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.
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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