Monsters

Monsters are any type of creature or being that might be encountered by the player characters on an adventure. Monsters are not necessarily evil or aggressive. They might be friendly or even helpful to the characters. The following listing provides basic information on the hit die, armor class, and miscellaneous notes on representative monsters. It should be used as a guideline for determining the hit points, armor class, types of attacks for monsters not listed for use in designing adventures. Monsters use an 8-sided die for hit points. Details of monster descriptions may be taken from nature books, encyclopedias, fiction, mythology, or even invented by the gamemaster. A few groups of monsters require some additional explanation.

Common Creatures: Most common animals have from 1 to 12 body points. Damage and characteristics are as appropriate for the size and type of creature.

Dragons: Dragons are large magical creatures that resemble giant winged lizards. They are intelligent and speak their own language, 50% speak common as well. Most dragons are able to cast spells appropriate to their type tapping their own band of power. Dragons are greedy, collecting large amounts of treasure, and are vain, loving flattery. Dragons have claw/claw/bite attacks, spell attacks, or breath weapon attacks. Breath weapons are special attacks that may be used three times per day. A breath weapon will do damage equal to the hit points of the dragon when he breathes. Breath attacks will always hit, save versus dragon's breath for half damage.

Gold dragons and Silver dragons have two different breath attacks and may use their choice. One is a paralyzation gas attack, paralyzation lasts twenty minutes, save for no effect. The other is a fire breath that does 3d6 points of damage.

Mermanites are Sea Dragons and live in water breathing with either gills or lungs. They do not have a breath weapon but attack with a powerful jet of water. Its range is 100 feet and does 3d6 points of damage to whatever it hits. This attack form may be used as often as desired, but at least 5 minutes must pass between uses. Mermanites cannot fly as their wings have developed into fins. Swimming rate is 24.

Earth dragons live underground in caves and tunnels they have dug themselves. They have no wings or hind legs, but their forelegs are enlarge, very strong, and have long claws used for digging. Claw attacks do 2d6 points of damage. They have a breath attack of slow gas. Those breathing the gas and failing their save will be slowed for one minute for every hit point of the dragon. Earth dragons also have a sonic vibration attack that may be used three times per day that effects everyone in the direction of the attack doing 1 point of damage for every hit point of the dragon.

Elementals: Elementals are powerful beings from the Elemental planes. They appear in the game universe in answer to a summons from someone within the universe, and remain in that plane for a limited time only.

Para-elementals: Para-elementals are lesser beings from the elemental planes. They likewise appear only in answer to a summons and remain for only a limited time.

Humanoid And Player Character Races: These races are capable of using weapons or casting spells. If skilled their hit points and abilities are as per their class and level.

Lycanthropes: Some were-creatures are humanoids that change into animal form as a result of a disease called lycanthropy. Upon first catching the disease the transformation takes place uncontrollably every 28 days and lasts for 24 hours. After two years with effort the change can be brought about at will, but must take place at least once every thirty days. While in were-form the were-creature retains all of his personality, knowledge, and skills, but cannot use magic and has difficulty handling weapons with his paws. Other were-creatures are animals that may take human form, these however retain only their animal intelligence and instincts while in human form. In human form a lycanthrope can be hit by normal weapons, but while in were-form they can only be hit by magic or silver weapons. Likewise for animals who change to human form. Changing from one for to another heals 6 points of wound damage, but is effective only once for a given set of injuries. Lycanthropy is a disease that can be caught by any mammal, including humanoids, that has been successfully hit by a claw or bite attack from a lycanthrope. The chance of catching lycanthropy is related to the number of points of damage taken by the character when bitten by a creature carrying lycanthropy. Wolfsbane deters lycanthropes from approaching, but does not prevent them from doing so. A poultice of wolfsbane placed on a lycanthrope wound within one hour will prevent the wearer from catching the disease.

Undead:   These are creatures that have died and came back to a life-like state in which they are animate and not completely dead, but not truely alive.  Not all undead creatures are evil, although most are. Some undead creatures are intelligent and willful.  Minor undead are those raised from corpses or skeletons by necromantic magic, essentially automotons with no free will. Minor Undead include: Skeletons, Zombies, Skelors and Zombors (Skeletons and Zombies with animal-like cunning) Five percent of raised skeletons and zombies will be skelors or zombors), and Ghouls.  Greater undead include: Wraiths, Mummy, Vampire, Crone (replaces lich), each are intelligent, free willed and have some special ability.  Non-Corporeal Undead include: Ancestor Spirits (usually guardian ghosts), Banshees, Revenants, Haunts, Ghosts.

Woodland Beings: These include sprites, dryads, nymphs, pixies, leprechauns, and fairies among others. They are magical by nature and most can use low level magic in nature, enchantment, or illusion fields. They are by nature shy, avoiding contact with outsiders, and neutral to good in alignment.

 

Monsters Table

Type Body Points, Armor Rating, Notes

Ants,Army 1, 15, swarms of 1000-4000, bite1 point

Ants, Giant 7, 17, swarms of 1-100, bite 1-6

Antyans 15, 13, damage by weapon, double attacks

Apes, Great 24, 14, c/c/b for 1-3/1-3/1-6, grab 1d6

Barracuda 18, 14, bite 2-8, swim speed 30

Basilisk 36, 16, bite 1-10, gaze causes petrification

Bats, Normal 2, 17, swarm of 1-600, cause confusion

Bat, Vampire 12, 14, bite 1-4, 50% rabies, 5% vampirism

Bat-People 10, 13, damage by weapon, needle 1-3 & poison

Bear, Black 24, 13, c/c/b 1-3/1-3/1-6, hug 2-8

Bear, Cave 36, 14, c/c/b 1-8/1-8/1-12, hug 2-16

Bear, Polar 30, 14, c/c/b 1-6/1-6/1-8, hug 2-12

Beetle, Fire 12, 16, bite 2-8, glowing red lights on body

Beetle, Giant 24, 17, bite 2-12

Beetle, Water 12, 16, bite 2-8, swims 15, drowns victims

Brownie 10, 10, woodland being, illusion spells

Buffalo 30, 13, charge 3-18, trampling 1-4

Camel 24, 13, 2 weeks sans food & water, carry 600#

Caniimen 12, 12, damage by weapon

 

Cats, Great

Cheetah 20, 14, c/c/b 1-2/1-2/1-4, speed bursts 70

Leopard 20, 14, c/c/b 1-4/1-4/1-8

Lion 30, 16, c/c/b 2-5/2-5/1-10

Lynx 18, 14, c/c/b 1-2/1-2/1-4

Panther 24, 15, c/c/b 1-4/1-4/1-8

Sabertooth 48, 17, c/c/b 1-8/1-8/2-16

Tiger 36, 16, c/c/b 1-6/1-6/2-12

Centaur 24, 10, damage by weapon, part man/part horse

Chimera 54, 15, magical monster

Cockatrice 20, 14, pheasant-like bird, touch petrifies

Crocodile 30, 15, tail 1-6, bite 2d6

 

Dinosaurs

Brontosaurus 180, 15, herbivore 3-18, trample 5-50

Pleisiosaur 100, 15, aquatic carnivore, swim 15, bite 5-20

Pterodactyl 24, 13, flies, bite 1-8, carry 200 pounds

Stegosaurus 108, 16, plate back dinosaur, herbivore bite 4-40

Triceratops 96, 16, 3-horned, b/h/h/tr 1-8/1-12/1-1212-24

Tyrannosaurs 120, 15, carnivore bipedal, c/c/b 1-6/1-6/5-40

 

Dragons

General Stats –, –, c/c/b 1-6/1-6/3d6 thru 6d6, breath 60

Black 84, 17, swamps, acid stream/cloud, evil

Blue 108, 18, mountains, lightning bolt/spells, evil

Earth 96, 18, underground, sonic/spells, neutral

Gold 132, 22, anywhere, fire or gas/spells, good

Green 96, 17, forests, chlorine gas, neutral

Mermanite 120, 20, sea or water, water spells, neutral

Red 120, 19, hot areas, fire/spells, evil

Silver 120, 21, misty areas, frost or gas/spells, good

White 84, 17 cold areas, cold blast, evil

 

Dryad 12, 11, female tree sprite, enchantment spells

Eagle 12, 13, c/c/b 1-4/1-4/1-6, flies speed 48

Eel, Electric 12, 11, bite 1-3, shock 4-24 when close

 

Elemental

Air 72, 18, whirlwind 4-24

Earth 72, 20, punch 5-30

Fire 72, 18, firestorm 4-24

Water 72, 18, whirlpool or wave 5-30

 

Elemental, Para

Lightning 36, 16, lightning bolt 4-24

Salamanders 42, 16, hot spear 2d6, or by spell

Elephant

African 66, 14, tusks and trunk 2-16, trample 2-12

Mammoth 78, 15, tusks and trunk 3-18, trample 2-12

 

Elf 12, 15, damage by weapon or spell

Fairies 10, 12, magic use

Feliomen 18, 13, damage by weapon

Gargoyles 30, 15, hit by magic weapons or spells only

Giants 96, 17, damage by weapon, strength, rock throwing

Gnome 10, 13, damage by weapon/spells, 12 to 18 inches high

Golem Var, Var, created creatures, attributes variable

Gremlin 10, 13, mischievous fairies, spell use

Gorgon 60, 18, bull-like with petrification breath

Griffin 42, 17, lion/bird cross, c/c/b 1-4/1-4/2-16

Harpy 18, 13, human female/ vulture cross, charm song

Herd Animal 6-30, 12, attributes variable

Hippogriff 24, 17, griffin/horse cross, flies at 36, c/c/b

Hippopotamus 48, 14, bite 2-16, herbivore, water loving

Homoculi Var, Var, created by alchemists, attributes variable

 

Horses

Draft 18, 13, speed 15, weight carries 400-800 lbs.

Pony 10, 13, speed 12, weight carried 200-300 lbs.

Riding 12, 13, speed 24, weight carried 300-500 lbs.

War 18, 13, speed 15, weight carried 500-750 lbs,

 

Humans 10, 12, damage by weapon or spell

Insects, Giant. 6-30, 17-20, attributes are variable

Jellyfish 6, –, sting 1-4, paralyzation

Leprechaun 10, 12, woodland being, ench. spells

Lizard, Giant 24, 14, c/c/b 1-8/1-8/2-16, collects shiny objects

 

Lycanthrope - - hit only by silver or magic weapons

Werebear 48, 18, transform to bear form

Wererat 18, 14, transforms to giant rat form

Werewolf 30, 15, transforms to wolf form

 

Manticore 30, 16, shoots up to 24 tail spikes, 1-6 dam, c/c/b 1-3/1-3/1-8

Medusa 30, 10, sight of petrifies, snake bite poison

Mermen 12, 13 damage by weapon or spell

Minotaur 30, 14, damage by weapon, tracks by scent

Mold 1, na, 1 choking spore cloud, lung infection

Nymph 18, 11, woodland being, nature magic spells

Octopus, Giant 48, 13, 1-6 per tentacle, bite 2-12, constriction

Ogre 24, 15, damage blow 1-10 or by weapon

Orc 12, 10, damage by weapon or spell

Pegasus 24, 14, flying horse, speed f48/r24

Phoenix 72, 18, bird immolates itself and is reborn

Pixie 4, 15 woodland being w/wings, pixie weapons

Plant Men 12, 13, mobile plants, immune to blunt weapons

Roc 144, 16, c/c/b 3-18/3-18/4-24, lift 10,000 lbs.

Sail Whale 18, 1 2, balloon creature, intelligent, speed 20 mph

Satyr 30, 15, playfully, damage by butt 1-6, or weapon

Shark, White 60, 15, bite 4-24, speed s24

Siren 12, 13, song calls sailors to reefs to sink

Slimes 18, 11, slime engulfs victim, turns them to slime

 

Snakes

Constrictor 30, 15, bite 1-6, constriction 2-8

Poisonous 6, 14, bite 1-4, plus poison 1-4 to death

Sea 48, 15, large to giant, encoil up to medium ships

Sphinx 72, 22, c/c 2-12/2-12, roar, likes riddles

 

Spider

Dancing 18, 13, dancing entrances victim, b 1-6 paralyzes

Giant 30, 16, giant webs entangle, b 1-6 deadly poison

 

Sprite 10, 14, tiny, shy, winged, good, damage by weapon

Statues Var, Var, intelligent versions of golems bite 1-4

Sucubus 12, 13, all females, sexually entrancing,

Tach 12, 12, damage by weapon or spell

Toad, Ice 24, 16, bite 2-12, radiates cold 3-18 within 10'

Treant 54, 20, intelligent mobile trees, good

Tree Bear 12, 12 damage by weapon or spell

Troll 18, 13, damage by weapon or spell

Turtle, Giant 60, 201/5, bite 4-24, speed slow

 

Undead- Higher levels require magic weapon to hit

Banshee 42, 20, cold touch 1-8, wail save vs will

Ghost 60, 20, touch ages 10-40 years, magic weapons to hit

Mummy 42, 17, blow 1-12, sight causes fear and paralysis

Skeleton 6, 13, just bones, damage by weapon, non-intelligent.

Skelor 6, 13, intelligent skeletons

Spectre 42, 18, touch energy drain 1 level, 1-8 cold damage

Vampire 60, 19, cold damage 2-10, blood sucking, vampirism, shape change

Wraith 30, 16, touch energy drain 1 level, 1-6 cold damage

Zombie 6, 10, animated corpse, damage by weapon or 1-8

Zombor 6, 12, intelligent, faster zombies

 

Unicorn 24, 18, hooves 1-6, or horn 1-12

Whale, Blue 200, 14, up to 150 feet long, blow 6-36

Whale, Killer 72, 14, bite 4-24, blow 2-12

Wheeler 13, 18, rolls at speed 24, disc shaped

Will-o-wisp 60, 27, glowing lights, feed off death energy

Wolf 24, 12, bite 2d12.

 

 

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