each patch can emit a cloud of spores once per day. All within 10 feet of the mold will be affected by the spores and must save vs. Death Ray or take 1d8 points of damage per round for 6 rounds. Sunlight renders yellow mold dormant.
    @@ -6503,20 +6425,24 @@ If disturbed, a patch of this mold bursts forth with a cloud of poisonous spores ## Zombie -| | Zombie | -|---|-----------| -| Armor Class: | 12 (see below) | -| Hit Dice: | 2 | -| No. of Attacks: | 1 weapon | -| Damage: | 1d8 or by weapon | -| Movement: | 20' | -| No. Appearing: | 2d4, Wild 4d6 | -| Save As: | Fighter: 2 | -| Morale: | 12 | -| Treasure Type: | None | -| XP: | 75 | +| | Zombie | +| --------------- | ---------------- | +| Armor Class: | 12 (see below) | +| Hit Dice: | 2 | +| No. of Attacks: | 1 weapon | +| Damage: | 1d8 or by weapon | +| Movement: | 20' | +| No. Appearing: | 2d4, Wild 4d6 | +| Save As: | Fighter: 2 | +| Morale: | 12 | +| Treasure Type: | None | +| XP: | 75 | + +Zombies are the **undead** corpses of humanoid creatures. They are deathly slow, but they move silently, are very strong and must be literally hacked to pieces to "kill" them. They take only half damage from blunt weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus). A zombie never has Initiative and always acts last in any given round. + +As zombies are strong and do not feel pain, they can bludgeon enemies with both fists for 1d8 points of damage. However, their creators often arm them, either for greater damage (as with a greatsword or polearm) or simply for effect. -Zombies are the **undead** corpses of humanoid creatures. They are deathly slow, but they move silently, are very strong and must be literally hacked to pieces to "kill" them. They take only half damage from blunt weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus). A zombie never has Initiative and always acts last in any given round. Like all undead, they may be Turned by Clerics and are immune to **sleep**, **charm** and **hold** magics. As they are mindless, no form of mind reading is of any use against them. Zombies never fail morale checks, and thus always fight until destroyed. +Like all undead, they may be Turned by Clerics and are immune to **sleep**, **charm**, and **hold** magics. As they are mindless, no form of **mind reading** is of any use against them. Zombies never fail morale checks, and thus always fight until destroyed.
    @@ -6525,7 +6451,7 @@ Zombies are the **undead** corpses of humanoid creatures. They are deathly slo ## Zombraire (and Skeletaire) | | Zombraire | Skeletaire | -|-----------------|---------------------|---------------------| +| --------------- | ------------------- | ------------------- | | Armor Class: | 12 (see below) | 13 (see below) | | Hit Dice: | 2* (variable) | 1* (variable) | | No. of Attacks: | 1 dagger or 1 spell | 1 dagger or 1 spell | @@ -6545,7 +6471,7 @@ penalty common to ordinary zombies. It takes only half damage from blunt weapons, and only a single point from arrows, bolts, and sling stones (plus any magical bonus). It may be Turned by a Cleric (as a wight), and -is immune to sleep, charm, and hold spells. +is immune to **sleep**, **charm**, and **hold** spells. A zombraire slowly rots away, and as it does it loses its sanity; this is represented by the variable morale listed.