Advanced Dungeons & Dragons® 2nd Edition


Monstrous Manual™

Game Accessory


The updated Monstrous Manual™ for the AD&D® 2nd Edition Game


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ADVANCED DUNGEONS & DRAGONS and AD&D are registered trademarks owned by TSR, Inc.

The TSR logo and MONSTROUS MANUAL are trademarks owned by TSR, Inc.


Project Coordinator: Tim Beach

Editor: Doug Stewart

Editorial Assistant: Gaye O'Keefe

Cover Illustration: Jeff Easley

Interior Illustrations: Tony DiTerlizzi (pencils, inks, and colors on insects, crustaceans, faerie-folk, and miscellaneous creepy things), Jeff Butler (pencils and inks on humans, demihumans, humanoids, giants, genies, dragonets, and miscellaneous part-human creatures), Dave Simons (pencils, inks, and colors on normal animals, almost normal animals, and squishy things), Tom Baxa (pencils, inks, and colors on gith-kind and miscellaneous), Mark Nelson (pencils and inks on dragons, dinosaurs, and miscellaneous), Les Dorscheid (colors on most of the book), Tim Beach and Doug Stewart (invisible stalker)

Art Coordination: Peggy Cooper with Tim Beach

Typesetting: Gaye O'Keefe

Keylining: Paul Hanchette

Proofreading: Karen Boomgarden, Anne Brown, Andria Hayday, Thomas Reid, David Wise

Guidance: Steve Winter, Tim Brown, James M. Ward

Monster Selection Committee: Jeff Grubb, David Wise, John Rateliff, Tim Beach

Development: Tim Beach, Doug Stewart, Slade Henson, Thomas Reid, Jeff Grubb, Wolfgang Baur, Jon Pickens, John Rateliff

Design Concept for MONSTROUS COMPENDIUM® Appendices: David "Zeb" Cook, Steve Winter, Jon Pickens


We would like to offer special thanks to the artists and the people who helped with development, as well as Rich Baker, Carolyn Chambers, Bill Connors, Peggy Cooper, Slade Henson, Dawn Kegley, Dana Knutson, Georgia S. Stewart, and Sue Weinlein.

Many people have contributed to either the original first edition monster books or to the MONSTROUS COMPENDIUM™ appendices. The list that follows may not be complete, but we would like to thank the following people for their contributions to the monsters described in this book: the designers and editors, Rich Baker, Jay Battista, Wolfgang Baur, Tim Beach, Scott Bennie, Donald J. Bingle, Linda Bingle, Karen Boomgarden, Grant Boucher, Al Boyce, Mike Breault, Anne Brown, Tim Brown, Dr. Arthur W. Collins, Bill Connors, David "Zeb" Cook, Troy Denning, Dale Donovan, Newton Ewell, Nigel Findley, Steve Gilbert, Ed Greenwood, Jeff Grubb, Gary Gygax, Luke Gygax, Allen Hammack, Kris & Steve Hardinger, Andria Hayday, Bruce A. Heard, Slade Henson, Tracy Hickman, Harold Johnson, Rob King, Vera Jane Koffler, Heike Kubasch, Steve Kurtz, J. Paul LaFountain, Lenard Lakofka, Jim Lowder, François Marcela-Froideval, David Martin, Colin McComb, Anne McCready, Blake Mobley, Kim Mohan, Roger E. Moore, Chris Mortika, Bruce Nesmith, C. Terry Phillips, Jon Pickens, Brian Pitzer, Mike Price, Louis J. Prosperi, Tom Prusa, Jean Rabe, Paul Reiche, Jim Sandt, Lawrence Schick, Rick Swan, Greg Swedburg, Teeuwynn, John Terra, Gary Thomas, Allen Varney, James M. Ward, Dori Watry, Skip Williams, and Steve Winter; the artists who helped define the monsters, Tom Baxa, Brom, Jeff Butler, Clyde Caldwell, Doug Chaffee, Tony DiTerlizzi, Les Dorscheid, Jeff Easley, Larry Elmore, Fred Fields, Jim Holloway, Daniel Horne, Mark Nelson, Keith Parkinson, Harry Quinn, Robh Ruppel, Dave Simons, Dave Sutherland, D.A. Trampier, Valerie Valusek; and the people who put the books together and make them look good, Linda Bakk, Dee Barnett, Steve Beck, Peggy Cooper, Sarah Feggestad, Paul Hanchette, Angelika Lokotz, Gaye O'Keefe, Stephanie Tabat, and Tracey Zamagne; and anyone who has ever asked a question, offered constructive criticism, written an article, or offered an opinion about the monsters of the AD&D® game. Special thanks to Christopher M. Carter and Seth Goodkind for spotting errors.



AL-QADIM, DARK SUN, MONSTROUS COMPENDIUM, DUNGEON MASTER, DM, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.

Distributed to the book and hobby trade in the United Kingdom by TSR, Ltd.

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This material is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written consent of TSR, Inc.

Copyright ©1995 TSR, Inc. All Rights Reserved.


How To Use This Book

This hardcover Monstrous Manual was created in response to the many requests to gather monsters into a single, durable volume which would be convenient to carry. With the DUNGEON MASTER™ Guide (DMG) and the Player's Handbook (PHB), the Monstrous Manual forms the core of the AD&D® 2nd Edition game.

Every monster from the MONSTROUS COMPENDIUM® Volumes One and Two are contained within, as well as a few creatures from later volumes. The monsters in the Monstrous Manual have been revised, edited, and updated. Statistics for many of the creatures have been corrected, new information has been added to many of the entries, and many monsters have been reclassified. There are some new beasts, as well. In cases of conflicting information, the Monstrous Manual supersedes all previously published data.

Certain entries have been greatly condensed from MONSTROUS COMPENDIUM entries, to make this book as complete as possible without increasing its size or price. For instance, there is a full-page description of ravens in the MONSTROUS COMPENDIUM appendix for the GREYHAWK® campaign setting; in this book, ravens are given only a few lines in the "Bird" entry. This provides enough information to use the creatures for a short encounter, and it allows a page to be devoted to another adversary.

To find a monster in this book, flip through the pages or look in the index, which contains listings for the common name(s) of every monster in the book, referenced to the correct page.

All of the monsters described here are typical for their type. DMs should note that unusual variations are encouraged, but they are most effective when they depart from the expected. Likewise, entries describe typical lairs for creatures, from the dungeon complexes they inhabit to the tree houses they build; changing the look of these can make a monster encounter unique.


This introduction describes how to interpret the monsters in this book. In addition, there are three small appendices in the back of the book. The first deals with making monsters. The second covers monster summoning and includes tables for random determination of summoned creatures; to make random encounter charts for a campaign, the DM should refer to Chapter 11 of the DMG. The third appendix is concerned with creating NPC parties.

Other Worlds

Several of the monsters in this book have been imported from specialized game worlds, such as the SPELLJAMMER® campaign setting, the FORGOTTEN REALMS® setting, or the DARK SUN® world. The monsters in this book may be used in any setting; if a campaign setting is noted, it simply describes where the monster was first encountered, or where it is the most common. A particular monster still may not be encountered in a specific campaign world; this is up to the DM. For monsters from one of the specific worlds, the DM should consult the appropriate MONSTROUS COMPENDIUM appendices.

The Monsters

Each monster is described fully, with entries that describe behavior, combat modes, and so on. These are explained in the following text.

CLIMATE/TERRAIN defines where the creature is most often found. Climates include arctic, sub-arctic, temperate, and tropical. Typical terrain includes plain/scrub, forest, rough/hill, mountain, swamp, and desert. In some cases, a range is given; for instance, "cold" implies arctic, sub-arctic, and colder temperate regions.

FREQUENCY is the likelihood of encountering a creature in an area. Chances can be adjusted for special areas.

Very rare = 4% chance

Rare = 11% chance

Uncommon = 20% chance

Common = 65% chance

ORGANIZATION is the general social structure the monster adopts. "Solitary" includes small family groups.

ACTIVITY CYCLE is the time of day when the monster is most active. Those active at night can be active at any time in subterranean settings. These are general guidelines and exceptions are fairly common.

DIET shows what the creature usually eats. Carnivores eat meat, herbivores eat plants, and omnivores eat either. Scavengers primarily eat carrion. If a monster does not fit any of these categories, the substances it does eat are described in the entry or in the text.

INTELLIGENCE is the equivalent of human "IQ." Certain monsters are instinctively cunning; these are noted in the monster descriptions. Ratings correspond roughly to the following Intelligence ability scores:

0 Nonintelligent or not ratable

1 Animal intelligence

2-4 Semi-intelligent

5-7 Low intelligence

8-10 Average (human) intelligence

11-12 Very intelligent

13-14 Highly intelligent

15-16 Exceptionally intelligent

17-18 Genius

19-20 Supra-genius

21+ Godlike intelligence

TREASURE refers to the treasure tables in the DUNGEON MASTER Guide. If individual treasure is indicated, each individual may carry it (or not, at the DM's discretion). Major treasures are usually found in the monster's lair; these are most often designed and placed by the DM. Intelligent monsters will use the magical items present and try to carry off their most valuable treasures if hard pressed. If treasure is assigned randomly, roll for each type possible; if all rolls fail, no treasure of any type is found. Treasure should be adjusted downward if a few monsters are encountered. Large treasures are noted by a multiplier (x10, for example); this should not be confused with treasure type X. Treasure types listed in parentheses are treasures found in the creatures' lair. Do not use the tables to place dungeon treasure, since the numbers encountered underground will be much smaller.

ALIGNMENT shows the general behavior of the average monster of that type. Exceptions, though uncommon, may be encountered.

NO. APPEARING indicates an average encounter size for a wilderness encounter. The DM should alter this to fit the circumstances as the need arises. This should not be used for dungeon encounters.

Note that some solitary creatures are found in small groups; this means they are found in very small family units, or that several may happen to be found together, but do not cooperate with one another.

ARMOR CLASS is the general protection worn by humans and humanoids, protection due to physical structure or magical nature, or difficulty in hitting due to speed, reflexes, etc. Humans and humanoids of roughly man-size that wear armor will have an unarmored rating in parentheses. Listed AC does not include any special bonuses noted in the description.

MOVEMENT shows the relative speed rating of the creature. Higher speeds may be possible for short periods. Human, demihuman, and humanoid movement rate is often determined by armor type (unarmored rates are given in parentheses). Movements in different mediums are abbreviated as follows:

Fl = flying

Sw = swimming

Br = burrowing

Cl = climbing

Wb = moving across webs

Flying creatures also have a Maneuverability Class from A to E. Class A creatures have virtually total command over their movements in the air; they can hover, face any direction in a given round, and attack each round. Class B creatures are very maneuverable; they can hover, turn 180 degrees in a round, and attack in each round. Class C creatures are somewhat agile in the air; they cannot move less than half their movement rate without falling, they can turn up to 90 degrees in a round, and attack aerially once every two rounds. Class D creatures are somewhat slow; they cannot move less than half their movement rate without falling, can turn only 60 degrees in a round, and can make a pass once every three rounds. Class E includes large, clumsy fliers; these cannot move less than half their movement rate without falling, can turn only 30 degrees in a round, and they can make one pass every six rounds. See Chapter 9 of the DMG for more information.

HIT DICE controls the number of hit points damage a creature can withstand before being killed. Unless otherwise stated, Hit Dice are 8-sided (1-8 hit points). The Hit Dice are rolled and the numbers shown are added to determine the monster's hit points. Some monsters have a hit point spread instead of Hit Dice, and some have additional points added to their Hit Dice. Thus, a creature with 4+4 Hit Dice has 4d8+4 hit points (8-36 total). Note that creatures with +3 or more hit points are considered the next higher Hit Die for purposes of attack rolls and saving throws.

THAC0 is the attack roll the monster needs to hit Armor Class 0. This is always a function of Hit Dice, except in the case of very large, nonaggressive herbivores (such as some dinosaurs), or creatures which have certain innate combat abilities. A human or demihuman always uses a player character THAC0, regardless of whether they are player characters or "monsters." The THAC0 does not include any special bonuses noted in the descriptions.

NUMBER OF ATTACKS shows the basic attacks the monster can make in a melee round, excluding special attacks. This number can be modified by hits that sever members, spells such as haste and slow, and so forth. Multiple attacks indicate several members, raking paws, multiple heads, etc.

DAMAGE/ATTACK shows the amount of damage a given attack causes, expressed as a spread of hit points (based on a die roll or combination of die rolls). If the monster uses weapons, the damage done by the typical weapon will be allowed by the parenthetical note "weapon." Damage bonuses due to Strength are listed as a bonus following the damage range.

SPECIAL ATTACKS detail attack modes such as dragon breath, magic use, etc. These are explained in the monster description.

SPECIAL DEFENSES are precisely that, and are detailed in the monster description.


MAGIC RESISTANCE is the percentage chance that any magic cast upon the creature will fail to affect it, even if other creatures nearby are affected. If the magic penetrates the resistance, the creature is still entitled to any normal saving throw allowed. Creatures may have resistances to certain spells; this is not considered "magic resistance", which is effective against all spells.

SIZE is abbreviated as

T = tiny (2' tall or less);

S = smaller than a typical human (2+' to 4');

M = man-sized (4+' to 7');

L = larger than man-sized (7+' to 12');

H = huge (12+' to 25'); and

G = gargantuan (25+').

Most creatures are measured in height or length; some are measured in diameter. Those measured in diameter may be given a different size category than indicated above. For instance, while a 6-foot tall humanoid is considered size M, a spherical creature 6 feet in diameter has much more mass, so is considered size L. Similarly, a creature 12 feet long with a very slender body (like a snake) might be considered only man-sized. Adjustments like these should not move a creature more than one size category in either direction.

MORALE is a general rating of how likely the monster is to persevere in the face of adversity or armed opposition. This guideline can be adjusted for individual circumstances. Morale ratings correspond to the following range:

2-4 Unreliable

5-7 Unsteady

8-10 Average

11-12 Steady

13-14 Elite

15-16 Champion

17-18 Fanatic

19-20 Fearless

XP VALUE is the number of experience points awarded for defeating, but not necessarily killing, the monster. This value is a guideline that can be modified by the DM for the degree of challenge, encounter situation, and for overall campaign balance.

Combat is the part of the description that discusses special combat abilities, arms and armor, and tactics.

Habitat/Society outlines the monster's general behavior, nature, social structure, and goals. In some cases, it further describes their lairs (the places they live in), breeding habits, and reproduction rates.

Ecology describes how the monster fits into the campaign world, gives any useful products or byproducts, and any other miscellaneous information.

Variations of a monster are given in a special section after the main monster entry. These can be found by consulting the index. For instance, the xorn entry also describes the xaren, a very similar creature.

Psionics are mental powers possessed by many creatures in the Monstrous Manual. The psionic listings are explained below:

Level: How tough the monster is in terms of psionic experience level.

Dis/Sci/Dev: How many disciplines the creature can access, followed by the total number of sciences and devotions the creature knows. Monsters can know sciences and devotions only from the disciplines they can access.

Attack/Defense: The telepathic attack and defense modes that the creature can use. Note that defense modes are not included in the total number of powers the creature knows. Abbreviations used are as follows:

PB Psionic Blast M- Mind Blank

MT Mind Thrust TS Thought Shield

EW Ego Whip MB Mental Barrier

II Id Insinuation IF Intellect Fortress

PsC Psychic Crush TW Tower of Iron Will

Power Score: The creature's usual score when using a power that is not automatically successful.

PSPs: The creature's total pool of psionic strength points (the maximum available to it).

The rest of the listing indicates, by discipline, which powers the creature has, sometimes listing the most common powers, sometimes listing only the powers that all members of the species have. Unless otherwise noted, the creature always knows powers marked by an asterisk.

For information regarding psionic powers, see PHBR5, The Complete Psionics Handbook. If the DM chooses not to use psionics in the campaign, the powers can be changed to magical equivalents or simply ignored, though the latter severely impedes certain monsters.


CLIMATE/TERRAIN: Tropical and temperate mountains

FREQUENCY: Very rare



DIET: Carnivore

INTELLIGENCE: Average (8-10)


ALIGNMENT: Neutral good



MOVEMENT: 6, Fl 36 (C)


THAC0: 19


DAMAGE/ATTACK: 1-3/1-3 or 2-8 (weapon)




SIZE: M (20' wing span)

MORALE: Steady (11)



The aarakocra are a race of intelligent bird-men that live on the peaks of the highest mountains, spending their days soaring on the thermal winds in peace and solitude.

Aarakocra are about 5 feet tall and have a wing span of 20 feet. About halfway along the edge of each wing is a hand with three human-sized fingers and an opposable thumb. An elongated fourth finger extends the length of the wing and locks in place for flying. Though the wing-hands cannot grasp during flight, they are nearly as useful as human hands when an aarakocra is on the ground and its wings are folded back. The wing muscles anchor in a bony chest plate that provides the aarakocra with extra protection. The powerful legs end in four sharp talons that can unlock and fold back to reveal another pair of functional hands, also with three human-sized fingers and an opposable thumb. The hand bones, like the rest of an aarakocra's skeleton, are hollow and fragile.

Aarakocra faces resemble crosses between parrots and eagles. They have gray-black beaks, and black eyes set frontally in their heads that provide keen binocular vision. Plumage color varies from tribe to tribe, but generally males are red, orange, and yellow while females are brown and gray.

Aarakocra speak their own language, the language of giant eagles, and, on occasion, the common tongue (10% chance).

Combat: In aerial combat, an aarakocra fights with either talons or the heavy fletched javelins that he clutches in his lower hands. An aarakocra typically carries a half dozen javelins strapped to his chest in individual sheaths. The javelins, which can be used for throwing or stabbing, inflict 2d4 points of damage. Owing to the aarakocra's remarkable skill at throwing javelins in the air, it incurs none of the attack penalties for aerial missile fire. An aarakocra will always save its last javelin for stabbing purposes rather than throwing it. Its favorite attack is to dive at a victim while clutching a javelin in each hand, then pull out of the dive just as it reaches its target, and strike with a blood-curdling shriek. This attack gains a +4 bonus to the attack roll and causes double damage, but an aarakocra must dive at least 200 feet to execute it properly.

An aarakocra is reluctant to engage in grappling or ground combat, since its fragile bones are easily broken. Though rarely used except when cornered, an aarakocra's sharp beak can bite for 1-3 points of damage.

Habitat/Society: Aarakocra live in small tribes of about 11-30 (1d20+10) members. Each tribe has a hunting territory of about 10,000 square miles with colorful banners and pennants marking the boundaries.

Each tribe lives in a communal nest made of woven vines with a soft lining of dried grass. The eldest male serves as the tribe's leader. In tribes of more than 20 members, the second oldest male serves as the shaman, leading simple religious ceremonies involving the whistling of melodic hymns at sunset on the first day of a new month. Males spend most of their waking hours hunting for food and occasionally for treasure, such as gems and other shiny objects. Females spend eight months of the year incubating their eggs, passing the time by fabricating javelins and other tools from wood and stone. While resting on their backs, aarakocra females can use all four hands at the same time to weave boundary pennants, javelins sheaths, and other useful objects from vines and feathers.

Five aarakocra, including a shaman, can summon an air elemental by chanting and performing an intricate aerial dance for three melee rounds. The summoned air elemental will comply with the aarakocras' request for a favor, though it will not endanger its life on their behalf.

Aarakocra are extremely claustrophobic and will not willingly enter a cave, building, or other enclosed area.


Ecology: Aarakocra have little to do with other species, including neighboring aarakocra tribes, and leave their home territory only in extreme circumstances. They rarely encounter humans except for an occasional foray into a rural community to snatch a stray farm animal; this is not an intentionally malicious act, as aarakocra are unable to distinguish between domestic and wild animals. A human venturing into aarakocra territory may be able to convince one to serve as a guide or a scout in exchange for a shiny jewel or coin.


CLIMATE/TERRAIN: Tropical and temperate/Subterranean

FREQUENCY: Very rare



DIET: Omnivore

INTELLIGENCE: High (13-14)


ALIGNMENT: Lawful evil



MOVEMENT: 3, Sw 18


THAC0: 13


DAMAGE/ATTACK: 1-6 (x 4)




SIZE: H (20' long)

MORALE: Elite (13)

XP VALUE: 5,000


Level Dis/Sci/Dev Attack/Defense Power Score PSPs

8 3/5/16 EW, II PsC, +1/ = Int 250


Telepathy: False Sensor Input, Mindlink, Mass Domination.

The aboleth is a loathsome amphibious creature that lives in subterranean caves and lakes. It despises most land-dwelling creatures and seeks to enslave intelligent surface beings. It is as cruel as it is intelligent.

An aboleth resembles a plump fish, 20 feet in length from its bulbous head to its fluke-like tail. Its body is blue-green with gray splotches, and its pink-tan underbelly conceals a toothless, rubbery mouth. Three slit-like eyes, purple-red in color and protected by bony ridges, are set one atop the other in the front of its head. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. Four leathery tentacles, each 10 feet in length, grow from its head. An aboleth uses its tail to propel itself through the water and its tentacles to drag itself along dry land.

Combat: The aboleth attacks with its tentacles for 1d6 points of damage each. If a victim struck by a tentacle fails a saving throw vs. spell, the victim's skin transforms into a clear, slimy membrane in 1d4+1 rounds. If this occurs, the victim must keep the membrane damp with cool water or suffer 1d12 points of damage each turn. Cure disease cast upon the victim before the membrane completely forms stops the transformation. Otherwise, cure serious wounds will cause the membrane to revert to normal skin.

Because its sluggish movement makes attacks difficult, the aboleth attempts to lure victims close by creating realistic illusions at will, complete with audible, olfactory, and other sensory components. The aboleth can attempt to enslave creatures within 30 feet; it can make three attempts per day, one creature per attempt. If the victim fails a saving throw vs. spell, he follows all of the aboleth's telepathic commands, although the victim will not fight on the aboleth's behalf. The enslavement can be negated by remove curse, dispel magic, the death of the enslaving aboleth, or, if the victim is separated from the aboleth by more than a mile, a new saving throw (one attempt per day.)

When underwater, an aboleth surrounds itself with a mucous cloud 1 foot thick. A victim in contact with the cloud and inhaling the mucus must roll a successful saving throw vs. poison or lose the ability to breathe air. The victim is then able to breathe water, as if having consumed a potion of water breathing, for 1-3 hours. This ability may be renewed by additional contact with the mucous cloud. An affected victim attempting to breathe air will suffocate in 2d6 rounds. Wine or soap dissolves the mucus.

Habitat/Society: An aboleth brood consists of a parent and one to three offspring. Though the offspring are as large and as strong as the parent, they defer to the parent in all matters and obey it implicitly.

Aboleth have both male and female sexual organs. A mature aboleth reproduces once every five years by concealing itself in a cavern or other remote area, then laying a single egg and covering it in slime. The parent aboleth guards the egg while the embryo grows and develops, a process that takes about five years. A newborn aboleth takes about 10 years to mature.

The aboleth spends most of its time searching for slaves, preferably human ones. It is rumored that the aboleth use their slaves to construct huge underwater cities, though none have ever been found. The aboleth are rumored to know ancient, horrible secrets that predate the existence of man, but these rumors are also unsubstantiated. There is no doubt that aboleth retain a staggering amount of knowledge. An offspring acquires all of its parent's knowledge at birth, and a mature aboleth acquires the knowledge of any intelligent being it consumes.

An aboleth's treasure consists of items taken from its slaves. The items are buried in caverns under a layer of slime resembling gray mud, recognizable by the distinctive rancid grease odor.

Ecology: The omnivorous aboleth will eat any organic matter, usually algae and micro-organisms, but they are also fond of intelligent prey so they can absorb nutrients and information at the same time. Aboleth have no natural enemies, as even the mightiest marine creatures give them a wide berth. Aboleth slime is sometimes used as a component for potions of water breathing.


CLIMATE/TERRAIN: Temperate and tropical/Plains and forests




DIET: Omnivore





ARMOR CLASS: Overall 2, underside 4

MOVEMENT: 12, Br 6


THAC0: 17-13


DAMAGE/ATTACK: 3-18 (crush)+1-4 (acid)




SIZE: L-H (10' to 20' long)

MORALE: Average (9)

XP VALUE: 175-975

The ankheg is a burrowing monster usually found in forests or choice agricultural land. Because of its fondness for fresh meat, the ankheg is a threat to any creature unfortunate enough to encounter it.

The ankheg resembles an enormous many-legged worm. Its six legs end in sharp hooks suitable for burrowing and grasping, and its powerful mandibles are capable of snapping a small tree in half with a single bite. A tough chitinous shell, usually brown or yellow, covers its entire body except for its soft pink belly. The ankheg has glistening black eyes, a small mouth lined with tiny rows of chitinous teeth, and two sensitive antennae that can detect movement of man-sized creatures up to 300 feet away.

Combat: The ankheg's preferred attack method is to lie 5 to 10 feet below the surface of the ground until its antennae detect the approach of a victim. It then burrows up beneath the victim and attempts to grab him in its mandibles, crushing and grinding for 3d6 points of damage per round while secreting acidic digestive enzymes to cause an additional 1d4 points of damage per round until the victim is dissolved. The ankheg can squirt a stream of acidic enzymes once every six hours to a distance of 30 feet. However, since it is unable to digest food for six hours after it squirts enzymes, it uses this attack technique only when desperate. A victim struck by the stream of acidic enzymes suffers 8d4 points of damage (half damage if the victim rolls a successful saving throw vs. poison).

Habitat/Society: The ankheg uses its mandibles to continuously dig winding tunnels 30-40 feet deep in the rich soil of forests or farmlands. The hollowed end of a tunnel serves as a temporary lair for sleeping, eating, or hibernating. When an ankheg exhausts the food supply in a particular forest or field, it moves on to another.

Autumn is mating season for ankhegs. After the male fertilizes the female, the female kills him and deposits 2d6 fertilized eggs in his body. Within a few weeks, about 75% of the eggs hatch and begin feeding. In a year, the young ankhegs resemble adults and can function independently. Young ankhegs have 2 Hit Dice and an AC 2 overall and an AC 4 for their undersides; they bite for 1d4 points of damage (with an additional 1d4 points of damage from enzyme secretions), and spit for 4d4 points of damage to a distance of 30 feet. In every year thereafter, the ankheg functions with full adult capabilities and gains an additional Hit Die until it reaches 8 Hit Dice.

Beginning in its second year of life, the ankheg sheds its chitinous shell just before the onset of winter. It takes the ankheg two days to shed its old shell and two weeks to grow a new one. During this time, the sluggish ankheg is exceptionally vulnerable. Its overall AC is reduced to 5 and its underside AC is reduced to 7. Additionally, it moves at only half its normal speed, its mandible attack inflicts only 1d10 points of damage, and it is unable to squirt acidic enzymes. While growing a new shell, it protects itself by hiding in a deep tunnel and secreting a repulsive fluid that smells like rotten fruit. Though the aroma discourages most creatures, it can also pinpoint the ankheg's location for human hunters and desperately hungry predators.

Ankhegs living in cold climates hibernate during the winter. Within a month after the first snowfall, the ankheg fashions a lair deep within the warm earth where it remains dormant until spring. The hibernating ankheg requires no food, subsisting instead on nutrients stored in its shell. The ankheg does not secrete aromatic fluid during this time and is thus relatively safe from detection. Though the ankheg's metabolism is reduced, its antennae remain functional, able to alert it to the approach of an intruder. A disturbed ankheg fully awakens in 1d4 rounds, after which time it can attack and move normally.

The ankheg does not hoard treasure. Items that were not dissolved by the acidic enzymes fall where they drop from the ankheg's mandibles and can be found scattered throughout its tunnel system.

Ecology: Though a hungry ankheg can be fatal to a farmer, it can be quite beneficial to the farmland. Its tunnel system laces the soil with passages for air and water, while the ankheg's waste products add rich nutrients. The ankheg will eat decayed organic matter in the earth, but it prefers fresh meat. All but the fiercest predators avoid ankhegs. Dried and cured ankheg shells can be made into armor with an AC of 2, and its digestive enzymes can be used as regular acid.



FREQUENCY: Very rare



DIET: Omnivore

INTELLIGENCE: Genius (17-18)


ALIGNMENT: Lawful neutral

NO. APPEARING: 1 (1-6)




THAC0: 11


DAMAGE/ATTACKS: 1-8 (weapon)


SPECIAL DEFENSES: Invisibility, dimension door


SIZE: L (12' tall)

MORALE: Champion (15)

XP VALUE: 3,000


The arcane are a race of merchants, found wherever there is potential trade in magical items. They appear as tall, lanky, blue giants with elongated faces and thin fingers; each finger having one more joint than is common in most humanoid life. The arcane dress in robes, although there are individuals who are found in heavier armor, a combination of chain links with patches of plate (AC 3).

Combat: For creatures of their size, the arcane are noticeably weak and non-combative. They can defend themselves when called upon, but prefer to talk and/or buy themselves out of dangerous situations. If entering an area that is potentially dangerous (like most human cities), the arcane hires a group of adventurers as his entourage.

The arcane can become invisible, and can dimension door up to three times a day, usually with the intention of avoiding combat. An arcane feels no concern about abandoning his entourage in chancy situations. They can also use any magical items, regardless of the limitations of those items. This includes swords, wands, magical tomes, and similar items restricted to one type of character class. They will use such items if pressed in combat and they cannot escape, but more often use them as bartering tools with others.

Arcane have a form of racial telepathy, such that an injury to one arcane is immediately known by all other arcane. The arcane do not seek vengeance against the one who hurt or killed their fellow. They react negatively to such individuals, and dealing with the arcane will be next to impossible until that individual makes restitution.

Habitat/Society: Nothing is known about the arcane's origins; they come and go as they please, and are found throughout the known worlds. When they travel, they do so on the ships and vehicles of other races. Finding such ships with arcane aboard is rare, and it is suspected that the arcane have another way of travelling over long distances.

Contacting the arcane is no trouble in most civilized areas: a few words spread through the local grapevine, through taverns, guilds, and barracks, are enough to bring one of these creatures to the surface. In game terms, there is a base 10% chance per day of finding an arcane, if PCs actively look for one; the chance increases or decreases depending on their location. Arcane never set up permanent ``magic shops.''

The arcane's stock in trade is to provide magical items, particularly spelljamming helms, which allow rapid movement through space. The arcanes' high quality and uniform (if high) prices make them the trusted retailers. They accept payment in gold, or barter for other magical items (as a rule of thumb, costs should be five times the XP reward of the item, or a more valuable item).

The arcane take no responsibility for the use of the items they sell. The arcane will deal with almost anyone. They often make deals with both sides in a conflict, fully aware that they might annihilate all of their potential customers in a region. The arcane have no dealings with neogi, nor with creatures from other planes, such as genies, tanar'ri, and fiends. It is unknown whether the arcane create a wide variety of magical devices, or secure them from an unknown source.

Those dealing with the arcane find them cool, efficient, and most importantly, uncaring. Trying to haggle with an arcane is a chancy business, at best. Sometimes they will engage in haggling with a bemused smirk, but just as often leave the buyer hanging and walk out on the negotiations. They do not like being threatened, insulted, or blackmailed. Those who do so will find it very difficult to purchase reliable equipment. An arcane will not raise his hand in vengeance or anger -- there are more subtle ways to wreak revenge.

Ecology: It is not known what arcane do with the gold, gems, and magic they collect. One theory says they need the items for reproduction (the basis for a large number of bawdy arcane jokes), while another links it to production and acquisition of more magical items. The arcane seem sexless. No young arcane have been reported, and the arcane keep their own counsel.


CLIMATE/TERRAIN: Space/Any Earth-based body

FREQUENCY: Very rare


ACTIVITY CYCLE: Feed till consume 2xHD, then rest 2 hours/HD

DIET: Omnivore

INTELLIGENCE: Low to High (5-14)


ALIGNMENT: Neutral evil



MOVEMENT: 9, Fl 3 (B)

HIT DICE: 5-10

THAC0: 5-6 HD: 15

7-8 HD: 13

9-10 HD: 11

NO. OF ATTACKS: 3 per victim





SIZE: L-G (2' per HD)

MORALE: Champion (16)

XP VALUE: 5-6 HD: 2,000 (+1,000 for additional HD)


Argos are found in the same regions of wildspace as the baleful beholder nations. An argos resembles a giant amoeba. It has one large, central eye with a tripartite pupil, and a hundred lashless, inhuman eyes and many sharp-toothed mouths. An argos can extrude several pseudopods, each tipped with a fanged maw that functions as a hand to manipulate various tools.

Argos move by slithering; they can cling to walls and ceilings. They can levitate and fly at the very slow rate of 3.

Argos colors tend toward shades of transparent blues and violets; they smell like a bouquet of flowers. They are huge beasts ranging in size from 10 to 20 feet in diameter, weighing about 200 pounds per Hit Die. Though they exhibit signs of being intelligent tool users, they do not wear clothes, choosing rather to carry gear stored in temporary cavities within their bodies. However, their digestive juices often ruin devices within two to three weeks (saving throw vs. acid).

Combat: An argos can attack with one to three weapons or items, or it can enfold a victim in a pseudopod and attack with 1d3 mouths for 1d4 points of damage each. It may attack as many foes in this way as it can physically reach.

If an argos rolls a natural 20 on an attack, it envelopes its victim, swallowing him whole. A swallowed victim suffers 2d8 points of damage each round from the creature's digestive juices. The victim may attempt to cut his way free from within, using only short cutting weapons. He must inflict 8 points of damage to break free.

The eyes of an argos, like those of a beholder, have a variety of special powers. An argos can bring 1d10 of its smaller eyes to bear on any target. The large, central eye can focus only on targets that are in front of the creature (within 90 degrees of the ``straight-ahead point'' of the central eye). Though the creature has nearly 100 eyes, only 20 special powers have been noted; therefore a number of eyes must possess the same power.

Each point of damage inflicted on an argos eliminates one eye; the DM decides which powers are reduced in the process. It is possible to target one particular eye by attacking with a -4 penalty to the attack roll.

Each ability of an argos's eye is treated as a spell effect. Use the argos's Hit Dice as the caster level. Roll 1d20 and check the following table for a particular eye's power.

1. Blindness 11. Gaze Reflection

2. Burning Eyes (Hands) 12. Heat Metal

3. Charm Monster 13. Hold Monster

4. Clairvoyance 14. Imp. Phantasmal Force

5. Confusion 15. Irritation

6. Darkness, 15' rad. 16. Light

7. Dispel Magic 17. Slow

8. Emotion 18. Suggestion

9. ESP 19. Tongues

10. Fumble 20. Turn Flesh to Stone

The central eye can use one of three different powers once per round. It can create a personal illusion (an alter self spell), or it can cast a color spray or a ray of enfeeblement spell.

Habitat/Society: Argos are solitary creatures, though it is not unheard of to discover an argos guardian aboard an eye tyrant ship. Argos appear capable of replenishing their own air envelope and thus may be encountered wandering asteroid rings and dust clouds alone.

Despite its relative intelligence, the argos is a ravenous creature driven by its hunger. It tries to lure prey into its grasp, feeding until it has consumed a number of creatures equal to two times its own Hit Dice. It then slips away to digest its meal for a period equal to two hours per Die. If an argos is unable to find food within a week of its last meal, it loses 1 Hit Die per week until it becomes a 5-Hit Die creature. After that point, it can hibernate for up to a year by crystallizing its outer shell and forming a chrysalis.

Ecology: Argos consume anything that moves and is digestible. Their preference is to use their abilities to lure their prey into traps and then to pick off individuals one at a time. It sorts through the tools and weapons of its victims and keeps the useful items.


CLIMATE/TERRAIN: Temperate hills

FREQUENCY: Very rare



DIET: Carnivore (see below)








THAC0: 9



SPECIAL ATTACKS: 2-8 claws for 2-8 each



SIZE: S (3' long)

MORALE: Fearless (19-20)

XP VALUE: 9,000


Despite being only the size of a large badger, the aurumvorax, or ``golden gorger,'' is an incredibly dangerous creature. The animal is covered with coarse golden hair and has small silver eyes with golden pupils. It has eight powerful legs that end in 3-inch-long copper claws. The aurumvorax's shoulders are massively muscled while its heavy jaw is full of coppery teeth.

The creature weighs over 500 pounds. This incredible density provides the animal with much of its natural protection. This, combined with its speed, power, and sheer viciousness, makes it one of the most dangerous species yet known.

Combat: The aurumvorax charges any creature that enters its territory, causing a -3 to opponents' surprise rolls if attacking from its den. A female of the species receives a +2 bonus to attack rolls when guarding her young.

The creature bites at its prey until it hits, clamping its massive jaws onto the victim and doing 2-8 hit points of damage. After it hits, the aurumvorax locks its jaws and hangs on, doing an additional 8 points of damage per round until either the aurumvorax or its enemy is dead. Only death will cause the aurumvorax to relax its grip.

Once its jaws lock, the golden gorger also rakes its victim with 2-8 of its legs, causing 2-8 hit points of damage per additional hit. An opponent who is held by an aurumvorax receives no dexterity adjustment to Armor Class.

Due to its incredibly dense hide and bones, the aurumvorax takes only half damage from blunt weapons. It is immune to the effects of small, normal fires and takes only half damage from magical fires. Neither poison nor gasses have any effect on the sturdy creature.

Habitat/Society: The aurumvorax makes its solitary home in light forests, hills, and at the timberline on mountainsides. An aurumvorax chooses a likely spot and then uses its powerfully clawed legs to create a burrow, sometimes into solid rock.

Due to their unusual dietary needs, aurumvorae make their lairs in spots that either contain rich veins of gold ore or are very near to an area where gold is readily available.

The aurumvorax is a solitary creature which jealously guards its territory, even from others of its kind. The only time adult aurumvorae willingly meet is during mating season, which occurs approximately every eight years.

The pair will stay together for a week or two before the male returns to his territory and the female prepares for the birth of her kits. A litter of 1d6+2 kits is born four months after mating.

For the first two weeks of life, the kits are blind and hairless. They must be fed both meat and precious ores, including gold, in order to survive. It is unusual for more than 1-2 of the strongest kits to survive. If a kit is found and ``adopted'' before its eyes are open, it can be tamed and trained.

Dwarves tend to dislike aurumvorae, though some communities have been known to raise one or more of the beasts for use in sniffing out veins of ore.

Ecology: In order to survive, the aurumvorax supplements its carnivorous diet with quantities of gold. The ability to digest and utilize gold and other ores makes it possible for the creature to develop the dense fur, hide, and bones that protect it so well.

If an aurumvorax is killed with a minimum of cutting damage to its hide, the hide may be turned into a garment of incredible strength and beauty worth 15,000-20,000 gold pieces. The garment will also protect its wearer as armor, the specific Armor Class depending on the size of the aurumvorax. A garment with AC 2 weighs 50 pounds, one with AC 3 weighs 40 pounds, and one with AC 4 weighs 30 pounds.

The wearer also receives a +4 bonus on saving throws vs. normal fires and a +2 bonus on saving throws vs. magical fire.

If an aurumvorax is burned in a forge, approximately 150-200 pounds of gold are left behind. This burning process is very difficult and usually takes between one and two weeks to perform. Of course, the hide may be removed before the creature is burned; if burned at the same time, the hide will provide an additional 21-40 (1d20+20) pounds of gold.

The aurumvorax's teeth and claws are also prized for decoration, and can bring up to 1 gp each on the open market.


Pit Fiend Black Abishai Green Abishai Red Abishai

CLIMATE/TERRAIN: The Nine Hells The Nine Hells The Nine Hells The Nine Hells

FREQUENCY: Very rare Common Common Common

ORGANIZATION: Solitary Solitary Solitary Solitary


DIET: Carnivore Carnivore Carnivore Carnivore

INTELLIGENCE: Genius (17-18) Average (8-10) Average (8-10) Average (8-10)

TREASURE: G, W Nil Nil Nil

ALIGNMENT: Lawful evil Lawful evil Lawful evil Lawful evil

NO. APPEARING: 1-4 2-20 2-8 1

ARMOR CLASS: -5 5 3 1

MOVEMENT: 15, Fl 24 (C) 9, Fl 12 (C) 9, Fl 12 (C) 9, Fl 12 (C)

HIT DICE: 13 4+1 5+2 6+3

THAC0: 7 17 15 13

NO. OF ATTACKS: 6 3 3 3

DAMAGE/ATTACK: 1-4x2/1-6x2/ 1-4/1-4/2-5 1-4/1-4/2-5 1-4/1-4/2-5

2-12/2-8 or weapon

SPECIAL ATTACKS: Fear, poison, Poison, dive Poison, dive Poison, dive

tail constriction

SPECIAL DEFENSES: Regeneration, Regeneration, Regeneration, Regeneration,

+3 or better +1 or better +1 or better +1 or better

weapons to hit weapons to hit weapons to hit weapons to hit

MAGIC RESISTANCE: 50% 30% 30% 30%

SIZE: L (12' tall) L (8' tall) L (7' tall) M (6' tall)

MORALE: Fearless (19-20) Average (8-10) Average (8-10) Steady (11-12)

XP VALUE: 57,500 21,500 23,500 25,500


General: The baatezu are the primary inhabitants of the Nine Hells. They are a strong, evil tempered race held together by an equally strong organization. The baatezu live in a rigid caste system where authority is derived from power and station.

The baatezu wish to fulfill their ancient quest to destroy the tanar'ri, their blood enemies. The baatezu also know that by infiltrating humans and entering their world they will gain power over the tanar'ri. Toward this end they constantly strive to dominate the Prime Material plane and its natives.

The baatezu are divided into three groups: greater, lesser, and least. Below are listed a few:


Greater baatezu Lesser baatezu least baatezu

amnizu abishai nupperibo

cornugon barbazu spinagon

gelugon erinyes

pit fiend hamatula



In addition, there are the lemures, the common ``foot soldiers'' of the baatezu at the very bottom in station.

Combat: All baatezu except for lemures, nupperibo, and spinagon are able to perform the following magical abilities, once per round, at will: advanced illusion, animate dead, charm person, infravision, know alignment (always active), suggestion, and teleport without error.

Baatezu are affected by the following attack forms:


Attack Damage Attack Damage

acid full cold half*

electricity (lightning) full fire (dragon, magical) none*

gas half iron weapon none**

magic missile full poison none

silver weapon full***


*the gelugon suffers half damage from fire and none from cold.

**unless affected by normal weapons.

***greater baatezu suffer half damage from silver weapons.


Pit Fiend: The most terrible baatezu of the Nine Hells, pit fiends appear to be giant, winged humanoids, very much like gargoyles in appearance, with huge wings that wrap around their bodies for defense. Pit fiend's fangs are large and drip with a vile, green liquid. Their bodies are red and scaly, often emitting flames when they are angered or excited. In the rare situations they choose to communicate, they use telepathy.

Combat: In physical combat, the pit fiend is capable of dealing out tremendous punishment, using its incredible 18/00 Strength (+6 damage adjustment). They can attack six times in a single round, dividing attacks against six different opponents. They can attack with two hard, scaly wing buffets for 1-4 points of damage per hit. Their powerful claws do 1-6 points of damage per successful attack. The bite of a pit fiend is dreadful indeed, causing any creature bitten to take 2-12 points of damage and receive a lethal dose of poison. A saving throw vs. poison is required or the victim dies in 1-4 rounds. The bite also infects the victim with a disease.

Pit fiends can also attack with their tail every round, inflicting 2-8 points of damage per hit. The tail can then hold and constrict the victim for 2-8 points of damage per round until the victim makes a successful Strength check to break free. Pit fiends can also carry jagged-toothed clubs which inflict 7-12 points of damage per hit (this replaces one claw attack).

Once per round a pit fiend can use one of the following spell-like powers, plus those available to all baatezu: detect magic, detect invisibility, fireball, hold person, improved invisibility, polymorph self, produce flame, pyrotechnics, and wall of fire.

They can, once per year, cast a wish spell. They may always gate in two lesser or one greater baatezu with a 100% chance of success, performing this action once per round. Once per day, a pit fiend can use a symbol of pain -- the victim must save vs. rod, staff or wand or suffer a -4 penalty on attack dice, and a -2 penalty to Dexterity for 2-20 rounds.

Pit fiends regenerate 2 hit points per round and radiate a fear aura in a 20-foot radius (save vs. rod, staff, or wand at a -3 penalty or flee in panic for 1-10 rounds).

Habitat/Society: Pit fiends are the lords of the Nine Hells. They are the baatezu of the greatest power and the highest station. Pit fiends are found throughout the various layers of the Nine Hells, but are very rare on the upper layers.

Wherever they are found, these mighty lords hold a position of great authority and power. They sometimes command vast legions consisting of dozens of complete armies, leading them into battle against the tanar'ri. These huge forces are terrifying to behold, and any non-native of the lower planes, of less than 10 Hit Dice, who sees them, flees in panic for 1-3 days. Those of 10 Hit Dice or more must make a saving throw vs. rod, staff, or wand or flee in panic for 1-12 turns.

Ecology: Pit fiends are spawned from the powerful gelugons of the Nine Hells' eighth layer. When those icy fiends are found worthy they are cast into the Pit of Flame for 1,001 days after which they emerge as pit fiends.

Abishai: Abishai are common on the first and second layers of the Nine Hells, appearing much like gothic gargoyles. They are thin and reptilian with long, prehensile tails and great wings. There are three varieties of abishai. They are, in ascending order of station, black, green, and red. Abishai communicate with telepathy.

Combat: In battle, the abishai strikes with formidable claws, inflicting 1-4 points of damage per successful hit. It can also lash out with its flexible tail for 2-5 points of damage. Hidden in the end of an abishai's tail is a small stinger that injects poison on a successful hit, requiring a saving throw vs. poison (failure results in death).

Abishai can fly into the air and dive at enemies, striking with both claws. Their attack roll is made with a +2 bonus. A successful hit inflicts double damage.

In addition to the powers possessed by all baatezu, an abishai can perform the following magical powers, one at a time, once per round: change self, command, produce flame, pyrotechnics, and scare. They can also attempt to gate 2-12 lemures (60% chance of success, once per day) or 1-3 abishai (30% chance of success, once per day).

All abishai are susceptible to damage from holy water. If a vial is splashed on it, an abishai suffers 2-8 points of damage. All abishai regenerate 1 hit point per melee round unless the damage was done by holy water or a holy magical weapon.

Habitat/Society: Abishai are voracious and evil. They delight in tormenting those few natives of the Nine Hells that are lower in power. Abishai are fond of using change self and charm person to tempt mortals bold enough to travel to the Nine Hells.

Ecology: The abishai comprise the main body of many large, evil armies battling against the tanar'ri and intruders against the Nine Hells. In some cases, a red abishai may have proven himself worthy enough to command a force of lemures. If it is successful in this endeavor, the red abishai may be promoted to a higher form of baatezu.



FREQUENCY: Very rare




INTELLIGENCE: Exceptional (15-16)


ALIGNMENT: Chaotic evil





THAC0: 13




SPECIAL DEFENSES: +1 or better weapon to hit


SIZE: M (5'-6' tall)

MORALE: Elite (13)

XP VALUE: 4,000


The banshee or groaning spirit, is the spirit of an evil female elf -- a very rare thing indeed. Banshee hate the living, finding their presence painful, and seek to harm whomever they meet.

Banshees appear as floating, luminous phantasms of their former selves. Their image glows brightly at night, but is transparent in sunlight (60% invisible). Most banshees are old and withered, but a few (10%) who died young retain their former beauty. The hair of a groaning spirit is wild and unkempt. Her dress is usually tattered rags. Her face is a mask of pain and anguish, but hatred and ire burns brightly in her eyes. Banshees frequently cry out in pain -- hence their name.

Combat: Banshees are formidable opponents. The mere sight of one causes fear, unless a successful saving throw vs. spell is rolled. Those who fail must flee in terror for 10 rounds and are 50% likely to drop any items they were carrying in their hands.

A banshee's most dreaded weapon is its wail or keen. Any creature within 30 feet of a groaning spirit when she keens must roll a saving throw vs. death magic. Those who fail die immediately, their faces contorted in horror. Fortunately, groaning spirits can keen just once per day, and then only at night. The touch of a groaning spirit causes 1d8 points of damage.

Banshees are noncorporeal and invulnerable to weapons of less than +1 enchantment. In addition, groaning spirits are highly resistant to magic (50%). They are fully immune to charm, sleep, and hold spells and to cold- and electricity-based attacks. Holy water causes 2d4 points of damage if broken upon them. A dispel evil spell will kill a groaning spirit. A banshee is turned as a ``special'' undead.

Banshees can sense the presence of living creatures up to five miles away. Any creature that remains within five miles of a groaning spirit lair is sure to be attacked when night falls. The nature of this attack varies with the victim. Beasts and less threatening characters are killed via a touch. Adventurers or demihumans are attacked by keening. Creatures powerful enough to withstand the groaning spirit's keen are left alone.

When attacking adventurers, the groaning spirit attacks at night with her wail. If any characters save successfully, she then retreats to her lair. Thereafter, each night, the groaning spirit returns to wail again. This routine is repeated until all of the victims are dead or have left the groaning spirit's domain, or until the groaning spirit is slain.

Habitat/Society: Banshees loathe all living things and thus make their homes in desolate countryside or ancient ruins. There they hide by day, when they cannot keen, and wander the surrounding countryside by night. The land encircling a groaning spirit's lair is strewn with the bones of beasts who heard the groaning spirit's cry. Once a groaning spirit establishes her lair she will remain there.

The treasure of groaning spirits varies considerably and often reflects what they loved in life. Many hoard gold and fine gems. Other groaning spirits, particularly those that haunt their former homes, show finer tastes, preserving great works of art and sculptures, or powerful magical items.

It is nearly impossible to distinguish the cry of a groaning spirit from that of a human or elf woman in pain. Many a knight gallant has mistaken the two sounds, and then paid for the mistake with his life. Banshees are exceptionally intelligent and speak numerous languages, including common, elvish, and other demihuman languages.

Banshees occasionally use their destructive powers to seek revenge against their former adversaries in life.

Ecology: Banshees are a blight wherever they settle. They kill without discretion, and their only pleasure is the misfortune and misery of others. In addition to slaying both man and beast, a groaning spirit's keen has a powerful effect upon vegetation. Flowers and delicate plants wither and die and trees grow twisted and sickly, while hardier plants, thistles and the like, flourish. After a few years all that remains within five miles of a groaning spirit's lair is a desolate wilderness of warped trees and thorns mixed with the bones of those creatures that dared to cross into the groaning spirit's domain.


Lesser Greater Dracolisk

CLIMATE/TERRAIN: Any land Any land Any land

FREQUENCY: Uncommon Very rare Very rare

ORGANIZATION: Solitary Solitary Solitary


DIET: Carnivore Carnivore Carnivore

INTELLIGENCE: Animal (1) Low (5-7) Low to Average (5-10)


ALIGNMENT: Nil Neutral Chaotic evil

NO. APPEARING: 1-4 1-7 1-2


MOVEMENT: 6 6 9, Fl 15 (E)

HIT DICE: 6+1 10 7+3

THAC0: 15 11 13


DAMAGE/ATTACK: 1-10 1-6/1-6/2-16 1-6/1-6/3-12

SPECIAL ATTACKS: Gaze turns to stone See below See below

SPECIAL DEFENSES: Nil Surprised only on a 1 Nil


SIZE: M (7' long) L (12' long) H (15-20' long)

MORALE: Steady (12) Champion (16) Champion (15)

XP VALUE: 1,400 7,000 3,000


These reptilian monsters all posses a gaze that enables them to turn any fleshy creature to stone; their gaze extends into the Astral and Ethereal planes.


Although it has eight legs, its sluggish metabolism allows only a slow movement rate. A basilisk is usually dull brown in color, with a yellowish underbelly. Its eyes glow pale green.

Combat: While it has strong, toothy jaws, the basilisk's major weapon is its gaze. However, if its gaze is reflected, and it sees its own eyes, it will become petrified itself, but this requires light at least equal to bright torchlight and a good, smooth reflector. In the Astral plane its gaze kills; in the Ethereal plane it turns victims into ethereal stone. These will only be seen by those in the Ethereal plane or who can see ethereal objects.

Greater Basilisk

The greater basilisk is a larger cousin of the more common reptilian horror, the ordinary basilisk. These monsters are typically used to guard treasure.

Combat: The monster attacks by raising its upper body, striking with sharp claws, and biting with its toothy maw. The claws carry Type K poison (saving throws vs. poison are made with a+4 bonus). Its foul breath is also poisonous, and all creatures, coming within 5 feet of its mouth, even if just for a moment, must roll successful saving throws vs. poison (with a+2 bonus) or die (check each round of exposure).

Even if a polished reflector is used under good lighting conditions, the chance for a greater basilisk to see its own gaze and become petrified is only 10%, unless the reflector is within 10 feet of the creature. (While its gaze weapon is effective to 50 feet, the creature's oddly-shaped eyes are nearsighted and it cannot see its own gaze unless it is within 10 feet.)


The sages say that the dracolisk is the offspring of a rogue black dragon and a basilisk of the largest size.

The result is a deep brown, dragon-like monster that moves with relative quickness on six legs. It can fly, but only for short periods -- a turn or two at most.

Combat: This horror can attack with its taloned forelegs and deliver vicious bites. In addition, it can spit a stream of acid 5 feet wide and up to 30 feet away. The acid causes 4d6 points of damage, half-damage if a successful saving throw vs. breath weapon is rolled. The dracolisk can spit up to three times per day.

The eyes of a dracolisk can petrify any opponent within 20 feet if the monster's gaze is met. Because its hooded eyes have nictating membranes, the monster is only 10% likely to be affected by its own gaze. Opponents in melee with a dracolisk and seeking to avoid its gaze fight with a -4 penalty to their to attack rolls.


Common Large Huge Azmyth NightHunter Sinister

CLIMATE/TERRAIN: Any land Any land Warm caves Any land Any land Any land

FREQUENCY: Common Uncommon Rare Rare Uncommon Rare

ORGANIZATION: Swarm Flock Flock Solitary Pack Band

ACTIVITY CYCLE: Night Night Night Any Night/any Any

DIET: Omnivore Omnivore Omnivore Omnivore Carnivore Omnivore

INTELLIGENCE: Animal (1) Animal (1) Low (5-7) High (13-14) Average to Average to

High (8-14) Except. (8-16)

TREASURE: Nil Nil C Nil M, O, Z (in lair) Nil

ALIGNMENT: Neutral Neutral Neutral evil Chaotic neutral Neutral evil Lawful evil

NO. APPEARING: 1-100 3-18 1-8 1 1-12 (1-30 in lair) 1d6

ARMOR CLASS: 8 (see below) 8 7 (see below) 2 6 3

MOVEMENT: 1, Fl 24 (B) 3, Fl 18 (C) 3, Fl 15 (C) 3, Fl 24 (A) 2, Fl 18 (A) 2, Fl 21 (A)

HIT DICE: 1-2 hp 1d4 hp or 1 4-6 2 2+2 4+4

THAC0: 20 19 or 20 17 (4 HD) 19 19 17

15 (5-6 HD)

NO. OF ATTACKS: 1 1 1 2 4 1

DAMAGE/ATTACK: 1 1d2 or 1d4 2d4 1/1-2 1-4/1-2/1-2/ 2-5

1-6 or 3-12

SPECIAL ATTACKS: See below Nil See below Magic use Nil Magic use

SPECIAL DEFENSES: Nil See below See below magic use Nil Energy field

MAGIC RESISTANCE: Nil Nil Nil 40% Nil 70%

SIZE: T (1') M (5'-6') H (12'-16') S (3') M (7') L (9')

MORALE: Unreliable (2-4) Unsteady (5-7) Steady (11-12) Elite (14) Steady (11) Champion (15-16)

XP VALUE: 15 35 420 (4 HD) 650 175 2,000

650 (5 HD)

975 (6 HD)


Bats are common animals in many parts of the world. While ordinary bats are annoying but harmless, larger varieties can be quite deadly. With almost 2,000 different species of bats known, one can find wingspans from less than two inches across to 15 feet or more. The small body of the ordinary bat resembles a mouse, while the wings are formed from extra skin stretched across its fore limbs. The larger bats are scaled up but otherwise similar in appearance.

Despite the common belief that bats are blind, nearly all known species have rather good eyesight. In the dark, however, they do not rely on their visual acuity, but navigate instead by echo-location. By emitting a high-pitched squeal and listening for it to bounce back to them, they can ``see'' their surroundings by this natural form of sonar.

Combat: Ordinary bats attack only if cornered and left with no other option. If startled, bats tend to become frightened and confused. This causes them to swarm around and often fly into things. The typical bat swarm ends up putting out torches (1% chance per bat encountered per round), confusing spell casting (Wisdom roll required to cast spells), inhibiting combatants' ability to wield weapons (by a -2 THAC0 penalty), and otherwise getting in the way. Under ideal flying conditions, a bat's Armor Class rating rises from 8 to 4.

Habitat/Society: While bats are found almost anywhere, they prefer warm and humid climes. Some species hibernate during the cold season and a few are know to migrate. Bats live in caves, dark buildings, or damp crevices, hanging by their toes during the day, and leaving at dusk to feed during the night. In large, isolated caverns there may be thousands of bats.

Ecology: Most bats eat fruit or insects, though some include small animals or fish in their diets. The rare vampire bat travels at night to drink the warm blood of living mammals, but its victims are rarely humans or demihumans. Care must be taken not to confuse the vampire bat with the true vampire in this regard.

Rot grubs and carrion crawlers are among the few creatures known to live in the guano on the floor of large bat-infested caverns, making any expeditions into such caves dangerous indeed. If the noxious odor from the guano is not enough to subdue the hardiest of adventurers (a single Constitution check to stay conscious), these crawling denizens are.

Large Bat

These creatures are large versions of the carnivorous variety of the ordinary bat with 3-foot-long bodies and 5- to 6-foot-long wingspans. They dwell in dark caverns, usually underground, and depend on their sonar in flight to compensate for their poor eyesight. Only 10% of giant bats are of the more powerful 1 Hit Die variety.

Extremely maneuverable in flight, large bats gain an Armor Class bonus of +3 when an opponent with a Dexterity of 13 or less fires a missile weapon at it. The creature must land (usually on its victim) to attack with its bite. The typical example of this species inflicts 1d2 points of damage with its teeth while the larger does 1d4 points of damage. Anyone bitten by a large bat has a 1% chance per point of damage done to contract rabies.

When rabies is contracted, there is a 1d4+6 day incubation period. Once this period has ended, the victim has 10 days to live. The victim cannot drink or eat anything and is overly irritable. Anything from loud noises to being awakened at night can set the victim off (the DM determines the temper triggers). If temper flares, the victim must roll a Wisdom check. If the check fails, the rabid person attacks until he is killed or knocked unconscious. When a character contracts rabies, he or she dies from the infliction, unless cured by a wish, alter reality, limited wish, cure disease, or similar spell.

Huge Bat (Mobat)

Mobats prefer warm-blooded prey that they bite to death with their fangs. They have a dim and evil intelligence that gives them a desire for shiny objects. Because the typical mobat has a wingspan of 12 to 16 feet, they must have large areas to serve as flight runways.

Because Mobats' flight is so rapid and silent, their victims suffer a -3 penalty to their surprise rolls. They can also give a piercing screech that causes such great pain that victims seek to cover their ears rather than fight, unless a saving throw versus paralyzation is successful. This screech is always used if the prey resists and it is effective in a 20-foot radius about the mobat. Note that mobile mobats have an Armor Class of 2. Under crowded flying conditions, their Armor Class suffers and raises to 7. When not in flight, mobats have an Armor Class of 10.


Azmyths live on flowers, small plants, and insects. They are solitary wanderers, though they do have ``favorite haunts'' to which they return. They often form partnerships with humanoids for mutual benefit, sometimes forming loyal friendships in the process. Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures' offspring. The life span of azmyths are presently unknown but is believed to be over 100 years. They are not familiars as wizards understand the term; no direct control can be exercised over one, except by spells.

Azmyths have crested heads and bearded chins, white, pupil-less eyes, and leathery gray, mauve, or emerald green skin. They emit shrill squeaks of alarm or rage, and endearing, liquid chuckles of delight or amusement. They communicate by telepathy that has a range of 60 feet, and have infravision to 90 feet. They can know alignment three times per day, become invisible (self only for six rounds or less, ending when the azmyth makes a successful attack) once per day, and create silence 15' radius, centered on themselves, once per day.

In combat, the azmyth bites for 1 point of damage and stabs with its powerful needle-sharp tails for 1d2 points. Twice per day, an azmyth can unleash a shocking grasp attack, transmitting 1d8+6 points of electrical damage through any direct physical contact with another creature. This attack can be combined with a physical attack for cumulative damage.

Night Hunter

This species, know as dragazhar, is named after the adventurer who first domesticated one, long ago. Nocturnal on the surface, it is active anytime in the gloom of the underworld. It eats carrion if it must, but usually hunts small beasts. Desperate dragazhar are known to attack livestock, drow, or humans.

Night hunters swoop down to bite prey (1d4), rake with their wing claws (1d2 each), and slash (1d6) or stab (3d4) with their dexterous, triangular-shaped, razor sharp tails. They stalk their prey, flying low and dodging behind hillocks, ridges, trees, or stalactites, to attack from ambush. They have infravision to a distance of 120 feet, but rarely surprise opponents, since they emit echoing, loon-like screams when excited.

Night hunter lairs usually contain over 30 creatures. They typically live in double-ended caves, or above ground in tall, dense woods. Night hunters do not tarry to eat where they feel endangered, so their lairs often contain treasure fallen from prey carried there. Night hunters roost head-down when sleeping. They are velvet in hue, even to their claws, and have violet, orange, or red eyes.


These mysterious jet-black creatures most closely resemble manta rays. They have no distinct heads and necks, and their powerfully-muscled wings do not show the prominent finger bones common to most bats. A natural ability of levitation allows them to hang motionless in midair. This unnerving appearance and behavior has earned them their dark name, but sinisters are not evil. Above ground, they prefer to hunt at night, when their 160'-range infravision is most effective. They eat carrion if no other food is available, and regularly devour flowers and seed pods of all sorts.

Sinisters are both resistant to magic and adept in its use. In addition to their pinpoint, precision levitation, they are surrounded at all times by a naturally-generated 5-foot-deep energy field akin to a wall of force. This field affords no protection against spells or melee attacks, but missile attacks are stopped utterly; normal missiles are turned away, and such effects as magic missile and Melf's acid arrow are absorbed harmlessly. In addition, all sinisters can cast one hold monster (as the spell) once per day. They usually save this for escaping from creatures more powerful than themselves, but may use it when hunting, if ravenous.

Curiously, though they are always silent (communicating only with others of its kind via 20-foot-range limited telepathy), sinisters love music-both vocal and instrumental. Many a bard making music at a wilderness campfire has found him or herself surrounded by a silent circle of floating sinisters. Unless they are directly attacked, the sinisters will not molest the bard in any way, but may follow the source of the music, gathering night after night to form a rather daunting audience.

Sinisters are usually encountered in small groups and are thought to have a long life span. Their social habits and mating rituals are unknown.


Black Brown Cave Polar

CLIMATE/TERRAIN: Temperate land Temperate land Any land Any cold

FREQUENCY: Common Uncommon Uncommon Rare

ORGANIZATION: Family Family Family Family


DIET: Omnivore Omnivore Omnivore Omnivore

INTELLIGENCE: Semi- (2-4) Semi- (2-4) Semi- (2- 4) Semi- (2-4)

TREASURE: Nil Nil Nil Nil

ALIGNMENT: Neutral Neutral Neutral Neutral

NO. APPEARING: 1-3 1-6 1-2 1-6

ARMOR CLASS: 7 6 6 6

MOVEMENT: 12 12 12 12, Sw 9

HIT DICE: 3+3 5+5 6+6 8+8

THAC0: 17 15 13 11

NO. OF ATTACKS: 3 3 3 3

DAMAGE/ATTACK: 1-3/1-3/1-6 1-6/1-6/1-8 1- 8/1-8/1-12 1-10/1-10/2-12




SIZE: M (6'+ tall) L (9'+ tall) H (12'+ tall) H (14'+ tall)

MORALE: Average (8-10) Average (8-10) Average (8-10) Average (8-10)

XP VALUE: 175 420 650 1,400


A rather common omnivorous mammal, bears tend to avoid humans unless provoked. Exceptions to this rule can be a most unfortunate occurrence.

Bears are, in general, large and powerful animals which are found throughout the world's temperate and cooler climates. With dense fur protecting them from the elements and powerful claws protecting them from other animals, bears are the true rulers of the animal kingdom in the areas where they live.

The so-called black bear actually ranges in color from black to light brown. It is smaller than the brown bear and the most widespread species by far.

Combat: Although black bears are usually not aggressive, they are able fighters when pressed. If a black bear scores a paw hit with an 18 or better it also hugs for 2-8 (2d4) points of additional damage.

Habitat/Society: All bears have excellent senses of hearing and smell but rather poor eyesight. The size shown is an average for the variety and larger individuals will, of course, be correspondingly more powerful.

One common misconception people hold about bears is that they hibernate during the winter. In fact, they sleep most of the time, but their metabolism does not slow down, and they often wake up and leave their lairs during warm spells.

Bears live in small family groups. Female bears are very protective of their young, and more than one individual has been badly injured when taunting or playing with seemingly harmless bear cubs.

Ecology: All of these ursoids are omnivorous, although the gigantic cave bear tends towards a diet of meat.

Bears are fairly intelligent animals that can be trained to perform in a variety of ways, particularly if captured as cubs. Bears can thus be found dancing in circuses or accompanying ``mountain men'' in the wilderness.

Brown Bear

The brown bear, of which the infamous grizzly is the most well known variety, is a bear of very aggressive disposition. Brown bears are more carnivorous than their smaller cousins, the black bears. The grizzly in particular will often bring down large game such as deer and elk.

Brown bears are aggressive hunters. If a brown bear scores a paw hit with a roll of 18 or better it will also hug for 2-12 (2d6) points of additional damage. Brown bears will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed immediately.

Cave Bear

Cave bears are quite aggressive, willing to attack well-armed parties without provocation. If a cave bear scores a paw hit with an 18 or better it also hugs for 2-16 (2d8) points of additional damage. Cave bears will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed immediately.

Polar Bear

These powerful swimmers feed mostly on marine animals. A paw hit of 18 or better indicates a ``hug'', which inflicts 3-18 (3d6) points of additional damage. These aggressive animals will fight for 2-5 rounds after being brought to 0 to -12 hit points, but beyond that they will die instantly.

Beetle, Giant

Bombardier Boring Fire Rhinoceros Stag Water

CLIMATE/TERRAIN: Any forest Any land Any land Any jungle Any forest Fresh water

FREQUENCY: Common Common Common Uncommon Common Common

ORGANIZATION: Solitary Solitary Solitary Solitary Solitary Solitary

ACTIVITY CYCLE: Day Night Night Any Any Any

DIET: Carnivore Omnivore Omnivore Herbivore Herbivore Omnivore

INTELLIGENCE: Non- (0) Animal (1) Non- (0) Non- (0) Non- (0) Non- (0)

TREASURE: Nil C, R, S, T Nil Nil Nil Nil

ALIGNMENT: Neutral Neutral Neutral Neutral Neutral Neutral

NO. APPEARING: 3-12 3-18 3-12 1-6 2-12 1-12

ARMOR CLASS: 4 3 4 2 3 3

MOVEMENT: 9 6 12 6 6 3, Sw 9

HIT DICE: 2+2 5 1+2 12 7 4

THAC0: 19 15 19 9 13 17

NO. OF ATTACKS: 1 1 1 2 3 1

DAMAGE/ATTACK: 2-12 5-20 2-8 3-18/2-16 4-16/1-10/ 3-18


SPECIAL ATTACKS: Acid cloud Nil Nil Nil Nil Nil

SPECIAL DEFENSES: Fire cloud Nil Nil Nil Nil Nil


SIZE: S (4' long) L (9' long) S (2 l/2' L (12' long) L (10' long) M (6' long)


MORALE: Elite (13) Elite (14) Steady (12) Elite (14) Elite (13) Elite (14)

XP VALUE: 120 175 35 4,000 975 120


Giant beetles are similar to their more ordinary counterparts, but thousands of times larger -- with chewing mandibles and hard wings that provide substantial armor protection.

Beetles have two pairs of wings and three pairs of legs. Fortunately, the wings of a giant beetle cannot be used to fly, and in most cases, its six bristly legs do not enable it to move as fast as a fleeing man. The hard, chitinous shell of several varieties of these beetles are brightly colored, and sometimes have value to art collectors. While their shells protect beetles as well as plate mail armor, it is difficult to craft armor from them, and a skilled alchemist would need to be brought in on the job.

All beetles are basically unintelligent and always hungry. They will feed on virtually any form of organic material, including other sorts of beetles. They taste matter with their antennae, or feelers; if a substance tasted is organic, the beetle grasps it with its mandibles, crushes it, and eats it. Because of the thorough grinding of the mandibles, nothing eaten by giant beetles can be revived by anything short of a wish. Beetles do not hear or see well, and rely primarily on taste and feel.

Except as noted below, giant beetles are not really social animals; those that are found near each other are competitors for the same biological niche, not part of any family unit.

Bombardier Beetle

The bombardier beetle is usually found above ground in wooded areas. It primarily feeds on offal and carrion, gathering huge heaps of the stuff in which to lay its eggs.

Combat: If it is attacked or disturbed, there is a 50% chance each round that it will turn its rear toward its attacker and fire off an 8-foot, spherical cloud of reeking, reddish, acidic vapor from its abdomen. This cloud causes 3d4 points of damage per round to any creature within range. Furthermore, the sound caused by the release of the vapor has a 20% chance of stunning any creature with a sense of hearing within a 15-foot radius, and a like chance for deafening any creature that was not stunned. Stunning lasts for 2d4 rounds, plus an additional 2d4 rounds of deafness afterwards. Deafening lasts 2d6 rounds. The giant bombardier can fire its vapor cloud every third round, but no more than twice in eight hours.

Ecology: The bombardier action of this beetle is caused by the explosive mixture of two substances that are produced internally and combined in a third organ. If a bombardier is killed before it has the opportunity to fire off both blasts, it is possible to cut the creature open and retrieve the chemicals. These chemicals can then be combined to produce a small explosive, or fire a projectile, with the proper equipment.

The chemicals are also of value to alchemists, who can use them in various preparations. They are worth 50 gp per dose.

Boring Beetle

Boring beetles feed on rotting wood and similar organic material, so they are usually found individually inside huge trees or massed in underground tunnel complexes.

Combat: The large mandibles of the boring beetle have a powerful bite and will inflict up to 20 points on damage to the victim.

Habitat/Society: Individually, these creatures are not much more intelligent than other giant beetles, but it is rumored that nests of them can develop a communal intelligence with a level of consciousness and reasoning that approximates the human brain. This does not mean that each beetle has the intelligence of a human, but rather that, collectively, the entire nest has attained that level. In these cases, the beetles are likely to collect treasure and magical items from their victims.

Ecology: In tunnel complexes, boring beetles grow molds, slimes, and fungi for food, beginning their cultures on various forms of decaying vegetable and animal matter and wastes.

One frequent fungi grown is the shrieker, which serves a dual role. Not only is the shrieker a tasty treat for the boring beetle, but it also functions as an alarm when visitors have entered the fungi farm. Boring beetles are quick to react to these alarms, dispatching the invaders, sometimes eating them, but in any case gaining fresh organic matter on which to raise shrieker and other saprophytic plants.

Fire Beetle

The smallest of the giant beetles, fire beetles are nevertheless capable of delivering serious damage with their powerful mandibles. They are found both above and below ground, and are primarily nocturnal.

Combat: Despite its name, the fire beetle has no fire attacks, relying instead on its huge mandibles to inflict up to three times the damage of a dagger in a single attack.

Ecology: Fire beetles have two special glands above their eyes and one near the back of their abdomens. These glands produce a luminous red glow, and for this reason they are highly prized by miners and adventurers. This luminosity persists for ld6 days after the glands are removed from the beetle, and the light shed will illuminate a radius of 10 feet.

The light from these glands is ``cold'' -- it produces no heat. Many mages and alchemists are eager to discover the secret of this cold light, which could be not only safe, but economical, with no parts to heat up and burn out. In theory, they say, such a light source could last forever.

Rhinoceros Beetle

This uncommon monster inhabits tropical and subtropical jungles. They roam the rain forests searching for fruits and vegetation, and crushing anything in their path. The horn of a giant rhinoceros beetle extends about 6 feet.

Combat: The mandibles of this giant beetle inflict 3d6 points of damage on anyone unfortunate enough to be caught by them; the tremendous horn is capable of causing 2d8 points of damage by itself.

Ecology: The shell of this jungle dweller is often brightly colored or iridescent. If retrieved in one piece, these shells are valuable to clerics of the Egyptian pantheon, who use them as giant scarabs to decorate temples and other areas of worship. It is a representation of this, the largest of all beetles, that serves as the holy symbol for clerics of Apshai, the Egyptian god whose sphere of influence is said to include all insects.

Stag Beetle

These woodland beetles are very fond of grains and similar growing crops, and they sometimes become great nuisances when they raid cultivated lands.

Combat: Like other beetles, they have poor sight and hearing, but they will fight if attacked or attack if they encounter organic material they consider food. The giant stag beetle's two horns are usually not less than 8 feet long; they inflict up to 10 points of damage each.

Ecology: The worst damage from a stag beetle raid is that done to crops; they will strip an entire farm in short order. Livestock suffers too, stampeding in fear and wreaking more havoc. The beetles may even devour livestock, if they are hungry enough.

Water Beetle

The giant water beetle is found only in fresh water no less than 30 feet deep.

Combat: Voracious eaters, these beetles prey upon virtually any form of animal, but will eat almost anything. Slow and ponderous on land, they move very quickly in water. Giant water beetles hunt food by scent and by feeling vibrations.

Habitat/Society: Water beetles sometimes inhabit navigable rivers and lakes, in which case they can cause considerable damage to shipping, often attacking and sinking craft to get at the tasty morsels inside.

Ecology: Although they are air breathers, water beetles manage to stay underwater for extended periods of time by catching and holding a bubble of air beneath their giant wings. They will carry the bubble underwater, where it can be placed in a cave or some other cavity capable of holding an air supply.






DIET: Carnivore


TREASURE: See below

ALIGNMENT: Neutral evil





THAC0: 9

NO. OF ATTACKS: 2 or 7

DAMAGE/ATTACK: 2-8 (2d4)/2-5 (1d4+1) or 2-8 (2d4)/6 x 1-6

SPECIAL ATTACKS: Lightning bolt

SPECIAL DEFENSES: Immune to electricity, poison


SIZE: G (40' long)

MORALE: Champion (15)

XP VALUE: 7,000


The behir is a snake-like reptilian monster whose dozen legs allow it to move with considerable speed and climb at fully half its normal movement rate. It can fold its limbs close to its long, narrow body and slither in snake-fashion if it desires. The head looks more crocodilian than snake-like, but has no difficulty in opening its mouth wide enough to swallow prey whole, the way a snake does.

Behir have band-like scales of great hardness. Their color ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous enough but are actually used for preening the creature's scales and not for fighting.

Combat: A behir will attack its prey by first biting and then looping its body around the victim and squeezing. If the latter attack succeeds, the victim is subject to six talon attacks next round.

A behir can discharge a 20-foot long stroke of electrical energy once every 10 rounds. This lightning bolt will cause 24 points of damage unless a saving throw vs. breath weapon is made. In the latter case, the target takes only half damage.

On a natural attack roll of 20 the behir swallows man-sized prey whole. Any creature swallowed will lose 1/6 of its starting Hit Points each round until it dies at the end of the sixth round. The behir will digest its meal in 12 turns, and at that time the victim is totally gone and cannot be raised from the dead. Note, however, that a creature swallowed can try to cut its way out of the behir's stomach. The inner armor class of the behir is 7, but each round the creature is in the behir it subtracts 1 from the damage each of its attacks does. This subtraction is cumulative, so on the second melee round there is a -2, on the third a -3, and so on.

Habitat/Society: Behir are solitary creatures, meeting others of their kind only to mate and hatch a clutch of 1-4 eggs. The female guards these eggs for eight months while the male hunts for the pair. When the young hatch, they are immediately turned out of the nest to fend for themselves, and the adults separate.

Newly hatched behir are about 2 feet long. Behir grow at a rate of 8 feet per year until fully mature. Interestingly enough, newly hatched behir do not have all of their legs, having instead only six or eight. Additional pairs of legs grow slowly over time until the creature has its full complement when it reaches adulthood.

Behir range over a territory of about 400 square miles, often living high up a cliff face in a cave.

Behir are never friendly with dragonkind, and will never be found coexisting in the same geographical area with any type of dragon. If a dragon should enter a behir's territory, the behir will do everything it can to drive the dragon out. If the behir fails in this task, it will move off to find a new home. A behir will never knowingly enter the territory of a dragon.

Ecology: Behir are useful to mages, priests, and alchemists for a number of concoctions. The horns of a behir can be used to brew the ink necessary to inscribe a lightning bolt scroll, and the sharp talons can likewise be used by a cleric to make the ink for a neutralize poison scroll. The heart of the behir is one of the more common ingredients for ink for a protection from poison scroll.

As behir sometimes swallow prey whole, there is a 10% chance that there will be some small items of value inside the monster. More often than not (60%) these will be gems (10 x Q). Otherwise, there is a 30% chance that there will be from 1-8 pieces of jewelry and a 10% chance that a single small magical object of an indegistible nature may be found. Such objects are never found in a behir's lair, because the creature expels this waste and buries it elsewhere.

The scales are valued for their hardness and color, and are worth up to 500 gp to an armorer who can use them to fashion a highly ornate set of scale mail armor.

Beholder and Beholder-kin

Beholder Death Kiss Eye of the Deep Gauth Spectator Undead

CLIMATE/TERRAIN: Any remote Any remote Deep ocean Any remote Any remote Any remote

FREQUENCY: Rare Very rare Very rare Rare Very rare Very rare

ORGANIZATION: Solitary Solitary Solitary Solitary Solitary Solitary

ACTIVITY CYCLE: Any Any Day Day Day Any

DIET: Omnivore Carnivore Omnivore Magic Omnivore Nil

INTELLIGENCE: Exceptional Average to Very (11-12) Exceptional Very to Special

(15-16) high (8-14) (15-16) high (11-14)

TREASURE: I, S, T I, S, T R B See Below E

ALIGNMENT: Lawful evil Neutral evil Lawful evil Neutral evil Lawful neutral Lawful evil

NO. APPEARING: 1 1 1 1 1 1

ARMOR CLASS: 0/2/7 4/6/8 5 0/2/7 4/7/7 0/2/7

MOVEMENT: FL 3 (B) Fl 9 (B) Sw 6 Fl 9 (B) Fl 9 (B) Fl 2 (C)

HIT DICE: 45-75 hp 1d8+76 hp 10-12 6+6 or 9+9 4+4 45-75 hp

THAC0: 45-49 hp: 11 11 10 HD: 11 6+6 HD: 13 15 45-49 hp:11

50-59 hp: 9 11-12 HD: 9 9+9 HD: 11 50-59 hp:9

60-69 hp: 7 60-69 hp:7

70+ hp: 5 70+ hp: 5

NO. OF ATTACKS: 1 10 3 1 1 1

DAMAGE/ATTACKS: 2-8 1-8 2-8/2-8/1-6 3-12 2-5 2-8

SPECIAL ATTACKS: Magic Blood drain Magic Magic Magic Magic

SPECIAL DEFENSES: Anti-magic ray Regeneration Nil Regeneration Magic Anti-magic ray

MAGIC RESISTANCE: Nil Nil Nil Nil 5% Nil

SIZE: M (4'-6' in H (6'-12' in S-M (3'-5' in L (4'-6') M (4' in L (4'-6' in

diameter) diameter) diameter) diameter) diameter) diameter)

MORALE: Fanatic (18) Fanatic (17) Champion (15) Champion to Elite (14) Fanatic (18)

fanatic (15-18)

XP VALUE: 14,000 8,000 4,000 6+6 HD: 6,000 4,0000 13,0000

9+9 HD: 9,000


The beholder is the stuff of nightmares. This creature, also called the sphere of many eyes or the eye tyrant, appears as a large orb dominated by a central eye and a large toothy maw, has 10 smaller eyes on stalks sprouting from the top of the orb. Among adventurers, beholders are known as deadly adversaries.

Equally deadly are a number of variant creatures known collectively as beholder-kin, including radical and related creatures, and an undead variety. These creatures are related in manners familial and arcane to the ``traditional'' beholders, and share a number of features, including the deadly magical nature of their eyes. The most extreme of these creatures are called beholder abominations.

The globular body of the beholder and its kin is supported by levitation, allowing it to float slowly about as it wills.

Beholders and beholder-kin are usually solitary creatures, but there are reports of large communities of them surviving deep beneath the earth and in the void between the stars, under the dominion of hive mothers.

All beholders speak their own language, which is also understood by all beholder-kin. In addition, they often speak the tongues of other lawful evil creatures.

Combat: The beholder has different Armor Classes for different parts of their body. When attacking a beholder, determine the location of the attack before striking (as the various Armor Classes may make a strike in one area, and a miss in another):


Roll Location AC

01-75 Body 0

76-85 Central Eye 7

86-95 Eyestalk 2

96-00 One smaller eye 7


Each of the beholder's eyes, including the central one has a different function. The standard smaller eyes of a beholder are as follows:

1. Charm person (as spell)

2. Charm monster (as spell)

3. Sleep (as spell, but only one target)

4. Telekinesis (250 pound weight)

5. Flesh to stone (as spell, 30-yard range)

6. Disintegrate (20-yard range)

7. Fear (as wand)

8. Slow (as spell, but only a single target)

9. Cause serious wounds (50-yard range)

10. Death ray (as a death spell, with a single target, 40-yard range)

The central eye produces an anti-magic ray with a 140-yard range, which covers a 90 degree arc before the creature. No magic (including the effects of the other eyes) will function within that area. Spells cast in or passing through that zone cease to function.

A beholder may activate the magical powers of its eyes' at will. Generally, a beholder can use 1d4 smaller eyes if attackers are within a 90 degree angle in front, 1d6 if attacked from within a 180 degree angle, 1d8 if attacked from a 270 degree arc, and all 10 eyes if attacked from all sides. The central eye can be used only against attacks from the front. If attacked from above, the beholder can use all of the smaller eyes.

The beholder can withstand the loss of its eyestalks, each eyestalk/smaller eye having 5-12 hit points. This loss of hit points is over and above any damage done to the central body. The body can withstand two thirds of the listed hit points in damage before the creature perishes. The remaining third of the listed hit points are located in the central eye, and destroying it will eliminate the anti-magic ray. A beholder with 45 hit points will have a body that will take 30 points of damage, a central eye that will take 15 points, while one with 75 hit points will have a body that will withstand 50 points of damage, and a central eye that takes 25 hit points to destroy. Both beholders would have smaller eyestalks/eyes that take 5-12 (1d8+4) points of damage to destroy, but such damage would not affect the body or central eye. Slaying the body will kill the beholder and render the eyes powerless. Destroyed eyestalks (but not the central eye) can regenerate at a rate of one lost member per week.

Habitat/Society: The beholders are a hateful, aggressive and avaricious race, attacking or dominating other races, including other beholders and many of the beholder-kin. This is because of a xenophobic intolerance among beholders that causes them to hate all creatures not like themselves. The basic, beholder body-type (a sphere with a mouth and a central eye, eye-tipped tentacles) allows for a great variety of beholder subspecies. Some have obvious differences, there are those covered with overlapping chitin plates, and those with smooth hides, or snake-like eye tentacles, and some with crustacean-like joints. But something as small as a change in hide color or size of the central eye can make two groups of beholders sworn enemies. Every beholder declares its own unique body-form to be the ``true ideal'' of beholderhood, the others being nothing but ugly copies, fit only to be eliminated.

Beholders will normally attack immediately. If confronted with a particular party there is a 50% chance they will listen to negotiations (bribery) before raining death upon their foes.

Ecology: The exact reproductive process of the beholder is unknown. The core racial hatred of the beholders may derive from the nature of their reproduction, which seems to produce identical (or nearly so) individuals with only slight margin for variation. Beholders may use parthenogenic reproduction to duplicate themselves, and give birth live (no beholder eggs have been found). Beholders may also (rarely) mate with types of beholder-kin.

The smaller eyes of the beholder may be used to produce a potion of levitation, and as such can be sold for 50 gp each.

Death Kiss (beholder-kin)

The Death Kiss, or ``bleeder,'' is a fearsome predator found in caverns or ruins. Its spherical body resembles that of the dreaded beholder, but the ``eyestalks'' of this creature are bloodsucking tentacles, its ``eyes'' are hook-toothed orifices. They favor a diet of humans and horses, but will attack anything that has blood. An older name for these creatures is eye of terror.

The central body of a death kiss has no mouth. Its central eye gives it 120-foot infravision, but the death kiss has no magical powers. A death kiss is 90% likely to be taken for a beholder when sighted. The 10 tentacles largely retract into the body when not needed, resembling eyestalks, but can lash out to a full 20-foot stretch with blinding speed. The tentacles may act separately or in concert, attacking a single creature or an entire adventuring company.

A tentacle's initial strike does 1-8 points of damage as the barb-mouthed tip attaches to the victim. Each attached tentacle drains 2 hit points worth of blood per round, beginning the round after it hits.

Like the beholder, the death kiss has variable Armor Classes. In ordinary combat, use the following table, though situations may dictate other methods (should the creature be attacking with a tentacle from 20 feet away, then no attack on the body or central eye may be made, while attacks on the stalk and mouth are still possible).


Roll Location AC Hit Points

01-75 Body 4 77-84

76-85 Central Eye 8 6

86-95 Tentacle stalk 2 6

96-00 Tentacle mouth 4 See following text


A hit on a tentacle-mouth inflicts no damage, but stuns the tentacle, causing it to writhe helplessly for 1-4 rounds. If its central eye is destroyed, a bleeder locates beings within 10 feet by smell and sensing vibrations, but it is otherwise unaffected.

Tentacles must be struck with edged weapons to injure them. They can be torn free from the victim by a successful bend bars/lift gates roll. Such a forceful removal does the victim 1-6 damage per tentacle, since the barbed teeth are violently torn free from the tentacle.

If an attached tentacle is damaged but not destroyed, it instantly and automatically drains sufficient hit points, in blood, from the victim's body to restore it to a full 6 hit points. This reflex effect occurs after every non-killing hit on a tentacle, even if it is wounded more than once in a round. This cannot occur more than twice in one round. The parasitic healing effect does not respond to damage suffered by the central body or other tentacles.

A tentacle continues to drain blood, if it was draining when the central body of the death kiss reaches 0 hit points. Tentacles not attached to a victim at that time are incapable of further activity. A death kiss can retract a draining tentacle, but voluntarily does so only when its central body is at 5 hit points or less; it willfully detaches once the victim has been drained to 0 hit points.

Ingested blood is used to generate electrical energy -- 1 hit point of blood becomes 1 charge. A death kiss uses this energy for motor activity and healing. An eye of terror expends one charge every two turns in moving, and thus is almost constantly hunting prey. Spending one charge enables a bleeder to heal 1 hit point of damage to each of its 10 tentacles, its central body, and its eye (12 hit points in all). It can heal itself with one charge of stored energy every other round in addition to its normal attacks and activity.

Each tentacle can store up to 24 charges of drained energy, the body capable of storing 50 charges of drained energy. A severed tentacle is 70% likely to discharge its cumulative charges, when severed, into anything touching it; each charge delivers 1 hit point of electrical damage.

Finally, bleeders can ram opponents with their mass. This attack does 1-8 damage.

A death kiss may ``shut itself down,'' remaining motionless and insensitive on the ground, and can remain alive in that state for long periods of time. To awaken from its hibernation, the creature requires an influx of electrical energy, considerable heat, or the internal shock caused by a blow, fall, wound, or magical attack; any of the above stimulants must deal at least 5 points of damage to the death kiss to awaken it. Adventurers finding a hibernating death kiss usually provide such stimulation, thinking the sleeper helpless prey.

Eyes of terror are solitary hunters, fully inheriting the paranoia and ego of their cousins, the beholders. If they encounter one of their kin, the result is often a mid-air struggle to the death. The loser's body becomes an incubator and breeding ground for the death kiss' offspring. Within one day, 1-4 young will ``hatch''. Each new bleeder has half its parent's hit points, and fully matures in 1 month.

The death kiss has an organ in the central, upper body that is a valued ingredient in magical potions and spell inks concerned with levitation (and may be sold like beholder eyes). In addition, a brain or nerve node, deep in a bleeder's body hardens into a soft-sided, faceted red gem upon the creature's death. Called ``bloodeyes,'' these typically fetch a market price of 70 gp each. They are valued for adornments since they glow more brightly as the wearer's emotions intensify.

Eye of the Deep (beholder-kin)

This is a water breathing version of the beholder, and dwells only at great depths, floating slowly about, stalking prey. They have two crab-like pincers which inflict 2-8 (2d4) points of damage each, and a wide mouth full of sharp teeth that does 1-6 points of damage.

The primary weapons of the eyes of the deep, however, are their eyes. The creatures large central eye emits a cone of blinding light 5 feet wide at its start, 30 feet long, and 20 feet wide at its base. Those in the cone must save vs. poison or be stunned for 2-8 (2d4) rounds.

The eye of the deep also has two smaller eyes on long stalks, and uses both to create illusion. Acting independently, the small eyes are able to cast hold person and hold monster spells respectively.

The eye of the deep has an Armor Class of 5 everywhere, including its eyes and eye stalks. If its eyestalks are severed they will grow back in about a week.

Gauth (beholder-kin)

The Gauth is a relative of the beholder that feeds on magic. Its spherical body is 5 feet in diameter and brown in color, mottled with purple and gray. Located in the center of the gauth's forward hemisphere is a large central eye surrounded by a ring of smaller eyes that are protected by ridges of tough flesh. These secondary body eyes provide the creature with normal vision in lighted areas and infravision to 90 feet. On the underside is the beast's fearsome mouth with its accompanying cluster of four feeding tendrils, while the top is adorned with a crown of six eye stalks. Attacks on the creature hit as follows:

Roll Location AC Hit Points

01-85 Body 0 As listed

86-90 Central Eye 7 Part of Body

91-00 Eyestalk/Tendril 2 6 hit points


While the gauth is similar to the beholder, its ability to feed on the energy of magical objects makes it even more dangerous in some ways.

When a gauth moves into combat, it begins to glow, much as if it were the object of a faerie fire spell, to attract the attention of its foes. A creature that meets the gaze of the central eye must roll a successful saving throw vs. spell, with a -2 penalty, or be affected as if the victim of a feeblemind spell.

If a gauth chooses to bite with its great maw, the sharp fangs inflict 3d4 points of damage. The four tendrils around the mouth can grab and hold victims as if they had a Strength of 18, but they can inflict no damage.

A gauth in combat can also employ its six eye stalks. These eyes have the following powers:

1. Cause serious wounds (as spell, 30-foot range).

2. Repulsion (as spell, 10-foot wide path, 40-foot range)

3. Cone of cold (as spell, inflicts 3d4 points of damage and has an area of effect 5 feet wide at the start, 50 feet long, and 20 feet wide at the base; this eye can be used only three times per day)

4. Lightning bolt (as spell, inflicts 4d4 damage with 80' range; this power can be used up to four times per day)

5. Paralyzation (as wand, 40-foot range, single target; only a dispel magic or the beholder's death can free the victim)

6. Dweomer drain (see below)

Perhaps the most feared of the gauth's powers, its dweomer drain, permits the gauth to drain charges from magical items. It has a 40-foot range and can be targeted on one individual per round. In addition to preventing one object from functioning for the duration of that round, this power drains one charge from one charged object. Permanent objects, such as magical swords, are rendered powerless for one round by this ability. Artifacts are not affected by the dweomer drain. The eye has no effect on spells that have been memorized (but not yet cast) and it will not break the concentration of a wizard. It does neutralize any spell cast by its target that round, however.

A dispel magic spell cast on any of the gauth's eye stalks prevents its use for 1d4 rounds. The central eye, any fully retracted eye stalks, the body's ability to glow, and the gauth's natural levitation are not subject to injury by such a spell.

If a gauth is slain, its magical energy dissipates. Usually, this is a harmless event, but there is a 2% chance that it is catastrophic, inflicting 4d4 points of damage to all creatures within 10 feet (no saving throw). Gauth are immune to their own powers and to those of other gauth. They have an unusual physiology that enables them to regenerate 1 hit point every two turns.

Although gauth are not known to fight over territories or prey, they do go to great lengths to avoid each other. Even when they encounter another of their kind in the wilderness, they often ignore them utterly.

A gauth can survive by eating meat but it greatly prefers to devour magical objects. In some unknown manner, the creature is able to absorb magical energy and feed on it. Each turn that an object spends in the gauth's stomach causes it to lose one charge. A permanent object is rendered inoperative after one day (artifacts are not affected, nor do they provide sustenance). Magical objects that cannot be entirely digested by a gauth are spat out after they have been drained of all their power.

Gauth are thought to live a century or so. Within a week of their ``natural'' death, two young gauth emerge from the corpse. Although smaller than their parent (each has 2+2 or 3+3 HD and a bite that causes only 2d4 points of damage), they have all the powers of a full-grown adult.

Spectator (beholder-kin)

Another relative of the beholder, the spectator is a guardian of places and treasures, and capable of limited planar travel. Once it is given a task, the spectator will watch for up to 101 years. It will allow no one to use, borrow, or examine an item or treasure, except the one who gave it its orders. The spectator has a large central eye and four smaller eye stalks protruding from the top of its hovering, spherical body.

The spectator is difficult to surprise, and has a +2 surprise modifier and a +1 initiative modifier. It is basically a passive creature, and will attempt to communicate and implant suggestion as its first act, unless it is immediately attacked. Striking a spectator has the following effects:


Roll Location AC Hit Points

01-70 Body 4 4+4 HD

71-90 Eyestalk/Eye 7 1 hit point

91-00 Central Eye 7 1 hit point


A spectator, if blinded in all of its eyes, cannot defend its treasure and will teleport to the outer plane of Nirvana. This is the only condition under which it will leave its post. Its eyes regenerate in one day and then it returns. If the treasure is gone, the creature again leaves for Nirvana, never to return.

Spectator has a general magic resistance of 5%. As long as the central eye is undamaged, it can also reflect one spell cast at it, per round, sending it back against the caster. This does not apply to spells whose range is touch. Reflection occurs only if the spectator rolls a successful saving throw vs. spell. If the saving throw fails, magic resistance (and a further saving throw) must be rolled. Reflection is possible only if the caster is standing within the 60 degree arc of the central eye. Only the spellcaster is affected by a reflected spell.

All of the smaller eyes may be used at the same time against the same target. Their powers are:

1. Create food and water (creates the amount of food and water for a large meal for up to six people; this takes one full round)

2. Cause serious wounds (inflicts 2d8+3 points of damage to a single being at a range of 60 yards; a saving throw vs. spell is allowed for half damage)

3. Paralyzation ray (range 90 feet, one target only, for 8d4 rounds).

4. Telepathy (range 120 feet, only one target; communication is possible in this way, and the beast can also plant a suggestion if the target fails a saving throw vs. spell; the suggestion is always to leave in peace).

If properly met, the spectator can be quite friendly. It will tell a party exactly what it is guarding early in any conversation. If its charge is not threatened, it can be very amiable and talkative, using its telepathy.

Spectators move by a very rapid levitation, in any direction. They will drift aimlessly when asleep (20% likely when encountered), never touching the ground.

The treasure being guarded is 90% likely to be a magical item. If the spectator gains incidental treasure while performing its duty, this is not part of its charge and it will freely allow it to be taken. Incidental treasure can be generated as follows: 40% for 3-300 coins of mixed types, 30% for 1d6 gems of 50 gp base value, 20% for 1d4 potions, 15% for a +1 piece of armor, 15% for a +1 weapon, and 5% for a miscellaneous magical item valued at 1,000 XP or less.

Spectators are summoned from Nirvana by casting monster summoning V with material components of three or more small eyes from a beholder. (The chance of success is 10% per eye.) The spectator can be commanded only to guard some treasure. It performs no other duty, and if commanded to undertake some other task, it returns to Nirvana immediately. If its guarded treasure is ever destroyed or stolen, the spectator is released from service and returns to Nirvana. The summoner may take the item with no interference from the spectator, but this releases the creature.

Undead Beholder (Death Tyrant)

Death tyrants are rotting, mold-encrusted beholders. They may be shriveled, wounds exposing their internal, spherical networks of circular ribs, among the remnants of their exoskeletal plates. All sport wounds, some have eyestalks missing, or a milky film covering their eyes. They move and turn more slowly than living beholders, striking and bringing their eyes to bear last in any combat round.

An undead beholder can use all the powers of its surviving eyes, just as it did in life. The powers of 2-5 eyes (select randomly, including the central eye) are lost due to injuries or death, and the change to undeath. Although a death tyrant ``heals'' its motive energies through time, it cannot regenerate lost eyestalks or their powers.

Charm powers are lost in undeath. The two eyes that charmed either become useless (60%), or function as weak hold monster effects (40%). A being failing to save against such a hold remains held as long as the eye's gaze remains steadily focused on them. If the eye is turned on another being, or the victim hooded, or forcibly removed, the hold lasts another 1-3 rounds. Death tyrants are immune to sleep, charm and hold spells.

If not controlled by another creature through magic, a death tyrant hangs motionless until its creator's instructions are fulfilled (for example, ``Attack all humans who enter this chamber until they are destroyed or flee. Do not leave the chamber.''). If no instructions are given to a ``new'' death tyrant, it attacks all living things it perceives. Death tyrants occur spontaneously in very rare instances. In most cases, they are created through the magic of evil beings -- from human mages to illithid villains. Some outcast, magic-using beholders have even been known to create death tyrants from their own unfortunate brethren.

Death tyrants have no self-awareness or social interaction; they are mindless servants of more powerful masters. ``Mindless'' is a relative term; the once highly intelligent brains of death tyrants still use eyes skillfully to perceive and attack nearby foes. When a death tyrant is controlled by another being, consider it to have the intelligence of its controller.

Death tyrants are created from dying beholders. A spell, thought to have been developed by human mages in the remote past, forces a beholder from a living to an undead state, and imprints its brain with instructions. ``Rogue'' death tyrants also exist: those whose instructions specifically enable them to ignore all controlling attempts. These are immune to the control attempts of all other beings. Beholders often leave them as traps against rivals.

Human spell researchers report that control of a death tyrant is very difficult. A beholder's mind fluctuates wildly in the frequency and level of its mental activity, scrambling normal charm monster and control undead spells. A special spell must be devised to command a death tyrant.

Saving Throws

Most beholders make saving throws according to their Hit Dice. The Death Kiss makes saving throws as a 10th-level warrior. The typical beholder and undead beholders make saving throws as follows:

Creature hit points Saves as

45-49 10th level warrior

50-59 12th level warrior

60-69 14th level warrior

70+ 16th level warrior

Beholder and Beholder-kin

Hive Mother Director Examiner Lensman Overseer Watcher

CLIMATE/TERRAIN: Any remote Any remote Any remote Any remote Any remote Any remote

FREQUENCY: Very rare Very rare Very rare Very rare Very rare Very rare

ORGANIZATION: Solitary Squad Squad Squad Solitary Solitary

ACTIVITY CYCLE: Any Day Night Day Any Any

DIET: Omnivore Omnivore Omnivore Insectivore Omnivore Scavenger

INTELLIGENCE: Genius (17-18) Average (8-10) Genius (17-18) Low (5-7) Supra-genius Semi- (2-4)



ALIGNMENT: Lawful evil Lawful evil Lawful neutral Neutral evil Lawful evil Neutral

NO. APPEARING: 1 2-5 1-6 1-10 1 1-4

ARMOR CLASS: 0 2 (4) 5 3/7 2/7 7

MOVEMENT: Fl 6 (A) 15, Fl 3 (A) Fl 6 (C) 9 1 Fl 6 (A)

HIT DICE: 20 12 (8) 8 2 14 3+3

THAC0: 5 9 13 19 7 17

NO. OF ATTACKS: 1 2 1 1 1 1

DAMAGE/ATTACKS: 5-20 2-8/2-8 1-6 or weapon 1-8 or weapon 3-12 3-18

SPECIAL ATTACKS: Magic Magic Magic Nil Magic Magic

SPECIAL DEFENSES: Anti-magic ray Nil Magic Magic Magic Magic

MAGIC RESISTANCE: 5% 20% 25% Nil 35% Nil

SIZE: H (8' in H (8-10' in M (4' in diameter) M (5' tall) H (15' tall) L (6' in

diameter) diameter) diameter)

MORALE: Fanatic (18) Fanatic (18) Steady (11) Elite (14) Champion Average

(16) (10)

XP VALUE: 24,000 10,000 6,000 175 15,000 420


Hive Mother (beholder-kin)

The legendary hive mothers are also called the ``Ultimate tyrants'', or just ``Ultimates''. They are twice the size of typical beholders, and differ in appearance as well.

Their mouths are larger, so large that they can gulp down a man-sized target on a natural die roll of 20. Once swallowed, the prey takes 5-20 points of damage (5d4) each round until it is dead or escapes. The beholder's mouth is not very deep, so a victim can escape by making a successful attack roll.

The ultimate has no eyestalks, but its magical eyes are protected by hooded covers in the flesh of the creature's body, so that they cannot be severed. The central eye has 15 hit points.


Roll Location AC Hit Points

01-90 Body 0 20 HD

91-00 Central Eye 7 15 hp


The ultimate's true ability is in controlling the actions of large numbers of beholders and beholder-kin. A hive mother may have 5-10 ordinary beholders under its command, or 5-20 abomination beholder-kin (see below), which it communicates with telepathically. A nesting hive mother spells disaster for the surrounding region, as it can apparently create a community of beholders, beholder-kin, and abominations. If destroyed, the beholders and beholder-kin will turn on each other, or seek their own lairs.

Hive mothers may be the ancestral stock of the better known beholder, the next step of its evolution, a magical mutation, or a separate species. The reality remains unknown.

Director (abomination)

Directors are a social, warrior-beholder, and breed specialized mounts. They mindlink with their mounts to better control them.

Directors resemble beholders, but their central eye is smaller. They possess only six small eyes on retractable eye stalks. Directors have a fanged mouth below the central eye and possesses three clawed, sensory tendrils on their ventral surface. These tendrils are used to cling to the mount and link with its limited mind.

Directors' eyes have their own powers:

1. Magic Missile (as spell , 2/round)

2. Burning Hands (as spell at 8th level)

3. Wall of Ice (as spell)

4. Slow (as spell)

5. Enervation (as spell)

6. Improved Phantasmal Force (as spell)

A director's central eye has the power of deflection -- all frontal attacks on director suffer a -2 penalty to the attack roll and damage is halved. The director also gains a +2 bonus to all saving throws against spells cast by those in the field of vision of the central eye.

Director mounts seem to have derived from an insect stock, as they are covered in chitin and have simple eye spots and multiple limbs.

Directors normally possess 8 Hit Dice, but when mounted the director and mount are treated as a single creature whose Hit Dice equals the sum of those of the director and the mount. After a director/mount suffers half damage, the mount's speed is reduced to half and the director gets only one physical attack per round. A director may flee and leave his mount to fend for itself (the mount suffers a -4 penalty to its attack rolls). Directors have an AC of 4, but are AC 2 when mounted. Directors may use all of their normal powers while mounted, within the restrictions of beholder targeting angles.

Crawler (a typical mount): A crawler resembles a cross between a centipede and a spider. It has 4 Hit Dice. It has 10 legs, two pairs of frontal antennae, and two fighting spider fangs that can be used for separate stabbing attacks causing 2d4 points of damage each. Victims who fail to roll successful saving throws vs. poison are paralyzed for 1d4 rounds. Crawlers are omnivores that prefer to eat smaller creatures. Unmounted, they may roll into a ball to gain an AC of 0. They have cutting mandibles beneath their front fangs.

Examiner (abomination)

An examiner is a 4-foot diameter sphere with no central eye and only four small eyes, each at the end of an antenna, mounted atop the sphere. They have one small, lamprey-like mouth on their ventral surface. The mouth is surrounded by four multi-jointed limbs ending in gripper pads. These limbs can pick up and manipulate tools, the chief strength of the examiner.

Examiners are scholars and clerks involved in spell and magical item enhancement, research, and creation. They can use any artifact or tool as well as humans, and they can wield up to four items at a time. Examiners regenerate 1 point of damage each round. The powers of their four eyes are given below (all spell-like effects are cast at the 8th level).

1. Enlarge or Reduce

2. Identify or Legend Lore

3. Transmute Form (similar to a Stone Shape spell, but works on all types of nonmagical, nonliving material)

4. Spell Reflection as a ring of spell turning

Examiners are not the bravest of beholder-kin, but they are potentially the most dangerous with their command of artifacts. They are often the lackeys of beholders, overseers, and hive mothers.

Lensman (abomination)

A lensman has one eye set in the chest of its five-limbed, starfish-shaped, simian body. Beneath the eye is a leering, toothy maw. Four of the five limbs end in three-fingered, two-thumbed, clawed hands. The fifth limb, atop the body, is a prehensile, whip-like tentacle. Its chitin is soft and there are many short, fly-like hairs. Lensmen are the only kin to wear any sort of garb -- a webbing that is used to hold tools and weapons. Their preferred weapons are double-headed pole arms.

Lensmen are semi-mindless drones that don't question their lot in life. The eye of each lensman possesses only one of the following six special powers (all at the 6th level of ability).

1. Emotion

2. Heal

3. Dispel Magic

4. Tongues

5. Phantasmal Force

6. Protections (as scrolls, any type, but only one at a time)

Overseer (abomination)

Overseers resemble fleshy trees. They have 13 limbs, each of which ends in a bud that conceals an eye; one of these limbs forms the top spine, and three yammering mouths surround the spine. There are eight thorny, vine-like limbs that are used to grasp tools and for physical defense, inflicting 1d10+2 points of damage each. Overseers sit on root-like bases and can inch along when movement is required. They cannot levitate.

Overseers are covered with a fungus which changes color as the overseers desire, commonly mottled green, gray, and brown.

Overseers may use any physical weapons or artifacts. The powers of their 13 eyes are as follows (all magical effects are cast at 14th level).

1. Cone of Cold

2. Dispel Magic

3. Paralysis

4. Chain Lightning

5. Telekinesis 250 lb. weight

6. Emotion

7. Mass Charm

8. Domination

9. Mass Suggestion

10. Major Creation

11. Spell Turning

12. Serten's Spell Immunity

13. Temporal Stasis

An overseer's AC is 2, but each eye stalk is AC 7 and is severed if it suffers 10 points of damage.

Like hive mothers (that operate with them), overseers can convince similar beholders and beholder-kin to work together. Overseers are very protective of their health and always have one or two beholder guards and at least a half dozen directors protecting their welfare.

Watcher (abomination)

Watchers are 6-foot-diameter spheres with three central eyes arranged around the circumference of the sphere. These eyes are huge and unlidded. On the crown of the sphere is a compound eye and a ring of six eye spots that make it difficult to surprise a watcher. A large tentacle with a barbed prehensile pad extends from the ventral surface, right behind the small mouth with its rasp-like tongue. Watchers feed on carrion and stunned prey. They are information gatherers and are the least brave of all the eye tyrant races.

Watchers can attack with their single tentacle for 3d6 points of damage. The tentacle also inflicts an electrical shock; victims who fail a system shock roll fall unconscious.

Each of a watcher's main eyes has two powers, and the compound eye on top may draw on three different abilities. The six eye spots have no special powers.

1. True Seeing and ESP

2. Advanced Illusion and Demi-Shadow Magic

3. Telekinesis 1,000 lb. and Teleport

Compound Eye: Message, Tongues, and Suggestion

Watchers are not aggressive warriors; they prefer misdirection and flight to actual confrontation.


Other Beholders and Beholder-kin

The beholder races are not limited to the ones presented here. The plastic nature of the beholder race allows many mutations and abominations in the breed, including, but not limited to, the following.

Beholder Mage

Shunned by other beholders, this is a beholder which has purposely blinded its central eye, so that it might cast spells. It does so by channeling spell energy through an eyestalk, replacing the normal effect with that of a spell of its choice.

Elder Orb

These are extremely ancient beholders of godlike intelligence and power. Though they have lost the function of some of their eyestalks, they have more hit points and are able to cast spells. They can supposedly create and control death tyrants.


This is a stunted, pale-white beholder retaining only its anti-magic eye and reputed to have great magical ability.


This ghost-like undead beholder is created by magical explosions.


An undead beholder, it passes on the rotting disease which killed it.


This abomination is a great boulder-like beholder-kin without eyes.


The gorbel is a wild, clawed beholder-kin lacking magic but with the nasty habit of exploding if attacked.

In addition, there are beholders which are in all appearances ``normal'' but have eyes with alternate magical abilities, such as a detect lie instead of a death ray. Such creatures are usually treated as outcasts by all the beholder and beholder-kin races.


Bird #AP AC MV HD THAC0 # AT Dmg/AT Morale XP Value

Blood Hawk 4-15 7 1, Fl 24 (B) 1+1 19 3 1-4/1-4/1-6 Steady (11) 120

Boobrie 1-2 5 15, Fl 15 (D) 9 11 3 1-6(x2)/2-16 Steady (11-12) 2,000

Condor 1-2 7 3, Fl 24 (D) 3+3 17 1 2-5 Average (8-10) 175

Crow (See Raven)

Eagle, Giant 1-20 7 3, Fl 48 (D) 4 17 3 1-6/1-6/2-12 Elite (13) 420

Eagle, Wild 5-12 6 1, Fl 30 (C) 1+3 19 3 1-2/1-2/1 Average (9) 175

Eblis 4-16 3 12, Fl 12 (C) 4+4 15 4 1-4(x4) Champion (15-16) 650 (normal)

1,400 (spell user)

Falcon 1-2 5 1, Fl 36 (B) 1-1 20 3 1/1/1 Unsteady (6) 65

Flightless 2-20 7 18 1-3 1-2 HD: 19 1 1 HD: 1-4 Average (8-10) 1 HD: 15

3 HD: 17 2 HD: 1-6 2 HD: 35

3 HD: 1-8 3 HD: 65

Hawk, Large 1-2 6 1, Fl 33 (B) 1 19 3 1-2/1-2/1 Average (9) 65

Owl 1 (2) 5 1, Fl 27 (D) 1 19 3 1-2/1-2/1 Unsteady (5-7) 65

Owl, Giant 2-5 6 3, Fl 18 (E) 4 17 3 2-8/2-8/2-5 Steady (11-12) 270

Owl, Talking 1 3 1, Fl 36 (C) 2+2 19 3 1-4/1-4/1-2 Champion (15) 975

Raven 4-32 7 1, Fl 36 (B) 1-2 hp 20 1 1 Average (8-10) 15

Raven, Huge 2-8 6 1, FL 27 (C) 1-1 20 1 1-2 Steady (11-12) 35

Raven, Giant 4-16 4 3, Fl 18 (D) 3+2 17 1 3-6 Elite (13-14) 175

Swan 2-16 7 3, Fl 18 (D) 1+2 19 3 1/1/1-2 Unsteady (6) 65

Vulture 4-24 6 3, Fl 27 (E) 1+1 19 1 1-2 Unsteady (5-7) 65

Vulture, Giant 2-12 7 3, Fl 24 (D) 2+2 19 1 1-4 Average (8-10) 120


Avians, whether magical or mundane in nature, are among the most interesting creatures ever to evolve. Their unique physiology sets them apart from all other life, and their grace and beauty have earned them a place of respect and adoration in the tales of many races.

Blood Hawk

Blood hawk hunt in flocks and are fond of humanoids. They continue to attack humans even if the melee has gone against them. Male blood hawks kill humans not only for food but also for gems, which they use to line their nests as an allurement to females.


The boobrie, giant relative of the stork, stands 12 feet tall. A boobrie's diet consists of giant catfish and other wetland denizens. When times are lean, the boobrie feeds on snakes, lizards, and giant spiders. Its occasional dependence on a diet of creatures that deliver a toxic bite has made the boobrie immune to all poisons. When a boobrie hunts, it finds a grove of tall marsh grass or similar vegetation and slips into it. Once in its hunting blind, it remains still for hours at a time, until prey comes within sight. When employing this means of ambush, its opponents suffer a -3 penalty to their surprise rolls.


Condors measure three to six feet and have a wingspan of 13 to 20 feet. They rarely land except to feed -- they even sleep in flight. Condor eggs and hatchlings are worth 30-60 gp. They can be trained to act as spotters or retrievers. Humanoids of small or tiny size can train them as aerial mounts. Used in this way, they can carry 80 pounds, either held in their claws or riding atop their backs.


An eagle typically attacks from great heights, letting gravity hurtle it toward its prey. If an eagle dives more than 100 feet, its diving speed is double its normal flying speed and the eagle is restricted to attacking with its claws. These high-speed attacks gain a +2 attack bonus and double damage. Eagles are never surprised because of their exceptional eyesight and hearing. Eagles mate for life and, since they nest in one spot, it is easy to identify places where eagles are normally present. On occasion, in an area of rich feeding, 1d8+4 eagles are encountered instead of the normal individual or pair. Eagles generally hunt rodents, fish, and other small animals. Eagles also feed on the carrion of recently killed creatures as well. Eagles never attack humanoids, though small creatures like brownies have to be wary of a hunting eagle.

Eagle, Giant

Giant eagles stand 10 feet tall and have wing spans of up to 20 feet. They share the coloration and fighting methods of their smaller cousins. However, if a giant eagle dives more than 50 feet, it adds +4 to its attack roll and doubles its claw damage.

Giant eagles have exceptional eyesight and hearing and cannot be surprised except at night or in their lair, and then only 10% of the time. Far more social than normal eagles, up to 20 nests can be found in the same area, one nest for each mated pair. Giant eagles can be trained, and their eggs sell for 500 to 800 gp.


Their bodies look like those of storks, with grey, tan, or off-white plumage on their bodies and sleek black necks. Their heads are narrow and end in long, glossy-black, needle-like beaks. Eblis speak a language of chirps, whistles, and deep-throated hoots. In addition, spellcasting eblis have managed to learn a rudimentary version of common, allowing them to converse with those they encounter. Each community is led by one individual with spellcasting ability. These eblis cast 2d4 spells per day as 3rd-level casters. To determine the available spells, roll 1d8 and consult the following table. Duplicate rolls indicate the spell may be employed more than once per day.


Roll Spell Roll Spell

1 Audible glamer 5 Hypnotic pattern

2 Blur 6 Spook

3 Change self 7 Wall of fog

4 Hypnotism 8 Whispering wind


Eblis love shiny objects (like gems); even the most wise and powerful of the eblis can be bribed with an impressive jewel. An eblis community consists of 2d4 huts built from straw and grasses common to the marsh around the community. Care is taken by the eblis to make these huts difficult to detect. In fact, only a determined search of the area by a ranger or someone with the animal lore proficiency is likely to uncover the community.

All eblis secrete an oil that coats their feathers and provides them with a +1 bonus to all saving throws against fire- and flame-based attacks. Any damage caused by a fire- or flame-based attack is lessened by -1 for each die of damage.

The evil nature of the eblis is best seen in the delight it takes in hunting and killing. When an eblis spots travelers who have objects it desires for its nest, it attacks. Since the eblis is cunning, these attacks often take the forms of ambushes.


Falcons are smaller, swifter, and more maneuverable than hawks. These birds of prey are easily trained and are preferred by hunters over hawks. Trained falcons sell for around 1,000 gp each.

Flightless Bird

These avians are typified by the ostrich, emu, and rhea. Although they share many of the physiological adaptations that enable other birds to take wing and break the bonds of earth, they are unable to fly.

The ostrich is the largest and strongest, standing 8 feet tall and weighing 300 pounds. The animal's small head and short, flat beak are perched atop a long, featherless neck. The ostrich fans is able to run at 40 miles per hour. If forced to fight, an ostrich uses its legs to deliver a kick that inflicts 1d8 points of damage.

The emu reaches 6 feet high and 130 pounds. Unlike those of their larger cousins, the wings of an emu are rudimentary appendages hidden beneath their coarse, hair-like feathers.

The rhea resembles a small ostrich, standing 3 feet tall and weighs 80 pounds. The differences between the two species lie in the structure of the feet and the tail feathers. Ostriches have two toes, while rheas have three, and ostriches have elegant, flowing tail plumes, while the rhea's are far shorter. Long feathers on the bird's sides swoop down to cover the stunted tail feathers.


Hawks have wingspans up to 5 feet. They attack in plummeting dives, usually from a height of 100 feet or more. This dive gives them a +2 attack bonus, enabling their talons to inflict double damage. Hawks cannot attack with their beaks during the round in which they use a dive attack. After the initial dive, hawks fight by biting and pecking with their beaks, tearing at their opponents with their talons. Hawks target eyes and they have a 25% probability of striking an eye whenever its beak strikes. Opponents struck in the eye are blinded for 1dl0 rounds and have a 10% chance of losing the use of the eye. Because of their superior eyesight, hawks can never be surprised. Any intruder threatening the nest is attacked, regardless of size. If taken young and trained by an expert, hawks can be taught to hunt. Fledglings bring 500 gp and trained hawks sell for as much as 1,200 gp.


Owls hunt rodents, small lizards, and insects, attacking humans only when frightened (or magically commanded). They have 120' infravision and quadruple normal hearing. They fly in total silence, giving their prey a -6 penalty to their surprise rolls. Owls cannot be surprised during hours of dusk and darkness; during daylight hours, their eye sight is worse than that of humans, suffering a -3 on their surprise roll if discovered in their daylight roosting place. Owls attack with sharp talons and hooked beaks. If they swoop from a height of 50 feet or more, each attack is +2 and inflicts double damage, but no beak attack is possible.

Owl, Giant

These nocturnal creatures inhabit very wild areas, preying on rodents, large game birds, and rabbits. They are too large to gain swoop bonuses but can fly in nearly perfect silence; opponents suffer a -6 on their surprise roll. Giant owls may be friendly toward humans, though they are naturally suspicious. Parents will fight anything that threatens their young. Eggs sell for 1,000 sp and hatchlings sell for 2,000 sp.

Owl, Talking

Talking owls appear as ordinary owls, but speak common and six other languages (DM's option). Their role is to serve and advise champions of good causes on dangerous quests, which they do for 1d3 weeks if treated kindly on the first encounter; a talking owl feigns a broken wing to see how a party will react. Talking owls can detect good. They have a wisdom score of 21, with the appropriate spell immunities.

Raven (Crow)

Ravens and crows are often mistaken as bad omens by superstitious farmers and peasants. They attack with strong claws and their long, sharp beaks. Ravens employ a grab and peck approach to combat. These birds are 10% likely to attack an opponent's eyes. If successful, the attack causes the opponent to lose an eye. All birds of this type travel in flocks. Any encountered solo are actually scouts. As soon as they see any approaching creature, the scouts give warning cries and maintain a safe distance to keep track of them. Because of the scouts, ravens cannot be surprised during daylight conditions.

Raven, Giant

Giant ravens are both pugnacious and easily trained (if raised from fledglings), and are often used as guards and messengers. While they are too small to be used as mounts by all but small humanoids (i.e., faerie folk and PCs under the effects of a potion of diminution), the strength of these birds is enough to carry an adult halfling.

Raven, Huge

Huge ravens have malicious dispositions, occasionally serving evil masters. Not all raven familiars and consorts are evil -- the alignment of the master is a decisive factor in such arrangements.


These aquatic birds tend to inhabit areas frequented by similar waterfowl. Such areas include rivers, ponds, lakes, and marshes. Swans posses acute senses. They are 90% likely to detect intruders. There is a 10% chance that any swan encounter includes one or more swanmays (q.v.) in avian form.


Vultures are scavengers that search the skies for injured or dead creatures to feed upon. They measure 2 to 3 feet long with a wingspan of up to 7 feet. Greasy blue-black feathers cover the torso and wings; its pink head is bald. Vultures are cowards, and will wait until an intended meal stops moving. If six or more vultures are present, they may attack a weakly moving victim. If the victim defends itself, the vultures move out of reach but maintain their deathwatch. Creatures that are unconscious, dead, or magically sleeping or held are potential meals. If the surviving combatants are further than 20 feet from the fallen creatures, the vultures alight and begin feeding. Because of their diet, vultures kin have developed a natural resistance to disease and organic toxins.

Vulture, Giant

Giant vultures measure 3 to 5 feet. Domesticated giant vultures can be trained to associate specific species (i.e., as humanoids) with food, hence the birds concentrate on locating those creatures. Giant vulture eggs and hatchlings are worth 30-60 gp.

Brain Mole

CLIMATE/TERRAIN: Any/ Below ground

FREQUENCY: Very rare



DIET: Psionic energy







HIT DICE: 1 hp

THAC0: Nil






SIZE: T (3" long)

MORALE: Unsteady (5-7)



These small, furry animals are nearly blind, and look like normal moles. Brain moles are seldom seen, however. They live in underground tunnels, burrowing through rock as easily as through dirt. Usually, the only discernible evidence of a brain mole's presence is a network of blistered stone or mounded dirt above ground, which marks the tunnel complex. These creatures damage more than landscapes, however. Brain moles feed on psionic activity. From the protection of their tunnels, they will psionically burrow into a victim's brain, and drain his psionic energy.

Combat: A brain mole commonly attacks its victim in forests or underground; in either case, the creature is usually out of its direct line of sight. The mole waits for a psionically endowed being to appear above it, or it will burrow in search of prey.

Brain moles have an innate psionic sense and can automatically detect any psionic activity within 200 yards. However, they can only feed on psionic energy when their victim is nearby: within 30 yards if the victim is a psionicist or psionic creature, 30 feet if the victim is a wild talent. The mole can't get a fix on its prey until the victim actually uses a psionic power.

Once a brain mole locates a victim it will attempt to establish contact. If contact is made, it will attempt to feed. If the victim is a wild talent, feeding is accomplished by using mindwipe. If the victim is a psionicist (or psionic creature), feeding is accomplished through amplification.

A brain mole does not attack maliciously. It must feed at least once a week or it will die.

Psionics Summary:

Level Dis/Sci/Dev Attack/Defense Score PSPs

6 2/1/4 MT/M- 12 100


Telepathy - Sciences: mindlink, mindwipe; Devotions: contact, mind thrust

Metapsionics - Devotions: psychic drain (no cost), psionic sense

A brain mole can perform mindwipe up to a range of 30 feet. Strangely enough, a brain mole must establish contact before using psychic drain. Furthermore, it can only perform psychic drain upon psionicists or psionic creatures. However, it does not have to put them into a trance or a deep sleep first, it just starts siphoning away psionic energy.

Habitat/Society: Brain moles live in family units that include one male, one female, and 1d6 young (one of which may be old enough to feed by itself). Large brain mole towns of up to 3d6 family units have been reported. Of course, these only occur in places frequently traveled by the psionically empowered.

Ecology: Though brain moles can be dangerous to some, others keep them as pets. The moles are rather friendly, and easily tamed. They are favored by royalty, who enjoy the special protection which only brain moles can provide. Some sages claim that even a dead brain mole can offer protection from psionic attacks, provided the carcass is worn about one's neck as a medallion. Sometimes, nobles who have been harassed by a particular psionicist will send heroes out on quests for the little furry rodents.

On the open market, adult brain moles sell for 50 gp. Youngsters sell for 5 gp each.

Broken One

Common Greater

CLIMATE/TERRAIN: Any land Any land

FREQUENCY: Rare Very Rare


ACTIVITY CYCLE: Any (night) Any (night)

DIET: Varies Varies

INTELLIGENCE: Low (5-7) High (13-14)


ALIGNMENT: Neutral evil Neutral evil

NO. APPEARING: 3-12 (3d4) 1-4 (1d4)

ARMOR CLASS: 7 (10) 5 (8)



THAC0: 17 15


DAMAGE/ATTACK: 1-6 (or by weapon) 1d8 (or by weapon)

SPECIAL ATTACKS: See below See below

SPECIAL DEFENSES: Regeneration Regeneration


SIZE: M (4-7'tall) M (4-7' tall)

MORALE: Unsteady (5-7) Steady (11-12)

XP VALUE: 175 650


Broken ones (or animal men) are the tragic survivors of scientific and magical experiments gone awry. While they were once human, their beings have become mingled with those of animals and their very nature has been forever altered by the shock of this event. It is rumored that some broken ones are the result of failed attempts at resurrection, reincarnation, or polymorph spells.

While broken ones look more or less human, they are physically warped and twisted by the accidents that made them. The characteristics of their non-human part will be clearly visible to any who see them. For example, a broken one who has been infused with the essence of a rat might have horrific feral features, wiry whiskers, curling clawed fingers, and a long, whip-like tail.

Broken ones know whatever languages they knew as human beings and 10% of them can communicate with their non-human kin as well. It is not uncommon for the speech of a broken one to be heavily accented or slurred by the deformities of its body.

Combat: Broken ones tend to be reclusive creatures and combat with them is rare. Still, they are strong opponents. Broken ones are almost always blessed with a greater than human stamina, reflected in the fact that they always have at least 5 hit points per Hit Die. Thus, the weakest of broken ones has at least 15 hit points. In addition, broken ones heal at a greatly accelerated rate, regenerating 1 hit point each round.

A broken one will often wield weapons in combat, inflicting damage according to the weapon used. Many broken ones have also developed claws or great strength, which makes them deadly in unarmed combat. Hence, all such creatures inflict 1d6 points of damage in melee. Unusually strong strains might receive bonuses to attack and damage rolls.

Many broken ones have other abilities (night vision, keen hearing, etc.) that are derived from their animal half. As a general rule, each creature will have a single ability of this sort.

Habitat/Society: Broken ones tend to gather together in bands of between 10 and 60 persons. Since they seldom find acceptance in human societies, they seek out their own kind and dwell in secluded areas of dense woods or rocky wastes far from the homes of men. From time to time they will attack a human village or caravan, either for supplies, in self-defense, or simply out of vengeance for real or imagined wrongs. If possible, they will try to seek out their creator and destroy him for the transformations he has brought upon them.

When a society of these monsters is found, it will always be tribal in nature. There will be from 10-60 typical broken ones with one greater broken one for every 10 individuals. The greater broken ones (described below) will act as leaders and often have absolute power over their subjects.

Ecology: Broken ones are unnatural combinations of men and animals. Their individual diets and habits are largely dictated by their animal natures. Thus, a broken one who has leonine characteristics would be carnivorous, while one infused with the essence of a horse would be vegetarian. There are no known examples of a broken one who has been formed with the essence of an intelligent nonhuman creature.

Broken ones do manufacture the items they need to survive. These are seldom of exceptional quality, however, and are of little or no interest to outsiders. Occasionally, broken ones may be captured by evil wizards or sages who wish to study them.

Greater Broken Ones

From time to time, some animal men emerge who are physically superior. While they are still horrible to look upon and cannot dwell among men, they are deadly figures with keen minds and powerful bodies. Their twisted and broken souls, however, often lead them to acts of violence against normal men.

These creatures regenerate at twice the rate of their peers (2 hit points per round) and inflict 1d8 points of damage in unarmed combat. When using weapons, they gain a +3 to +5 bonus on all attack and damage rolls. Like their subjects, they often have special abilities based on their animal natures. Such powers, however, are often more numerous (from 1-4 abilities) and may be even better than those of the animal they are drawn from. For example, a greater broken one who is created from scorpion stock might have a chitinous shell that gives it AC 2 and it might have a poisonous stinger.


Brownie Killmoulis

CLIMATE/TERRAIN: Temperate rural Human areas

FREQUENCY: Rare Uncommon

ORGANIZATION: Tribal Solitary

ACTIVITY CYCLE: Night Nocturnal

DIET: Vegetarian Omnivore, scavenger

INTELLIGENCE: High (13-14) Average (8-10)


ALIGNMENT: Lawful good Neutral (chaotic good)

NO. APPEARING: 4-16 1-3




THAC0: 20 20


DAMAGE/ATTACK: 1-2 (weapon) Nil

SPECIAL ATTACKS: Spells See below

SPECIAL DEFENSES: Save as See below

9th-level cleric


SIZE: Tiny (2' tall) Tiny (under 1' tall)

MORALE: Steady (11-12) Average (8-10)

XP VALUE: 175 35


Brownies are small, benign humanoids who may be very distantly related to halflings. Peaceful and friendly, brownies live in pastoral regions, foraging and gleaning their food.

Standing no taller than 2 feet, brownies are exceedingly nimble. They resemble small elves with brown hair and bright blue eyes. Their brightly colored garments are made from wool or linen with gold ornamentation. They normally carry leather pouches and tools for repairing leather, wood, and metal.

Brownies speak their own language and those of elves, pixies, sprites, and halflings, as well as common.

Combat: Brownies prefer not to engage in combat, and only do so if threatened. Angry brownies rarely meet their foes in hand to hand combat, relying instead on magic.

Since their senses are so keen, it is impossible to surprise brownies. They are superb at blending into their surroundings and can become all but invisible when they choose. This, combined with their great agility, gives them an AC of 3.

Brownies use spells to harass and drive away enemies. They can use the following spells, once per day: protection from evil, ventriloquism, dancing lights, continual light, mirror image (3 images), confusion, and dimension door. If cornered and unable to employ any spells, brownies attack with short swords.

Habitat/Society: Brownies live in rural areas, making their homes in small burrows or abandoned buildings. They often live close to or on farms, as they are fascinated by farm life.

Brownies live by harvesting wild fruits and gleaning grain from a farmer's field. Being honest to the core, a brownie always performs some service in exchange for what is taken. One might milk a farmer's cows and take only a small amount.

Some brownies go so far as to become house brownies. They observe the families in a given area, and if one meets their high moral standards, these brownies secretly enter the household. At night, while the residents are asleep, they perform a variety of helpful tasks; spinning, baking bread, repairing farm implements, keeping foxes out of the hen house, mending clothes, and performing other household tasks. If a thief creeps silently into the house, they will make enough noise to awaken the residents. Watchdogs and domestic animals consider brownies friendly and never attack or even bark at them.

All brownies ask in exchange for their labor is a little milk, some bread, and an occasional bit of fruit. Etiquette demands that no notice be taken of them. If the residents boast about the presence of a brownie, the brownie vanishes.

Brownies are not greedy, but they do have small hoards of treasure which they have taken from evil monsters or received as gifts from humans. A brownie sometimes leaves his treasure in a location where a good person in need is bound to find it.

Strangers and outsiders are constantly watched by the brownies of the community until their motives are established. If the brownies decide that a stranger is harmless, he is left in peace. If not, the brownies unite and drive the intruder out.

Brownies know every nook and cranny of the areas where they live, and thus make excellent guides. If asked politely, there is a 50% chance that a brownie will agree to act as a guide.

Ecology: Brownies are basically vegetarians who live very comfortably on the gleanings of agricultural life. They make efficient use of leftovers that are too small for humans to notice. When brownies glean from fields, they do so after harvest, gathering grains and fruits which might otherwise be wasted.

Killmoulis: The killmoulis is a distant relative of the brownie, standing under 1-foot in height but with a disproportionately large head and a prodigious nose. Killmoulis are able to blend into surroundings and are therefore 10% detectable. They live in symbiotic relationships with humans, usually where foodstuffs are handled, making their homes under the floors, and in the walls and crawlspaces.


Brownie, Quickling

CLIMATE/TERRAIN: Temperate Forests

FREQUENCY: Very rare



DIET: Omnivore

INTELLIGENCE: High to genius (13-18)


ALIGNMENT: Chaotic evil (neutral)




HIT DICE: 1 HD + 1d4 hp (common: leaders 3HD; elders 4 HD)

THAC0: 19 (common; leaders/elders 17)


DAMAGE/ATTACK: By weapons (S/M 1-3; L 1-2)

SPECIAL ATTACKS: Spells; poison (leaders only)

SPECIAL DEFENSES: Invisibility; save as Pr19


SIZE: T (2’ tall)

MORALE: Elite (13-14)

XP VALUE: Normal: 2,000

Leaders: 3,000

Elders: 4,000

Although they were once like any other race of brownie, quicklings sought out dark and dangerous magical powers. It may be that they intended to do good with their powers at one time, but the evil magic was too strong for them and they were corrupted.

Quicklings are small and slender beings, looking much like miniature elves with very sharp, feral features. Their ears are unusually large and rise to points above their heads. Quickling eyes are cold and cruel with a tiny spark of yellow light. Their skin is a pale blue to blue-white and their hair is often silver or snowy white.

Quicklings dress in fine clothes of bright colors. They are fond of silver and black, often selecting fabrics and metals in these colors. Quickling never wear any form of armor or cumbersome clothes.

Quicklings speak a tongue very similar to that of brownies and buckawns, but they speak very quickly. To those unfamiliar with it, their speech is nothing but a meaningless stream of noise with individual sounds and words passing so quickly that no human can follow it. If quicklings wish to communicate with other beings, they must take care to speak very slowly. Many quicklings can speak either Common, pixie, or halfling, while most of them (85%) can speak true brownie.

Combat: Quicklings are 100% invisible when not moving; when moving they are 90% invisible. In areas where they can move rapidly from cover to cover, like a forest or boulder-strewn field, they can use their speed to make their chance of invisibility 100%.

Quicklings are far more dangerous in combat then their minute size would lead opponents to believe. This is due primarily to the great speed at which they travel and their tremendous agility. In combat, a quickling can dart about so rapidly that it attacks three times in a single round. In addition, they are visible only as blurs when moving, giving them an excellent Armor Class. Quicklings required to roll a saving throw to avoid damage due to a hostile action do so as if they were 19th-level priests.

In combat, quicklings employ their sleek, needle-like daggers to cause 1d3 points of damage to man-sized and smaller foes and 1d2 to larger ones. Quickling leaders are 75% likely to employ poisoned blades that cause unconsciousness if the victim fails a saving throw vs. poison (must be rolled after each hit).

Quicklings have certain inherent magical powers they can employ at will. Only one power can be active at any given time. Once per day they may invoke the following powers: ventriloquism, forget, levitate, shatter, dig, and fire charm.

Habitat/Society: When the ancestors of the quickling began to experiment with the dark forces that eventually corrupted them, they had no idea what the effects would be. Where once they were a gentle race of woodland beings, quickling are now savage hunters and cruel killers. They regard all other humanoids as enemies to be hunted down and killed.

Quickling live in extended family units, in the same way as buckawns. Each group of quickling is led by an individual of 3 Hit Dice. Clans with more than ten members have two such leaders, as well as an elder with 4 Hit Dice.

Quicklings dwell in places that are dark and evil. Adventurers have reported encountering them in groves of twisted and wicked-looking trees, near poisoned or cursed springs, and in overgrown areas once ruled by powerful chaotic beings.

As a rule, quicklings avoid contact with the outside world except when it promotes their own evil ends. In some cases, they have been known to deal with other evil races of magical nature (like imps and quasits) or powerful evil wizards and priests. On these occasions, the combination of such forces is a great danger to all good being in the area.

Ecology: Because of their greatly accelerated metabolism, quicklings are the shortest lived of any sylvan race. They mature less than one year after birth and are fully adult by the age of two. Old age sets in at ten years and they often die before they turn 12. No known quickling has ever lived beyond 15 without the aid of powerful magic.


CLIMATE/TERRAIN: Any subterranean




DIET: Carnivorous

INTELLIGENCE: Low to average (5-10)

TREASURE: Individual: J, K, L, M, (B)

ALIGNMENT: Chaotic evil

NO. APPEARING: 2-8 (2d4)




THAC0: 17


DAMAGE/ATTACK: 2-8 (2d4) or by weapon

SPECIAL ATTACKS: Surprise, +2 to damage



SIZE: L (7' tall)

MORALE: Steady to Elite (11-13)


Bugbear leader: 175

Bugbear chief: 175

Bugbear shaman: 175


Bugbears are giant, hairy cousins of goblins who frequent the same areas as their smaller relatives.

Bugbears are large and very muscular, standing 7' tall. Their hides range from light yellow to yellow brown and their thick coarse hair varies in color from brown to brick red. Though vaguely humanoid in appearance, bugbears seem to contain the blood of some large carnivore. Their eyes recall those of some savage bestial animal, being greenish white with red pupils, while their ears are wedge shaped, rising from the top of their heads. A bugbear's mouth is full of long sharp fangs.

Bugbears have a nose much like that of a bear with the same fine sense of smell. It is this feature which earned them their name, despite the fact that they are not actually related to bears in any way. Their tough leathery hide and long sharp nails also look something like those of a bear, but are far more dexterous.

The typical bugbear's sight and hearing are exceptional, and they can move with amazing agility when the need arises. Bugbear eyesight extends somewhat into the infrared, giving them infravision out to 60 feet.

The bugbear language is a foul sounding mixture of gestures, grunts, and snarls which leads many to underestimate the intelligence of these creatures. In addition, most bugbears can speak the language of goblins and hobgoblins.

Combat: Whenever possible, bugbears prefer to ambush their foes. They impose a -3 on others' surprise rolls.

If a party looks dangerous, bugbear scouts will not hesitate to fetch reinforcements. A bugbear attack will be tactically sound, if not brilliant. They will hurl small weapons, such as maces, hammers, and spears before closing with their foes. If they think they are outnumbered or overmatched, bugbears will retreat, preferring to live to fight another day.

Habitat/Society: Bugbears prefer to live in caves and in underground locations. A lair may consist of one large cavern or a group of caverns. They are well-adapted to this life, since they operate equally well in daylight and darkness.

If a lair is uncovered and 12 or more bugbears are encountered they will have a leader. These individuals have between 22 and 25 hit points, an Armor Class of 4, and attack as 4 Hit Die monsters. Their great strength gives them a +3 to all damage inflicted in melee combat.

If 24 or more bugbears are encountered, they will have a chief in addition to their leaders. Chiefs have between 28 and 30 hit points, an Armor Class of 3, and attack as 4 Hit Die monsters. Chiefs are so strong that they gain a +4 bonus to all damage caused in melee. Each chief will also have a sub-chief who is identical to the leaders described above.

In a lair, half of the bugbears will be females and young who will not fight except in a life or death situation. If they are forced into combat, the females attack as hobgoblins and the young as kobolds.

The species survives primarily by hunting. They have no compunctions about eating anything they can kill, including humans, goblins, and any monsters smaller than themselves. They are also fond of wine and strong ale, often drinking to excess.

Bugbears are territorial, and the size of the domains vary with the size of the group and its location. It may be several square miles in the wilderness, or a narrow, more restricted area in an underground region.

Intruders are considered a valuable source of food and treasure, and bugbears rarely negotiate. On occasion, they will parley if they think they can gain something exceptional by it. Bugbears sometimes take prisoners to use as slaves.

Extremely greedy, bugbears love glittery, shiny objects and weapons. They are always on the lookout to increase their hoards of coins, gems, and weapons through plunder and ambush.

Ecology: Bugbears have two main goals in life: survival and treasure. They are superb carnivores, winnowing out the weak and careless adventurer, monster and animal. Goblins are always on their toes when bugbears are present, for the weak or stupid quickly end up in the stewpot.


CLIMATE/TERRAIN: Temperate/Any terrain

FREQUENCY: Very rare



DIET: Carnivorous






MOVEMENT: 14 (3)


THAC0: 11


DAMAGE/ATTACK: 4-48/3-18/3-18




SIZE: L 9½' tall, 12' long

MORALE: Steady (11)

XP VALUE: 4,000


Aptly called a landshark, the bulette (pronounced Boo-lay) is a terrifying predator that lives only to eat. The bulette is universally shunned, even by other monsters.

It is rumored that the bulette is a cross between an armadillo and a snapping turtle, but this is only conjecture. The bulette's head and hind portions are blue-brown, and they are covered with plates and scales ranging from gray-blue to blue-green. Nails and teeth are dull ivory. The area around the eyes is brown-black, the eyes are yellowish and the pupils are blue green.

Combat: A bulette will attack anything it regards as edible. The only things that it refuses to eat are elves, and it dislikes dwarves. The bulette is always hungry, and is constantly roaming its territory in search of food. When burrowing underground, the landshark relies on vibrations to detect prey. When it senses something edible (i.e., senses movement), the bulette breaks to the surface crest first and begin its attack. The landshark has a temperament akin to the wolverine -- stupid, mean, and fearless. The size, strength, and numbers of its opponents mean nothing. The bulette always attacks, choosing as its target the easiest or closest prey. When attacking, the bulette employs its large jaw and front feet.

The landshark can jump up to 8 feet with blinding speed, and does this to escape if cornered or injured. While in the air, the bulette strikes with all four feet, causing 3d6 points of damage for each of the rear feat as well. The landshark has two vulnerable areas: the shell under its crest is only AC 6 (but it is only raised during intense combat), and the region of the bulette's eyes is AC 4, but this is a small oval area about 8 inches across.

Habitat/Society: Fortunately for the rest of the world, the bulette is a solitary animal, although mated pairs (very rare) will share the same territory. In addition, other predators rarely share a territory with a landshark for fear of being eaten. The bulette has no lair, preferring to wander over its territory, above and below ground, burrowing down beneath the soil to rest. Since their appetites are so voracious, each landshark has a large territory that can range up to 30 square miles.

Bulettes consume their victims, clothing, weapons, and all, and the powerful acids in the stomach quickly digest the armor, weapons, and magical items of their victims. They are not above nibbling on chests or sacks of coins either, the bulette motto being eat first and think later. When everything in the territory is eaten, the bulette will move on in search of a new territory. The sole criteria for a suitable territory is the availability of food, so a bulette will occasionally stake out a new territory near human and halfling territories and terrorize the residents.

Very little is known of the life cycle of the bulette. They presumably hatch from eggs, but no young have ever been found, though small landsharks of 6 Hit Dice have been killed. It may be that the bulette is hatched from very small eggs, with few young surviving to maturity. Still other sages theorize that the bulette bears live young. There is also evidence that the bulette, like carp and sharks, grow larger as they get older, for unusually large landsharks of 11 feet tall and taller have been seen. Certainly no one has ever come upon the carcass of a bulette that died of old age.

Ecology: The bulette has a devastating effect on the ecosystem of any area it inhabits. Literally nothing that moves is safe from it -- man, animal, or monster. In the process of hunting and roaming, the landshark will uproot trees of considerable size. In hilly and rocky regions, the underground movements of the bulette can start small landslides. Ogres, trolls, and even some giants all move off in search of greener and safer pastures when a bulette appears. A bulette can turn a peaceful farming community into a wasteland in a few short weeks, for no sane human or demihuman will remain in a region where a bulette has been sighted.

There is only one known benefit to the existence of the bulette: The large plates behind its head make superb shields, and dwarven smiths can fashion them into shields of +1 to +3 in value. Some also claim that the soil through which a bulette has passed becomes imbued with magical, rock-dissolving properties. Many would argue, however, that these benefits are scarcely worth the price.


CLIMATE/TERRAIN: Tropical, subtropical, and temperate/Swamp




DIET: Carnivore

INTELLIGENCE: Low to average (5-10)

TREASURE: J, K, M, Q, (x5); C in lair

ALIGNMENT: Chaotic evil


ARMOR CLASS: 6 (better with armor)

MOVEMENT: 3 Sw 15 (9 in armor)


THAC0: 19

NO. OF ATTACKS: 3 or 1

DAMAGE/ATTACK: 1-2/1-2/2-5 or by weapon




SIZE: S to M (4'-7')

MORALE: Average (10)



The bullywugs are a race of bipedal, frog-like amphibians. They inhabit swamps, marshes, meres, or other dank places.

Bullywugs are covered with smooth, mottled olive green hide that is reasonably tough, giving them a natural AC of 6. They can vary in size from smaller than the average human to about seven feet in height. Their faces resemble those of enormous frogs, with wide mouths and large, bulbous eyes; their feet and hands are webbed. Though they wear no clothing, all bullywugs use weapons, armor, and shields if they are available. Bullywugs have their own language and the more intelligent ones can speak a limited form of the common tongue.

Combat: Bullywugs always attack in groups, trying to use their numbers to surround their enemies. Whenever they can, bullywugs attack with their hop, which can be up to 30 feet forward and 15 feet upward. When attacking with a hop, bullywugs add a +1 bonus to their attack (not damage) rolls, and double the damage if using an impaling weapon. This skill, combined with their outstanding camouflage abilities, frequently puts the bullywugs in an ideal position for an ambush (-2 penalty to opponent's surprise rolls).

Habitat/Society: More intelligent than frogs, all bullywugs live in organized or semi-organized socially fascist groups, cooperating for the purpose of hunting and survival. They live primarily on fish and any other game, preferring a diet of meat. They are adept hunters and fisherman, and skilled in the use and construction of snares and nets.

Bullywug society is a savage one. Males are the dominant sex, and females exist only to lay eggs. Though females and young make up about one-half of any tribe, they count for little in the social order. The only signs of respect that bullywugs ever bestow are toward their leader and their bizarre frog god. The race is chaotic evil, and totally lacking in any higher emotions or feelings.

The leader of a bullywug community is a large individual with 8 hit points. Communities of 30 or more bullywugs have five subleaders (8 hp each) and a powerful leader (2 HD, 12+ hp, +1 to damage). Communities of 60 or more bullywugs have a chieftain (3 HD, 20+ hp, +2 to damage) and five subchieftains (2 HD, 12+ hp, +1 to damage).

All bullywugs favor dank, dark places to live, since they must keep their skin moist. Most bullywugs live in the open and maintain only loose territorial boundaries. Ordinary bullywugs do not deal with incursions into their territory very efficiently, but they kill and eat interlopers if they can. They hate their large relatives (advanced bullywugs, see below) with a passion, and make war upon them at every opportunity. Bullywugs prize treasure, though it benefits them little. They value coins and jewels, and occasionally a magical item can be found amongst their hoard.

On an individual level, bullywugs lack the greed and powerlust seen in the individuals of other chaotic races, such as orcs. Fighting among members of the same group, for example, is almost nonexistent. Some would say that this is because they lack the intelligence to pick a fight, and not from a lack of spite. The tribes are lead by the dominant male, who kills and eats the previous leader when it is too old to rule. This is one of the few instances when they fight among themselves.

Ecology: Bullywugs tend to disrupt ecosystems, rather than fill a niche in them. They do not have the intelligence to harvest their food supplies sensibly and will fish and hunt in an area until its natural resources are depleted, and then move on to a new territory. They hate men, and will attack them on sight, but fortunately prefer to dwell in isolated regions far from human beings.

Bullywug, Advanced

A small number of bullywugs are larger and more intelligent than the rest of their kind. These bullywugs make their homes in abandoned buildings and caves, and send out regular patrols and hunting parties. These groups tend to be well equipped and organized, and stake out a regular territory, which varies with the size of the group. They are more aggressive than their smaller cousins, and will fight not only other bullywugs but other monsters as well. The intelligent bullywugs also organize regular raids outside their territory for food and booty, and especially prize human flesh. Since they are chaotic evil, all trespassers, including other bullywugs, are considered threats or sources of food.

For every 10 advanced bullywugs in a community, there is a 10% chance of a 2nd-level shaman being present.

Carrion Crawler





DIET: Carnivorous








THAC0: 17

NO. OF ATTACKS: 8 or 1

DAMAGE/ATTACK: Special or 1-2




SIZE: L (9' long)

MORALE: Special



The carrion crawler is a scavenger of subterranean areas, feeding primarily upon carrion. When such food becomes scarce, however, it will attack and kill living creatures.

The crawler looks like a cross between a giant green cutworm and a cephalopod. Like so many other hybrid monsters, the carrion crawler may well be the result of genetic experimentation by a mad, evil wizard.

The monster's head, which is covered with a tough hide that gives it Armor Class 3, sprouts eight slender, writhing tentacles. The body of the carrion crawler is not well protected and has an armor class of only 7. The monster is accompanied by a rank, fetid odor which often gives warning of its approach.

Combat: The carrion crawler can move along walls, ceilings and passages very quickly, using its many clawed feet for traction.

When attacking, the monster lashes out with its 2' long tentacles, each of which produces a sticky secretion that can paralyze its victims for 2-12 turns. A save versus paralyzation is allowed to escape these effects. They kill paralyzed creatures with their bite which inflicts 1-2 points of damage. The monster will always attack with all of its tentacles.

Carrion crawlers are non-intelligent, and will continue to attack as long as any of their opponents are unparalyzed. Groups of crawlers attacking together will not fight in unison, but will each concentrate on paralyzing as many victims as they can. When seeking out prey, they rely primarily on their keen senses of sight and smell. Clever travelers have been known to fool an approaching carrion crawler with a sight and smell illusion, thus gaining time to make good their escape.

Habitat/Society: Carrion crawlers are much-feared denizens of the underground world. They live in lairs, venturing out in search of carrion or food every few days. Some underground inhabitants such as goblins and trolls will make use of carrion crawlers by leaving the bodies of dead foes out in designated areas. This keeps the creatures at a good distance from their own homes and encourages them to ``patrol'' certain areas. Some orcs have been known to chain live prisoners near the lairs of these fearsome monsters.

Carrion crawlers will sometimes live with a mate or in a small group numbering no more than 6. This does not mean that they cooperate in hunting, but merely share the same space and compete fiercely for the same food. If 2 crawlers have made a kill or discovered carrion, they will often fight over the food, sometimes killing one another in the process.

The carrion crawler mates once a year. Several days after mating, the female will go off in search of a large kill. When she has found or killed an adequate food supply, she lays about 100 eggs among the carrion. The grubs hatch one week later and begin feeding.

Maternal care ceases once the eggs have been laid and it is not uncommon for eggs to later be eaten by the female who laid them. Females die a few weeks after laying their eggs, exhausted by the effort. Males live only a short time longer, having mated with as many females as possible. Grubs have been known to consume one another in feeding frenzies, and are a favorite food of adult carrion crawlers. Few of the grubs reach maturity, but those who do have eaten voraciously and will achieve their full size in a single year. When they reach maturity, the mating cycle begins again.

These monsters exist on the most basic instinctual level, having no more intelligence than earthworms or most insects. The carrion crawler is driven by two urges: food and reproduction. It has absolutely no interest in the collection of treasure.

Ecology: The carrion crawler provides the same useful, if disagreeable, function that jackals, vultures, and crows perform. Like so many other predators carrion crawlers instinctively prey on the weak, sick, and foolish. In the long run, this has a beneficial effect on the prey, strengthening its gene pool. The carrion crawler also works wonders in over crowded caverns, quickly eliminating population problems among the weaker monsters. Thus, the life cycle of the crawler is inextricably linked to those of its prey -- when the prey flourishes so does the crawler.

Cat, Great

Cheetah Jaguar Leopard Common Mountain

Lion Lion

CLIMATE/TERRAIN: Warm plains Tropical Tropical Warm plains Any warm

and grass- jungle jungle or and grass- or temperate

lands forest lands

FREQUENCY: Uncommon Uncommon Uncommon Uncommon Uncommon

ORGANIZATION: Family group Solitary Solitary Pride Solitary

ACTIVITY CYCLE: Day Any Any Day Dawn or


DIET: Carnivorous Carnivorous Carnivorous Carnivorous Carnivorous

INTELLIGENCE: Animal (1) Semi-(2-4) Semi- (2- 4) Semi (2-4) Semi (2-4)

TREASURE: Nil Nil Nil Nil Nil

ALIGNMENT: Neutral Neutral Neutral Neutral Neutral

NO. APPEARING: 1-4 1-2 1-2 2-12 (2d6) 1- 2

ARMOR CLASS: 5 6 6 5/6 6

MOVEMENT: 15, sprint 45 15 15 12 12

HIT DICE: 3 4+1 3+2 5+2 3+1

THAC0: 17 17 17 15 17

NO. OF ATTACKS: 3 3 3 3 3

DAMAGE/ATTACK: 1-2/1-2/1-8 1-3/1-3/1-8 1- 3/1-3/1-6 1-4/1-4/1-10 1-3/1-3/1-6

SPECIAL ATTACKS Rear claws Rear claws Rear claws Rear claws Rear claws

1-2 each 2-5 (1d4+1) 1-4 each 2-7 (1d6+1) 1-4 each

each each

SPECIAL DEFENSES: Surprised Surprised Surprised Surprised Surprised

only on a 1 only on a 1 only on a 1 only on a 1 only on a 1


SIZE: M (4'-4½' L (5'-6' M (4'-4½' M (4½'- M (4'-5'

long) long) long) 6½' long) long)

MORALE: Average Average Average Average Average

(8-10) (8-10) (8-10) (8-10) (8-10)

XP VALUE: 175 420 270 650 270


Spotted Giant Lynx Wild Tiger Smilodon


CLIMATE/TERRAIN: Warm plains Subarctic Subarctic to Subarctic to

and desert forest tropical tropical

forest forest

FREQUENCY: Rare Rare Uncommon Rare

ORGANIZATION: Pride Solitary Solitary Solitary

ACTIVITY CYCLE: Day Night Night Night

DIET: Carnivorous Carnivorous Carnivorous Carnivorous

INTELLIGENCE: Semi (2-4) Very (11-12) Semi (2-4) Animal (1)

TREASURE: Nil Nil Nil Nil

ALIGNMENT: Neutral Neutral Neutral Neutral

NO. APPEARING: 2-8 (2d4) 1-4 1-4 1-2

ARMOR CLASS: 5/6 6 6 6

MOVEMENT: 12 12 12 12

HIT DICE: 6+2 2+2 5+5 7+ 2

THAC0: 15 19 15 11(13)

NO. OF ATTACKS: 3 3 3 3

DAMAGE/ATTACK: 1-4/1-4/1-12 1- 2/1-2/1-2 2-5 (1d4+1)/ 2-5 (1d4+1)/

2-5 (1d4+1)/ 2-5 (1d4+1)/

1-10 2-12 (2d6)

SPECIAL ATTACKS Rear claws Rear claws Rear claws Rear claws

2-8 (2d4) 1-3 each 2-8 (2d) 2-8 (2d4)


SPECIAL DEFENSES: Surprised See below Surprised Surprised

only on a 1 only on a 1 only on a 1


SIZE: L (4½'- M (4½' L (6'-9' L (8'-12'

6½' long) long) long) long)

MORALE: Average Average Average Steady

(8-10) (8-10) (8-10) (8-10)

XP VALUE: 975 175 650 1,400


The great cats are among the most efficient of all predators.


The cheetah is a medium-sized, lightly built cat. Its fur is sand colored and it is covered with dark spots. The cheetah is unique among cats because of its non-retractable claws.

A skilled hunter endowed with natural camouflage, victims of a cheetah attack suffer a -3 on their surprise roll. They are famed for their tremendous bursts of speed, and can run at triple speed (45 feet per round) for three rounds. The cat must rest 3 turns before sprinting again. Cheetahs can spring 10 feet upward or 20 feet forward. If both forepaws hit during an attack the cheetah is able to rake for 1-2 points of damage with each of its rear claws. If defending their young, cheetahs receive a +2 on their attack and damage rolls and will fight to the death.

Cheetahs inhabit warm plains and grasslands, often sharing their range with lions. Their favorite prey are the antelope that inhabit the plains, and they rarely attack men. Cheetahs are territorial, but may live alone, in pairs and in groups. The female raises a litter of 2-4 young alone. The young, who stay with their mother for as long as 2 years, can be completely trained and domesticated.

The fortunes of the cheetah rise and fall with those of its prey; when the population of antelope and other game declines, so does that of the cheetah.


The jaguar is a powerful cat with a deep chest and muscular limbs. Its color ranges from light yellow to brownish red, and it is covered with dark spots.

The jaguar will attack anything that it perceives as a threat. It relies on stealth to close with its prey, often pouncing from above. The jaguar can leap 30' to attack. If both of its forepaws strike it will rake with its two rear claws for 2-5 (1d4+1) points of damage each.

The jaguar inhabits jungles, spending a great deal of time in tree tops. It climbs, swims, and stalks superbly. Jaguars are solitary and territorial, meeting only to mate. If found in a lair, there is a 75% chance there will be 1-3 cubs. Cubs do not fight effectively.

Their strength and ferocity make jaguars one of the most feared predators of the jungle.


The leopard is a graceful cat with a long body and relatively short legs. Its color varies from buff to tawny, and its spots are rosette shaped.

Leopards prefer to leap on their prey, imposing a -3 on the surprise rolls of their victims. Leopards can spring upward 20 feet or ahead 25 feet. If they strike successfully with both forepaws, they rake with their rear claws for 1-4 points each.

Leopards are solitary, inhabiting warm deserts, forest, plains, and mountains. They hunt both day and night preying on animals up to the size of large antelopes. They swim and climb well, and will often sit in treetops sunning themselves. Leopards will also drag their prey to safety in the treetops to devour in peace. The female bears 1-3 young, and cares for them for up to two years. If found in the lair, there is a 25% chance that there will be cubs there. The young have no effective attack.

A skilled predator, the leopard is often threatened by human incursions. In areas where it is hunted, it is nocturnal.


Among the largest and most powerful of the great cats, lions have yellow or golden brown fur. The males are distinguished by their flowing manes.

Both male and female lions are fierce fighters. Lions hunt in prides, with females doing most of the actual hunting. Since their senses are so keen, lions can only be surprised on a 1. All lions can leap as far as 30 feet. Males have an Armor Class of 5 in their forequarters and 6 in their hindquarters while females are Armor Class 6 in all areas. If a lion hits with both forepaws, it can rake with its rear claws doing 2-7 points damage each.

Lions prefer warmer climates, thriving in deserts, jungles, grasslands, and swamps. They live and hunt in prides, and are extremely territorial. A pride usually consists of 1-3 males and 1-10 females. Lions frequently kill animals the size of zebras or giraffes. Lionesses will cooperate when hunting, driving their prey into an ambush. They have been known to attack domestic livestock, but will almost never attack men. A lair will contain from 1-10 cubs which are 30%-60% grown. Cubs are unable to fight. Lions are poor climbers and dislike swimming.

Lions flourish only when the supply of game is adequate. Their size and strength have made them a favorite target of human hunters.

Mountain Lion

Not a true lion, this brownish cat is lankier than its large cousins. Except for their size, males and females are difficult to tell apart.

The mountain lion is more cautious and less aggressive than its larger relatives. They can spring upward 15 feet or ahead 20 feet to attack or retreat. If they score hits with both of their forepaws, they will rake with their back ones for 1-4 points of damage each. It will not attack men unless threatened.

Mountain lions range in warm and temperate mountains, forests, swamps, and plains. They are solitary, with males and females each maintaining separate territories. Their favorite prey are deer. The female rears 2-4 cubs alone, which remain with her for 1-2 years.

The mountain lion is flexible and elusive. It is adept at surviving on the fringes of human civilization.

Spotted Lion

Spotted lions are large, fierce, dappled versions of the lion. They are generally found in the plains of the Pleistocene epoch, and rarely occur elsewhere.

Giant Lynx

The giant lynx is distinguished by its tufted ears and cheeks, short bobbed tail, and dappled coloring. It has a compact muscular body, with heavy legs and unusually large paws.

The giant lynx is the most intelligent of the great cats and uses its wits in combat. When hiding, a giant lynx will avoid detection 90% of the time. The lynx can leap up to 15 feet and imposes a -6 on the surprise rolls of its prey. It has a 75% chance of detecting traps. If a giant lynx strikes with both forepaws, it attempts a rear claw rake, causing 1-3 points of damage per claw. The giant lynx almost never attacks men.

The giant lynx prefers cold coniferous and scrub forests. They can communicate in their own language with others of its kind, which greatly increases its chances of survival. The nocturnal lynx stalks or ambushes its prey, catching rodents, young deer, grouse, and other small game. The cubs remain with their mother for 6 months.

The giant lynx has all the advantages of the great cats plus the added bonus of a high intelligence which makes it even more adaptable.


The tiger is the largest and most feared of the great cats. Tigers have reddish-orange fur and dark vertical stripes.

A tiger is a redoubtable foe in battle and is surprised only on a 1. They are experts in stalking and often hunt in pairs or groups. They can leap 10 feet upward, and spring forward 30 feet to 50 feet to attack. If they strike successfully with both forepaws, their rear claws rake for 2-8 (2d4) points of damage per claw.

This species ranges from the subarctic to the tropics, generally inhabiting wooded or covered terrain. Tigers are nocturnal, solitary, graceful climbers and swimmers who are capable of sustained high speed. These animals rarely fight among themselves, but will protect their territories ferociously. They are also the most unpredictable and dangerous of the great cats, not hesitating to attack men. Their favorite prey includes cattle, wild pigs and deer. Females raise their 1-3 cubs alone. The cubs remain with their mother for several years. If encountered in the lair, there is a 25% chance that the cubs will be present.

Feared by men, tigers are hunted aggressively, and are threatened by the destruction of forests. In the untamed wilderness, however, the tiger occupies the top predatory niche.


Although not truly a member of the cat family, the so-called sabre-toothed tiger is similar to them in many ways. Smilodons are known for their 6 inches long fangs which are capable of inflicting terrible wounds. Their powerful jaws and large teeth give them a +2 on their attack rolls. They are similar to normal tigers but are found only during the Pleistocene epoch.

Cat, Small

Domestic Wild Elven

CLIMATE/TERRAIN Any inhabited Any non-arctic Temperate forest

FREQUENCY: Common Uncommon Rare

ORGANIZATION: Solitary Solitary Solitary


DIET: Carnivore Carnivore Carnivore

INTELLIGENCE: Animal (1) Animal (1) Semi- to low (2-7)


ALIGNMENT: Neutral Neutral Neutral

NO. APPEARING: 1 (1-12) 1 (2-5) 1


MOVEMENT: 9 18 18

HIT DICE: ½ 1 3+6

THAC0: 20 19 17


DAMAGE/ATTACK: 1-2/1 (claws/bite) 1-2/1-2/1-2 1-2/1-2/1-3

SPECIAL ATTACKS: Rear claw rake, Rear claw rake, See below

1-2 1-2/1-2

SPECIAL DEFENSES: See below See below See below


SIZE: T (1' tall) T (1'-2' tall) T (1' tall)

MORALE: Average (8-10) Average (8-10) Elite (13-14)

XP VALUE: 7 35 650


Cats of different sizes and colorations are common throughout the world. Some are pets, while many are wild.

Combat: Cats are efficient hunters, moving with grace and stealth; opponents suffer a -3 penalty on surprise rolls. A cat's excellent senses and agility allows it to be surprised only on a 1 or 2. Its senses also allow it to hunt efficiently at night.

Cats attack with their claws and teeth; if they hit with front claws, they rake with rear claws. A domestic cat's claws and rake each count as only one attack, rather than one per claw.

Cats have retractable claws which can be extended for climbing or drawn in for speed. They are agile climbers and can scale or move in trees at half normal movement rate. They can leap great distances to avoid obstacles or spring onto prey.

Habitat/Society: Cats are common in settled regions. Many cultures keep them as pets, and they can be found in the homes of nobles and peasants alike. Some societies worship cats as divine beings, while other nations fear and hate them as the minions of evil.

Ecology: Cats are commonly used to control rodent populations, though some hunters use them to recover downed birds and other small prey.

Domestic Cat

There are many breeds of domestic cat, all of which share basic characteristics, differing only in outward appearance. An average adult cat weighs eight to ten pounds, though some pampered specimens can weigh as much as 25 pounds.

Cats seldom attack creatures larger than themselves, though they will defend themselves. They often chase and kill mice, birds, rats, and other small creatures. A domestic cat is capable of a burst of speed, boosting its movement rate to 18 for a round and maintaining such speed for 1d10 rounds.

A well-treated cat will live for 15 years or more. The cat's gestation period is about two months, with 1d4+1 kittens in each litter. Kittens are weaned when about eight weeks old. Mother cats will fight to the death to defend kittens.

Wild Cat

Wild cats are very similar to domestic cats, and some were pets that went feral. Generally, wild cats are tougher, stronger, and more capable hunters than domestic cats.

Elven Cat

Cats kept by elves have evolved into magical creatures, possibly aided by arcane means. They are very intelligent and have their own language, and many can speak a crude form of the elven tongue. Some live with gnomes, brownies, or woodland creatures, and also speak a basic form of their keepers' language. Most have gray-brown fur with dark stripes.

Elven cats are very stealthy, imposing a -5 penalty to opponents' surprise rolls. They are surprised only on a 1. Elven cats have a 99.9% chance to move silently, and a 90% chance to hide in wilderness areas. They are excellent climbers, can leap 20 feet with ease, and enjoy swimming and playing in water.

Elven cats have magical abilities that they use to avoid enemies. They have limited ESP which is used to determine intent. They can use enlarge and trip once per day, and reduce and tree twice per day; for magical abilities, elven cats are treated as 9th-level spellcasters. Enlarge doubles an elven cat's Hit Dice and damage; tree allows it to assume the form of a tree's limb.



FREQUENCY: Very rare



DIET: Omnivore








THAC0: 15



SPECIAL ATTACKS: Gaze causes death



SIZE: L (6' tall at shoulder)

MORALE: Steady (11-12)



The catoblepas is a bizarre, loathsome creature that inhabits dismal swamps and marshes. Its most terrifying features are its large bloodshot eyes, from which emanate a deadly ray.

The body of the catoblepas is like that of a large, bloated buffalo, and its legs are stumpy, like those of a pygmy elephant or a hippopotamus. Its long, snakey tail is swift and strong, and can move with blinding speed. The head of the catoblepas is perched upon a long, weak neck, and would be much like that of a warthog except that the catoblepas is uglier.

Combat: In combat, the catoblepas relies on two forms of attack.

First, it will use its strong, snaky tail to strike and stun its foes. Anyone struck by the tail suffers 1-6 points of damage and has a base 75% chance of being stunned for 1-10 melee rounds. The base chance of being stunned is lowered by 5% for every level above first, or for each additional Hit Die in the case of monsters and animals.

Despite the danger of a tail strike, the catoblepas' second mode of attack is by far the more fearsome of the two. The gaze of the catoblepas emanates a deathray, with a 60 yard range. Any creature meeting its gaze dies without a saving throw. If a party is surprised by a catoblepas, there is a 1 in 6 chance that someone in the group has met the creature's gaze. Those who close their eyes or act with their eyes averted can still be affected by the deathray, but a saving throw vs. death magic is allowed.

Since the neck of the creature is very weak, it has only a 25% chance of raising its head and using the deathray on subsequent rounds. If the catoblepas and its target are both relatively still, this increases by 15% per melee round. If the catoblepas is forced to follow quick motions it has only a 10% chance of raising its head.

If more than one catoblepas is attacking, the monsters will cooperate with one another, attempting to herd their targets into a crossfire.

Habitat/Society: For the most part, the catoblepas is a meandering creature that wanders about its swamp nibbling on marsh grasses and the like. Once a month, usually under the light of the full moon, the catoblepas seeks out meat to round out its diet. It is at this time that the catoblepas is most likely to be encountered by adventurers.

The lair of the catoblepas is usually some sort of sheltered place where the ground is firm. More often than not it is surrounded by a tall stand of reeds or other marsh plants. The creature has little fear of being disturbed in its lair, since it is frequently the most feared carnivore in the swamp.

The catoblepas mates for life and when more than one catoblepas is encountered they will be a mated pair. There is a 10% chance that the couple will have a single offspring with them. An immature catoblepas will have half the Hit Dice of an adult. It takes almost nine years for the offspring to reach youthful maturity and an adult female will bear but one child every 10 or 12 years. Both the male and the female will cooperate in raising the offspring.

When the catoblepas ventures forth to hunt it eats fish, marsh birds, eels, water rats, large amphibians, snakes, and other swamp animals. The catoblepas usually stuns its prey with its tail and then kills it with its gaze.

The catoblepas is an opportunistic predator when it hunts and it is not above eating carrion. Since it is semi-intelligent, it will treat parties of humans with respect, preferring to size them up first. As a rule, it will not attack unless it is hunting or feels that its mate or offspring is threatened. Being long-lived (150 to 200 years or so) and semi-intelligent, the catoblepas is capable of learning from the mistakes of earlier encounters and hunts.

The catoblepas has no special interest in wealth, and the listed treasure type is the result of victorious encounters with intruders. It attaches no value to the coins, gems, and occasional magical items strewn about the lair.

Ecology: The catoblepas has no natural enemies, since its gaze provides it with more than adequate protection from even the fiercest of predators.

Cave Fisher





DIET: Carnivorous








THAC0: 17 or 15 (see below)


DAMAGE/ATTACK: 2-8 (2d4)/2-8 (2d4)

SPECIAL ATTACKS: Adhesive trapline



SIZE: M (7' long)

MORALE: Steady (11-12)



The cave fisher is a large insectoid that has adapted to life below ground. It combines many of the characteristics of a spider and a lobster.

The cave fisher has a hard, chitinous shell of overlapping plates and eight legs. The 6 rear legs are used for movement and traction on stony walls and corridors. Because of these limbs, the fisher has no difficulty in moving up and down vertical walls. The front pair of legs are equipped with powerful pincers, which are used for killing and dismembering prey. The most unusual feature of the cave fisher is its long snout, which can fire a strong, adhesive filament. The monster can also use its adhesive to anchor itself in place on walls and ledges.

Combat: The cave fisher has two ways of hunting. Its preferred method is to string its long filament in the vicinity of its lair. The filaments are thin and strong, making them exceedingly difficult to detect or cut. There is only a 20% chance of noticing the strand at 10', and no chance at all of seeing them at a greater distance. A detect snares and pits spell will reveal a strand. The filament is coated with an adhesive which can only be dissolved by liquids with a high alcohol content (such as the cave fisher's blood). The filaments can only be cut by +1 or better edged weapons.

The fisher's favorite food are small, flying creatures like bats. Ever opportunistic, they are constantly trying to vary their diet by trapping a careless adventurer, foolish goblin, or orc (provided that they think that they can get away with it). If more than one fisher inhabits a lair, they will frequently pool their resources to catch larger prey. Once the victim is trapped in the filament, the cave fisher draws its prey in, reeling its filament in like a fishing line.

Should a tempting target escape the monster's neatly laid traps, the cave fisher will try another mode of attack. It will spend one round drawing its filament in and then shoot it at the prey, striking as a 6 Hit Die monster. It will try to snare its prey in this manner so long as it remains within the fisher's established territory. If the prey is hit by the filament, the monster can pull a weight of up to 400 pounds at a movement rate of 15' per round. In the event that a ``tug of war'' breaks out, the fisher has a strength of 18/00 with its strand.

Habitat/Society: Cave fishers prefer living on ledges and caves located above well-traveled paths, sharing their lairs with others of their kind. No more than four cave fishers will be found in one lair. Their filaments are always strung before their lair, and they attempt to kill anything they trap, often storing food for future use.

Their territories are very small, and never larger than about 300 feet to either side of the lair. Anything man-sized or smaller is considered fair game by the cave fisher and halflings are thought to be tasty treats. A single cave fisher would never attack a large, well armed party for the sake of a single meal. Still, they are cunning, and a group of the monsters might reel in their filaments and attempt an ambush if they thought they could get away with it. If hunting in one area becomes scarce, the cave fisher will simply find a new area to hunt, where the small game is more plentiful and careless.

Like all predators, the cave fisher is interested in survival. This means a steady supply of food and a mate. Females lay eggs in the vicinity of the lair, which they protect from predators. The young scatter when the eggs hatch, seeking lairs of their own.

Although the cave fisher does not collect treasure, its lair is often strewn with the possessions of its former victims.

Ecology: The cave fisher preys primarily on small flying game, and in the subterranean world this frequently means a diet of bats. It is not the top predator in its ecological niche, and has learned caution in dealing with other monsters. The cave fisher is sufficiently intelligent to know the dangers of preying on large, well-organized groups, who might grow tired of its depredations and hunt it to extinction. The monster instinctively picks the easiest route for survival, and relies on stealth and cunning to trap its prey and avoid being eaten itself.

The filaments of the cave fisher are highly prized by many thieves' guilds, for they can be made into thin and very strong rope which is nearly invisible. The filaments are wound onto reels and then specially treated to dilute the adhesive. The resulting strands are made into ropes, while the diluted adhesive is turned into a special solution, which when applied to gloves and boots, greatly increases traction for climbing.


CLIMATE/TERRAIN: Temperate forest




DIET: Omnivorous

INTELLIGENCE: Low to average (5-10)


ALIGNMENT: Neutral or chaotic good





THAC0: 17


DAMAGE/ATTACK: 1-6/1-6 and weapon




SIZE: L(8'-9' tall)

MORALE: Elite (13-14)


Centaur leader 270

Centaur priest 420


Centaurs are woodland beings who shun the company of men. They dwell in remote, secluded glades and pastures.

The appearance of a centaur is unmistakable: they have the upper torso, arms, and head of a human being and the lower body of a large, powerful horse.

Centaurs speak their own language and some among them (about 10%) can converse in the tongue of elves.

Combat: A band of centaurs is always armed, and the leaders carry shields. Half of the centaurs will be wielding oaken clubs (the equivalent of morning stars), one quarter will carry composite bows and have 10-30 arrows (either flight or sheaf, depending on the current state of affairs in the area). The remainder of the band will be leaders (AC4; HD5) using medium shields and medium horse lances. Centaurs make 3 attacks each round in melee: once with their weapons and twice with their hooves.

Habitat/Society: Centaurs are sociable creatures, taking great pleasure in the society of others of their kind. Their overall organization is tribal, with a tribe divided into family groups living together in harmony. The size of the tribe varies, it range from 3-4 families to upwards of 20 families. Since males have the dangerous roles of hunter and protector, females outnumber males by two to one. The centaur mates for life, and the entire tribe participates in the education of the young.

The lair is located deep within a forest, and consists of a large, hidden glade and pasture with a good supply of running water. Depending upon the climate, the lair may contain huts or lean-tos to shelter the individual families. Centaurs are skilled in horticulture, and have been known to cultivate useful plants in the vicinity of their lair. In dangerous, monster infested areas, centaurs will sometimes plant a thick barrier of tough thorn bushes around their lair and even set traps and snares. In the open area, away from the trees, are hearths for cooking and warmth. If encountered in their lair, there will be 1-6 additional males, females equal to twice the number of males, and 5-30 young. The females (3 Hit Dice) and the young (1-3 Hit Dice) will fight only with their hooves, and only in a life or death situation.

Each tribe will have a priest who is treated as a leader but has the spell abilities of a 3rd level druid.

Centaurs survive through a mixture of hunting, foraging, fishing, agriculture and trade. Though they shun dealings with humans, centaurs have been known to trade with elves, especially for food and wine. The elves are paid from the group treasury, which comes from the booty of slain monsters.

The territory of a centaur tribe varies with its size and the nature of the area it inhabits. Centaurs are also not above sharing a territory with elves. The attitude of a centaur toward a stranger in its territory will vary with the visitor. Humans and dwarves will usually be asked to leave in a polite manner, while halflings or gnomes will be tolerated, and elves will be welcomed. Monsters will be dealt with in a manner according to the threat they represent to the welfare and survival of the tribe. Were a giant or dragon to enter the territory, the centaurs would pull up stakes and relocate, while trolls and orcs and their like will be killed.

Centaurs will take the treasure of their fallen foes, and are fully aware of its value. Most male centaurs have a small coin supply, while the tribe has a treasury which may well include some magical items. Leaders will have twice the normal individual treasure. This treasure is used to buy food for the group, or to ransom (90% likely) captured or threatened members of the tribe.

While basically neutral or chaotic good, centaurs have been known to become rowdy, boorish, and aggressive when under the influence of alcohol. They are also extremely protective of their females and young. Centaurs are basically pastoral, but will react with violence if their lifestyle and survival is threatened.

Ecology: The centaur lives in close harmony with nature and spends its lifetime carefully conserving the natural resources around its lair. The race seems to have an innate knowledge of how to achieve this precious balance. If forced to chop down a tree, a centaur will plant another to replace it. Centaurs never over hunt or over fish an area as a human group might do, but choose their game with care, limiting the amount they eat.


Giant Huge Megalo- Tunnel

CLIMATE/TERRAIN: Any Any Any Subterranean

FREQUENCY: Common Common Very Rare Rare



DIET: Carnivore Carnivore Carnivore Carnivore

INTELLIGENCE: Non- (0) Non- (0) Animal (1) Non- (0)

TREASURE: Nil Nil Nil (M, N, Q)

ALIGNMENT: Neutral Neutral Neutral Neutral

NO. APPEARING: 2-24 5-30 1-4 1-6

ARMOR CLASS: 9 9 5 4

MOVEMENT: 15 21 18 6

HIT DICE: 2 hp 1 hp 3 9+3

THAC0: 20 20 17 11

NO. OF ATTACKS: 1 1 1 1

DAMAGE/ATTACK: Nil Nil 1-3 2-8

SPECIAL ATTACKS: Poison Poison Poison Lunging



SIZE: Tiny (1') Tiny (6") M (5') G (25'+)

MORALE: Unsteady (5-7) Unsteady (5-7) Average (8-10) Steady (12)

XP VALUE: 35 35 175 1,400


Giant centipedes are loathsome, crawling arthropods that arouse almost universal disgust from all intelligent creatures (even other monsters). They are endemic to most regions.

One of the things that makes the centipede so repulsive is its resemblance to the worm. Its long body is divided into many segments from which protrude many tiny feet. Hence the name ``centipede'' (or hundred-footed). The giant centipede is so named because it is over 1-foot long. The body is plated with a chitinous shell and it moves with a slight undulating motion. The creature has the added benefit of protective coloration, and varies in color depending on the terrain it inhabits. Those that favor rocky areas are gray, those that live underground are black, while centipedes of the forest are brown or red.

Combat: When hunting, centipedes use their natural coloration to remain unseen until they can drop on their prey from above or crawl out of hiding in pursuit of food. They attack by biting their foes and injecting a paralytic poison. The poison can paralyze a victim for 2d6 hours, but is so weak that victims are permitted a +4 bonus to their saving throw. Due to its small size, the giant centipede is less likely to resist attacks and receives a -1 penalty to all its saving throws. Although a single giant centipede rarely constitutes a serious threat to a man, these creatures frequently travel in groups. When more than one centipede is encountered, the monsters will fight independently, even to the point of fighting among themselves over fallen victims.

Habitat/Society: The centipede behaves like most other insects, roving from place to place in search of food; it has no set territory or dwelling. The centipede simply goes where its hunger leads it. It is an aggressive and hungry carnivore that must eat at least once a day to survive. Hungry centipedes often resort to cannibalism.

Ecology: Giant centipedes have several natural advantages, including poison and protective coloration, allowing them to compete with other small predators for game. Their poison bestows a certain immunity from being hunted, but hungry and skilled animals such as coyotes and large predatory birds hunt them effectively in lean times.

Their preferred targets are small mammals that are easily overcome by their weak poison. If they are very hungry, however, they have been known to attack anything that moves, including humans.

Huge Centipedes

These are identical to giant centipedes save that they are only 6 inches long. Their poison is weaker than that of their larger cousins and a failed saving throw will immobilize the victim for only 1d6 hours. Huge centipedes make their own saving throws at -2. Mice and other large insects are the favorite prey of huge centipedes. They in turn are hunted by giant centipedes.


The megalo-centipede, because of its great size, is no longer classed as an irritant but is a threat to human and animal alike. Its acidic poison is far more potent than that of its weaker cousins. The victims of a megalo-centipede bite receive no bonuses on their saving throws and failure indicates death. If the target successfully resists the poison, the acid burns the victim's skin, inflicting 2d4 points of damage.

The megalo-centipede is more intelligent than its smaller cousins and it is a far more cunning hunter, although they still do not cooperate with each other. In the wilderness the megalo-centipede prey on animals the size of deer. In the subterranean environment, it attacks man-sized or smaller creatures, including orcs, goblins, or humans. The megalo-centipede receives no penalties to its own saving throws.

Tunnel Worm

This cousin of the giant centipede feeds upon and lays its eggs in carrion. A tunnel worm attacks by lunging out of its hidden burrow to strike with a +2 bonus to the attack roll. Success indicates the tunnel worm has seized its prey in its mandibles, but no damage is inflicted until the worm chews through the victim's armor. It takes one round for the worm to chew through leather or worse, two rounds for armor tougher than leather but no tougher than chain mail, and three rounds for armor tougher than chain mail. Once the armor is breached, the worm automatically inflicts 2d8 points of damage each round. If the worm suffers 15 or more points of fire damage or loses 60% of its hit points, it drops its victim and retreats to its lair. Tunnel worm lairs often have treasure from earlier victims.


Chimera Gorgimera

CLIMATE/TERRAIN: Any temperate Any temperate

to tropical to tropical

FREQUENCY: Rare Very rare

ORGANIZATION: Solitary or pride Solitary


DIET: Omnivore Omnivore

INTELLIGENCE: Semi- (2-4) Semi- (2-4)


ALIGNMENT: Chaotic evil Neutral


ARMOR CLASS: 6/5/2 5/2

MOVEMENT: 9, Fl 18 (E) 12, Fl 15 (E)

HIT DICE: 9 10

THAC0: 11 11


DAMAGE/ATTACK: 1-3/1-3/1-4/1-4/ 1-3/1-3/2-8 (2d4)

2-8 (2d4)/ /2-12 (2d6)/

3-12 (3d4) 3-12 (3d4)

SPECIAL ATTACKS: Breath weapon Breath weapons



SIZE: L (5' tall at the L (5' tall at the

shoulder) shoulder)

MORALE: Elite (13-14) Elite (13-14)

XP VALUE: 5000 6000


How chimerae were created is a dark mystery better left unexplored. The chimera has the hindquarters of a large, black goat and the forequarters of a huge, tawny lion. Its body has brownish-black wings like those of a dragon.

The monster has three heads, those of a goat, a lion, and a fierce dragon. The goat head is pitch black, with glowing amber eyes and long ochre horns. The lion head is framed by a brown mane and has green eyes. The dragon head is covered with orange scales and has black eyes.

The chimera speaks a limited form of the foul language of red dragons. As a rule, however, it will only pause to communicate with those creatures who are more powerful than itself.

Combat: Its many heads and powerful physique make the chimera a deadly foe in combat. The monster prefers to surprise its victims, often swooping down upon them from the sky. It can attack 6 times each round, clawing with its forelegs, goring with its two horns, and biting with its lion and dragon heads. If it desires to do so, the dragon head can loose a stream of flame some 5 yards long in lieu of biting. The dragon's fire causes 3-24 (3d8) points damage, although a saving throw vs. breath weapon will cut the damage in half. The chimera will always attempt to breathe if its opponents are in range. If more than 1 chimera is encountered, they will attack in concert.

The armor classes are split as follows: Dragon, AC 2 (flank); Lion, AC 5 (front); Goat, AC 6 (rear).

Habitat/Society: The chimera, being a hybrid, combines the preferences of the lion, the goat, and the dragon in its habitat, society and ecology. The dragonish part of its nature gives the chimera a distinct preference for caves as lairs. The dragon and lion parts seem to war with one another, for some chimerae are dragon-like in their preference for solitude, while others live in small prides. Even if they mate, offspring are rare.

The monster is an omnivore. The goat head will browse on the toughest plants and shrubs and will derive nutrition from the most barren vegetation while the lion and dragon heads can only be satisfied with flesh. The chimera hunts once every 3 or 4 days, using its strength and limited intelligence to gain an advantage over those it preys on. Having a voracious appetite, it sometimes roams over territories as large as 20 square miles.

Being chaotic evil in nature, the chimera enjoys preying upon men, elves, dwarves, and halflings. It will even gladly attack other monsters in its search for food. Anyone entering its territory becomes prey, and will be treated accordingly.

The chimera cannot resist attacking groups of travelers or monsters for another reason: its dragon nature craves the treasure that its prey might be carrying. Although it has no earthly use for it, the chimera will gather the coins of its fallen foe into a heap and roost on it like a dragon. Its hoard is nothing like that of a true dragon, however, and consists mainly of copper and silver coins, with perhaps some jewelry and a few magical items.

Ecology: The chimera fills the role of both omnivore and a top predator in its ecosystem. It is very adaptable. During times when its prey is scarce or non-existent, the chimera can make do with a vegetarian diet.

The Gorgimera

The gorgimera has the hindquarters of a gorgon, forequarters of a lion, and body and wings of a red dragon. Like the chimera, it has the heads of its three constituent creatures.

The monster can attack with its claws, bite with its lion and dragon heads, and butt with its gorgon head. In place of making its normal attack, the gorgon and dragon heads can employ their breath weapons. While the dragon's attack is similar to that of the chimera, the gorgon's breath causes petrification to any caught in its area of effect. The gorgon head can use its breath weapon twice per day to strike in a cone 3 feet long which is 1 foot wide at its base and 3 feet wide at its mouth. The gorgimera will always use one of its breath weapons if its foes are within 10 feet. A save vs. petrification will allow a victim to avoid the effects of the gorgon's breath.

The gorgon's head can see into both the Astral and Ethereal planes, and its breath weapon extends therein.

Like its relative the chimera, the gorgimera can also speak a limited form of the language of red dragons.


CLIMATE/TERRAIN: Any subterranean

FREQUENCY: Very rare



DIET: Carnivore

INTELLIGENCE: High (13-14)


ALIGNMENT: Chaotic neutral



MOVEMENT: 1, Fl 15 (D)


THAC0: 15

NO. OF ATTACKS: 2+special

DAMAGE/ATTACK: 1-6/1-6/+special




SIZE: L (8' long)

MORALE: Elite (13-14)

XP VALUE: 1,400


Cloakers are fiendish horrors, related to trappers, that dwell in dark places far beneath the surface of the earth. They generally seek to kill those who enter their lairs, unless they can think up some other, more amusing way to punish interlopers.

When a cloaker is first seen, it is almost impossible to distinguish this monster from a common black cloak. The monster's back has two rows of black eye spots running down it that look much like buttons, and the two ivory-colored claws on its upper edge can easily be mistaken for bone clasps.

When it unfurls itself and moves to attack, however, its true nature becomes all too obvious. At this point, its white underside is clear and the monster's face is fully visible. This face, with the glow of its two piercing, red eyes and the needle-like fangs that line its mouth, is a truly horrible sight. At this point, the monster also uncurls the whip-like tail at its trailing edge and begins to swish it back and forth in anticipation.

Combat: When a cloaker strikes at its victim, it moves with blinding speed. Without warning, the cloaker flies at its target and, if the attack roll is successful, engulfs its prey within its folds. Any creature that falls victim to this attack is all but helpless and can be bitten easily (no roll required) for 1d4 points of damage plus the victim's unadjusted Armor Class. Thus, an adventurer in chain mail (AC 5) suffers 1d4+5 points of damage each round. Shields offer no protection from such attacks.

While it is devouring its chosen victim, the cloaker uses its two whip-like tail attacks to inflict 1d6 points of damage on those who move in to help rescue the captive. The tail is AC 1 and can be cut off if a total of 16 points of damage are inflicted upon it.

Any attacks made on the cloaker inflict half their damage to the cloaker and the other half to the trapped victim. Area effect spells, such as fireball, cause full damage to both the monster and its victim.

The cloaker can also emit a special subsonic moan of increasing intensities. Although this power is blocked by stone or other dense materials, it can be very effective in an open chamber. Cloakers may not moan and bite during the same round. A cloaker may emit one of four types of moan each round.

The first intensity of moaning causes unease and numbs the minds of those within 80 feet of the cloaker. The immediate effect of this moan is to cause a -2 penalty to the victims' attack and damage rolls against the cloaker. Further, any creature that is forced to listen to the moan for six consecutive rounds is temporarily forced into a trance that renders it unable to attack or defend itself as long as the moaning continues.

The second intensity of moaning acts as a fear spell. All creatures within 30 feet of the cloaker must roll a successful saving throw vs. spell or flee in terror for two rounds.

The third intensity of moaning causes nausea and weakness and affects all those in a cone 30 feet long and 20 feet wide at its open end. Anyone caught in this area must roll a successful saving throw vs. poison or be overcome by nausea and weakness for 1d4+1 rounds. During this time, those who fail their saving throws are unable to act in any manner.

The fourth and final intensity of moaning acts as a hold person spell. This power can be used on only one person at a time, has a range of 30 feet, and lasts for five rounds.

Each of the various effects of the cloaker's moan can be defeated by the use of a neutralize poison spell on a victim.

Cloakers also have the power to manipulate shadows. Known as shadow shifting, this power can be used in a number of ways, but in only one particular manner at any given time. The cloaker can employ its shadow shifting ability to obscure its opponents' vision, thus bettering its Armor Class to 1. Or the creature can produce precise images from the shadows that can be used to trick its adversaries. One common means of employing these images is to create a duplicate of the cloaker to draw away enemy attacks. If this method of shadow shifting is employed, it can be treated as a mirror image spell that creates 1d4+2 images.

A light spell cast directly at a specific cloaker blinds it and prevents it from using its shadow shifting powers.

Habitat/Society: The thought processes of cloakers are utterly alien to most other life forms. As such, they can only be communicated with by mages who have devoted long hours to training their minds in the arcane discipline necessary to understand these creatures.

Ecology: It is believed that cloakers are asexual, although no definitive proof of this has ever been found.


Cockatrice Pyrolisk

CLIMATE/TERRAIN: Temperate to trop- Temperate to trop-

ical, any terrain ical, any terrain

FREQUENCY: Uncommon Rare



DIET: Omnivorous Omnivorous

INTELLIGENCE: Animal (1) Low (5)


ALIGNMENT: Neutral Neutral evil

NO. APPEARING: 1-6 1-4


MOVEMENT: 6, Fl 18 (C) 6, Fl 18 (C)

HIT DICE: 5 6+2

THAC0: 15 13



SPECIAL ATTACKS: Petrification Gaze

SPECIAL DEFENSES: Nil Immune to fire


SIZE: S (3' tall) S (3' tall)

MORALE: Steady (11-12) Steady (11-12)

XP VALUE: 650 1400


The cockatrice is an eerie, repulsive hybrid of lizard, cock, and bat. It is infamous for its ability to turn flesh to stone.

The cockatrice is about the size of a large goose or turkey, and has the head and body of a cock, with two bat-like wings and the long tail of a lizard tipped with a few feathers. Its feathers are golden brown, its beak yellow, its tail green, and its wings gray. The cockatrice's wattles, comb, and eyes are bright red.

Females, which are much rarer than males, differ only in that they have no wattles or comb.

Combat: The cockatrice will fiercely attack anything, human or otherwise, which it deems a threat to itself or its lair. When attacking, the cockatrice will attempt to grapple with its foe, touching exposed flesh and turning it to stone. Flocks of cockatrices will do their utmost to overwhelm and confuse their opponents, and they will sometimes fly directly into their victims' faces.

While the fatal touch of a cockatrice's beak will affect victims clothed in leather or fabric, it will not work through metal armor. The touch will, however, extend into the Ethereal Plane. The cockatrice is somewhat aware of the limits of its powers, and natural selection has taught it to strike only at exposed flesh. If large areas of the opponent's flesh are exposed, it should be assumed that the cockatrice automatically touches flesh. If the target is reasonably well armored, the base chance of a cockatrice striking an area which it can affect is equal to 10% times the adjusted Armor Class of the victim.

Habitat/Society: The cockatrice is immune to the petrification powers of others of its kind.

The diet of the cockatrice consists of insects, small lizards and the like. When it hunts these animals, the creature does not employ its power to petrify living things.

It is distinguished from other avians by its unusual habits and nasty temperament. Since females are rare, they are the dominant sex and often have more than one mate. In fact, males fight or strut for the privilege of joining a female's harem. These mated groups usually build their nests in caves. Nest sites are permanent, and the cockatrice constantly seeks to decorate its nesting site by lining it with shining objects like coins and gems.

Females lay one or two brownish red, rust speckled eggs per month. There is only a 25% chance that any given egg will hatch. Those that are fertile hatch in 11-19 days. The young reach maturity and full power within six months. Once they achieve adulthood, the hatchlings are driven away from the nesting site by their parents. Larger groups of cockatrices encountered will frequently be young driven from the nest who have temporarily united for survival.

Ecology: The cockatrice thrives in the wilderness. Its petrification power makes it immune to most predators and enables it to compete with other birds for food. The feathers of the cockatrice are prized by certain wizards as many magical scrolls must be inscribed with pens made from such quills. Many people also seek unhatched eggs, or even live cockatrices, as unusual pets or guardians.


Frequently mistaken for its less malignant relative, the pyrolisk is virtually identical to the cockatrice except for the single red feather in its tail and the reddish cast of its wings. Whereas the cockatrice is motivated by instinct alone, the pyrolisk revels in spreading mayhem. Any victims who fail to save vs. death magic when meeting its gaze will instantly burst into flames, dying in agony. If the save is made, they are still burnt for 2-13 (1d12+1) points of damage. Any creature within 30 feet innately or magically immune to fire will not be affected by its gaze, and anyone who makes their saving throw is thereafter immune to the gaze of that particular pyrolisk.

The creature can cause any fire source within 30 yards to explode in fireworks (as a pyrotechnics spell) once per round.

The pyrolisk is itself immune to all fire-based spells and attacks.

The pyrolisk's mortal enemy is the phoenix, although any creature which the monster encounters is likely to be attacked.


CLIMATE/TERRAIN: Tropical and subtropical jungles

FREQUENCY: Very rare



DIET: Carnivorous

INTELLIGENCE: Genius (17-18)


ALIGNMENT: Lawful good



MOVEMENT: 6, Fl 18 (A)


THAC0: 11


DAMAGE/ATTACK: 1-3/2-8 (2d4)

SPECIAL ATTACKS: Poison, magic use



SIZE: L (12' long)

MORALE: Elite (13-14)

XP VALUE: 6000

Level Dis/Sci Attack/ Power PSPs

Dev Defense Score

9 4/5/18 Any/All = Int 1d100+110


Clarsentience: aura sight, all-round vision, see sound; Psychometabolism: metamorphosis, clemical simulation, ectoplasmic form; Psychoporatation: teleport, time shift; Telepathy: mindlink, ESP, invisibility.

The couatl are feathered serpents of myth and lore. It is believed that they are distant relatives of dragons, although this remains unproven.

So rare as to be considered almost legendary, the couatl is one of the most beautiful creatures in existence. It has the body of a long serpent and feathered wings the color of the rainbow. Since it has the ability to polymorph, the couatl will sometimes appear in the form of other creatures (always of good alignment).

Couatl are able to communicate via telepathy with almost any intelligent creature which they encounter. In addition, they can speak common and most serpent and avian languages.

Combat: A couatl will seldom attack without provocation, though it will always attack evildoers caught red-handed. Whenever possible, a couatl will attack from the air.

Since it is highly intelligent, the couatl will frequently use its spells from a distance before closing with its foes. If more than one couatl is involved, they will discuss their strategy before a battle. The couatl will also not hesitate to polymorph into another, more effective form in combat.

The couatl have a variety of abilities which make them more than a match for most other creatures. In addition to being able to polymorph themselves at will, a couatl can use magic. Fully 45% will be 5th level wizards, while 35% can act as 7th level priests. The remaining 20% are able to use both types of abilities.

In addition to their other magical abilities, couatl can render themselves and up to 450 pounds of additional matter ethereal at will. Further, they can detect good/evil, detect magic, turn invisible, and employ ESP whenever they desire to do so. The oldest and most powerful of couatl can also use a plane shift on themselves and up to 8 others. This ability has a 90% chance of reaching the desired plane.

The couatl uses its poisonous bite and constriction when forced into melee combat. When it bites it does 1-3 points of damage and injects a deadly toxin. If the victim fails a save vs. poison it is killed instantly. If the constriction attack succeeds, the victim takes 2-8 points damage each round until it or the couatl is killed.

Habitat/Society: This winged serpent is native to warm, jungle-like regions but can also be found flying through the ether. Their intelligence and goodness have made them objects of reverence by the natives of the regions which they inhabit. Considered to be divine, there are many legends in which the couatl is the benefactor of mankind and the bestower of such precious gifts as agriculture and medicine. There are even shrines in certain areas dedicated to the couatl, and any who attack or harm a couatl are automatically viewed as the blackest of villains.

Although solitary in nature, couatl think of themselves as a single, extended clan. This clan is led by the oldest and wisest of their numbers but assembles only in dire emergencies.

Most couatl dwell alone, making their lairs in caves and abandoned buildings in remote, uninhabited regions. They hunt jungle animals for food once every fortnight or so. Many enjoy traveling, often undertaking long journeys of exploration.

On rare occasions, a pair will mate for life and establish a joint lair. Unlike many other reptiles, the couatl bear live young. Births are rare, averaging only one per couple each century. Both parents participate in the rearing and education of the single offspring, and will fight to the death if their child is threatened. Young couatl reach maturity in thirty or forty years and, though some will elect to remain with their parents for as long as a century, will eventually set off in search of the couatl's never-ending quest for wisdom.

Intellectually curious, all couatl have vast stores of information and enjoy learning more. When one of them learns some new and fascinating fact he will inevitably set out in search of his brethren to share and discuss it.

Couatl can sometimes be persuaded to help good adventurers or give sound council. If they feel that they are being sought for frivolous reasons, they will simply fly away. They are not greedy and do not seek treasure for its own sake. Aid from a couatl may well take the form of a magical item from its hoard.

Ecology: The couatl usually reigns supreme in its jungle, having little to fear from most other monsters.


CLIMATE/TERRAIN: Temperate to tropical sea coasts




DIET: Omnivore

INTELLIGENCE: Low to average (5-10)

TREASURE: Nil (In lair: Kx5, Lx5, C)






THAC0: 17






SIZE: M-L (7'-10' tall)

MORALE: Steady (11-12)



Crabmen are man-sized intelligent crabs. They walk upright on two pairs of legs. The small pincers tipping the short arms above their legs are used for fine manipulation. The two longer arms end in large claws. Two slender eyestalks bob above the beak-like collection of mandibles which makes up the crabman's mouth. Male crabmen are often brightly colored and females may be reddish-brown, green, or black.

Combat: Though generally peaceful, crabmen will fight back with their large claws if attacked, causing 1d6 points of damage per hit. Males of certain subspecies have an enlarged claw on one side which does 1d8 damage. Crabmen have never been known to wield weapons.

If severed, a crabman's limbs and eyestalks will grow back in 1-4 weeks.

At certain times, population pressure and food shortages will cause crabmen to voraciously hunt other creatures. Most such attacks are directed towards other tribes of crabmen or other coastal inhabitants. However, they will occasionally raid coastal towns for food, attacking anything that moves. Such savage frenzies last only a few days, during which the crabman population is generally reduced back to a tolerable level.

Habitat/Society: Crabmen live as simple hunter-gatherers, subsisting primarily on carrion and algae. Much of each crabman's day is spent hunting, filtering algae, or scavenging along the shore. Crabman often gather large amounts of sand into their mouths, suck out all the organic material, and spit out fist-sized pellets of sand and dirt. These hardened pellets betray the presence of a nearby crabman lair.

Crabmen generally live in coastal caves. Some tribes dig extensive burrows in seaside cliffs. Within a burrow complex, each crabman has an individual lair, situated near a large, central meeting area.

Males and females are found in approximately equal numbers in a tribe. They mate at irregular times throughout the year. The female produces about 100 eggs within two weeks. They are laid in the ocean, where they hatch into clear, soft-shelled, crablike larvae. In six months they molt, develop a stronger shell, and begin to dwell on land. The eggs and larvae are delicious, and predators greatly reduce their numbers before they reach adulthood. Larvae are almost defenseless, with AC 8, 1 HD, and weak claws which do only 1-2 points of damage per hit.

Crabmen continue to grow and molt throughout their lives, and specimens as tall as 10 feet have been reported. A crabman can live for up to 20 years.

A crabman tribe seldom has commerce with other tribes, and almost never with other intelligent races. They produce few artifacts, primarily seaweed weavings, driftwood carvings, and seashell constructions. Though these are often impermanent, some are quite beautiful. Though details of crabman religion are unknown, most artifacts are believed to be religious in nature, and are jealously guarded.

Each tribe appears to be led by a dominant, elder male or female. These leaders have maximum hit points, but are otherwise unremarkable.

Crabmen speak their own language, which consists mostly of hisses and clicks. The crabmen's xenophobia and the extreme difficulty of their language make it virtually impossible for humans and similar races to learn to speak the crabman tongue. Those few sages who know anything about the language know only a few basic words.

Crabmen are attracted to shiny metal, particularly silver-colored metal, though they seem unable to differentiate between silver, platinum, and steel. Crabman lairs often contain piles of these metals, with many pieces worked into sculptures. If the metal has rusted or tarnished, it is sometimes scraped to reveal the shine again, but often simply thrown into a refuse pile.


Ecology: Crabman artifacts can sometimes bring good prices from collectors, though they are often fragile, and readily decompose if made of plants.

Crabmen are rumored to be very tasty, especially their legs and claws. Primitive coastal inhabitants, particularly sahuagin, consider them a delicacy and often raid crabman villages. Their shells dry out and become brittle soon after they are removed or molted, so they cannot be used as armor. The claws can be used as passable clubs.

Crawling Claw





DIET: Special







HIT DICE: 2-4 hit points

THAC0: 20


DAMAGE/ATTACK: 1-4 (armored foes)

1-6 (unarmored foes)




SIZE: T (human hand)

MORALE: Fearless (19-20)



The much feared crawling claw is frequently employed as a guardian by those mages and priests who have learned the secret of its creation.

No single description of a crawling claw is possible as they are not uniform in appearance. Since claws are the animated remains of hands or paws of living creatures, they are apt to be found in a wide variety of shapes and sizes.

Combat: When a claw detects a potential victim, it leaps to the attack. Although it may not appear to be capable of such a feat, its great strength enables it to do so. The maximum distance a claw can leap is 15 feet.

Once a claw lands on its victim, it attacks in one of two ways. If the victim is wearing metal armor, the claw delivers a powerful blow that inflicts 1d4 points of damage. Against those who are not armored (or only wearing leather) the claw can employ its great strength in a crushing grip. This manner of attack causes 1d6 points of damage.

In some cases, a claw may be instructed to attempt to strangle or gouge out the eyes of a victim. In any such case, the DM should consider all aspects of the situation and determine how much, if any, damage is done.

Claws are immune to any form of death magic or raise dead spells, although a resurrection spell renders them immobile for a number of turns equal to the level of the caster. Claws have the same resistance to charm, sleep, and hold spells that undead do, but claws are not subject to turning, control undead spells, or damage by holy water. Cold-based spells make claws brittle so that all rolls to damage them are increased by 1 point per die.

Edged weapons inflict only half damage on a claw; all magical weapons cause damage as if they were not enchanted in any way (although to hit bonuses still apply).

Society/Habitat: Crawling claws are nothing more than the animated hands and paws of once-living creatures. As such, they have no culture or society to speak of. Despite this, crawling claws do have a limited ability to communicate with each other. This takes the form of a basic telepathic link between all the claws of a single ``batch.'' Whenever one claw finds a victim, all of the others in the area who were made at the same time move in to help it.

In addition, claws that have been instructed to do so can act in concert with each other to move large objects. The DM should use five pounds per claw as a reasonable limit to the weight that can be moved.

Ecology: Crawling claws can be created by any mage or priest who has knowledge of the techniques required to do so. To begin with, the creator must assemble the severed limbs that are to animated. The maximum number of claws that can be created at any one time is equal to the level of the person enchanting them. The hands (or paws) can be either fresh, skeletal, or at any stage of decomposition in between.

Claws can be controlled in one of two ways: directly or via programming. The manner of a claw's control must be specified when it is created and cannot be changed thereafter. All of the claws in a particular batch must be controlled in the same manner.

Programmed claws are given a single, brief instruction that they attempt to carry out to the best of their ability. The maximum length of the programming, in words, is 15 plus the level of the creator. This programming sets the conditions under which the claw attack. A sample command might be: Kill anyone except me who opens this chest.

Directly controlled claws are manipulated by the thoughts of their creator. The mental effort of controlling claws is quite tiring and cannot be maintained for more than three consecutive rounds without a one-round rest. Further, the range of such control is limited to 10 feet plus 5 feet per level of the creator. A person controlling claws cannot undertake spellcasting or any other activity. Injury to a controller does not break his control unless unconsciousness results. If direct control is broken for some reason, the claws continue to follow the last orders they were given.


Crocodile Giant Crocodile

CLIMATE/TERRAIN: ------------Subtropical and tropical/------------

Saltwater swamps and rivers

FREQUENCY: Common Very rare to common



DIET: Carnivore Carnivore

INTELLIGENCE: Animal (1) Animal (1)


ALIGNMENT: Neutral Neutral

NO. APPEARING: 3-24 1 to 2-12


MOVEMENT: 6, Sw 12 6, Sw 12


THAC0: 17 13


DAMAGE/ATTACK: 2-8/1-12 3-18/2-20

SPECIAL ATTACKS: Surprise Surprise



SIZE: L (8'-15' long) H (21'-30' long)

MORALE: Average (9) Steady (11)

XP VALUE: 65 1,400


The crocodile is a large, dangerous predatory reptile native to tropical and subtropical climes. It spends most of its time submerged in swamps, rivers, or other large bodies of water.

The crocodile is one of the most feared and ugliest predators of the tropics. It has a long, squat body, ranging in size from a scant foot to well over ten feet long. Most mature specimens range from eight to 15 feet long, and some even larger. Many sages argue that crocodiles never stop growing. The crocodile has a long jaw filled with sharp, conical teeth. The powerful maw is superbly adapted for dragging prey beneath the water and dismembering it. Its four short legs are very powerful, and can propel the crocodile rapidly through the water and over the land. Its long tail is also very strong and is sometimes used on land to unbalance its foes.

The crocodile is covered with a tough horny hide, which blends in very well with the surrounding water. Its eyes and nose are placed so that when the crocodile floats, only they remain above water, enabling the beast to spot and ambush prey. The crocodile is adept at floating through the water and remaining quite still, presenting the illusion that it is nothing more than a floating log.

Combat: Ever voracious, hungry crocodiles will attack anything that looks edible, including men. They prefer to lie in wait for their prey (-2 penalty to opponent's surprise roll), and are exceedingly sensitive to movements in the water. They have been known to swiftly and silently swim up to the shore and seize a man, dragging him below the surface of the water. They prefer to attack with their powerful jaws, causing 2d4 points of damage, and lash with their tails for 1d12 points of damage. Crocodiles will fight among themselves for any prey they seize in their jaws, sometimes tearing their victim to pieces. The only thing that can slow a crocodile is cold. They become slow and sluggish (reduced to 50% of their normal movement) when the temperature falls below 40 F.

Habitat/Society: Crocodiles sometimes congregate in large numbers, but they are not by nature sociable, nor do they cooperate in hunting. They have well-concealed lairs and will often drag their prey to their lairs before eating it. When a tasty morsel comes its way, a group of crocodiles will go into a feeding frenzy, each attempting to get a part of the feast. They hunt almost daily, primarily in the water, rarely on land. Their tastes are broad: fish, men, small mammals, aquatic birds, and even a careless lion has occasionally been known to fall into their grasp. Hungry crocodiles will sometimes upend boats to see what falls out.

Crocodiles mate once a year, and the female lays a clutch of about 60 eggs, carefully burying them in the sand. Unlike many other reptiles, the female carefully guards her eggs, protecting them from other predators. When the time comes for the eggs to hatch, the mother assists by digging the eggs out of the sand. The newly hatched young are thrown entirely on their own resources to survive. Very few of the young survive to maturity.

Swamps and rivers are not the only abode of the crocodile. In recent years there have been dreadful rumors that some of these reptiles have made their homes in the sewers of cities in tropical regions, living on waste and carrion.

Ecology: The crocodile is a formidable predator and has little competition for food from other water creatures. One of the few monsters that can compete with it is the dragonturtle. Even on the riverbanks it has little to fear from rival predators; most would prefer not to tangle with a crocodile. The only predator that the crocodile need fear is man, who hunts it for its tough hide, which can be transformed into a beautiful, gleaming leather. Crocodiles are also hunted to eliminate the danger that they represent to riverside communities.

Giant Crocodile

These creatures are far rarer than their smaller cousins. They attain sizes from 21 to 30 feet long, and they also continue to grow until death. Giant crocodiles typically inhabit salt water or prehistoric settings, where they have been know to prey upon sharks, small whales, and small seagoing crafts, such as fishing boats. When attacking a small boat, their favorite technique is to ram it, attempting to capsize and smash it open with their huge jaws. They have been known to gorge upon the catch within the fishing boats, and then to swim away, leaving the fishermen unharmed.

Crustacean, Giant

Giant Crab Giant Crayfish

CLIMATE/TERRAIN: Any seashore Temperate/Freshwater rivers

FREQUENCY: Rare Uncommon



DIET: Omnivore Omnivore

INTELLIGENCE: Non- (0) Non- (0)


ALIGNMENT: Neutral Neutral

NO. APPEARING: 2-12 1-4


MOVEMENT: 9 6, Sw 12

HIT DICE: 3 4+4

THAC0: 17 15


DAMAGE/ATTACK: 2-8/2-8 2-12/2-12


SPECIAL DEFENSES: Surprise Surprise


SIZE: L (8'-15') L (8'+ long)

MORALE: Elite (13) Elite (13)

XP VALUE: 65 175

Giant crustaceans are peculiar mutations of crabs and freshwater crayfish. The first inhabits saltwater regions, while the latter is found only in fresh water.

Giant Crabs

Giant crabs look just like regular crabs except for their enormous size. They come in a variety of colors, such as reds, browns, and grays. They have eyes set on stalks, which enable them to see around corners and onto ledges. Their bodies are covered by a large, chitinous shell. Crabs are distinguished by their scuttling, sideways mode of locomotion.

Combat: Always hungry, crabs prefer to sneak up upon their prey (-3 penalty to opponent's surprise roll) and catch it in their pincers, dismembering and eating it. A successful attack by the pincers causes 2d4 points of damage. Once they have caught something edible, they stop to eat it, unless they are attacked. If a crab finds its meal in question, it attempts to scuttle off with the prize, perhaps to its den.

Habitat/Society: The giant crab lives on the shoreline, searching beaches for food and venturing into the water in search of fish and other aquatic life. It is well adapted to this sort of life, since it is able to breathe both air and water. Giant crabs frequently feed on large dead fish and other carrion washed up on the shore. They operate equally well on land and in the water. Giant crabs sometimes burrow into the sand during the day, emerging only at dusk and dawn to feed. At these times the beach is alive not only with the giant crabs, but with their tiny cousins as well. The giants may also hunt during the day and night.

The crab exists only on the most basic instinctive level, and is interested solely in survival. Crabs mate in the autumn and males attempt to mate with as many females as they can. Females bury their eggs in the sand. The eggs hatch the following spring; few hatchlings survive to reach maturity. Nature has forced the giant crabs to become flexible eaters, always willing to try new food sources.

Ecology: The giant crab performs a useful ecological function in keeping the seashores free of large carrion that would otherwise rot. On the shore, it is hunted by the ultimate predators -- humans and demihumans -- for its superb meat and hard chitinous shell, which is prized by some for making armor and shields.

Giant Crayfish

The crayfish is essentially a freshwater lobster. It has a similar multi-plated shell, numerous legs, eyes set on stalks, and two wicked pincers. The giant crayfish is muddy brown or sand colored, depending upon the color of the river bottom it inhabits. Some say that the giant crayfish, like the lobster, keeps growing as it gets older; certain sages even argue that the giant crayfish is really the same species as the ordinary crayfish, merely an extremely old specimen.

Combat: Like the crab, the crayfish prefers to ambush its prey (-2 penalty to opponent's surprise roll). It sits quietly on the river bottom, waiting, and then rushes forth to seize its food in its pincers. The giant crayfish does not normally represent a danger to adventurers, since it inhabits only deep rivers and spends all of its time on the river bottom. It would therefore only attack adventurers who were swimming along the river bottom, and then only if they came within its range. An attack by a giant crayfish's pincers inflicts 2d6 points of damage. The crayfish prefers to drag its catch back to its watery lair and eat in peace. Its shell is very tough, giving the creature AC 4.

Habitat/Society: The giant crayfish inhabits only wide and deep rivers, and feeds almost exclusively upon bottom-dwelling fish. Due to its great size, it can easily prey on such fish as sturgeon, carp, and large eels. It is voracious and spends most of its time hunting. On the whole it rarely crosses paths with adventurers, but it does compete with river fishermen.

Ecology: The giant crayfish is considered a delicacy by other creatures, which perhaps accounts for its rarity. Nixies especially prize the meat of the giant crayfish. Dragon turtles, giant snapping turtles, merrows, giant otters, gar, giant pike, and storm giants are just some of the monsters that hunt the giant crayfish. It is very far from being the top predator in its food chain, and must fight for its survival.

Crypt Thing

CLIMATE/TERRAIN: Any/Tomb or grave area

FREQUENCY: Very rare




INTELLIGENCE: Very (11-12)







THAC0: 15






SIZE: M (6' tall)

MORALE: Fanatic (17-18)



Crypt things are strange undead creatures that sometimes guard tombs, graves, and corpses. There are two types of crypt things -- ancestral and summoned. The former type are ``natural'' creatures, while the others are called into existence by a wizard or priest of at least 14th level.

A crypt thing looks like nothing more than an animated skeleton, save that it is always clothed in a flowing robe of brown or black. Each eye socket is lit by a fierce, red pinpoint of light that is almost hypnotic in its intensity.

Combat: A crypt thing exists only to protect the bodies of those who have been laid to rest in its lair. It acts only to defend its crypt. Should grave robbers or vandals seek to enter and profane the sanctity of its tomb, the crypt thing becomes instantly animated.

A crypt thing's first line of defense is a powerful variety of teleportation, which it can cast once on any given group of adventurers. Each of those attacked with this spell must roll a successful saving throw vs. spell or be instantly transported away from the crypt. DMs should use the following table as a guideline, rolling 1d100 for each person who fails the saving throw, but they are free to use their own judgment as well:

01-20 1d10 x 100' north

21-40 1d10 x 100' east

41-60 1d10 x 100' west

61-80 1d10 x 100' south

81-90 1 dungeon level up

91-00 1 dungeon level down

Those teleported by the crypt thing cannot materialize inside solid matter, but they do not necessarily arrive at floor level. Particularly clever crypt things have been known to transport victims several hundred feet into the air or atop a vast chasm, leaving them to fall to their deaths.

Once it has employed this power, a crypt thing attacks by clawing with its skeletal hands for 1d8 points of damage.

A crypt thing can be hit only by magical weapons.

Like all undead, crypt things are immune to certain spells. It is impossible to employ a charm, hold, or sleep spell against a crypt thing with any chance of success. Crypt things are harmed by holy water or holy symbols, as are many undead creatures. The magic that roots them to their lairs is so powerful, in fact, that it also eliminates any chance for priests or paladins to turn them.

Habitat/Society: Crypt things are not a natural part of our world; they have no organized society or culture. They are found wherever tombs and crypts are located.

The most common crypt thing is the summoned variety. By use of a 7th-level spell (see below), any caster capable of employing necromantic spells can create a crypt thing.

Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM).

Ecology: The crypt thing is not a being of this world and, thus, has no proper ecological niche. It is rumored that the powdered marrow from a crypt thing's bones can be used to create a potion of undead control. In addition, anyone who employs the bones of a crypt thing to manufacture a set of pipes of haunting is 80% likely to create a magical item that imposes a -2 penalty to its victims' saving throws and has double normal effectiveness if the saving throws fail.


Create Crypt Thing

7th-level Wizard or Priest spell (necromantic)


Range: Touch Casting Time: 1 round

Components: V,S Area of Effect: 1 corpse

Duration: Permanent Saving Throw: None

This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing. This spell can be cast only in the tomb or grave area the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body. Once animated, the crypt thing remains until destroyed. Only one crypt thing may guard a given tomb.

A successful dispel magic spell returns the crypt thing to its original unanimated state. Attempts to restore the crypt thing before this is done fail for any magic short of a wish.

The reverse of this spell, destroy crypt thing, utterly annihilates any one such being as soon as it is touched by the caster. The target is allowed a saving throw vs. death magic to avoid destruction.

Death Knight


FREQUENCY: Very rare




INTELLIGENCE: Genius (17-18)


ALIGNMENT: Chaotic evil




HIT DICE: 9 (10-sided dice)

THAC0: 11

NO. OF ATTACKS: 1 with +3 bonus




MAGIC RESISTANCE: 75% (see below)

SIZE: M (6'-7' tall)

MORALE: Fanatic (17)

XP VALUE: 6,000


A death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life.

A death knight resembles a hulking knight, typically taller than 6 feet and weighing more than 300 pounds. Its face is a blackened skull covered with shards of shriveled, rotting flesh. It has two tiny, glowing orange-red pinpoints for eyes. Its armor is scorched black as if it had been in a fire. The demeanor of a death knight is so terrifying that even kender have been known to become frightened.

A death knight's deep, chilling voice seems to echo from the depths of a bottomless cavern. A death knight converses in the language it spoke in its former life, as well as up to six additional languages.

Combat: A death knight retains the fighting skills it had in its former life. Since it has little regard for its own safety and an intense hatred of most living creatures, it is an extremely dangerous opponent. Still, a death knight retains a semblance of the pride it held as a good warrior and fights honorably: It never ambushes opponents from behind, nor does it attack before an opponent has an opportunity to ready his weapon. Surrender is unknown to a death knight, and it will parley only if it senses its opponent has crucial information (such as the fate of a former family member).

A death knight has a strength of 18(00). It usually attacks with a sword; 80% of the time, this is a magical sword. When a magical sword is indicated, roll 1d6 and consult the following table:


Roll Death Knight's Sword

1 Long sword +2

2 Two-handed sword +3

3 Two-handed sword +4

4 Short sword of quickness

5 Short sword of dancing

6 Short sword of life stealing

A death knight wears the same armor it wore in its previous life, but regardless of the quality of the armor, it always has an AC of 0. Hit points for a death knight are determined by rolling 10-sided dice.

A death knight's magical abilities make it especially dangerous. It constantly generates fear in a 5-foot radius, and it can cast detect magic, detect invisibility, and wall of ice at will. Twice per day, it can cast dispel magic. Once per day, it can use either power word, blind, power word, kill, or power word, stun. It can also cast symbol of fear or symbol of pain once per day, as well as a 20-dice fireball once per day. All of its magical spells function at the 20th level of ability.

A death knight cannot be turned, but it can be dispelled by holy word spell. It has the power over undead of a 6th-level evil priest. Its magic resistance is 75%, and if an 11 or lower is rolled on the percentile roll, the spell is reflected back at the caster (the magic resistance is rerolled each time a spell is cast at a death knight).

Habitat/Society: Death knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Krynn's Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elfmaid.) Death knights are cursed to remain in their former domains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when the moon is full; few sounds are as terrifying as a death knight's chilling melody echoing through the moonlit countryside. Death knights are likely to attack any creature that interrupts their songs or trespasses in their domains.

Ecology: Death knights have no physiological functions. They are sometimes accompanied by skeleton warriors, liches, and other undead who serve as their aides.



FREQUENCY: Very rare



DIET: Omnivorous

INTELLIGENCE: Genius (17-18)

TREASURE: K, L, M, Qx2, Vx2, X

ALIGNMENT: Chaotic evil





THAC0: 7


DAMAGE/ATTACK: 3-12 x3 (bites)/2-5 (slap) x3

or by weapon type x3




SIZE: H (14' diam., tentacles to 20' long)

MORALE: Elite (15-16)

XP VALUE: 12,000


Deepspawn are infamous horrors who give birth to many other varieties of monsters; a single Deepspawn can make a vast area dangerous, even for alert, well-armed adventurers.

Deepspawn look like large, rubbery spheres of mottled grey and brown. Six arms project from their bodies; three are tentacle-arms, and three are jaw-arms, ending in mouths of many teeth. A Deepspawn also has over 40 long, retractable, flexible eye stalks it extends only three or four at a time, well away from harm.

Combat: When found, Deepspawn are usually half buried in a pile of slippery, shifting coins and other treasure. This may conceal their arms, so that tentacles and mouths erupting from the treasure may at first seem to be the attacks of separate monsters. The treasure may hamper opponents and even shield the Deepspawn from some damage (as determined by the DM).

A Deepspawn attacks by casting hold spells at intruders, casting spells once every three rounds. Victims under a hold spell are gripped by tentacle-arms and constricted, as other tentacles fight off other intruders by wielding weapons -- including any magical items usable by fighters. Deepspawn love to engage prey with weapons, and then bite them from behind with a jaw-arm.

A tentacle-arm can slap for ld4+1 points of damage, grasp items or beings and move them about (with 17 Strength), wield delicate keys or weapons, or constrict victims.

Constriction requires a successful attack roll (automatic if the victim is under a hold spell), and does 1d4 points of damage, plus 1d4+1 points per round thereafter. ln any round in which a being gets free, it takes only 1 point of constriction damage. Constricted victims can be swung about as bludgeons -- doing 1d2 damage to any others struck, ruining spellcasting, and forcing saving throws on fragile items. This action causes the constricted victim no extra damage unless driven onto points or blades (determine damage on a case-by-case basis).

Victims may only escape constriction by severing the tentacle-arm or tearing free. Tentacle-arms release their victims if severed. Each arm has 2 HD; severing occurs if damage equal to half a tentacle-arm's hit points is dealt in a concentrated area by edged or pointed weapons. To tear free, roll a d20 for both the victim and the Deepspawn on each round of constriction, adding their respective strengths (17 for the Deepspawn). If the victim has the higher total, it wins its freedom.

Deepspawn can also cast ESP and water breathing at will, and may employ a heal spell (self only), once a day. If a Deepspawn's life is threatened, it hurls caches of seized weapons as missiles, unleashes any magical items it has, and tries to escape by a planned route. Deepspawn seem immune to all known venoms, and regenerate lost arms and stalks, though slowly, healing 2 hp per day.

Habitat/Society: Deepspawn prefer to let their offspring fight for them. Their lairs are in caverns, dungeons, or ruins and are amply protected by traps and guardian monsters (their ``spawn''). If these defenses are penetrated, the Deepspawn will usually be found in a readily-defended room or den, and it will always have at least one or more escape routes.

Deepspawn are native to the Deeps, and have successfully resisted attempts by dwarves, drow, duergar, cloakers, illithids, and aboleth to exterminate them. Deepspawn seldom make their lairs within 30 miles of each other, but individuals may be much closer together underground, on different levels.

Ecology: Deepspawn will eat anything organic, but prefer fresh meat. By some unexplained, natural means, Deepspawn can ``grow'' and give birth to any creature native to the Prime Material plane it has ever devoured (but not undead or other dual dimensional creatures). The ``spawn'' have the natural attacks, magical abilities, alignment, and intelligence of their creators. Class abilities and other learned skills are not passed on to them. A spawn ``grows'' in 1d4 days (varying with size and complexity) in a Deepspawn, which must ingest meat, vegetable matter, and water or blood to fuel the ``birth''. The Deepspawn then opens and ejects a fully active spawn. Spawn are never hostile towards their parent, and cannot be made to attack them even by magical means. Spawn can attack or defend themselves within one round of emerging. At the DM's option, they may use certain powers or abilities clumsily for a few rounds.


Ankylo- Deino- Diplo- Elasmo- Lambeo-

saurus nychus docus saurus saurus

CLIMATE/TERRAIN: Any land Any land Any swamp Any ocean Any land

FREQUENCY: Uncommon Rare Common Uncommon Common

ORGANIZATION: Solitary Pack Family Solitary Herd

DIET: Herbivore Carnivore Herbivore Carnivore Herbivore

NO. APPEARING: 2-5 1-6 1-6 1-2 2-16

ARMOR CLASS: 0 4 6 7 6

MOVEMENT: 6 21 6 3, Sw 15 12

HIT DICE: 9 4+1 24 15 12

THAC0: 11 17 5 5 9

NO. OF ATTACKS: 1 3 1 1 1

DAMAGE/ATTACK: 3-18 1-3/1-3/ 3-18 4-24 2-12


SPECIAL ATTACKS: Nil Jump, rake See below Nil Nil

SIZE: H (15' L (12' G (80' G (50' H (20'

long) long) long) long) long)

MORALE: Elite (13) Steady (11) Steady (12) Steady (12) Steady (11)

XP VALUE: 1,400 270 16,000 6,000 2,000


Pteran- Stego- Tricer- Tyranno-

odon saurus atops saurus

CLIMATE/TERRAIN: Any Any land Any land Any land

FREQUENCY: Common Common Common Uncommon

ORGANIZATION: Flock Herd Herd Solitary

DIET: Carnivore Herbivore Herbivore Carnivore

NO. APPEARING: 3-18 2-8 2-8 1-2

ARMOR CLASS: 7 5 2/6 5

MOVEMENT: 3, Fl 15 6 9 15

HIT DICE: 3+3 18 16 18

THAC0: 17 5 5 5

NO. OF ATTACKS: 1 1 3 3

DAMAGE/ATTACK: 2-8 5-20 1-8/1-12/ 1-6/1-6/

1-12 5-40

SPECIAL ATTACKS: Nil Nil Trampling See below

SIZE: L (30' H (25' H (24'+ G (50'

wingspan) long) long) long)

MORALE: Avg. (9) Elite (13) Elite (13) Steady (12)

XP VALUE: 175 9,000 8,000 12,000

Dinosaurs are found on alternate planes of existence, or even on lost continents. The frequency figures given are for areas where dinosaurs are normally found; in all other places, they are very rare at best. All dinosaurs in this entry share the following characteristics:









Dinosaurs, or ``terrible lizards,'' are reptiles descended from ancestral reptiles called thecodonts. The two types of dinosaurs are saurischians (``lizard-hipped'') and ornithischians (``bird-hipped''), named for terms describing their pelvic structures. Within the saurischia are the carnivorous therapods, represented here by tyrannosaurus, and the herbivorous sauropods, represented here by diplodocus. Saurischians also include ornithomimosaurs and the related dromaeosaurs, represented here by deinonychus.

Many ornithischians have armor, horns, or both. They include ceratopsians, represented by triceratops; ornithopods, such as the hadrosaurs, represented by the lambeosaurus; ankylosaurus; and stegosaurus.

Dinosaurs come in many sizes and shapes. Those presented here are generally large. Bigger species have drab colors, while smaller dinosaurs have a wide variety of markings. Most dinosaurs have a skin which is pebbly in texture; some closely related species of reptile have fur, and some may have feathers.

Combat: Dinosaurs seem to be a mixture of endothermic (``warm-blooded'') and exothermic (``cold-blooded''). They regulate body temperature internally, but also depend on external heat somewhat. Though they may be slow on a cold morning, they may not be as slow as a typical reptile.

Most of these huge reptiles have comparatively small brains, but many of the predators are quite cunning. All must eat large amounts of food to maintain their huge bodies. As a result, sauropods eat almost constantly, and carnivores hunt almost constantly and also eat carrion.

Though the carnivores are both voracious and ferocious, certain plant eaters are very aggressive in their defense, usually with armor or horns. Just because they do not eat meat does not mean they will not kill other animals.

Habitat/Society: Dinosaurs can be found in almost any type of environment, except desert, high mountains, and frozen wastes. They have no society and little family life, with most species abandoning eggs before they hatch.

Ecology: Sages do not understand what has made dinosaurs extinct on certain worlds, but they do exist in the ``lost lands'' on several worlds. There may be places where dinosaurs have continued to evolve into different forms; they may be ancestors of modern lizard men.


This armadillo-like ornithischian weighs four or five tons, most of this weight being its armor plating, side spines, and great, knobbed tail. If attacked or threatened, this creature lashes out with its tail, delivering blows of considerable force.

A related species is the paleocinthus, which has better plating (AC -3) and a spiked, rather than club-like, tail.


This fast carnivore uses its speed, its long, grasping forearms, large teeth, and hind legs with their ripping talons in terrible combination. It hunts by running at prey, leaping, and raking with its rear claws as it claws and bites. The jump is a charge, so the creature gains a +2 on attack rolls. The rear talons count as only one attack, and cause a total of 2d6 damage. When attacking a larger creature, the deinonychus often jumps on top of it, and holds on with its front claws while continuing to rake with the rear claws. The deinonychus has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics.

Despite being 12 feet long, this dinosaur is only about 6 feet tall. Its tail extends straight out behind it, held aloft by an intricate structure of bony supports, thus allowing its 150 pounds of weight to be carried entirely by the back legs.

The deinonychus is a dromaeosaur, dinosaurs which are related to ornithomimosaurs; its distant relatives include the chicken-sized night hunter, compsognathus, and the ostrich-like struthiomimus. Neither is as formidable as the deinonychus.


This sauropod lives primarily on water plants, so is often found in or near lakes and marshes. It and related species can also be found on fern prairies and in open forests. It weighs about 10 tons. Though it usually ignores small things, it can step on anything in its way, or even rear up and come down on threatening creatures; this trampling causes 3d10 damage. The diplodocus can also whip with its tail for 2d8 damage.

Related species include the huge brachiosaurus, which weighs about 90 tons and averages 75 feet in length. It causes 8d10 damage when trampling.


The elasmosaurus looks like a snake with fins and a thick body. It is aggressive, attacking anything it notices. Its neck makes up one-half its total length. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey. When hunting, the elasmosaurus travels with its head out of the water, snapping down quickly to seize prey.

This creature's relatives include many other types of plesiosaurs and pliosaurs. Females travel onto sandy beaches to lay their eggs in shallow depressions.


This is a very common ``duck-billed'' dinosaur, bipedal, with a flat snout, and crests on its head. A peaceful herbivore, this hadrosaur prefers to run from attack; its only defense is its lashing tail. It has excellent senses, used to detect predators.

Its enemies include most carnivores. Related species include many other species of duck-billed dinosaurs, as well as the iguanodon. The latter has sharp thumb spikes which can cause 1-3 damage each, in addition to its tail attack.


Although this flying reptile typically dives for marine prey, it attacks any creature that appears to be vulnerable. The pteranodon has no teeth, but spears victims with its beak if they are too large to swallow at a gulp. The beak of a typical pteranodon is about 4 feet long.

Despite the creature's huge wingspan, its wings are very light, and its furred body is only a little larger than a human being; the whole weighs only about 50 pounds. A pteranodon can carry off prey up to four times its own weight.

There are all sizes of related species; close relatives have crests on their heads to balance their long beak for flight.


Another of the ornithischians, the stegosaurus, or ``plated lizard,'' is a large, stupid, herbivorous dinosaur with aggressive defenses. It thrives nearly anywhere and is often found on plains or in jungles.

A stegosaurus is about 8 feet tall at the middle of its back; its humped spine is lined with a double row of leaf-shaped plates which help the creature absorb and dissipate heat. The creature has a spiked tail, with four or more bony spikes of up to 3 feet in length. An enlarged spinal node helps relay commands to the tail and rear legs. The stegosaurus continually turns its posterior towards an enemy, while tucking its head low. It reacts in the same manner if anything near seems threatening.

Similar species include the dacentrus, which has spikes along its backbone instead of plates, and the kentrosaurus, which has bony plates along the front half of its spine, and spikes along the rear half. All have spiked tails.


The largest of the ceratopsians, or horn-faced dinosaurs, and by far the most aggressive, this beaked herbivore is a plains-dweller. It has a huge front plate of bone protecting its 6-foot-long head, from which project two great horns (each over 3 feet long), while a shorter horn juts from its nose. The head and neck are AC 2; its body is not armored, so is AC 6. The triceratops weighs just over 10 tons.

Any creature that infringes on the territory of these reptiles is likely to be charged and skewered. Smaller creatures are trampled, suffering 2d12 points of damage. The triceratops also uses its horns in fights for dominance within the herd, so it is not unusual to find specimens with past injuries on their heads.

Related species have the same bony plate which protects their necks, as well as different numbers of horns. The monoclonius has a single nose-horn; the pentaceratops has three true horns, like the triceratops, plus horn-like protrusions jutting from its cheeks; and the styracosaurus has a frill of horns located around the edge of its neck-plate.


This ravenous creature is one of the most fearsome and terrible of all carnivorous dinosaurs. Despite its huge size and eight-ton weight, the monster is a swift runner. Its huge head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length.

Tyrannosaurus rex, the ``tyrant lizard king,'' is a plains dweller, and so relentlessly and stupidly fierce that it will attack a small triceratops, kill it, and swallow its head in one gulp -- thus killing itself in a matter of hours as the horns of the victim pierce the stomach of the victor.

This dinosaur's favorite food is any hadrosaur, such as the trachodon. The monster pursues and eats nearly anything; creatures of man-size or smaller are swallowed whole on a natural attack roll of 18 or higher. The tyrannosaurus also eats carrion, chasing away any smaller creatures to steal a meal found with its keen sense of smell.

There are many other species of carnosaur, some smaller and faster than tyrannosaurus. Some have stronger arms and more dangerous upper claws.

Displacer Beast

CLIMATE/TERRAIN: Temperate mountains

FREQUENCY: Very rare



DIET: Carnivorous



ALIGNMENT: Lawful evil

NO. APPEARING: 2-5 (1d4 +1)




THAC0: 15


DAMAGE/ATTACKS: 2-8 (2d4)/2-8 (2d4)


SPECIAL DEFENSES: -2 on opponent's attack roll


SIZE: L (8'-12' long)

MORALE: Elite (13-14)



The displacer beast is a magical creature that resembles a puma with two powerful black tentacles growing from its shoulders. Very rare, they stay far from human habitations.

The displacer beast has the blue-black coloring of a dark panther,and a long cat-like body and head. Females range in length from 8 to 9 feet, and weigh 450 pounds; males are 10 to 12 feet long, and weigh up to 500 Lbs. They have 6 legs. Tentacles are tipped with rough horny edges that can inflict terrible wounds. Their eyes glow bright green, even after death.

Combat: The displacer beast is a fierce, savage creature that hates all forms of life. Highly aggressive, the displacer beast will attack on sight, using its tentacles to inflict 2-8 (2d4) points of damage to its victims.

Their main advantage in combat is their magical power of displacement, which allows them to appear to be some 3 feet from their actual location. Anyone attacking a displacer beast does so at -2 on his attack roll. In addition, the beasts save as 12th-level fighters; adding +2 to their die rolls.

To determine the true position of the displacer beast and its illusion, roll 1d10. On 1-5, the illusion is in front of the creature, 6-7 to the creature's left, 8-9, to the right. On 10, the illusion is behind the beasts actual position. Although this ability is magical, the beast's location can not be determined by dispel or detect magic. Only true seeing will reveal its position.

Displacer beasts will not use their claws or teeth unless near death, or when in combat with a very large opponent. If they do employ them, each claw does 1-3 points of damage, and each bite does 1-8 points of damage.

Habitat/Society: Displacer beasts are carnivores. Unless they are raising young, they usually run in packs, carving a savage swath of destruction as they go. They hate all life, and will sometimes kill purely for pleasure. Fierce and vicious as they are, however, displacer beasts never fight among themselves. The pack is a well-run and highly efficient killing machine. When encountered in packs, displacer beasts are more than a match for many large creatures and have been known to make a meal of orcs, goblins, and bands of men. Any creature entering their territory is viewed as potential prey.

Displacer beasts mate in the autumn, and the young are born in spring. A mated pair of displacer beasts makes its home in a cave, producing litters of 1-4 young. The cubs, about the size of domestic cats, are born without tentacles and reach maturity, though not full size, within 4 months. They remain in the cave until their displacement abilities are fully developed. This is followed by a two month period during which the cubs are taught how to hunt. When this is completed, the family group disbands and the monsters wander off to join separate packs. While raising young, the monsters are fiercely protective of their lairs. One adult always remains with the cubs, usually the female, while the other goes off to hunt. Dead prey is dragged back to the lair to be eaten by the family. Lairs are littered with the bones, equipment, and the treasures of its victims.

Naturally vicious and almost evil at times, displacer beasts harbor an undying hatred of blink dogs. Many theories attempt to account for this enmity. Some sages believe it springs from antipathy in temperaments -- the lawful good blink dog would naturally be the enemy of a creature as savage and destructive as the displacer beast. Others argue that it is the displacement and blink abilities which cause this antipathy -- the two abilities, when in close proximity, somehow stimulate the nervous system and produce hostile reactions. Encounters between the two breeds are rare however, since they do not share the same territory.

Ecology: Displacer beasts have little to fear from other large predators, save perhaps trolls or giants. Some wizards and alchemists value their hides for use in certain magical preparations, and will offer generous rewards for them. The eyes of a displacer beast are a highly prized, if uncommon, good luck charms among thieves who believe that they will protect the bearer from detection.


Wild Dog War Dog Blink Dog Death Dog

CLIMATE/TERRAIN: Any Any Temperate Warm deserts

Plains and subterranean

FREQUENCY: Common Uncommon Rare Very rare

ORGANIZATION: Pack Solitary Pack Pack


DIET: Omnivorous Omnivorous Omnivorous Carnivorous

INTELLIGENCE: Semi- (2-4) Semi- (2-4) Average (8-10) Semi- (2-4)

TREASURE: Nil Nil (C) Nil

ALIGNMENT: Neutral Neutral Lawful good Neutral evil

NO. APPEARING: 4-16 (4d4) Variable 4-16 (4d4) 5-50 (5d10)

ARMOR CLASS: 7 6 5 7

MOVEMENT: 15 12 12 12

HIT DICE: 1+1 2+2 4 2+1

THAC0: 19 19 17 19

NO. OF ATTACKS: 1 1 1 2

DAMAGE/ATTACK: 1-4 2-8 (2d4) 1-6 1-10/1- 10

SPECIAL ATTACKS: Nil Nil From the rear Disease

75% of the time

SPECIAL DEFENSES: Nil Nil Teleportation Nil


SIZE: S (3' long) M (4'-6' long) M (4' long) M (6' long)

MORALE: Unsteady (5-7) Average (8-10) Steady (11-12) Steady (11-12)

XP VALUE: 35 65 270 120


Smaller than wolves, the appearance of the wild dog varies from place to place. Most appear very wolf-like, while others seem to combine the looks of a wolf and a jackal.

Combat: Wild dogs fight as an organized pack. They favor small game, and attack men and human habitations only in times of great hunger. The bite of a wild dog inflicts 1-4 points of damage.

Habitat/Society: Wild dogs are found almost anywhere. They run in packs, and are led by the dominant male. The pack usually hunts a variety of game, even attacking deer or antelope. Pups are born in the spring. Wild dogs can be tamed if separated from their pack.

Ecology: Wild dogs are omnivores which usually thrive on a combination of hunting and foraging.

War Dogs

Generally large mastiffs or wolfhounds, they have keen senses of smell and hearing, making them adept at detecting intruders. Most war dogs are not usually vicious, and will rarely attack without cause.

The status of war dogs varies greatly; some are loyal and beloved pets, some are watch dogs, others are hunting dogs, and some are trained for battle.

Blink Dogs

Blink dogs are yellowish brown canines which are stockier and more muscular than other wild dogs. They are intelligent and employ a limited form of teleportation when they hunt.

A blink dog attack is well organized. They will blink to and fro without any obvious pattern, using their powers to position themselves for an attack. Fully 75% of the time they are able to attack their targets from the rear. A dog will teleport on a roll of 7 or better on a 12-sided die. To determine where the dog appears, roll a 12-sided die: 1 = in front of opponent, 2 = shielded (or left) front flank, 3 = unshielded (or right) front flank, 4-12 = behind. When blinking, the dog will appear from 1 to 3 feet from its opponent and will immediately be able to attack.

Blinking is an innate power and the animal will never appear inside a space occupied by a solid object. If seriously threatened, the entire pack will blink out and not return.

Blink dogs are intelligent, and communicate in a complex language of barks, yaps, whines, and growls. They inhabit open plains and avoid human haunts. A lair will contain 3-12 (3d4) pups 50% of the time (1-2 hit dice, 1-2/1-3 hit points damage/attack). These puppies can be trained and are worth between 1,000 to 2,000 gold pieces.

Death dog

Death dogs are large two-headed hounds which are distinguished by their penetrating double bark. Death dogs hunt in large packs.

Each head is independent, and a bite does 1-10 points of damage. Victims must save vs. poison or contract a rotting disease which will kill them in 4-24 (4d6) days. Only a cure disease spell can save them. A natural roll of 19 or 20 on their attack die means that a man-sized opponent is knocked prone and attacks at a -4 until able to rise to its feet again. There is an 85% chance that death dogs will attack humans on sight.

Dog, Moon

CLIMATE/TERRAIN: Elysium and Prime


ORGANIZATION: Solitary or small pack (see below)


DIET: Carnivore

INTELLIGENCE: High to exceptional (13-16)


ALIGNMENT: Neutral good

NO. APPEARING: 1 or 2-8 (see below)


MOVEMENT: 30, bipedal 9


THAC0: 11




SPECIAL DEFENSES: Shadowy hypnotic pattern, +2 or better weapons to hit


SIZE: M (3' at shoulders)

MORALE: Fanatic (17-18)

XP VALUE: 9,000


Often mistaken for baneful monsters, moon dogs are native creatures of Elysium and champions of the causes of good. They often appear in the Prime Material plane to fight evil wherever it shows itself.

Moon dogs look very similar to large wolf hounds. Their strange heads are slightly human in appearance, giving the animals a very intelligent look. The creatures' forepaws are adaptable, giving the moon dogs the ability to travel bipedally or on all fours. They are dark colored animals, ranging from dark gray to deep black. Moon dogs have amber eyes.

Moon dogs speak their own language, and they can communicate with all canines and lupines as well. They can speak common using a limited form of telepathy.

Combat: Woe to those who enter combat with a moon dog. These creatures of good are potent fighters and merciless against evil. Their powerful bite inflicts 3-12 points of damage.

Moon dogs prefer to attack with their keening howl. This baying is harmful to evil creatures only. Any evil creature within an 80 foot radius of a baying moon dog is affected as by a fear spell cast at 12th-level of magic use. Additional moon dogs baying have a cumulative effect. The howling will also cause 5-8 points of damage per round to evil creatures within 40 feet. In addition, the howling will cause intense physical pain to extra-planar creatures of evil alignment so much that they are 5% likely per moon dog howling to return to their plane. Moon dogs can whine to dispel illusions or bark to dispel evil, once per round.

The following spell-like powers (at 12th-level of use) are available to a moon dog one at a time, once per round, at will:

change self, 3 times per day

cure disease, by lick, 1 time per individual per day

cure light wounds, by lick, 1 time per individual per day

dancing lights

darkness, 15' radius

detect evil, always active

detect invisibility, always active

detect magic, always active

detect snares & pits, always active

improved invisibility


mirror image, 3 times per day


shades, 1 time per day

slow poison, by lick, 1 time per individual per day

wall of fog

Moon dogs can become ethereal and have the ability to travel in the ethereal and Astral plane at will. They have superior vision equal to double normal vision, including 60' infravision. Combined with an unusually keen sense of smell and hearing, this grants moon dogs the detection abilities listed above, plus the ability to detect all illusions. Association with a moon dog for one hour or more removes charms and acts as a remove curse.

When in shadowy light, a moon dog is able to move in such a way as to effectively create magic equal to a hypnotic pattern of shadows. Only evil creatures will be affected. At the same time, each creature of good within the area will effectively gain a protection from evil and remove fear spell benefit. Moon dogs may not attack or perform any other action when weaving this pattern of shadows. It requires one full round to weave and extends to a range of 50 feet. The moon dog can dispel magic, but doing so will force it back to its own plane immediately.

Moon dogs may be damaged only by +2 or better magical weapons. They are never surprised (due to their keen senses) and cause opponents to subtract 3 from their surprise rolls. Moon dogs are immune to fear spells. They make all saving throws at a +2 bonus and takes half or quarter damage.

Habitat/Society: Moon dogs are native to the plane of Elysium. They are champions of good and will often travel about the upper planes and the Prime Material plane to challenge evil.

Moon dogs are friendly to all good and neutral races and those friendly to those races. They will not long associate with anyone because they are constantly on the move, hunting evil.

Ecology: Moon dogs will often communicate with communities of men, using telepathy, in order to locate trouble spots among them.


CLIMATE/TERRAIN: Any saltwater




DIET: Carnivore

INTELLIGENCE: Very (11-12)


ALIGNMENT: Lawful good





THAC0: 19




SPECIAL DEFENSES: Save as 4th-lvl fighter


SIZE: M (5'-6' long)

MORALE: Steady (11)



Dolphins are intelligent seagoing mammals.

While all dolphins share a variety of common traits, the species comes in a variety of shapes and sizes. Their long, compact bodies are superbly adapted to the aquatic environment, and dolphins are among the most powerful swimmers in the oceans. All breeds of dolphins have a large fin on their backs, two flippers, a powerful tail, jaws filled with many sharp teeth, a blow hole, and are 5 to 6 feet long. Most common and well-known are the gray, or bottle-nosed dolphins, so named for their gray skin and bottle-shaped snouts. Other varieties have two-toned blue and gray coloring. The species communicates through an intricate speech consisting of high-pitched sounds, some out of the range of human hearing.

Combat: Inherently peaceful, dolphins will generally attack only if threatened. Unless outnumbered 2 to 1, dolphins always attack sharks. Whether attacking a foe or defending their school, dolphins fight as an organized unit, responding to commands from their leader. They fight with special vehemence to protect their young, and a select number of dolphins may sometimes engage in a holding action, sacrificing themselves so that the remainder of the school can swim to safety.

Habitat/Society: Dolphins are completely carnivorous, living on a diet of fish. Though they can remain submerged for several minutes at a time, they must surface regularly to breathe. Unlike most mammals, breathing is a conscious, rather than unconscious action on the part of dolphins; in other words, they literally must remember to breathe. Newborn dolphins are assisted to the surface to breathe by their mothers and a female dolphin midwife. Dolphins are by nature playful, good-tempered, and lawful good, despising evil creatures. Most roam the oceans in schools, numbering as large as 20 dolphins, swimming where their fancy suits them. They never fight among themselves or with other breeds of dolphins. Dolphins are famous for the great pleasure they take in life; when swimming they often perform dazzling aquatic stunts, leaping in and out of the water in a spectacular fashion. They will also play with objects that they find and enjoy games. Dolphins sometimes follow ships, entertaining the crews and passengers with their antics.

About 10% of all dolphins live in organized communities. These groups have 1d4+1 swordfish (AC 6, move 24, 1+1 Hit Dice, 2d6 points of damage/attack) or 1-3 narwhales (AC 6, move 21, 4+4 Hit Dice, 2d12 points of damage/attack) as guards, depending on the climatic region. If a community is found, there is a 75% possibility that there are 1d4 additional communities of dolphins within a five-mile radius. These organized communities of dolphins do not tolerate the presence of evil sea creatures in their domain, and if necessary enlist the aid of nomadic schools of dolphins to drive out evil creatures. Any region inhabited by dolphin communities is also shark and killer whale free.

Dolphins are highly intelligent and take a benign, distant interest in human doings. They will always help humans in distress, guiding them to the shore and keeping the sharks at bay. Certain solitary dolphins, known as rogues, have been known to form closer attachments to humans, accompanying them in a friendly fashion on swimming and fishing expeditions. These rogues often play dolphin games with their human companions. Dolphins are far more valuable to men in other respects. Friendly dolphins have warned sailors of the approach of pirate ships and the intentions of evil sea creatures. More than one ship owes its safe arrival in port to the timely intercession and warning of dolphins. They have come to men's aid when their ships were attacked by mermen and sahuagin. Dolphins have been known to raid sahuagin communities and destroy their eggs, for dolphins perceive these monsters as a threat to their safety.

Ecology: The dolphin is both a hunter and hunted in its marine world. Sharks and other large evil sea creatures hunt the dolphin with enthusiasm. Despite its many enemies, the dolphin has many distinct advantages that enable it to survive and even flourish. Not only is it a strong, swift swimmer, but its intelligence and organized lifestyle are highly effective defenses against its enemies.



FREQUENCY: Very rare



DIET: Omnivore

INTELLIGENCE: Very (11-12)







THAC0: 17







MORALE: Elite (13)



The doppleganger is a master of mimicry that survives by taking the shapes of men, demihumans, and humanoids.

Dopplegangers are bipedal and generally humanoid in appearance. Their bodies are covered with a thick, hairless gray hide, which gives them a natural AC of 5. They are, however, rarely seen in their true forms.

Combat: This monster is able to assume the shape of any humanoid creature between four and eight feet high. The doppleganger chooses a victim, duplicates his form, and then attempts to kill the original and assume his place. The doppleganger is able to use ESP and can imitate its victim with 90% accuracy, even duplicating the victim's clothing and equipment. If unsuccessful in taking its victim's place, the doppleganger attacks, relying on the ensuing confusion to make it indistinguishable from its victim. A doppleganger is immune to sleep and charm spells and rolls all saving throws as if he was a 10th-level fighter.

Dopplegangers work in groups and act together to ensure that their attacks and infiltrations are successful. They are very intelligent and usually take the time to plan their attacks with care. If a group of the monsters spots some potential victims, the dopplegangers often trail their targets, waiting for a good chance to strike, choosing their time and opportunity with care. They may wait until nightfall, or until their victims are alone, or even follow them to an inn.

Habitat/Society: Dopplegangers are rumored to be artificial beings that were created long ago by a powerful wizard or godling. They were originally intended to be used as spies and assassins in an ancient, highly magical war. Their creator died long ago, but they live on, still working as spies for evil powers, thieves, and government. They have even been known to work as assassins.

All dopplegangers belong to a single tribe. Although this is rare, groups of dopplegangers can be found anywhere at any time, and in unexpected locations. Working as a unit, they select a group of victims, such as a family or a group of travelers. Basically lazy, dopplegangers find it easier to survive and live comfortably by taking humanoid, and especially human, shape. They prefer to take the form of someone comfortably provided for, and shun assuming the form of hardworking peasants. Since they are only 90% accurate in their mimicry, most dopplegangers are eventually discovered and driven out, and then forced once more to assume a new shape.

Dopplegangers are found most often in their true forms in a dungeon or in the wilderness. Groups often set up a lair in an area well-suited to ambush and surprise, patrolling a regular territory. These bands make a good living by attacking weak humanoid monsters or travelers and stealing their food and treasure. If food and treasure are scarce, they hire out to a powerful wizard or thieves' guild.

A doppleganger who has been hired to replace a specific person will plan its attack with special care, learning as much about the victim and his environment as it can.

The dopplegangers' weaknesses are greed and cowardice. They spend their lives in avid pursuit of gold and other wealth. If attacking a group of adventurers, for example, they often choose the richest-looking one to attack first. If they target a party of adventurers, the dopplegangers wait until the party is on the way out of the dungeon and heading back to town. Since they are cowardly, however, they prefer to take the easiest route toward riches. A doppleganger who chooses a rich adventurer avoids risks once the treasure is safely in hand, and retreats at the earliest opportunity, making some plausible excuse for separating from the human members of the group. They sometimes hire out as spies and assassins for money as well.

Ecology: Dopplegangers are sophisticated and dangerous parasites, living off the labors of others. They must also be reckoned with as clever and effective spies and assassins who can wreak political mayhem in positions of power. Evil wizards have on rare occasions controlled entire kingdoms for short periods of time by replacing a king, prince, or councilor with a doppleganger.



FREQUENCY: Very rare



DIET: Special

INTELLIGENCE: As per individual dragon


ALIGNMENT: Evil (any)


ARMOR CLASS: See below

MOVEMENT: As per former dragon type

HIT DICE: As per former dragon type

THAC0: As per former dragon type

NO. OF ATTACKS: As per former dragon type


SPECIAL ATTACKS: Breath weapon and spell use

SPECIAL DEFENSES: Spell immunities and spell use


SIZE: As per individual dragon

MORALE: See below

XP VALUE: As per individual dragon, plus 1,000 (both dracolich and

host must bedestroyed)


The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist.

A dracolich can be created from any of the evil dragon subspecies. A dracolich retains the physical appearance of its original body, except that its eyes appear as glowing points of light floating in shadowy eye sockets. Skeletal or semi-skeletal dracoliches have been observed on occasion.

The senses of a dracolich are similar to those of its original form; it can detect invisible objects and creatures (including those hidden in darkness of fog) within a 10-foot radius per age category and also possesses a natural clairaudience ability while in its lair equal to a range of 20 feet per age category. A dracolich can speak, cast spells, and employ the breath weapon of its original form; it can cast each of its spells once per day and can use its breath weapon once every three combat rounds. Additionally, a dracolich retains the intelligence and memory of its original form.

Combat: Dracoliches are immune to charm, sleep, enfeeblement, polymorph, cold (magical or natural), electricity, hold, insanity, and death spells or symbols. They cannot be poisoned, paralyzed, or turned by priests. They have the same magic resistance as their original forms; only magical attacks from wizards of 6th level or higher, or from monsters of 6 or more Hit Dice have a chance of affecting dracoliches.

The Armor Class of a dracolich is equal to the Armor Class of its original form, bettered by -2 (for example, if the AC of the original form was -1, the AC of the dracolich is -3). Attacks on a dracolich, due to its magical nature, do not gain any attack or damage roll bonuses.

Initially, a dracolich has the same morale rating as its original form. However, after a dracolich is successful in its first battle, its morale rating permanently becomes Fearless (19 base); this assumes that the opponent or opponents involved in the battle had a Hit Dice total of at least 100% of the Hit Dice of the dracolich (for instance, a 16-HD dracolich must defeat an opponent or opponents of at least 16 total HD to receive the morale increase). Once a dracolich receives the morale increase, it becomes immune to magical fear as well.

The dracolich has a slightly stronger ability to cause fear in opponents than it did in its original form; opponents must roll their saving throws vs. spell with a -1 penalty (in addition to any other relevant modifiers) to resist the dracolich's fear aura. The gaze of the dracolich's glowing eyes can also paralyze creatures within 40 yards if they fail their saving throws (creatures of 6th level {or 6 Hit Dice}or higher gain a +3 bonus to their saving throws). If a creature successfully saves against the gaze of a dracolich, it is permanently immune to the gaze of that particular dracolich.

The attack routine of a dracolich is similar to that of its original form; for example, a dracolich that was originally a green dragon will bring down a weak opponent with a series of physical attacks, but it will stalk more formidable opponents, attacking at an opportune moment with its breath weapon and spells.

All physical attacks, such as clawing and biting, inflict the same damage as the dracolich's original form, plus 2d8 points of chilling damage. A victim struck by a dracolich who fails a saving throw vs. paralyzation is paralyzed for 2d6 rounds. Immunity to cold damage, temporary or permanent, negates the chilling damage but not the paralyzation. Dracoliches cannot drain life levels.

All dracoliches can attempt undead control (as per a potion of undead control) once every three days on any variety of undead with 60 yards. The undead's saving throws against this power suffer a -3 penalty; if the undead control is successful, it lasts for one turn only. While undead control is in use, the dracolich cannot use other spells. If the dracolich interrupts its undead control before it has been used for a full turn, the dracolich must still wait three days before the power can be used again.

If a dracolich or proto-dracolich is slain, its spirit immediately returns to its host. If there is no corpse in range for it to possess, the spirit is trapped in the host until such a time -- if ever -- that a corpse becomes available. A dracolich is difficult to destroy. It can be destroyed outright by power word, kill or a similar spell. If its spirit is currently contained in its host, destroying the host when a suitable corpse is not within range effectively destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its host is destroyed. The fate of a disembodied dracolich spirit -- that is, a spirit with no body or host -- is unknown, but it is presumed that it is drawn to the lower planes.

Habitat/Society: The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its will.

Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon's host, an inanimate object that will hold the dragon's life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting enchant an item upon it and speaking the name of the evil dragon; the item may resist the spell by successfully saving vs. spell as an 11th-level wizard. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, glassteel can be cast upon the host to protect it.

Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire. When the evil dragon consumes the potion, the results are determined as follows (roll percentile dice):


Roll Result

01-10 No effect.

11-40 Potion does not work. The dragon suffers 2d12 points of damage and is helpless

with convulsions for 1-2 rounds.

41-50 Potion does not work. The dragon dies. A full wish or similar spell is needed to

restore the dragon to life; a wish to transform the dragon into a dracolich results

in another roll on this table.

51-00 Potion works.


If the potion works, the dragon's spirit transfers to the host, regardless of the distance between the dragon's body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely.

Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable.

The wizard who originally prepared the host must touch the host, cast a magic jar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail a saving throw vs. spell for the spirit to successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll:

-10 if the corpse is the spirit's own former body (which can be dead for any length of time).

-4 if the corpse is of the same alignment as the dragon.

-4 if the corpse is that of a true dragon (any type).

-3 if the corpse is that of a firedrake, ice lizard, wyvern, or fire lizard.

-1 if the corpse is that of a dracolisk, dragonne, dinosaur, snake, or other reptile.

If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the dracolich regains the use of its voice and breath weapon.

If the animated corpse is not the spirit's former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form, but has the hit points and immunities to spells and priestly turning of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are those of the possessed body.

To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible only through use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration). If a proto-dracolich is unable to devour its original body, it is trapped in its current form until slain.

A proto-dracolich transforms into a full dracolich within seven days after it devours its original body. When the transformation is complete, the dracolich resembles its original body; it can now speak, cast spells, and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich.

The procedure for possessing a new corpse is the same as explained above, except that the assistance of a wizard is no longer necessary (casting magic jar is required only for the first possession). If the spirit successfully re-possesses its original body, it once again becomes a full dracolich. If the spirit possesses a different body, it becomes a proto-dracolich and must devour its former body to become a full dracolich.

A symbiotic relationship exists between a dracolich and the wizards who create it. The wizards honor and aid their dracolich, as well as providing it with regular offerings of treasure items. In return, the dracolich defends its wizards against enemies and other threats, as well as assisting them in their various schemes. Like dragons, dracoliches are loners, but they take comfort in the knowledge that they have allies.

Dracoliches are generally found in the same habitats as the dragons from which they were created; dracoliches created from green dragons, for instance, are likely to be found in subtropical and temperate forests. Though they do not live with their wizards, their lairs are never more than a few miles away. Dracoliches prefer darkness and are usually encountered at night, in shadowy forests, or in underground labyrinths.

Ecology: Dracoliches are never hungry, but they must eat in order to refuel their breath weapons. Like dragons, dracoliches can consume nearly anything, but prefer the food eaten by their original forms (for instance, if a dracolich was originally a red dragon, it prefers fresh meat). The body of a destroyed dracolich crumbles into a foul-smelling powder within a few hours; this powder can be used by knowledgeable wizards as a component for creating potions of undead control and similar magical substances.

Dragon, General

Dragons are an ancient, winged reptilian race. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world. Most dragons are identified by the color of their scales.

There are many know subspecies of dragons, several of which fall into three broad categories: chromatic, gem, and metallic dragons. Chromatic dragons include black, blue, green, red, and white dragons; all are extremely evil and are feared by most. The metallic dragons are the brass, bronze, copper, gold, and silver dragons; these are noble and good, highly respected by wise people.

The gem dragons are the amethyst, crystal, emerald, sapphire, and topaz dragons; they are neutral with respect to good and evil, and are very charismatic and suave, masters of persuasion who delight in riddles. Though generally smaller and slower than other dragons, gem dragons are often wiser and more intelligent, and have other powers to compensate, like psionics.

In addition to the dragons in these three classifications, there are other dragons that may at first seem to be members of those categories. For instance, the steel dragon seems to be a metallic dragon, but has only one breath weapon; while each ``true'' metallic dragon has two. Likewise, the brown dragon seems to be a typical, evil chromatic dragon; but has no wings, so is not a ``true'' chromatic dragon.

Although all subspecies of dragons are believed to have come from the same roots tens of thousands of years ago, the present subspecies keep to themselves, working together only under extreme circumstances, such as a powerful mutual threat. Good dragons never work with evil dragons, however, though a few neutral dragon specimens have been known to associate with evil or good dragons. Gold dragons occasionally associate freely with silver dragons, and emerald dragons are sometimes found with sapphire dragons.

When evil dragons of different species encounter each other, they usually fight to protect their territories. While good dragons of different subspecies are more tolerant of each other, they are also very territorial. They usually try to work out differences in a peaceful manner. Gem dragons often settle inter-species disputes with riddling contests.

All subspecies of dragons have 12 age categories, and gain more abilities and greater power as they age. Dragons range in size from several feet upon hatching to more than 100 feet, after they have attained the status of great wyrm. The exact size varies according to age and subspecies. A dragon's wingspan is about equal to its body length; 15-20% of a dragon's body length is neck.

Generally, when multiple dragons are encountered they are a mated pair and young. Mated dragons are always young adults, adults, or mature adults; young dragons found with their parents are of the young adult stage or younger. To determine the age of young dragons roll 1d6: 1 = egg; 2 = hatchling; 3 = very young; 4 = young; 5 = juvenile; 6 = young adult.

During the early part of a dragon's young adult stage it leaves its parents, greed driving it on to start a lair of its own. Sometimes, although rarely, juvenile dragons leave their parents to start their own lives. As a pair of mated dragons age beyond the mature adult stage, they split up, independence and the lust for treasure driving them apart. Older dragons of either sex sometimes raise young, but only on their own -- the other parent leaves when the eggs are laid.

Dragons, especially older ones, are generally solitary due to necessity and preference. They distance themselves from civilization, which they consider to be a petty and foolish mortal invention.

Dragons are fearsome predators, but scavenge when necessary and can eat almost anything if they are hungry enough. A dragon's metabolism operates like a highly efficient furnace, making use of 95% of all the food the dragon eats. A dragon can also metabolize inorganic material, and some dragons have developed a taste for such fare.

Although dragons' goals and ideals vary among subspecies, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magical items as possible. They find treasure pleasing to look at, and they bask in the radiance of the magical items. For a dragon, there is never enough treasure. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate areas or to get food. Dragons like to make beds of their treasure, shaping nooks and mounds to fit their bodies. By the time they mature to the great wyrm stage, hundreds of gems and coins are imbedded in their hides.

Dragon Defenses: A dragon's Armor Class improves as it gets older and the creature becomes tougher. Old dragons or older dragons are immune to normal missiles; their gem-encrusted hides deflect arrows and other small projectiles. Large missiles (from catapults, giants, etc.) and magical missiles affect them normally. Young adult and older dragons radiate a personal aura that makes them partially resistant to harmful magic. A dragon's resistance to magic increases as it ages.

Dragon Hide: Dragon skin is prized by armorers with the skill to turn it into shields and armor, valuable because of its appearance and the protection it affords. Dragon armor grants its wearer an Armor Class of 4 less than the Armor Class of the dragon it was taken from, for a minimum Armor Class of 8. For example, armor from a juvenile brass dragon (AC O) grants its wearer AC 4. Dragon armor is supple and non-bulky, weighing only 25 pounds.

The scales of gem dragons take on properties of actual gems; they are faceted and reflect light. They are slightly more brittle than those of other dragons, so armor made from them requires repair more often.

Dragon armor affords no extra protection, such as resistance to fire or cold, although the armor can be enchanted to provide such protection. A dragon's resistance to certain elements is based on its total makeup, not just its skin. Plain dragon armor is expensive to make, costing 1,000-10,000 gp, based on the workmanship and protection the armor affords. Dragon skin armor can be enchanted, just as other forms of armor can, to a maximum of +5.

Dragon shields also offer no additional protection. They are made of stretched hide over a wooden frame. Such shields weigh 3 pounds (if small) or 8 pounds (if large) and cost 20-120 or 30-180 gold pieces.

Dragon Senses: All dragons have excellent senses of sight, smell, and hearing. Their enhanced senses enable them to detect all invisible objects and creatures (including creatures or items hidden in darkness or fog) within a radius equal to 10 feet times their age category. All dragons possess a natural clairaudience ability with respect to their lairs; the range is 20 feet per age category. The dragon must concentrate on a specific section within its lair or surrounding area to hear what is going on.

Some dragons are able to communicate telepathically with any intelligent creature. The percentage chance for a dragon to speak is based on its Intelligence and age category. Refer to individual descriptions for percentages.

Dragon Lairs: All dragon lairs are far from mortal civilization, and they are difficult to find because the dragons take careful measures to cloak their coming and going. There is usually little, if any, wildlife around the lairs because neighboring creatures fear the dragons, and most dragons eat the few creatures that are foolish enough to remain.

When a young adult dragon leaves its parents in search of its own lair, it spends a few years moving from place to place to find a cave or cavern which best suits its personality. In most cases, the dragons search for increasingly larger caves which can easily accommodate them as they grow. Usually by the time a dragon has reached the mature adult stage, it has selected a large lair it plans to keep for the remainder of its life. A dragon at this stage has gathered a considerable amount of treasure and is loath to move it to a different location.

The location and character of dragon lairs vary based on each subspecies; consult individual dragons for specific information. However, one thing remains constant: any dragon considers its lair and neighboring areas its domains. A creature which violates or threatens the lair is threatening the dragon and will be dealt with harshly. Some good dragons may be more lenient than other subspecies in this matter. All dragons keep their treasure hidden deep within their lairs, and some dragons create hazardous conditions within their lain to keep unwary creatures from reaching the treasure.

Dragon Flight: Despite their large size, dragons are graceful and competent fliers; most are maneuverability class C. This is due partially to their powerful wings, and partially to the dragon's innate magic. Dragons can climb at half speed and dive at double speed.

A dragon can change direction quickly by executing a wingover maneuver. A dragon cannot gain altitude during the round it executes a wingover, but it may dive. The maneuver enables the dragon to make a turn of 120 to 240 degrees regardless of its speed or size.

Diving dragons can strike with their claws with a +2 bonus to attack rolls. Dragons diving on land-bound opponents can also strike with both wings, but then must land immediately after attacking.

When engaging other flying opponents, dragons can either claw or bite, but not both. An airborne dragon must glide to cast spells (but innate abilities can be used at any time). A gliding dragon loses 1,000 feet of altitude per round, and its forward speed is equal to one half its flight speed on the round before it began gliding.

Dragon Table

Age Age (in Hit Die Combat Fear Fear Save

Category years) Modifier Modifier Radius Modifier

1 Hatchling 0-5 -6 +1 Nil Nil

2 Very young 6-15 -4 +2 Nil Nil

3 Young 16-25 -2 +3 Nil Nil

4 Juvenile 26-50 Nil +4 Nil Nil

5 Young adult 51-100 +1 +5 15 yards +3 (+7)

6 Adult 101-200 +2 +6 20 yards +2 (+6)

7 Mature adult 201-400 +3 +7 25 yards +1 (+5)

8 Old 401-600 +4 +8 30 yards 0 (+4)

9 Very old 601-800 +5 +9 35 yards -1 (+3)

10 Venerable 801-1,000 +6 +10 40 yards -2 (+2)

11 Wyrm 1,001-1,200 +7 +11 45 yards -3 (+1)

12 Great Wyrm 1,200+ +8 +12 50 yards -4 (0)


Dragon Fear: Dragons can inspire panic or fear. The mere sight of a young adult or older dragon causes creatures with fewer than 1 Hit Die (as well as all noncarnivorous, nonaggressive creatures with fewer Hit Dice than the dragon) to automatically flee in panic for 4d6 rounds.

Trained war mounts, organized military units, and single creatures with 1 Hit Die or more, but with fewer Hit Dice than the dragon are not panicked, but they may be stricken with fear if they are within the dragon's fear aura. The aura surrounds attacking or charging dragons in the specified radius and in a path along the ground directly beneath a flying dragon whose altitude is 250 feet or less. Creatures not automatically panicked are entitled to saving throws vs. petrification. Creatures failing their saving throws are stricken with fear and fight with a -2 penalty to their attack and damage rolls. The aura increases in size and power based on the age category of the dragon; creatures subjected to the aura receive a saving throw bonus or a penalty as specified on the Dragon Table. All creatures with Hit Dice equal to or greater than those of the dragon are immune to the fear effect.

Gem dragons are not as inherently fearsome as other dragons, so saving throws against their fear auras receive bonuses; the bonuses appear in parenthesis in the Dragon Table.

Dragon Hit Die Modifier: Dragon Hit Dice vary between subspecies and are modified based on age category. Refer to individual dragon entries for the base Hit Dice for each species, and to the Dragon Table for the modifier based on age. The older a dragon gets, the more Hit Dice it has. For example, a black dragon has a base of 10 Hit Dice. A hatchling black dragon subtracts 6 dice, giving it a total of 4. A great wyrm black dragon adds 8 dice for a total of 18.

Dragons' saving throws are tied to their Hit Dice. Each dragon saves as a fighter equal in level to the dragon's Hit Dice. For example, a hatchling black dragon saves as a 4th-level fighter, while a great wyrm black dragon saver as an 18th-level fighter.

Dragon Combat Modifier: A dragon's combat modifier varies with age category. The bonus or penalty applies to damage rolls for each physical attack. It does not apply to a dragon's breath weapon. The combat modifier is also applied to the dragon's base spellcasting level (age category), to determine the actual level at which the dragon casts spells (thus, a great wyrm casts spells at 24th level of ability).

Dragon Attacks: All dragons have a claw/claw/bite attack form and a breath weapon. The latter can be used once every three rounds. Dragons also employ several other attack forms which are detailed in the following text. Dragons frequently divide their attacks between opponents, using the more dangerous attacks, such as the bite, against the foes they perceive to be the toughest.

A dragon's preferred attacks are usually, in order, breath weapon, magical abilities (or spells), and physical attacks. A dragon that breathes during a round of combat cannot also attack physically. Magical abilities (but not spells) can be used in addition to any attacks, except the breath weapon.

Claws: A dragon can use its claws to attack creatures to its front and sides. If the dragon kicks with one rear leg, it can attack with only one claw (the other must be used to maintain balance).

Bite: Because of a dragon's long neck, it can bite creatures to its back and sides.

Snatch: Only young adult and older dragons can snatch. This occurs when a flying dragon dives and attempts to grab a creature in one of its claws. A creature struck by this method is taken into the air. There is a 50% chance that a snatched creature has its arms pinned, and therefore cannot physically attack the dragon. Snatched creatures are sometimes taken to great heights and dropped. The snatched creature can be squeezed in the claw for automatic claw damage each round, or transferred to the dragon's mouth (the transfer requires a successful attack roll). If the transfer succeeds, the victim automatically suffers bite damage each round; if it fails, the victim is dropped. Dragons of age old and older can carry a victim in each claw, and they can try to snatch two victims at once. Wyrms and great wyrms can carry three victims, but one of the first two snatched must be transferred from claw to mouth before the third can be snatched.

A dragon can snatch creatures two or more size categories smaller than itself. For example, a dragon that is 45' long is a Gargantuan creature, so the biggest creature it can snatch is a Large one (12' long).

Plummet: If the DM chooses to allow plummets, an airborne dragon, or a dragon jumping and descending from at least 30 feet above a target, can land on a victim. The dragon crushes and pins opponents using its claws and tail, inflicting damage equal to its bite. The dragon can crush as many creatures as its combat modifier. The dragon rolls a separate attack against each creature affected. Creatures that are missed are assumed to have escaped. Creatures that are crushed must roll successful saving throws vs. petrification or be pinned under the dragon, automatically suffering crushing damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, the victims must roll successful saving throws vs. petrification to get free. The dragon's combat modifier applies as a penalty to all saving throw vs. the crush. A dragon cannot take any other actions when plummeting or pinning.

Kick: Any dragon can kick creatures attacking it from behind. A kick delivers claw damage, and creatures struck must roll their Dexterity or less on 1d20 or be kicked back 1d6 feet,+1 foot per age category of the dragon. Those knocked back must make successful saving throws vs. petrification (adjusted by the dragon's combat modifier) or fall. If the dragon attacks with one claw, it can kick with only one hind leg (the other must be used for balance). It cannot slap its tail while kicking.

Wing Buffet: Young adult and older dragons can employ their wings in combat; targets must be at the dragon's sides. The damage inflicted is the same as a claw attack, and creatures struck must roll their Dexterity or less on 1d20 or be knocked prone.

Tail Slap: Adult and older dragons can use their tails to attack creatures to their rear and sides. A tail attack inflicts the same damage as two claw attacks and affects as many targets as the dragon's age category. The dragon rolls a separate attack against each creature. Creatures struck must roll successful saving throws vs. petrification (adjusted by the dragon's combat modifier) or be stunned for 1d4+1 minutes. A tail slap can smash a light wooden structure and even damage a cube of force (one charge per two points of combat modifier, round down).

Stall: Any dragon flying near the ground can halt its forward motion and hover for one round; it must land immediately thereafter. Once stopped, the dragon can attack with its bite and all four legs. It can use its breath weapon instead, but this rarely happens since dragons can breathe on the wing. If a dragon stalls in an area with lots of trees or loose earth, the draft from its wings creates a dust cloud with the same radius as its fear aura. Creatures within the cloud are blinded, and no spell casting is possible. The dust lasts for one round.

Spells: Dragons learn spells haphazardly over the years. The DM should randomly determine which spells any particular dragon knows. The dragon can cast each spell once per day, unless random determination indicates the same spell more than once, in which case the dragon can cast it more than once a day. Dragons to not use spell books or pray to deities; they simply sleep, concentrate when they awaken, and remember their spells. Dragon spells have only a verbal component; the spells have a casting time of 1, regardless of level. Dragons cannot physically attack, use their breath weapon, use their magical abilities, or fly (except to glide) while casting a spell.

Dragon, Chromatic Black Dragon

CLIMATE/TERRAIN: Any swamp, jungle, and subterranean


ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Average (8-10)


ALIGNMENT: Chaotic evil

NO. APPEARING: 1 (2-5)

ARMOR CLASS: 1 (base)

MOVEMENT: 12, Fl 30 (C), Sw 12

HIT DICE: 12 (base)

THAC0: 9 (base)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-6/1-6/3-18




SIZE: G (30'base)

MORALE: Fanatic (17-18)

XP VALUE: Variable


Black dragons are abusive, quick to anger, and resent intrusions of any kind. They like dismal surroundings, heavy vegetation, and prefer darkness to daylight. Although not as intelligent as other dragons, black dragons are instinctively cunning and malevolent.

At birth, a black dragon's scales are thin, small, and glossy. But as the dragon ages, its scales become larger, thicker, and duller, which helps it camouflage itself in swamps and marshes. Black dragons speak their own tongue, a tongue common to all evil dragons, and 10% of hatchling black dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

Combat: Black dragons prefer to ambush their targets, using their surroundings as cover. Their favorite targets are men, who they will sometimes stalk for several minutes in an attempt to gauge their strength and wealth before attacking. Against a band of men or a formidable creature, of the marsh can weaken the targets before the dragon joins the fight. Black dragons will also use their breath weapon before closing in melee. When fighting in heavily vegetated swamps and marshes, black dragons attempt to stay in the water or along the ground; the numerous trees and leafy canopies limit their flying maneuverability. When faced with an opponent which poses too much of a threat, a black dragon will attempt to fly out of sight, so it will not leave tracks, and hide in a deep pond or bog.

Breath weapon/special abilities: A black dragon's breath weapon is a 5' wide stream of acid that extends 60' in a straight line from the dragon's head. All creatures caught in this stream must save vs. breath weapon for half damage. A black dragon casts spells and uses its magical abilities at 5th level, plus its combat modifier.

Black dragons are born with an innate water breathing ability and an immunity to acid. As they age, they gain the following additional powers:

Juvenile: darkness three times a day in a 10' radius per age category of the dragon. Adult: corrupt water once a day. For every age category a dragon attains, it can stagnate 10 cubic feet of water, making it become still, foul, inert, and unable to support animal life. When this ability is used against potions and elixirs, they become useless if they roll a 15 or better on 1d20. Old: plant growth once a day. Venerable: summon insects once a day. Great wyrm: charm reptiles three times a day. This operates as a charm mammals spell, but is applicable only to reptiles.

Habit/Society: Black dragons are found in swamps, marshes, rain forests, and jungles. They revel in a steamy environment where canopies of trees filter out most of the sunlight, swarms of insects fill the air, and stagnant moss-covered ponds lie in abundance. Black dragons are excellent swimmers and enjoy lurking in the gloomy depths of swamps and bogs. They also are graceful in flight; however, they prefer to fly at night when their great forms are hidden by the darkness of the sky. Black dragons are extremely selfish, and the majority of those encountered will be alone. When a family of black dragons is encountered, the adults will protect their young. However, if it appears the adults' lives are in jeopardy they will abandon their young to save themselves.

They lair in large, damp caves and multi-chambered subterranean caverns. Older dragons are able to hide the entrance to their lairs with their plant growth ability. Black dragons are especially fond of coins. Older black dragons sometimes capture and question humans, before killing them, to find out where stockpiles of gold, silver, and platinum coins are kept.

Ecology: Black dragons can eat almost anything, although they prefer to dine primarily on fish, mollusks, and other aquatic creatures. They are fond of eels, especially the giant varieties. They also hunt for red meat, but they like to "pickle" it by letting it lie in ponds within their lair for days before eating it.

Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard MR Type Value

1 3-6 2-5 4 2d4+1 Nil Nil Nil 4,000

2 6-15 5-12 3 4d4+2 Nil Nil Nil 5,000

3 15-24 12-19 2 6d4+3 Nil Nil Nil 7,000

4 24-33 19-27 1 8d4+4 1 Nil ½H 10,000

5 33-42 27-35 0 10d4+5 2 10% H 12,000

6 42-51 35-43 -1 12d4+6 3 15% H 13,000

7 51-60 43-50 -2 14d4+7 4 20% H 14,000

8 60-69 50-57 -3 16d4+8 5 25% Hx2 15,000

9 69-78 57-64 -4 18d4+9 6 30% Hx2 17,000

10 78-87 64-73 -5 20d4+10 7 35% Hx2 18,000

11 87-96 73-80 -6 22d4+11 8 40% Hx3 19,000

12 96-105 80-87 -7 24d4+12 9 45% Hx3 20,000

Blue Dragon Dragon, Chromatic


FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Very (11-12)


ALIGNMENT: Lawful evil

NO. APPEARING: 1 (2-5)

ARMOR CLASS: 0 (base)

MOVEMENT: 9, Fl 30 (C), Br 4

HIT DICE: 14 (base)

THAC0: 7 (base)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-8/1-8/3-24




SIZE: G (42'base)

MORALE: Fanatic (17-18)

XP VALUE: Variable


Blue dragons are extremely territorial and voracious. They love to spend long hours preparing ambushes for herd animals and unwary travelers, and they spend equally long hours dwelling on their success and admiring their trophies.

The size of a blue dragon's scales increases little as the dragon ages, although they do become thicker and harder. The scales vary in color from an iridescent azure to a deep indigo, retaining a glossy finish through all of the dragon's stages because the blowing desert sands polish them. This makes blue dragons easy to spot in barren desert surroundings. However, the dragons often conceal themselves, burrowing into the sand so only part of their heads are exposed.

Blue dragons love to soar in the hot desert air; usually flying in the daytime when temperatures are the highest. Some blue dragons nearly match the color of the desert sky and use this coloration to their advantage in combat.

Blue dragons speak their own tongue, a tongue common to all evil dragons, and 12% of hatchling blue dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

Combat: Blue dragons prefer to fight from a distance so their opponents can clearly witness the full force of their breath weapon and so little or no threat is posed to themselves. Often blue dragons will attack from directly above or will burrow beneath the sands until opponents come within 100 feet. Older blue dragons will use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and aid in their chances to surprise. Blue dragons will only run from a fight if they are severely damaged, since they view retreat as cowardly.

Breath weapon/special abilities: A blue dragon's breath weapon is a 5' wide bolt of lightning that streaks 100' in a straight line from the dragon's mouth. All creatures caught in this stream must save vs. breath weapon for half damage. Blue dragons cast spells and use their magical abilities at 7th level, adjusted by their combat modifier.

Blue dragons are born with an immunity to electricity. As they age, they gain the following additional powers: Young: create or destroy water three times per day. Juvenile: sound imitation at will. Adult: dust devil once a day. Old: ventriloquism once a day. Venerable: hallucinatory terrain once a day.

Habit/Society: Blue dragons are found in deserts; arid, windswept plains; and hot humid badlands. They enjoy the bleak terrain because there are few obstacles-only an occasional rock outcropping or dune-to interrupt the view of their territories. They spend hours looking out over their domains, watching for trespassers and admiring their property. Most of the blue dragons encountered will be alone because they do not want to share their territories with others. However, when a family is encountered the male dragon will attack ferociously, protecting his property-his mate and young. The female dragon also will join in the attack if the threat proves significant.

Blue dragons' enemies are men, who kill the dragons for their skin and treasure, and brass dragons, which share the same environment. If a blue dragon discovers a brass dragon in the same region, it will not rest until the trespassing dragon is killed or driven away.

Blue dragons lair in vast underground caverns in which they store their treasure. Although blue dragons will collect anything which looks valuable, they are fond of gems-especially sapphires.

Ecology: Blue dragons are able to consume nearly anything, and sometimes are forced to eat snakes, lizards, and desert plants to help sate their great hunger. However, they are particularly fond of herd animals, such as camels, and they will gorge themselves on caravans of the creatures which they cook with a lightning bolt.

Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 3-9 2-7 3 2d8+1 Nil Nil Nil 6,000

2 9-20 7-16 2 4d8+2 Nil Nil Nil 8,000

3 20-31 16-25 1 6d8+3 Nil Nil Nil 10,000

4 31-50 25-34 0 8d8+4 1 Nil ½H, S 13,000

5 50-69 34-43 -1 10d8+5 2 20% H, S 15,000

6 69-88 43-52 -2 12d8+6 3 25% H, S 16,000

7 88-97 52-61 -3 14d8+7 3 1 30% H, S 17,000

8 97-106 61-70 -4 16d8+8 3 2 35% H, Sx2 18,000

9 106-115 70-79 -5 18d8+9 3 3 40% H, Sx2 20,000

10 115-124 79-88 -6 20d8+10 3 3 1/1 45% H, Sx2 21,000

11 124-133 88-97 -7 22d8+11 3 3 2/2 50% H, Sx3 22,000

12 133-142 97-106 -8 24d8+12 3 3 3/3 55% H, Sx3 23,000

Dragon, Chromatic Green Dragon

CLIMATE/TERRAIN: Sub-tropical and temperate forest and subterranean

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Very (11-12)


ALIGNMENT: Lawful evil

NO. APPEARING: 1 (2-5)

ARMOR CLASS: 0 (base)

MOVEMENT: 9, Fl 30 (C), Sw 9

HIT DICE: 13 (base)

THAC0: 7 (at 13 HD)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-8/1-8/2-20 (2d10)




SIZE: G (36' base)

MORALE: Elite (15-16)

XP VALUE: Variable


Green dragons are bad tempered, mean, cruel, and rude. They hate goodness and good-aligned creatures. They love intrigue and seek to enslave other woodland creatures, killing those who cannot be controlled or intimidated.

A hatchling green dragon's scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and become lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings. A green dragon's scales never become as thick as other dragons', remaining smooth and flexible.

Green dragons speak their own tongue, a tongue common to all evil dragons, and 12% of hatchling green dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

Combat: Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target creature intrigues the dragon or appears to be difficult to deal with, the dragon will stalk the creature, using its environment for cover, until it determines the best time to strike and the most appropriate tactics to use. If the target appears formidable, the dragon will first attack with its breath weapon, magical abilities, and spells. However, if the target appears weak, the dragon will make its presence known quickly for it enjoys evoking terror in its targets. When the dragon has tired of this game, it will bring down the creature using its physical attacks so the fight lasts longer and the creature's agony is prolonged.

Sometimes, the dragon elects to control a creature, such as a human or demi-human, through intimidation and suggestion. Green dragons like to question men, especially adventurers, to learn more about their society, abilities, what is going on in the countryside, and if there is treasure nearby.

Breath weapon/special abilities: A green dragon's breath weapon is a cloud of poisonous chlorine gas that is 50' long, 40' wide, and 30 feet high. Creatures within the cloud may save versus breath weapon for half damage. A green dragon casts its spells at 6th level, adjusted by its combat modifier.

From birth, green dragons are immune to gasses. As they age, they gain the following additional powers: Juvenile: water breathing. Adult: suggestion once a day. Mature adult: warp wood three times a day. Old: plant growth once a day. Very old: entangle once a day. Wyrm: pass without trace three times a day.

Habitat/Society: Green dragons are found in sub-tropical and temperate forests, the older the forest and bigger the trees, the better. The sights and smells of the woods are pleasing to the dragon, and it considers the entire forest or woods its territory. Sometimes the dragon will enter into a relationship with other evil forest-dwelling creatures, which keep the dragon informed about what is going on in the forest and surrounding area in exchange for their lives. If a green dragon lives in a forest on a hillside, it will seek to enslave hill giants, which the dragon considers its greatest enemy. A green dragon makes its lair in underground chambers far beneath its forest.

The majority of green dragons encountered will be alone. However, when a mated pair of dragons and their young are encountered, the female will leap to the attack. The male will take the young to a place of safety before joining the fight. The parents are extremely protective of their young, despite their evil nature, and will sacrifice their own lives to save their offspring.

Ecology: Although green dragons have been known to eat practically anything, including shrubs and small trees when they are hungry enough, they especially prize elves. If the forest is on a hillside, hill giants will hunt the younger dragons, which they consider a delicacy.

Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard MR Type Value

1 2-7 2-5 3 2d6+1 Nil Nil Nil 5,000

2 7-16 5- 15 2 4d6+2 Nil Nil Nil 7,000

3 16-35 15-31 1 6d6+3 Nil Nil Nil 8,000

4 35-44 31-40 0 8d6+4 1 Nil ½H 11,000

5 44-53 40-48 -1 10d6+5 2 15% H 13,000

6 53-62 48-56 -2 12d6+6 3 20% H 14,000

7 62-71 56-64 -3 14d6+7 4 25% H 15,000

8 71-80 64-72 -4 16d6+8 4 1 30% Hx2 16,000

9 80-89 72-80 -5 18d6+9 4 2 40% Hx2 18,000

10 89-98 80-86 -6 20d6+10 4 3 45% Hx2 19,000

11 98-107 86-96 -7 22d6+11 4 4 50% Hx3 21,000

12 107-116 96-104 -8 24d6+12 5 4 55% Hx3 22,000

Red Dragon Dragon, Chromatic

CLIMATE/TERRAIN: Tropical, sub-tropical, and temperate hills and mountains

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Exceptional (15-16)


ALIGNMENT: Chaotic evil

NO. APPEARING: 1 (2-5)

ARMOR CLASS: -3 (base)

MOVEMENT: 9, Fl 30 (C), Jp 3

HIT DICE: 15 (base)

THAC0: 7 (at 9 HD)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-10/1-10/3-30 (3d10)




SIZE: G (48' base)

MORALE: Fanatic (17-18)

XP VALUE: Variable


Red dragons are the most covetous and greedy of all dragons, forever seeking to increase their treasure hoards. They are obsessed with their wealth and memorize an inventory accurate to the last copper. They are exceptionally vain and self confident, considering themselves superior not only to other dragons, but to all other life in general.

When red dragons hatch, their small scales are a bright glossy scarlet. Because of this, they can be quickly spotted by predators and men hunting for skins, so they are hidden in deep underground lairs and not permitted to venture outside until toward the end of their young stage when their scales become turned a deeper red, the glossy texture has been replaced by a smooth, dull finish, and they are more able to take care of themselves. As the dragon continues to age, they are more able to take care of themselves. As the dragon continues to age, the scales become large thick, and as strong as metal.

Red dragons speak their own tongue, a tongue common to all evil dragons, and 16% of hatchling red dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

Combat: Because red dragons are so confident, they never pause to appraise an adversary. When they notice a target they make a snap decision whether to attack, using one of many "perfect" strategies worked out ahead of time in the solitude of their lairs. If the creature appears small and insignificant, such as an unarmored man, the dragon will land to attack with its claws and bite, not wanting to obliterate the creature with its breath weapon, as any treasure might be consumed by the flames. However, if a red dragon encounters a group of armored men, it will use its breath weapon, special abilities, and spells (if it is old enough to have them) before landing.

Breath weapon/special abilities: A red dragon's breath weapon is a searing cone of fire 90' long, 5' wide at the dragon's mouth and 30' at the base. Creatures struck by the flames must save versus breath weapon for half damage. Red dragons cast spells at 9th level, adjusted by their combat modifiers.

Red dragons are born immune to fire. As they age, they gain the following additional powers: Young: affect normal fires three times per day. Juvenile: pyrotechnics three times per day. Adult: heat metal once per day. Old: suggestion once per day. Very old: hypnotism once per day. Venerable: detect gems, kind and number in a 100' radius three times a day.

Habitat/Society: Red dragons can be found on great hills or on soaring mountains. From a high perch they haughtily survey their territory, which they consider to be everything that can be seen from their position. They prefer to lair in large caves that extend deep into the earth.

A red dragon enjoys its own company, not associating with other creatures, or even other red dragons, unless the dragon's aims can be furthered. For example, some red dragons who have charm spells will order men to act as the dragon's eyes and ears, gathering information about nearby settlements and sources of treasure. When a red dragon's offspring reach the young adult stage, they are ordered form the lair and the surrounding territory, as they are viewed as competition.

Red dragons are quick to fight all creatures which encroach on their territory, especially copper and silver dragons which sometimes share the same environment. The hate gold dragons above all else because they believe gold dragons are "nearly" as powerful as themselves.

Ecology: Red dragons are meat eaters, although they are capable of digesting almost anything. Their favorite food is a maiden of any human or demi-human race. Sometimes the dragons are able to charm key villagers into regularly sacrificing maidens to them.

Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 1-12 3-12 0 2d10+1 Nil Nil Nil 7,000

2 12-23 12-21 -1 4d10+2 Nil Nil Nil 8,000

3 23-42 21-30 -2 6d10+3 Nil Nil Nil 10,000

4 42-61 30-49 -3 8d10+4 1 Nil E, S, T 12,000

5 61-80 49-68 -4 10d10+5 2 30% H, S, T 14,000

6 80-99 68-87 -5 12d10+6 2 1 35% H, S, T 15,000

7 99-118 87-106 -6 14d10+7 2 2 40% H, S, T 16,000

8 118-137 106-125 -7 16d10+8 2 2 1 45% H, S, Tx2 19,000

9 137-156 125-144 -8 18d10+9 2 2 2 50% H, S, Tx2 21,000

10 156-165 144-153 -9 20d10+10 2 2 2/1 55% H, S, Tx2 22,000

11 165-174 153-162 -10 22d10+11 2 2 2 2/2 60% H, S, Tx3 23,000

12 174-183 162-171 -11 24d10+12 2 2 2 2 /2 1 65% H, S, Tx3 24,000

Dragon, Chromatic White Dragon

CLIMATE/TERRAIN: Arctic plains, hills, mountains, and subterranean


ORGANIZATION: Solitary or clan


DIET: Special



ALIGNMENT: Chaotic evil

NO. APPEARING: 1 (2-5)

ARMOR CLASS: 1 (base)

MOVEMENT: 12, Fl 40 (C), Sw 12

HIT DICE: 11 (base)

THAC0: 9 (at 11 HD)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-6/1-6/3-16 (2d8)




SIZE: H (24'base)

MORALE: Elite (15-16)

XP VALUE: Variable


White dragons, the smallest and weakest of the evil dragons, are slow witted but efficient hunters. They are impulsive, vicious, and animalistic, tending to consider only the needs and emotions of the moment and having no foresight or regret. Despite their low intelligence, they are as greedy and evil as the other evil dragons.

The scales of a hatchling white dragon are a mirror-like glistening ground. As the dragons ages, the sheen disappears, and by the time it reaches the very old stage, scales of pale blue and light gray are mixed in with the white.

White dragons speak their own tongue, a tongue common to all evil dragons, and 7% of hatchling white dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

Combat: Regardless of a target's size, a white dragon's favorite method of attack is to use its breath weapon and special abilities before closing to melee. This tactic sometimes works to the dragon's detriment, as it can exhaust its breath weapon on smaller prey and then be faces with a larger creature it must attack physically. If a white dragon is pursuing creatures in the water, such as polar bears or seal, it will melee them in their element, fighting with its claws and bite.

Breath weapon/special abilities: A white dragon's breath weapon is a come of frost 70' long, 5' wide at the dragon's mouth, and 25' wide at the base. Creatures caught in the blast may Save versus Breath Weapon for half damage. A white dragon casts its spells and uses its magical abilities at 5th level, plus its combat modifier.

From their birth, white dragons are immune to cold. As they grow older, they gain the following additional abilities: Juvenile: ice walking, which allows the dragon to walk across ice as easily as easily as creatures walk across flat, dry ground. Mature adult: gust of wind three times a day. Very old: wall of fog three times a day, this produces snow or hail rather than rain. Wyrm: freezing fog three times a day. This obscures vision in a 100' radius and causes frost to form, creating a thin layer of glare ice on the ground and on all surfaces within the radius.

Habit/Society: White dragons live in chilly or cold regions, preferring lands where the temperature rarely rises above freezing and ice and snow always cover the ground. When temperatures become too warm, the dragons become lethargic. White dragons bask in the frigid winds that whip over the landscape, and they wallow and play in deep snow banks.

White dragons are lackadaisical parents. Although the young remain with the parents from hatchling to juvenile or young adult stage they are not protected. Once a dragon passes from it hatchling stage, it must fend for itself, learning how to hunt and defend itself, learning how to hunt and defend itself by watching the parents.

White dragons' lairs are usually icy caves and deep subterranean chambers; they select caves that open away from the warming rays of the sun. White dragons store all of their treasure within their lair, and prefer keeping it in caverns coated in ice, which reflect the gems, especially diamonds, because they are pretty to look at.

Ecology: Although white dragons, as all other dragons, are able to eat nearly anything, they are very particular and will consume only food which has been frozen. Usually after a dragon has killed a creature with its breath weapon it will fall to devouring it while the carcass is still stiff and frigid. It will bury other kills in snow banks until they are suitably frozen.

White dragons' natural enemies are frost giants who kill the dragons for food and armor and subdue them for guards and mounts.

Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard MR Type Value

1 1-5 1-4 4 1d6+1 Nil Nil Nil 3,000

2 5-14 4-12 3 2d6+2 Nil Nil Nil 4,000

3 14-23 12-21 2 3d6+3 Nil Nil Nil 6,000

4 23-32 21-28 1 4d6+4 Nil Nil E 8,000

5 32-41 28-36 0 5d6+5 Nil 5% E, O, S 10,000

6 41-50 36-45 -1 6d6+6 1 10% E, 0, S 12,000

7 50-59 45-54 -2 7d6+7 1 15% E, O, S 13,000

8 59-68 54-62 -3 8d6+8 2 20% E, O, Sx2 14,000

9 68-77 62-70 -4 9d6+9 2 25% E, O, Sx2 16,000

10 77-86 70-78 -5 10d6+10 3 30% E, O, Sx2 17,000

11 86-95 78-85 -6 11d6+11 3 35% E, O, Sx3 18,000

12 95-104 85-94 -7 12d6+12 4 40% E, O, Sx3 19,000

Dragon, Gem Amethyst Dragon

CLIMATE/TERRAIN: Temperate and cold mountain lakes

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Genius (17-18)



NO. APPEARING: 1 (2-5)

ARMOR CLASS: -4 (base)

MOVEMENT: 12, Fl 40 (C), Sw 12

HIT DICE: 14 (base)

THAC0: 7 (base)


DAMAGE/ATTACK: 1-10/1-10/5-30




SIZE: G (30' base)

MORALE: Fanatic (17-18)

XP VALUE: Variable


Amethyst dragons are wise and regal, with a detached air, and ignore what they consider to be petty squabbles between good and evil, law and chaos. When hatched, amethyst dragons have lavender skin with small scales of a light, translucent purple. As they grow older, the scales gradually darken. Adults are a sparkling lavender in color.

Amethyst dragons speak their own tongue and the tongue common to all gem dragons, and 18% of hatchling amethyst dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

Combat: Amethyst dragons prefer talking over combat. If parleying goes badly, the dragon attacks first with its breath weapon, then with psionics and spells. They never hide or attempt ambush. Amethyst dragons consider retreat dishonorable, but do so if faced with death.

Breath weapon/special abilities: An amethyst dragon's breath weapon is a faceted, violet lozenge, which it can spit into the midst of enemies, up to 75 feet away. The lozenge explodes with concussive force, causing the indicated damage to all creatures within 60' of the impact (save vs. breath weapon for half damage). In addition, all creatures size huge and smaller must save vs. paralyzation or be knocked down. Any creature taking damage from the blast has a 50% chance of being knocked unconscious for one round per age level of the dragon, plus 1d8 rounds. An amethyst dragon casts spells and uses its magical abilities at 9th level, plus its combat modifier.

Amethyst dragons are born with an innate water breathing ability and an immunity to poisons. They are also immune to force attacks and effects, such as those from beads of force, Bigby's hand spells, wall of force, and Otiluke's resilient sphere. As they age, they gain the following additional powers: Young: water walking six times a day. Juvenile: neutralize poison six times a day. Adult: shape change, as a druid, into a reptile, bird, or mammal, three times a day, with each form usable only once per day. Old: otiluke's resilient sphere three times a day. Very old: reflecting pool once a day. Venerable: control weather once a day.

Psionics Summary:

Level Dis/Sci/Dev Attack/Defense Score PSPs

= HD 3/3/5 PB,EW,PsC/M-,TS,TW = Int 250

Common powers (most amethyst dragons prefer psychokinetic powers and many choose psychometabolism as an additional discipline):

Psychokinesis - Sciences: detonate, project force, telekinesis. Devotions: control body, inertial barrier, molecular agitation.

Psychometabolism - Sciences: complete healing, energy containment, metamorphosis. Devotions: cell adjustment, expansion, reduction.

Telepathy - Sciences: domination, mindlink, mindwipe. Devotions: contact, ESP, identity penetration, truthear.

Metapsionics - Sciences: empower, psychic surgery, ultrablast. Devotions: magnify, psionic sense, psychic drain.

Habitat/Society: Amethyst dragons live on the shores of isolated mountain lakes and pools, some in caves beneath the water. They are good parents, but believe their young should fend for themselves as soon as they become young adults. Amethyst dragons dislike red and white dragons, and consider silver and copper dragons to be foolish.

Ecology: Amethyst dragons prefer to eat fish and a large number of gems. They are not inherently enemies with any life form.

Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 2-10 4-10 -1 2d8+1 Nil Nil Nil 4,000

2 10-18 10-16 -2 4d8+2 Nil Nil Nil 6,000

3 18-28 16-26 -3 6d8+3 Nil Nil Nil 7,000

4 28-38 26-36 -4 8d8+4 Nil/1 Nil H, U, T 9,000

5 38-53 36-46 -5 10d8+5 1/1 25% H, Ux2, T 10,000

6 53-68 46-56 -6 12d8+6 1/2 1 30% H, Ux3, Tx2 12,000

7 68-80 56-66 -7 14d8+7 1 1/2 1 1 35% H, Ux4, Tx2 13,000

8 80-92 66-76 -8 16d8+8 2 1/2 2 1 1 40% H, Ux6, Tx3 15,000

9 92-102 76-82 -9 18d8+9 2 1 1/2 2 2 1 1 45% H, Ux8, Tx3 17,000

10 102-112 82-88 -10 20d8+10 2 2 1 1/2 2 2 2 1 1 50% H, Ux10, Tx4 19,000

11 112-122 88-94 -11 22d8+11 2 2 2 2 1/2 2 2 2 2 1 55% H, Ux13, Tx4 20,000

12 122-132 94-100 -12 24d8+12 2 2 2 2 2 2/2 2 2 2 2 2 60% H, Ux16, Tx5 21,000

Dragon, Gem Crystal Dragon

CLIMATE/TERRAIN: Temperate and cold mountains

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special



ALIGNMENT: Chaotic neutral

NO. APPEARING: 1 (2-5)

ARMOR CLASS: 0 (base)

MOVEMENT: 9, Fl 24 (C), Jp 3

HIT DICE: 10 (base)

THAC0: 11 (base)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-6/1-6/2-12




SIZE: L (12' base)

MORALE: Fanatic (17-18)

XP VALUE: Variable


Crystal dragons are the friendliest of the gem dragons, always curious about the world. Though they seldom seek out company, they willingly converse with visitors who do not try to steal from them.

At birth, crystal dragons have glossy white scales. As the dragons age, their scales become translucent. Moonlight and starlight causes their scales to luminesce, while bright sunlight lends them a dazzling brilliance which makes crystal dragons almost unbearable to look at.

Crystal dragons speak their own tongue and the tongue common to all gem dragons, and 10% of hatchling crystal dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

Combat: Crystal dragons greatly prefer conversation to combat, and often use charm person early in any conversation. They do not initially hide, but if visitors become hostile, a crystal dragon will retreat immediately to observe its enemies with its special abilities, and plan an attack. Often, it uses its breath weapon first, to weaken and disorient enemies. Spells and other abilities are used as needed, with claws and bite a last resort.

Breath weapon/special abilities: This dragon's breath weapon is a cone of glowing shards; the cone is 60 feet long, 5 feet wide at the dragon's mouth, and 25 feet wide at the base. Creatures caught in the blast can save vs. breath weapon for half damage, and must make a second saving throw vs. breath weapon or be blinded by the dazzling shards for one turn per age level of the dragon. The shards shine as bright as daylight, and can be seen for miles. Creatures within 60 feet must save vs. breath weapon or be dazzled, incurring a penalty of -2 to attack rolls for one turn per age level of the dragon. A crystal dragon casts spells and uses magical abilities at 5th level, plus its combat modifier.

Crystal dragons are born immune to light-based attacks and normal cold, and able to cast charm person at will. As they age, they gain these additional powers: Juvenile: color spray three times a day. Mature adult: suggestion three times a day. Very old: luckscale once a day. This allows the dragon to enchant one of its scales as a stone of good luck. The enchantment lasts one hour per age category of the dragon. Such scales are given to friendly visitors. Wyrm: control winds three times a day.

Psionics Summary:

Level Dis/Sci/Dev Attack/Defense Score PSPs

= HD 1/1/2 EW/M- = Int 100

Common powers:

Clairsentience - Sciences: clairaudience, clairvoyance, precognition. Devotions: any.

Habitat/Society: Crystal dragons prefer cold, open areas with clear skies, and they enjoy stargazing. They have been known to build snow forts, create beautiful snow sculptures, and throw balls of snow at various targets. They are fun-loving and mischievous. Crystal dragons are reasonably good parents, if somewhat irresponsible.

Crystal dragons are hunted by some white dragons. However, a rare crystal dragon will adopt a young white dragon, to teach it to be friendly. Though generally friendly, they bear great enmity towards all giants, who sometimes try to enslave them.

Ecology: Crystal dragons prefer gems and metal ores to all other foods.

Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 1-4 1-6 3 1d4+1 Nil Nil Nil 1,400

2 4-9 6-11 2 2d4+2 Nil Nil Nil 2,000

3 9-14 11-16 1 3d4+3 Nil Nil Nil 3,000

4 14-21 16-23 0 4d4+4 Nil/1 Nil E, Q 5,000

5 21-28 23-30 -1 5d4+5 1/1 5% E, Qx2, T 6,000

6 28-38 30-40 -2 6d4+6 1/1 1 10% H, Qx3, T 7,000

7 38-48 40-50 -3 7d4+7 1/1 1 1 15% H, Qx4, T 9,000

8 48-56 50-60 -4 8d4+8 1 1/1 1 1 20% H, Qx5, T 10,000

9 56-64 60-70 -5 9d4+9 1 1 1/2 1 1 25% H, Qx6, Tx2 12,000

10 64-72 70-77 -6 10d4+10 1 1 1/2 2 1 1 30% H, Qx7, Tx2 13,000

11 72-80 77-84 -6 11d4+11 2 1 1/2 2 2 1 35% H, Qx8, Tx2 15,000

12 80-92 84-91 -8 12d4+12 2 2 1/2 2 2 2 40% H, Qx9, Tx2 16,000

Dragon, Gem Emerald Dragon

CLIMATE/TERRAIN: Tropical and subtropical extinct volcanoes

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Exceptional (15-16)


ALIGNMENT: Lawful neutral

NO. APPEARING: 1 (2-5)

ARMOR CLASS: -2 (base)

MOVEMENT: 9, Fl 30 (C), Br 3

HIT DICE: 12 (base)

THAC0: 9 (base)


DAMAGE/ATTACK: 1-8/1-8/3-18




SIZE: H (20' base)

MORALE: Fanatic (17-18)

XP VALUE: Variable


Emerald dragons are very curious, particularly about local history and customs, but prefer to only observe. They are the most paranoid of the gem dragons, and do not like people get too close to their treasure.

Emerald dragons have translucent green scales at birth. As they age, the scales harden and take on many shades of green. They scintillate in light, and the dragon's hide seems to be in constant motion.

Emerald dragons speak their own tongue and the tongue common to all gem dragons, and 14% of hatchling emerald dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

Combat: Emerald dragons usually set up traps and alarms around their lairs to warn them of visitors. They often hide from intruders, using special abilities to observe, and seldom come out to speak. If intruders attack or approach the dragon's treasure, the dragon burrows underneath to surprise its victims, then use breath weapon and claws, seeking to quickly disable as many as it can. If faced with superior forces, the dragon retreats, waiting years for revenge if necessary.

Breath weapon/special abilities: An emerald dragon's breath weapon is a loud, keening wail which sets up a sonic vibration affecting all creatures within 120 feet of the dragon's mouth. Those in the area can save vs. breath weapons for half damage from the painful vibrations. Victims must make a second saving throw vs. breath weapon or be stunned, unable to defend or attack, for three rounds per age level of the dragon, plus 1d4 rounds. Those who successfully save are deafened and disoriented instead, for a like amount of time, and at -1 to attack rolls. Deafness does not protect one from vibratory damage, but pre-vents stunning or additional deafness. An emerald dragon casts spells and uses its magical abilities at 6th level, plus its combat modifier.

Emerald dragons are born with an innate flame walk ability and an immunity to sound-based attacks. As they age, they gain the following additional powers: Young: audible glamer three times a day. Juvenile: hypnotism three times a day. Adult: Melf's minute meteors three times a day. Mature adult: hold person three times a day. Venerable: animate rock once a day. Great wyrm: geas once a day. Hypnotism and geas are effected by the dragon's skilled rippling movement of its scales.

Psionics Summary:

Level Dis/Sci/Dev Attack/Defense Score PSPs

= HD 2/2/3 PB,II/M-,TW = Int 180

Common powers (most emerald dragons prefer telepathic powers):

Clairsentience - Sciences: aura sight, object reading, precognition. Devotions: all-around vision, combat mind, danger sense.

Telepathy - Sciences: ejection, mindlink, probe. Devotions: contact, ESP, life detection, sight link, sound link.

Habitat/Society: Emerald dragons are reclusive, making lairs in the cones of extinct or seldom active volcanoes. These dragons are protective parents and prefer their young to stay in the lair as long as possible for mutual protection. Emerald dragons sometimes live near sapphire dragons, and they fear the voracious greed of red dragons.

Ecology: Emerald dragons will eat anything, but prefer lizards and giants. They are actively hostile towards fire giants.

Body Tail Breath Spells Treas XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 3-9 2-7 1 2d4+1 Nil Nil Nil 2,000

2 9-18 7-14 0 4d4+2 Nil Nil Nil 3,000

3 18-27 14-21 -1 6d4+3 Nil Nil Nil 5,000

4 27-36 21-28 -2 8d4+4 1 Nil ½H, Qx2 7,000

5 36-45 28-35 -3 10d4+5 1/1 15% H, Qx4, T 8,000

6 45-54 35-42 -4 12d4+6 1 1/1 20% H, Qx6, T 10,000

7 54-63 42-49 -5 14d4+7 1 1/1 1 25% H, Qx8, Tx2 12,000

8 63-72 49-56 -6 16d4+8 1 1 1/2 1 30% H, Qx10, Tx2 13,000

9 72-81 56-63 -7 18d4+9 2 1 1/2 1 1 35% Hx2, Qx12, Tx2 14,000

10 81-90 63-70 -8 20d4+10 2 2 1/2 2 1 40% Hx2, Qx14, Tx3 16,000

11 90-99 70-77 -9 22d4+11 2 2 1 1/2 2 1 1 45% Hx2, Qx16, Tx3 17,000

12 99-108 77-84 10 24d4+12 2 2 1 1 1/2 2 2 1 50% Hx2, Qx18, Tx3 19,000

Dragon, Gem Sapphire Dragon

CLIMATE/TERRAIN: Any subterranean

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Genius (17-18)


ALIGNMENT: Lawful neutral

NO. APPEARING: 1 (2-5)

ARMOR CLASS: -3 (base)

MOVEMENT: 9, Fl 30 (C), Br 6

HIT DICE: 13 (base)

THAC0: 7 (base)


DAMAGE/ATTACK: 1-8/1-8/5-20 (3d6+2)




SIZE: H (24' base)

MORALE: Fanatic (17-18)

XP VALUE: Variable


While not actively hostile, sapphire dragons are militantly territorial and initially distrustful of anyone who approaches.

These beautiful dragons range from light to dark blue, and sparkle in the light, even at birth. Sapphire dragons are often mistaken for blue dragons, unless someone recalls the latter's preferred arid environment.

Sapphire dragons speak their own tongue and the tongue common to all gem dragons, and 16% of hatchling sapphire dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

Combat: Sapphire dragons generally observe intruders before deciding what to do with them, unless known enemies such as drow or dwarves are present. If others are not actively hostile the dragon attempts conversation and spell use to determine their intentions and convince them to leave. If the dragon or its treasure is threatened, it attacks immediately with breath weapon, spells, and physical attacks. It uses psionics or other special abilities to escape if its life is in jeopardy.

Breath weapon/special abilities: This dragon's breath weapon is cone of high-pitched, almost inaudible sound, 75 feet long, 5 feet wide at the dragon's mouth, and 25 feet wide at the base. Creatures caught by the blast can save vs. breath weapon for half damage from the sound's disruption, and must make a second saving throw vs. breath weapon or be affected by fear, fleeing the dragon in panic for two rounds per age level of the dragon, plus 1d6 rounds. This is a metabolic effect, and creatures unaffected by magical fear still suffer from the effects if they fail their save. Deafness does not protect one from the breath weapon's damage, though it prevents fear effects. A sapphire dragon casts spells and uses magical abilities at 7th level, plus combat modifier.

Sapphire dragons are born with immunity to all forms of fear, as well as immunity to web, hold, slow, and paralysis. As they age, they gain the following additional powers: Young: continual light three times a day. Juvenile: stone shape three times a day. Adult: anti-magic shell once a day. Mature adult: passwall six times a day. Venerable: wall of stone three times a day. Great wyrm: sunray three times a day.

Psionics Summary:

Level Dis/Sci/Dev Attack/Defense Score PSPs

= HD 2/2/4 PB,EW/M-,IF = Int 200

Common powers (most sapphire dragons use psychoportive powers):

Clairsentience - Sciences: clairaudience, clairvoyance. Devotions: know direction, radial navigation.

Psychokinesis - Sciences: disintegrate, molecular rearrangement, telekinesis. Devotions: animate shadow, control light, molecular manipulation, soften.

Psychoportation - Sciences: any. Devotions: any.

Habitat/Society: Sapphire dragons live deep underground and often place their treasure in caverns accessible only through magic or psionics. They sometimes share territory with emerald dragons. Sapphire dragons treat their young well, but force them to leave and find their own territory as soon as they are young adults.

Ecology: Sapphire dragons consider giant spiders a great delicacy and often hunt them. Deep dragons, drow, dwarves, mind flayers, and aboleth are great enemies of sapphire dragons.

Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 4-10 2-5 0 2d6+1 Nil Nil Nil 2,000

2 10-20 5-10 -1 4d6+2 Nil Nil Nil 4,000

3 20-30 10-15 -2 6d6+3 Nil Nil Nil 6,000

4 30-40 15-20 -3 8d6+4 Nil/1 Nil H, Qx2 8,000

5 40-50 20-25 -4 10d6+5 1/1 20% H, Qx4, T 9,000

6 50-60 25-30 -5 12d6+6 1/1 1 25% H, Qx6, T 11,000

7 60-70 30-35 -6 14d6+7 1 1/1 1 30% H, Qx8, Tx2 13,000

8 70-80 35-40 -7 16d6+8 2 1/2 1 35% Hx2, Qx10, Tx2 14,000

9 80-90 40-45 -8 18d6+9 2 1 1/2 1 1 40% Hx2, Qx13, Tx3 15,000

10 90-100 45-50 -9 20d6+10 2 2 1/2 2 1 1 45% Hx2, Qx16, Tx3 17,000

11 100-110 50-55 -10 22d6+11 2 2 1 1/2 2 2 1 1 50% Hx2, Qx20, Tx4 18,000

12 110-130 55-65 -11 24d6+12 2 2 2 1/2 2 2 2 2 55% Hx2, Qx24, Tx4 20,000

Dragon, Gem Topaz Dragon

CLIMATE/TERRAIN: Temperate or cold seacoast

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Exceptional (15-16)


ALIGNMENT: Chaotic neutral

NO. APPEARING: 1 (2-5)

ARMOR CLASS: -1 (base)

MOVEMENT: 9, Fl 24 (C), Sw 9

HIT DICE: 11 (base)

THAC0: 9 (base)


DAMAGE/ATTACK: 2-7/2-7/2-16




SIZE: H (15' base)

MORALE: Elite (15-16)

XP VALUE: Variable

Topaz dragons are unfriendly and selfish. Though not malevolent, they are seldom pleasant to deal with because of their erratic behavior. Topaz dragons neither seek company nor welcome it.

At hatching, topaz dragons are a dull yellow-orange in color. As they age and their scales harden, the scales become translucent and faceted. Adult topaz dragons sparkle in full sunlight.

Topaz dragons speak their own tongue and the tongue common to all gem dragons, and 12% of hatchling topaz dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

Combat: Topaz dragons dislike intruders, but avoid combat, often conversing to hide psionics or magic use. If intruders are hostile, or the dragon tires of them, it attacks, psionically first if possible, using spells as needed. They enjoy using teeth and claws, and usually save their breath weapon until wounded. The dragon may pretend to surrender to buy time, and retreats if greatly threatened. It usually makes one or more false retreats, attempting to come back and attack with surprise.

Breath weapon/special abilities: This dragon's breath weapon is a cone of dehydration, 70 feet long, 5 feet wide at the dragon's mouth and 25 feet wide at the base. When directed against liquids, a cubic foot of water dries up per hit point of damage. Creatures caught by the cone can make a saving throw vs. breath weapon for half damage from water loss. Those who fail to save lose 1d6+6 Strength points; those who succeed lose only 1d6 Strength points. Curative spells less powerful than heal or regeneration are ineffective against Strength loss, though victims who are carefully nursed back to health recover one Strength point per day. Any creature reduced to a Strength of zero or less dies instantly. A topaz dragon casts spells and uses magical abilities at 5th level, plus combat modifier.

At birth, topaz dragons can breathe water and are immune to cold. As they age, they gain the following powers: Young: protection from evil or good three times a day. Juvenile: blink three times a day. Adult: wall of fog three times a day. Mature adult: airy water three times a day, 10-foot radius per age category of the dragon. Old: part water once a day.

Psionics Summary:

Level Dis/Sci/Dev Attack/Defense Score PSPs

= HD 1/1/3 MT,II/M-,MB = Int 120

Common powers (most topaz dragons prefer psychometabolic powers):

Psychokinesis - Sciences: telekinesis. Devotions: animate object, control wind, molecular manipulation, soften.

Psychometabolism - Sciences: energy containment, life draining, metamorphosis. Devotions: biofeedback, body equilibrium, cause decay, chemical simulation.

Habitat/Society: Topaz dragons live by the sea, often building or claiming caves below the waterline; they keep their caves completely dry. These dragons enjoy sunning on rocky outcroppings, enjoying wind and spray. They like water little and swim only to hunt or attack. They are indifferent parents at best, and abandon young to protect themselves. They dislike bronze dragons and attack them on sight.

Ecology: Topaz dragons prefer to eat fish and other aquatic creatures, especially giant squid.

Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 2-9 2-5 2 1d6+1 Nil Nil Nil 2,000

2 9-16 5-9 1 2d6+2 Nil Nil Nil 3,000

3 16-23 9-13 0 3d6+3 Nil Nil Nil 5,000

4 23-35 13-17 -1 4d6+4 Nil/1 Nil E, Q 7,000

5 35-44 17-23 -2 5d6+5 1/1 10% H, Qx3, T 8,000

6 44-53 23-29 -3 6d6+6 1/1 1 15% H, Qx5, T 10,000

7 53-59 29-33 -4 7d6+7 1/2 1 20% H, Qx7, T 12,000

8 59-65 33-37 -5 8d6+8 1 1/2 1 1 25% H, Qx9, Tx2 14,000

9 65-70 37-41 -6 9d6+9 1 1 1/2 2 1 30% H, Qx11, Tx2 15,000

10 70-75 41-45 -7 10d6+10 2 1 1/2 2 1 1 35% H, Qx13, Tx2 16,000

11 75-80 45-48 -8 11d6+11 2 2 1/2 2 2 1 40% Hx2, Qx15, Tx3 17,000

12 80-92 48-50 -9 12d6+12 2 2 1 1/2 2 2 2 45% Hx2, Qx17, Tx3 18,000

Dragon, Metallic Brass Dragon

CLIMATE/TERRAIN: Arid desert and plain


ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: High (13-14)


ALIGNMENT: Chaotic good (neutral)

NO. APPEARING: 1 (2-5)

ARMOR CLASS: 0 (base)

MOVEMENT: 12, Fl 30 (C), Br 6

HIT DICE: 12 (base)

THAC0: 9

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-6//1-6/4-16




SIZE: G (30' base)

MORALE: Fanatic (17 base)

XP VALUE: Variable


Brass dragons are great talkers, but not particularly good conversationalists. They are egotistical and often boorish. They oftern have useful information, but will divulge it only after drifting off the subject many times and after hints that a gift would be appreciated.

At birth, a brass dragon's scales are dull. Their color is a brassy, mottled brown. As the dragon gets older, the scales become more brassy, until they reach a warm burnished appearance.

Combat: Brass dragons would rather talk than fight. If an intelligent creature tries to take its leave of a brass dragon without talking to it at length, the dragon might have a fit of pique and try to force a conversation with suggestion or by giving the a dose of sleep gas. If the victim falls asleep it will awaken to find itself pinned under the dragon or buried to the neck in the sand until the dragon's thirst for small talk is slaked. Before melee, brass dragons create a cloud of dust with dust devil or control winds, then charge or snatch. Brass dragons often use control temperature to create heat to discomfort their opponents. When faced with real danger, younger brass dragons will fly out of sight, then hide by burrowing. Older dragons spurn this ploy.

Breath weapon abilities: A brass dragon has two breath weapons: a cone of sleep gas 70' long, 5' wide at the dragon's mouth, and 20' wide at its end; or a cloud of blistering desert heat 50' long, 40' wide, and 20' high. Creatures caught in the gas, regardless of Hit Dice or level, must save vs. breath weapon for half. A brass dragon casts its spells and uses its magical abilities at 6th level, plus its combat modifier.

At birth, brass dragons can speak with animals freely, and are immune to fire and heat. As they age, they gain the following additional powers:

Young: create or destroy water three times a day. Juvenile: dust devil once a day. Adult: suggestion once a day. Mature adult: control temperature three times a day in a 10' radius per age level. Old: control winds once a day. Great wyrm: Summon djinni once a week. The dragon usually asks the djinni to preform some service. Although the djinni serves willingly, the dragon will order it into combat only in extreme circumstances, as the dragon would be dismayed and embarrassed if the djinni were killed.

Habit/Society: Brass dragons are found in arid, warm climates; ranging from sandy deserts to dry steppes. They love intense, dry heat and spend most of their time basking in the sun. They lair in high caves, preferably facing east where the sun can warm the rocks, and their territories always contain several spots where they can bask and trap unwary travelers into conversation.

Brass dragons are very social. They usually are on good terms with neighboring brass dragons and sphinxes. Brass dragons are dedicated parents. If their young are attacked they will try to slay the enemy, using their heat breath weapons and taking full advantage of their own immunity.

Because they share the same habitat, blue dragons are brass dragons' worst enemies. Brass dragons usually get the worst of a one-on-one confrontation, mostly because of the longer reach of the blue dragon's breath weapon. Because of this, brass dragons usually try to evade blue dragons until they can rally their neighbors for a mass attack.

Ecology: Like other dragons, brass dragons can, and will, eat almost anything if the need arises. In practice, however, they eat very little. They are able to get nourishment from the morning dew, a rare commodity in their habitat, and have been seen carefully lifting it off plants with their long tongues.


Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 3-6 2-5 3 2d4+1 Nil/Nil Nil Nil 4,000

2 6-14 4-12 2 4d4+2 Nil/Nil Nil Nil 6,000

3 14-22 12-18 1 6d4+3 Nil/Nil Nil Nil 8,000

4 22-31 18-24 0 8d4+4 Nil/1 Nil ½H 11,000

5 31-41 24-34 -1 10d4+5 1 15% H 13,000

6 41-52 34-44 -2 12d4+6 1 1 20% H 14,000

7 52-64 44-54 -3 14d4+7 2 1 25% H 15,000

8 64-77 54-64 -4 16d4+8 3 2/1 30% Hx2 17,000

9 77-91 64-74 -5 18d4+9 3 3/1 1 35% Hx2 18,000

10 91-105 74-84 -6 20d4+10 4 3/2 1 40% Hx2 19,000

11 105-121 84-94 -7 22d4+11 4 4/2 2 45% Hx3 20,000

12 121-138 94-104 -8 24d4+12 5 4/3 2 50% Hx3 21,000

Bronze Dragon Dragon, Metallic

CLIMATE/TERRAIN: Tropical, sub-tropical, and temperate subterranean, lake

shore, and sea shore

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Exceptional (15-16)


ALIGNMENT: Lawful good

NO. APPEARING: 1 (2-5)

ARMOR CLASS: -2 (base)

MOVEMENT: 9, Fl 30 (C), Sw 12

HIT DICE: 14 (base)

THAC0: 8 (base)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-8//1-8/4-24




SIZE: G (42' base)

MORALE: Fanatic (17 base)

XP VALUE: Variable


Bronze dragons are inquisitive and fond of humans and demi-humans. They enjoy polymorphing into small, friendly animals so they can unobtrusively observe humans and demi-humans, especially adventurers. Bronze dragons thrive on simple challenges such as riddles and harmless contests. They are fascinated by warfare and will eagerly join an army if the cause is just and the pay is good.

At birth, a bronze dragon's scales are yellow tinged with green, showing only a hint of bronze. As the dragon approached adulthood, its color deepens slowly changing to a rich bronze tone that gets darker as the dragon ages. Dragons from the very old stage on develop a blue-black tint to the edges of their scales, similar to a patina on ancient bronze armor or statues.

Bronze dragons speak their own tongue, a tongue common to all good dragons, and 16% of hatchling bronze dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

Combat: Bronze dragons dislike killing creatures with animal intelligence and would rather bribe them (perhaps with food), or force them away with repulsion. When confronted with intelligent opponents bronze dragons use their ESP ability to learn their opponents' intentions. When attacking they blind their opponents with wall of fog, then charge. Or, if they are flying they will snatch opponents. When fighting under water, they use airy water to maintain the effectiveness of their breath weapons, and to keep away purely aquatic opponents. Against boats or ship they summon a storm or use their tail slap to smash the vessels' hulls. If the dragon is inclined to be lenient, seafaring opponents might merely find themselves becalmed, fog bound, or with broken masts.

Breath weapon/special abilities: A bronze dragon has two breath weapons: a stroke of lightning 100' long and 5' side or a cloud of repulsion gas 20' long, 30' wide, and 30' high. Creatures caught in the gas must save vs. breath weapon or move away from the dragon for two minutes per age level of the dragon, plus 1-6 minutes. Creature caught in the lightning take damage, save vs. breath weapon for half. A bronze dragon casts its spells and uses its magical abilities at 8th level, plus its combat modifier.

At birth, bronze dragons have a water breathing ability, can speak with animals at will, and are immune to electricity. As they age, they gain the following additional powers: Young: create food and water and polymorph self three times a day. (Each change in form lasts until the dragon chooses a different form. Reverting to the dragon's normal form does not count as a change.) Juvenile: wall of fog once a day. Adult: ESP three times a day. Mature adult: airy water three times a day in a 10' radius per age category of the dragon. Old: weather summoning once a day.

Habitat/Society: Bronze dragons like to be near deep fresh or slat water. They are good swimmers and often visit the depths to cool off or to hunt for pearls or treasure from sunken ships. They prefer caves that are accessible only from the water, but their lairs are always dry-they do not lay eggs, sleep, or store treasure under water.

Bronze dragons are fond of sea mammals, especially dolphins and whales. These animals provide the dragons with a wealth of information on shipwrecks, which the dragons love to plunder, and detail the haunts of large sharks. Bronze dragons detest pirates, disabling or destroying their ships.

Ecology: Bronze dragons eat aquatic plants and some varieties of seafood. They especially prize of shark meat. They also dine on an occasional pearl, and, like other dragons, can eat almost anything in a pinch. Evil, amphibious sea creatures (particularly sahuagin), who can invade their air filled lairs, are their greatest enemies.

Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 5-14 3-10 1 2d8+1 Nil/Nil Nil Nil 6,000

2 14-23 10-19 0 4d8+2 Nil/Nil Nil Nil 8,000

3 23-32 19-28 -1 6d8+3 Nil/Nil Nil Nil 10,000

4 32-42 28-37 -2 8d8+4 1 Nil E, S, T 12,000

5 42-52 37-44 -3 10d8+5 1 1 20% H, S, T 14,000

6 52-63 44-52 -4 12d8+6 2 1 25% H, S, T 15,000

7 63-74 52-60 -5 14d8+7 2 2 30% H, S, T 16,000

8 74-85 60-70 -6 16d8+8 2 2 1/1 35% H, S, Tx2 20,000

9 85-96 70-80 -7 18d8+9 2 2 2/1 1 40% H, S, Tx2 22,000

10 96-108 80-90 -8 20d8+10 2 2 2 1/2 1 45% H, S, Tx2 23,000

11 108-120 90-100 -9 22d8+11 2 2 2 2/2 2 50% H, S Tx3 24,000

12 120-134 100-110 -10 24d8+12 2 2 2 2 1/2 2 1 55% H, S, Tx3 25,000

Dragon, Metallic Copper Dragon

CLIMATE/TERRAIN: Arid and temperate hills and mountains


ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: High (13-14)


ALIGNMENT: Chaotic good

NO. APPEARING: 1 (2-5)

ARMOR CLASS: 1 (base)

MOVEMENT: 9, Fl 30 (C), Jp 3

HIT DICE: 13 (base)

THAC0: 9

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-6//1-6/5-20




SIZE: G (36' base)

MORALE: Elite (16 base)

XP VALUE: Variable


Cooper dragons are incorrigible pranksters, joke tellers, and riddlers. They are prideful and are not good losers, although they are reasonable good winner. They are particularly selfish, and greedy for their alignment, and have an almost neutral outlook where wealth is concerned.

At birth, a copper dragon's scales have a ruddy brown color with a copper tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by the time the dragon becomes a young adult. Beginning at the venerable stage, the dragons' scales pick up a green tint.

Copper dragons speak their own tongue, a tongue common to all good dragons, and 14% of hatchling copper dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases to 5% per age category of the dragon.

Combat: Copper dragons like to taunt and annoy their opponents, hoping they will give up or become angry and act foolishly. Early in an encounter, a copper dragon will jump from one side of an opponent to another, landing on inaccessible or vertical stone surfaces. If there are no such places around a dragon's lair, the dragon will create them ahead of time using stone shape, move earth, and wall of stone. An angry copper dragon will mire its opponents using rock to mud, and will force victims who escape the mud, into it with kicks. Once opponents are trapped in the mud, the dragon will crush them with a wall of stone or snatch them and carry them aloft. When fighting airborne opponents, a dragon will draw its enemies into narrow, stony gorges where it can use its spider climb ability in an attempt to maneuver the enemy into colliding with the walls.

Breath weapon/special abilities: A copper dragon's breath is either a cloud of slow gas 30' long, 20' wide, and 20' high or a spurt of acid 70' long and 5' wide. Creatures caught in the gas must save vs. breath weapon or be slowed for three minutes per age level of the dragon. Creatures caught in the acid take damage, save vs. breath weapon for half. A copper dragon cast its spells and uses its magical abilities at 7th level, plus its combat modifier.

At birth, copper dragons can spider climb (stone surfaces only) and are immune to acid. As they age, they gain the following additional powers: Young: neutralize poison three times a day. Juvenile: stone shape twice a day. Adult: forget once a day. Mature adult: rock to mud once a day. Old: move earth once a day. Great wyrm: wall of stone once a day. A copper dragon can jump 30 yards forward or sideways, reaching heights up to 20' at mid jump. They can jump 30' straight up.

Habitat/Society: Copper dragons like dry, rocky uplands and mountains. They lair in narrow caves and often conceal the entrances using move earth and stone shape. Within the lair, they construct twisting mazes with open tops. These allow the dragon to fly or jump over intruders struggling through the maze.

Copper dragons appreciate wit, and will usually leave good or neutral creatures alone if they can relate a joke, humorous story, or riddle the dragon has not heard before. They quickly get annoyed with creatures who don't laugh at their joked or do not accept the dragon's tricks and antics with good humor.

Because they often inhabit hills in sight of red dragons' lairs conflicts between the two subspecies often occur. Copper dragons usually run for cover until they can equal the odds.

Ecology: Copper dragons are determined hunters, the good sport a hunt provides is at least as important as the food they get. They are known to eat almost anything, including metal ores. However, they prize giant scorpions and other large poisonous creatures (they say the venom sharpens their wit). The dragon's digestive system can handle the venom safely, although injected venoms affect them normally.


Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 3-8 2-6 2 2d6+1 Nil Nil Nil 5,000

2 8-16 4-12 1 4d6+2 Nil Nil Nil 7,000

3 16-27 12-20 0 6d6+3 Nil Nil Nil 9,000

4 27-38 20-30 -1 8d6+4 1 Nil ½H, S 11,000

5 38-50 30-40 -2 10d6+5 2 10% H, S 14,000

6 50-59 40-50 -3 12d6+6 3 15% H, S 15,000

7 59-73 50-60 -4 14d6+7 3 1 20% H, S 16,000

8 73-86 60-70 -5 16d6+8 3 2/1 25% H, Sx2 17,000

9 86-100 70-80 -6 18d6+9 3 3/2 30% H, Sx2 19,000

10 100-114 80-90 -7 20d6+10 3 3 1/3 35% H, Sx2 21,000

11 114-130 90-100 -8 22d6+11 3 3 2/3 2 40% H, Sx3 22,000

12 130-147 100-110 -9 24d6+12 3 3 2 1/3 3 45% H, Sx3 23,000

Gold Dragon Dragon, Metallic


FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Genius (17-18)


ALIGNMENT: Lawful good

NO. APPEARING: 1 (2-5)

ARMOR CLASS: -4 (base)

MOVEMENT: 12, Fl 40 (C), Jp 3, Sw 12 (15)

HIT DICE: 16 (base)

THAC0: 5 (at 16 HD)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-10//1-10/6-36 (6d6)




SIZE: G (54' base)

MORALE: Fanatic (17-18)

XP VALUE: Variable


Gold dragons are wise, judicious, and benevolent. They often embark on self-appointed quests to promote goodness, and are not easily distracted from them. They hate injustice and foul play. A gold dragon frequently assumes human or animal guise and usually will be encountered disguised.

At birth, a gold dragon's scales are dark yellow with golden metallic flecks. The flecks get larger as the dragon matures until, at the adult stage, the scales grow completely golden.

Gold dragons speak their own tongue, a tongue common to all good dragons, and 18% of hatchling gold dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

Combat: Gold dragons usually parley before combat. When conversing with intelligent creatures they use detect lie and detect gems spells to gain the upper hand. In combat, they quickly use bless and luck bonus. Older dragons use luck bonus at the start of each day if the duration is a day or more. They make heavy use of spells in combat. Among their favorites are sleep, stinking cloud, slow, fire shield, cloudkill, globe of invulnerability, delayed blast fireball, and maze.

Breath weapon/special abilities: A gold dragon has two breath weapons: a cone of fire 90' long, 5' wide at the dragon's mouth, and 30' wide at the end or a cloud of potent chlorine gas 50' long, 40' wide and 30' high. Creatures caught in either effect are entitled to a save versus breath weapon for half damage.

At birth, gold dragons have water breathing ability, can speak with animals freely, and are immune to fire and gas. They can also polymorph self three times a day. Each change form lasts until the dragon chooses a different form; reverting to the dragon's normal form does not count as a change. A gold dragon's natural form has wings. However, they sometimes choose a wingless form to facilitate swimming, gaining the higher swimming rate listed above. A gold dragon in any wingless form can fly at a speed of 6 (MC E).

As they age, they gain the following additional powers. Young: bless three times a day. Juvenile: detect lie three times a day. Adult: animal summoning once a day. Mature adult: animal summoning once a day. Mature adult: luck bonus once a day. Old: quest once a day, and detect gems three times a day. (This allows the dragon to know the number and kind of precious stones within a 30' radius, duration is one minute.

The luck bonus power of mature adults is used to aid good adventurers. By touch the dragon can enchant one gem to bring good luck. The gem is usually one which has been embedded in the dragon's hide. When the dragon carries the gem, it and every good creature in a 10' radius per age category of the dragon receives a +1 bonus to all Saving Throws and similar dice rolls, cf. stone of good luck. If the dragon gives a gem to another creature only the bearer gets the bonus. The enchantment lasts three hours per age category of the dragon. plus 1-3 hours. The enchantment ends if the gem is destroyed before its duration expires.

Habit/Society: Gold dragons can live anywhere. Their lairs are secluded and always made of solid stone, either caves or castles. These usually have loyal guards: either animals appropriate to the terrain, or storm or good cloud giants. The giants usually serve as guards through a mutual defensive agreement.

Ecology: Gold dragons can eat almost anything, however, they usually sustain themselves on pearls or small gems. Gold dragons who receive pearls and gems from good or neutral creatures will usually be favorably inclined toward the gift bringers, as long as the gift is not presented as a crass bribe. In the latter case, the dragon will accept the gift, but react cynically to any requests the giver makes.


Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 7-19 6-16 -1 2d12+1 Nil Nil Nil 8,000

2 19-31 16-28 -2 4d12+2 Nil Nil Nil 9,000

3 31-43 28-38 -3 6d12+3 Nil Nil Nil 11,000

4 43-55 38-50 -4 8d12+4 1 Nil E, R, T 13,000

5 55-67 50-60 -5 10d12+5 2 35% H, R, T 15,000

6 67-80 60-70 -6 12d12+6 2 2 40% H, R, T 18,000

7 80-93 70-84 -7 14d12+7 2 2 2 45% H, R, T 19,000

8 93-10 84-95 -8 16d12+8 2 2 2 2/1 50% H, R, Tx2 20,000

9 106-120 95-108 -9 18d12+9 2 2 2 2 2/2 55% H, R, Tx2 22,000

10 120-134 108-120 -10 20d12+102 2 2 2 2 2/2 2 60% H, R, Tx2 23,000

11 134-148 121-133 -11 22d12+112 2 2 2 2 2 2/2 2 2 65% H, R, Tx3 24,000

12 148-162 133-146 -12 24d12+122 2 2 2 2 2 2 1/2 2 2 2 70% H, R, Tx3 25,000

Dragon, Metallic Silver Dragon

CLIMATE/TERRAIN: Tropical, sub-tropical, and temperate mountains and clouds

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Exceptional (15-16)


ALIGNMENT: Lawful good

NO. APPEARING: 1 (2-5)

ARMOR CLASS: -3 (base)

MOVEMENT: 9, Fl 30 (C), Jp 3

HIT DICE: 15 (base)

THAC0: 5 (at 15 HD)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-8//1-8/5-30 (5d6)




SIZE: G (48' base)

MORALE: Fanatic (17-18)

XP VALUE: Variable


Silver dragons are kind and helpful. They will cheerfully assist good creatures if their need is genuine. They often take e the forms of kindly old men or fair damsels when associating with people.

At birth, a silver dragon's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color slowly lightens to brightly gleaming silver. An adult or older silver dragon has scales so fine that the individual scales are scarcely visible. From a distance, these dragons look as if they have been sculpted from pure metal.

Silver dragons speak their own tongue, a tongue common to all good dragons, and 16% of hatchling silver dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.

Combat: Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use feather fall to stop any missiles fired at them. They use wall of fog or control weather to blind or confuse opponents before making melee attacks. If angry, they will use reverse gravity to fling enemies helplessly into the air, where they can be snatched. When faced with flying opponents, a silver dragon will hide in clouds (often creating some with control weather on clear days), remain there using cloud walking, then jump to the attack when they have the advantage.

Breath Weapon/Special Abilities: A silver dragon has two breath weapons: a cone of cold 80' long, 5' wide at the dragon's mouth, and 30' wide at the end or a cloud of paralyzation gas 50' long, 40' wide, and 20' high. Creatures caught in the cold are allowed a save versus breath weapon for half damage. A silver dragon casts its spells and uses its magical abilities at 6th level, plus its combat modifier.

At birth, silver dragons are immune to cold and can polymorph self three times a day. Each change in form lasts until the dragon chooses a different form and reverting to their normal form does not count as a change. They also can cloud walk. This allows the dragon to tread on clouds or fog as though they were solid ground. The ability functions continuously, but can be negated or resumed at will. As they age, they gain the following additional powers: Young: feather fall twice a day. Juvenile: wall of fog once a day. Adult: control winds three times a day. Mature adult: control weather once a day. Old: reverse gravity once a day.

Habitat/Society: Silver dragons prefer aerial lairs on secluded mountain peaks, or amid the clouds themselves. When they lair in clouds there always will be an enchanted area with a sold floor for laying eggs and storing treasure.

Silver dragons seem to prefer human form to their own, and often have mortal companions. Frequently they share deep friendships with mortals. Inevitably, however, the dragon reveals its true form and takes its leave to live a dragon's life for a time.

Ecology: Silver dragons prefer human food, and can live on such fare indefinitely.

Because they lair in similar territories, silver dragons come into conflict with red dragons. Duels between the two species are furious and deadly, but silver dragons generally get the upper hand since they are more capable of working together against their foes and often have human allies.


Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 8-18 3-6 0 2d10+1 Nil Nil Nil 7,000

2 18-30 6-12 -1 4d10+2 Nil Nil Nil 8,000

3 30-42 12-16 -2 6d10+3 Nil Nil Nil 10,000

4 42-52 16-21 -3 8d10+4 2 Nil E, R 12,000

5 52-63 21-27 -4 10d10+5 2 2 25% H, R 14,000

6 63-74 27-32 -5 12d10+6 2 2 1 30% H, R 17,000

7 74-85 32-37 -6 14d10+7 2 2 2 35% H, R 18,000

8 85-96 37-43 -7 16d10+8 2 2 2 1/2 40% H, Rx2 19,000

9 96-108 43-48 -8 18d10+9 2 2 2 2/2 45% H, Rx2 21,000

10 108-120 48-54 -9 20d10+102 2 2 2 1/2 2 1 50% H, Rx2 22,000

11 120-134 54-60 -10 22d10+112 2 2 2 2/2 2 2 55% H, Rx3 23,000

12 134-148 60-67 -11 24d10+122 2 2 2 2 1/2 2 2 1 60% H, Rx3 24,000

Brown Dragon

CLIMATE/TERRAIN: Any arid/Desert

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Highly (13-14)


ALIGNMENT: Neutral (evil)

NO. APPEARING: 1 (2-5)

ARMOR CLASS: 2 (base)

MOVEMENT: 12, Br 24

HIT DICE: 14 (base)

THAC0: 7

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-4//1-4/3-30




SIZE: G (54' base)

MORALE: Fanatic (17-18)

XP VALUE: Variable

Brown dragons, also known as great desert dragons, migrated from the desert. Raurin and now frequent much of the wastes in Eastern Mulhorand. Brown dragons are ferocious beasts; while they are intelligent, they view human beings as food, and believe it peculiar to talk with one's meal. They do not have wings and cannot fly.

Brown dragons have a coloration similar to that of desert sands, ranging from dim brown at hatchling stage to almost white at great wyrm stage. They have small, webbed claws that well developed for digging, and very large, long mouths. Their scales are leathery and not as hard as other dragon armors.

Brown dragons speak their own tongue and the language of blue dragons. They have a 5% chance per age category of being able to communicate with any intelligent creature.

Combat: Brown dragons prefer to dig deep trenches in the sand and wait for prey to appear so they may ambush them. They have a 90% chance of hearing a man sized creature's footsteps on the desert sands from as far down as 500 feet.

Brown dragons breach the desert sand with incredible silence, imposing a -5 penalty to opponents' surprise rolls. Older brown dragons use illusions or even invisibility spells to conceal themselves.

When brown dragons grab their prey, they hold it in their jaws, taking in a 5-foot wide spray that extends in a straight line from the dragon's head up to 60 feet. All creatures caught in the spray can roll a saving throw vs. breath weapon for half damage.

Brown dragons use the spray against large numbers, but not against mounted foes, since they know that horses are good eating and don't put up as much struggle as humans. Brown dragons cast spells as 8th-level wizards.

They are born immune to acid and the effects of the desert heat. They may survive in airless environments nearly indefinitely.

As they age, brown dragons gain the following abilities:

Age Abilities

Young Cast create sand to cover up the burrows

Juvenile Cast create water once per day

Adult Cast sandstorm (Mulhorandi spell) once per day

Venerable Cast summon a 12-HD earth elemental

Great wyrm Cast disintegrate once per day

Habitat/Society: Brown dragons are found in desert, often close to settled areas. They typically dwell in deep burrows nearly 1,000 feet beneath the sand, where they carve out vast chambers.

The brown dragon mates and raises a family for only a short period of time; all parents encountered are in the mature adult stage of development. Many brown dragons do not mate.

Man is the main enemy of brown dragons. Humans hunt for them for their hides and treasure. Blue dragons also attack brown dragons.

Battles between brown and blue dragons are legendary for their ferocity. The people of the desert have a curious respect for the brown dragon, so tales often make the blue dragons more evil than the brown.

Ecology: Brown dragons are able to digest sand and other mineral materials to sustain themselves over long periods of time. However, meat is the preferred diet, with horseflesh a particular favorite.

Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard MR Type Value

1 Hatchling 7-19 6-16 5 2d6+2 Nil Nil Nil 2,000

2 Very Young 20-31 17-28 4 4d6+4 Nil Nil Nil 4,000

3 Young 32-43 29-38 3 6d6+6 Nil Nil Nil 6,000

4 Juvenile 44-55 39-50 2 8d6+8 1 Nil Nil 8,000

5 Young Adult 56-67 51-60 1 10d6+10 2 20% ½H 10,000

6 Adult 68-80 61-70 0 12d6+12 3 25% H 11,000

7 Mature Adult 81-93 71-84 -1 14d6+14 3 1 30% H 12,000

8 Old 94-106 85-95 -2 16d6+16 3 2 35% H 16,000

9 Very Old 107-120 96-108 -3 18d6+18 3 3 40% Hx2 18,000

10 Venerable 121-134 109-120 -4 20d6+20 3 3 1 45% Hx2 19,000

11 Wyrm 135-148 121-133 -5 22d6+22 3 3 2 50% Hx2 20,000

12 Great Wyrm 149-162 134-146 -6 24d6+24 3 3 2 1 55% Hx3 21,000

Cloud Dragon

CLIMATE/TERRAIN: Tropical, subtropical, and temperature/Clouds and mountains

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Genius (17-18)



NO. APPEARING: 1 (2-5)

ARMOR CLASS: 0 (base)

MOVEMENT: 6, Fl 39 (C), Jp 3

HIT DICE: 14 (base)

THAC0: 7

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-10//1-10/3-36




SIZE: G (66' base)

MORALE: Fanatic (17)

XP VALUE: Variable


Cloud dragons are reclusive creatures that dislike intrusions. They rarely converse, but if persuaded to do so they tend to be taciturn and aloof. They have no respect whatsoever for creatures that cannot fly without assistance from spells or devices.

At birth, cloud dragons have silver-white scales tinged with red at the edges. As they grow, the red spreads and lightens to sunset orange. At the mature adult stage and above, the red-orange color deepens to red gold and almost entirely replaces the silver.

Cloud dragons speak their own tongue and a tongue common to all neutral dragons. Also 17% of hatchling cloud dragons can speak with any intelligent creature. The chance to possess this ability increases 5% per age category.

Combat: Cloud dragons are as likely to avoid combat (by assuming cloud form) as they are to attack. When attacking, they use their breath weapon to scatter foes, then cast solid fog and use their manipulation abilities to blind and disorient their foes. When very angry, they conjure storms with control weather spells, then they call lightning. They like to use stinking cloud and control winds spells against flying opponents.

Breath Weapon/Special Abilities: A cloud dragon's breath weapon is an icy blast of air that is 140 feet long, 30 feet high, and 30 feet wide. Creatures caught in the blast suffer damage from cold and flying ice crystals. Furthermore, all creatures three size classes or more smaller than the dragon are blown head over heels for 2d12 feet, plus 3 feet per age category of the dragon. Characters who can grab solid objects won't be carried away unless they fail. Strength checks; creatures with claws, suction cups, etc., can avoid the effect if they have a suitable surface to cling to.

A cloud dragon casts its spells and uses its magical abilities at 6th level plus its combat modifier.

Cloud dragons are immune to cold.

They can assume (or leave) a cohesive, cloud-like form at will, once per round. In this form, they are 75% unlikely to be distinguished from normal clouds; when in cloud form, their Armor Class improves by -3 and their magic resistance increases by 15%. Cloud dragons can use their spells and innate abilities while in cloud form, but they cannot attack physically or use their breath weapon. In cloud form, cloud dragons fly at a speed of 12 (MC:A).

As they age, cloud dragons gain the following additional powers. Very young: solid fog twice a day. Young: stinking cloud twice a day. Juvenile: creature water twice a day (affects a maximum of three cubic yards [81 cubic feet]). Adult: obscurement three times a day. Mature adult: call lightning twice a day. Old: weather summoning twice a day. Very old: control weather twice a day. Ancient: control winds twice a day.

Habitat/Society: Cloud dragons lair in magical cloud islands where there is at least a small, solid floor laying eggs and storing treasure. Very rarely, they occupy cloud-shrouded mountain peaks.

Cloud dragons are solitary 95% of the time. If more than one is encountered it is a single parent with offspring.

Ecology: Like all dragons, cloud dragons can eat just about anything. They seem to subsist primarily on rain water, hailstones, and the occasional bit of silver.

Because they inhabit in similar territories, cloud dragons come into conflict with silver dragons. Despite their higher intelligence, cloud dragons usually lose confrontation because of the silver dragons' secondary breath weapons and ability to muster allies.


Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 11-24 4-8 3 2d6+2 Nil Nil Nil 3,000

2 24-41 8-16 2 3d6+4 Nil Nil Nil 6,000

3 41-58 16-22 1 4d6+6 Nil Nil Nil 8,000

4 58-71 22-29 0 5d6+8 1 Nil ½R, T 11,000

5 71-87 29-37 -1 6d6+10 1 1 25% R, T 13,000

6 87-102 37-44 -2 7d6+12 2 1 30% R, T 14,000

7 102-117 44-51 -3 8d6+14 2 2 35% R, T 15,000

8 117-132 51-59 -4 9d6+16 3 2/1 40% R, T, X, Z 17,000

9 132-148 59-66 -5 10d6+18 3 3/1 1 45% R, T, X, Z 18,000

10 148-165 66-74 -6 11d6+20 4 3/2 1 50% R, T, X, Z 19,000

11 165-184 74-82 -7 12d6+22 4 4/2 2 55% R, T, X, Zx2 20,000

12 184-203 82-92 -8 13d6+24 5 4/3 2 60% R, T, X, Zx2 21,000

Deep Dragon

CLIMATE/TERRAIN: Hill and mountain caverns, subterranean


ORGANIZATION: Solitary or clan


DIET: Carnivorous

INTELLIGENCE: Exceptional (15-16)


ALIGNMENT: Chaotic evil

NO. APPEARING: 1 (2-5)

ARMOR CLASS: 0 (base)

MOVEMENT: 12, Fl 30 (C), Br 6, Sw 9

HIT DICE: 14 (base)

THAC0: 7 (base)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 3-12/3-12/3-24




SIZE: H (24' base)

MORALE: Fanatic (17-18)

XP VALUE: Variable

Deep dragons are little known on the surface world. They are the hunters of the Underdark. Cunning and patient, they place their survival, followed by their joy of hunting, above all else. Deep dragons carefully amass and hide treasure in various caches, guarded with traps and magic. They are able to use most magical items.

Deep dragons are an iridescent maroon when they hatch, soft-scaled, and unable to change form. They keep to their birth-lair until they have mastered both of their other forms-a giant winged worm or snake and a human (or drow) form.

Combat: Deep dragons burrow and fight with powerful, stone-rending claws. They love to fight and hunt prey through the lightless caverns of the Underdark, employing their various forms. In snake form, they are AC 6, MV 9, Fl 4(D), Sw 11, losing claw attacks, but gaining a constriction attack (attack roll required, inflicts 3d8 points of damage per round, hampers movement, spellcasting, and causes -1 on attack rolls and a 1-point AC penalty).

In human form, a deep dragon is AC 10, MV 12, Sw 12, and causes damage by spell or weapon type. Armor can be worn, but it is always destroyed (inflicting 2d4 points of damage to the dragon) in any transformation of shape. A deep dragon can alter its features to resemble any humanoid of roughly human size.. It is 66% likely to copy a specific being well enough to be mistaken for the actual creature.

A deep dragon's breath weapon is a cone of flesh-corrosive gas 50 feet long, 40 feet wide, ad 30 feet high. Creatures in the cloud can save vs. breath weapon for half damage (if they have dry, exposed skin, they save against the flesh-eating gas at -2). Cloth, metal, and wood are not affected. Leather is treated as dry, exposed skin.

Deep dragons cast spells at 9th level, adjusted by their combat modifiers. They are born with infravision, true seeing, and unerring detect magic abilities, and immunities to charm, sleep, and hold magic. Deep dragons are immune to extremes of heat and cold (-3 on each die of damage taken, to a minimum of 1 hp per die).

As deep dragons age, they gain the following additional powers:

Age Ability

Very young assume snakeform 3 times/day

Young assume "human" form 3 times/day

Juvenile one more form change/day (each), regen. 1d4 hp/turn

Adult regenerate 1d4 hp/6 rounds; free action at will

Mature adult regenerate 1d4 hp/4 rounds; levitate 3 times/day

Old transmute rock to mud and telekinesis 3 times/day

Very old move earth 3 times/day

Venerable passwall and disintegrate 2 times/day

Wyrm one additional use/day of powers gained since Old age; stone shape 2

times/day, tongues once/day

Great wyrm repulsion 3 times/day, affecting all except dragons. One additional

use/day of stone shape and tongues

Habitat/Society: Deep dragons roam the Underdark and are great explorers. Most often deep dragons are found in well-defended lairs in the Underdark. They often use their powers to reach caverns inaccessible to most creatures. Deep dragons often work with drow.

Ecology: Deep dragons have been known to eat almost anything, but they particularly prize the flesh of clams, fish, kuo-toa, and aboleth. They view cloakers and mind flayers as dangerous rivals in the Underdark. Deep dragons avoid confrontations with other dragons and never fight or steal from others of their own kind.

Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 Hatchling 1-5 1-4 3 2d8+1 Nil Nil Nil 3,000

2 Very Young 4-12 17-28 2 4d8+2 Nil Nil Nil 5,000

3 Young 14-23 12-21 1 6d8+3 Nil Nil Nil 6,000

4 Juvenile 23-32 21-28 0 8d8+4 1 Nil H,Q 8,000

5 Young Adult 28-36 51-60 -1 10d8+5 2 25% H,Qx2,E 10,000

6 Adult 41-50 36-45 -2 12d8+6 2 1 30% H,Qx3,E,S 12,000

7 Mature Adult 45-54 71-84 -3 14d8+7 3 2 35% Hx2,Qx4,E,S 14,000

8 Old 59-68 54-62 -4 16d8+8 4 2 1/1 40% Hx2,Qx4,E,S,T 16,000

9 Very Old 68-77 62-70 -5 18d8+9 4 2 2/2 45% Hx3,Qx5,E,S,T 17,000

10 Venerable 77-86 70-78 -6 20d8+10 4 3 2 1/2 1 50% Hx3,Q,E,S,T,U 18,000

11 Wyrm 86-95 78-85 -7 22d8+11 4 3 3 2/3 2 55% Hx3,Q,E,S,T,U,V 19,000

12 Great Wyrm 85-94 134-146 -8 24d8+12 4 3 3 2 1/3 3 1 60% H,Q,E,S,T,U,V,X,Z 20,000

Mercury Dragon

CLIMATE/TERRAIN: Temperate and subtropical/Mountains

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Omnivore

INTELLIGENCE: Highly (13-14)

TREASURE: See below

ALIGNMENT: Chaotic good

NO. APPEARING: 1 (2-5)

ARMOR CLASS: -1 (base)

MOVEMENT: 15, Fl 36 (C), Jp 3

HIT DICE: 11 (base)

THAC0: 9 (base)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 2-8/2-8/2-20




SIZE: H (25' base)

MORALE: Fanatic (17-18)

XP VALUE: Variable


Mercury dragons are fast, highly-maneuverable creatures with relatively small bodies and long tails. Although good in alignment, they are very whimsical, making and changing decisions frequently.

At birth, a mercury dragon's scales are dull silver. As it ages, the scales become brighter and brighter, until at adult age they gain a brilliant mirror finish. Sunlight or other sources of light reflecting off the scales and wings of a mercury dragon can be blinding.

Mercuries speak the language of good dragons, but at high speed, so there's only a 75% chance of understanding a mercury dragon.

Combat: Mercury dragons are as unpredictable when it comes to combat, as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They never attack good-aligned creatures unless sorely provoked.

Mercury dragons always use spells in combat, if possible. They are very creative, and can always figure out some innovative way of using virtually any spell to advantage in combat.

In addition to the breath weapon and the attack modes shared by all dragons, mercury dragons can curve the mirror-bright membranes of their wings to reflect and concentrate available light (as dim as full moonlight) into a beam of dazzling brightness. They can aim the beam at one enemy per round-at the expense of not being able to use their wing buffet, and the enemy must roll a successful saving throw vs. spell or be blinded for 1d4+1 rounds. If not using this technique as a weapon, they can use the beam much like a search-light.

A mercury dragon's breath weapon is a beam of brilliant, yellow light. The beam is 5 feet wide and extends 60 feet from the creature's mouth. Any creature caught in the beam receives damage from heat (saving throw for half damage). The heat of the beam is intense enough to ignite flammable objects that fail saving throws vs. magical fire.

A mercury dragon casts spells and uses magical abilities at the 10th level, plus its combat modifier. At birth, mercury dragons are immune to fire and all magical forms of blindness.

They also receive a +3 bonus to saving throws against light-based attacks. As they age, they gain the following additional powers:

Age Ability

Young gaze reflection at will

Juvenile mirror image three times per day

Adult polymorph self twice per day

Old telekinesis twice per day

Wyrm project image once per day

Habitat/Society: Mercury dragons are loners by nature. Their mating behavior is free-wheeling, fun loving, and generally irresponsible. If a female becomes impregnated, however, the male's protective instincts take over. Mercuries are very protective of their offspring, and will give their lives to save them. Offspring usually stay with their parents until they reach the juvenile age category.

Because of their unpredictable, sometimes almost irrational nature, mercuries very rarely have close relationships with other creatures in the area. For this reason, mercuries have to depend on magical and mechanical traps and guards to protect their lairs when they are away.

Ecology: Mercury dragons eat anything, but they prefer to feed on metal ores. Although they have no venom attacks, the flesh of mercury dragons is highly poisonous.


Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard MR Type Value

1 Hatchling 3-6 3-6 2 2d8+1 Nil Nil Nil 1,400

2 Very Young 6-11 6-11 1 4d8+2 Nil Nil Nil 3,000

3 Young 11-17 11-20 0 6d8+3 Nil Nil Nil 5,000

4 Juvenile 17-21 20-25 -1 8d8+4 1 10% ½H 8,000

5 Young Adult 21-24 26-30 -2 10d8+5 1 1 15% H 10,000

6 Adult 24-27 30-33 -3 12d8+6 2 1 1 20% H 11,000

7 Mature Adult 27-30 33-36 -4 14d8+7 2 2 2 25% H 12,000

8 Old 30-33 36-39 -5 16d8+8 3 2 2 1 30% H, I 14,000

9 Very Old 33-36 39-42 -6 18d8+9 3 3 2 2 35% H, I 15,000

10 Venerable 36-39 42-45 -7 20d8+10 3 3 3 2 1 40% Hx2, I 16,000

11 Wyrm 39-41 45-48 -8 22d8+11 3 3 3 2 2 1 50% Hx2, I, X 17,000

12 Great Wyrm 41-44 48-51 -9 24d8+12 3 3 3 3 2 2 1 70% Hx3, I, T, X 18,000

Mist Dragon

CLIMATE/TERRAIN: Tropical and subtropical/Forests, lake shores, sea shores, and river banks

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Special

INTELLIGENCE: Exceptional (15-16)



NO. APPEARING: 1 (2-5)

ARMOR CLASS: 1 (base) or -2 (base)

MOVEMENT: 12, Fl 39 (C), Sw 12

HIT DICE: 11 (base)

THAC0: 9 (base)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 2-5/2-5/2-24




SIZE: G (54' base)

MORALE: Champion (16 base)

XP VALUE: Variable


Mist dragons are solitary and philosophical. Their favorite activity is sitting quietly and thinking. They hate being disturbed and dislike conversation.

At birth, a mist dragon's scales are shiny blue-white. As the dragon ages, the scales darken, becoming blue-gray with metallic silver flecks that sparkle in sunlight.

Mist dragons speak their own tongue and a tongue common to all neutral dragons. Also, 15% of hatchling mist dragons can speak with any intelligent creature. The chance to possess this ability increases 5% per age category.

Combat: Mist dragons try to avoid encounters by assuming mist form. In combat, they quickly use their breath weapons, then assume mist form and hide in the vapor-where they launch a spell assault.

Breath Weapon/Special Abilities: A mist dragon's breath weapon is a cloud of scalding vapor that is 90 feet long, 30 feet wide, and 30 feet high. Creatures caught in vapor suffer can roll saving throws vs. breath weapon for half damage. In still air, the vapor persists for 1d4+4 rounds; on the second round, it condenses into a clammy, smothering for that blinds air-breathing creatures for 1d4 rounds and inflicts 3d4 points of drowning damage per round for as long as the creature remains in the cloud (a successful saving throw vs. breath weapon negates both effects).

A mist dragon casts its spells and uses its magical abilities at 6th level plus its combat modifier.

Mist dragons are immune to fire and heat.

Mist dragons can assume (or leave) a cohesive, mist-like form at will, once per round. In this form, they are 75% unlikely to be distinguished from normal mist; in mist form, their Armor Class improves by -3 and their magic resistance increases by 15%. They can use their spells and innate abilities while in mist form, but they cannot attack physically or use their breath weapon. Mist dragons in mist form can fly at a speed of 9 (MC: A).

As they age, they gain the following additional powers: Very young: water breathing twice a day. Young: wall of fog twice a day. Juvenile: create water twice a day (affects a maximum of three cubic yards [81 cubic feet]). Old: solid fog twice a day. Very old: predict weather twice a day. Ancient: airy water twice a day.

Habitat/Society: Mist dragons live near waterfalls, rapids, coastlines, or where rainfall is frequent and heavy. Their lairs are usually large natural caverns or grottoes that are mist-filled and damp. Forest-dwelling mist dragons greatly resent the green dragons' advances before losing all patience and launching an all-out campaign mist dragons might have bronze dragons for neighbors. This, however, seldom leads to conflict as both dragons are content to leave the others alone.

Mist dragons are loners, and 90% of all encounters are with individuals. Group encounters are with parents and offspring.

Ecology: Mist dragons can eat almost anything, including woody plants and even mud. However, they draw most of their sustenance directly from natural mist or spray. They often lie in misty or foggy places, thinking and basking in the moisture.


Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 7-19 6-16 4 2d6+1 Nil Nil Nil 3,000

2 19-31 16-28 3 3d6+2 Nil Nil Nil 5,000

3 31-43 28-38 2 4d6+3 Nil Nil Nil 7,000

4 43-55 38-50 1 5d6+4 1 Nil Y, Z 10,000

5 55-67 50-60 0 6d6+5 1 1 25% X, Y, Z 12,000

6 67-80 60-70 -1 7d6+6 2 1 30% X, Y, Z 13,000

7 80-93 70-84 -2 8d6+7 2 2 35% X, Y, Z 14,000

8 93-106 84-95 -3 9d6+8 3 2 /1 40% X, Y, Zx2 16,000

9 106-120 95-108 -4 10d6+9 3 3 /1 1 45% X, Y, Zx2 17,000

10 120-134 108-121 -5 11d6+10 4 3 /2 1 50% X, Y, Zx2 18,000

11 134-148 121-133 -6 12d6+11 4 4 /2 2 55% X, Y, Zx3 19,000

12 148-162 133-146 -7 13d6+12 5 4 /3 2 60% X, Y, Zx3 20,000

Shadow Dragon

CLIMATE/TERRAIN: Non-arctic/Ruins, subterranean, and plane of Shadow

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan

ACTIVITY CYCLE: Nocturnal (any on the plane of Shadow)

DIET: Special

INTELLIGENCE: Genius (17-18)


ALIGNMENT: Chaotic evil

NO. APPEARING: 1 (2-5)

ARMOR CLASS: -4 (base)

MOVEMENT: 18, Fl 30 (D), Jp 3

HIT DICE: 12 (base)

THAC0: 9 (base)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-6/1-6/3-18




SIZE: H (21' base)

MORALE: Champion (16)

XP VALUE: Variable


Shadow dragons are sly and devious. They are instinctively cunning and are not prone to taking risks.

At all ages, a shadow dragon's scales and body are translucent, so that when viewed from a distance it appears to be a mass of shadows.

Shadow dragons speak their own tongue and a tongue common to all evil dragons. Also, 17% of hatchling shadow dragons can speak with any intelligent creature. The chance to possess this ability increases 5% per age category.

Combat: Shadow dragons prefer to attack from hiding, usually employing invisibility or hiding in shadows. They use illusion/phantasm spells to confuse and misdirect foes. Older dragons are especially fond of their non-detection ability.

Breath Weapon/Special Abilities: A shadow dragon's breath weapon is a cloud of blackness that is 40 feet long, 30 feet wide, and 20 feet high. Creatures caught in the cloud are blinded for one melee round and lose ¾ (round up) of their life energy (levels or Hit Dice); a successful saving throw vs. breath weapon reduces the loss to ½ (round up). The life energy loss persists for a variable number of turns, shown on the table above. Negative plane protection spells prevent this life energy loss.

A character who is reduced to 0 or fewer levels lapses into a coma for the duration of the cloud's effect.

A shadow dragon casts spells and uses its magical abilities at 6th level plus its combat modifier.

Shadow dragons are born immune to energy draining and with the ability to hide in shadows with 40% chance of success; this ability increases 5% per age category to a maximum of 95%.

As they age, they gain the following additional powers: Juvenile: mirror image three times a day (1d4+1 images). Adult: dimension door twice a day. Old: non-detection three times a day. Venerable: shadow walk once a day. Great wyrm: create shadows three times a day. (This ability creates a mass of leaping shadows with a radius of 100 yards, duration one hour. All magical {and normal}light and darkness sources are negated for as long as they remain in the radius. Creatures able to hide in shadows can do so in these magical shadows even if under direct observation. Shadow dragons and other creatures from the plane of Shadow can move and attack normally while hiding in these shadows, effectively giving them improved invisibility. A successful dispel magic spell banishes the shadows.)

Habitat/Society: Shadow dragons hate both bright light and total darkness, preferring variegated lighting with patches of diffuse light and deep, inky shadows. On the Prime Material plane, their lairs are always places that provide shadowy light for most of the day. They prefer ancient ruins, where they can hide underground when the sun is bright and still find shadows above ground during dawn and twilight. In the plane of Shadow, they live in dense thickets of trees and brambles, fortified castles, or labyrinthine caves. In either plane, they prefer to locate their lairs near colonies of other creatures that can alert them to potential foes or victims. The dragons seldom actually cooperate with these allies, however, though the dragons commonly prey on them.

Shadow dragons love dark-colored, opaque gems, and especially prize black stones. They also collect magical items that produce shadows or darkness. They use these items to turn areas filled with total darkness or light into masses of shadows.

Ecology: Shadow dragons eat almost anything. Their favorite food is rotting carrion, though they often kill for sport. Slain victims are left to decay until they become suitably foul. These dragons are equally fond of frost-killed, waterlogged, or salt-poisoned plants.


Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 1-4 1-3 -1 1d4+1 Nil 5% Nil 4,000

2 4-11 3-8 -2 1d4+2 Nil 10% Nil 6,000

3 11-18 8-13 -3 2d4+1 Nil 15% Nil 8,000

4 18-23 13-18 -4 2d4+2 2 20% ½ H, S 10,000

5 23-29 18-23 -5 3d4+1 2 2 25% H, S 11,000

6 29-36 23-28 -6 3d4+2 2 2 2 30% H, S 13,000

7 36-42 28-33 -7 4d4+1 2 2 2 2 / 1 35% H, S 15,000

8 42-48 33-38 -8 4d4+2 2 2 2 2 2 / 2 40% H, Sx2 17,000

9 48-55 38-43 -9 5d4+1 2 2 2 2 2 2 / 3 45% H, Sx2 19,000

10 55-61 43-48 -10 5d4+2 4 2 2 2 2 2 / 3 1 50% H, Sx2 20,000

11 61-67 48-53 -11 6d4+1 4 4 2 2 2 2 / 3 2 55% H, Sx3 21,000

12 67-74 53-58 -12 6d4+2 4 4 4 2 2 2 / 3 3 60% H, Sx3 22,000

Steel Dragon

CLIMATE/TERRAIN: Temperate cities (rarely temperate hills, plains, and forests.)

FREQUENCY: Very rare



DIET: Special

INTELLIGENCE: Supra-genius (19-20)


ALIGNMENT: Lawful neutral (good)


ARMOR CLASS: 0 (base)

MOVEMENT: 9, Fl 30(D), Sw 6

HIT DICE: 11 (base)

THAC0: 9 (base)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-10/1-10/3-30




SIZE: H (25' base)

MORALE: Fanatic (17-18)

XP VALUE: Variable


Steel dragons love to have human and demihuman companions, and they prefer to live amid the hustle and bustle of great cities. They often pose as sages, scholars, mages, or other intellectuals.

At birth, a steel dragon's scales are deep blue-gray with steely highlights. As the dragon approaches adulthood, its color slowly lightens to that of lustrous burnished steel. When these dragons take on human form, they always have one steel-gray feature-hair, eyes, nails, or sometimes a ring or other ornament.

Steel dragons speak their own tongue and a tongue common to all neutral dragons. Also, 19% of hatchling steel dragons can speak with any intelligent creature. This chance increases by 5% per age category.

Combat: Steel dragons favor repartee over combat. If pressed, they usually begin with a spell assault and avoid melee. If seriously harmed or threatened, they resume dragon form and use their breath weapons. They breathe on any foe they plan to engage in melee, and they seek to keep their foes within the cloud until the gas loses its potency.

A steel dragon's breath weapon is a cube of toxic gas. The dragon can monitor the amount of gas released so closely that it can make the cube as small as it wishes or as large as shown in the table below (the a side of the cube). Creatures caught in the gas must roll successful saving throws vs. poison with a -2 penalty or die instantly. The gas is quickly absorbed through the skin and is just as lethal if inhaled. Coating all exposed skin with lard or grease offers some protection (saving throw penalty negated). Victims who succeed with the save suffer the indicated amount of damage. In still air, the gas stays active for two melee rounds. Steel dragons are immune to all poisons.

A steel dragon can polymorph self five times a day. Each change in form lasts until the dragon chooses a different form. Reverting to the dragon's normal form does not count as a change.

Steel dragons are immune to wizard spells of 1st to 4th levels and cast spells and use their special abilities at 8th level, plus their combat modifier. As they age, they gain the following additional powers:


Age Abilities

Young cantrip twice a day

Juvenile friends once a day

Adult charm person three times a day

Mature adult suggestion once a day

Old enthrall once a day


Habitat/Society: Steel dragons prefer human lodgings that are well equipped with strong rooms or vaults to protect their treasures.

Steel dragons prefer human form to their own, and they always have mortal companions. They are endlessly curious about human and demihuman art, culture, history, and politics. They always keep their true nature secret, but they are able to recognize each other.

Ecology: Steel dragons prefer human food. Unlike other form shifting dragons, they cannot live on such fare indefinitely, as they must eat enough to maintain their true bulk. Once or twice a month, they leave their adopted cities and go into the wilderness to hunt for food. They explain their absences in a way consistent with their human identities.

Steel dragons hate chaotic creatures who seek to disrupt life in cities or despoil their hunting grounds. In the city the dragons never hesitate to report troublemakers or to use their special abilities to hunt down criminals. In the wilderness, they prefer swifter forms of justice.


Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 Hatchling 2-8 1-4 3 15'/1d4+1 Nil 25% Nil 1,4000

2 Very Young 8-14 4-9 2 20'/2d4 Nil 30% Nil 2,000

3 Young 14-20 9-14 1 25'/2d4+1 Nil 35% Nil 5,000

4 Juvenile 20-26 14-19 0 30'/3d4 4 40% E, R 7,000

5 Young Adult 26-32 19-24 -1 35'/3d4+1 4 4 45% H, R 9,000

6 Adult 32-38 24-29 -2 40'/4d4 4 4 4 50% H, R 11,000

7 Mature Adult 38-44 29-34 -3 45'/4d4+1 4 4 4 4 55% H, R 12,000

8 Old 44-50 34-39 -4 50'/5d4 4 4 4 4 4 60% H, Rx2 16,000

9 Very Old 50-56 39-44 -5 55'/5d4+1 4 4 4 4 4 4 65% H, Rx2 17,000

10 Venerable 56-62 44-49 -6 60'/6d4 5 4 4 4 4 4/2 70% H, Rx2 18,000

11 Wyrm 62-68 49-54 -7 65'/6d4+1 5 5 4 4 4 4/2 2 75% H, Rx3 19,000

12 Great wyrm 68-74 54-59 -8 70'/7d4 5 5 5 4 4 4/2 2 2 80% H, Rx3 20,000

Yellow Dragon


FREQUENCY: Very rare



DIET: Omnivore

INTELLIGENCE: Very (11-12)

TREASURE: See below

ALIGNMENT: Chaotic evil

NO. APPEARING: 1 (1-4)

ARMOR CLASS: 0 (base)

MOVEMENT: 12, Fl 30 (C)

HIT DICE: 13 (base)

THAC0: 7 (base)

NO. OF ATTACKS: 3+special

DAMAGE/ATTACK: 1-8/1-8/2-16




SIZE: G (36' base)

MORALE: Champion (15-16)

XP VALUE: Variable


Although the existence of yellow dragons has long been predicted by sages (based on theories of primary colors), the first specimen was spotted only five or so years ago. The creatures are solitary and secretive, preferring to lay in wait for prey to stumble into carefully-prepared traps instead of hunting actively.

At birth, yellows have soft, tan scales. As they grow older, the scales harden and become lighter in color, eventually reaching the grayish yellow of desert sands. Their scales always have a dusty texture to them, giving them a finish that does not reflect light well. Even their teeth and claws have a similar finish. No part of the yellow dragon will glint in the sunlight, thereby giving away its position.

Yellow dragons speak their own tongue, which is quite different than that spoken by other evil dragons. Yellows have no interest in speaking with other races, and so they learn no other languages.

Combat: Although preferring guile to combat and ambush to attack, yellows are fierce and cunning fighters. Even if forced into a situation where direct combat is inevitable, they'll still use their spells and innate abilities so as to mislead, misdirect, and distract their opponents.

A favorite hunting tactic for a yellow is to dig a steep-walled, cone-shaped depression in the sand, and then bury itself at the bottom of this crater with just its eyes and nostrils showing. When a creature stumbles into the depression, the dragon moves its wings in the sand, causing the steep walls of the cone to collapse and drawing the prey straight to the dragon's mouth. A yellow dragon casts spells and uses magical abilities at 8th level, plus its combat modifier.

A yellow dragon's breath weapon is a high-velocity blast of scorching air mixed with sand. This affects an area 50 feet long, 40 feet wide, and 20 feet high. Creatures caught within this blast must roll successful saving throws vs. breath weapon for half damage. Regardless of the outcome of this roll, they must make another saving throw vs. breath weapon. Failure means that the abrasive sand in the breath blast has damaged their eyes, blinding them for 1d4+1 rounds.

Yellow dragons are immune to fire and heat and can cast silence, 10' radius at will. As they age, they gain the following additional powers:


Age Abilities

Young create or destroy water three times per day

Juvenile dust devil three times per day

Adult improved invisibility twice per day

Old wind wall three times per day

Wyrm enervation three times per day


Habitat/Society: Yellow dragons love deserts, preferring areas of sandy, windswept desolation. They are most comfortable in daytime temperatures of 105 degrees and up, although they can easily survive subfreezing temperatures at night. They share much the same territory as brasses; thus the species occasionally come into conflict.

Yellows are solitary, selfish creatures that form no close bonds with any other creature, including other yellows. They are highly territorial; the only time they'll let another yellow into their territory is to mate, which is actually quite rare. Immediately afterward, the dragons separate. The mother raises the offspring, but won't go out of her way to protect them from attackers. The young dragons usually leave home before they reach the juvenile age category. The main enemies of yellow dragons are brasses, which actively hunt the smaller creatures.

Ecology: Although able to eat anything, yellows favor fresh meat. (Demi)humans are considered a delicacy, as are the unhatched eggs of brass dragons. (Yellows rarely get to enjoy this latter feast.)


Body Tail Breath Spells Treas. XP

Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value

1 Hatchling 2-7 1-4 3 2d4+1 Nil Nil Nil 2,000

2 Very Young 7-16 4-12 2 4d4+2 Nil Nil Nil 3,000

3 Young 16-35 12-21 1 6d4+3 Nil Nil Nil 5,000

4 Juvenile 35-44 21-28 0 8d4+4 Nil Nil E 7,000

5 Young Adult 44-53 28-36 -1 10d4+5 1 Nil E, O, S 9,000

6 Adult 53-62 36-45 -2 12d4+6 1 1 5% E, O, S 11,000

7 Mature Adult 62-71 45-54 -3 14d4+7 2 1 10% E, O, S 12,000

8 Old 71-80 54-62 -4 16d4+8 2 2 1 15% E, O, Sx2 13,000

9 Very Old 80-89 62-70 -5 18d4+9 2 2 2 20% E, O, Sx2 14,000

10 Venerable 89-98 70-78 -6 20d4+10 2 2 2 1 25% E, O, Sx2 15,000

11 Wyrm 98-107 78-85 -7 22d4+11 2 2 2 2 30% E, O, Sx3 16,000

12 Great wyrm 107-116 85-94 -8 24d4+12 2 2 2 2 1 35% E, O, Sx4 17,000

Dragon Turtle

CLIMATE/TERRAIN: Subtropical and temperate fresh and salt water

FREQUENCY: Very rare



DIET: Carnivore

INTELLIGENCE: Very (11-12)






HIT DICE: 12-14

THAC0: 12 Hit Dice: 9

13-14 Hit Dice: 7


DAMAGE/ATTACK: 2-12/2-12/4-32

SPECIAL ATTACKS: Breath weapon, capsize ships



SIZE: G (30' diameter shell)

MORALE: Fanatic (17)

XP VALUE: 12 Hit Dice: 10,000

13 Hit Dice: 11,000

14 Hit Dice: 12,000


Dragon turtles are one of the most beautiful, awesome, and feared creatures of the water. With their deadly jaws and breath weapon, and their penchant for capsizing ships, dragon turtles are dreaded by mariners on large bodies of water, both fresh and salt.

When a dragon turtle surfaces, it is sometimes mistaken for the reflection of the sun or moon on the water. The turtle's rough, deep green shell is much the same color as the deep water the monster favors, and the silver highlights that line the shell are patterned like light dancing on open water. The turtle's legs and tail are of a lighter green, and they are flecked with golden highlights. The coloration of the creature's head is similar to the legs and tail, but its crest spines are golden with dark green webbing connecting them. A dragon turtle's shell can reach to 30 feet in diameter, and an adult turtle can measure over 40 feet from its snout to the tip of its tail. Dragon turtles speak their own highly-developed language.


Combat: Though dragon turtles may be mistaken for the pleasant sight of light glinting off of water, that illusion is never maintained for long. Dragon turtles are fierce fighters and will generally attack any creature that threatens its territory or presents itself as a potential meal. In combat, dragon turtles will usually (90%) attack with their formidable claws and teeth first. Its shell provides the turtle with excellent protection, though once the dragon turtle strikes a victim, it rarely needs to rely upon this safeguard.

The dragon turtle's shell also provides the creature with a weapon to attack ships that foolishly pass through its territory uninvited. Sinking as deep as necessary, the dragon turtle will wait for the ship to pass over it and then rise up underneath the vessel, using all of its considerable bulk to capsize the unlucky target. Ships under 20 feet in length will be capsized by this attack 95% of the time, vessels from 20 to 60 feet long will be capsized 50% of the time, and ships over 60 feet will be capsized 20% of the time. Ships not capsized will sustain some damage.

In combat, when neither its bite nor its capsizing attack is enough to defeat an enemy, a dragon turtle will use its breath weapon. The turtle can belch forth a cloud of scalding steam that will cover an area 60 feet long, 40 feet wide, and 40 feet high. This attack causes 20-120 points of damage (20d6), and characters or creatures making a saving throw vs. breath weapon take half damage. Like true dragons, dragon turtles can use this deadly breath weapon three times a day.

Habitat/Society: Dragon turtles are extremely solitary creatures. Large, desolate sea caves and secret underground caverns that can be accessed only through the water are their favorite lairs. These lairs are difficult to find, but adventurers locating a dragon turtle's cave will find it filled with treasures of all types. The turtle gathers this treasure, which it will protect to the death, from the ships sunk in its territory.

A dragon turtle's territory is well-defined and may cover as much as fifty square miles of open water. Other dragon turtles are allowed into this area only during mating season, though turtles of the same sex will always fight to the death upon meeting. It is this hostility toward their own kind that keeps the number of dragon turtles relatively low.

Mariners of any experience recognize the territorial claims of dragon turtles and will often make extravagant tributes to the turtle controlling areas necessary for safe and speedy trade.

Ecology: Dragon turtles are carnivorous and will eat almost any creature, including humans or other dragon turtles, to satisfy their voracious appetite. Large fish seem to be the prefered food for dragon turtles, and the turtles can often be found lurking in the weeds and muck at the bottom of a lake or sea waiting for fish to pass. In particularly poor years for fish, dragon turtles have been known to use their breath weapon to kill large groups of sea birds that stray too close to the water for food.

Conflict often arises between dragon turtles and the many intelligent aquatic races, like the locathah or mermen, because of competition for ideal lairs. Like many of their land-based relatives, dragon turtles are considered treacherous and selfish by all creatures that share their domain.

Dragon turtle shells make outstanding shields and armor. Because of the shell's strength and natural resistance to the dragon turtle's own breath weapon, armor or a shield made out of this material gains +1 to its defensive rating. The shield or armor will also save as an item against destruction by fire or steam-based attacks at +4.

Dragonet, Faerie Dragon

CLIMATE/TERRAIN: Temperate, tropical, and Subtropical forests

FREQUENCY: Very rare

ORGANIZATION: Solitary or clan


DIET: Herbivore

INTELLIGENCE: Genius (17-18)


ALIGNMENT: Chaotic good


ARMOR CLASS: 5 (1 when invisible)

MOVEMENT: 6, Fl 24 (A)

HIT DICE: See below

THAC0: 17



SPECIAL ATTACKS: Breath weapon, spells



SIZE: T (1'-1 ½' long)

MORALE: Steady (11)

XP VALUE: 3,000


A chaotic offshoot of the pseudodragon, the faerie dragon lives in peaceful, tangled forests and thrives on pranks, mischief, and practical jokes.

Faerie dragons resemble miniature dragons with thin bodies, long, prehensile tails, gossamer butterfly wings, and huge smiles. Their colors range through the spectrum, changing as they age, from the red of a hatchling to the black of a great wyrm (see chart). The hides of females have a golden tinge that sparkles in the sunlight; males have a silver tinge.

All faerie dragons can communicate telepathically with one another at a distance of up to 2 miles. They speak their own language, along with the language of sprites, pixies, elves, and the birds and animals in their area.

Combat: Faerie dragons can become invisible at will, and can attack, use spells, and employ breath weapons while invisible. They attack as 4-HD monsters, biting for 1-2 points of damage. Most (65%) faerie dragons employ wizard spells as a wizard of the level indicated on the accompanying chart; 35% employ priest spells of the following spheres: Animal, Plant, Elemental, and Weather. Almost all spells are chosen for mischief potential. The two most common spells of faerie dragons are water breathing and legend lore; other favorites include ventriloquism, unseen servant, forget, suggestion, distance distortion, limited wish, obscurement, animal growth, and animate rock.

A faerie dragon usually begins its attacks by turning invisible and using its breath weapon, a 2-foot-diameter cloud of euphoria gas. A victim failing a saving throw vs. breath weapon will wander around aimlessly in a state of bliss for the next 3d4 minutes, during which time he is unable to attack and his Armor Class is decreased by 2. Even though he is unable to attack, the victim can keep his mind on the situation if he succeeds on an Intelligence check (by rolling his Intelligence score or less on 1d20) each round; if he fails an Intelligence check, he completely loses interest in the matters at hand for the duration of the breath weapon's effect.

Faerie dragons avoid combat and never intentionally inflict damage unless cornered or defending their lairs. If attacked, however, they engage in spirited defense, ably supported by sprite and pixie friends, until the opponents are driven away.

Habitat/Society: Faerie dragons make their lairs in the hollows of high trees, preferably near a pond or stream, because they are quite fond of swimming and diving. They often live in the company of a group of pixies or sprites.

Faerie dragons take advantage of every opportunity to wreak mischief on passers-by, frequently using forest creatures to help them in their pranks. Though many of these pranks are spontaneous, months of preparation can go into a single, spectacular practical joke. A tell-tale giggle, which sounds like the tinkling of tiny silver bells, often alerts potential victims to the presence of invisible faerie dragons.

Ecology: Faerie dragons eat fruit, vegetables, nuts, roots, honey, and grains. They are especially fond of fruit pastries and have been known to go to great lengths to get a fresh apple pie.


Age Hit Magic Wizard Priest

Category Points Color Resist. Level Level

1 Hatchling 1-2 Red 10% 1 1

2 Very Young 3-4 Red-orange 16% 2 3

3 Young 5-6 Orange 24% 3 4

4 Juvenile 7-8 Orange-yellow 32% 4 6

5 Young Adult 9-10 Yellow 40% 5 7

6 Adult 11-12 Yellow-green 48% 6 8

7 Mature Adult 13-14 Green 56% 7 9

8 Old 15-16 Blue-green 64% 8 10

9 Very Old 17-18 Blue 72% 10 11

10 Venerable 19-20 Blue-violet 80% 12 12

11 Wyrm 21-22 Violet 88% 14 13

12 Great Wyrm 23-24 Black 96% 16 14

Dragonet, Firedrake

CLIMATE/TERRAIN: Temperate/Hills and mountains


ORGANIZATION: Familial lair


DIET: Carnivore






MOVEMENT: 6, Fl 18(C)


THAC0: 17



SPECIAL ATTACKS: Breath weapon



SIZE: S (4' long)

MORALE: Average (9)



Although frequently mistaken on first sighting for a young red dragon, the firedrake is neither as intelligent nor as powerful as its dragon cousin. It responds with flame to any stimulus.

This small dragonet -- 4' long, and a bit over 2' in height -- has the features and proportions of a miniature red dragon, but its scaly hide is thinner and more translucent than that of even the youngest of true dragons. The hide of the dragonet twitches and quivers almost imperceptibly, and is somewhat mottled in color, with mauve and burgundy splotches over the red undercolor. The wings beat slowly, even when the dragonet is on the ground. In this manner the firedrake provides air flow to itself, and wards off pesky insects. A shimmer of heat rises off of the dragonet at all times.

Combat: If a firedrake is disturbed, there is a 50% chance it will attack. Its primary attack is its breath weapon (fire), which it can use up to five times daily. The fire forms a cone from the snout of the dragonet to a 10' diameter circle at the extreme end of its 60' range, and causes 2-16 points on all affected (save vs. breath weapon for half damage). The firedrake's claws are not used in combat, but its bite will cause 2-8 points of damage.

The dragonet's blood burns fiercely in air, as there is a high phosphorous content to the blood. In fact, the fire-breathing of these creatures is actually the voluntary expelling of a jet of its pyrophoric blood. Because of the flammability of the dragon's blood, blunt weapons such as staves or clubs are less dangerous than those which cause blood loss. Any creature making a successful slashing or piercing attack on a firedrake must save vs. breath weapon, or take 1-2 points of fire damage.

In aerial combat, the firedrake is particularly fond of attacking airborne creatures from below and behind. The heat from the firedrake and its breath attack naturally radiates upwards, sometimes disrupting the maneuvers of creatures that depend on relatively smooth air currents for flying or gliding. The firedrake will sometimes simply ram smaller opponents in their soft underbelly in the hope of stunning them and causing them to plummet to their deaths.

Habitat/Society: Firedrakes are familial creatures, with a mated male and female taking up residence in a lair, which is generally a small cavelet or rocky shelf under a ledge or outcropping. Usually six to eight eggs are laid and tended by the pair, being kept warm by the ample heat of the bodies of the parents. The eggs, laid in early summer, take about 60 days to hatch. The young firedrakes learn to breathe fire even before they learn to fly, and are even more nervous than the adults, spouting flames several times a day in the lair or nearby during this period. Flight first occurs about 60 days after hatching.

The parents are very protective of their lair because of the young. Although firedrakes normally only range 1-2 miles from their lair, they may patrol up to twice that distance during the times at which their young are most vulnerable to attack.

Firedrakes leave the family lair early in the spring following their hatching, flying sometimes scores of miles before encountering a firedrake of the opposite sex willing to mate for life and establish a new lair. The rare mating fights that do occur are spectacularly fiery, although one male usually concedes and retreats before the battle becomes lethal.

Firedrakes gather no treasure, although they take no special care to remove the bones or effects of any that they defeat.

Ecology: Firedrakes have a short lifespan compared with their larger cousins, the dragons, usually living only 75 to 100 years.

Firedrake blood can be kept, in its liquid state, in a sealed and airtight container, or under water or some other inert liquid. It can then be used as a firebomb, equivalent to a torched flask of oil, or used to create flaming weapons. For instance, swords dipped in the blood immediately become flaming swords for 3-6 melee rounds, although the sudden, intense heat upon the blade creates a 2% cumulative chance per round of the sword breaking upon impact with each blow struck during the period in which flame engulfs it. After the flame ends, the sword is otherwise unaffected.

The blood of the firedrake actually burns within its veins, creating the shimmer of heat that always rises from these creatures. The burning of the blood also requires a high level of oxygen, hence the constant slow beating of the dragonet's wings, even at rest. If deprived of air, it will die of suffocation in about half the time of a similarly sized creature.

Dragonet, Pseudodragon

CLIMATE/TERRAIN: Temperate or subtropical forests and caves

FREQUENCY: Very rare



DIET: Omnivore

INTELLIGENCE: Average (8-10)


ALIGNMENT: Neutral (good)

NO. APPEARING: 1 (50% chance of 1-8 in nests)


MOVEMENT: 6, Fl 24 (B)


THAC0: 19


DAMAGE/ATTACK: 1-3+special


SPECIAL DEFENSES: Chameleon power


SIZE: T (1½' long)

MORALE: Champion (15)


Pseudodragons are a species of small flying lizard that inhabits heavily forested wilderness areas. These playful, benign creatures have magical powers that they can share with others, so they are often sought as companions.

Pseudodragons resemble miniature red dragons. They have fine scales and sharp horns and teeth. A pseudodragon's coloration is red-brown as opposed to the deep red of red dragons. Its tail is about 2 feet long (longer than the pseudodragon itself), barbed, and very flexible.

Pseudodragons communicate via a limited form of telepathy. If one elects to take a human companion, it can transmit what it sees and hears at a distance of up to 240 yards. Pseudodragons can vocalize animal noises such as a rasping purr (pleasure), a hiss (unpleasant surprise), a chirp (desire), or a growl (anger).

Combat: The pseudodragon can deliver a vicious bite with its small, dragonlike jaws, but its major weapon is its sting-equipped tail. The creature can move it with flashing speed and strikes at +4 on attack rolls. Any creature struck must save vs. poison or go into a state of catalepsy that lasts 1-6 days. The victim appears quite dead, but at the end of that time the character will either wake up unharmed (75% chance) or die (25% chance).

Pseudodragons have a chameleonlike power that allows them to alter their coloration to blend with their surroundings. They can blend into any typical forest background with an 80% chance of being undetected by creatures which cannot see invisible objects. Pseudodragons have infravision with a 60 foot range and can see invisible objects.

A pseudodragon is highly magic resistant and can transmit this magic resistance to its human companion via physical contact (a pseudodragon likes to be perched on the top of one's head or curled around the shoulders and upper back).

Habitat/Society: These forest-dwelling creatures place their lairs in the hollows of great trees or in large caves.

A pseudodragon will very rarely take a human or demihuman as its companion. Some view these pseudodragons as the human's pet; the pseudodragon will be sure to correct this misunderstanding. There are two ways to become a pseudodragon's companion; one is to use magic to summon it (a find familiar spell). Another way is to find the pseudodragon on an adventure and pursuade it to become a companion. The pseudodragon that searches for companionship will stalk a candidate silently for days, reading his thoughts via telepathy, judging his deeds to be good or evil. If the candidate is found to be good, the pseudodragon will present itself to the human as a traveling companion and observe the human's reaction. If the human seems overjoyed and promises to take very good care of it, the pseudodragon will accept. If not, it will fly away.

The personality of a pseudodragon has been described by some as catlike. A pseudodragon is willing to serve, provided that it is well-fed, groomed, and receives lots of attention. At times a pseudodragon seems arrogant, demanding, and less than willing to help. In order to gain its full cooperation, the companion must pamper the pseudodragon and make it feel as though it were the most important thing in his life. If the pseudodragon is mistreated or insulted it will leave, or worse, play pranks when least expected. Pseudodragons particularly dislike cruelty and will not serve cruel masters.

Ecology: Pseudodragons are omnivorous but prefer to eat meat. Their diet consists chiefly of rodents and small birds with occasional leaves, fruits, and berries. In the wild, pseudodragons live solitary lives, protecting small personal hoards in their nests. They gather to mate once per year, in early spring, when gatherings of dozens of pseudodragons are not uncommon. After mating, males and females separate; females lay speckled brown eggs in clutches of four to six which hatch in mid-summer; females raise the young by themselves. Pseudodragons hibernate in winter; the young leave the nest in spring to mate.

Pseudodragons have a lifespan of 10-15 years. Like dragons, they are attracted to bright shiny objects. Pseudodragon eggs can be resold for up to 10,000 gold pieces while a hatchling is worth as much as 20,000 gold pieces.


CLIMATE/TERRAIN: Warm temperate to tropical/Hills and desert

FREQUENCY: Very rare


ACTIVITY CYCLE: Dusk to dawn

DIET: Carnivore





ARMOR CLASS: 6 (Flying)/2 (Ground)

MOVEMENT: 15, Fl 9 (E)


THAC0: 11


DAMAGE/ATTACK: 1-8/1-8/3-18




SIZE: M (5' at shoulder)

MORALE: Champion (15)

XP VALUE: 2,000


Possessing some of the most dangerous qualities of a lion and a brass dragon, the dragonne is a vicious and deadly hunter, and a threat to many who travel in warmer climates.

From a distance, a dragonne looks much like a giant lion, with the one very notable exception of the pair of small, brass-colored wings that stretch from the creature's shoulders. Upon closer inspection, other differences between the dragonne and its feline ancestor become apparent, too. The dragonne is covered with thick, brass-colored scales, much like a brass dragon, and its mane is much thicker and made of far coarser hair than a lion's. The beast also possesses huge claws and fangs, and large eyes, usually brass-colored like its scales. Dragonnes do not have their own language. Instead, they speak the languages of brass dragons and sphinxes.

Combat: Dragonnes usually attack first with their front claws, inflicting 1d8 points of damage with each set, and their terrible jaws, inflicting 3d6 points of damage. This is usually enough to slay most of the creatures the dragonne encounters. If a dragonne is in combat with an especially deadly opponent, or is wounded in a battle with a lesser opponent, however, it will use its deadly roar.

A dragonne's roar causes weakness (due to fear) in all creatures within 120 feet of the monster, unless they roll successful saving throws vs. paralyzation. Those creatures that save are not affected, but those that fail to save lose 50% of their Strength for 2d6 rounds. Worse still, any creature within 30 feet of the dragonne when it roars are deafened for 2d6 rounds. No save is possible against the deafening aspect of the dragonne's roar, and all affected creatures cannot hear any sound and fight with a -1 penalty to attack rolls (due to disorientation).

The dragonne's roar is like a dragon's breath weapon in that it can only be used once every three rounds. Creatures within the range of the dragonne's roar must roll saving throws vs. fear each time they hear it. Once a creature is deafened, however, it cannot hear the dragonne's roar, and need not save against it, until the 2d6 rounds of temporary deafness are over.

Although a dragonne's wings are useful only for short periods of time, carrying the creature for only 1-3 turns at a time, the dragonne uses its wings very effectively in battle. If any creatures attempt to charge the dragonne or encircle it, the dragonne simply takes to the air and finds a more defensible position. The dragonne prefers not to fight in the air, as it is very slow and maneuvers poorly compared to most flying creatures. It can fight with its claws and bite, and even its roar, when airborne, so it remains almost as deadly in the air as on the ground.

Habitat/Society: Dragonnes prefer to dwell in rocky foothills and deserts. They take large, natural caves for their lairs and store their small amounts of treasure, usually taken from slain adventurers, in loose piles around their rocky homes. Their territories are usually very large, as they generally inhabit desolate areas.

They cannot bear the company of other dragonnes, and the creatures are found in pairs only during their brief mating season, late in the autumn. Dragonnes lay eggs, like their reptilian ancestors, and only one egg is produced a year by any dragonne. The female raises this young dragonne for one year, after which time even a mother and her young will be unfriendly if they meet. Male dragonnes are always antagonistic toward each other.

In fact, dragonnes get along with very few creatures, and are considered a menace by most sentient races. More than anything, however, dragonnes wish to be left alone to hunt.

Ecology: The dragonne prefers herd animals like goats for food, especially since they don't fight back as fiercely as humans. It only attacks a human or demihuman for food if no other game is available.

Dragonnes are not necessarily aggressive toward strangers, and the creature's reputation as a mindless devourer of helpless travelers is more the product of ignorance than well-researched fact. A dragonne will almost always attack any creature that invades its lair or threatens its territory. This means that adventurers who stumble across a dragonne's cave or settlers who decide to build in a dragonne's territory are often subject to fierce and immediate attack. Creatures not threatening the dragonne's lair or simply passing through its territory are usually left alone. Though the dragonne's intelligence is low, it can tell the difference between a harmless traveler and a potentially troublesome settler.


CLIMATE/TERRAIN: Secluded oak groves

FREQUENCY: Very rare



DIET: Herbivore

INTELLIGENCE: High (13-14)

TREASURE: M (x 100), Q (x 10)


NO. APPEARING: 1 or 1-6




THAC0: 19


DAMAGE/ATTACK: 1-4 (knife)




SIZE: M (5' tall)

MORALE: Steady (12)



Dryads are beautiful, intelligent tree sprites. They are as elusive as they are alluring, however, and dryads are rarely seen unless taken by surprise -- or they wish to be spotted.

The dryad's exquisite features, delicate and finely chiseled, are much like an elf maiden's. Dryads have high cheek bones and amber, violet, or dark green eyes. A dryad's complexion and hair color changes with the seasons, presenting the sprite with natural camouflage. During the fall, a dryad's hair turns golden or red, and her skin subtly darkens from its usual light tan to more closely match her hair color. This enables her to blend with the falling leaves of autumn. In winter, both the dryad's hair and skin are white, like the snows that cover the oak groves. When encountered in a forest during fall or winter, a dryad is often mistaken for an attractive maid, probably of elvish descent. No one would mistake a dryad for an elf maid during the spring and summer, however. At these times of year, a dryad's skin is lightly tanned and her hair is green like the oak leaves around her.

Dryads often appear clothed in a loose, simple garment. The clothing they wear is the color of the oak grove in the season they appear. They speak their own tongue, as well as the languages of elves, pixies, and sprites. Dryads can also speak with plants.

Combat: Dryads are shy, nonviolent creatures. They rarely carry weapons, but they sometimes carry knives as tools. Though a dryad can use this as a weapon in a fight, she will not resort to using a knife unless seriously threatened.

Dryads have the ability to throw a powerful charm person spell three times a day (but only once per round). This spell is so powerful that targets of the spell suffer a -3 penalty to their saving throws. A Dryad always uses this spell if seriously threatened, attempting to gain control of the attacker who could help her most against his comrades. Dryads will only attempt to charm elves as a last resort because of their natural resistance to this type of spell.

The dryad's use of her ability to charm is not limited to combat situations, however. Whenever a dryad encounters a male with a Charisma of 16 or more, she usually tries to charm him. Charismatic victims of a dryad's attentions are taken to the tree sprite's home, where the men serve as amorous slaves to their beautiful captors. There is a 50% chance that a person charmed and taken away by a dryad will never return. If he does escape from the dryad's charms, it will be after 1d4 years of captivity.

This tree sprite also has two other powers that are very useful in defense. Unless surprised, a dryad has the ability to literally step through a tree and then dimension door to the oak tree she is part of. She can also speak with plants (as the 4th-level priest spell). This enables the dryad to gather information about parties traveling near her tree, and even to use vegetation to hinder potential attackers.

Habitat/Society: Some legends claim that dryads are the animated souls of very old oak trees. Whether this is really the case, it is true that dryads are attached to a single, very large oak tree in their lifetimes and cannot, for any reason, go more than 360 yards from that tree. If a dryad does wander farther away, she becomes weak and dies within 6d6 hours unless returned to her home. The oak trees of dryads do not radiate magic, but someone finding a dryad's home has great power over her. A dryad suffers damage for any damage inflicted upon her home tree. Any attack on a dryad's tree will, of course, bring on a frenzied defense by the dryad.

Although dryads are generally very solitary, up to six have been encountered in one place. This is rare, however. All this really means is that a number of dryad oaks are within 100 yards of one another and the dryads' paths cross. These dryads may come to each other's aid, but never really gather socially. Any treasure owned by a tree sprite is hidden close to her home tree. The gold and gems that make up a dryad's treasure are almost always the gifts of charmed adventurers.

These tree sprites realize that most humans and demihumans fear them for their ability to charm, so dryads only deal with strangers on rare occasions. When approached carefully, however, dryads have been known to aid adventurers. They are a useful source of information, too, as they know a great deal about the area in which they live.

Ecology: Dryads are staunch protectors of the forest and groves in which they reside. Any actions that harm the area, and especially its plant life, are met with little tolerance.


Hill Mountain

CLIMATE/TERRAIN: Subarctic to sub- Subarctic to sub-

tropical rocky hills tropical mountains

FREQUENCY: Common Common



DIET: Omnivorous Omnivorous

INTELLIGENCE: Very (11-12) Very (11-12)

TREASURE: M (x5) (G, Qx20, R) M (x5) (G, Qx20, R)

ALIGNMENT: Lawful good Lawful good

NO. APPEARING: 40-400 40-400

ARMOR CLASS: 4 (10) 4 (10)


HIT DICE: 1 1+1

THAC0: 20 19


DAMAGE/ATTACK: 1-8 (weapon) 1-8 (weapon)

SPECIAL ATTACKS: See below See below

SPECIAL DEFENSES: See below See below

MAGIC RESISTANCE: See below See below

SIZE: S to M (4' and taller) M (4½' and taller)

MORALE: Elite (13-14) Elite (13-14)

XP VALUE: 175 270


Dwarves are a noble race of demihumans who dwell under the earth, forging great cities and waging massive wars against the forces of chaos and evil. Dwarves also have much in common with the rocks and gems they love to work, for they are both hard and unyielding. It's often been said that it's easier to make a stone weep than it is to change a dwarf's mind.

Standing from four to 4½ feet in height, and weighing 130 to 170 pounds, dwarves tend to be stocky and muscular. They have ruddy cheeks and bright eyes. Their skin is typically deep tan or light brown. Their hair is usually black, gray, or brown, and worn long, though not long enough to impair vision in any way. They favor long beards and mustaches, too. Dwarves value their beards highly and tend to groom them very carefully. Dwarves do not favor ornate stylings or wrappings for their hair or their beards.

Dwarven clothing tends to be simple and functional. They often wear earth tones, and their cloth is considered rough by many other races, especially men and elves. Dwarves usually wear one or more pieces of jewelry, though these items are usually not of any great value or very ostentatious. Though dwarves value gems and precious metals, they consider it in bad taste to flaunt wealth.

Because dwarves are a sturdy race, they add 1 to their initial Constitution ability scores. However, because they are a solitary people, tending toward distrust of outsiders and other races, they subtract 1 from their initial Charisma ability scores. Dwarves usually live from 350 to 450 years.

Dwarves have found it useful to learn the languages of many of their allies and enemies. In addition to their own languages, dwarves often speak the languages of gnomes, goblins, kobolds, orcs, and the common tongue, which is frequently used in trade negotiations with other races.

Combat: Dwarves are courageous, tenacious fighters who are ill-disposed toward magic. They never use magical spells or train as wizards, though they can become priests and use the spells of this group. Because of their nonmagical nature, in fact, they get a special bonus to all saving throws against magical wands, staves, rods, and spells. Dwarves receive a +1 bonus to saving throws against these magical attacks for every 3½ points of Constitution score they have. See Table 9 on page 21 of the Player's Handbook for specific bonuses.

A dwarf's nonmagical nature can also cause problems when he tries to use a magical item. In fact, if a dwarf uses a magical item that is not specifically created for his class, there is a 20% chance the item malfunctions. For example, if a dwarven fighter uses a bag of holding -- which can be used by any class, not just fighters -- there is a 20% chance each time the dwarf uses it that the bag does not work properly. This chance of malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and miscellaneous magic. However, dwarves have learned to master certain types of magical items -- because of an item's military nature. These objects -- specifically weapons, shields, armor, gauntlets, and girdles -- are not subject to magical malfunction when used by a dwarf of any class.

As with magical attacks, dwarves are unusually resistant to toxic substances. Because of their exceptionally strong Constitution, all dwarves roll saving throws against poisons with the same bonus (+1 for every 3½ points of Constitution score) that applies to saves vs. magical attacks.

In the thousands of years that dwarves have lived in the earth, they have developed a number of skills and special abilities that help them to survive. All dwarves have infravision that enables them to see up to 60 feet in the dark. When underground, dwarves can tell quite a bit about their location by looking carefully at their surroundings. When within 10 feet of what they are looking for, dwarves can detect the grade and slope of a passage (1-5 on 1d6), new tunnel construction (1-5 on 1d6), sliding/shifting walls or rooms (1-4 on 1d6), and stonework traps, pits, and deadfalls (1-3 on 1d6). Dwarves can also determine their approximate depth underground (1-3 on 1d6) at any time.

During their time under the earth, dwarves have also developed an intense hatred of many of the evil creatures they commonly encounter. Thus, in melee, dwarves always add 1 to their attack rolls to hit orcs, half-orcs, goblins, and hobgoblins. The small size of dwarves is an advantage against ogres, trolls, ogre magi, giants, and titans; these monsters always subtract 4 from their attack rolls against dwarves because of that size difference and the dwarves' training in fighting such large foes.

Dwarven armies are well-organized and extremely well-disciplined. Dwarven troops usually wear chain mail and carry shields in battle. They wield a variety of weapons. The composition of a typical dwarven army by weaponry is axe and hammer (25%), sword and spear (20%), sword and light crossbow (15%), sword and pole arm (10%), axe and heavy crossbow (10%), axe and mace (10%), or hammer and pick (10%).

For every 40 dwarves encountered, there is a 2nd- to 6th-level fighter who leads the group. (Roll 1d6 to determine level, with a roll of 1 equalling 2.) If there are 160 or more dwarves encountered, there are, in addition to the leaders of the smaller groups, one 6th-level fighter (a chief) and a 4th-level fighter (lieutenant) commanding the troops. If 200 or more dwarves are encountered, there is a fighter/priest of 3rd- to 6th-level fighting ability and 4th-to 7th-level priest ability. If a dwarven army has 320 or more troops in it, the following high-level leaders are in command of the group: an 8th-level fighter, a 7th-level fighter, a 6th-level fighter/7th-level priest, and two 4th-level fighter/priests.

The commanders of the dwarven troops wear plate armor and carry shields. In addition, the fighters and fighter/priests leading the dwarven troops have a 10% chance per level of fighting ability of having magical armor and/or weapons. The fighter/priests who lead the troops also have a 10% chance per level of priest ability of having a magical item specific to priests (and thus not subject to malfunction).

If encountered in its home, a dwarven army has, in addition to the leaders noted above, 2d6 fighters of from 2nd- to 5th-level (1d4+1 for level), 2d4 fighter/priests of from 2nd- to 4th-level (in each class), females equal to 50% of the adult males, and children equal to 25% of the adult males. Dwarven women are skilled in combat and fight as males if their homes are attacked.

Habitat/Society: Usually constructed around profitable mines, dwarven cities are vast, beautiful complexes carved into solid stone. Dwarven cities take hundreds of years to complete, but once finished they stand for millennia without needing any type of repair. Since dwarves do not leave their homes often and always return to them, they create their cities with permanence in mind. Troops guard dwarven cities at all times, and sometimes (60% chance) dwarves also use animals as guards -- either 2d4 brown bears (75% chance) or 5d4 wolves (25% chance).

Dwarven society is organized into clans. A dwarven clan not already attached to a city or mine travels until it finds an outpost where it can begin to ply a trade. Clans often settle close together since they usually need the same raw materials for their crafts. Clans are competitive, but usually do not war against one another. Dwarven cities are founded when enough clans move to a particular location.

Each dwarven clan usually specializes in a particular craft or skill; young dwarves are apprenticed at an early age to a master in their clan (or, occasionally, in another clan) to learn a trade. Since dwarves live so long, apprenticeships last for many years. Dwarves also consider political and military service a skilled trade, so soldiers and politicians are usually subjected to a long period of apprenticeship before they are considered professionals.

To folk from other races, life within these cities might seem as rigid and unchanging as the stone that the dwarven houses are wrought from. In fact, it is. Above all, dwarves value law and order. This love of stability probably comes from the dwarves' long life spans, for dwarves can watch things made of wood and other mutable materials decay within a single lifetime. It shouldn't be surprising, then, that they value things that are unchanging and toil ceaselessly to make their crafts beautiful and long-lived. For a dwarf, the earth is something to be loved because of its stability and the sea a thing to be despised -- and feared -- because it is a symbol of change.

Dwarves also prize wealth, as it is something that can be developed over a long period of time. All types of precious metal, but particularly gold, are highly prized by dwarves, as are diamonds and other gems. They do not value pearls, however, as they are reminders of the sea and all it stands for. Dwarves believe, however, that it is in poor taste to advertise wealth. Metals and gems are best counted in secret, so that neighbors are not offended or tempted.

Most other races see dwarves as a greedy, dour, grumpy folk who prefer the dampness of a cave to the brightness of an open glade. This is partially true. Dwarves have little patience for men and other short-lived races (since man's concerns seem so petty when seen from dwarven eyes). Dwarves also mistrust elves because they are not as serious-minded as dwarves and waste their long lives on pastimes the dwarves see as frivolous. However, dwarves have been known to band together with both men and elves in times of crisis, and long-term trade agreements and alliances are common.

Dwarves have no mixed feelings about the evil races that dwell below ground and in the Underdark, however. They have an intense hatred of orcs, goblins, evil giants, and drow. The dire creatures of the Underdark often fear dwarves, too, for the short, stout folk are tireless enemies of evil and chaos. It is a goal of the dwarves to wage constant and bitter war against their enemies under the earth until either they or their foes are destroyed.

Ecology: Since much of their culture is focused on creating things from the earth, dwarves produce a large amount of useful, valuable trade material. Dwarves are skilled miners. Though they rarely sell the precious metals and rough gems they uncover, dwarven miners have been known to sell surpluses to local human communities. Dwarves are also skilled engineers and master builders -- though they work almost exclusively with stone -- and some dwarven architects work for humans quite frequently.

Dwarves most often trade in finished goods. Many clans are dedicated to work as blacksmiths, silversmiths, goldsmiths, armorers, weapons makers, and gem cutters. Dwarven products are highly valued for their workmanship. In human communities, these goods often demand prices up to 20% higher than locally forged items. Many people are still willing to pay a high price for a suit of dwarven mail or a dwarven sword. Humans know that the dwarf who forged the item made it to last a dwarven lifetime, so they'll never need to worry about it wearing out in theirs.

Mountain Dwarves

Similar in most ways to their cousins, the hill dwarves, these demihumans prefer to live deep inside mountains. They tend to be slightly taller than hill dwarves (averaging 4½ feet tall) and more hearty (having 1+1 Hit Dice). They usually have slightly lighter skin and hair than their hill-dwelling relatives. In battle, mountain dwarf armies are likely to have more spears (30% maximum) and fewer crossbows (20% maximum) than hill dwarf armies. Mountain dwarves have the same interests and biases as hill dwarves, though they are even more isolationist than their cousins and sometimes consider even hill dwarves to be outsiders. Mountain dwarves live for at least 400 years.


Derro Duergar

CLIMATE/TERRAIN: Any/Subterranean Subterranean

FREQUENCY: Very rare Very rare



DIET: Omnivore Omnivore

INTELLIGENCE: Very to genius (13-18) Average to genius (8-18)

TREASURE: See below M, Q

Lair: B (magic only), F

ALIGNMENT: Chaotic evil Lawful evil (Neutral)

NO. APPEARING: 3-30 2-9 or 201-300

ARMOR CLASS: 5 or 4 (8) 4


HIT DICE: 3 (see below) 1+2

THAC0: 17 (see below) 19

NO. OF ATTACKS: 1 or 2 1

DAMAGE/ATTACK: By weapon By weapon

SPECIAL ATTACKS: See below See below

SPECIAL DEFENSES: See below Save with +4 bonus


SIZE: S (4' tall) S (4' tall)

MORALE: Steady (12) Elite (13)

XP VALUE: 975 and up 420

2 Hit Dice+4 650

3 Hit Dice+6 975

4 Hit Dice+8 1,400


Derro are a degenerate race of dwarven stature. They have been skulking in the Underdark for ages, but they were discovered by the mind flayers only five centuries ago, and by the drow but shortly before that. The derro have made a name for themselves by their marked cruelty. It is said that a derro lives for just two things: to witness the slow, humiliating death of surface demihumans, and especially humans; and the perversion of knowledge to their own dark ends.

Derro are short, with skin the color of an iced over lake (white, with bluish undertones), sickly, pale yellow or tan hair (always straight), and staring eyes that have no pupils. Their features remind dwarves of humans, and vice versa. Derro have rough skin, spotted with short coarse tufts of hair. Most derro wear a loose costume woven from the hair of underground creatures and dyed deep red or brown. Their armor is leather, studded in copper and brass. Leaders wear tougher, kather armors, made from the hides of beasts far more rugged than cattle.

Combat: Derro are one of the most dexterous of humanoid races (averaging 15-18), and their Armor Class must be adjusted for this. Normally, a derro party is well-equipped with weapons and spells. All derro carry small, ornamental blades, called secari, which can be treated as daggers, but most use other weapons as well.

Half of all encountered derro carry a repeating light crossbow (12 maximum range, two shots each round, six-bolt capacity, 1d3 points of damage). Derro crossbowman usually coat their bolts with poison. If a derro wants to simply bring down his prey, he uses a poison that causes an additional 2d6 points of damage (successful saving throw for no additional damage). If he desires to prolong his target's suffering, he uses a poison that has the same effects as a ray of enfeeblement spell (asuccessful saving throw indicates no poison damage).

Twenty-five percent of derro carry a hook-fauchard, a long (6'+) pole arm that causes 1d4 points of impaling damage and can pull a man-sized or smaller creature off-balance 25% of the time. It takes one round to regain balance.

Fifteen percent of derro use only a spiked buckler. This small shield, improves the derro's AC by 1 against any one opponent. It is armed with a central spike, which can be wielded as a second weapon (no penalty because of the derro's high Dexterity) for 1d4 points of impaling damage. The derro will also have a hooked aklys, a short, heavy club that can be thrown for 1d6 points of crushing damage. It is attached to a thick leather thong so that it can be retrieved. Thanks to the hook, the aklys also pulls an opponent off-balance but it has only a 1-8 chance. These derro are considered brave by their fellows; they are awarded the rarer, heavier armors (AC 4).

The remaining 10% of the derro are the sons and daughters of derro leaders. They are given heavier armor and trained in the use of the spear and the military pick. They use bucklers (sans spikes) when not using the spear with both hands.

For every three derro encountered, there is one with 4 Hit Dice. For every six derro, there is one with 5 Hit Dice. If 10 or more, there is a 7 Hit Die leader with a 6 Hit Die lieutenant. If a party encounters 25 derro, they would be accompanied by eight 4 Hit Die derro, four of 5 Hit Die, one with 6 Hit Dice, and one with 7. The leaders always wear the thicker armor and usually wield well-made (and occasionally magical) weapons.

If 20 or more are encountered, they are accompanied by a savant and two students. Savant derro are able to use any sort of magical item or weapon. Savants know 1d4+5 of the following spells, learned at random: affect normal fires, anti-magic shell, blink, cloudkill, ESP hypnotic pattern, ice storm, invisibility, levitate, light, lightning bolt, minor creation, paralyzation, repulsion, shadow magic, spider climb, ventriloquism, wall of fog, wall of force. Savants have 5-8 Hit Dice, and carry two or three useful magical items. Typical magical items are any potion, any scroll, rings of fire resistance, invisibility, protection, and spell storing, any wand, studded leather armor +1, shields, weapons up to +3, bracers of defense, brooches of shielding, cloaks of protection, and so on. Savants can instinctively comprehend languages and read magic (as the spells).

Savants are capable of acting as sages in one to three areas of study. Derro raids are often inspired by a savant's research.

Student savants know only 1-3 spells, have 4-7 Hit Dice, they know only one field of study, and one minor magical item.

In combat, derro fight cunningly, with good tactics. They keep spellcasters from effectively using magic, and inflict minor wounds until they eventually kill their opponents. Savants use their powers to confuse and frustrate, rather than to simply kill. Derro have poor infravision (30-foot range) but keen hearing (treat as the blind-fighting, nonweapon proficiency).

Derro keep slaves and attempt to capture intelligent opponents, when possible.

Habitat/Society: Derro live in large underground complexes, nearer the surface than the kuo-toans and drow, but deeper than goblins and trolls. They never expose themselves to direct sunlight; it nauseates them. Sunlight will kill a derro if he is exposed to it for several days. Still, derro do visit the surface at night, raiding for humans or carrying out a savant's plans.

Derro are never encountered singly. From their combat tactics to their choice of spells, derro demonstrate a mob mentality. A lone derro is a desperate derro, seeking at all costs to return to his home.

Derro lairs always have 3d4+30 normal derro, plus leaders. The members of the lair are led by the resident savants (1-3 in number) and their apprentices (2-5 students). Derro obey without question the puzzling, even suicidal, dictates from their savant leaders.

Also to be found in a derro lair are 5d6+10 human slaves. If any of the lair's savants or students know the charm person spell, each slave has a 90% chance of being charmed. Derro hate humans more than any other race; they use humans for the most demeaning manual labor, and for breeding.

Derro do not appear to worship any powers, but the savants treasure knowledge and the rest seem to worship the savants.

Derro usually scour their territory for magical items, stealing them, or, if necessary, purchasing them from more powerful creatures. Derro do not share the love of gold common to their dwarven relatives, and they have been known to pay exorbitant prices for a few potions or for a magical item with a missing command word.

Every 20 years or so, the derro mount an all-out war against the other creatures of the Underdark. This is known as the Uniting War, and no savant really expects it to be won. The War is a means of winnowing out the weakest of the derro lairs, a focal point for racial identity, and a chance to really create some terror in the Underdark. It also serves the purpose of starting rumors. Humans will certainly hear that a war is being fought in the Underdark, and they will send hundreds of scouting and adventuring parties to the underground to investigate. The derro welcome this new source of slaves.

Ecology: Derro can live on a diet of underground fungi, but use it only for spice. They seek out other sustenance whenever possible. A derro hunting party usually pursues large, dangerous prey that will feed an entire lair, rather than smaller, simpler food. The derro tendency to torment prey also holds when for hunting food. They also raid other races for food.



Duergar, or gray dwarves, are a malevolent breed that exist at extreme depths underground. Duergar may be fighters, priests, thieves, or multi-classed fighter/priests, fighter/thieves, or priest/thieves. Thieves are proficient in the use of poison.

Duergar appear to be emaciated, nasty-looking dwarves. Their complexions and hair range from medium to dark gray. They prefer drab clothing designed to blend into their environment. In their lairs, they may wear jewelry, although such pieces are kept dull.

Duergar have infravision to 120 feet. They speak the duergar dialect of the dwarven tongue, ``undercommon'' (the trading language of subterranean cultures), and the silent speech employed by some subterranean creatures. Intelligent duergar may speak other languages as well.

Combat: For every four, single HD duergar encountered outside a lair, there is one with 2 HD+4 hp. If a band of nine are encountered outside a lair, there will be a tenth, with 3 HD+6 hp or 4 HD+8 hp always leads the group.

Duergar are armed as follows:

1st level: pick, hammer, spear, chain mail, and shield;

2nd level: pick, light crossbow, chain mail, and shield;

3rd-6th level: hammer, short sword, plate mail, and shield;

7th-9th level: hammer*, short sword*, plate mail*, and shield*;

3rd-6th/3rd-6th-level priest/thief: any usable*/any usable*;

7th-9th/7th-9th-level priest/thief: any usable*/any usable*

* 5% chance/level for magical item; for multi-class, add one-half of lower level (round up) to the higher level in order to find the appropriate multiplier.

There are noncombatant, duergar children equal to 10% of the total number of duergar fighters encountered.

The duergar's stealth imposes a -2 penalty to opponents' surprise rolls; the duergar are surprised only on a 1 on 1dl0. Their saving throws vs. magical attacks gain a +4 bonus. They are immune to paralysis, illusion/phantasm spells and poisons.

All duergar possess innate magical abilities of enlargement and invisibility. They can use these spells as wizards of a level equal to their hit points. Duergar can use enlargement to either grow or shrink themselves, as well as anything they are wearing or carrying.

Daylight affects the duergar as follows: their enhanced ability to gain surprise is negated, Dexterity is reduced by 2, attacks are made with a -2 penalty to the attack roll, and opponents' saving throws are made with a +2 bonus. If the encounter occurs when the duergar are in darkness, but their opponents are brightly illuminated, the duergar's surprise ability and Dexterity are normal, but they still suffer a -1 penalty to their attack rolls while their opponents gain a +1 bonus to saving throws against attacks. Duergar are not adversely affected by the light given off by torches, lanterns, magical weapons, or light and faerie fire spells.

There is a 10% chance that any duergar are accompanied by 2d4 giant steeders, used as mounts (see Spiders).

Habitat Society: Duergar society is similar to that of other dwarven cultures, although life is much harsher because of the hostile environment deep underground. They do not venture to the surface except at night or on gloomy days. Duergar life spans can reach 400 years.

Elemental, Generic Information

Elementals are sentient beings that can possess bodies made of one of the four basic elements that make up the Prime Material plane -- air, earth, fire, or water. They normally reside on an elemental Inner Plane and will only be encountered on the Prime Material plane if they are summoned by magical means. (See Manual of the Planes for more information on the nature of the various elemental planes.) Each elemental must adopt a shell in the Prime Material composed of the basic element it represents. and once this shell is destroyed, the elemental will return to its native plane. While there are many more powerful and more intelligent residents of the elemental planes, the common elemental is the easiest to contact, and therefore the most frequently summoned.

Their magical nature gives elementals great protection from attacks on the Prime Material plane. Elementals are not harmed by any nonmagical weapons or magical weapons of less than +2 bonus. Creatures with under four Hit Dice and without any magical abilities cannot harm an elemental either. (Magical abilities include such characteristics as breath weapons, poisons, paralysis, or even being immune to normal weapon attacks.) Orcs, for example, are powerless against a conjured elemental unless one happens to possess a weapon with +2 or better bonus to hit.

Though elementals do enjoy protection from many nonmagical attacks in the Prime Material plane, like all extraplanar and conjured creatures, elementals are affected by protection from evil spells. An elemental cannot strike a creature protected by this spell and must recoil from the spell's boundaries. However, the elemental can attack creatures protected by the spell as long as it doesn't touch them. For example, a fire elemental could set the ground on fire around the creature and wait for the blaze to spread.

Each of the four types of common elemental has its own particular strengths and weaknesses, attack modes and method of movement, depending on its plane of origin. These will be covered individually, by elemental type, in the next few pages. All common elementals share one major characteristic, however. They are basically stupid. This low intelligence makes it difficult for the elemental to resist a magical summons. But even the common elemental is bright enough to know it does not like being taken off of its home plane and held in the Prime Material plane.

Summoning an Elemental: There are three basic ways to call an elemental to this plane, and the strength of the conjured elemental depends on the method used to summon it:

Conjured by spell 8, 12, 16, or 21-24 Hit Dice

Conjured by staff 16 Hit Dice

Conjured by summoning device 12 Hit Dice

Obviously, the type of wizard or priest spell used to contact an elemental will greatly effect the size of the creature on this plane. (See Player's Handbook for specifics.) Also, a conjured elemental's height (in feet) is equal to its Hit Dice, so the method of summoning an elemental to the Prime Material plane will also determine its size.

Each individual's use of any spell, staff, or device in contacting the elemental planes produces a unique call. This unique summons will only be answered by the inhabitants of a particular plane once per day. Therefore, each of the methods of summoning elementals -- spell, device, and staff -- can be used by one person to call only one of any specific type of common elemental per day. If a staff is used four times in one day, for example, all four types of elementals must be called once.

The only exception to this is a character using more than one method to call elementals. Then, the conjurer can call a number of elementals of the same type equal to the number of methods he or she uses. This means a person with a device and a staff can summon two earth elementals. However, a person with two staffs can still summon only one elemental of any specific type in one day.


Controlling an Elemental: Because the elemental will be furious at being summoned to this plane, concentration in conjuring the creature is vital. In calling an elemental, a person must remain perfectly still and focus all of his attention on controlling the being. Any distraction to the summoner, either mental or physical, will result in a failure to control the elemental when it arrives on the Prime Material plane. Elementals that are uncontrolled and acting upon their own desires are called free-willed. If the party is lucky, a free-willed elemental will immediately return to its plane. However, this occurs only 25% of the time.

In most cases (75% of the time), an uncontrolled elemental will immediately attack the person or party who conjured it, also destroying anything that stands between it and its enemies. There is no way to gain control of the elemental once it is lost, and there is nothing the objects of the elemental's wrath can do but defend themselves. The elemental's intense dislike of being away from its home plane is the only safeguard those conjuring an elemental can rely upon if the elemental runs wild. Because remaining on the Prime Material plane is painful to any common elemental, the uncontrolled elemental will always return to its plane of origin three turns after control is lost, whether it has destroyed the creatures responsible for calling it away from its elemental abode or not.

There is always a 5% chance per round that an elemental is in the Prime Material (beginning with the second round) that the creature will break control and attack the person who summoned it. Also, if a person is wounded, killed, or loses concentration while controlling an elemental, the creature will become free-willed. The elemental will first attack the person who summoned it and then destroy any living thing it can find during the three turns after control is lost. The creature will then return to its home in the Inner Planes. A free-willed elemental can be sent to its home plane if a dismissal spell is cast upon it, but there is only a 50% chance of success for the spell in this situation.

A successfully controlled elemental will stay on the Prime Material only for the duration of the spell that summoned it, and it can be controlled from a distance up to 30 yards per level of the person who summoned it. If under control, an elemental can be dismissed by the summoner when its task is complete.

Stealing Control of an Elemental: Control of a conjured elemental can be stolen from the person who summoned it by casting dispel magic specifically at the magical control over the creature (not the elemental itself or the person controlling it). Most of the normal rules for dispelling magic apply (Player's Handbook p. 148). However, when dealing with control over an elemental, a roll of 20 by the person attempting the spell means that all control has been dispelled and the creature is now free-willed.

If control of the elemental is stolen, the creature will follow the wishes of the new person controlling it as if he or she summoned it in the first place. If the dispel magic fails, the elemental will immediately be strengthened to its maximum 8 hit points per die and the conjurer's ability to control the elemental will be greatly enhanced, making any new attempts to steal control of the creature impossible. Also, the elemental will recognize the person who sought to take control of its will as a threat. If the person currently guiding the creature loses control, the elemental will immediately attack the person who attempted to steal control of its will -- even before attacking the person who first summoned it.

Elemental, Air/Earth

Air Earth

CLIMATE/TERRAIN: Any air Any land

FREQUENCY: Very rare Very rare

ORGANIZATION: Solitary Solitary


DIET: Air Earth, metal, or gem

INTELLIGENCE: Low (5-7) Low (5-7)


ALIGNMENT: Neutral Neutral



MOVEMENT: Fl 36 (A) 6

HIT DICE: 8, 12, or 16 8, 12, or 16

THAC0: 8 Hit Dice: 13 8 Hit Dice: 13

12 Hit Dice: 9 12 Hit Dice: 9

16 Hit Dice: 5 16 Hit Dice: 5


DAMAGE/ATTACK: 2-20 4-32

SPECIAL ATTACKS: See below See below

SPECIAL DEFENSES: +2 weapon or better to hit +2 weapon or better to hit


SIZE: L to H (8' to 16' tall) L to H (8' to 16' tall)

MORALE: 8-12 Hit Dice: 8-12 Hit Dice:

Champion (15-16) Champion (15-16)

16 Hit Dice: 16 Hit Dice:

Fanatic (17) Fanatic (17)

XP VALUE: 8 Hit Dice: 3,000 8 Hit Dice: 2,000

12 Hit Dice: 7,000 12 Hit Dice: 6,000

16 Hit Dice: 11,000 16 Hit Dice: 10,000


Air elementals can be conjured in any area of open air where gusts of wind are present. The common air elemental appears as an amorphous, shifting cloud when it answers its summons to the Prime Material plane. They rarely speak, but their language can be heard in the high-pitched shriek of a tornado or the low moan of a midnight storm.

Combat: While air elementals are not readily tangible to the inhabitants of planes other than its own, they can strike an opponent with a strong, focused blast of air that, like a giant, invisible fist, does 2-20 points of damage. The extremely rapid rate at which these creatures can move make them very useful on vast battlefields or in extended aerial combat. In fact, the air elemental's mastery of its natural element gives it a strong advantage in combat above the ground. In aerial battles, they gain a +1 to hit and a +4 to the damage they inflict.

The most feared power of an air elemental is its ability to form a whirlwind upon command. Using this form, the air elemental appears as a truncated, reversed cone with a 10 foot bottom diameter and 30 foot top diameter. The height of the whirlwind depends on the Hit Dice of the elemental. An air elemental of 8 Hit Dice will produce a whirlwind standing 40 feet tall; a 12 Hit Dice elemental produces a whirlwind standing 60 feet tall; and a 16 Hit Dice elemental produces a whirlwind standing 80 feet tall. It takes one full turn to form and dissipate this cone.

This whirlwind lasts for one melee round, sweeps away and kills all creatures under 3 Hit Dice in the area of its cone, and does 2-16 points of damage to all creatures it fails to kill outright. If, because of overhead obstructions, the whirlwind fails to reach its full height, it can only sweep up creatures under 2 Hit Dice and do 1-8 points of damage to all others in its cone.

Earth elementals can be conjured in any area of earth or stone. This type of common elemental appears on the Prime Material plane as a very large humanoid made of whatever types of dirt, stones, precious metals, and gems it was conjured from. It has a cold, expressionless face, and its two eyes sparkle like brilliant, multifaceted gems. Though it has a mouth-like opening in its face, an earth elemental will rarely speak. Their voices can be heard in the silence of deep tunnels, the rumblings of earthquakes, and the grinding of stone on stone.

Though earth elementals travel very slowly, they are relentless in the fulfillment of their appointed tasks. An earth elemental can travel through solid ground or stone with no penalty to movement or dexterity. However, these elementals cannot travel through water: they must either go around the body of water in their path or go under it, traveling in the ground. Earth elementals prefer the latter as it keeps them moving, more or less, in a straight line toward their goal.

Combat: Earth elementals will always try to fight on the ground and will only rarely be tricked into giving up that advantage. Because of their close alliance to the rock and earth, these elementals do 4-32 points of damage (4d8) whenever they strike a creature that rests on the ground.

Against constructions with foundations in earth or stone, earth elementals do great damage, making them extremely useful for armies sieging a fortification. For example, a reinforced door, which might require a few rounds to shatter using conventional methods, can be smashed with ease by an earth elemental. They can even level a small cottage in a few rounds.

An earth elemental's effectiveness against creatures in the air or water is limited; the damage done by the elemental's fists on airborne or waterborne targets is lessened by 2 points per die (to a minimum of 1 point of damage per die).

Elemental, Fire/Water

Fire Water

CLIMATE/TERRAIN: Any dry land Large areas of water

FREQUENCY: Very rare Very rare

ORGANIZATION: Solitary Solitary


DIET: Any combustible Any liquid

INTELLIGENCE: Low (5-7) Low (5-7)


ALIGNMENT: Neutral Neutral



MOVEMENT: 12 6, Sw 18

HIT DICE: 8, 12, or 16 8, 12, or 16

THAC0: 8 Hit Dice: 13 8 Hit Dice: 12

12 Hit Dice: 9 12 Hit Dice: 9

16 Hit Dice: 5 16 Hit Dice: 7


DAMAGE/ATTACK: 3-24 5-30

SPECIAL ATTACKS: See below See below

SPECIAL DEFENSES: +2 weapon or better to hit +2 weapon or better to hit


SIZE: L to H (8' to 16' tall) L to H (8' to 16' tall)

MORALE: 8-12 Hit Dice: 8-12 Hit Dice:

Champion (15-16) Champion (15-16)

16 Hit Dice: 16 Hit Dice:

Fanatic (17) Fanatic (17)

XP VALUE: 8 Hit Dice: 2,000 8 Hit Dice: 2,000

12 Hit Dice: 6,000 12 Hit Dice: 6,000

16 Hit Dice: 10,000 16 Hit Dice: 10,000


Fire elementals can be conjured in any area containing a large open flame. To provide a fire elemental with an adequate shell of Prime Material flame, a fire built to house an elemental should have a diameter of at least six feet and reach a minimum of four feet into the air.

On the Prime Material Plane, a fire elemental appears as a tall sheet of flame. The fire elemental will always appear to have two armlike appendages, one on each side of its body. These arms seem to flicker back into the creature's flaming body, only to spring out from its sides seconds later. The only facial features of a fire elemental are two large glowing patches of brilliant blue fire, which seem to function as eyes for the elemental. Like all common elementals, fire elementals rarely speak on the Prime Material plane, though their voices can be heard in the crackle and hiss of a large fire.

Combat: Because they resent being conjured to this plane, fire elementals are fierce opponents who will attack their enemies directly and savagely, taking what joy they can in burning the weak creatures and objects of the Prime Material to ashes. In combat, a fire elemental lashes out with one of its ever-moving limbs, doing 3-24 points of damage. Any flammable object struck by the fire elemental must save versus magical fire at a -2 or immediately begin to burn.

Fire elementals do have some limitations on their actions in the Prime Material plane. They are unable to cross water or non-flammable liquids. Often, a quick dive into a nearby lake or stream is the only thing that can save a powerful party from certain death from a fire elemental. Also, because their natural abilities give them some built-in resistance to flame-based attacks, creatures with innate fire-using abilities, like red dragons, take less damage from a fire elemental's attack. The elemental subtracts 1 point from each die of damage it does to these creature (to a minimum of 1 point of damage per die).

Water elementals can be conjured in any area containing a

large amount of water or watery liquid. At least one thousand cubic feet of liquid is required to create a shell for the water elemental to inhabit. Usually a large pool serves this purpose, but several large kegs of wine or ale will do just as well.

The water elemental appears on the Prime Material Plane as a high-crested wave. The elemental's arms appear as smaller waves, one thrust out on each side of its main body. The arms ebb and flow, growing longer or shorter as the elemental moves. Two orbs of deep green peer out of the front of the wave and serve the elemental as eyes. Like all other common elementals, water elemental rarely speak on the Prime Material Plane, but their voices can be heard in the crashing of waves on rocky shores and the howl of an ocean gale.

Combat: In combat, the water elemental is a dangerous adversary. It prefers to fight in a large body of water where it can constantly disappear beneath the waves and suddenly swell up behind its opponent. When the elemental strikes, it lashes out with a huge wave-like arm, doing 5-30 points of damage.

Water elementals are also a serious threat to ships that cross their paths. A water elemental can easily overturn small craft (one ton of ship per hit die of the elemental) and stop or slow almost any vessel (one ton of ship per hit point of the elemental). Ships not completely stopped by an elemental will be slowed by a percentage equal to the ratio of ship's tons over the hit points of the attacking elemental.

Though the water elemental is most effective in large areas of open water, it can be called upon to serve in a battle on dry land, close to the body of water from which it arose. However, the movement of the water elemental on land is the most restricted of any elemental type: a water elemental cannot move more than 60 yards away from the water it was conjured from, and 1 point of damage is subtracted from each die of damage they inflict out of the water (to a minimum of 1 point of damage per die).

Elemental, Air Kin

Sylph Aerial Servant

CLIMATE/TERRAIN: High altitudes or treetops Any (see below)

FREQUENCY: Very rare Very rare

ORGANIZATION: Solitary Solitary


DIET: Omnivore Wind

INTELLIGENCE: Exceptional (15-16) Semi- (2-4)


ALIGNMENT: Neutral (good) Neutral



MOVEMENT: 12, Fl 36 (A) Fl 24 (A)

HIT DICE: 3 16

THAC0: 17 5


DAMAGE/ATTACK: 0 8-32 (8d4)

SPECIAL ATTACKS: See below See below

SPECIAL DEFENSES: See below +1 or better weapon to hit


SIZE: M (4'-5' tall) L (8' tall)

MORALE: Elite (14) Elite (14)

XP VALUE: 2,000 9,000


Sylphs are beautiful, humanoid women with wings like dragonflies. Their wings are 4-5 feet long and translucent, clear, or spotted with iridescent color. Their long, bright, hair may be any ``normal'' color, or blue, purple, or green. They wear flowing, diaphanous robes which accent their wings or hair.

Sylphs are related to air elementals and to nymphs, perhaps originating as a cross-breed between nymphs and aerial servants. They speak Common and their own musical language. Sylphs are friendly and may (20%) befriend adventurers and give them aid in exchange for a favor.

Combat: Sylphs defend themselves only with magical abilities. A sylph can cast spells as a 7th-level wizard, and most prefer spells of elemental air. In addition, the sylph can become invisible at will and summon an air elemental once each week.

Habitat/Society: Sylphs rarely touch ground in the lowlands. They are fond of travel, and it is rare to find one near its home.

Sylph nests are highly individualistic, some formed from whatever materials are available, others are elaborate retreats perched in tall trees or carved into mountains. Sylphs prefer simple and light possessions, keeping only gems and magical items as treasure. They often trade wealth for furnishings, such as light draperies, silks, and pillows.

There is a 1% chance that a sylph's home holds an egg or a child. All sylphs are female and mate with humanoid males, preferring elves, but sometimes accepting a human or halfling mate. Three months after conception, the sylph lays a pearly egg in a special nest, and summons an air elemental to guard it. Six months later, the egg hatches a baby girl with wing buds. The child grows at the same rate as a human child, gaining magical abilities at age five, and full flight by age 10.

The sylph has the innate ability to levitate; wings are needed only to provide thrust. If a sylph's wings are injured, it can only glide or hover. Anti-magical attacks may ground a sylph by negating its power of levitation. Sylphs live for up to 1,000 years, retaining their youthful looks throughout their lives.

Every 28 years, all sylphs gather in a grand meeting to trade, share news, renew friendships, and welcome young sylphs.

Ecology: Sylphs usually maintain their distance from the more mundane humanoid races, but associate freely with nymphs and dryads. Aerial monsters occasionally feed on them, but they are in greater danger from evil humanoid males who attempt to capture them for dark purposes.

Aerial Servant

This creature is a form of air elemental native to the plane of elemental Air, as well as the Ethereal and Astral planes, and can be summoned to the Prime Material plane by clerics.

Normally invisible, if seen on their home plane, they resemble legless humanoids of sparkling blue smoke, with empty eyes, a slash for a mouth, and long, four-fingered hands.

Aerial servants try to avoid combat on their native planes. It has a Strength of 23 and attacks by grabbing and strangling opponents, causing damage with the hit, and in each round, until the victim breaks free. A character with exceptional Strength receives a percentage chance equal to the percentage of exceptional Strength. Creatures with 18/00 Strength and above break free easily. Creatures with more hit points than the aerial servant can likewise break its grasp. Aerial servants penalize opponents surprise rolls by -5 when invisible.

A cleric who summons an aerial servant will be attacked unless behind a protection from evil, because the servants resent being summoned. Otherwise, the servant will complete any duty for the cleric, except fighting, as fast as possible. If the servant is prevented from completing its mission, it goes insane and returns to kill the summoning cleric.

Aerial servants are wanderers drawn to areas of extreme weather. If caught in a storm, there is a 5% chance it will be blown in two; this is the only way it can reproduce.

Aerial servants must feed on winds of their home planes at least once per month, or suffer 1d8 damage per day over 30 that they go without feeding.

Elemental, Earth Kin

Pech Sandling

CLIMATE/TERRAIN: Any subterranean Temperate or tropical, sandy

or subterranean




DIET: Omnivore Minerals

INTELLIGENCE: Average to exceptional (8-16) Non- (0)

TREASURE: See below Nil

ALIGNMENT: Neutral good Neutral



MOVEMENT: 9 12, Br 6


THAC0: 17 17


DAMAGE/ATTACK: By weapon +3 2- 16


SPECIAL DEFENSES: See below See below


SIZE: S (4' tall) L (10' diameter)

MORALE: Average (10) Unsteady (7)

LEVEL/XP VALUE: 1,400 420


The pech are creatures of the plane of elemental Earth, though some have extensive mines in the deepest regions of the Prime Material plane. They dwell in dark places and work stone.

Pech are thin and have long arms and legs. Their broad hands and feet are excellent for bracing and employing tools to work stone. They have pale, yellowish skin and red or reddish brown hair. Their flesh is nearly as hard as granite. Their eyes are large and have no pupils. Pech have infravision to 120 feet.


Combat: The pech use picks and peat hammers (treat as war hammers) for work and armament, and are usually equipped with equal numbers of each. Pech have 18/50 Strength.

Each pech can cast four stone shape and four stone tell spells per day. Four pech can band to together to cast a wall of stone spell as a 16th-level mage. Eight together can cast a stone to flesh spell. Group spells can be cast but once per day by any group. Pech are immune to petrification.

When fighting lithic monsters such as stone golems, gargoyles, or galeb duhr, pech are quite capable of knocking them to rubble, as their knowledge of stone allows them full attack capability against such creatures, even with nonmagical weapons. Each successful strike does maximum damage.

Habitat/Society: Pech are basically good and peaceful creatures that want to be left to themselves. They hate bright light and open skies, and they are quick to ask others to douse lights. Their lairs are constructed with numerous choke points so that walls of stone can quickly stop intruders. Their lair holds 10-40 individuals, with equal numbers of females and males, and young equal to 20-50% of the females.

Ecology: The pech home plane is hostile, so many travel to the Prime Material plane to search for a better life. They have few enemies there. Pech do not save large amounts of treasure; they mine for things to trade with others for food or services. They do sometimes create simple, unobtrusive ornamental objects for everyday use. A pech lair may contain 50-100 trade gems plus 5-30 dishes and utensils worked from stone and raw metal. These items are not very valuable, averaging 150 gp each.


These creatures are composed of silicates and originated on the elemental plane of Earth. They look like piles of sand and can vary color to blend with backgrounds. Sandlings have the same temperature as their surroundings, and are immune to sleep, charm, hold, and other mind-affecting spells or attacks. They claim territories with boundaries recognizable only by them.

Sandlings are not aggressive unless provoked, but guard their territories from intruders. If stepped on, a sandling reflexively lunges upward, trapping 1-2 man-sized opponents; opponents receive a -2 penalty to surprise rolls when attacked in this manner. If the sandling hits its targets, they are unable to attack or defend for 1d4 rounds. Sandlings also attack by slashing with an abrasive pseudopod. If at least 10 gallons of water are poured on a sandling, it is affected as if by a slow spell, and its attacks cause only half normal damage.

Sandlings have no society, and their fierce defense of their territories usually precludes cooperation, even with other members of their own race. They live on minerals, but despise organic matter, always moving several hundred yards from any place they have killed an intruder.

A sandling grows until it reaches its full size, 10 feet in diameter, then reproduces by budding. Sandling buds split from their parent when they are about 2 inches long, and an adult's territory may swarm with thousands of these creatures. When an infant grows to at least 6 inches in diameter, it either moves off to find its own territory, or is hunted and killed by the parent. A group of immature sandlings forms a surface with myriad tiny bumps, which may trip the unwary.

Sandlings have little effect on an ecosystem, taking only a fraction of the minerals in any parcel of land. Dwarves sometimes seek them in hopes of finding a rich mineral deposit. They are said to be excellent ingredients for mortar, but they and many druids object to this treatment.

Elemental Fire-Kin

Salamander Fire Snake


FREQUENCY: Rare Uncommon



DIET: Omnivore Fire

INTELLIGENCE: High (13-14) Semi- (2-4)


ALIGNMENT: Chaotic evil Neutral

NO. APPEARING: 2-5 1-6



HIT DICE: 7+7 2

THAC0: 13 19


DAMAGE/ATTACK: 2-12, 1-6 (weapon) 1-4

SPECIAL ATTACKS: Heat 1-6 Paralyzation

SPECIAL DEFENSES: +1 or better to hit Immune to fire


SIZE: M (7' long) S (2'-3' long)

MORALE: Elite (13) Steady (11)

XP VALUE: 2,000 120


Salamanders are natives of the elemental plane of Fire, and thus they thrive in hot places. These cruel, evil creatures come to the Prime Material plane for reasons known only to them.

The head and torso of a salamander is copper-colored and has a human-like appearance. Most of the time (80%), this aspect is a male, with flaming beard and moustache. The female version has flowing, fiery red hair. Both aspects have glowing yellow eyes that sometimes switch to fluorescent green. All aspects carry a shiny metal spear, resembling highly polished steel.

The lower torso is that of a large snake, with orange coloring shading to dull red at the tail end. The entire body is covered with wispy appendages that appear to burn but are never consumed.

Combat: A salamander typically attacks with its metal spear, which inflicts 1d6 points of damage plus a like amount for the spear's heat. At the same time, it can lash out and coil around an opponent with its snake-like tail, constricting for 2d6 points of damage, plus an additional 1d6 points of damage from the heat of its body. While fire-resistant creatures do not suffer from the salamander's heat damage, they are still subject to the spear and constriction damage.

Salamanders can be affected only by magical weaponry or by creatures of a magical nature or those of 4+1 or more Hit Dice. They are impervious to all fire-based attacks. Sleep, charm, and hold spells are ineffective against them. Cold-based attacks cause an additional 1 point of damage per die of damage. The head and upper body of the salamander has an AC of 5, while the lower body is AC 3.

A favorite salamander tactic, if the creature is encountered in a lava pit or roaring fire, is to grab its opponents and hurl them into the flames. The victim would naturally take damage from contact with the salamander, then take even more from being thrown inside a roaring conflagration.

Habitat/Society: Salamanders are native to the elemental plane of Fire. They come to the Prime Material plane for reasons known only to them, though it is rumored that powerful wizards and priests of certain religions can summon them for a short time. Salamanders hate cold, preferring temperatures of 300 degrees or more; they can abide lower temperatures for only a few hours. Their lairs are typically at least 500 degrees. Any treasure found there is the sort that can survive this heat, such as swords, armor, rods, other ferrous items, and jewels. Things of a combustible nature, such as parchment and wood, soft metals such as gold and silver, and liquids, which quickly boil away, are never found in salamander lairs.

Having a nasty disposition and an evil bent, salamanders respect only power, either the ability to resist their fire or the capability to do great damage. Anyone else is dealt a painful, slow, burning death. It is rumored that they have some sort of dealings with the efreeti.

When encountered on the Prime plane, salamanders can be found playing in forest fires, lava flows, fire pits, and other areas of extreme heat. They usually appear on the Prime plane for a purpose, and if in the middle of a task they do not take kindly to being interrupted.

Ecology: These fiery creatures' ichor is useful in the creation of potions of fire resistance, and the metal of their spears can be used to create rings of fire resistance.

Fire Snake

Some sages say that fire snakes are larval salamanders. Fire snakes, colored in shades from blood-red to orange, are always found in fires. Some large permanent fires contain 1d6 of these creatures, though in smaller, temporary fires like fire pits and oil bowls, there may be but one snake. The only treasure the snakes have is the gems they often accumulate.

Since their color matches their surroundings, they can surprise opponents easily (-4 penalty to opponents' surprise rolls). Their bite inflicts 1d4 points of damage and injects a mild venom that causes paralyzation of the victim for 2d4 turns unless a saving throw vs. poison is successful.

Elemental, Water Kin

Nereid Water Weird

CLIMATE/TERRAIN: Tropical or temperate water Any water

FREQUENCY: Very rare Very rare

ORGANIZATION: Solitary Solitary


DIET: Clean water See below

INTELLIGENCE: Very (12) Very (11-12)


ALIGNMENT: Chaotic (any) Chaotic evil

NO. APPEARING: 1-4 1-3


MOVEMENT: 12, Sw 12 12

HIT DICE: 4 3+3

THAC0: 17 15



SPECIAL ATTACKS: See below Drowning

SPECIAL DEFENSES: See below See below


SIZE: M (4'-5' tall) L (10'+ long)

MORALE: Steady (11) Elite (13)

XP VALUE: 975 420


These creatures from the elemental plane of Water, sometimes called ``honeyed ones,'' are unpredictable and playful; half are chaotic neutral, and others tend toward good or evil. Using disguise, nereids lead sailors to their dooms.

Nereids are transparent in water, 95% undetectable except as froth and golden seaweed. Upon contact with air, they assume human form, usually as voluptuous young females with long, golden hair, pearly white skin, and sparkling green eyes. Their voices and songs are lovely. A nereid always carries a white shawl, either in its hands or over head and shoulders, and is lightly clad in white and gold. If confronted by only females, the nereid appears in a male guise, but a woman has a 65% chance to see through the disguise. All males who see a nereid are incapable of harming it (no saving throw).

Combat: Nereids can spit venom 20 feet, blinding a target for 2d6 rounds if it hits; the venom can be washed away with water. A blinded victim's attack rolls, saving throws, and AC are all worsened by 4 until the effects wear off.

Nereids can control water within 30 feet; it can use waves to slow movement to ¼ normal, increase chances of drowning by 10%, or crash with a roar that deafens characters within 60 feet for 3d4 rounds if precautions are not taken. Nereids can also form the water to look like a water weird, and cause it to strike as a 4 HD monster and inflict ld4 points of damage.

A nereid is 85% likely to have a pet for protection, with equal chances for a giant eel, giant otter, giant poisonous snake, giant octopus, giant squid, dolphin, giant leech, or sting ray.

If the nereid makes a successful saving throw vs. poison, she can flow like water, avoiding weapon damage or escaping a captor. The nereid's kiss causes a man to drown, unless he makes a successful saving throw vs. breath weapon, with a -2 penalty. If he lives, he finds ecstacy.

The nereid protects its shawl at all costs, for it contains the nereid's essence; if it is destroyed, the nereid dissolves into formless water. Possession of a nereid's shawl gives a character control over the creature, which will accept commands to avoid damage to the shawl. Stories tell of forlorn nereids who follow the ships of a powerful foes who have stolen their shawls. A nereid will lie and attempt anything short of violent action to regain its soul-shawl.

Habitat/Society: A nereid found on the Prime Material plane has either escaped or been exiled from its home plane. Though usually solitary, a small group of nereids with the same alignment sometimes live together, led by the eldest.

Polluted waters drain nereids' vigor, and even good nereids may attack those who pollute their lairs. Nereids do not value metals, but save any magical treasure they gain. The nereid has no goals or ambitions other than cavorting in water.

Ecology: Nereid shawls command handsome sums, but are seldom sold and are very rare. One who holds a shawl can use the enslaved nereid as a guide on the plane of Water.

Water Weird

These strange creatures from the plane of Water are hostile when encountered on the Prime Material plane, as they are usually magically kept from going home. If communication is achieved, a bargain can sometimes be struck with the creature.

Water weirds appear to be common water; a detect invisibility reveals something amiss, but not the nature of the threat. When a water weird detects a living being, it assumes serpentine form (this takes two rounds). It attacks as a 6 HD creature; those hit must make a successful saving throw vs. paralyzation, or be pulled into the water. Each round spent in the water requires another saving throw; failure indicates death by drowning, which releases energy that the water weird consumes. A water weird that comes in contact with a normal water elemental has a 50% chance to usurp control of it.

Water weirds take only 1 hp damage from piercing and slashing weapons. The take half damage from fire, none if they make a successful saving throw. Intense cold acts as a slow spell on water weirds. If reduced to 0 hp or less, a water weird is disrupted, and it reforms in two rounds. A purify water spell will instantly kill a single water weird.

Elemental, Composite

Tempest Skriaxit

CLIMATE/TERRAIN: Any outside Subtropical desert

FREQUENCY: Very rare Very rare



DIET: See below See below

INTELLIGENCE: Low to average (5-10) Exceptional (15-16)


ALIGNMENT: Chaotic neutral Neutral evil



MOVEMENT: Fl 24 12, 18, or 24

HIT DICE: 9-12 16+16 or 24+24

THAC0: 9-10 HD: 11 5

11-12 HD: 9


DAMAGE/ATTACK: 2-16 2-20/2-20

SPECIAL ATTACKS: Whirlwind, lightning Sandstorm, dispel magic

SPECIAL DEFENSES: +2 or better weapon to hit; +2 or better weapon to hit;

see below see below


SIZE: G (50' diameter) L (10' tall)

MORALE: Champion (15-16) Fanatic (17-18)

XP VALUE: 9 HD: 6,000 16+16 HD: 16,000

10 HD: 7,000 24+24 HD: 24,000

11 HD: 8,000

12 HD: 9,000


The tempest is a living storm which appears as a dark storm cloud of comparatively small size. Human or bestial features can often be seen in the roiling vapors of the tempest. Silver veins extend across the creature and carry the electrical impulses that maintain the storm's energy.

Tempests have no language that humans may learn. They can communicate with air and water elementals and their kin, and genies, through subtle wind buffets and spatterings of precipitation. A few, perhaps 10%, have learned to speak a few words of Common. Their voices are very soft and sibilant, with a hint of malice behind the words.

Combat: Tempests are territorial and consider any violation of their airspace to be a direct challenge. They feed on moisture from animals and often hunt in and around their territories. They have a number of innate abilities which they can use to make life miserable for other creatures. Unless otherwise specified, all special abilities are used as if the tempest were a 9th-level wizard. A tempest can make two attacks each round, one using its wind powers and one using its lightning power.

Once per round, a tempest can use wind wall or gust of wind, or may attack with a strong wind buffet for 2-16 points of damage. Alternately, it may create a small whirlwind, which is conical in shape, 10 feet in diameter at the bottom, and 30 feet in diameter at the top. The whirlwind can be up to 50 feet high, and must connect to the tempest's main body.

The tempest takes one full round to create the whirlwind, which can cover an area of 100 square feet per round. Within that area, it automatically sweeps away and kills all creatures with less than 2 Hit Dice, and causes 2d6 points of damage to all creatures which it fails to kill outright.

Tempests may also use their powers over the air to penalize missile attacks by -6, or to batter down flying creatures, causing falling damage to flying creatures that fail to make a successful saving throw vs. paralyzation.

A tempest can also cast a lightning bolt once per round, at one victim. The lightning bolt causes one die of damage per Hit Die of the tempest. A victim of a lightning attack can make a saving throw vs. spells; if successful, the victim takes only half damage. The tempest's lightning bolt is like the 3rd-level wizard spell in other respects, having a length of 80 feet, setting fire to combustibles, melting metals, and shattering barriers. An exceptionally hungry or perturbed tempest may use lightning to destroy an entire building to reach the creatures inside.

Tempests can also use a chilling wind to affect opponents, causing damage as a chill touch spell, 1d4 points of damage and the loss of 1 point of Strength, unless the victim makes a successful saving throw vs. spells. This attack takes the place of either an electrical attack or another wind attack.

A tempest can produce up to 20 gallons of rain per round if it concentrates and forgoes other attacks while raining. While precipitation is usually evenly distributed throughout its area, the tempest can concentrate the fall to fill a hole, wash out a bridge, or otherwise harm its victims.

Tempests are immune to wind, gas, and water attacks, and take only half damage from electrical or cold-based attacks. They are immune to all weapons of less than +2 enchantment.

Habitat/Society: There is much speculation about the origin of these beings, who are apparently related to elementals and to genie-kind. Tempests are composed of all four basic elements, fire, earth, air, and water; fire in the form of lightning, earth in their silver ``circulatory system,'' air in their winds, and water in the form of rain. They may be summoned accidentally when a spellcaster tries to summon an elemental, especially one of air or water. At the DM's option, when a summoning is interfered with, the caster may be given a 10%-50% chance to summon a tempest. These beings may also be attracted by a weather summoning spell, with a 1% (non-cumulative) chance of appearing each time a spell is cast.

Some sages believe these creatures are jann that have been injured in some way and cannot retain human form. Whatever their origin, they do breed and reproduce as storms. Though ``male'' and ``female'' do not truly describe the different types of tempests, there are two genders. When living storms of different genders meet, they have a brief, tempestuous affair, causing a great conflagration that may last more than a week. Hurricanes or tornadoes are produced irregularly from the mass, to wreak havoc upon the surrounding area.

When the storm finally breaks, the two tempests leave the area, and the residue they leave behind forms 1d4 infant tempests. These infant storms, sometimes referred to as tantrums, often travel together until they reach maturity, one year after birth. The young storms have 6 Hit Dice each, and can use only the gust of wind power, besides producing rain.

Most tempests quite naturally seem to have very stormy dispositions. Their hunger for animal life goes beyond their need for the moisture contained in animal bodies. Some sages speculate that their physical form, or possibly some event in their history, causes them to hate animal life. It is quite possible that the electrical impulses produced by animal brains cause pain to the tempest.

Tempests may be related to skriaxits, the living sandstorms of some worlds' deserts. No tempest has ever been known to encounter a skriaxit, and their relationship and possible interactions are completely unknown.

Ecology: Tempests feed on the moisture found in animal bodies. Though unable to cause harm to living creatures by draining their moisture, they hover close to the ground after a battle to suck the water from dead opponents, as well as any water they may have precipitated during the battle. They are sometimes found scavenging after great battles between humans. By removing water from a corpse, they render it inviable to return to life via a raise dead spell, though resurrection and other spells work normally.

When a tempest is killed, a silver residue rains down from its form. If carefully gathered, this residue provides a mass of silver equivalent to 3d6 silver pieces. Though valuable as a precious metal, the silver can also be used as a component in making a wand of lightning or casting a weather-related spell. Bits of the silver are also useful for making other weather or elemental related magical items.

Genies and elementals are enemies of tempests; they often attack them, and tempests respond in like manner. However, some genies, especially djinn and marids, keep tempests as pets, training them as guards and to attack.

Tempests can be quite devastating to a local ecology if annoyed, and can cause great damage with wind, rain, and other attack forms. Living storms are never found inside buildings or underground.


Skriaxits, also called blackstorms or living sandstorms, are the most feared creatures in many deserts. Spirits of retribution summoned millennia ago by ancient gods, blackstorms combine the elements of earth and air to dangerous effect. They are, fortunately, only rarely active. They speak the tongue of air elementals and their own language, a howling, shrieking tongue that frightens most humans who hear it.

Much like very large versions of the dust devils created by the wizard's spell, blackstorms take the sand and the dust of the desert and whirl it to create their 10-foot-tall conical forms. At rest, a skriaxit appears to be a wind-scattered pile of black dust. As a pack, they create their greatest terror, generating high winds and a fierce sandstorm that can render a human fleshless in minutes.

Combat: Skriaxits move by generating a large vortex of wind that propels them at high speeds. If there are 1-6 skriaxits together, their speed is 12; 7-12 skriaxits have a speed of 18; if there are 13 or more skriaxits, their speed is 24. The skriaxit vortex creates a sandstorm in a 200-yard radius around them; those caught in this storm suffer 1 point of damage per round per skriaxit (so if there are 12 skriaxits in a pack, victims take 12 points of damage per round.

Within this sandstorm, the skriaxit pack constantly dispels magic as a 16th-level wizard.

Each skriaxit can form its winds into razor sharp lashes, inflicting 2d10 points of damage on a successful strike.

Though they were originally summoned from the elemental plane of Air, they have merged with earth, and the Prime Material plane is now their home. Thus, they cannot be sent to an elemental plane by a holy word or similar magic. No known magic can control them, though they are susceptible to wards against air elementals.

Each skriaxit pack is led by a Great Skriax, the most evil member of the pack. This creature has 24+24 Hit Dice and gains a +4 bonus to attack and damage rolls.

Habitat/Society: Skriaxits are highly intelligent, but extremely evil, elementals, combinations of the elements of air and earth. They hate and fear nothing, but simply delight in destruction. They feed on terror and destruction; once they have caused enough catastrophe, they sleep for 1d3 centuries. While asleep, they cannot be affected in any way by any being. They reawaken when hungry. They view humans, demihumans, and humanoids as playthings, with the same sadistic attitude as a human child playing with a fly. They may amuse themselves by listening to humans bargain with them, but humans have nothing of interest to offer them.

Ecology: Skriaxits feed upon the emotions of terror and fear they generate in those they destroy and kill.

Arctic Tempest

This is a variety of tempest found only in arctic regions and some of the colder temperate lands. While they are similar to tempests in most respects, their special powers differ. They cannot use the whirlwind or lightning bolt powers of the standard tempest. Instead, they can either cause snow to fall or cast ice storm spells. The arctic tempest usually uses a hail form of ice storm, but may use sleet instead. It can cause very cold snow to fall, inflicting 9d4+9 points of cold damage to those beneath it. Victims who make a successful saving throw vs. spells suffer only half damage from the attack.

Like the standard tempest, the arctic variety can make only two attacks per round, one using a wind power, such as gust of wind or wind wall, and one using a cold-based power, such as ice storm or cause snow. It may also substitute an electrical attack for either of its normal attacks, causing damage as a shocking grasp spell for 1d8+9 points of damage.

Black Cloud of Vengeance

This living storm, usually found in deserts, combines the elements of fire and air. It unleashes a fiery rain which causes 7d10 damage to all beneath it, though a successful saving throw vs. breath weapon halves the damage. It then fans the flames, and will they continue to burn as long as there is fuel.


Elephant (African) Mammoth Mastodon Oliphant

CLIMATE/TERRAIN: Subtropical to Subarctic plains Subarctic plains Temperate to

tropical jungle subartic plains

and plains and tundra

FREQUENCY: Common Very rare Very rare Rare

(Common) (Common)

ORGANIZATION: Herd Herd Herd Herd

ACTIVITY CYCLE: Dawn, dusk, early Day Any Day

morninging, and

early evening

DIET: Herbivore Herbivore Herbivore Herbivore

INTELLIGENCE: Semi- (2-4) Semi- (2-4) Semi- (2-4) Low (5-7)

TREASURE: Nil Nil Nil Nil

ALIGNMENT: Neutral Neutral Neutral Neutral

NO. APPEARING: 1-12 1-12 1-12 1-8

ARMOR CLASS: 6 5 6 4

MOVEMENT: 15 12 15 15

HIT DICE: 11 13 12 8+4 (10+5)

THAC0: 9 7 9 8+4 Hit Dice: 11

10+5 Hit Dice: 9

NO. OF ATTACKS: 5 5 5 4

DAMAGE/ATTACK: 2-16/2-16/ 3-18/3-18/ 2-16/2-16/ 3-12/3-12/

2-12/2-12/2-12 2-16/2-12/2-12 2-12/2-12/2-12 3-12/3-12




SIZE: L (11' tall) L to H L (10' tall) L (8' to 10' tall)

(10' to 14' tall)

MORALE: Unsteady (7) Unsteady (7) Unsteady (7) 8+4: Unsteady (7)

10+5: Average (10)

XP VALUE: 4,000 6,000 5,000 8+4 Hit Dice: 2,000

10+5 Hit Dice: 4,000

Elephants have thick, baggy hides, covered with sparse and very coarse tufts of gray hair. The elephant's most renowned feature is its trunk, which it uses as a grasping limb.

Combat: An elephant can make up to five attacks at one time in a battle. It can do stabbing damage of 2-16 points (2d8) with each of its two tusks; constricting damage of 2-12 points with its trunk; and 2-12 points of trampling damage with each of its front feet. No single opponent can be subject to more than two of these attacks at any one time. However, the elephant can battle up to six man-sized opponents at one time.

Creatures larger than ogre-sized are not subject to the elephant's trunk attack. Also, an elephant will never attempt to grasp anything that might harm its trunk -- like an object covered with sharp spikes. Elephants greatly fear fire.

Habitat/Society: Elephants are peaceful herbivores that travel in a herd. The herd is made up of both male and female elephants, as well as their young. If a herd of 10 or more elephants is encountered, there will be 1-4 young, from 20% to 70% mature, with the group. In the herd, a clear hierarchy exists, with the older males in a clear position of dominance.

Occasionally, an older male elephant will be beaten by a rival in the herd. The defeated elephant must then leave the group, at which point it becomes a violent ``rogue.'' Rogue elephants encountered alone are 90% likely to attack, and will have no fewer than 6 hit points per hit die.

Ecology: Elephants are commonly captured when young and trained. They make good beasts of burden, but are often used in warfare as mounts and living battering rams, as well.

Elephant tusks are worth 100 to 600 hundred gold pieces each, or about 4 gp per pound. In areas heavily populated by elephants, a substantial trade in this ivory will be common.

Mammoths: This ancestor of the elephant was common during the Pleistocene era. Mammoths are covered with thicker, woolier hair than the modern elephant, and they are considerably larger. Mammoths are much more aggressive than elephants and will attack with less provocation. Because they are heavier, a mammoth's tusks are worth 50% more than an elephant's. Mammoths are rare when encountered outside of a Pleistocene campaign, and will only be found in subarctic plains.

Mastodons: Like the mammoth, the mastodon is an ancestor of the elephant that was common in the Pleistocene era, when they roamed from subarctic to tropical plains. They are larger than the modern elephant, hairier, and somewhat greater in length. Encountered outside of a Pleistocene campaign, mastodons are rare, and found only in subarctic plains.

Oliphants: The oliphant is a modern-day mastadon, with shaggy hair and tusks that curve down. The oliphant's trunk is too short to be used in combat. This limits the number of man-sized opponents an oliphant can attack at one time to four. Oliphants are more intelligent than elephants and do not share its cousins' unreasoning fear of fire. They are also very aggressive, and when properly trained and fed, oliphants grow to greater bulk (10+5 Hit Dice) than their wild counterparts. These trained oliphants are excellent for combat duty and have a morale of 10. An oliphant's tusks are worth 100 to 400 gold pieces each, or about 4 gp per pound, but are smaller than an elephant's.


CLIMATE/TERRAIN: Temperate to subtropical forest



INTELLIGENCE: High to Supra- (14-20)

DIET: Omnivore

TREASURE: Individual: N; G,S,T in lair

ALIGNMENT: Chaotic good





THAC0: 19 (18)



SPECIAL ATTACKS: + 1 to hit with bow or sword


MAGIC RESISTANCE: 90% resistance to sleep and all charm-related spells

SIZE: M (5'+tall)

MORALE: Elite (13)



Though their lives span several human generations, elves appear at first glance to be frail when compared to man. However, elves have a number of special talents that more than make up for their slightly weaker constitutions.

High elves, the most common type of elf, are somewhat shorter than men, never growing much over than 5 feet tall. Male elves usually weigh between 90 and 120 pounds, and females weigh between 70 and 100 pounds. Most high elves are dark-haired, and their eyes are a beautiful, deep shade of green. They posses infravision up to 60 feet. The features of an elf are delicate and finely chiseled.

Elves have very pale complexions, which is odd because they spend a great deal of time outdoors. They tend to be slim, almost fragile. Their pale complexion and slight builds are the result of a constitution that is weaker than man's. Elves, therefore, always subtract 1 point from their initial Constitution score. Though they are not as sturdy as humans, elves are much more agile, and always add 1 point to their initial Dexterity scores. Elven clothing tends to be colorful, but not garish. They often wear pastel colors, especially blues and greens. Because they dwell in forests, however, high elves often wear greenish grey cloaks to afford them quick camouflage.

Elves have learned that it is very important to understand the creatures, both good and evil, that share their forest home. Because of this, elves may speak the tongues of goblins, orcs, hobgoblins, gnolls, gnomes, and halflings, in addition to common and their own highly-developed language. They will always show an interest in anything that will allow them to communicate with, and learn from, their neighbors.

Combat: Elves are cautious fighters and always use their strengths to advantage if possible. One of their greatest strengths is the ability to pass through natural surroundings, woods, or forests, silently and almost invisibly. By moving quietly and blending into vegetation for cover, elves will often surprise a person or party (opponents have a surprise modifier of -4). As long as they are not attacking, the elves hiding in the forest can only be spotted by someone or something with the ability to see invisible objects. The military value of this skill is immense, and elven armies will always send scouts to spy on the enemy, since such spies are rarely caught-or even seen.

Although their constitutions are weak, elves posses an extremely strong will, such strong wills, in fact, that they have a 90% immunity to all charm and sleep spells . And even if their natural resistance to these spells fails, they get a normal saving throw-making it unlikely an elf will fall victim to these spells very often.

Elves live in the wild, so weapons are used for everything from dealing with the hostile creatures around their camps, to such mundane tasks as hunting for dinner. The elves' rigorous training with bows and swords, in addition to their great dexterity, gives them a natural bonus of +1 to hit when fighting with a short or long sword, or when using a bow of any kind, other than a crossbow. Elves are especially proficient in the use of the bow. Because of their agility, elves can move, fire a bow, and move again, all in the same round. Their archers are extremely mobile, and therefore dangerous.

Because of limitations of horses in forest combat, elves do not usually ride. Elves prefer to fight as foot soldiers and are generally armed as such. Most elves wear scale, ring, or chain mail, and almost all high elves carry shields. Although elves have natural bonuses when they use bows and swords, their bands carry a variety of weapons. The weapons composition of a band of elves is: spear 30%; sword 20%; sword and spear 20%; sword and bow 10%; bow 15%; two-handed sword 5%.

Elven fighters and multi-class fighters have a 10% chance per level to possess a magical item of use to his or her class. This percentage is cumulative and can be applied to each major type of magical item that character would use-for each class in the case of multi-class characters. (For example, a fighter/priest of level 4 or 5 would have a 40% chance to have a magical item useful to fighters and a 50% chance of having an item useful to priests.) In addition, if above 4th level, elven mages gain the same percentage chance to gain items, but gain 2-5 magical items useful to them if a successful roll is made.

For every 20 elves in a group, there will be one 2nd- or 3rd-level fighter (50% chance of either). For every party of 40 elves, and in addition to the higher level fighter, there will be a 1st- or 2nd-level mage (again, 50% chance of either). If 100 or more elves are encountered, the following additional characters will be present: two 4th-level fighter; one 8th-level mage; and a 4th-level fighter/4th-level mage/4th-level thief. Finally, if over 160 elves are encountered, they will be led by two 6th-level fighter/6th-level mage/6th-level thief. These two extremely powerful leaders will have two retainers each-a 4th-level fighter/5th-level mage, and a 3rd-level fighter/3rd-level mage/3rd-level thief. All of these are in addition to the total number of elves in the band.

Elven women are the equal of their male counterparts in all aspects of warfare. In fact, some bands of elves will contain units of female fighters, who will be mounted on unicorns. This occurs rarely (5% chance), and only 10-30 elf maidens will be encountered in such a unit. However, the legends of the destruction wrought by these elven women are rampant among the enemies of the elves.

Habitat/Society: Elves value their individual freedom highly and their social structure is based on independent bands. These small groups, usually consisting of no more than 200, recognize the authority of a royal overlord, who in turn owes allegiance to a king or queen. However, the laws and restraints set upon elven society are very few compared to human society and practically negligible when compared to dwarven society.

Elven camps are always well-hidden and protected. In addition to the large number of observation posts and personnel traps set around a camp, high elves typically set 2-12 giant eagles as guardians of their encampments (65% of the time). For every 40 elves encountered in a camp, there will be the following high level elves, as well as the leaders noted above: a 4th-level fighter, a 4th-level cleric, and a 2nd-level fighter/2nd-level mage/2nd-level thief. A 4th-level fighter/7th-level mage, a 5th-level fighter, a 6th-level fighter, and a 7th-level cleric will also be present. Females found in a camp will equal 100%, children 50%, of the males encountered.

Because elves live for several hundred years, their view of the world is radically different from most other sentient beings. Elves do not place much importance on short-term gains nor do they hurry to finish projects. Humans see this attitude as frivolous; the elves simply find it hard to understand why everyone else is always in such a rush.

Elves prefer to surround themselves with things that will bring them joy over long periods of time-things like music and nature. The company of their own kind is also very important to elves, since they find it hard to share their experiences or their perspectives on the world with other races. This is one of the main reasons elven families are so close. However, as friendship, too is something to be valued, even friends of other races remain friends forever.

Though they are immune to a few specific spells, elves are captivated by magic. Not specific spells, of course, but the very concept of magic. Cooperation is far more likely to be had from an elf, by offering an obscure, even worthless, (but interesting) magical item, than it is with two sacks of gold. Ultimately, their radically different perspective separates the elves from the rest of their world. Elves find dwarves too dour and their adherence to strict codes of law unpleasant. However, elves do recognize dwarven craftsmanship as something to be praised. Elves think a bit more highly of humans, though they see man's race after wealth and fleeting power as sad. In the end, after a few hundred years, all elves leave the world they share with dwarves and men, and journey to a mysterious land where they live freely for the rest of their extremely long lives.

Ecology: Elves produce fine clothes, beautiful music, and brilliant poetry. It is for these things that other cultures know the folk of the forest best. In their world within the forest, however, elves hold in check the dark forces of evil, and the creatures that would plunder the forest and then move on to plunder another. For this reason alone, elves are irreplaceable.

Grey Elves (Faerie)

Grey elves have either silver hair and amber eyes, or pale golden hair and violet eyes (the violet-eyed ones are known as faerie elves). They favor bright garments of white, gold, silver, or yellow, and wear cloaks of deep blue or purple. Grey elves are the rarest of elves, and they have little to do with the world outside their forests. They value intelligence very highly, and, unlike other elves, devote much time to study and contemplation. Their treatises on nature are astounding.

Grey elves value their independence from what they see as the corrupting influence of the outside world, and will fight fiercely to maintain their isolation. All grey elves carry swords, and most wear chain mail and carry shields. For mounts, grey elves will ride hippogriffs (70%) or griffons (30%). Those that ride griffons will have 3-12 griffons for guards in their camps, instead of giant eagles.

Wood Elves

Also called sylvan elves, wood elves are the wild branch of the elf family. They are slightly darker in complexion than high elves, their hair ranges in color from yellow to coppery-red, and their eyes are light brown, light green, or hazel. They wear clothes of dark browns and greens, tans and russets, to blend in with their surroundings. Wood elves are very independent and value strength over intelligence. They will avoid contact with strangers 75% of the time.

In battle, wood elves wear studded leather or ring mail, and 50% of their band will be equipped with bows. Only 20% of wood elves carry swords, and only 40% use spears. Wood elves prefer to ambush their enemies, using their ability to hide in the forest until their foes are close at hand. In most cases (70%), wood elf camps are guarded by 2-8 giant owls (80% ) or by 1-6 giant lynx (20%). These elves speak only elf and the languages of some forest animals, and the treant. Wood elves are more inclined toward neutrality than good, and are not above killing people who stumble across their camps, in order to keep their locations secret.


Half-elves are of human stock, and have features of both the elf and human parents. They are slightly taller than common elves, growing as tall as 5 ½ feet and weighing up to 150 pounds. Though they do not gain the natural sword or bow bonuses from their elven relatives, but they do have normal elven infravision.

A half-elf can travel freely between most elven and human settlements, though occasionally prejudice will be a problem. The half-elf's life span is their biggest source of grief, however. Since a half-elf lives more than 125 years, he or she will outlive any human friends or relatives, but grow old too quickly to be a real part of elven society. Many half-elves deal with this by traveling frequently between the two societies, enjoying life as it comes; the best of both worlds. Half-elves may speak common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll.

Elf, Aquatic

CLIMATE/TERRAIN: Temperate/Shallow salt water

FREQUENCY: Very rare



DIET: Omnivore

INTELLIGENCE: High to genius (14-18)

TREASURE: K, Q, (I, O, X, Y)

ALIGNMENT: Chaotic good



MOVEMENT: 9, Sw 15


THAC0: 19

NO. OF ATTACKS: 1 or 2

DAMAGE/ATTACK: 1-8 (weapon)

SPECIAL ATTACKS: +1 with spears and tridents


MAGIC RESISTANCE: 90% to sleep and charm spells

SIZE: M (6'+tall)

MORALE: Elite (13)



Beneath the crashing waves of wild coastlines lives the sea-elf, aquatic cousin of the woodland elves in conduct and outlook.

Aquatic elves live for many centuries, and their eyes often show the effects of such great age. Otherwise, sea elves show little evidence of aging. They have gill slits on either side of their throats, and greenish-silver skin. Their hair is usually stringy, and emerald green to deep blue in color. Males usually wear their hair short, but females allow their hair to reach as much as 4 feet in length. Unlike mermen, aquatic elves have legs and usually wear clothes woven from underwater plants and reeds. Their dress is quite intricate, most often of greens, blacks, and browns woven in subtle, swirling designs. Sea elves speak elvish, sahuagin, and an oddly accented common.

Combat: Sea elves are a peaceful culture. It is a rare sight to see an aquatic elf launch an attack, and rarer still for an entire band to prepare for war. Sea elves will leave their homes to go to battle only when the entire community is in danger, or against great enemies. When forced to war, they impress all opponents with their fierce bravery and skill.

If given their choice of battlefield, aquatic elves would prefer to fight in a bed of seaweed, or on the reefs, where their natural coloration and stealth skills can give them the chance to hide from their enemies. They can become as invisible in seaweed as their woodland cousins can in the forests, imposing a -5 penalty to their opponent's surprise roll. Sea elves enjoy the ability to move unhindered through seaweed, giving them tremendous advantages in maneuverability. While they lack the infravision of their land-based cousins, they can see clearly at amazing distances. An aquatic elf can count the troops of an enemy at distances of up to 1 mile.

Their preferred weapons are the trident and the spear. These are used for hunting as well as for combat. The trident and spear are wielded so well by sea elves, that they receive a + 1 bonus to their attack roll when using them. They will also use combat nets against their enemies. These off-hand weapons will bind an opponent if the wielder rolls a successful attack against AC 6. (Because of their great Dexterity, aquatic elves do not suffer a penalty to the attack roll for the nets.) Half the time, only a victim's weapon (including natural weapons, like a shark's teeth) will be entangled in the net. The rest of the time, the victim is trapped. A netted victim must either break the net (a bend bars roll) or disentangle himself (a Dexterity check with at a -3 penalty) to get free. Magical gestures are impossible in a net.

On some worlds, sea elves are unable to cast spells. The reasons for this are unknown, but there is a legend among these non-magical sea elves that the drow stole this ability from them, long ages ago.

Like their surface counterparts, aquatic elves demonstrate strong resistance to sleep and charm spells. Aquatic elves also have a 90% immunity against charm person spells. And even if their natural resistance to sleep and charm spells fails, aquatic elves still get a normal saving throw.

In combat, leadership is divided according to the size of the war party. For every 20 elves in a band, there is an additional 3rd-level fighter. For every 40 elves, there is an additional 4th-level fighter. In a force numbering over 100, there will be an 8th-level fighter and two 5th-level lieutenants (in addition to the 3rd- and 4th-level fighters above). A combat unit of more than 160 elves are accompanied by a 9th-level fighter and a 6th-level thief, in addition to their original numbers.

Sea elves befriend dolphins and employ them as companions and comrades-in-arms. In any party of at least 20 sea elves, there's a 50% chance for them to be accompanied by 1d3 dolphins. The dolphins are companions, however, they are neither pets nor cannon fodder. When danger threatens, dolphins join the combat as willing allies.

Battle tactics of the sea elves differ from one band to another, but common strategies include the following:

A charge from directly beneath an opponent. This is particularly effective against unwanted visitors from the surface, who are unaccustomed to being attacked from below. If the elf launched this attack from a bed of seaweed, he might well escape back to cover before his opponents could react.

A beaching, usually by more than one elf. Sea elves can survive on land for a few minutes at a time, though in a state of growing discomfort. Many of their opponents, like sharks, cannot. Several elves may attempt to wrestle an opponent to the beach, taking it well away from the ocean.

Traps. Beds of seaweed and coral reefs are excellent staging areas for all manner of spring-loaded booby-traps, nets, and perhaps magical entrapments designed and built by surface elves in return for favors. Predators have often decided to turn toward easier prey after encountering a sea elf band's defenses.

Habitat/Society: Small communities of 3d100+100 normal inhabitants are the rule of aquatic elven lifestyle. These communities are often found in heavy weed beds in sheltered waters, though the aquatic elves may fashion homes in caverns in lagoon bottoms and coral reefs. Sea elf communities keep in touch with each other through an elaborate and inefficient custom of wandering herald/messengers who travel from one band to another, much like postal carriers transmitting oral messages. In each community, there are several leader-types, as outlined earlier, ruled over by a fighter of 10th-12th level, with a personal guard of eight 7th-level elf fighters. Magical weapons would be carried by the leader or one of his guards.

Aquatic elves are an anti-social race. They avoid air-breathers as well as other races that dwell beneath the waves. Their cities are usually carved from the rock beneath beds of seaweeds, practically invisible to non-elves. A character has the same opportunity to find a sea elf community as he has to detect a secret door.

As independent as the freedom-loving elves are of each others' communities, they live in even greater isolation from the rest of the undersea races, whom they would rather not deal with. Although the aquatic elves see nothing wrong with the mermen, the tritons, and other good-aligned undersea races, the elves see no reason to involve themselves in the problems of such transitory peoples. It is part of the elven philosophy to let others go about their business with a minimum of interruption; aquatic elves would prefer it if others returned the favor.

Those aquatic elves who are willing to deal with non-elves are highly insulted if the non-elves expresses any lack of confidence in the sea elf's word. An aquatic elf who makes a promise will carry out his obligation unto death. Should he be killed before he can succeed, his entire band will work to see that the promise is fulfilled. On the other hand, aquatic elves do not accept promises from non-elven characters. The sea elves know that they are the only race with the honor to carry out the duties of its dead members. And, besides, only elves live long enough to guarantee that they will have the time to fulfill a vow.

Dolphins are one of the few creatures the sea elves genuinely like. There are 3d6+2 dolphins swimming about most aquatic elf bands, providing one of the few clues as to where the elven cities are located. Aquatic elves are also fairly fond of land elves. It is uncertain how closely related the two races are, although matings between land elves and aquatic elves produce elves with the coloring of high elves, but with greenish hair. As they have hidden gill slits that open up when they dive under the surface, these elves can breathe either air or water indefinitely. The attitudes and abilities of these half-breeds depend upon whether they were reared in the forests or the rich kelp beds, with individuals inclined (65%) to follow the lifestyles of their mothers.

Sea elves have an outlook on the world that comes from long lives among quiet natural beauty. Even with magical assistance to enable them to breathe air, aquatic elves are uncomfortable above the waves, and so very few have seen the forests that the high elves speak of with such enthusiasm. But there are few aquatic elves who would not like to take the impossible trip overland to see the wonders of a forest first-hand.

Sea elves hate sahuagin. This isn't much of a surprise, as almost every undersea race, with the exception of the perverse ixitachitls, hates the sea-devils. But sea elves generate a passion for conflict with the sahuagin that surprises even themselves. Aquatic elves leave their sheltered bands in war parties if they have reason to suspect that sahuagin are dwelling nearby. Should a party of sea elves encounter sahuagin, the former nearly always attack if they outnumber their hated foes. Aquatic elves also make it a point to kill any great sharks in their territory.

Sea elves have no other major enemies, but they dislike surface-dwelling fishermen, due to the numbers of sea elves snared in nets, or mistakenly killed as sahuagin by these ignorant humans.

The sea elves have legends that speak of far-away undersea elves who have learned to shapechange into sea otters or dolphins. There have been search parties motivated by these tales, but no such elves have ever been found.

Ecology: Each band of sea elves is self-sufficient, raising their kelp and hunting fish when necessary.

Sea elves scavenge. They are enchanted by the idea of magic, but they realize that land elves are more equipped to deal with it. They often trade rare or decorative items they have found to the high elves in exchange for metal weapons and tools, which they cannot forge underwater.

Aquatic elves are valuable sources of information regarding the lands beneath the sea. Their scavenging parties have uncovered artifacts and tidbits of knowledge from a vast collection of underwater ruins and sunken ships. Sea elf traders remember the histories of other races back beyond the imaginings of the current generation. The trick is to get them to reveal this information.


There is a bond between aquatic elves and their hated enemies, the sahuagin, that neither race openly acknowledges. If sea elves are present within a mile or so of a sahuagin encampment, then approximately one out of every hundred sahuagin births resembles an aquatic elf rather than a sea-devil. Most of the time, these offspring, known as malenti, are eaten by their parents. Once in a great while, a malenti is allowed to live to adulthood because its physical resemblance to an aquatic elf, in combination with its sahuagin upbringing and attitude, make it an ideal spy in elven communities. Indeed, malenti often develop the ability to sense the presence and position of any aquatic elves within 120 feet, an invaluable skill for either a spy or a scout for an invading sahuagin force.

Few aquatic elves believe in the existence of malenti, as they suggest some disturbing possibilities about sahuagin origins.

Malenti do exist, however, and are identical to aquatic elves in most ways. They age much faster, though, with a life span of only 170 years or so. Although the sea elves themselves have a difficult time discerning malenti spies, dolphins might (20%) sense one of the changelings. malenti, understandably, aren't fond of dolphins.

It is possible for sahuagin and Malenti to breed, the issue invariably being malenti. In this way, whole sahuagin communities have vanished, replaced by malenti. These extraordinarily rare bands resemble aquatic elves in nearly every way (except life

span, known languages, and other obvious aspects), but they are just as evil as their sahuagin parents. They often fight in that style, and they worship the same evil powers as the sahuagin.

Elf, Drow

Drow Drider

CLIMATE/TERRAIN: Subterranean caves & cities Subterranean caves & cities

FREQUENCY: Very rare Very rare

ORGANIZATION: Clans, bands Bands

ACTIVITY CYCLE: -------Any underground, night aboveground-------

DIET: Omnivorous See below

INTELLIGENCE: High to Supra- (13-14) High (14-20)

TREASURE: Nx5, Qx2 Nx2, Q

ALIGNMENT: Chaotic evil Chaotic evil

NO.APPEARING: 50 1 or 1-4

ARMOR CLASS: 4 (10) 3


HIT DICE: 2 6+6

THAC0: 19 13

NO. OF ATTACKS: 1 or 2 1

DAMAGE/ATTACK: By weapon 1-4 or by weapon

SPECIAL ATTACKS: See below See below



SIZE: M (5' tall) L (9' tall)

MORALE: Elite (14) Elite (14)

XP VALUE: Priests: 975 Transformed mages: 3,000

Others: 650 Transformed priests: 5,000

These dreaded, evil creatures were once part of the community of elves that still roam the world's forests. Now these dark elves inhabit black caves and winding tunnels under the earth, where they make dire plans against the races that still walk beneath the sun, on the surface of the green earth.

Drow have black skin and pale, usually white hair. They are shorter and more slender than humans, seldom reaching more than 5 feet in height. Male drow weigh between 80 and 110 pounds, and females between 95 and 120 pounds. Drow have finely chiseled features, and their fingers and toes are long and delicate. Like all elves, they have higher Dexterity and lower Constitution than men.

Drow clothing is usually black, functional, and often possesses special properties, although it does not radiate magic. For example, drow cloaks and boots act as if they are cloaks of and boots of elvenkind, except that the wearer is only 75% likely to remain undetected in shadows or to surprise enemies. The material used to make drow cloaks does not cut easily and is fire resistant, giving the cloaks a+6 bonus to saving throws vs. fire. These cloaks and boots fit and function only for those of elven size and build. Any attempt to alter a drow cloak has a 75% chance of unraveling the material, making it useless.

In the centuries they've spent underground, drow have learned the languages of many of the intelligent creatures of the underworld. Besides their own tongue, an exotic variant of elvish, drow speak both common and the subterranean trade language used by many races under the earth. They speak the languages of gnomes and other elves fluently.

Drow also have their own silent language composed of both signed hand movements and body language. These signs can convey information, but not subtle meaning or emotional content. If within 30 feet of another drow, they can also use complex facial expressions, body movements, and postures to convey meaning. Coupled with their hand signs, these expressions and gestures give the drow's silent language a potential for expression equal to most spoken languages.

Combat: The drow's world is one in which violent conflict is part of everyday life. It should not be surprising then, that most drow encountered, whether alone or in a group, are ready to fight. Drow encountered outside of a drow city are at least 2nd-level fighters. (See Society note below.)

Drow wear finely crafted, non-encumbering, black mesh armor. This extremely strong mail is made with a special alloy of steel containing adamantite. The special alloy, when worked by a drow armorer, yields mail that has the same properties of chain mail +1 to +5, although it does not radiate magic. Even the lowliest drow fighters have, in effect, chain mail +1, while higher level drow have more finely crafted, more powerful, mail. (The armor usually has a+1 for every four levels of experience of the drow wearing it.)

Dark elves also carry small shields (bucklers) fashioned of adamantite. Like drow armor, these special shields may be + 1,+2, or even+3, though only the most important drow fighters have+3 bucklers.

Most drow carry a long dagger and a short sword of adamantite alloy. These daggers and swords can have a+1 to + 3 bonus, and drow nobles may have daggers and swords of +4 bonus. Some drow (50%) also carry small crossbows that can be held in one hand and will shoot darts up to 60 yards. The darts only inflict 1-3 points of damage, but dark elves commonly coat them with poison that renders a victim unconscious, unless he rolls a successful saving throw vs. poison, with a -4 penalty. The effects last 2d4 hours.

A few drow carry adamantite maces (+ 1 to+5 bonus) instead of blades. Others carry small javelins coated with the same poison as the darts. They have a range of 90 yards with a short range bonus of+3, a +2 at medium, and a +1 at long.

Drow move silently and have superior infravision (120 feet). They also have the same intuitive sense about their underground world as dwarves do, and can detect secret doors with the same chance of success as other elves. A dark elf can only be surprised by an opponent on a roll of 1 on ldl0.

All dark elves receive training in magic, and are able to use the following spells once per day: dancing lights, faerie fire, and darkness. Drow above 4th level can use levitate, know alignment, and detect magic once per day. Drow priests can also use detect lie, clairvoyance, suggestion, and dispel magic once per day.

Perhaps it is the common use of magic in drow society that has given the dark elves their incredible resistance. Drow have a base resistance to magic of 50%, which increases by 2% for each level of experience. (Multi-classed drow gain the bonus from only the class in which they have the highest level.) All dark elves save vs. all forms of magical attack (including devices) with a+2 bonus. Thus, a 5th-level drow has a 60% base magic resistance and a +2 bonus to her saving throws vs. spells that get past her magic resistance.

Drow encountered in a group always have a leader of a higher level than the rest of the party. If 10 or more drow are encountered, a fighter/mage of at least 3rd level in each class is leading them. If 20 drow are encountered, then, in addition to the higher level fighter/mage, there is a fighter/priest of at least the 6th level in both classes. If there are more than 30, up to 50% are priests and the leader is at least a 7th-level fighter/8th-level priest, with a 5th-level fighter/4th-level mage for an assistant, in addition to the other high level leaders.

Dark elves do have one great weakness+bright light. Because the drow have lived so long in the earth, rarely venturing to the surface, they are no longer able to tolerate bright light of any kind. Drow within the radius of a light or continual light spell are 90% likely to be seen. In addition, they lose 2 points from their Dexterity and attack with a -2 penalty inside the area of these spells. Characters subject to spells cast by drow affected by a light or continual light spell add a +2 bonus to their saving throws. If drow are attacking a target that is in the area of effect of a light or continual light spell, they suffer an additional -1 penalty to their attack rolls, and targets of drow magical attacks save at an additional+1. These penalties are cumulative (i.e., if both the drow and their targets are in the area of effect of a light spell, the drow suffer a -3 penalty to their attack rolls and the targets gain a +3).

Because of the serious negative effects of strong light on the drow, they are 75% likely to leave an area of bright light, unless they are in battle. Light sources like torches, lanterns, magical weapons, or faerie fire spells, do not affect drow.

Habitat/society: Long ago, dark elves were part of the elven race that roamed the world's forests. Not long after they were created, though, the elves found themselves torn into rival factions+one following the tenets of evil, the other owning the ideals of good (or at least neutrality). A great civil war between the elves followed, and the selfish elves who followed the paths of evil and chaos were driven into the depths of the earth, into the bleak, lightless caverns and deep tunnels of the underworld. These dark elves became the drow.

The drow no longer wish to live upon the surface of the earth. In fact, few who live on the surface ever see a drow. But the dark elves resent the elves and faeries who drove them away, and scheme against those that dwell in the sunlight.

Drow live in magnificently dark, gloomy cities in the underworld that few humans or demihumans ever see. They construct their buildings entirely out of stone and minerals, carved into weird, fantastic shapes. Those few surface creatures that have seen a dark elf city (and returned to tell the tale) report that it is the stuff of which nightmares are made.

Drow society is fragmented into many opposing noble houses and merchant families, all scrambling for power. In fact, all drow carry brooches inscribed with the symbol of the merchant or noble group they are allied with, though they hide these and do not show them often. The drow believe that the strongest should rule; their rigid class system, with a long and complicated list of titles and prerogatives, is based on the idea.

They worship a dark goddess, called Lolth by some, and her priestesses hold very high places in society. Since most drow priests are female, women tend to fill nearly all positions of great importance.

Drow fighters go through rigorous training while they are young. Those who fail the required tests are killed at the program's conclusion. That is why dark elf fighters of less than 2nd level are rarely seen outside a drow city.

Drow often use giant lizards as pack animals, and frequently take bugbears or troglodytes as servants. Drow cities are havens for evil beings, including mind flayers, and drow are allied with many of the underworld's evil inhabitants. On the other hand, they are constantly at war with many of their neighbors beneath the earth, including dwarves or dark gnomes (svirfneblin) who settle to close to a drow city. Dark elves frequently keep slaves of all types, including past allies who have failed to live up to drow expectations.

Ecology: The drow produce unusual weapons and clothing with quasi-magical properties. Some scribes and researchers suggest that it is the strange radiation around drow cities that make drow crafts special. Others theorize that fine workmanship gives their wonderfully strong metals and superior cloth its unique attributes. Whatever the reason, it's clear that the drow have discovered some way to make their clothing and weapons without the use of magic.

Direct sunlight utterly destroys drow cloth, boots, weapons, and armor. When any item produced by them is exposed to the light of the sun, irreversible decay begins. Within 2d6 days, the items lose their magical properties and rot, becoming totally worthless. Drow artifacts, protected from sunlight, retain their special properties for ld20+30 days before becoming normal items. If a drow item is protected from direct sunlight and exposed to the radiations of the drow underworld for one week out of every four, it will retain its properties indefinitely.

Drow sleep poison, used on their darts and javelins, is highly prized by traders on the surface. However, this poison loses its potency instantly when exposed to sunlight, and remains effective for only 60 days after it is exposed to air. Drow poison remains potent for a year if kept in an unopened packet.


These strange creatures have the head and torso of a drow and the legs and lower body of a giant spider. Driders are created by the drow's dark goddess. When a dark elf of above-average ability reaches 6th level, the goddess may put him or her through a special test. Failures become driders.

Driders are able to cast all spells a normal drow can use once per day. They also retain any magical or clerical skills they had before transformation. A majority of driders (60%) were priests of 6th or 7th level before they were changed, all other driders were mages of 6th, 7th, or 8th level.

Driders always fight as 7 Hit Die monsters. They often use swords or axes, though many carry bows. Driders can bite for ld4 points of damage, and those bitten must save vs. poison with a -2 penalty or be paralyzed for 1-2 turns.

Because they have failed their goddess's test, driders are outcasts from their own communities. Driders are usually found alone or with 2d6 huge spiders (10% chance), rather than with drow or other driders. They are violent, aggressive creatures that favor blood over all types of food. They stalk their victims tirelessly, waiting for the right chance to strike.


CLIMATE/TERRAIN: Heavily wooded forest


ORGANIZATION: Solitary or pairs


DIET: Carnivore



ALIGNMENT: Neutral evil





THAC0: 15


DAMAGE/ATTACK: 1-3/1-3/1-8


SPECIAL DEFENSES: Traps (see below)


SIZE: M (6' tall)

MORALE: Elite (13)


Ettercaps are ugly bipedal creatures that get along very well with all types of giant spiders. These creatures of low intelligence are exceedingly cruel, very cunning, and are skilled in setting traps -- very deadly traps -- much like the spiders that often live around them.

Ettercaps stand around six feet tall, even with their stooping gait and hunched shoulders. The creatures have short, spindly legs, long arms that reach nearly to their ankles, and large pot-bellies. The hands of ettercaps have a thumb and three long fingers that end in razor sharp claws. Their bodies are covered by tufts of thick, wiry, black hair, and their skin is dark and thick. Ettercaps' heads are almost equine in shape, but they have large reptilian eyes, usually blood-red in color, and large fangs, one protruding downward from each side of the mouth. The mouth itself is large and lined with very sharp teeth.

Ettercaps do not have a formal language. They express themselves through a combination of high-pitched chittering noises, shrieks, and violent actions.

Combat: If caught in a battle, an ettercap first strikes with its claws, causing 1-3 points of damage with each set. The creature then tries to bite its opponent, inflicting 1d8 points of damage with its teeth and powerful jaws. A successful bite attack by an ettercap enables the monster to inject its victim with a powerful poison from the glands above the ettercap's fangs.

The poison secreted by an ettercap is highly toxic and very similar to the poison of giant spiders. A creature injected with it must immediately roll a saving throw vs. poison. A failed roll means that the creature dies within 1d4 turns when the toxigen paralyzes the victim's heart.

Many adventurers never get the chance to raise a sword against ettercaps because of the devious traps they use for protection. Ettercaps prefer to ambush unwary travelers and lead them into traps rather than fight them face to face.

Like spiders, ettercaps have silk glands located in their abdomen. The thin, strong strands of silvery silk-like material these glands secrete are used by ettercaps to construct elaborate traps made up of nets, trip wires, garottes, and anything else the monsters can make out of the strands. The traps are designed so that they often immobilize the adventurer who stumbles into it. If this is the case, ettercaps never hesitate to attack that character first, trying to poison the victim before he escapes. Different ettercaps prefer different trap designs, so encounters with different ettercaps should expose the adventurer to new traps each time.

Habitat/Society: Ettercaps prefer to dwell in the deepest part of a forest, near paths that are frequented by game or travelers. The creatures' nests are made of a frame of strands filled with rotting leaves and moss. The lairs are often located on the ground, but can also be found up in large, sturdy trees. No treasure is to be found in ettercap lairs, but occasionally items dropped by adventurers who have fallen into ettercap traps are found nearby.

Though usually only one ettercap is encountered at any time, on rare occasions a pair of ettercaps can be found together. The pairs encountered are always mated couples, though the female and male appear to be identical. Ettercap young are abandoned as soon as they are born, so adults are never encountered with young.

Ecology: An ettercap eats any meat, regardless of the type of creature from which it comes. Upon capturing a victim, the ettercap poisons it so it cannot escape; once the creature is dead, the ettercap immediately devours as much of the corpse as possible. Typically, an ettercap can consume an entire deer or a large humanoid in a single sitting. Anything remaining after the ettercap has gorged itself is left for scavengers.

Often (40%), 2d4 spiders of some monstrous type are found cooperating with an ettercap. The ettercap uses any giant spider webs available when it designs its traps. Creatures killed by an ettercap in the web of a giant spider are shared with the spider instead of being devoured entirely by the ettercap.

Ettercap poison is highly valued, partly because of its extreme toxicity and partly because it is rather difficult to obtain. An ettercap's poison glands hold only one ounce of poison at any time, but this ounce is worth up to 1,000 gp on the open market.


CLIMATE/TERRAIN: The Abyss (preferred)




DIET: None known



ALIGNMENT: Lawful evil





THAC0: 17

NO. OF ATTACKS: 3 or 1

DAMAGE/ATTACK: 1-6/1-6/1-4 or eyewing tears




SIZE: L (15' wingspan)

MORALE: Steady (12)



Eyewings are loathsome inhabitants of the Abyss. They are obedient, loyal, and dumb -- perfect servitors for the dark gods and their more powerful minions.

An eyewing's body is a fat, egg-shaped ball covered with matted black fur. The 5-foot-wide body is supported by a pair of five-foot-long leathery bat wings. Each wing is tipped with a set of three razor-sharp talons. An 8-foot-long rat's tail dangles from the back of the body. The tail ends in a small, sharp spur. It has no feet and has never been known to land.

The body is dominated by the single, bulging, 4-foot-wide eyeball. The eyeball is black with a blood-red pupil. A vile blue fluid continuously leaks from the eye, soiling its fur. Great leathery eyelids squeeze this fluid out and away from the creature. The stench is unbelievable. It gives off an acidic smell that scorches the sensitive tissues in other creatures' noses and mouths.

Combat: An eyewing has two main forms of attack. The most common form is to use its claws and tail to strike its opponents. It can either swoop down on them, or hover and slash. Its second form of attack is to bomb its enemies with a large eyewing tear that is squeezed out of the large eyeball by the leathery eyelid. It has amazing control over the release of the tear -- it has the same chance to hit with a tear as with its melee attacks. It releases a tear when it is within 100 feet of its target. It can deliver this attack while hovering or diving.

An eyewing tear is a one-foot-diameter ball of poisonous blue fluid. The attack roll determines if the target dodged the tear. If the tear hits, the victim must roll a successful saving throw vs. poison or suffer 2d6 points of damage (success means only 1d6 points of damage). The tears may also splash onto anyone within ten feet of the target. The attack roll for the splash attack is made with a -2 penalty. If someone is splashed, a saving throw vs. poison must be rolled; those who fail suffer 2d4 points of damage, while those who succeed suffer 1d4 points of damage.

A tear hardens into a rubbery lump within 2d6 hours after being shed. The exact time depends upon the humidity, temperature, etc. Anybody handling a hardened tear must roll a successful saving throw vs. poison or suffer 1 point of damage.

Eyewings have extremely acute vision that enables them to see with perfect accuracy for up to 25 miles. They also have infravision out to 120 feet. They are immune to all cold-based attack forms, as are their tears.

Habitat/Society: Eyewings are supernatural creatures that exist only to serve their dark masters. When left without orders they become sluggish and listless. This should not be taken to mean that they are any less dangerous. This listlessness is their expression of boredom, but nothing relieves eyewing boredom quite like tearing apart innocent creatures.

Eyewings have no society as such. They do not have a culture. Their simple language consists of shrill squeaks. They understand other spoken languages, but cannot speak them. When in the Abyss they are found only on layers that allow for flying. Their immunity to cold makes them at home on any of the icy layers as well.

Ecology: Eyewings are sexless creatures that are not a part of nature. They kill even when they're not ordered to, just for the pleasure of it. Eyewings have been encountered on the moon, where there is no air to breathe and no water to drink. It is assumed that they do not need air or water. They have never been seen to eat; it is assumed by most who have studied them that they are sustained by magic. The more powerful creatures of the Abyss have no qualms about an eyewing snack should one be nearby, but they are not the natural prey of any creature.


Feyr Great Feyr


FREQUENCY: Very rare Very rare

ORGANIZATION: Loose band Solitary


DIET: Emotions Emotions

INTELLIGENCE: Low (5) High (14)


ALIGNMENT: Chaotic evil Chaotic evil



MOVEMENT: 12 12, Fl 18 (B)

HIT DICE: 4 16

THAC0: 17 5


DAMAGE/ATTACK: 1-4 2-12/2-12/2-12/2-12

SPECIAL ATTACKS: Fear Emotion control

SPECIAL DEFENSES: Nil Invisibility


SIZE: S (2' tall) M (7' tall)

MORALE: Fanatic (18) Fanatic (18)

XP VALUE: 975 13,000


Feyrs (pronounced ``fears'') are created from the remnants of ordinary nightmares, mixed with residual magical energies, and unknowingly brought to life by the strong emotions of a large group of people. They are most commonly found in large cities that have a good number of mages, priests, and other spell-casters. Normal feyrs stalk the streets at night, seeking nothing more than to create havoc. Great feyrs, on the other hand, are the combination of lesser feyrs, and may be found anywhere, though they a much rarer than the common feyrs.

Common feyrs appear as humped, hunchbacked creatures, grim and inhuman in appearance. Their hide is mottled and warped like the surface of the human brain. The creature is supported by two main tentacles which act as legs, and by a handful of other tentacled limbs. Massive horizontal jaws line its underside, and the forepart of the beast has 1-5 eyes, usually the color of melted gold. The feyr's hide is a sickly rainbow of shades, like light reflected off an oil slick. There are dull blues and blacks along the body, pale reds and magentas toward the head, and deathly greens and yellows along the belly.

Combat: The horizontal jaws of the feyr slung beneath its belly are the creature's prime form of attack, inflicting 1d4 points of damage for common feyrs, 2d6 points for great feyrs. The feyr does not use its jaws to eat, but rather to strike terror into the hearts of those who witness its savage and bloody attacks. Those who witness the attack of either type of feyr must make a successful saving throw vs. spells or be consumed by fear (as the spell of the same name). This fear acts for 1d4 rounds for common feyrs, and 2d6 rounds for great feyrs. This form of fear only applies when the creature attacks. Merely sighting a common feyr does not inspire fear.

The great feyr has an additional power that can affect the emotions similar to the 4th-level wizard spell emotion. The range of this attack is 100 yards, may affect a 20-foot by 20-foot area, and the intended victim must make a successful saving throw vs. spells at -2 or be affected. Only the negative emotions of fear, hate, hopelessness, and sadness may be cast by the great feyr. The great feyr may cast this spell and retain its invisibility.

Common feyrs are slain by direct sunlight, though they have no fear of it themselves, and do not seek shelter with the coming sun, nor hesitate to venture out if they are still alive after sun-up. Common feyrs can use a saving throw vs. spells against sunlight created by magic spells, such as continual light, in addition to their standard magic resistance. Greater feyrs are unaffected by sunlight.

Habitat/Society: Individual common feyrs are slain by the morning light. There are occasions when several common feyrs combine to form a great feyr, which in addition to being immune to the effects of the sun, is much more intelligent. The greater feyr seeks to inspire even stronger emotions, which it may then use to stay alive. While common feyrs do not travel far from their point of origin, great feyrs may undertake long trips, lured by strong emotional states.

While a common feyr merely slouches through the evening shadows and fogs, looking for a collection of victims to terrorize and thereby enrich itself on their emotions, a great feyr chooses to attack while invisible, playing the emotions of others, heightening emotional states already present, and driving mortal beings mad with terror and fear. While the great feyr is not banished by daylight, it prefers to work at night, and seeks to retreat into a hidden lair during daylight hours, preferably some abandoned area such as an old house, cavern, or underground structure.

Ecology: Common feyrs are created by the emotions of large masses of people, and great feyrs by compilations of lesser feyrs. The raw materials for such creatures may be found in any urban settlement, and when there is additional tension in the air, the feyrs stalk at night. Cities under siege, towns divided by rivalries or civil wars, oppressed peoples, and settlements baking under a merciless summer heat are all possible breeding grounds of feyrs. Guard and watch units are usually more than sufficient to handle the common feyrs, as those feyrs attack anything that moves. But the more dangerous great feyrs must be dealt with by a wizard or similar high-level individual, who can both withstand the attack of the feyr and dispatch it.


Fish #AP AC MV HD THAC0 # of Att Dmg/Att Morale XP Value

Barracuda 2-12 6 Sw 30 1 to 3 1-2 HD: 19 1 2-8 Steady (11) 1 HD: 15

3 HD: 17 2 HD: 35

3 HD: 65

Carp, Giant 1-4 6 Sw 18 8 to 12 8 HD: 13 1 2-20 Average (9) 8 HD: 3,000

9-10 HD: 11 9 HD: 4,000

11-12 HD: 9 10 HD 5,000

11 HD: 6,000

12 HD: 7,000

Catfish, Giant 1 7 Sw 18 7 to 10 7-8 HD: 13 1 3-12 Average (9) 7 HD: 2,000

8 HD: 3,000

9-10 HD: 11 9 HD: 4,000

10 HD: 5,000

Dragonfish 1 4 Sw 6 2 19 1 1-6 Unsteady (5) 270

Eel, Electric 1-3 9 Sw 12 2 16 1 1-3 Unsteady (7) 65

Eel, Giant 1-4 6 Sw 9 5 15 1 3-18 Average (8) 175

Eel, Marine 1 6 Sw 9 6 to 8 6-7 HD: 13 1 6 HD: 2-8 Average (9) 420

8 HD: 12 1 7 HD: 3-12 650

1 8 HD: 4-16 975

Eel, Weed 10-60 8 Sw 15 1-1 20 1 1 Unsteady (6) 120

Gar, Giant 1-6 3 Sw 30 8 13 1 5-20 Average (10) 2,000

Lamprey 1-2 7 Sw 12 1+2 19 1 1-2 Unsteady (7) 65

Lamprey, Giant 1-4 6 Sw 9 5 15 1 1-6 Average (9) 270

Lamprey, Land 2-12 7 12 1+2 19 2 1 hp/round Unsteady (7) 120

Manta Ray 1 6 Sw 18 8 to 11 8 HD: 13 1 3-12 or 2-20 Elite (13) 3,000

9-10 HD: 11 4,000

11 HD: 9 5,000


Pike, Giant 1-8 5 Sw 36 4 17 1 4-16 Average (8) 175

Piranha 5-50 8 Sw 9 ½ 20 1 1-2 Unsteady (6) 7

Piranha, Giant 2-20 7 Sw 15 2+2 16 1 1-6 Average (10) 65

Pungi Ray 1-3 7 Sw 12 4 17 1-12 1-4 Unsteady (5) 975

Quipper 5-50 8 Sw 9 ½ 20 1 1-2 Unsteady (6) 7

Sea Horse, Giant 1-20 7 Sw 21 2 to 4 2 HD: 19 1 1-4, 2-5, or 2-8 Average (10) 2 HD: 35

3-4 HD: 17 3 HD: 65

4 HD: 120

Shark 3-12 6 Sw 24 3 to 8 3-4 HD: 17 1 3-4 HD: 2-5 Average (10) 3 HD: 65

5-6 HD: 15 5-6 HD: 2-8 4 HD: 120

7-8 HD: 13 7-8 HD: 3-12 5 HD: 175

6 HD: 270

7 HD: 420

8 HD: 650

Shark, Giant 1-3 5 Sw 18 10 to 15 10 HD: 11 1 10-11 HD: 4-16 Steady (11) 10 HD: 2,000

11-12 HD: 9 12-13 HD: 5-20 11 HD: 3,000

13-14 HD: 7 14-15 HD: 6-24 12 HD: 5,000

15 HD: 5 13 HD: 6,000

14 HD: 7,000

15 HD: 8,000

Sting Ray 1-3 7 Sw 9 1 20 1 1-3 Unsteady (5) 120


Giant fish are a diverse group of creatures with varying attack and defense capabilities. Many of these creatures are able to swallow victims whole. Swallowed victims take normal bite damage. Victims take 1 point of damage per round from the fish's digestive juices and have a 5% cumulative chance per round of suffocating. To escape the fish's stomach, a victim can cut free with a sharp-edged weapon. The victim may be rescued by cutting or tearing from the outside. When the fish has lost 50% of its hit points, the victim

breaks free.


The first clue that a barracuda is in the area might be a sudden pain in the foot, as the marauder swims by and bites off a few tender toes. They are found in warm salt waters.

Carp, Giant

Giant carp attack by biting, inflicting 2-20 points of damage with their sharp, curved teeth. Additionally, if an attack causes 12 or more points of damage, the carp swallows its victim.

Catfish, Giant

A giant catfish bites for 3d4 points of damage. It swallows it prey if its attack roll is 4 points more than it needed. The fish can employ its feelers as weapons by whipping its head back and forth. These feelers secrete a toxin that causes 2d4 points of damage. A save vs. poison limits the damage to 1d4 points. Two additional opponents can be attacked if they are within range of the feelers.


Dragonfish bite for 1-6 points of damage. However, most adventurers stumble across these creatures. These encounters cause 1d6 of the fish's spines to penetrate boots, causing 1 point of damage apiece before snapping off in the wound. The spines' poison is slow-acting, and creatures

injected with the toxin must make a saving throw vs. poison at a -4 or dies. If successful, the character suffers a -2 penalty on all attack rolls for the next 1d12+4 hours.

Eel, Electric

An attacking eel discharges a jolt of electricity with a 15-foot-radius range. Creatures less than 5 feet from the eel suffer 3d8 points of damage, creatures 5 to 10 feet away receive 2d8 points, and all others in range suffer 1d8 points. An eel must recharge itself for an hour between attacks. It is immune to electrical effects.

Eel, Giant

Giant eels have no electrical discharge attack. Instead, they attack with their teeth. Since they strike with amazing speed, giant eels receive a +1 bonus to initiative rolls.

Eel, Marine

Marine eels have an electrical discharge with a range of 15 feet; creatures less than 5 feet from the eel suffer 6d6 points of damage, those 5 to 10 feet away receive 4d6 points, and all others in range suffer 2d6 points. Victims must roll a saving throw vs. paralyzation or be stunned for a number of rounds equal to the damage they sustained from the electrical shock. This eel, too, is immune to electrical effects.

Eel, Weed

The bite of the weed eel is poisonous; victims failing a saving throw vs. poison die in 1d4


Weed eels are at home in both fresh and salt water, 25 to 40 feet deep. Each colony has a lair consisting of a central cave, roughly 30 feet long and 20 feet wide and high. The floor of the central cave is covered with small stones, coins, and gems that the eels have scavenged. Radiating from this central cave are a series of 6-foot-diameter tunnels, which in turn lead to a network of 6 to 8-inch-diameter holes. These are the homes of the individual eels that make up the colony. Weed eels are fiercely protective of their lairs, especially the central cave where their young are raised.

Gar, Giant

The gar attacks with its teeth, inflicting 8d4 points of damage. On a score of 20, the gar swallows its victim whole. On average, a giant gar can swallow an object up to 5 feet long. Giant gars are found in deep, freshwater lakes and rivers.


The lamprey feeds by biting its victims, and fastening itself by its sphincter-like mouth. Once attached, the lamprey drains 2 hit points per Hit Die of blood on the next and successive rounds. Sea lampreys are especially susceptible to fire, making their saving throws against fire-based attacks with a -2 penalty.

Lamprey, Land

Land lampreys feed as do aquatic ones. Once attached (a hit for 1 point of damage), it drains blood for three rounds, unless killed or removed, for 1 point of damage per round. In addition, while attached to a character, each lamprey encumbers an individual; this is equivalent to a loss of 1 point of Dexterity per lamprey attached.

Manta Ray

If the manta's attack roll is 2 or more greater than the number needed to hit, it swallows its prey. A manta ray can swallow one man-sized creature or three small-sized creatures. If opponents attack its rear, it uses its stinger for 2-20 points of damage; victims must save vs. paralyzation or be stunned for 2-8 rounds.

Pike, Giant

Because of its speed and natural camouflage, a pike's opponents suffer a -2 penalty to their surprise roll. Giant pike inhabit deep, freshwater lakes.


Piranhas travel in schools of 5-50. There is a 75% chance that at least one will attack any creature that swims or wades near the school. If they attack and blood is drawn, the entire school goes berserk and each piranha attacks twice per melee round. Up to 20 piranhas can attack a single, man-sized individual simultaneously.

Piranha, Giant

Giant piranhas behave like their smaller counterparts, but only 10 can attack a single, man-sized individual simultaneously.

Giant piranhas are sometimes called sky-eaters; once per round they can charge at full speed and leap out of the water at heights of up to 10 feet; they often use this attack on water fowl that fly low over the water, but they sometimes use it against humans.

Pungi Ray

Any creature stepping on a pungi must save vs. poison or die. A footstep on a pungi ray equals one attack; if a creature fell on a pungi ray it would suffer 2-8 spinal attacks. If attacked, it swims away.


Quippers are freshwater piranhas that live in colder waters.

Seahorse, Giant

A sea horse attacks with a head butt, but a sea horse trained as a steed can use its long tail to constrict and restrain enemies. A captured opponent can free itself with a open doors roll made with a -1 penalty. The tail of a giant sea horse is so long it can attack the same opponent its head butts, or the one its rider is attacking. The constriction causes no damage, but the sea horse can still butt the helpless victim.


Sharks attack mercilessly at the scent of blood, which they can detect a mile away. The scent of blood and the thrill of the kill sends sharks into a feeding frenzy. Since sharks move up, take a bite of flesh, and retreat, 10 normal-sized sharks can attack a man-sized opponent.

Shark, Giant

The huge megalodons (giant sharks) never reach a frenzy, since they can swallow most creatures whole on an attack roll 4 greater than minimum number needed to hit.

Sting Ray

If a creature steps on a sting ray, it lashes out with its tail spine. The creature must save vs. poison or be paralyzed for 5-20 turns.


Giant Killer Poisonous

CLIMATE/TERRAIN: Any fresh water Any fresh water Any fresh water

FREQUENCY: Uncommon Very rare Rare



DIET: Carnivore Carnivore Insectivore

INTELLIGENCE: Non- (0) Non- (0) Non- (0)



NO. APPEARING: 5-40 3-18 2-12


MOVEMENT: 3, Sw 9 6, Sw 12 3, Sw 9

HIT DICE: 1-3 1+4 1

THAC0: 1 HD: 19 18 19

2-3 HD: 16


DAMAGE/ATTACK: 1-3/1-6/2-8 1-2/1-2/2-5 1

SPECIAL ATTACKS: Tongue and Nil Nil

swallow whole



SIZE: T-M (2'-6' long) S (3' long) T (6'-1' long)

MORALE: Average (8) Unsteady (6) Unsteady (6)

XP VALUE: 1 HD: 120 35 65

2 HD: 175

3 HD: 270


Giant Frogs: Giant frogs resemble their more common relatives in everything but size. Their enormous size means that they consider larger creatures as a source of food, making small creatures and even demihumans possible prey. A giant frog can range from 2 to 6 feet in length and weigh between 50 and 250 pounds (a 2-foot frog weighs 50 pounds, adding 50 pounds for each additional foot of length). Frogs with 1 Hit Die are 2 feet long, while those 2 to 4 feet long have 2 Hit Dice, and those over 4 feet long have 3 Hit Dice.

The distance that a giant frog can jump is based upon its weight, with the maximum jumping distance for a 50-pound frog being 180 feet. Subtract 20 feet for every additional 50 pounds the frog weighs. A giant frog cannot jump backward or directly to either side, but can leap 30 feet straight up.

Combat: Because of its camouflaging color, a giant frog surprises opponents easily (-3 penalty to opponents' surprise rolls) when in its natural habitat. A giant frog uses its long, sticky tongue to entrap its victim. The tongue is equal in length to three times the frog's length and strikes with a +4 bonus to the attack roll. The tongue inflicts no damage when it hits.

Once a victim is caught by the frog's tongue, it has one chance to hit the tongue before the frog attempts to reel it in. If the tongue is hit, the frog releases the victim and does not attack that creature again. Otherwise, the victim is reeled in.

If the victim weighs less than the frog, it is dragged into the frog's mouth in the same round it attacked and missed striking the tongue. If the creature weighs more than the frog, an extra round is required for the frog to draw the creature in. This grants the victim another opportunity to hit the tongue. Any creature weighing more than twice the frog's weight cannot be pulled by the frog and is released on the third round after it was caught, even if the tongue is never struck.

Once the victim has been drawn to the frog's mouth, the frog attempts to eat it. If the giant frog successfully bites its victim in the first round the creature is in range, it automatically scores maximum damage. Frogs with 1 Hit Die bite for 1-3 points of damage, those with 2 Hit Dice l-6 points, and those with 3 Hit Dice inflict 2-8 points of biting damage.

On an attack roll result of 20, the frog can swallow whole any creature shorter than 3 feet long. Any creature swallowed whole has a chance to cut its way out of the frog with a sharp-edged weapon, but must roll an attack roll result of 18 or better. A victim has only three rounds to escape before asphyxiating. A successful escape kills the frog. Any damage inflicted upon a frog that has swallowed a creature whole has a 33% chance of also being inflicted on the swallowed victim.

Giant frogs fear fire and always retreat from it.

Habitat/Society: Giant frogs live in groups but don't have any real social structure. They are aggressive hunters and eat insects, fish, and small mammals. Large aquatic predators such as giant fish and giant turtles often prey upon them.

Killer Frogs: This smaller version of the giant frog attacks with sharp teeth and front talons. While it does not swallow victims whole, the killer frog is a vicious hunter and is especially fond of the taste of human flesh.

Poisonous Frogs: A rare type of normal frog, this breed secretes a contact poison from its skin, as well as with its bite. The weakness of the poison gives all victims a +4 bonus to their saving throws. Due to its weakness and the difficulty of collecting it, there is no market for this poison.


Violet Shrieker Phycomid Ascomoid Gas spore

CLIMATE/TERRAIN: Subterranean Subterranean Subterranean Subterranean Subterranean

FREQUENCY: Rare Common Rare Very rare Rare

ORGANIZATION: Multicellular Multicellular Multicellular Multicellular Multicellular


DIET: Scavenger Scavenger Scavenger Scavenger Scavenger

INTELLIGENCE: Non- (0) Non- (0) Unratable Unratable Non- (0)

TREASURE: Nil Nil Nil Nil Nil

ALIGNMENT: Neutral Neutral Neutral (evil) Neutral (evil) Neutral

NO. APPEARING: 1-4 2-8 (2d4) 1-4 1 1-3

ARMOR CLASS: 7 7 5 3 9

MOVEMENT: 1 1 3 12 (see below) 3

HIT DICE: 3 3 5 6+6 1 hp

THAC0: 17 17 15 13 na

NO. OF ATTACKS: 1-4 0 2 1 1

DAMAGE/ATTACK: See below Nil 3-6/3-6 See below See below

SPECIAL ATTACKS: See below Nil Infection Spore jet See below

SPECIAL DEFENSES: Nil Noise See below See below Nil


SIZE: M (4'-7') M (4'-7') T (2' dia.) M to L M (4'-6' dia.)

(5'-10' dia.)

MORALE: Steady (12) Steady (12) Elite (14) Champion (15) Average (8)

XP VALUE: 175 120 650 1,400 120


Fungi are simple plants that lack chlorophyll, true stems, roots, and leaves. Fungi are incapable of photosynthesis and live as parasites or saprophytes.

Ordinary Fungi

Ordinary fungi are well known to man: molds, yeast, mildew, mushrooms, and puffballs. These plants include both useful and harmful varieties.

Combat: Ordinary fungi do not attack or defend themselves, but they are prolific and can spread where unwanted.

Adventurers who have lost rations to mold or clothing to mildew have had unpleasant encounters with fungi.

Habitat/Society: The bodies of most true fungi consist of slender cottony filaments. Anyone who wishes to see this for himself need only leave a damp piece of bread in a cupboard for a day or two. Examining the black mold on the bread with a magnifying glass will show off not only the filaments, but also the spore bodies at the top of these. The spores are what gives mold its color.

Most fungi reproduce asexually by cell division, budding, fragmentation, or spores. Those that reproduce sexually alternate a sexual generation (gametophyte) with a spore-producing (sporophyte) one.

Fungi grow best in dark, damp environments, which they can find all too easily in a kitchen cupboard, backpack, or boot. A warm environment is preferred by some, such as yeasts and certain molds, but excessive heat kills fungi.

Proper storage and cleanliness can be used to avoid most ordinary fungi.

Ecology: Fungi break down organic matter, thus playing an important part in the nitrogen cycle by decomposing dead organisms into ammonia. Without the action of mushrooms and bracket fungi, soil renewal could not take place as readily as it does.

Fungi are also useful to man for many purposes. Yeasts are valuable as fermenting agents, raising bread and brewing wines, beers, and ales. Certain molds are important for cheese production. The color in blue cheese is a mold that has been encouraged to grow in this semisoft cheese.

Many fungi are edible, and connoisseurs consider some to be delicious. Pigs are used to hunt for truffles, an underground fungus that grows near tree roots and gives food a piquant flavor. No one has as yet managed to cultivate truffles -- an enterprising botanist could make a mint by learning to grow these.

Mushrooms, the fruiting body of another underground fungus, can sometimes be eaten, but can be so poisonous that the novice mushroom hunter is allowed but one mistake in picking. The mycelium producing a single mushroom might extend beneath the ground for several feet in any direction.

Medicinally, green molds (such as penicillium) can be used as folk remedies for various bacterial infections.

An alchemist expert in the ways of fungi can produce a variety of useful substances from their action on various materials.

Violet Fungus

Violet fungus growths resemble shriekers, and are usually (75%) encountered with them. The latter are immune to the touch of violet fungi, and the two types of creatures complement each other's existence.

Combat: Violet fungi favor rotted animal matter to grow upon. Each fungus has one to four branches with which it flails out if any animal comes within range (see following). The excretion from these branches rots flesh in one round unless a successful saving throw vs. poison is rolled or a cure disease spell is used. The branch length of this fungi depends upon the fungi's size. Violet fungi range from four to seven feet tall, the smallest having one-foot-long branches, the five-foot-tall fungi having two-foot-long branches, and so on. Any sized growth can have up to four branches.


Shriekers are normally quiet, mindless fungi that are ambulatory. They are dangerous to dungeon explorers because of the hellish racket they make.

Combat: Light within 30 feet or movement within 10 feet causes a shrieker to emit a piercing shriek that lasts for 1-3 rounds. This noise has a 50% chance of attracting wandering monsters each round thereafter.

Habitat/Society: They live in dark places beneath the ground, often in the company of violet fungi. When the shriekers attract curious dungeon dwellers by their shrieking, the violet fungi are able to kill them with their branches, leaving plenty of organic matter for these saprophytic life forms to feed on.

Ecology: Purple worms and shambling mounds greatly prize shriekers as food, and don't seem to mind the noise while eating.

Shrieker spores are an important ingredient in potions of plant control.


The algae-like phycomids resemble fibrous blobs of decomposing, milk-colored matter with capped fungi growing out of them. They exude a highly alkaline substance (like lye) when attacking.

Combat: These fungoid monsters have sensory organs for heat, sound, and vibrations located in several clusters. When phycomids attack, they extrude a tube and discharge the alkaline fluid in small globules that have a range of 1d6+6 feet.

In addition to alkaline damage, the globs that these creatures discharge might also cause victims to serve as hosts for new phycomid growth. If a victim fails a saving throw vs. poison, the individual begins to sprout mushroom-like growths in the infected area. This occurs in 1d4+4 rounds and inflicts 1d4+4 points of damage. The growths then spread throughout the host body, killing it in 1d4+4 turns, and turning it into a new phycomid. A cure disease spell will stop the spread through the host.


Ascomoids are huge, puffball-like fungi with very thick, leathery skin. They move by rolling.

Combat: At first, an ascomoid's movement is slow -- 3 for the first round, 6 the next, then 9, then finally 12 -- but they can keep it up for hours without tiring.

Ascomoids attack by rolling into or over opponents. Small- and medium-sized opponents are knocked down and must rise during the next round or remain prone.

The creature's surface is covered with numerous pocks which serve as sensory organs. Each pock can also emit a jet of spores to attack dangerous enemies. Large opponents or those who have inflicted damage upon the ascomoids are always attacked by spore jets. The stream of spores is about one foot in diameter and 30 feet long. Upon striking, the stream puffs into a cloud of variable diameter (five to 20 feet). The creatures under attack must roll a successful saving throw vs. poison or die from infection in their internal systems in 1d4 rounds. Even those who save are blinded and choked to such an extent that they require 1d4 rounds to recover and rejoin melee. Meanwhile, they are nearly helpless, and all attacks upon them gain a +4 bonus to attack rolls with no shield or Dexterity bonuses allowed.

Different types of weapons affect the ascomoid differently. Piercing weapons, such as spears, score double damage. Shorter stabbing weapons do damage as if against a small-sized opponent. Blunt weapons do not harm ascomoids; slashes and cuts from edged weapons cause only 1 point of damage. An ascomoid saves against magical attacks, such as magic missiles, fireballs, and lightning, with a +4 bonus to the saving throw; damage is only 50% of normal. (Cold-based attacks are at normal probabilities and damage.) As these fungi have no minds by ordinary standards, all spells affecting the brain (charm, ESP, etc.), unless specific to plants, are useless.

Gas Spore

At any distance greater than 10 feet, a gas spore is 90% likely to be mistaken for a beholder. Even at close ranges there is a 25% possibility that the creature is seen as a beholder, for a gas spore has a false central eye and rhizome growths atop it that strongly resemble the eye stalks of a beholder.

Combat: If the spore is struck for even 1 point of damage it explodes. Every creature within a 20-foot radius suffers 6d6 points of damage (3d6 if a saving throw vs. wands is successful).

If a gas spore makes contact with exposed flesh, the spore shoots tiny rhizomes into the living matter and grows through the victim's system within one round. The gas spore dies immediately. The victim must have a cure disease spell cast on him within 24 hours or die, sprouting 2d4 gas spores.

Galeb Duhr


FREQUENCY: Very rare



DIET: Special

INTELLIGENCE: Very (11-12)






HIT DICE: 8-10

THAC0: 8 HD: 13

9-10 HD: 11


DAMAGE/ATTACK: 2-16, 3-18, or 4-24




SIZE: L (8'-12' tall)

MORALE: Fanatic (17)

XP VALUE: 8 HD: 8,000

9 HD: 9,000

10 HD: 10,000


The galeb duhr is a curious boulder-like creature with appendages that act as hands and feet. These intelligent beings are very large and slow-moving. They live in rocky or mountainous areas where they can feel the earth power and control the rocks around them.

A typical galeb duhr is from 8 to 12 feet tall. When not moving it looks like part of the terrain it lives in.

Combat: Galeb duhr are fairly solitary creatures, preferring to live with a few of their own kind, and none of any other kind, including earth elementals. When approached, a galeb duhr is liable to avoid the encounter by disappearing into the ground. If chased or otherwise irritated, however, a galeb duhr does not hesitate to fight the intruder.

Galeb duhr can cast the following spells as 20th-level mages, once per day: move earth, stone shape, passwall, transmute rock to mud, and wall of stone. They can cast stone shape at will.

They can animate 1-2 boulders within 60 yards of them (AC 0; MV 3; HD 9; Dam 4d6) as a treant controls trees. Galeb duhr suffer double damage from cold-based attacks and save with a -4 penalty against these attacks. They are not harmed by lightning or normal fire, but suffer full damage from magical fire (though they save with a +4 bonus against fire attacks).

Habitat/Society: Galeb duhr, thought to be native to the elemental plane of Earth, are sometimes encountered in small family groups in mountainous regions of the Prime Material plane.

It is not known how (or whether) galeb duhr reproduce, but ``young'' galeb duhr have occasionally been reported -- those specimens encountered being a smaller size than normal.

While galeb duhr seem to have no visible culture above ground, they are known to collect gems, which they find through their passwall ability. They sometimes have small magical items in their possession, evidently taken from those who attacked them to take their gems.

The ``music'' of the galeb duhr often provides the first evidence that these creatures are near -- and usually the only evidence, as the unsociable galeb duhr are quick to pass into the ground when they feel the vibrations of approaching visitors.

Sitting together in groups, the galeb duhr harmonize their gravelly voices into eldritch tunes; some sages speculate that these melodies can cause or prevent earthquakes. Others argue that the low rumbling produced by these creatures is a form of warning to others in the group, but there is no conclusive evidence either way.

Ecology: Galeb duhr have no natural enemies, other than those who crave the gems they collect. Galeb duhr eat rock, preferring granite to other types, and disdaining any sedimentary type. The rocks they eat become part of the huge creatures; such a meal need take place only once every two or three months.

Besides the gems that they carry with them, galeb duhr are likely to know where many other gems are, as well as veins of precious metals, such as gold, silver, and platinum, though galeb duhr seem to have no interest in these minerals for themselves. A few powerful mages have been able to bargain with the galeb duhr for this information. This is a difficult agreement to consummate, for the galeb duhr are valiant fighters, and usually have no difficulty in escaping from any harm if they are inclined to do so. Further, the galeb duhr are territorial, and would be irritated at any attempt to make use of this knowledge in their vicinity.

In some strange way, galeb duhr feel responsible for the smaller rocks and boulders around them, in much the same way that a treant feels responsible for trees in its neighborhood. A traveler who disturbs the area near a galeb duhr does so at his own peril.


Reptilian Gargantua Humanoid Gargantua Insectoid Gargantua

CLIMATE/TERRAIN: Tropical and subtropical Tropical and subtropical Tropical, subtropical,

islands islands, jungles, and and temperate

mountains mountains

FREQUENCY: Rare Very rare Rare

ORGANIZATION: Solitary or mated pair Solitary or mated pair Solitary or mated pair

ACTIVE TIME: Night Any Any

DIET: Special Omnivore Omnivore

INTELLIGENCE: Low (5-7) Low (5-7) Low (5-7)


ALIGNMENT: Chaotic neutral Chaotic neutral Chaotic neutral

NO. APPEARING: 1-2 1-2 1-3


MOVEMENT: 18, Sw 12 21 6, Fl 36 (E)

HIT DICE: 50 35 20-30

THAC0: 5 5 5


DAMAGE/ATTACK: 3-30/3-30/6-60 4-40/4-40 3-30

SPECIAL ATTACKS: See below Trample See below

SPECIAL DEFENSES: Regeneration Regeneration Regeneration


SIZE: G (100'-200' tall) G (80'-100' tall) G (60' long)

MORALE: Elite (14) Elite (14) Elite (13)

XP VALUE: 43,000 28,000 20 HD: 14,000

30 HD: 24,000


Gargantua are truly monstrous species, both in size and ferocity. Whether they are throwbacks to another age, aberrations of natural processes, or results of crazed magical experiments is unknown.

Gargantua appear in many different forms, but most resemble gigantic humanoids, insects, and reptiles. Of these three types, the most common is also the largest and most dangerous: the reptilian gargantua.

The reptilian gargantua is so immense that it dwarfs virtually all of the world's creatures. Some reptilian gargantua move on all fours. Most, however, are bipedal, supported by two massive legs rivaling the width of the largest tree trunks. The creature's body is thick and bulky. Rocky scales -- usually dark green with black accents -- cover it from head to toe. Its smooth belly is a lighter shade of green. Certain rare types have mottled scales in shades of brown, gray, and yellow.

Its hands are almost human, though each of its four, long fingers ends in a hooked claw. Its feet are flat and broad, with webbed toes. The toes also end in hooked claws, but they're shorter and thicker than those on its fingers. A bony ridge stretches from the base of its neck, down along its spine, and extending the length of its immense tail.

The head of the reptilian gargantua is somewhat small in proportion to its body. It has two glaring eyes, usually gold or bright red. Its nostrils are flush with its head, and its ears are twin triangular projections resembling tiny wings. Its mouth is a wide slash that nearly bisects its entire head and is lined with rows of long fangs.

The reptilian gargantua cannot speak, but it emits deafening roars that sound like the trumpeting of a bull elephant amplified a thousandfold. It can breathe both air and water.

Combat: Although it has some degree of intelligence, the actions of the reptilian gargantua -- along with the actions of most gargantua -- are those of mindless brutes bent on destruction for destruction's sake. It attacks with sweeping rakes of its front claws and lunging bites from its powerful jaws. If moving upright, it can trample victims for 10-100 (10d10) hit points of damage. It continually sweeps the ground it with its massive tail, swinging 90 feet behind it and to each side. Any creature within range of the tail must make a successful saving throw vs. death or suffer 8-80 (8d10) hit points of damage.

A rampaging reptilian gargantua is all but oblivious to its surroundings, crushing everything -- and everyone -- in its path. The ground trembles under its weight when it walks. Since quaking earth always foreshadows its appearance, it never can surprise its prey. When swimming, a reptilian gargantua is similarly handicapped, as its appearance is always preceded by swirling waters or crashing waves. Additionally, its immense size makes it easy to spot from a distance. Furthermore, the squealing roars that accompany its every action make it virtually impossible to ignore.

The reptilian gargantua's tough hide gives it an Armor Class of 2, forming a strong defense against most physical attacks. When it does suffer damage, the creature can regenerate 4 hit points per round.

Fortunately, reptilian gargantua seldom bother humans. But their memories are long, and their appetite for revenge is nearly limitless. Humans who attack reptilian gargantua, disturb their lairs, or otherwise provoke the creatures will find themselves relentlessly pursued -- even it means the gargantua must cross thousands of miles of ocean. This creature's hunger for revenge is seldom satisfied until it has thoroughly ravaged its attackers' villages. Sometimes, entire provinces will be laid to ruin.

The surest way to provoke the wrath of a reptilian gargantua is to threaten its offspring. Adult gargantua have remarkable mental bonds with their young, enabling them to locate their young with pinpoint accuracy at an unlimited range.

In spite of their reputation as mindless destroyers, reptilian gargantua actually possess a simple empathy that enables them to sense the emotions and desires of others, albeit on a primitive level. They seem to instinctively know which creatures bear them ill will, and direct their attacks accordingly.

Habitat/Society: A few reptilian guargantua make their home on the floors of subtropical oceans. Most, however, live on remote tropical islands, far from civilized lands. Such islands are scattered throughout the oceans of Kara-Tur, with most of them uncharted. The most notable exception is the Isle of Gargantua, one of the Outer Isles off the southwestern tip of Wa. This island is inhabited entirely by gargantua of various types.

Explorers in the arctic regions of Kara-Tur once found a maturing reptilian gargantua frozen in a block of ice. The explorers built a massive sled to haul their discovery back to civilization. The ice began to thaw en route, reviving the creature. The gargantua shattered the melting ice block, crushed his captors, and lumbered into the mountains.

Any grotto or cave that provides shelter, privacy, and sufficient room to house a reptilian gargantua can serve as its lair. Fiercely territorial, a reptilian gargantua and its family usually claim an area of several square miles as their personal property, defending it against

any and all intruders. Since their eyes are sensitive to bright light, the creatures spend most of the day sleeping in their lairs, becoming active at night to search for food and patrol their territory. Their thunderous roars make their presence known to all. Reptilian gargantua do not collect treasure or any other items.

Reptilian gargantua live several hundred years. They choose mates within a few years of reaching maturity, and remain with them for the rest of their lives. A female reptilian gargantua gives birth to a single offspring once per century. The birth of a reptilian gargantua is marked by shattering thunderstorms that rock the skies over the territory of its parents for 101 days.

An immature reptilian gargantua stands about 20-40 feet tall. It also has 10 HD (THAC0 11) and a movement rate of 12 (Sw 9). A youngling's claws inflict 1-10 hit points of damage each, and its bite inflicts 2-24 (2d12) hit points of damage. Its tail -- not nearly as formidable as an adult's -- sweeps the ground in an arch reaching 20 feet behind and to both sides, inflicting 3-18 (3d6) points of damage to all victims who fail their save vs. death.

Ecology: The reptilian gargantua is an omnivore. It primarily eats plants, swallowing whole trees in a single gulp. But it also enjoys living prey of all varieties. It can even dine on minerals, gems, and other inorganic substances in times of scarce vegetation and game.

Reptilian gargantua shun the company of other creatures. They especially dislike other types of gargantua, which sometimes compete with their reptilian cousins for the same territory.

Reptilian gargantua have two properties useful to humans:

The petal of any flower that grows in the footprint of a reptilian gargantua can serve as a component for a potion of growth. Such a flower must grow naturally in the footprint; it cannot have been planted there by a human or other intelligent being.

As noted above, thunderstorms occur when a reptilian gargantua is born. If a dead creature of any kind is struck by a lightning bolt from such a storm, the bolt acts as resurrection spell.

Humanoid Gargantua

Humanoid gargantua are the least intelligent type. They resemble gigantic humans, somewhat anthropoid facially, with stooped shoulders, long arms, and jutting jaws. Long, greasy hair dangles about their shoulders, though a few humanoid gargantua are completely bald. They stand 80 to 100 feet tall and are sometimes covered with black, brown, or golden fur. Their skin color ranges from pale pink to dull yellow to deep black. They have blunt noses, huge ears, and bright eyes, which are usually brown or red. Single-eyed humanoid gargantua also are rumored to exist.

Humanoid gargantua have no language of their own, but because of their strong empathy with humans, they are able to comprehend short phrases of human languages 25% of the time. The movements and other actions of humanoid gargantua are typically accompanied by thunderous bellowing and grunting.

The creature attacks with its two fists for 4-40 (3d10) hit points of damage each. It seldom uses weapons or tools, since its blunt fingers manipulate these objects with difficulty. However, reports exist of humanoid gargantua wielding trees like clubs. The creatures also can make trampling attacks on anyone (or anything) who comes underfoot, causing 10-100 (10d10) points of damage. Humanoid gargantua regenerate hit points at the rate of 4 per round.

Like reptilian gargantua, humanoid gargantua possess a simple empathy that enables them to sense the basic emotions and desires of others. Unless hungry, they tend to avoid creatures who intend them no harm, while actively seeking out and pursuing those with hostile intentions.

Humanoid gargantua live in valleys, in suitably sized caves in remote, jagged mountains, or on their own islands, far from civilized regions. They collect no treasure, spending most of their time eating and sleeping.

They live for several centuries, and mate for life. Once every hundred years or so, a female humanoid gargantua gives birth to 1-2 offspring. An immature humanoid gargantua is about 20-30 feet tall. It has 8 HD (THAC0 13) and a movement rate of 15. Its fists inflict 1-10 points of damage each. It cannot make trampling attacks.

These monsters peacefully coexist with other creatures in their environment, but humanoid gargantua compete fiercely with rival gargantua, and violent conflicts often result. Many such conflicts continue until one of the gargantua is dead.

Humanoid gargantua eat all types of game and vegetation, preferring deer, bears, horses, and similar game.

Insectoid Gargantua

Adult insectoid gargantua resemble immense moths. Their bodies are covered with fine fur, usually gray or black, and their wings bear colorful patterns in brilliant blue, red, yellow, and green. Their movements and other actions are accompanied by a piercing screech that sounds like a warning siren.

The insectoid gargantua begins life as a gigantic egg, which hatches to reveal a gigantic larva. This larval form has 20 HD. As a larva, the insectoid gargantua can shoot a strand of cocoon silk to a range of 60 feet. This silk is exceptionally strong and sticky, adhering to whatever it hits. With this silken strand, the larva can entangle and immobilize victims. A strand can be severed in three ways: with 20 points of damage from an edged weapon, a successful ``bend bars/lift gates'' roll, or by monsters of 10 HD or more.

The larval insectoid gargantua grows at a phenomenal rate, increasing 1 HD per week. Upon attaining 25 HD, the larva spins a cocoon and enters the pupal stage. It remains a pupa for 2-8 (2d4) weeks, finally emerging as an immense moth with 30 HD. In this form, the creature can no longer spin silk. However, by flapping its wings, it can create a huge windstorm, 60 feet wide and extending 240 feet ahead. To remain safe, everyone and everything within the path of the storm must be solidly anchored (e.g., tied to a boulder). Unanchored victims must make a saving throw vs. death with a -4 penalty. Those who fail their saving throw are blown back 10 to 40 feet, suffering 1d6 hit points of damage for every 10 feet blown.

Insectoid gargantua establish lairs in the valleys and caverns of warm, mountainous regions. They live for several hundred years. Females lay a single egg every decade, but there is only a 20% chance that any given egg is fertile.

These mothlike creatures eat all types of game and vegetation. They prefer mulberry trees, and in just a few hours, a hungry insectoid gargantua can consume an entire grove of them.

The silk of insectoid gargantua larvae can be woven into cloth from which magical robes are created.


Gargoyle Margoyle

CLIMATE/TERRAIN: ------Any land, subterranean, ocean------

FREQUENCY: Uncommon Rare



DIET: Carnivore Carnivore

INTELLIGENCE: Low (5-7) Low (5-7)

TREASURE: M x 10 (C) Q (C)

ALIGNMENT: Chaotic evil Chaotic evil

NO. APPEARING: 2-16 2-8


MOVEMENT: 9, Fl 15 (C) 6, Fl 12 (C)

HIT DICE: 4+4 6

THAC0: 15 15


DAMAGE/ATTACK: 1-3/1-3/1-6/1-4 1-6/1-6/2-8/2-8


SPECIAL DEFENSES: +1 or better weapon to hit +1 or better weapon to hit


SIZE: M (6' tall) M (6' tall)

MORALE: Steady (11) Elite (13)

XP VALUE: 420 975


These monsters are ferocious predators of a magical nature, typically found amid ruins or dwelling in underground caverns. They have their own guttural language.

Combat: Gargoyles attack anything they detect, regardless of whether it is good or evil, 90% of the time. They love best to torture prey to death when it is helpless.

These winged creatures are excellent fighters with four attacks per round. Their claw/claw/bite/horn combination can inflict up to 16 points of damage, while their naturally tough hide protects them from victim's attacks.

Gargoyles favor two types of attack: surprise and swooping. Counting on their appearance as sculptures of some sort, gargoyles sit motionless around the rooftop of a building, waiting for prey to approach. Alternatively, a gargoyle may pose in a fountain, or a pair of the horrid beasts sit on either side of a doorway. When the victim is close enough, the gargoyles suddenly strike out, attempting only to injure the victim rather than to kill it all at once. (To a gargoyle, inflicting a slow, painful death is best.)

When on the move, gargoyles sometimes use a ``swoop'' attack, dropping down suddenly from the sky to make their attacks in an aerial ambush. In this case, they can make either two claw attacks or one horn attack. To make all four of their attacks, they must land.

Habitat/Society: Gargoyles live in small groups with others of their kind, interested in little more than finding other creatures to hurt. Smaller animals are scarcely worth the trouble to these hideous monsters, who prefer to attack humans or other intelligent creatures.

Gargoyles often collect treasure from human victims. Individuals usually have a handful of gold pieces among them, with the bulk of their treasure hidden carefully at their lair, usually buried or under a large stone.

Ecology: Originally, gargoyles were carved roof spouts, representing grotesque human and animal figures. They were designed in such a way that water flowing down gutters would be thrown away from the wall, so as to prevent stains and erosion. Later, some unknown mage used a powerful enchantment to bring these horrid sculptures to life. The race of gargoyles has flourished, spreading throughout the world.

Gargoyles do not need to eat or drink, so they can stand motionless for as long as they wish almost anywhere. The damage they do to other creatures is not for sustenance, but only for their distorted sense of pleasure.

Because they are fairly intelligent and evil, they will sometimes serve an evil master of some sort. In this case, the gargoyles usually act as guards or messengers; besides some gold or a few gems, their unsavory payment is the enjoyment they get from attacking unwanted visitors.

The horn of the gargoyle is the more common active ingredient for a potion of invulnerability and can also be used in a potion of flying.


This creature is a marine variety of gargoyle that uses its wings to swim as fast as the land-dwelling gargoyle flies. Kapoacinth conform in all respects to a normal gargoyle. They dwell in relatively shallow waters, lairing in undersea caves.

Like gargoyles, kapoacinth are eager to cause pain to others, and mermen, sea elves, and human visitors are all equally qualified candidates for this.


Margoyles are a more horrid form of gargoyle. They are found mainly in caves and caverns. Their skin is so like stone that they are only 20% likely to be seen when against

it. They attack with two claws, a pair of horns, and a bite. They speak their own language and that of gargoyles. They are 20% likely to be found with the latter, either as leaders or masters.


Djinni Dao Efreeti Marid Jann

CLIMATE/TERRAIN: Air Earth Fire Water Any land

FREQUENCY: Very rare Rare Very rare Very rare Very rare

ORGANIZATION: Caliphate Khanate Sultanate Padishate Amirate


DIET: Omnivore Omnivore Omnivore Omnivore Omnivore

INTELLIGENCE: Average to Low to very Very (11-12) High to genius Very to

highly (8-14) (5-12) (13-18) exceptional (11-16)

TREASURE: Nil Nil Nil Nil Nil

ALIGNMENT: Chaotic good Neutral evil Neutral Chaotic neutral Neutral (good)

(lawful evil)

NO. APPEARING: 1 1 1 1 1-2

ARMOR CLASS: 4 3 2 0 2 (5)

MOVEMENT: 9, Fl 24 (A) 9, Fl 15 9, Fl 24 (B) 9, Fl 15 (B), 12, Fl 30 (A)

(B), Br 6 Sw 24

HIT DICE: 7+3 8+3 10 13 6+2

THAC0: 13 11 11 7 15

NO. OF ATTACKS: 1 1 1 1 1

DAMAGE/ATTACK: 2-16 (2d8) 3-18 (3d6) 3-24 (3d8) 4-32 (4d8) 1-8 + Strength

bonus or by

weapon + Strength


SPECIAL ATTACKS: See below See below See below See below See below

SPECIAL DEFENSES: See below See below See below See below See below

MAGIC RESISTANCE:Nil Nil Nil 25% 20%

SIZE: L (10 ½' L (8'-11' L (12' tall) H (18' tall) M (6'-7' tall)

tall) tall)

MORALE: Elite (13-14) Champion Champion Champion (16) Champion (15)

(15-16) (15-16)

XP VALUE: 5,000 5,000 8,000 16,000 3,000 (+1,000

Noble: 11,000 per added Hit Die)


Genies come from the elemental planes. There, among their own kind, they are have their own societies. Genies are sometimes encountered on the Prime Material plane and are often summoned specifically to perform some service for a powerful wizard or priest. All genies can travel to any of the elemental planes, as well as the Prime Material and Astral planes. Genies speak their own tongue and that of any intelligent beings they meet through a limited form of telepathy.


The djinn are genies from the elemental plane of Air. It should be noted that ``djinn'' is the plural form of their name, while ``djinni'' is the singular.

Combat: The djinn's magical nature enables them to do any of the following once per day: create nutritious food for 2d6 persons and create water or create wine for 2d6 persons; create soft goods (up to 16 cubic feet) or create wooden items (up to 9 cubic feet) of a permanent nature; create metal, up to 100 pounds weight with a short life span (the harder the metal the less time it lasts; gold has about a 24 hour existence while djinni steel lasts only one hour); create illusion as a 20th-level wizard with both visible and audible components, which last without concentration until touched or magically dispelled; use invisibility, gaseous form, or wind walk.

Once per day, the genie can create a whirlwind, which the it can ride or even direct at will from a distance. The whirlwind is a cone-shaped spiral, measuring up to 10 feet across at its base, 40 feet across at the top, and up to 70 feet in height (the djinni chooses the dimensions). Its maximum speed is 18, with maneuverability class A. The whirlwind's base must touch water or a solid surface, or it will dissolve. It takes a full turn for the whirlwind to form or dissolve. During that time, the whirlwind inflicts no damage and has no other effect. The whirlwind lasts as long as the djinni concentrates on it, moving at the creature's whim.

If the whirlwind strikes a non-aerial creature with fewer than 2 Hit Dice, the creature must make a saving throw vs. breath weapon for each round of contact with the whirlwind, or be swept off its feet, battered, and killed. Hardier beings, as well as aerial or airborne creatures, take 2d6 points of damage per round of contact with the whirlwind.

A djinni can ride its whirlwind and even take along passengers, who (like the djinni) suffer no damage from the buffeting winds. The whirlwind can carry the genie and up to six man-sized or three genie-sized companions.

Airborne creatures or attacks receive a -1 penalty to attack and damage rolls against a djinni, who also receives a +4 bonus to saving throws against gas attacks and air-based spells.

Djinn are nearly impossible to capture by physical means; a djinni who is overmatched in combat usually takes to flight and uses its whirlwind to buffet those who follow. Genies are openly contemptuous of those life forms that need wings or artificial means to fly and use illusion and invisibility against such enemies. Thus, the capture and enslavement of djinn is better resolved by the DM on a case-by-case basis. It is worth noting, however, that a good master will typically encourage a djinni to additional effort and higher performance, while a demanding and cruel master encourages the opposite.

Djinn are able to carry up to 600 pounds, on foot or flying, without tiring. They can carry double that for a short time: three turns if on foot, or one turn if flying. For each 100 pounds below the maximum, add one turn to the time a djinni may walk or fly before tiring. A fatigued djinni must rest for an hour before performing any additional strenuous activity.

Habitat/Society: The djinn's native land is the elemental plane of Air, where they live on floating islands of earth and rock, anywhere from 1,000 yards to several miles across. They are crammed with buildings, courtyards, gardens, fountains, and sculptures made of elemental flames. In a typical djinn landhold there are 3dl0 djinn of various ages and powers, as well as 1d10 jann and 1d10 elemental creatures of low intelligence. All are ruled by the local sheik, a djinn of maximum hit points.

The social structure of Djinn society is based on rule by a caliph, served by various nobles and officials (viziers, beys, emirs, sheiks, sheriffs, and maliks). A caliph rules all the djinn estates within two days' travel, and is advised by six viziers who help maintain the balance of the landholdings.

If a landhold is attacked by a large force, a messenger (usually the youngest djinni) is sent to the next landhold, which sends aid and dispatches two more messengers to warn the next landholds; in this fashion the entire nation is warned.

Noble Djinn

Some djinn (1%) are ``noble'' and are able to grant three wishes to their masters. Noble djinn perform no other services and, upon granting the third wish are freed of their servitude. Noble djinn are as strong as efreet, with 10 Hit Dice. They strike for 3d8 points of damage, and the whirlwinds they create cause 3d6 hit points of damage.


A dao is a genie from the elemental plane of Earth. While they are generally found on that plane (though even there they are uncommon), the dao love to come to the Prime Material plane to work evil. Dao speak all of the languages of the genies, as well as Common and the tongue of earth elementals.

Combat: The dao's magical abilities enable them to use any of the following magical powers, one at a time, once each per day: change self, detect good, detect magic, gaseous form, invisibility, misdirection, passwall, spectral force, and wall of stone. They can also fulfill another's limited wish (in a perverse way) once each day. Dao can use rock to mud three times per day and dig six times per day. Dao perform all magic as 18th-level spellcasters.

A dao can carry up to 500 pounds without tiring. Double weight will cause tiring in three turns, but for every 100 pounds of weight under 1,000, the dao may add one turn to the duration of its carrying ability. After tiring, a dao must rest for one hour. Dao can move through earth (not worked stone) at a burrowing speed of 6. They cannot take living beings with them, but can safely carry inanimate objects.

Dao are not harmed by earth-related spells, but holy water has twice its normal effect upon these monsters.

Habitat/Society: The dao dwell in the Great Dismal Delve on their own plane and in deep caves, caverns, or cysts on the Prime Material plane. Dao settle pockets of elemental matter on their own plane, bending those pockets to their will and desire. A dao mazework contains 4d10 dao, as well as 8d10 elemental and non-elemental slaves. Each mazework is ruled by an ataman or hetman who is advised by a seneschal. The loyalty of a mazework's ataman to the Great Dismal Delve is always questionable, but the seneschals are chosen by the khan of the dao, and their loyalty is to him alone.

The khan of the dao lives at the center of the great mazework called the Great Dismal Delve. The land within the delve is said to be larger than most Prime Material continents. The Great Dismal Delve is linked to all manner of elemental pockets, so the khan can call forth whatever powers he needs. The population of dao in the delve is unknown, as is the number of slaves that constantly work the tunnels and clear away damage caused by the quakes which frequently shake it.

Dao dislike servitude as much as efreet and are even more prone to malice and revenge than their fiery counterparts.

Ecology: The dao manage a thriving business of trade, driven by a desire for more power and access to precious gems. High on their list of hatreds are most other genies (except efreet, with whom they trade worked metals for minerals). They also have little use for other elemental creatures; the dao value these only if they can exploit them in some fashion.


The efreet (singular: efreeti) are genies from the elemental plane of Fire. They are enemies of the djinn and attack them whenever they are encountered. A properly summoned or captured efreeti can be forced to serve for a maximum of 1,001 days, or it can be made to fulfill three wishes. Efreet are not willing servants and seek to pervert the intent of their masters by adhering to the letter of their commands.

The efreet are said to be made of basalt, bronze, and solid flames. They are massive, solid creatures.

Combat: An efreeti is able to do the following once per day: grant up to three wishes; use invisibility, gaseous form, detect magic, enlarge, polymorph self, and wall of fire; create an illusion with both visual and audio components which will last without concentration until magically dispelled or touched. An efreeti can also produce flame or use pyrotechnics at will. Efreet are immune to normal fire-based attacks, and even an attack with magical fire suffers a -1 penalty on all attack and damage rolls.

Efreet can carry up to 750 pounds on foot or flying, without tiring. They can also carry double weight for a limited time: three turns on foot or one turn aloft. For each 150 pounds of weight under 1500, add one turn to either walking or flying time permitted. After tiring, the efreeti must rest for one hour.

Habitat/Society: Efreet are infamous for their hatred of servitude, desire for revenge, cruel nature, and ability to beguile and mislead. The efreet's primary home is their great citadel, the fabled City of Brass, but there are many other efreet outposts throughout the plane of Fire.

An efreet outpost is a haven for 4dl0 efreet and is run as a military station to watch or harass others in the plane. These outposts are run by a malik or vali of maximum normal hit points. There is a 10% chance that the outpost is also providing a temporary home for 1d4 jann or 1d4 dao (the only other genies efreet tolerate). Outpost forces are usually directed against incursions from the elemental plane of Air, but they can be directed against any travelers deemed suitable for threats, robbery, and abuse.

Efreet are neutral, but tend toward organized evil. They are ruled by a grand sultan who makes his home in the City of Brass. He is advised by a variety of beys, amirs, and maliks concerning actions within the plane, and by six great pashas who deal with efreet business on the Prime Material plane.

The City of Brass is a huge citadel that is home to the majority of efreet. It hovers in the hot regions of the plane and is often bordered by seas of magma and lakes of glowing lava. The city sits upon a hemisphere of golden, glowing brass some 40 miles across. From the upper towers rise the minarets of the great bastion of the Sultan's Palace. Vast riches are said to be in the palace of the sultan. The city has an efreet population that far outnumbers the great cities of the Prime Material plane. The sultan wields the might of a Greater Power, while many of his advisors are akin to Lesser Powers and Demi-Powers.

Ecology: Fire elementals tend to avoid the efreet, whom they feel are oppressive and opportunistic. Djinn hate them, and there have been numerous djinn-efreet clashes. Efreet view most other creatures either as enemies or servants, a view that does not endear them to other genies.


The marids are said to be born of the ocean, having currents for muscles and pearls for teeth. These genies from the elemental plane of Water are the most powerful of all genies. They are also the most individualistic and chaotic of the elemental races, and only rarely deign to serve others.

On their own plane they are rare; marids travel so seldom to the Prime Material plane that many consider marids to be creatures of legend only.

Combat: Marids perform as 26th-level spellcasters, and can use any of the following magical powers, one at a time, twice each per day: detect evil, detect good, detect invisibility, detect magic, invisibility, liquid form (similar to gaseous form), polymorph self, and purify water. Marids can use any of the following up to seven times per day: gaseous form, lower water, part water, wall of fog, or water breathing (used on others, lasting up to one full day). Once per year a marid can use alter reality.

Marids can always create water, which they may direct in a powerful jet up to 60 yards long. Victims struck by the jet take 1d6 points of damage and must make a successful saving throw vs. breath weapon or be blinded for 1d6 rounds. Marids also have the innate ability to water walk (as the ring).

A marid can carry 1,000 pounds. Double weight causes tiring in three turns. For every 200 pounds under 2,000, add one turn to the time the marid can carry before tiring. A tired marid must rest for one hour.

Marids swim, breathe water, are at home at any depth, and have infravision. They are not harmed by water-based spells. Cold-based spells grant them a +2 bonus to saving throws and -2 to each die of damage. Fire inflicts +1 per die of damage, with saving throws at a -1 penalty. Steam does not harm them.

Habitat/Society: Marids live in a loose empire ruled by a padisha. Each marid lays some claim to royalty; they are all shahs, atabegs, beglerbegs, or mufti at the very least. There have often been several simultaneous ``single true heirs'' to the padisha's throne through the eons.

A marid household numbers 2d10 and is located around loosely grouped elemental pockets containing the necessities for marid life. Larger groups of marids gather for hunts and tournaments, where individual effort is heavily emphasized.

Marids are champion tale-tellers, although most of their tales emphasize their own prowess, and belittle others. When communicating with a marid, one must attempt to keep the conversation going without continual digression for one tale or another, while not offending the marid. Marids consider it a capital offense for a lesser being to offend a marid.

Marids are both fiercely independent and extremely egoistical. They are not easily forced to perform actions; even if convinced through flattery and bribery to obey, they often stray from their intended course to seek some other adventure that promises greater glory, or to instruct lesser creatures on the glories of the marids. Most mages skilled in summoning and conjuration consider marids to be more trouble than they are worth, which accounts for the great lack of items of marid control (as opposed to those affecting efreet and djinn).

Marids can travel the Ethereal plane, in addition to those planes to which all genies can travel.

Ecology: Marids tolerate their genie relatives, putting up with jann and djinn like poor cousins, while they have an aversion to efreet and dao. Their attitude toward the rest of the world is similar; most creatures from other planes are considered lesser beings, not fit to be bothered with unless one lands in the feast hall at an inopportune time.


The jann are the weakest of the elemental humanoids known collectively as genies. Jann are formed out of all four elements and must therefore spend most of their time on the Prime Material plane. In addition to speaking Common and all the languages of genies, jann can speak with animals.

Combat: Jann often wear chain mail armor (60% chance), giving them an effective AC of 2. They typically use great scimitars which inflict 2d8 damage to small and medium creatures, and 4d4 points of damage to larger opponents. They also use composite long bows. Male jann have exceptional Strength scores; roll percentile dice for their Strengths. For female jann, roll percentile dice and subtract 50; anything above 0 indicates percentage Strength equal to that number, while anything below indicates 18 Strength.

Jann can use one the following magical powers each round: enlarge or reduce, twice each per day; invisibility three times per day; create food and water once per day as a 7th-level priest; and etherealness (as the armor) once per day for a maximum of one hour. Jann perform at 12th-level ability, except as noted.

Habitat/Society: Jann favor forlorn deserts and hidden oases, where they have both privacy and safety. Jann society is very open, and males and females are regarded as equals. A tribe is made up of ld20+10 individuals and is ruled by a sheik and one or two viziers. Exceptionally powerful sheiks are given the title of amir, and in times of need they gather and command large forces of jann (and sometimes allied humans).

Many jann tribes are nomadic, traveling with flocks of camels, goats, or sheep from oasis to oasis. These itinerant jann appear human in every respect, and are often mistaken for them, unless they are attacked. Jann are strong and courageous, and they do not take kindly to insult or injury. The territory of a jann tribe can extend hundreds of miles in any direction.

While traveling, male jann live in large, colorful tents with their wives and married male children, and their families. Married daughters move away to live with their new husbands. When a family eventually grows large enough that it can no longer reside comfortably in the tent, a new tent is built, and a son takes his wife and family with him to this new dwelling. At permanent oases, the jann live not only in tents, but also in elegantly styled structures built from materials brought from any of the elemental planes.

Jann are able to dwell in air, earth, fire, or water environments for up to 48 hours. This includes the elemental planes, to which any janni can travel, even taking up to six individuals along if those others hold hands in a circle with the janni. Failure to return to the Prime Material plane within 48 hours inflicts 1 point of damage per additional hour on the jann, until the jann dies or returns to the Prime Material plane. Travel to another elemental plane is possible, without damage, providing at least two days are spent on the Prime Material plane immediately prior to the travel.

Ecology: Jann are suspicious of humans, dislike demihumans, and detest humanoids. Jann accept djinn, but shun dao, efreet, and marids. They sometimes befriend humans or work with them for a desired reward, like potent magical items.

One ethic the jann share with other nomads is the cultural demand for treating guests with honor and respect. Innocent visitors (including humans) are treated hospitably during their stay, but some day might be expected to return the favor.

Jann Leaders: Jann leaders have 17-18 Intelligence, and 10% have 19 Strength. Sheiks have up to 8 Hit Dice, amirs up to 9. Viziers have 17-20 Intelligence and the following magical powers, each usable three times per day at 12th-level spellcasting ability: augury, detect magic, and divination.



FREQUENCY: Very rare



DIET: None

INTELLIGENCE: Highly (13-14)


ALIGNMENT: Lawful evil


ARMOR CLASS: 0 or 8 (see below)



THAC0: 11


DAMAGE/ATTACK: Age 10-40 years




SIZE: M (5'-6' tall)

MORALE: Special

XP VALUE: 7,000


Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status. Thus, they roam about at night or in places of darkness. These spirits hate goodness and life, hungering to draw the living essences from the living.

Combat: As ghosts are non-corporeal (ethereal), they are usually encountered only by creatures in a like state, although they can be seen by non-ethereal creatures. The supernatural power of a ghost is such, however, that the mere sight of one causes any humanoid being to age 10 years and flee in panic for 2-12 (2d6) turns unless a saving throw versus spell is made. Priests above 6th level are immune to this effect, and all other humanoids above 8th level may add +2 to their saving throws.

Any creatures within 60 yards of a ghost is subject to attack by magic jar. If the ghost fails to magic jar its chosen victim, it will then semi-materialize in order to attack by touch (in which case the ghost is Armor Class 0). Semi-materialized ghosts can be struck only by silver (half damage) or magical weapons (full damage). If they strike an opponent it ages him 10-40 (1d4x10) years. Note that ghosts can be attacked with spells only by creatures who are in an ethereal state. Any human or demi-human killed by a ghost is drained of its life essence and is forever dead.

If the ghost fails to become semi-material it can only be combatted by another in the Ethereal plane (in which case the ghost has an Armor Class of 8).

Ghosts can be turned by clerics after reaching 7th level and can be damaged by holy water while in their semi-material form.

Habitat/Society: In most cases, a ghost is confined to a small physical area, which the ghost haunts. Those who have heard stories of a haunted area can thus attempt to avoid it for their own safety.

A ghost often has a specific purpose in its haunting, sometimes trying to ``get even'' for something that happened during the ghost's life. Thus a woman who was jilted by a lover, and then committed suicide, might become a ghost and haunt the couple's secret trysting place. Similarly, a man who failed at business might appear each night at his storefront or, perhaps, at that of a former competitor.

Another common reason for an individual to become a ghost is the denial of a proper burial. A ghost might inhabit the area near its body, waiting for a passerby to promise to bury the remains. The ghost, in its resentment toward all life, becomes an evil creature intent on destruction and suffering.

In rare circumstances, more than one ghost will haunt the same location. The classic example of this is the haunted ship, a vessel lost at sea, now ethereal and crewed entirely by ghosts. These ships are most often encountered in the presence of St. Elmo's fire, an electrical discharge that causes mysterious lights to appear in the rigging of a ship.

In many cases, a ghost can be overcome by those who might be no match for it in combat simply by setting right whatever events led to the attainment of the ghost's undead status. For example, a young woman who was betrayed and murdered by someone who pretended to love her might be freed from her curse if the cad were humiliated and ruined. In many cases, however, a ghost's revenge will be far more demanding, often ending in the death of the offender.

Ecology: The dreadful fear caused by the ghost, which ages a victim 10 years, is not well understood by the common man, who often ascribes it to the fact that a ghost is ``dead.'' If this were the case, then certainly skeletons and zombies would have the same effect, which they do not.

Common folklore further confuses this fact by relating details of the ghost's physical form: the classic example of which is the headless horseman, thought by many to be particularly frightening simply because he had no head. Under this belief, one could face a ghost if only one had the courage to stand up to him. Such a mistaken impression

has cost many lives over the years. Actually, the fear is caused by the supernatural power of the ghost, and has nothing whatsoever to do with courage.


Ghoul Lacedon Ghast

CLIMATE/TERRAIN: Any land Any water Any land

FREQUENCY: Uncommon Very rare Rare


ACTIVE TIME: Night Night Night

DIET: Corpses Corpses Corpses

INTELLIGENCE: Low (5-7) Low (5-7) Very (11- 12)


ALIGNMENT: Chaotic evil Chaotic evil Chaotic evil

NO. APPEARING: 2-24 (2d12) 2-24(2d12)1-6 1-4 (with Ghoul packs)


MOVEMENT: 9 Sw 9 15

HIT DICE: 2 2 4

THAC0: 19 19 17


DAMAGE/ATTACK: 1-3/1-3/1-6 1-3/1-3/1-6 1- 4/1-4/1-8

SPECIAL ATTACKS: Paralyzation Paralyzation See below

SPECIAL DEFENSES: See below See below See below


SIZE: M (5'-6' tall) M (5'-6' tall) M (5'-6' tall)

MORALE: Steady (11-12) Steady (11-12) Elite (13-14)

XP VALUE: 175 175 650


Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to hunt their prey most effectively.

Ghouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws.


Combat: Ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch causes humans (including dwarves, gnomes, half-elves, and halflings, but excluding elves) to become rigid unless a saving throw versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest.

Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul packs always attack without fear.

These creatures are subject to all attack forms except sleep and charm spells. They can be turned by priests of any level. The magic circle of protection from evil actually keeps ghouls completely at bay.

Habitat/Society: Ghouls and ghasts are most frequently encountered around graveyards, where they can find plenty of corpses on which to feed.

Ecology: Ghouls (and ghasts, as described later) delight in revolting and loathsome things -- from which we draw our adjectives ``ghoulish'' and ``ghastly.''


The lacedon is a marine form of the ghoul. Lacedons are sometimes found near marine ghosts, particularly ghost ships. Lacedons are less common than ghouls because of the fewer corpses available for them to feed on, but they can often be found swarming around recent shipwrecks in rivers, lakes, and oceans.


These creatures are so like ghouls as to be completely indistinguishable from them, and they are usually found only with a pack of ghouls. When a pack of ghouls and ghasts attacks it will quickly become evident that ghasts are present, for they exude a carrion stench in a 10' radius which causes retching and nausea unless a saving throw versus poison is made. Those failing to make this save will attack at a penalty of -2.

Worse, the ghast shares the ghoulish ability to paralyzation, and their attack is so potent that it will even affect elves. Paralysis caused by a ghast lasts for 5-10 (4+1d6) rounds or until negated by a priest's remove paralysis spell.

Ghasts, like ghouls, are undead class and thus sleep and charm spells do not affect them. Though they can be struck by any sort of weapon, cold iron inflicts double normal damage. Clerics can turn them beginning at 2nd level. The circle of protection from evil does not keep them at bay unless it is used in conjunction with cold iron (such as a circle of powdered iron or an iron ring).

Giant, Cloud

CLIMATE/TERRAIN: Any mountains or magical cloud islands

FREQUENCY: Very rare



DIET: Special

INTELLIGENCE: Average to very (8-12)


ALIGNMENT: Neutral (good 50%, evil 50%)




HIT DICE: 16 + 2-7 hit points

THAC0: 5


DAMAGE/ATTACK: 1-10, or by weapon (6-24+11)

SPECIAL ATTACKS: Hurling rocks for 2-24

SPECIAL DEFENSES: Surprised only on a 1


SIZE: H (24' tall)

MORALE: Fanatic (17-18)

XP VALUE: 10,000

Infant Nil

Juvenile, -3 975

Juvenile, -2 3,000

Juvenile, -1 5,000

Spell caster, 1st 11,000

Spell caster, 2nd 11,000

Spell caster, 3rd 11,000

Spell caster, 4th 13,000


Cloud giants consider themselves above all other giants, save storm giants, whom they consider equals. They are creative, appreciate fine things, and are master strategists in battle.

Cloud giants have muscular human builds and handsome, well-defined features. The typical cloud giant is 24 feet tall and weighs 11,500 pounds. Female cloud giants can be 1 to 2 feet shorter and 1,000 to 2,000 pounds lighter. Cloud giants' skin ranges in color from a milky-white tinged with blue to a light sky blue. Their hair is silvery white or brass and their eyes are an iridescent blue. Cloud giants can live to be 400 years old.

A cloud giant's natural Armor Class is 0. Although they will wear no armor, these giants prize magical protection devices, and one in 20 will have such a device. Cloud giants dress in clothing made of the finest materials available and wear jewelry. Many of the giants consider their appearance an indication of their station; the more jewelry and the better the clothes, the more important the giant. Cloud giants also appreciate music, and the majority of giants are able to play one or more instruments (their favorite is the harp). Unlike most other giant races, cloud giants leave their treasure in their lairs, carrying with them only food, throwing rocks, 10-100 (10d10) coins, and a musical instrument.

Cloud giants speak their own tongue and the language of all other giants. In addition, 60% of all cloud giants speak common.

Combat: Cloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. A favorite tactic is to circle the enemy, barraging them with rocks while the giants with magical abilities assault them with spells. Cloud giants can hurl rocks to a maximum of 240 yards, causing 2-24 (2d12) points of damage. Their huge morningstars do 6-24 (6d4) +11 points of damage, three times normal (man-sized) damage plus their strength bonus. One in 10 cloud giants will have a magical weapon.

Habitat/Society: Cloud giants live in small clans of no more than six giants. However, these clans know the location of 1-8 other clans and will band together with some of these clans for celebrations, battles, or to trade. These joined clans will recognize one among them to be their leader -- this is usually an older cloud giant who has magical abilities. One in 10 cloud giants will have spells equivalent to a 4th level wizard, and one in 20 cloud giants will be the equivalent of a 4th level priest. A cloud giant cannot have both priest and wizard abilities.

If encountered in a lair, half will be immature giants. To determine a giant's maturity, roll 1d4. A roll of 4 indicates an infant with no combat ability and hit points of ogre. Rolls of 1-3 indicate older progeny with hit dice, damage, and ``to hit'' rolls equal to that of a fire giant.

The majority of cloud giants live on cloud-covered mountain peaks in temperate and sub-tropical areas. These giants make their lairs in crude castles. Only 10% of good cloud giants live in castles on enchanted clouds. All giants dwelling there are able to levitate their own weight plus 2,000 pounds three times a day, create a fog cloud three times a day, and create a wall of fog once a day. These abilities are performed as a 6th level wizard.

There is a 60% chance a cloud giant mountain lair will be guarded by 1-4 spotted lions, 2-5 (1d4+1) owl bears, or 2-5 (1d4+1) griffons (1-2 wyverns for evil cloud giants). In addition, there is a 50% chance the lairs of evil cloud giants will contain 1-20 human and demi-human slaves. There is an 80% chance that a cloud island lair will be guarded by 2-5 (1d4+1) griffons, 2-8 (2d4) hippogriffs, or 2-5 (1d4+1) giant eagles.

Cloud lairs are fantastic places with giant-sized gardens of fruit trees. According to legend, some giants mine their cloud islands for small chunks of the purest silver.

Ecology: Cloud giants prefer food that is carefully prepared with spices and sauces, and they relish fine, aged wines.

Good cloud giants trade with human and demi-human communities for food, wine, jewelry, and cloth. Some cloud giant clans will establish good relations with such communities, and will come to the communities' aid if they are endangered. Evil cloud

giants raid human and demi-human communities to get what they want.

Giant, Cyclops

Cyclopskin Cyclops

CLIMATE/TERRAIN: ---Temperate/Hills and mountains---

FREQUENCY: Rare Very rare



DIET: Omnivore Omnivore

INTELLIGENCE: Low to average (5-10) Low


ALIGNMENT: Chaotic (evil) Chaotic evil

NO. APPEARING: 1-8 1-4



HIT DICE: 5 13

THAC0: 15 7


DAMAGE/ATTACK: by weapon+4 (Str bonus) 6-36

SPECIAL ATTACKS: Nil Hurl boulders



SIZE: L (7½' tall) H (20' tall)

MORALE: Very steady (13) Elite (16)

XP VALUE: 270 4,000


A diminutive relative of true giants, cyclopskin are single-eyed giants that live alone or in small bands.

The typical cyclopskin weighs around 350 pounds, and stands 7½ feet tall. A single large, red eye dominates the center of its forehead. Shaggy black or dull, deep blue hair falls in a tangled mass about its head and shoulders, its skin tone varies from ruddy brown to muddy yellow, and its voice is rough and sharp. Cyclopskin commonly dress in ragged animal hides and sandals. They smell of equal parts dirt and dung.

Combat: Cyclopskin are armed with either a club or a bardiche. Each will also carry a heavy hurling spear (1d6 damage) and a sling of great size (1d6 damage). They never wear armor or use shields, for their tough hide gives them ample protection from most attacks.

Cyclopskin do not bother with strategy or tactics in combat. If their opponents are out of reach, they use slings or hurl heavy spears. They can not throw boulders like their larger cousins. Since the single eye of the cyclopskin gives them poor depth perception, they suffer a -2 penalty to all missile attack rolls, but not to damage. If the opponents are close, the cyclopskin rush in to fight with their clubs or bardiches.

Habitat/Society: The single-eyed humanoids shy away from organized settlements. If left alone, they tend to leave armed groups alone, though they are not above attacking a much weaker force if they stumble across one. Cyclopskin have no regard for any form of life other than themselves. Captives are either enslaved or eaten. This doesn't happen very often, since the cyclopskin tend to live in remote rocky places. They rarely wander more than 10 miles from their caves.

Being poor hunters, most cyclopskin clans keep small herds of goats or sheep. Some clans are nomadic, while others stay put in their caves. Each spring, regional clans meet to exchange goods and slaves and to select mates. On rare occasions a charismatic cyclopskin will arise and bring together several clans to form a wandering tribe. The largest known tribe numbered around 80 fighting cyclopskin. Such a band will aggressively raid outlying areas with a boldness uncommon in a single clan. All group decisions are made by the strongest and toughest cyclopskin in the group, usually through intimidation. This in turn leads to brawls and fist fights. There are no rules in such fights, and they can lead to permanent injury or death for the loser.

A cyclopskin cave is sealed with boulders and there is but one entrance. Inside, if size permits, there will be wooden pens to house both animals and slaves. The pens always have roofs of either wooden bars or the natural cave ceiling.

At night, a large boulder or stout wooden gate is placed at the entrance of the cave to protect the cyclopskin from predators. There are no interior fire pits, since cyclopskin use fire infrequently, and then only outside their lairs. Any cyclopskin treasure will be kept in a sack in the cave.

Ecology: Cyclopskin can survive on almost any animal or plant diet. They enjoy meat of all sorts and prize it above vegetable foods. While they live off the land, they do not live with it. They have absolutely no sanitary practices, and rarely even cook their meals. They take no care to preserve their environment while hunting, and are considered to be one of the easiest creatures of their size to track.

The life of a cyclopskin is hazardous, and hence they have a short life expectancy. Besides human adventurers, there are many predators, such as tigers, giants, wyverns, and trolls, that are not above attacking a small group of these giants. However, mountain dwarves actually go out of their way to hunt cyclopskin, receiving the dwarven bonus against giants.

Cyclops: These larger versions of their slightly more common cousins are usually found in the extreme wilds or on isolated islands, where they scratch out a meager existence by shepherding their flocks of giant sheep. Cyclopes can hurl boulders up to 150 yards away, inflicting 4d10 points of damage.

Giant, Desert


FREQUENCY: Very rare



DIET: Omnivore

INTELLIGENCE: Average (8-10)







THAC0: 7


DAMAGE/ATTACK: 1-10 or by weapon (2-12 +7)

SPECIAL ATTACKS: Hurling spears



SIZE: H (17' tall)

MORALE: Elite (14)

XP VALUE: 5,000


Desert giants were once numerous in the scrub plains and deserts of the Land of Fate, but they have fallen victim to a divine curse which transforms them slowly but inexorably into stone. They always wander the land in the company of their cattle and their mounts. Their great civilization has long since vanished under the sands.

The weathered and craggy faces of the desert giants are scored with wrinkles. Even the youngest of desert giants are somewhat wrinkled, though this is not visible in the women, as they wear the veil. The dark hair and swarthy skin of the desert giants make their blue eyes all the more remarkable. However, it is considered a clear sign of impending fossilization when the eyes of a desert giant turn from blue to brown. The typical desert giant is 17' tall and weighs 7,000 pounds, though fossilizing giants may weigh twice that. Desert giants may live to be 400 years old.

Combat: Desert giants fight mounted when they can, though steeds of a size to suit them are rare. Battle mounts include gigantic lizards, enormous insects, huge undead horses of shifting bone, and even rocs. In the past, some desert giants took service as bodyguards and mercenaries with the most powerful of sultans. The sight of a squad of desert giants wheeling about in preparation for a charge has caused more than one desert legion to break and run.

Desert giants do not hurl rocks. Indeed, they wander many areas where there is often no ready supply of boulders, and carrying such heavy objects would tire even the strongest nomadic giant. However, they do make large throwing spears from wood they find when they pass near jungle lands. These spears are kept and cherished as heirlooms over generations. The spears have a range of 3/6/9 and cause 2-12 +7 points of damage. Desert giant chieftains sometimes carry great scimitars given to their ancestors for outstanding military service. These weapons cause 2-16 +7 when wielded by anyone with a Strength of 19 or better. On occasion, a desert giant will attack with one of its huge fists, causing 1-10 points damage on a successful attack

Some desert giants are gifted with the ability to call back their ancestors from the stones; they are called sand-shifters because of the way the summoned giants throw aside the sands when they rise again. Sand-shifters are not priests or mages; they have no other special spell abilities. One in every 10 desert giants can bring back giants who have assumed the form of stone and can command them to fight once more. Once per week, a desert giant can summon 1-6 giants from the rocks for 2-12 turns; the summoning takes one turn. These giants crumble back to rock and powder when slain. Desert giant children gifted this way can summon 2-20 stony mounts for their elders to ride into battle. Adult sand-shifters can summon 3-30 mounts instead of 1-6 giants if they so choose.

Desert giants' skin is so similar to sand and rock that they can camouflage themselves very effectively, if given one turn to prepare. This ability allows them to ambush foes and prey alike. (Desert giants who lose their herds often use this ability to become effective bandits, and the numbers of these gigantic brigands have increased as the race dwindles.) A giant so camouflaged increases chances of a surprise attack to 1-4 on a d10 and decreases the chance of being seen by search parties or soldiers to 1 in 10.

Habitat/Society: Desert giants are nomadic herdsmen and are rarely found far from their herds. Though they are responsible for stripping entire river valleys bare in fertile areas, they do not reimburse farmers or herdsmen on the edge of those territories for any damage they might do. They see the lands as theirs for the taking, and they make no apology for overgrazing or even for grazing their herds on crops. Few sultanates attempt to force them off cropland; most attempt to lure the desert giants away with promises of employment as mercenaries. Some will promise rich gifts of salt, cloth, spices, and metal if only the desert giants will return to the empty quarters of the desert.

Ecology: Desert giants wander hundreds of miles following the rains with their herds. When the rains fail, the scrub withers, and the herds and their giants starve. At these times young males among the desert giants may take up mercenary work and use the money they obtain to support the entire tribe. If a drought goes on for years, more and more giants are driven into the cities, though their absolute numbers are still tiny compared to the numbers of humans and other smaller races.

Giant, Ettin

CLIMATE/TERRAIN: Subarctic to temperate/Hills and mountains

FREQUENCY: Very rare



DIET: Carnivore



ALIGNMENT: Chaotic evil

NO. APPEARING: 1 or 1-4




THAC0: 11


DAMAGE/ATTACK: 1-10/2-12+weapon


SPECIAL DEFENSES: Surprised only on a 1


SIZE: H (13' tall)

MORALE: Elite (14)

XP VALUE: 3,000


Ettins, or two-headed giants, as they are often called, are vicious and unpredictable hunters that stalk by night and eat any meat they can catch.

An ettin at first appears to be a stone or hill giant with two heads. On closer inspection, however, the creature's vast differences from the relatively civilized giant races become readily apparent. An ettin has pink to brownish skin, though it appears to be covered in a dark brown hide. This is because an ettin never bathes if it can help it, and is therefore usually encrusted with a thick layer of dirt and grime. Its skin is thick, giving the ettin its low Armor Class. An ettin's hair is long, stringy, and unkempt; its teeth are large, yellowing, and often rotten. The ettin's facial features strongly resemble those of an orc -- large watery eyes, turned-up piggish snout, and large mouth.

An ettin's right head is always the dominant one, and the right arm and leg will likely appear slightly more muscular and well-developed than the left. An ettin wears only rough, untreated skins, which are dirty and unwashed. Obviously, ettins smell very bad, due to their complete lack of grooming habits -- good or bad.

Ettins do not have a true language of their own. Instead, they speak a mish-mash of orc, goblin, giant dialects, and the alignment tongue of chaotic evil creatures. Any adventurer who speaks orcish can understand 50% of what an ettin says.

Combat: Having two heads is definitely an advantage for the ettins, as one is always alert, watching for danger and potential food. This means that an ettin is surprised only on the roll of a 1 on 1d10. An ettin also has infravision up to 90 feet, which enables it to hunt and fight effectively in the dark.

Though ettins have a low intelligence, they are cunning fighters. They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, ettins usually fight furiously until all enemies are dead, or the battle turns against them. Ettins do not retreat easily, only doing so if victory is impossible.

In combat, an ettin has two attacks. Because each of its two heads controls an arm, an ettin does not suffer an attack roll penalty for attacking with both arms. An ettin always attacks with two large clubs, often covered with spikes. Using these weapons, the ettin causes 2d8 points of damage with its left arm, and 3d6 points of damage with its right. If the ettin is disarmed or unable to use a weapon, it attacks empty-handed, inflicting 1d10 points of damage with its left fist and 2d6 points with its right.

Habitat/Society: Ettins like to establish their lairs in remote, rocky areas. They dwell in dark, underground caves that stink of decaying food and offal. Ettins are generally solitary, and mated pairs only stay together for a few months after a young ettin is born to them. Young ettins mature very quickly, and within eight to ten months after they are born, they are self-sufficient enough to go off on their own.

On rare occasions, however, a particularly strong ettin may gather a small group of 1d4 ettins together. This small band of ettins stays together only as long as the leader remains alive and undefeated in battle. Any major defeat shatters the leader's hold over the band, and they each go their separate ways.

Ettins collect treasure only because it can buy them the services of goblins or orcs. These creatures sometimes serve ettins by building traps around their lairs, or helping to fight off a powerful opponent. Ettins have also been known to occasionally keep 1-2 cave bears in the area of their lairs.

The sloppy caves of ettins are a haven for parasites and vermin, and it isn't unusual for the ettins themselves to be infected with various parasitic diseases. Adventurers rummaging through ettin lairs for valuables will find the task disgusting, if not dangerous.

Ecology: Because ettin society is so primitive, they produce little of any value to civilized creatures. Ettins tolerate the presence of other creatures, like orcs, in the area of their lair if they can be useful in some way. Otherwise, ettins tend to be violently isolationist, crushing trespassers without question.

Giant, Firbolg

CLIMATE/TERRAIN: Temperate/Hills and forests

FREQUENCY: Very rare



DIET: Omnivore

INTELLIGENCE: Average to genius (8-18)

TREASURE: E, Y (M x 10, Q)

ALIGNMENT: Neutral (chaotic good)

NO. APPEARING: 1-4 or 4-16



HIT DICE: 13+7

THAC0: 9


DAMAGE/ATTACK: 1-10 (weapon) +7 (Str bonus)


SPECIAL DEFENSES: Swat away missiles


SIZE: L (10½' tall)

MORALE: Champion (16)

XP VALUE: 8,000

Shaman: 9,000


Of all the giant-kin, the firbolg is the most powerful, due to natural intelligence and considerable magical power.

Firbolgs appear to be normal humans, except that they are over 10 feet tall and weigh over 800 pounds. They wear their hair long and keep great, thick beards. Their skin is a normal fleshy pink, with any shade of hair color, although blonde and red are most common. The flesh and skin of firbolgs are unusually dense and tough. Their voices are a smooth, deep bass, thick with rolling consonants.

Combat: Firbolgs can use any large size weapons; they disdain the use of armor or shields. Of manmade weapons, they prefer two-handed swords and halberds, both of which they may use in one hand without penalty. Weapons of their own make are double size equivalents of human weapons, for which they get a Strength bonus (19 Strength, +7 damage). However, when used with both hands, these huge weapons inflict double their normal damage, plus the Strength bonus.

If a firbolg has one hand free, it can bat away up to two missiles per round. Large missiles, such as boulders, or those with long shafts, such as javelins and spears, can be caught if desired. A catch or bat is successful 75% of the time (6 or better on 1d20). A caught weapon may be thrown at any opponent on the next round with a -2 penalty to the attack roll, for using its off hand.

All firbolgs have the following magical powers, usable once per day, on any round they are not engaged in melee combat: detect magic, diminution (as double the potion), fools' gold, forget, and alter self. There is a 5% cumulative chance per member of a group that one of the firbolgs is a shaman of 1st through 7th level.

Firbolgs are cautious and crafty. They have learned to distrust and fear humans and demihumans. If possible they avoid an encounter, either by hiding or with deception. If forced to fight, they do so with great strategy, utilizing the terrain and situation to best effect. They operate as a group, not a collection of individuals. Ten percent of all encounters is a large group of 4d4 members en route to an enclave of some sort.

Habitat/Society: Firbolgs live in remote forests and hills. These giant-kin distrust most other civilized races, and stay well away from them. They keep on even terms with druids and the faerie

creatures, including elves, neither asking nor giving much, but avoiding insult or injury. Strangers are met with caution, frequently in illusionary disguise as one of their own race. They do not attack or kill without reason, but do enjoy pranks, particularly those that relieve strangers of treasure.

Firbolg society is close-knit and centered around the family or clan. Each clan has 4d4 members and frequently a shaman. The level of the shaman is determined by rolling 2d4-1 if the DM doesn't wish to choose it himself. The clans live apart from each other, existing as gatherers and sometimes nomads. Their homes are huge, single-storey, wooden houses with stout walls and a central fireplace opening in several directions in the common room. When great decisions are needed, the clans involved meet in an enclave. This happens at least once a year at the fall solstice, just to celebrate if nothing else. The shamans preside over these events, and settle any disputes between clans.

Ecology: Firbolgs live off the land and with it. Their homes are built from trees cleared from around the house. The clan does keep a field for harvest, but only enough to supplement their diet. They trade tasks involving great strength for food, usually with other peaceful folk in the forests or hills. The rest of their food is obtained by gathering and hunting an area up to 20 miles from their homestead. Meat is used in small quantities for most meals, although major celebrations always include a large roast of some sort.

Although many creatures are capable of killing a firbolg, none hunt them exclusively. They are stronger than most forest beasts, and intelligent creatures know better than to mess with them. They avoid true giants, except storm giants, and aggressively repel other giant- kin from their lands.

Giant, Fire

CLIMATE/TERRAIN: Any temperate, subtropical, tropical




DIET: Omnivorous

INTELLIGENCE: Low to average (5-10)


ALIGNMENT: Lawful evil



MOVEMENT: 12 (15)

HIT DICE: 15 +2-5 hit points

THAC0: 5


DAMAGE/ATTACK: 1-8, or by weapon (2-20+10)

SPECIAL ATTACKS: Hurling rocks for 2-20 (2d10)

SPECIAL DEFENSES: Resistant to fire


SIZE: H (18')

MORALE: Champion (15-16)

XP VALUE: 8,000

Infant Nil

Juvenile, -3 120

Juvenile, -2 3,400

Juvenile, -1 5,000

Shaman/Witch doctor, 1st level spells 9,000

Shaman/Witch doctor, 2nd level spells 10,000

Shaman/Witch doctor, 3rd level spells 10,000

Shaman/Witch doctor, 4th level spells 12,000


Fire giants are brutal, ruthless, and militaristic.

They are tall, but squat, resembling huge dwarves. An adult male is 18 feet tall, has a 12 foot chest, and weighs about 7,500 pounds. Fire giants have coal black skin, flaming red or bright orange hair, and prognathous jaws that reveal dirty ivory or yellow teeth. They can live to be 350 years old.

A fire giant's natural Armor Class is 5. Warriors usually wear banded mail and round metal helmets (AC -1). They carry their belongings in huge sacks. A typical fire giant's sack contains 2-5 (1d4+1) throwing rocks, the giant's wealth, a tinderbox, and 3-12 (3d4) common items. Everything they own is battered, filthy, and smelly, making it difficult to identify valuable items.

All fire giants can speak the language of all giants and their own tongue.

Combat: Fire giants are immune to nonmagical fire and heat, as well as red dragon breath. They are resistant to all types of magical fire; such attacks inflict -1 hit point per die of damage. Adult fire giants can hurl rocks for 2-20 (2d10) points of damage. Their minimum range is 3 yards while their maximum is 200 yards. They can catch similar large missiles 50% of the time. They usually fight in disciplined groups, throwing rocks until they run out of ammunition or the opponent closes. Fire giants often wait in ambush at lava pools or hot springs, hurling heated rocks at victims for an extra 1-6 points of damage.

Warriors favor huge two-handed swords. A fire giant's oversized weapons do double normal (man-sized) damage to all opponents, plus the giant's strength bonus. Thus, a fire giant two-handed sword does 2-20 (2d10) +10 points of damage.

Habitat/Society: Fire giants live in well organized military groups, occupying large castles or caverns. When encountered in their lair there will be 13-20 (1d8+12) giants, half of whom will be immature giants. To determine a giant's maturity, roll 1d4. A roll of 4 indicates an infant with no combat ability and the hit points of an ogre while rolls of 1-3 indicate older progeny with Hit Dice, damage, and attack rolls reduced by 1, 2 or 3, respectively.

Their lairs are always protected by vigilant watchmen, and sometimes by traps. Fire giants favor deadfalls that can crush intruders for 5-30 (5d6) points of damage, and large crossbow devices that fire one, two, or three huge bolts for 2-16 (2d8) points of damage each.

Particularly intelligent fire giant leaders will command groups three or four times normal size. One who commands 30 or more giants usually will call himself a king. Kings always will have better than normal armor and a magical weapon of +1 to +3.

There is a 20% chance that any band of fire giants will have a shaman (80%) or witch doctor (20%). If the group is lead by a king, there is an 80% chance of a spell caster. Fire giant shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the Elemental, Healing, Charm, Protection, Divination, or Combat spheres. Fire giant witch doctors are priest/wizards of up to 7th/3rd level; they prefer spells that can detect or thwart intruders.

Fire giants often capture and tame other creatures as guards. There is a 50% chance that a fire giant lair will contain 1-4 hell hounds. Larger than normal groups check once for every 10 giants. Bands with 30 or more giants have a additional 30% chance to have 2-5 (1d4+1) trolls, larger groups check once for every 20 giants. A king's group has a 20% chance to have 1-2 red dragons of age category 2-5 (1d4+1) in addition to other guards. Fire giants frequently take captives to hold for ransom or use as slaves. There is a 25% chance that a lair will contain 1-2 captives, larger bands check once per 10 giants.

Ecology: Fire giants live wherever there is a lot of heat. They prefer volcanic regions or areas with hot springs. Frequently they share their lairs with other fire-dwelling creatures such as salamanders or fire elementals.

Fire giants prefer to eat meat and bread, they can hunt and kill their own meat, but raid human and demi-human settlements for grain, captives, and treasure.

Giant, Fog

CLIMATE/TERRAIN: Temperate/Swamps, marshes, boggy forests, and coastal regions

FREQUENCY: Very rare

ORGANIZATION: Clan, Hunting Group


DIET: Omnivore

INTELLIGENCE: Average (8-10) to highly (13-14)


ALIGNMENT: Neutral (good 50%, evil 50%)

NO. APPEARING: 1-4 (rarely 1-6)




THAC0: 7


DAMAGE/ATTACK: 1-10, or by weapon (3-18+11)




SIZE: H (24' tall)

MORALE: Very steady (14)

XP VALUE: 5,000


Cousins to the cloud giants, these large rock-hurlers are more intelligent and stealthy than portrayed in story or song.

Fog giants are huge and husky, with tree-trunk sized legs, and over-developed arms muscled by constant throwing games and exercises. They have milk-white skin which aids their natural ability to blend into fog (80% chance) and gives their foes a -5 penalty to their surprise rolls when attacking in fog or mist. Their hair is silvery white and flowing, with ample hair on the arms, legs, and chest. They grow no facial hair whatsoever. They prefer to wear no armor, counting on their high natural Armor Class. However, they occasionally wear leather armor (AC -2), and at least one band wears armor made from white dragon hides studded with silver. They love massive, ornate clubs made from bleached and polished wood or bone. Fog giants speak their own tongue and Cloud Giant, and 30% speak Common.

Combat: Fog giants generally hunt in groups of 2-5 males, although they sometimes join with a cloud giant or two to form a hunting party of 3-7. They prefer to attack from cover (fog is most preferred). After some ranged rock-hurling to scatter their opponents, they will charge into melee with fists and swords flying. Adult fog giants can hurl rocks up to 3-240 yards, inflicting 2-20 points of damage to anyone struck. They also have a 45% chance of catching hurled weapons of similar size, but cannot catch fired weapons such as arrows, bolts, and sling-stones. In melee they generally fight with clubs and fists, though tales of sword-armed fog giants are common.

Because of their keen hearing and highly-developed sense of smell, fog giants are seldom surprised (+2 on surprise rolls). Access to their caves and regular hunting camps are often protected by deadfalls of rocks or logs, which can be released by a carefully thrown rock at the first sign of an attack against them.

Habitat/Society: Fog giants are proud of their strength and fighting skills, often playing games when on hunting forays in an attempt to best one another. Their favorite such game is called ``copsi'' and consists of the giants pairing off to toss larger and larger boulders to their partners until one of the pairs misses its throw.

The fog giant families live in caves, canyons, or thickets, in the most inaccessible areas of marsh, swamp, forest, or coast. The men usually hunt in groups, ranging up to a dozen miles from their homes. The groups generally are formed of giants of similar


By tradition, a young giant may not mate until he has obtained at least one large ornament of silver. Usually, the young giant joins with several others in a quest to find one (or acquire enough treasure to buy one).

Fog giants do not often mix well with other creatures or races, although they can often be persuaded to perform services for a fee, or barter goods with groups of similar alignment. Fog giants will happily barter goods and services for refined silver.

Territorial disputes sometimes flare up between groups, especially in times of bad hunting. Friendly disputes can sometimes be resolved by a game of copsi or an arm-wrestling match. Fog giants fighting amongst themselves will generally throw rocks and fist-fight, rather than use swords.

Fog giants are fond of all sorts of cooked meats, particularly hoofed creatures such as horses, cows, deer, elk, and centaur. They often cook meat by building a large fire, then impaling chunks of meat on their swords and holding them over the open flame. Fog giants prefer fruits and sweets for dessert, and will also down large quantities of spirits if available to them. They do not distill their own spirits or liquors. They also sometimes smoke fresh milkweed pods in wooden pipes, though the taste is too bitter for humans and demihumans to enjoy.

Ecology: Because of their size, fog giants consume a large quantity of food, and require a considerable territory per hunting group to support themselves. The giants will often place territorial markers of boulders and logs to define the boundaries between their hunting territories. They do not look kindly on anyone who tears down or moves these markers. Their regular pathways are hard to hide, and are instead trapped with deadfalls of rocks and logs to discourage trespassers.

Giant, Fomorian

CLIMATE/TERRAIN: Any mountain and subterranean




DIET: Omnivore

INTELLIGENCE: Average (8-10)


ALIGNMENT: Neutral evil




HIT DICE: 13+3

THAC0: 9


DAMAGE/ATTACK: 2 x weapon, +8 (Str bonus)


SPECIAL DEFENSES: Only surprised on a 1


SIZE: H (13½' tall)

MORALE: Elite (14)

XP VALUE: 6,000


Fomorians are the most hideous, deformed, and wicked of all giant-kin.

The fomorian giants are all grossly deformed behemoths. Each has a different set of deformities, which must be determined by the DM. A partial list of deformations includes misplaced limb, misshapen limb, misplaced facial feature, hunchbacked, bulging body part, drooping flesh, body part too big or too small, flapping ears, huge snout, large feet on short legs. Their thick, hairy hides, combined with the pelts and odd metal bits they wear for protection, give an effective AC of 3. They have scattered patches of hair as tough as wire on their pale white skin. Large warts and other growths are scattered across their bodies. There is no single odor associated with fomorians; some smell strongly due to overactive sweat glands, others have no smell. Their voices are also each different due to their unique deformities.

Combat: Fomorians use all manner of clubs and other blunt instruments. Regardless of the weapon, it inflicts double damage plus 8 points for Strength, while their fists alone inflict 2d4+8 points of damage. Their deformities prevent them from hurling boulders as true giants. They work any bits of metal they can find and scavenge into their clothing, to aid their Armor Class. The typical fomorian is AC 3, while a particularly well-armored one, or one with a shield, might get an AC as good as 1, but no better.

Typical fomorian strategy is too sneak up on an opponent and hit him as hard as it can. It works well for them since their opponents suffer a -2 penalty to their surprise rolls, because the fomorians move slowly and carefully. These giant-kin are only surprised on a 1 on the 1d10 surprise roll, because they tend to have eyes and ears in odd places on their heads. If the fomorian bothers to keep an opponent alive, he is crudely tortured until dead, and then eaten.

Habitat/Society: Fomorians live in mountain caves, abandoned mines, or other subterranean realms. They rarely modify their homes, but adapt to what is already there. These deformed giants wander throughout the underground complex, for almost any distance, stopped only by hazards they do not want to challenge. A fomorian clan picks a small, (to them) defensible alcove for a lair. Their territories are sometimes marked by the bodies of their enemies. Their treasure consists only of stolen items from enemies. Pieces of armor are added to their own patchwork protection. Since they do not care for it, this armor quickly deteriorates and becomes worthless.

Their society is ruled by depravity and wickedness. The strongest and cruelest giant rules over all the others within reach, which is usually a small number. The women and children are treated as slaves. Acts of violence are common among fomorians, sometimes resulting in permanent injury or death.

Fomorian giants have been known to work with other creatures for evil causes. Usually the other creatures must completely dominate the fomorians, or be capable of it, to form the alliance. Such an agreement lasts only as long as the fomorians fear their cohorts. Once their interests no longer coincide or the fomorians no longer feel threatened, they double-cross their partners, as quickly as possible.

Ecology: These twisted giants can live for weeks on little or no food. This is good, because their underground dwellings do not provide an abundance of it. They can eat almost any organic material, including fungi, lichens, plants of all sorts, bats, mice and fish. They particularly savor the taste of large mammals, especially those that beg not to be eaten. Preparing a meal usually involves torture rather than any efforts to improve its taste.

Giant, Frost


FREQUENCY: Very rare



DIET: Omnivorous

INTELLIGENCE: Low to average (5-10)


ALIGNMENT: Chaotic evil



MOVEMENT: 12 (15)

HIT DICE: 14 + 1-4 hit points

THAC0: 7 or 5


DAMAGE/ATTACK: 1-8, or by weapon (2-16+9)

SPECIAL ATTACKS: Hurling rocks for 2-20 (2d10)

SPECIAL DEFENSES: Impervious to cold


SIZE: H (21')

MORALE: Very Steady (13-14)

XP VALUE: 7,000

Infant Nil

Juvenile, -3 270

Juvenile, -2 975

Juvenile, -1 4,000

Shaman/Witch doctor, 1st 8,000

Shaman/Witch doctor, 2nd 8,000

Shaman/Witch doctor, 3rd 8,000

Shaman/Witch doctor, 4th+ 10,000


Like all evil giants, frost giants have a reputation for crudeness and stupidity. This reputation is deserved, but frost giants are crafty fighters.

Frost giants have muscular, roughly human builds. The typical adult male is 21' tall and weighs about 8,000 pounds. Females are slightly shorter and lighter, but otherwise identical to males. Frost giants have snow-white or ivory skin. Their hair is light blue or dirty yellow, with matching eyes. They can live to be 250 years old.

A frost giant's natural Armor Class is 5. Warriors usually wear chain mail and metal helmets decorated with horns or feathers (AC 0). They also wear skins and pelts, along with any jewelry they own.

Frost giants carry their belongings in huge sacks. A typical frost giant's sack contains 2-5 (1d4+1) throwing rocks, the giant's wealth, and 3-12 (3d4) mundane items. Everything in a giant's bag is old, worn, dirty, and smelly, making the identification of any valuable items difficult.

Frost giants speak their own language and the language common to all giants.

Combat: Frost giants are immune to cold. Adult frost giants can hurl rocks for 2-20 (2d10) points of damage. Their minimum range is 3 yards while their maximum is 200 yards. They can catch similar large missiles 40% of the time. They usually will start combat at a distance, throwing rocks until they run out of ammunition, or the opponent closes. One of their favorite strategies is to ambush victims by hiding buried in the snow at the top of an icy or snowy slope where opponents will have difficulty reaching them.

Warriors favor huge battle axes. A frost giant's oversized weapons do double normal (man-sized) damage to all opponents, plus the giant's strength bonus. Thus, a frost giant battle axe does 2-16 (2d8) +9 points of damage.

Habitat/Society: Frost giants live in small bands consisting of a chief, his henchmen, and their camp followers. A band usually will occupy a crude castle or frigid cavern. When encountered in their lair there will be 9-16 1d8+8) giants; half of whom will be immature. To determine a giant's maturity, roll 1d4. A roll of 4 indicates an infant with no combat ability and hit points of ogre; rolls of 1-3 indicate older progeny with hit dice, damage, and attack rolls equal to that of a stone giant.

Particularly strong or intelligent frost giant chieftains will command bands three or four times normal size. A chieftain who commands 20 or more giants is called a jarl. Jarls always will have better than normal armor and a weapon of +1 to +3 enchantment.

There is a 20% chance that any band of frost giants will have a shaman (80%) or witch doctor (20%). If the group is led by a jarl, there is an 80% chance for a spell caster. Frost giant shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the healing, charm, protection, divination, or weather spheres. Frost giant witch doctors are priest/wizards of up to 7th/3rd level; they prefer spells that can bewilder and confound other giants. Favorite spells include: unseen servant, shocking grasp, detect magic, ventriloquism, deeppockets, ESP, mirror image, and invisibility.

Frost giants often capture and tame other creatures as guards. There is a 50% chance that a frost giant lair will contain 1-6 winter wolves. Larger than normal groups check once for every eight giants. Bands with 20 or more giants have a additional 30% chance to have 1-4 yeti, larger groups check once for every 16 giants. A jarl's band has a 20% chance to have 1-2 subdued white dragons in addition to other guards. The dragons will be age category 2-5 (1d4+1). Frost giants also take captives to hold for ransom or use as slaves. There is a 15% chance that a lair will contain 1-2 captives, larger bands check once per eight giants. Captives can be of any race.

Ecology: Frost giants live in frigid, arctic lands with glaciers and heavy snowfall. Frost giants eat mostly meat, which they can hunt and kill themselves. They raid human and demi-human settlements for foodstuffs and other booty.

Giant, Hill

CLIMATE/TERRAIN: Any hills and mountains




DIET: Omnivorous



ALIGNMENT: Chaotic evil




HIT DICE: 12+1-2 hit points

THAC0: 9


DAMAGE/ATTACK: 1-6 or by weapon (2-12+7)

SPECIAL ATTACKS: Hurling rocks for 2-16 (2d8)



SIZE: H (16' tall)

MORALE: Elite (13-14)

XP VALUE: 3,000

Infant Nil

Juvenile, -3 270

Juvenile, -2 650

Juvenile, -1 2,000


Hill giants are selfish, cunning brutes who survive through hunting and by terrorizing and

raiding nearby communities. Despite their low intelligence, they are capable fighters.

Hill giants are oddly simian and barbaric in appearance, with overly long arms, stooped shoulders, and low foreheads. Even though they are the smallest of the giants, their limbs are more muscular and massive than those of the other giant races. The average hill giant is 16 feet tall and weighs about 4,500 pounds. Females have the same builds as males. Their skin color ranges from a light tan to a deep ruddy brown. Their hair is brown or black, and their eyes are black. Hill giants can live to be 200 years old.

Hill giants' natural Armor Class is 5. This is reduced to an Armor Class of 3 when they wear crudely-sewn animal hides, which are the equivalent of leather armor. Nearly all hill giants wear these hides, which are a symbol of esteem in some hill giant communities -- the more hides a giant has, the more large kills to his credit. Only a few (5%) of the giants fashion metal armor from the armor of men they have defeated. These giants have an Armor Class of 0. Like other races of giants, hill giants carry their belongings with them in huge hide sacks. A typical hill giant's bag will contain 2-8 (2d4) throwing rocks, the giant's wealth, and 1-8 additional common items.

Hill giants speak their own language and a tongue common to all giants. In addition, 50% also speak ogre.

Combat: Hill giants prefer to fight their opponents from high rocky outcroppings where they can pelt their targets with rocks and boulders while limiting the risks posed to themselves.

Hill giants' favorite weapons are oversized clubs which do 2-12 +7 points of damage (double the damage of a man-sized club plus their strength bonus). They hurl rocks for 2-16 (2d8) points of damage. Their targets for such attacks must be between 3 and 200 yards away from the giant. They can catch rocks or other similar missiles 30% of the time.

Habitat/Society: A hill giant lair will have 9-16 (1d8+8) giants; usually an extended family. Sometimes these families will accept lone hill giants into their folds. If six or more giants are encountered in a lair, half of them will be male, one quarter will be female, and the remainder will be immature giants. To determine a giant's maturity, roll 1d4. A roll of 4 indicates an infant with no combat ability and hit points of gnoll; rolls of 1-3 indicate older progeny with hit dice, damage, and attack rolls equal to that of an ogre.

Occasionally a hill giant with an average intelligence can be found. Such a giant is capable of rallying bands of his peers so 2, 3, or 4 times the number of giants usually appearing can be encountered. These ``giant kings,'' as they call themselves, stage raids on human towns or against other races of giants.

Although hill giants prefer temperate areas, they can be found in practically any climate where there is an abundance of hills and mountains. They lair in caves, excavated dens, or crude huts. Those who live in colder climates have developed more skills with preparing and using skins to keep themselves warm and to keep the harsh winds out of their lairs.

There is a 50% chance a band of hill giants will have guards in their lairs, and the guarding creatures will be 2-8 (2d4) dire wolves (50%), 1-3 giant lizards (30%), or a group of 2-8 (2d4) ogres (20%).

The majority of hill giants are suspicious of magic and will seek to destroy magic items they acquire as treasure. They ceremonially kill mages.

Ecology: Hill giants' main diet consists of meat, which they obtain by hunting. The flesh of young green dragons is considered a delicacy, and frequently giants who live on hills and mountains covered with forests will organize hunting parties in search of green dragon lairs. In turn, green dragons have been known to hunt hill giants.

Sometimes bands of hill giants will trade with each other or with bands of ogres to get foodstuffs and trinkets.

Giant, Jungle

CLIMATE/TERRAIN: Tropical/jungle


ORGANIZATION: Tribal/cooperative


DIET: Carnivore

INTELLIGENCE: Average to High (8-14)



NO. APPEARING: 1 or 1-6


MOVEMENT: 15, Cl 6


THAC0: 9

NO. OF ATTACKS: 1 or 2

DAMAGE/ATTACK: 2-16 +9 or 2-12 +9/2-12 +9

SPECIAL ATTACKS: Surprise, arrows



SIZE: H (18' tall)

MORALE: Champion (16)

XP VALUE: 6,000

Powerful, lanky, and strictly carnivorous, jungle giants are a terror to all the animals of the tropical forests. They are great hunters and stalkers, able to clear a huge tract of forest of all game and then move on.

A typical jungle giant stands 18' tall yet weighs only 3,000 pounds -- very thin for a giant. Females are generally taller than males. They can live to be 200 years old.

Jungle giants always carry everything they need with them: tools for making and maintaining their weapons, fire-starters, tinder, and spare bits of leather and sinew used to repair clothing. They also carry their valuables, and every adult jungle giant carries a quiver of arrows.

Jungle giants speak their own language and the languages of tribes of nearby humans and humanoids.

Thin and very tall, jungle giants easily blend into the vertical landscape of the tropical forest. Their wavy hair is pale green, and their skin is a rich muddy yellow, like sunlight on the forest floor. They rarely wear more clothing than strictly necessary, as they prefer complete freedom of movement when hunting. Many groups of jungle giants use ritual tattooing, colorful feather headdresses, and even filed teeth to show their fierceness. They sometimes decorate themselves with mud, sticks, and leaves when stalking especially large or wary game.

Combat: Jungle giants use 15' long bows crafted to take advantage of their tremendous size and strength. These giants are very quick with their huge bows and can fire two arrows each round. They will use poisoned arrows to bring down their prey more quickly. If these arrows are used in combat, opponents must save vs. paralyzation at -2 or be rendered immobile for 2-12 turns. Even humanoid creatures with the strength to pull a jungle giant bow cannot use it, because the arrows are over 6' long (2d6 +9 damage). Jungle giants will occasionally use the trunk of a dead tree as a club, doing 2d8 +9 points damage.

Jungle giants prefer to take their prey from ambushes, firing their bows from the treetops and then swinging down sturdy branches or thick ropes to finish off their prey. Camouflaged giants cause a -1 penalty on opponents' surprise rolls. When setting up a blind, they can camouflage themselves in jungle terrain with a 60% chance of success. Setting up a blind or decorating themselves with jungle camouflage takes three turns.

Habitat/Society: Jungle giants are friendlier than most other races of giants, and they will often cooperate with human jungle tribes on hunts. The giants provide strength and raw power, and the humans provide the numbers and skill to drive animals into ambushes.

Jungle giants have absolutely no compunctions about eating any form of meat -- mammal, reptile, amphibian, or avian. They know how to stalk, kill, and prepare everything from eggs to full-grown animals, and from scavengers to predators. Their villages reflect this carnivorous tendency; the huts are made from wooden posts with roofs of greased animal hides stitched together with intestines. The smell of smoking meats and butchery hang in the air, and huge quantities of dragonflies and other insects swarm around the villages. A jungle giant village is 50% likely to shelter 1-6 giant dragonflies.

Ecology: Jungle giants think of most creatures as prey, but those they accept as fellow hunters they respect as equals, regardless of their size. Although they much prefer the jungle terrain they know so well, they are often forced to leave the trees for the savanna when their numbers become too great to survive in the jungle. They think nothing of eating every snake, antelope, cat, warthog, ostrich, and elephant they come across. Jungle giants on the savannah often return to the forest, because their great height makes stealthy hunting difficult for them on open ground.

Giant, Mountain


FREQUENCY: Very rare



DIET: Omnivore

INTELLIGENCE: Average (8-10)


ALIGNMENT: Chaotic neutral




HIT DICE: 15+3

THAC0: 5


DAMAGE/ATTACK: 1-8 or by weapon (4d10+10)

SPECIAL ATTACKS: Hurling rocks for 2-20



SIZE: H (14' tall)

MORALE: Champion (15-16)

XP VALUE: Normal: 7,000

Infant: Nil

Juvenile: 3,000

Shaman: 8,000

Shaman, 3rd: 9,000


Mountain giants are huge humanoids that live in remote mountain caverns.

Standing 14 feet tall and weighing 2,000 pounds, mountain giants are impressive foes. They greatly resemble hill giants. Their skin color is a light tan to reddish brown with straight black hair. The males have heavy beards but no mustaches, and they have large pot bellies. They are typically clothed in rough hides or skins and carry huge clubs as weapons. The stale reek of a mountain giant can be detected several hundred feet downwind.

Combat: Mountain giants always attack in a straight-forward manner, not by ambush or deceit. They love to get into a high, unassailable spot with lots of boulders. When in such a position, mountain giants rarely take cover, but stand in the open to fling their missiles. They can hurl boulders down on their opponents for 2d10 points of damage each. They can catch similar missiles 30% of the time.

In melee they use huge clubs that cause 4d10+10 points of damage, including their Strength bonus. These clubs are usually just large tree limbs or logs. They usually keep several such weapons around. Mountain giants are as strong as fire giants (22).

A mountain giant can summon and control other monsters. This summoning takes a full turn to perform and 1d6 hours pass before the creatures appear. A summoning results in either 1d10+5 ogres (70%), 1d6+3 trolls (20%), or 1d4 hill giants (10%), although the giant has no idea in advance of what he will get. The control is very loose, not absolute domination. The mountain giant can give a broadly defined command and the monsters obey as they see fit. The summoned monsters stay with and fight for the mountain giant, but they value their own lives over that of the giant. The summoned creatures stay with the giant until killed, sent away, or another summoning is made.

Habitat/Society: The home of a family of mountain giants is often in a large rock cavern in a mountain. Frequently there are unexplored passages leading out of the giants' home. They rarely have any interest in anything beyond their cavern. There is a 75% chance of summoned creatures acting as guards and underlings in the cavern.

The females and young are rarely seen, since they stick close to the cavern. Mountain giants are polygamous, usually one female living with several males. Three quarters of the young are male, which accounts for their low population. If two or more mountain giants are in a lair, there is a 50% chance of a female and a 25% chance of a child. Roll 1d4 to determine the age of the child. If it is a 4, it is a helpless infant or small child. A roll of 1-3 indicates older children or teens that have the Hit Dice, damage, and attack rolls of hill giants.

There is a 20% chance that one of the giants in a family is a shaman. Roll 1d6 to determine the level of spell use, 1-4 meaning 1st level, 5-6 indicating 2nd level. This shaman can cast from the spheres of All, Animal, Charm, Combat, Elemental, and Healing. He has an innate ability to find caves and cavern entrances within half a mile, unless these are magically hidden.

While only one family is found in a given lair, several families make up a loose tribe scattered over a mountain or range. Each tribe has a 3rd-level shaman as its leader. He presides over the extremely rare gatherings of the tribe and counsels those willing to travel to talk to him. The shaman always lives with a group of summoned monsters, but never with other mountain giants.

Ecology: Mountain giants are foragers and hunters. Their favorite food is mountain sheep. They also eat nuts, tubers, and other edible mountain plants. Nothing hunts mountain giants, but sometimes they pick the wrong cave in which to set up housekeeping. Since they tend not to fully explore all the back tunnels, nasty things from underground have been known to attack and devour sleeping giants.

Since these giants are neither good nor evil, it is possible to set up peaceful relations with them. However, they are suspicious of and reluctant to deal with outsiders.

Giant, Reef

CLIMATE/TERRAIN: Tropical or subtropical ocean/reef

FREQUENCY: Very rare



DIET: Omnivore

INTELLIGENCE: Very (11-12)


ALIGNMENT: Neutral good

NO. APPEARING: 1 or 1-4

ARMOR CLASS: 0 or -4

MOVEMENT: 15, Sw 12


THAC0: 5


DAMAGE/ATTACK: 1-10 or by weapon (typically 2-20 +10)

SPECIAL ATTACKS: Boulders, whirlpool

SPECIAL DEFENSES: Immune to water-based attacks


SIZE: H (16' tall)

MORALE: Fanatic (17)

XP VALUE: 13,000


Reef giants are the loners of giant-kind, although they often live in remarkably well-appointed mansions that seem to be no more than huts from the outside. They sometimes become sailors, but their huge mass limits them to the largest of vessels. Reef giants are typically 16' tall and weigh 4,000 pounds. Reef giants can live to be 600 years old.

Reef giants speak their own language as well as the giantish trade tongue and the languages of storm and cloud giants. In addition, 40% of the giants also speak the common tongue.

Reef giants have burnished coppery skin and pale white hair. They are barrel-chested and powerfully-muscled from the exertion of forcing their huge bodies through water. Reef giants have a Strength of 22. Reef giants wear skins or garments made of braided hair when ashore, but swim wearing no more than a belt for knives and pouches.

Combat: Reef giants prefer to fight in or under water, and they are fierce fighters when angered. They suffer no penalties when fighting in or under water. They cannot be harmed by water- or ice-based attack forms. They typically attack with giant tridents for 2-20 +10 points of damage, but have been known to lash out with a huge fist (1d10 points damage) now and again.

Once per day, a reef giant can form a whirlpool. Unless a successful Strength ability check is made, creatures within 10 yards of the giant are sucked into the whirlpool and suffer 2-16 points of battering damage plus 2-20 points drowning and choking damage (unless the creatures are able to breathe water, in which case only the battering damage applies). The whirlpool is not powerful enough to draw in ships.

Reef giants can throw boulders up to 350 yards for 3-30 (3d10) points of damage. They prefer to use thrown boulders to sink unwelcome ships. Boulders are not used against individual opponents.

Habitat/Society: Reef giants are often solitary for long periods of time, although they mate for life. When their children reach puberty, they are sent out on their own to seek an island or reef habitat to make their home.

The mansions of reef giants are sometimes built into the hills and gorges of the islands, and they are always stocked with furniture and decorations collected over generations. These mansions are passed on from one giant to another; the eldest daughter is generally reared to provide for her parents as they grow old and is usually given the mansion and all its goods upon their death. These well-dowried daughters are the objects of much competition between reef giant suitors, each of whom seeks to both prove himself to the new mistress of the mansion and undo his competitors by any means available. Diving, surfing, and fishing competitions are common in reef giant courtship.

Ecology: Reef giants are scavengers who fish and forage coral reefs for a hundred different sources of food. They can net entire schools of fish, and as accomplished divers they can retrieve hoards of pearls, sponges, and coral. Their enormous strength allows them to swim for hours at a time without tiring. In this way reef giants can amass huge amounts of goods to trade for other items.

Some reef giants keep flocks of goats or sheep on their island homes, but these giants are generally elderly and not as capable of foraging successfully.

Reef giants frequently enter into contracts or trade agreements with humans and other mercantile races. In exchange for pearls and other valuables from the sea, they are given cloth, sweets, and metal goods.

The reef giants willingness to plunder the sea has made them the enemies of merfolk, tritons, and other ocean-dwelling races.

Giant, Stone

CLIMATE/TERRAIN: Sub-tropical and temperate mountains




DIET: Omnivorous

INTELLIGENCE: Average (8-10)






HIT DICE: 14 + 1-3 hit points

THAC0: 7


DAMAGE/ATTACK: 1-8 or by weapon (2-12+8)

SPECIAL ATTACKS: Hurling rocks for 3-30 (3d10)



SIZE: H (18' tall)


XP VALUE: 7,000

Infant Nil

Juvenile, -3 975

Juvenile, -2 3,000

Juvenile, -1 6,000

Elder 9,000

Spell caster 9,000


Stone giants are lean, but muscular. Their hard, hairless flesh is smooth and gray, making it easy for them to blend in with their mountainous surroundings. Their gaunt facial features and deep, sunken black eyes make them seem perpetually grim.

The typical stone giant is 18' tall and weighs 9,000 pounds because of its dense flesh. Females are a little shorter and lighter. The giants' natural Armor Class is 0. They do not wear armor to augment that, preferring to wear stone-colored garments. Stone giants can live to be 800 years old.

Stone giants, like several other giant races, carry some of their belongings with them. They leave their more valuable items in their lairs, however. A typical stone giant's bag will contain 2-24 (2d12) throwing rocks, a portion of the giant's wealth, and 1-8 additional common items.

Stone giants speak their own language, as well as those of hill giants, cloud giants, and storm giants. In addition, 50% of the giants also speak the common language of man.

Combat: When possible, stone giants fight from a distance. They are able to hurl rocks a minimum distance of 3 yards to a maximum distance of 300 yards, doing 3-30 (3d10) points of damage with each rock. These giants are able to catch stones and similar missiles 90% of the time. A favorite tactic of stone giants is to stand nearly motionless against rocks, blending in with the background, then moving forward to throw rocks, surprising their foes. Many giants set up piles of rocks near their lair which can be triggered like an avalanche when intruders get too close.

When stone giants are forced into melee combat, they use large clubs chiseled out of stone which do 2-12 (2d6) +8 points of damage; double normal (man-sized) club damage plus the giant's strength bonus.

Habitat/Society: Stone giants prefer to dwell in deep caves high on rocky, storm-swept mountains. They normally live in the company of their relatives, though such a clans usually include no more than 10 giants. Clans of giants do locate their lairs near each other, however, for a sense of community and protection. A mountain range commonly has 2-8 clans lairing there.

Stone giants are crude artists, painting scenes of their lives on the walls of their lairs and on tanned hide scrolls. Some giants are fond of music and play stone flutes and drums. Others make simple jewelry, fashioning painted stone beads into necklaces.

If eight or more giants are encountered in a clan's lair, one quarter will be female, one quarter male, and the remainder offspring. To determine a giant's maturity, roll 1d4. A roll of 4 indicates an infant with no combat ability and hit points of an ogre; rolls of 1-3 indicate older progeny with hit dice, damage, and attack rolls equal to those of a hill giant.

One in 20 stone giants develop special abilities related to their environment. These giant elders are able to stone shape, stone tell, and transmute rock to mud (or mud to rock) once per day as if they were 5th level mages. One in 10 of these exceptional giants can also cast spells as if he were a 3rd level wizard. Their spells can be determined randomly or chosen to fit a specific encounter as desired. Frequently these giants are able to rise to positions of power and are considered the leaders of several clans.

Stone giants are usually found in mountain ranges in temperate and sub-tropical areas. Stone giants are fond of cave bears and 75% of their lairs will have 1-8 of them as guards. The few stone giants living in cold areas use polar bears as guards.

Stone giants are playful, especially at night. They are fond of rock throwing contests and other games that test their might. Tribes of giants will often gather to toss rocks at each other, the losing side being the giants who are hit more often.

Ecology: Stone giants are omnivorous, but they will eat only fresh food. They cook and eat their meat quickly after it has been killed. They use the skins of the animals for blankets and trade what they do not need with nearby human communities in exchange for bolts of cloth or herd animals which they use for food. Many stone giant bands keep giant goats in and near their lairs so they will have a continuous supply of milk, cheese, and butter.

Giant, Storm

CLIMATE/TERRAIN: Special (see below)

FREQUENCY: Very rare

ORGANIZATION: Solitary or Tribal


DIET: Omnivorous

INTELLIGENCE: Exceptional (15-16)


ALIGNMENT: Chaotic good

NO. APPEARING: 1 (2-4)


MOVEMENT: 15, Sw 15

HIT DICE: 19+2-7 hit points

THAC0: 3


DAMAGE/ATTACK: 1-10 or by weapon (3-30+12)


SPECIAL DEFENSES: Impervious to electricity


SIZE: G (26' tall)

MORALE: Fanatic (17-18)

XP VALUE: 14,000

Infant Nil

Juvenile, -3 1,400

Juvenile, -2 4,000

Juvenile, -1 7,000

Spell caster, 1st 15,000

Spell caster, 2nd 15,000

Spell caster, 3rd 15,000

Spell caster, 4th+ 17,000


Storm giants are gentle and reclusive. They are usually tolerant of others, but can be very dangerous when angry.

Storm giants resemble well-formed humans of gargantuan proportions. Adult males and females are about 26' tall and weigh about 15,000 pounds. Storm giants have pale, light green or (rarely) violet skin. Green-skinned storm giants have dark green hair and glittering emerald eyes. Violet-skinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes. Storm giants can live to be 600 years old.

A storm giant's garb usually is a 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 bare-footed giants), rings, or circlets being most common.

Storm giants usually carry pouches attached to their belts. These hold only a few tools, necessities, and a simple musical instrument -- usually a panpipe or harp. Other than the jewelry they wear, they prefer to leave their wealth in their lairs.

They speak their own language as well as cloud giant, the tongue common to all giants, and the common tongue of humankind.

Combat: All storm giants are immune to electricity and lightning. They use weapons and special abilities instead of hurling rocks, but can catch large missiles 65% of the time.

Storm giants are born with water breathing ability, and can move, attack, and use magic under water as if they were on land. Juvenile and adult storm giants can cast control weather and levitate spells lifting their own weight and as much as 4,000 additional pounds twice a day. Adult storm giants also can call lightning (3 bolts of 15 8-sided dice each), lightning bolt (1 bolt of 15 6-sided dice), control winds, and use weather summoning once a day. A storm giant uses its magical abilities at 15th level. An angry storm giant usually will summon a storm and call lightning.

They employ gigantic two-handed swords in battle. A storm giant's oversized weapons do triple normal (man-sized) damage to all opponents, plus the giant's strength bonus. Thus, a storm giant's two-handed sword does 3-30 (3d10) +12 points of damage. They also use massive composite bows which have a 300 yard range and do 3-18 (3d6) points of damage. There is a 10% chance that any storm giant will have enchanted weapons.

A storm giant's natural Armor Class is 0. In battle, storm giants usually wear elaborate bronze plate mail (AC -6).

Habitat/Society: Storm giants are retiring and solitary, but not shy. They live in castles built on cloud islands (60%), mountain peaks (20%), or underwater (10%). They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food. Land-and air-dwelling storm giants usually are on good terms with neighboring silver dragons and good cloud giants, and cooperate with them for mutual defense. Aquatic storm giants have similar relationships with mermen and bronze dragons.

When two or more storm giants are encountered in lair they will be a mated couple and their children. To determine each young giant's maturity, roll 1d4. A roll of 4 indicates an infant with no combat ability and hit points of ogre; rolls of 1-3 indicate older progeny with hit dice, damage, and attack rolls equal to that of a cloud giant.

There is a 20% chance that an adult storm giant is also a priest (70%) or priest/wizard (30%). Storm giants can attain 9th level as priests and 7th level as wizards. Storm giant priests can cast regular spells from the Animal, Charm, Combat, Creation, Guardian, Healing, Plant, Weather, and Sun spheres. Storm giant wizards are generalists, and typically know spells from the Alteration, Invocation/Evocation, Conjuration/Summoning, and Abjuration schools.

Storm giant lairs are always protected by guards. Land or aerial lairs have 1-2 rocs (70%), which also serve a mounts, or 1-4 griffons (30%). Underwater lairs have 2-8 (2d4) sea lions.

Ecology: Storm giants live off the land in the immediate vicinity of their lairs. If the natural harvest is not enough to sustain them, they create and carefully till large areas of gardens, fields, and vineyards. They do not keep animals for food, preferring to hunt.

Giant, Verbeeg

CLIMATE/TERRAIN: Temperate and arctic/Hills




DIET: Omnivore

INTELLIGENCE: Average to very (8-12)

TREASURE: B (K, L, M x 5)

ALIGNMENT: Neutral (evil)

NO. APPEARING: 1-6 or 5-30

ARMOR CLASS: 4 or better



THAC0: 15


DAMAGE/ATTACK: 1-6 (weapon) +3 to +6 (Str bonus)




SIZE: L (8½' to 10' tall)

MORALE: Elite (13)



Known as ``human behemoths,'' these human giants inhabit areas infested with hill giants and ogres.

Verbeeg vary in height from 8½ to 10 feet tall, and weigh between 300 and 400 pounds. They are unusually thin for their height, although this does not inhibit their fighting ability. Some have minor deformities, such as club foot, uneven eyes, hair lips, etc. In all other respects they appear human, including skin, hair, and eye color. They wear as much protective clothing and armor as they can obtain, which isn't much. Usually they wear furs and hides with pieces of metal armor stitched into strategic places. They almost always carry shields and have the best weapons they can steal. Typically this means clubs and spears.

Combat: Verbeeg are smart enough to let others soften up the enemy first. This does not mean that they are cowards, only selfish and practical. Since they are commonly found with hill giants and ogres, in the first few rounds of combat verbeeg drive their less intelligent companions before them into battle. This is accompanied by many curses, oaths, and highly descriptive accounts of the giants' and ogres' parentage.

Once the battle has begun, the verbeeg take on the stragglers and use their missile weapons, usually spears. The Strength of the giant determines how much further than normal the weapons can be hurled. Whatever their weaponry, the verbeeg get a Strength bonus for damage. Each giant must have his Strength determined individually (or once for the whole group, at the DM's option) by rolling 1d10 and consulting the following table. Armor is always at least the equivalent of AC 4, and sometimes better, although never better than AC 1.


Special Bonus With Spears

Damage Add to

D10 Roll Strength Bonus Spear Range

1-2 18/51-75 +3 30 yards

3-6 18/76-90 +4 40 yards

7-9 18/91-99 +5 50 yards

10 18/00 +6 60 yards


Habitat/Society: Verbeeg are found in the same climates as ogres and hill giants. These human behemoths are never found wandering alone. Thirty percent of wandering verbeeg encounters find 1d6 of these giant-kin with 1d4 hill giants or ogres (equal chance), which also share their lair; 50% of the time 1d6 verbeeg are with 1d6 wolves or worgs (in polar climes winter wolves or polar bears); the rest of the time (20%) 1-2 of them are encountered with a normal sized group of wandering monsters found in that area (DM must use reasonable judgment in this case).

A verbeeg lair is usually an underground place, such as a cave or inside old ruins. There 5d6 of them can be found, an equal number of females (equal to males in combat), and 2d6 young. Half the young fight as bugbears, the other half fight as goblins. A lair usually includes 2d4 wolves (75% chance) or 1d4 worgs (25% chance). In arctic climes substitute 1-2 polar bears for wolves, and 1-3 winter wolves for wargs.

There is a 2% cumulative chance per giant of a shaman with the tribe. The verbeeg are jointly ruled by the shaman (if there is one) and a warrior chieftain. The shaman can be up to 7th level. The warrior chieftain always has 18/00 Strength and no fewer than 40 hit points. The chieftain is responsible for all activities involving hunting, war and negotiations with strangers. The shaman is responsible for all activities inside the tribe, dispensing judgments concerning law and all magic. Any magical items in the tribe belong to the shaman; he has a 90% chance of knowing how to use these. Most magical items that he does not understand are thrown into the tribal refuse heap before too long.

Ecology: Verbeeg eat almost anything, but they love flesh of all sorts. They maintain a mutually beneficial relationship with the giants and ogres that share their lair. The verbeeg provide the intelligence and direction that these giant types lack, and the giants provide protection by their greater fighting prowess. To watch a group in action can be hilarious, so long as you are not their intended victim. Hill giants and ogres are too stupid to think much on their own. They tend to follow directions too literally. This usually infuriates the verbeeg. They hop back and forth from foot to foot screaming insults at the befuddled giants that tower over them in height and size, as even the simplest instructions are misinterpreted by these denser humanoids.

Giant, Wood (Voadkyn)

CLIMATE/TERRAIN: Temperate and subtropical/Forests

FREQUENCY: Very rare



DIET: Herbivore

INTELLIGENCE: High to exceptional (13-16)


ALIGNMENT: Chaotic good


ARMOR CLASS: 8 (5 in armor)



THAC0: 13


DAMAGE/ATTACK: 1-10 (weapon) +3 to +6 (Strength bonus)

SPECIAL ATTACKS: -4 penalty to opponents' surprise rolls

SPECIAL DEFENSES: Resistant to some spells


SIZE: L (9½' tall)

MORALE: Steady (11-12)

XP VALUE: 1,400


Wood giants (also known as voadkyn) are one of the smallest of the minor races of giants, looking somewhat like giant-sized wood elves. They are flighty, frivolous, and good friends with wood elves.

Standing 9½ feet tall, wood giants weigh around 700 pounds. They have the physical proportions of humans, which makes them thin and light for giants. They are completely devoid of facial and body hair, including eyebrows. Their heads seem overly large for their bodies, especially the jaws, chin, and mouth. Their ears are placed higher than on a human, almost completely above the line of the eyes.

Wood giants can be almost any shade of brown, mixed with yellow or green. They are fond of leather armor and ring mail. A wood giant carries two weapons -- a two-handed sword and a giant-sized long bow with quiver. A special sheath for the sword is steel tipped, enabling it to be used as a walking stick. This does not in any way disguise the sword.

They wrap their ankles in leather strips almost up to the knee, although the foot itself is mostly bare. The only garments they wear are loose trousers or a short kilt. A wood giant always wears a leather forearm sheath to protect his arm from the bowstring. All of these items are frequently stained in forest colors of green and brown.

Combat: Voadkyn do not fight unless forced to defend themselves or allies. Their favorite weapon is their huge, non-magical long bow. They get a +1 bonus to attack rolls and 50% better range because of its unusual size. The matching arrows are over four feet long and cause 1d8 points of damage. Wood giants do not hurl rocks or boulders. If pressed into melee, they wield their two-handed swords with one hand.

When encountered, the Strength of the voadkyn must be determined by rolling percentile dice. The resulting number is the 18/(roll) value for their strength. This gives them a +3 to +6 damage bonus. They do not receive any attack roll bonus for Strength. These giant-kin are usually in the company of 1d4 wood elves (60%), 1d4 dire wolves (30%), or both (10%).

Wood giants are 90% resistant to sleep and charm spells; they have infravision up to 90 feet.

The only magical skill voadkyn have is the ability to polymorph into any humanoid figure, from 3 to 15 feet in height. They cannot become a specific individual, only a typical specimen of that race. They have been known to use this ability to join a party and trick it out of treasure.

Wood giants can move silently in a forest, despite their great height, thus imposing a -4 penalty to opponents' surprise rolls. They can blend into forest vegetation, becoming effectively invisible. Only creatures able to detect invisible objects can see them. Although they are not invisible while attacking, they are extremely quick (Dexterity 16) and can move out of hiding, launch an arrow, and move back into hiding in the same round. These arrows seem to come from nowhere unless the target is looking at the wood giants' hiding spot.

Habitat/Society: Wood giants inhabit the same forests as wood elves. They have no lairs, choosing to live under the stars or with the wood elves for a time. Wood giants encountered in the forest are mostly male (90%). Female wood giants usually remain at a makeshift camp or with the wood elves at their lair. Offspring are rare, as each female gives birth to only 1d4 children in her lifetime. The young are born and raised deep in the woods among the wood elves, away from prying eyes.

The strong bond between wood elves and wood giants goes back further than either race can remember. This may account for the elven abilities of the giants. They do not mix or treat with any other intelligent creatures, although they tolerate any good elf. Like the elves, wood giants are fond of finely cut gems and well-crafted magical items.

Humans who have had contact with wood giants describe them as friendly enough, but flighty and frivolous, and never in a great hurry to do anything other than eat and drink large amounts of wine. Treants (with whom they occasionally converse) consider them irrational, foolish, and occasionally obnoxious, but enjoyable company.

Ecology: The jaw of the voadkyn is large because of the oversized grinding teeth in it. These teeth are completely unsuited for eating meat, but they are perfect for vegetables and other plants. Wood giants can eat the leaves and roots of many plants that are inedible to humans. They especially enjoy nuts and seeds.


CLIMATE/TERRAIN: Temperate/Forest, subterranean



ACTIVITY CYCLE: Night (but see below)

DIET: Carnivore



ALIGNMENT: Chaotic neutral





THAC0: 19


DAMAGE/ATTACK: 1-8 (weapon)




SIZE: S-M (4'-5' tall)

MORALE: Irregular (5)



They come screaming, jabbering, and howling out of the night. Dozens, maybe hundreds, of hunchbacked, naked humanoids swarm unceasingly forward, brandishing short swords. They have no thought of safety, subtlety, or strategy, leaving others with no hope of stopping their mass assault. And then, having come and killed, the gibberlings move on randomly back into the night.

The first impression of gibberlings is of a writhing mass of fur and flesh in the distant moonlit darkness. The pandemonium is actually a mass of pale, hunchbacked humanoids, with pointed canine ears, black manes surrounding their hideous, grinning faces. Their eyes are black, and shine with a maniacal gleam. They carry short swords in their overly long arms as they lope ever faster forward.

Combat: Gibberlings attack in great numbers, uttering ghastly howls, clicks, shrieks, and insane chattering noises which cause even the boldest hirelings to check morale each round. PCs need only make a morale check if it is appropriate to their character. The screaming mob is completely disorganized in form, and random in direction.

The gibberlings attack with common swords, but such is their skill and practice in using these weapons that they are +1 to hit. Their forward motion slows only long enough to kill anything moving, then continues forward, their bloodlust apparently unabated. They always fight to the death. All food in their path is devoured, including the fallen among their own number, and any unfortified building or objects are generally wrecked.

The only true hope of survival, should a herd of gibberlings be encountered, is to take strategic advantage of their fear and detestation of bright light. The gibberlings generally frequent only dense forests and subterranean passages, loathing bright light of all kinds, and are particularly afraid of fire. Although their mass attacks would quickly overwhelm someone wielding a torch, a bright bonfire or magical light of sufficient intensity will hold them at bay or deflect their path.

Habitat/Society: It is difficult to imagine a gibberling social structure. It can be roughly compared to the social structure of lemmings throwing themselves into the sea, or of a school of pirhana in a feeding frenzy. There is no sense, no organization, and no individuality. Though they clearly have a primitive means of communicating among themselves, they have no discernable language.

Gibberlings traveling above-ground invariably burrow into the ground to hide during the daytime, and it is at such time that they are most vulnerable. They can easily be tracked by the path of chaos and destruction they leave, and can be quickly dispatched while they lie dormant just beneath the surface of the ground. If uncovered, they awake, but generally cower in fear at the bright light surrounding them, and so are easy prey. Subterranean gibberlings may burrow into the ground, or may simply lie down in a curled, fetal posture at times of rest. They awake suddenly, as a group, and burst in unison out of the ground, howling and gibbering in a most frightful way.

If captured, these strange creatures speak only their own incomprehensible gibberish, and show neither the patience nor the inclination to learn other languages or communicate whatsoever with their captors. Instead, they beat against their cages and fling themselves at barred windows and doorways in pitiful attempts to escape their captivity.

It is unclear how or when or even if gibberlings procreate.

Ecology: Attempts to find the gibberlings' lairs have inevitably led back to subterranean passages, where the trail is eventually lost in the deepest rock-floored recesses of the caverns.

Gibberlings require a prodigious amount of food to support their manic nocturnal existence, stripping to the bone anyone or anything that should fall in their path. Their fur is commonly infested with lice and other pests picked up during their burrowed slumber. Their hides are vile and worthless. Gibberlings carry no treasure or other useful items.Their swords are of the commonest variety, with no markings or decoration, and are often pitted and dull. In short, gibberlings serve no purpose and no known master, save random death in the night.






DIET: Omnivore



ALIGNMENT: Lawful neutral





THAC0: 17

NO. OF ATTACKS: 2 or 1

DAMAGE/ATTACKS: 1-6 +7 or by weapon +7


SPECIAL DEFENSES: Can call on other giff


SIZE: L (9' tall)

MORALE: Elite (14)



The giff are a race of powerfully muscled mercenaries. They are civilized, though they lack mages among their own race. Giff hire on with various groups throughout the universe as mercenaries, bodyguards, enforcers, and general legbreakers.

The giff is humanoid, with stocky, flat, cylindrical legs and a humanoid torso, arms, and fingers. Its chest is broad and supports a hippopotamus head with a natural helmet of flexible, chitinous plates. Giff come in colors ranging from black to gray to a rich gold, and many have colorful tattoos that leave their bodies a patchwork record of past victories. Giff speak their own language and the Common tongue.

Combat: The giff are military-minded, and organize themselves into squads, platoons, companies, corps, and larger groups. The number of giff in a platoon varies according to the season, situation, and level of danger involved. A giff ``platoon'' hired to protect a gambling operation may number two, while a platoon hired to invade an illithid stronghold may number well over a hundred.

The giff pride themselves on their weapon skills, and any giff carries a number of swords, daggers, maces, and similar tools on hand to deal with troublemakers.

A giff's true love in weaponry is the gun. Any giff has a 20% chance of having an arquebus and sufficient smoke powder for 2d4 shots. A misfiring weapon matters little to the giff (occasional fatalities are expected), the flash, noise, and damage is what most impresses them.

Even unarmed, the giff are powerful opponents. They are as strong as a hill giant (+7 damage adjustment for Strength). They will wade into a brawl just for the pure fun of it, tossing various combatants on both sides around to prove themselves the victors. Once a weapon is bared, the giff consider all restrictions off -- the challenge is to the death.

The top of the giff's head and snout are plated with thick, chitinous plates, flexible enough to permit motion, but giving the creature a natural helmet. The giff can charge using a head butt, inflicting 2d6 points of damage.

The giff prize themselves as mercenaries, and to that end have made elaborate suits of armor (AC 2). These include full helms with other monsters on the crests, inlaid with ivory and bone along the large plates. Armor repair is a major hobby among the giff.

Finally, giff are somewhat magic resistant. They are deeply suspicious of magic, magicians, and magical devices.

Habitat/Society: Giff of both sexes serve in their platoons, and both fight equally well. Giff young are raised tenderly until they are old enough to survive an exploding arquebus, then are inducted fully into the platoon. Every giff, male, female, and giffling, has a rank within society, which can be changed only by someone of a higher rank. Within these ranks are sub-ranks and within those sub-ranks are color markings and badges. The highest-ranking giff gives the orders, the others obey. It does not matter if the orders are foolish or even suicidal -- following them is the purpose of the giff in the universe. A quasi-mystical faith among the giff mercenaries confirms that all things have their place, and the giff's is to follow orders.

Giff mercenaries are usually paid in smoke powder, though they often will accept other weapons and armor. It is purely a barter system, but to hire one giff for one standard week requires seven charges of smoke powder (one per day).

Giff are fierce fighters, despite their somewhat comical appearance and mania for weapons. They will not, however, willingly fight other giff. If forced into such a situation on a battlefield, both groups retire for at least a day of drinking and sorting out ranks. There is a 10% chance that one platoon will join another in this case, but it is more likely that both will quit their current hiring and look for work elsewhere.

Ecology: Giff live about 70 years, but do not age gracefully. As a giff grows older and begins to slow down, he is possessed with the idea of proving himself still young and vital, usually in battle. As a result, there are very, very few old giff.


CLIMATE/TERRAIN: Arid tablelands and mountains



ACTIVITY CYCLE: Day or night

DIET: Carnivore

INTELLIGENCE: Average (10)


ALIGNMENT: Chaotic evil





THAC0: 17

NO. OF ATTACKS: 1 or 2

DAMAGE/ATTACK: By weapon or 1d4/1d4





MORALE: Steady (12)



The gith are a race of grotesque humanoids that appear to be a peculiar mixture of elf and reptile. They are extremely gaunt and lanky, with long gangling arms and spindly legs. Their hands have three fingers with no opposable thumbs, yet they are able to use tools and wield weapons. Their fingers and toes end in sharp claws. If one could get a gith to stand up straight, he would measure close to 7 feet tall. However, most gith appear to be no more than 5 feet tall, for they always stand hunched over at the shoulders, in a permanent slouch.

Combat: If possible, the gith attack in mass, usually starting with a psionic attack by one of their leaders. Then the entire party charges quickly into melee. Their main charge is often accomplished by springing up to 20 feet in one giant leap to close with their enemies. When they employ this spring, it gives them a +2 attack bonus on the first round of combat.

The gith are usually armed with large, wicked-looking spears that have giant, razor-sharp heads of polished obsidian (1d6-1 damage). Although these spears look like thrusting weapons, they are used primarily to slash or chop. The gith often armor themselves, and especially their vulnerable backs, with inix-shell armor (AC 6) of their own manufacture.

Psionics Summary:

Level Dis/Sci/Dev Attack/Defense Score PSPs

5 2/3/10 II, MT/M-,TW,MB 16 80


Gith have the following psionic powers:

Telepathy—Sciences: tower of iron will, project force. Devotions: id insinuation, mind thrust, contact, mind blank, mental barrier.

Psychokinesis—Sciences: telekinesis. Devotions: animate object, animate shadow, ballistic attack, control body, control flames.

Note: Only leaders commanding 25 or more gith have psionic powers. The psionics listed above are representative of these leaders, but their powers do vary greatly. Gith with more Hit Dice have correspondingly greater powers.


Habitat/Society: The gith live in tribal organizations. The individual with the most powerful psionics generally acts as the leader. All other social positions are distributed at his pleasure.

For every twenty-five gith, there will be a 5 HD leader, for every fifty, a 6 HD leader, and for every tribe of 100 or more a 7 HD leader. In addition to having hit points and THAC0 numbers appropriate to their HD, these leaders will have psionic powers approximately equal to a psionicist of an equivalent level.

Some of these leaders are priests. While little is known of the gith religion, shamans up to the 4th level are known to accompany and sometimes lead gith tribes. There have also been reports of gith wizards (defilers) ranked at the 6th level. Even if true, 6th level would be unusual for gith, but wizards of up to 4th level have been reported by reliable witnesses.

Not much is known about the reproductive cycle of the gith. It is known that they are egg layers; females lay approximately 1d6 eggs in a clutch. It is rumored that the gith operate hatcheries containing hundreds (some say thousands) of nests.

Ecology: Mountain gith live in underground lairs, claiming a particular canyon or valley as their territory. Gith inhabiting tablelands tend to organize their society more along the lines of a nomadic hunting clan, going wherever the game takes them. They do not hesitate to attack human or demihuman groups, for they view humans and demihumans as a choice food supply, preferring it over other flesh. They will even attack thri-kreen, if they are hungry enough, but the insectoids taste bad, and usually escape gith raiders.

Gith, Pirate





DIET: Carnivore

INTELLIGENCE: Exceptional (15-16)


ALIGNMENT: Lawful evil

NO. APPEARING: 20-40/As ship crew



HIT DICE: 7-11

THAC0: Special






SIZE: M (6'-7' tall)

MORALE: Champion (16)

XP VALUE: Special


When the githyanki, under their liberator, Gith, freed themselves from the yoke of mindflayer slavery, this branch of the race fled not to the Astral plane, but to arcane space.

Tall, emaciated beings, the pirates of Gith appear as almost skeletal humanoids with skin varying from dirty gray to dull yellow. Long, dingy-brown hair flows down their backs and over the ornate, bejeweled arms and armor they prefer to use.

Combat: The pirates of Gith can operate as fighters, mages, or fighter/mages, with limits of 11 in each class. Typically, the highest-level fighter captains the ship. This frees all the mages (single-and multiclassed) for spelljamming or combat duty.

Clerics of Gith are occasionally encountered as well (limit of 11th level). Rarely, a fighter/cleric is encountered, almost always as the captain of its ship.

When closing with a foe, the pirates use spells and any armament their ship possesses. In melee, they use a variety of weapons, with swords predominating.

Operating from small bases hidden on asteroids, the pirates strive to capture any ship that is larger, faster, or better armed than theirs. They feverishly attempt to capture any elven-made ships that come their way (see below). As a result, many elven armadas post large bounties on the heads of Gith pirates.

The pirates' greatest fury is reserved for the illithids, however. The pirates of Gith spare no expense to kill all mindflayers they find. No Gith pirate ever uses a captured illithid ship.

A ship's complement varies, but these numbers are a general guideline:

1 Captain (highest-level fighter or fighter/cleric)

1 Mate (highest-level fighter/mage or cleric)

1 Chief Spelljammer or Warlock (highest-level mage)

The rest of the crew is evenly divided among the three common class possibilities.

Habitat/Society: The pirate philosophy carries over into all aspects of life. The strongest take what they want. Each ship is very important to its crew, as it is the primary factor in determining the pecking order in a settlement. This explains the pirates' constant quest for better ships. Each settlement is ruled by force by its best ship, or a coalition of the best ships.

Extreme isolationists, the pirates of Gith live with no other races -- they may even try to commit genocide on a race that settles too close to them. Over all, despite being pirates, these Gith live a structured, militaristic lifestyle.

Every adult member of this race possesses the following magical abilities, each usable three times a day: astral spell, plane shift, and ESP. All function as the spell of the same name (as cast by the lowest-level caster possible). These inherent abilities also enable the pirates to pilot ships with series helms. These abilities function only in wildspace, not in the phlogiston.

The most dangerous aspect of this race is the combination of the above abilities, the properties of major and minor spelljamming helms, and the unique organic structure of the elven-made ships. When a Gith pirate is at the helm of an elven-made ship (flitter, etc.), he may use his plane shift and astral spell abilities to shunt the entire ship, and all its contents, to the Astral plane (this uses up that pirate's astral spell and plane shift abilities for the day). This gives the pirates an escape route, and it enables them to wait in known shipping lanes, astrally hidden, before returning to the Prime Material plane to launch an attack. The Gith pirates can use only elven-made ships of less than 50 tons in this manner.

This special maneuver only works in wildspace, not in the phlogiston. That is certainly the reason the Gith pirates never pursue prey into that medium.

Ecology: The Gith pirates are carnivores, pure and simple. They do not care what state, short of putrefied, the meat is in. Some of the pirate bands also engage in cannibalism.


CLIMATE/TERRAIN: Astral or prime

FREQUENCY: Very rare

ORGANIZATION: Dictatorship/monarchy


DIET: Omnivore

INTELLIGENCE: Exceptional to genius (15-18)

TREASURE: Individuals R; Lair H


NO. APPEARING: 2-8 (away from lair)

ARMOR CLASS: Per armor

MOVEMENT: 12, 96 on Astral plane

HIT DICE: Per class and level

THAC0: Per class and level

NO. OF ATTACKS: Per class and level

DAMAGE/ATTACK: Per weapon type

SPECIAL ATTACKS: Possible spell use, possible magical weapon



SIZE: M (6' tall)

MORALE: Average to elite (8-14)

XP VALUE: Per class and level


Level Dis/Sci/Dev Attack/Defense Power Score PSPs

= HD per level All/All = Int 1d100+150


Githyanki are an ancient race descended from humans. They dwell upon the Astral plane but will often leave that plane to make war on other races. They are engaged in a lengthy war with the githzerai.

Githyanki are strongly humanoid in appearance. They are approximately of human height but tend to be much more gaunt and long of limb. They have rough, yellow skin and gleaming black eyes that instantly betray their inhumanness. Like many demihuman races, their ears have sharp points and are serrated at the back. Dress for the githyanki is always an elaborate affair. Their baroque armor and weapons of war are decorated with feathers, beads, and precious metals and gems.

Githyanki speak their own tongue, and no others.

Combat: The githyanki have had long years to perfect the art of war. Their very existence attests to their battle prowess. Each individual githyanki has a character class and level from which are derived such things as THAC0, armor class, spell use, etc.



Class Level

01-40 Fighter 01-20 3rd

41-55 Mage 21-30 4th

56-80 Fighter/Mage 31-40 5th

81-85 Illusionist 41-60 6th

86-00 Knight 61-80 7th

81-90 8th

91-95 9th

96-98 10th

99-00 11th

The armor for each githyanki varies according to class. Mages and illusionists have AC 10. Fighters and fighter mages have differing armor -- AC 5 to AC 0 (6-1d6). Knights have AC 0.

Githyanki have Hit Dice according to their class and level, and their hit points are rolled normally. Their THAC0 is determined per class and level, as well. Fighters, fighter/mages, and knights may receive more than one attack per round -- other githyanki have one attack per round.

Githyanki knights are evil champions who take up the causes of the githyankis' mysterious lich-queen. Githyanki knights are very powerful and highly revered in their society. Githyanki knights have all of the powers and abilities of a human paladin except these are turned toward evil (e.g. detect good instead of detect evil, command undead instead of turning undead, etc.).

Githyanki mages, fighter/mages, and illusionists will receive all the spells available at their level of experience. Spells should be determined randomly, keeping in mind that they are by nature creatures of destruction—offensive spells should be favored.

The githyanki soldiers use arms and armor similar to humans, however these are normally highly decorated and have become almost religious artifacts. A githyanki would likely show greater care for his weapons and armor than he would toward his mate. Half of the githyanki fighters, fighter/mages, or knights that progress to 5th level receive a magical two-handed sword +1, the remainder using normal two-handed swords. Githyanki fighters of 7th level and above are 60% likely to carry a long sword +2. Knights of 7th level and above will always carry a silver sword -- a two-handed sword +3 that, if used astrally, has a 5% chance per hit of cutting an opponent's silver cord (see The Astral Plane, DMG, page 132), but mind barred individuals are immune. A supreme leader of a lair will carry a special silver sword that is +5 with all the abilities of a vorpal weapon that also affects mind barred individuals.

Githyanki will never willingly allow a silver sword to fall into the hands of a nongithyanki. If a special silver sword should fall into someone's hands, very powerful raiding parties will be formed to recover the sword. Failure to recover one of these highly prized weapons surely means instant death to all the githyanki involved at the hands of their merciless lich-queen.

All githyanki have the natural ability to plane shift at will. They will rarely travel anywhere besides back and forth from the Astral plane to the Prime Material plane.

Habitat/Society: History provides some information on the githyanki -- their race is both ancient and reclusive. Sages believe they once were humans that were captured by mind flayers to serve as slaves and cattle. The mind flayers treated their human slaves cruelly and the people harbored a deep resentment toward the illithids. For centuries these humans increased their hatred but could not summon the strength necessary to break free. So they waited for many years, developing their power in secret, waiting for an opportunity to strike out against their masters. Finally, a woman of power came forth among them, a deliverer by the name of Gith. She convinced the people to rise up against their cruel masters. The struggle was long and vicious, but eventually the people freed themselves. They had earned their freedom and become the githyanki, (which, in their tongue, means sons of Gith).

These astral beings progress through levels exactly as a human would. However, there has never been a githyanki that has progressed beyond the 11th level of experience and very few progress beyond 9th. When a githyanki advances to 9th level, he is tested by the lich-queen. This grueling test involves survival in one of lower planes for a number of weeks. Failure quite obviously results in death. Githyanki that reach 12th level of experience are immediately drawn out of the Astral plane and into the presence of the lich-queen where their life force is drawn to feed the ravenous hunger of the cruel demi-goddess.

Githyanki dwell in huge castles on the Astral plane. These ornately decorated castles are avoided by all other dwellers on the Astral plane for the githyanki are infamous for being inhospitable to strangers.

A githyanki stronghold will be ruled by a supreme leader. This leader will be a fighter/mage of 10th/8th level or 11th/9th level. The supreme leader is the undisputed overlord of the castle with the power of life and death over all who dwell there. A typical leader will be equipped with 2-8 random magical items in addition to the weapons described above.

All castles have a retinue of 20-80 knights of 9th level that serve as the supreme leader's elite shock troops. They are fanatically loyal. There will also be up to 1,000 githyanki of lesser status.

Githyanki, having the ability to plane shift at will, often travel to the Prime Material plane. These treks across the planes often lead to the formation of underground lairs used to mount surface raids, though their hatred is more often directed against mind flayers. Outside the war with the githzerai, these raids are conducted largely for the perverse pleasure of the kill.

A typical githyanki lair on the Prime Material plane will contain the following:


One supreme leader 11th-level fighter or 7th/8th-level fighter/mage

Two captains 8th-level fighter and 7th/6th-level fighter/mage

One knight 8th level

Two warlocks mages of 4th/7th level

Three sergeants fighters of 4th/7th level

Two `gish' fighter/mages of 4th/4th level

20-50 lower levels determined randomly using the table above, of 1st-3rd level


On the Prime Material plane, githyanki have a pact with a group of red dragons. These proud creatures will act as mounts and companions to the githyanki. When encountered on the Prime Material plane and outside their lair, a githyanki group will typically consist of the following:


One captain 8th-level fighter

One warlock 4th to 7th-level mage

Five lower githyankis fighters of 1st-3rd level


Such a group will have two red dragons as steeds, transporting between four and six githyanki per dragon. The dragons will fight for the safety and well-being of the githyanki but will not directly risk their lives, fleeing when the battle is turned against them. Just what the githyanki offer the red dragons in return for these services is unknown.

An interesting aspect of githyanki society is the apparent bond between military leaders and their subordinates. This bond allows a leader to give his men short, almost senseless commands (to human standards) and actually relay complex and exacting messages. Although this has no actual affect during the melee round, it often leads to more effective ambushes and attacks and allows complex military decisions to be relayed quickly.

Ecology: Githyankis have similar ecology to that of humans. However, the Astral plane does not offer the same type of environments as the Prime Material plane, so their cultural groups are much different. In a society where farmers and tradesmen are unnecessary, more unique, specialized groups have evolved.

G''lathk: The g''lathk, (admittedly nearly unpronounceable in human tongues) are the equivalent of farmers. Due to the barrenness of the Astral plane, the githyanki are forced to grow food in vast, artificial chambers. They rely upon a variety of fungi and other plants that require no sunlight to grow. The g''lathk are also experts in aquatic plantlife, sometimes tending gigantic water-gardens.

Mlar: Not all magic-using githyanki ever attain the power and self-discipline necessary to become wizards. Some use their magical talents in the field of architecture and construction. The mlar are such individuals, focusing their creative energies toward designing and constructing the buildings and structures used in day-to-day life in githyanki society. The mlar have developed their jobs into an art form.

Hr'a'cknir: The Astral plane has many strange energies moving through it. Some of these energies are obvious to the senses, such as heat and light. Others are not so easily observed. There are many psychic and strange astral energies that humans generally are not aware of. Being a psychically aware race, however, the githyanki cannot only sense these energies, but harness them too. The hr'a'cknir are the collectors of those energies. They are similar to the mlar, in that they use innate magical powers to perform their crafts.

More than humans, githyanki are hunters and predators. They will typically engage in raiding and plundering seemingly for the joy they derive from it. It is likely that the long centuries of enslavement of their race has caused the githyanki to bully those weaker than themselves.

Unlike humans, though, the githyanki never war amongst themselves. The split of the githyanki and the githzerai (q.v.) is the closest thing the gith races have known to civil war. Githyanki never battles githyanki. It is the unwritten rule of gith society and is never broken. This, too, may be an effect of the race's enslavement.



FREQUENCY: Very rare

ORGANIZATION: Monarchy/dictatorship


DIET: Omnivore

INTELLIGENCE: Exceptional to genius (15-18)

TREASURE: Individual P; Lair Hx2

ALIGNMENT: Chaotic neutral

NO. APPEARING: 2-8 (away from lair)


MOVEMENT: 12, 96 in Limbo

HIT DICE: Per class and level

THAC0: Per class and level

NO. OF ATTACKS: Per class and level

DAMAGE/ATTACK: Per weapon type




SIZE: M (6'tall)

MORALE: Average to steady (8-12)

XP VALUE: Per class and level


Level Dis/Sci/Dev Attack/Defense Power Score PSPs

= HD per level All/All = Int 1d100+150


Githzerai are the monastic, chaotic neutral counterparts to the githyanki (q.v.). The two races share a stretch of time in history; the githzerai are the lesser and more repressed offshoot of the original people that the warrior Gith helped to escape the slavery of the mind flayers millennia ago.

Githzerai are very similar in appearance to their githyanki cousins, although they tend to look much more human. Their features are for the most part unremarkable, with vaguely noble countenance. Their skin tone is that of human caucasian flesh. Githzerai dress simply, wearing functional clothing and favoring conservative tones.

Combat: The githzerai are unadorned and ruthlessly straightforward with their combat and magic. Their strong resistance to magic seems to make up for their generally inferior fighting ability.


Class Level

(add 3 if thief)

01-55 Fighter 01-10 1st

56-75 Fighter/Mage 11-20 2nd

76-95 Mage 21-30 3rd

96-00 Thief 31-45 4th

46-60 5th

61-75 6th

76-90 7th

91-96 8th

97-00 9th


The armor for each githzerai varies according to class. Mages have AC 10. Fighters and fighter mages have differing armor -- AC 5 to AC 0 (6-1d6). Thieves have AC 7.

Githzerai have Hit Dice according to their class and level, and their hit points are rolled normally. Their THAC0 is determined per class and level, as well. Fighters and fighter/mages may receive more than one attack per round -- other githzerai have one attack per round.

On rare occasions, a githzerai will progress as a thief. These thieves seem to have some significance to the strange githzerai religion. Although they are never known to become leaders in any capacity, these thieves are an exception to the maximum level of 9th, often progressing up to 12th level of experience. Just what role these thieves play is unknown.

Githzerai fighters of at least 5th level have use of silver swords. These magical weapons are two-handed swords +3 that, if used in the Astral plane, have a 5% chance of cutting an opponent's silver cord upon scoring a hit (see The Astral Plane, DMG, page 132), though mind barred individuals are immune. These weapons are of powerful religious value to the githzerai and they will never willingly allow them to fall into the hands of outsiders. If this happens, the githzerai will go to great ends to recover the weapon.

All githzerai have the innate power to plane shift to any plane. This is rarely done except to travel back and forth to the Prime Material plane where the githzerai have several fortresses.

Habitat/Society: The githzerai were originally offspring of a race of humans that were freed from slavery under mind flayers by a great female warrior named Gith. These men and women did not, however, choose to follow Gith's ways after they revolted against their slavers. Instead, they fell sway to the teachings of a powerful wizard who proclaimed himself king -- and later, god -- of the people. The githzerai then separated themselves from the githyanki, beginning a great racial war that has endured the long millennia without diminishing.

Githzerai can progress as fighters, mages, or fighter/mages, and thieves. They will rarely attain levels above 7th and, in any case, will never progress beyond 9th. The githzerai, who worship a powerful and ancient wizard as though he were a god (he is not), are destroyed before they have enough power to become a threat to their ruler.

If encountered outside of their lair, githzerai will usually be in the following numbers:


One supreme leader 9th-level fighter or 4th/7th-level fighter/mage

One captain 6th-level fighter or 4th/4th-level fighter/mage

Two warlocks mages of 3rd-5th level

Three sergeants fighters of 3rd-5th level

Three `zerths' fighter/mages of 3rd/3rd level

20-50 lesser githzerai evenly distributed between the three possible classes and of

1st-3rd level


A thief, if present (10% chance), will replace one of the lower level githzerai and will be of 6th-10th level.

The githzerai dwell primarily on the plane of Limbo. They have mighty fortresses in that plane of chaos and their position there is very strong. Typically, one of these fortresses contains approximately 3,000 githzerai led by a single supreme leader. This leader has absolute control over the githzerai, including the powers of life and death.

The githzerai hold only a few fortresses on the Prime Material plane, but these are particularly strong holdings, with walls of adamantite rising as huge squat towers from dusty plains. Each houses approximately 500 githzerai, including a supreme leader.

On Limbo, however, the githzerai presence is very strong. Living in cities typically of 100,000 or more, the githzerai enjoy total power over themselves on an otherwise chaotic and unpredictable plane. One notable example of this is the city Shra'kt'lor. This large githzerai capital is composed of some 2,000,000 githzerai living in great power. Shra'kt'lor serves as both a capital and as a headquarters for all githzerai military matters. The greatest generals and nobles of the race meet here to plan githzerai strategy for battling both the githyanki and the mind flayers. There is likely no force on Limbo that could readily threaten the power of Shra'kt'lor or its many inhabitants.

One of the prime motivations among the githzerai is their war with the githyanki. These offshoots of Gith's original race are obsessed with this war of extermination. They often employ mercenaries on the Prime Material plane to aid them in battling the githyanki. The evil, destructive nature of the githyanki makes the hiring of mercenaries to fight them a relatively simple task.

Legend of the Zerthimon: In githzerai lore there is a central figure that is revered above all others -- Zerthimon. The githyanki believe him to be a great god that was once a man. According to githzerai lore, when the original race broke free of the mind flayers, it was Zerthimon that opposed Gith, claiming that she was hateful and unfit to lead the people.

There ensued a great battle and the people were polarized by the two powers. Those that chose to support Gith became the githyanki. Those that supported Zerthimon became the githzerai.

Zerthimon died in the battle, but in his sacrifice he freed the githzerai from Gith. The githzerai believe that someday Zerthimon, in his new godly form, will return and take the them to a place on another plane.

Zerths are special among the githzerai, acting as focal points for the attention of Zerthimon. The githzerai believe that when Zerthimon returns for them, he will first gather all of the zerths and lead them to their new paradise. It might be said that the zerths are the center of githzerai religion. Unfortunately, they are not free from religious persecution.

The wizard-king (whose name is not known) that rules over the highly superstitious githzerai would like very much to stamp out the legend of Zerthimon. The wizard-king believes that this legend challenges his authority, and very likely it does. However, he has never been able to rid the githzerai of this legend and he is now forced to tolerate it.

Rrakkma bands: Although the githzerai are not a bitter or overly violent race, they still tend to hold a strong enmity and hatred for the race of illithids that originally enslaved the gith race so many thousands of years ago. By human terms, that may be a very long time to hold a grudge, but the githzerai see the mind flayers as the cause of the split of the Gith race and much of the hardships the githzerai are forced to endure. Thus large rrakkma (in the githzerai tongue) bands are often formed to hunt mind flayers. These bands typically consist of 30-60 githzerai warriors led by the githzerai equivalent of a sergeant. For roughly three months, these bands will roam the outer and inner planes, searching for groups of illithids and destroying them utterly. The rrakkma bands are very popular in githzerai society and it is considered to be an honor to serve in one.

The githzerai fortresses on the Prime Material plane tend to be very large affairs with great, impenetrable walls. Wherever these fortresses stand, they destroy the landscape for miles. No plants or animals live within many miles of the fortresses and the land is reduced to wasteland around them. It is not known if the effect is just the land's reaction to the ``other-planar'' stuff of which the castles are constructed, or if githzerai mages magically produce the effect in order to keep material beings away from these fortresses.

The most likely purpose of these fortresses on the Prime Material plane is to keep tabs on the githyanki. The githzerai, not being a particularly war-mongering or violent race, have no desire to conquer the Prime Material plane like the githyanki do. However, the githzerai realize that if their enemies have a strong hold on the Prime Material plane, they will become more powerful and thus will hold power over them. The githzerai carefully monitor the progress on the githyanki and lead coordinated, focused strikes against strongpoints of the githyanki, thus hampering their ability to expand and grow in the Prime Material plane.

During these attacks, the githzerai will not intentionally attack the natural denizens of the Prime Material plane (humans, demihumans, humanoids, etc.), but they will never sacrifice a well-planned attack on the githyanki just to preserve life. With the githzerai, the ends will always justify the means.

Like the githyanki, the githzerai really have no part in the Blood War (q.v.) of the fiends. They seldom venture to the lower planes, and only then for matters of absolute importance. The githzerai find the bloodthirsty, destructive nature of the fiends to be distasteful, so they will typically not deal with those creatures for any reason. They coexist with the slaadi, and githzerai are rumored to have mental powers beyond those described here.

Ecology: For as long as men have known of the ability to travel the planes, they have wondered at the natural power of the githzerai to wander from plane to plane at will. Although man and githzerai are not natural enemies, battles are frequently fought between the two races, due in part to some humans' desire to capture a live githzerai for study. To date, no such creature has been secured.


Moth Tenebrous Worm

CLIMATE/TERRAIN: Any, Demi-plane of Shadow Forests

FREQUENCY: Rare Uncommon

ORGANIZATION: Solitary Solitary

ACTIVITY CYCLE: Night/Darkness Any

DIET: Carnivore Carnivore

INTELLIGENCE: Animal (1) Animal (1)


ALIGNMENT: Neutral Neutral



MOVEMENT: 2, Fl 18 (D) 10

HIT DICE: 5+1 10

THAC0: 15 11


DAMAGE/ATTACK: 1-3/1-3/1-8 2-16


SPECIAL DEFENSES: Confusion Poison Bristles


SIZE: M (8') M (6')

MORALE: Average (8-10) Elite (13)

XP VALUE: 1,400 5,000


The creature commonly called the gloomwing is the adult stage of the tenebrous worm (see below). These huge moths are native to the demi-plane of Shadow. Their bodies and wings are covered with shimmering, geometric patterns of black and silver. They have large, fern-like black antennae tipped with white and eight legs each ending in a pearly claw.

Combat: A gloomwing's shimmering markings make it a difficult target. Any creature viewing the moth squarely from above or below must successfully save vs. spells or be confused, as the 4th-level mage spell, for 5-8 (1d4+4) rounds. The markings also provide excellent camouflage, and the moth is 50% undetectable in darkness, twilight, or moonlight. Successfully camouflaged gloomwings cannot cause confusion.

When attacking in darkness or near darkness, a gloomwing receives a -2 bonus to its surprise roll. Gloomwings normally swoop to the attack. This gives them a + 2 attack bonus and allows them to seize and carry away victims less than 3 feet tall and that weigh less than 61 pounds. Such victims are securely held in the moth's eight claws while the moth attacks each round with a +4 attack bonus and a +2 bonus to damage. When fighting creatures too large to carry away, the moth hovers, biting and flailing with its two front claws.

During the second and each successive round of combat, the moth emits a potent pheromone that can attract other gloomwings and can cause weakness in any non-insect. The weakness effect has a 25-foot radius and exposed creatures must successfully save vs. poison or lose 1 point of Strength each round they remain in the area of effect. Creatures who are successful with their initial save need not save again if exposure continues. Multiple gloomwings do not require multiple saves. Lost Strength points are recovered at the rate of 1 per turn, beginning 1d4 hours after exposure stops. Creatures reduced to 0 Strength lose consciousness until they regain at least 1 point of Strength.

There is a 20% chance each round that an additional 1d4 gloomwings will arrive at the end of any round when one or more gloomwings are emitting this strong scent. If they do arrive, they will join in combating any opponents.

Habitat/Society: Gloomwing moths are short-lived, solitary hunters. They use a variety of pheromones to ward off rivals and to find mates. They form groups, but only to attack large prey, and then only when drawn to the fray by the combat pheromone. When two gloomwings of the same sex meet they flee unless there is combat pheromone in the air.

Ecology: Gloomwing moths live only 4-9 (1d6+3) weeks. During this time they search for mates and eat voraciously. Egg-laden females (½ chance) use corpses of small sized or larger creatures as incubators for their eggs. The eggs hatch in 12 days, sprouting 1d6+4 small tenebrous worms. The corpse cannot be resurrected unless the infestation is removed with a cure disease spell first. Unless killed, the young worms completely devour the body when they emerge.

Tenebrous Worm

These natives of the demi-plane of Shadow resemble giant caterpillars. In combat, they strike with powerful mandibles and anyone bitten by the worm must roll a successful saving throw vs. poison, with a -3 penalty, or suffer double damage from the toxic bite. The head and upper body are covered with poisonous bristles that inflict 1d4 points of damage to anyone whose bare skin comes into contact with them. A successful saving throw vs. poison is required to avoid paralysis for 1d4 rounds after contact. At the end of that time, the victim dies unless a neutralize poison or slow poison spell is administered. The chance of attackers being hit by the spines is equal to 10% times their base Armor Class (before shield and Dexterity modifiers). Attacking the worm's head reduces the chance of contact by 20% (but only one character can attack the head at a time). The mandibles of this worm are attractive and worth from 1,000 to 3,000 gold pieces per set.


Gnoll Flind

CLIMATE/TERRAIN: Any tropical to temperate Any tropical to temperate

non-desert non-desert

FREQUENCY: Uncommon Rare



DIET: Carnivore Carnivore

INTELLIGENCE: Low (5-7) Average (8-10)


ALIGNMENT: Chaotic evil Lawful evil

NO. APPEARING: 2-12 (2d6) 1-4

ARMOR CLASS: 5 (10) 5 (10)


HIT DICE: 2 2+3

THAC0: 19 17

NO. OF ATTACKS: 1 1 or 2

DAMAGE/ATTACK: 2-8 (2d4) (weapon) 1-6 or 1-4 (weapons)




SIZE: L (7½' tall) M (6½' tall)

MORALE: Steady (11) Steady (11-12)

XP VALUE: 35 120

Leaders & guards 65

Leader 120

Chieftain 120


Gnolls are large, evil, hyena-like humanoids that roam about in loosely organized bands.

While the body of a gnoll is shaped like that of a large human, the details are those of a hyena. They stand erect on two legs and have hands that can manipulate as well as those of any human. They have greenish gray skin, darker near the muzzle, with a short reddish gray to dull yellow mane.

Gnolls have their own language and many also speak the tongues of flinds, trolls, orcs, or hobgoblins.

Combat: Gnolls seek to overwhelm their opponents by sheer numbers, using horde tactics. When under the direction of flinds or a strong leader, they can be made to hold rank and fight as a unit. While they do not often lay traps, they will ambush or attempt to attack from a flank or rear position. Gnolls favor swords (15%), pole arms (35%) and battle axes (20%) in combat, but also use bows (15%), morningstars (15%).

Habitat/Society: Gnolls are most often encountered underground or inside abandoned ruins. When above ground they operate primarily at night. Gnoll society is ruled by the strongest, using fear and intimidation. When found underground, they will have (30% chance) 1-3 trolls as guards and servants. Above ground they keep pets (65% of the time) such as 4-16 hyenas (80%) or 2-12 hyaenodons (20%) which can act as guards.

A gnoll lair will contain between 20 and 200 adult males. For every 20 gnolls, there will be a 3 Hit Die leader. If 100 or more are encountered there will also be a chieftain who has 4 Hit Dice, an Armor Class of 3, and who receives a +3 on his damage rolls due to his great strength. Further, each chieftain will be protected by 2-12 (2d6) elite warrior guards of 3 Hit Dice (AC 4, +2 damage).

In a lair, there will be females equal to half the number of males. Females are equal to males in combat, though not usually as well armed or armored. There will also be twice as many young as there are adults in the lair, but they do not fight. Gnolls always have at least 1 slave for every 10 adults in the lair, and may have many more.

Gnolls will work together with orcs, hobgoblins, bugbears, ogres, and trolls. If encountered as a group, there must be a relative equality of strength. Otherwise the gnolls will kill and eat their partners (hunger comes before friendship or fear) or be killed and eaten by them. They dislike goblins, kobolds, giants, humans, demi-humans and any type of manual labor.

Ecology: Gnolls eat anything warm blooded, favoring intelligent creatures over animals because they scream better. They will completely hunt out an area before moving on. It may take several years for the game to return. When allowed to die of old age, the typical gnoll lives to be about 35 years old.


The flind is similar to a gnoll in body style, though it is a little shorter, and broader. They are more muscular than their cousins. Short, dirty, brown and red fur covers their body. Their foreheads do not slope back as far, and their ears are rounded, but still animal like.

Flinds use clubs (75%) which inflict 1-6 points of damage and flindbars (25%) which do 1-4 points of damage. A flindbar is a pair of chain-linked iron bars which are spun at great speed. A flind with a flindbar can strike twice per round. Each successful hit requires the victim to save vs. wands or have his weapon entangled in the chain and torn from his grasp by the flindbar. Due to their great strength, flinds get a +1 on their attack rolls.

Flinds are regarded with reverence and awe by gnolls. Flind leaders are 3+3 Hit Dice, at least 13 intelligence and 18 charisma to gnolls (15 to flinds), and always use flindbars.


Gnome (Rock) Svirfneblin Tinker Forest

CLIMATE/TERRAIN: Hills Subterranean Mountains Forest

FREQUENCY: Rare Very rare Rare Very rare

ORGANIZATION: Clans Colony Colony/Guild Clans


DIET: Omnivore Omnivore Omnivore Omnivore

INTELLIGENCE: Varies (7-19) Varies (3-17) Varies (8-18) Varies (3-17)

TREASURE: Mx3 Kx2, Qx3 Mx30 J, K, Qx2

C, Qx20 lair D, Qx5 lair C, Qx20 lair C lair

ALIGNMENT: Neutral good Neutral (good) Neutral or Neutral good

Lawful good

NO. APPEARING: 4-12 (4d3) 5-8 (1d4+4) 1-12 (1d12) 1-4 (1d4)

ARMOR CLASS: 6 or better 2 or better 10 or 5 10

MOVEMENT: 6 9 6 12

HIT DICE: 1 (base) 3+6 (base) 1 (base) 2 (base)

THAC0: 19 17 19 18

NO. OF ATTACKS: 1 1 1 1

DAMAGE/ATTACK: By weapon By weapon By weapon By weapon

SPECIAL ATTACKS: Nil Stun darts Nil Traps

SPECIAL DEFENSES: See below See below See below See below

MAGIC RESISTANCE: Special 20% (and up) Special Special

SIZE: S (3½') S (3' to 3½') S (3½') S (2' to 2½')

MORALE: Steady (12) Elite (13) Average (8) Elite (14)

XP VALUE: 65 (base) 420 (base) 65 (base) 120 (base)


Small cousins of the dwarves, gnomes are friendly but reticent, quick to help their friends but rarely seen by other races unless they want to be. They tend to dwell underground in hilly, wooded regions where they can pursue their interests in peace. Gnomes can be fighters or priests, but most prefer to become thieves or illusionists instead. Multi-class characters are more common among the gnomes than any other demihuman race.

Gnomes strongly resemble small, thin, nimble dwarves, with the exception of two notable facial features: gnomes prefer to keep their beards short and stylishly-trimmed, and they take pride in their enormous noses (often fully twice the size of any dwarf or human's). Skin, hair, and eye color vary somewhat by subrace: the most common type of gnome, the Rock Gnome, has skin ranging from a dark tan to a woody brown (sometimes with a hint of gray), pale hair, and eyes any shade of blue. Gnomish clothing tends toward leather and earth tones, brightened by a bit of intricately wrought jewelry or stitching. Rock gnomes have an average life span of around 450 years, although some live to be 600 years or more.

Gnomes speak their own language, and each subrace has its own distinctive dialect. Many gnomes learn the tongues of humans, kobolds, goblins, halflings, and dwarves in order to communicate with their neighbors, and some Rock Gnomes are able to communicate with burrowing mammals via a basic language of grunts, snorts, and signs.

Gnomes posses infravision to 60 feet, and the ability to detect sloping passages (1-5 on 1d6), unsafe stonework (1-7 on 1d10), and approximate depth (1-4 on 1d6) and direction (1-3 on 1d6) underground. They are highly resistant to magic, gaining a +1 bonus to their saving throws for each 3.5 points of Constitution (a typical gnome will have a bonus of +3 to +4). Unfortunately, this also means that there is a 20% chance that any magical item a gnome attempts to use will malfunction (armor, weapons, and illusionary items exempted).

Combat: Gnomes prefer the use of strategy over brute force in combat and will often use illusions in imaginative ways to ``even the odds.'' Their great hatred of kobolds and goblins, their traditional enemies, gives them a+1 on their attack rolls when fighting these beings. They are adept at dodging the attacks of large opponents, forcing all giant class creatures (gnolls, bugbears, ogres, trolls, giants, etc.) to subtract 4 from their attack rolls when fighting gnomes.

Gnomes can use any weapon that matches their size and often carry a second (or even a third) weapon as a back-up. Short swords, hammers, and spears are favorite melee weapons, with short bows, crossbows, slings, and darts coming into play when distance weapons are called for; virtually every gnome will also carry a sharp knife somewhere on his or her person as a final line of defense.

A typical rock gnome will wear studded leather armor and use a small shield (AC 6). Their leaders will have chain mail (AC 4), and any gnome above 5th level has plate mail (AC 2). There is a 10% chance for each level above 5th that the gnome's armor and/or weapon is magical (roll separately for each). Spell casters have a 10% chance per level of having 1-3 magical items usable by their character class.

Habitat/Society: Gnomes live in underground burrows in remote hilly, wooded regions. They are clannish, with friendly rivalries occurring between neighboring clans. They spend their lives mining, crafting fine jewelry, and enjoying the fruits of their labors. Gnomes work hard, and they play hard. They observe many festivals and holidays, which usually involve games, nose measuring contests, and swapping of grand tales. Their society is well organized, with many levels of responsibility, culminating in a single chief who is advised by clerics in matters directly relating to their calling.

A gnomish lair is home to some 40-400 (4d10>010) gnomes, one-quarter of them children. For every 40 adults there is a fighter of 2nd to 4th level. If 160 or more are encountered there is also a 5th-level chief and a 3rd-level lieutenant. If 200 or more are met, there is a cleric or illusionist of 4th to 6th level. If 320 or more are present, add a 6th-level fighter, two 5th-level fighters, a 7th-level cleric, four 3rd-level clerics, a 5th-level illusionist, and two 2nd-level illusionists. Gnomes often befriend burrowing mammals, so 5d6 badgers (70%), 3d4 giant badgers (20%), or 2d4 wolverines (10%) will be present as well. These animals are neither pets nor servants, but allies who will help guard the clan.

Ecology: Gnomes are very much a magical part of nature, existing in harmony with the land they inhabit. They choose to live underground but remain near the surface in order to enjoy its beauty.

Svirfneblin (Deep Gnome)

Far beneath the surface of the earth dwell the Svirfneblin, or Deep Gnomes. Small parties of these demihumans roam the Underdark's mazes of small passageways searching for gemstones. They are said to dwell in great cities consisting of a closely connected series of tunnels, buildings, and caverns in which up to a thousand of these diminutive creatures live. They keep the location of these hidden cities secret in order to protect them from their deadly foes, the kuo-toa, Drow, and mind flayers.

Svirfneblin are slightly smaller than rock gnomes, but their thin, wiry, gnarled frames are just as strong. Their skin is rock-colored, usually medium brown to brownish gray, and their eyes are gray. Male svirfneblin are completely bald; female deep gnomes have stringy gray hair. The average svirfneblin life span is 250 years.

Svirfneblin mining teams and patrols work together so smoothly that to outside observers they appear to communicate with each other by some form of racial empathy. They speak their own dialect of gnomish that other gnomish subraces are 60% likely to understand. Most deep gnomes are also able to converse in Underworld Common and speak and understand a fair amount of kuo-toan and drow. These small folk can also converse with any creature from the elemental plane of Earth via a curious ``language'' consisting solely of vibrations (each pitch conveys a different message), although only on a very basic level.

All svirfneblin have the innate ability to cast blindness, blur, and change self once per day. Deep gnomes also radiate non-detection identical to the spell of the same name. Deep gnomes have 120-foot infravision, as well as all the detection abilities of rock gnomes.

Combat: Despite their metal armor and arms, these quick, small folk are able to move very quietly. Deep gnomes are able to ``freeze'' in place for long periods without any hint of movement, making them 60% unlikely to be seen by any observer, even those with infravision. They are surprised only on a roll of 1 on 1d10 due to their keen hearing and smelling abilities and surprise opponents 90% of the time.

The deep gnomes wear leather jacks sewn with rings or scales of mithral steel alloy over fine chainmail shirts, giving a typical svirfneblin warrior an Armor Class of 2. They do not usually carry shields, since these would hinder movement through the narrow corridors they favor. For every level above 3rd, a Deep Gnome's Armor Class improves by one point -- a 4th-level deep gnome has AC 1, a 5th-level deep gnome, AC 0; to a maximum of AC 6.

All deep gnomes are 20% magic resistant, gaining an extra +5% magic resistance for each level they attain above 3rd. They are immune to illusions, phantasms, and hallucinations. Because of their high wisdom, speed, and agility, they make all saving throws at +3, except against poison, when their bonus is +2.

Deep Gnomes are typically armed with a pick and a dagger which, while nonmagical, gain a +1 bonus to attacks and damage due to their finely-honed edges. Svirfneblin also carry 1d4+6 special stun darts, throwing them to a range of 40 feet, with a +2 bonus to hit. Each dart releases a small puff of gas when it strikes; any creature inhaling the gas must save vs. poison or be stunned for 1 round and slowed for the next four rounds. Elite warriors (3rd level and above) often carry hollow darts with acid inside (+2d4 to damage) and crystal caltrops which, when stepped on, release a powerful sleep gas.

Habitat/Society: Svirfneblin society is strictly divided between the sexes: females are in charge of food production and running the city, while males patrol its borders and mine for precious stones. A svirfneblin city will have both a king and a queen, each of whom is independent and has his or her own sphere of responsibility. Since only males ever leave the city, the vast majority of encounters will be with deep gnome mining parties seeking for new lodes. For every four svirfneblin encountered, there will be an overseer with 4+7 Hit Dice. Groups of more than 20 will be led by a burrow warden (6+9 Hit Dice) with two 5th-level assistants (5+8 Hit Dice).

It is 25% probable that a 6th-level deep gnome will have illusionist abilities of 5th, 6th, or 7th level. Deep Gnomes who are not illusionists gain the ability at 6th level to summon an earth elemental (50% chance of success) once per day. Deep gnome clerics have no ability to turn undead.

Ecology: Stealth, cleverness, and tenacity enable the svirfneblin to survive in the extremely hostile environment of the Underdark. They love gems, especially rubies, and will take great risks in order to gain them. Their affinity for stone is such that creatures from the elemental plane of Earth are 90% unlikely to harm a deep gnome, though they might demand a hefty tithe in gems or precious metals for allowing the gnome to escape.

Tinker Gnome (Minoi)

Cheerful, industrious, and inept, tinker gnomes originated on Krynn, but they have spread to many other worlds via spelljamming ships. Physically similar to rock gnomes, even to the extent of sharing the same infravision range, magic resistance, combat bonuses, and detection abilities, their history and culture are so radically different as to qualify them for consideration as a separate subrace.

Graceful and quick in their movements, tinker gnomes' hands are deft and sure. Tinkers have rich brown skin, white hair, and china-blue or violet eyes. Males favor oddly-styled beards and moustaches, and both sexes have rounded ears and typically large gnomish noses. Tinkers who avoid getting blown up in an experiment live for 250-300 years.

Tinker gnomes speak very rapidly, running their words together in sentences that never seem to end. They are capable of talking and listening at the same time: when two tinkers meet, they babble away, answering questions asked by the other as part of the same continuous sentence.

Combat: Tinker gnomes rarely carry weapons, although some of their ever present tools can be pressed into service at need. However, they delight in invention and are always devising strange weapons of dubious utility, from the three barrel water blaster to the multiple spear flinger. Tinkers can wear any type of armor but typically outfit themselves in a variety of mismatched pieces for an effective AC of 5.

Habitat/Society: Tinker gnomes establish colonies consisting of immense tunnel complexes in secluded mountain ranges. The largest gnome settlement on Krynn, beneath Mount Nevermind, is home to some 59,000 tinkers. Other tinker gnome colonies exist, both on Krynn and elsewhere, but their populations seldom exceed 200-400.

All tinkers have a Life Quest: to attain perfect understanding of a single device. Few ever actually attain this goal, but their individual Life Quests do keep the ever hopeful tinkers busy. Males and females are equal in tinker society, and each pursue Life Quests with similar devotion. Each tinker gnome belongs to a guild. The guild occupies the same place in a tinker's life that the clan occupies for other gnomes. Together the guildmasters make up a grand council that governs the community.

Though most tinker gnomes are content to stay home and tinker with their projects, some have Life Quests which require them to venture out into the world. Adventuring gnomes are generally unable to learn from past experience and repeat the same mistakes, yet they are often successful with quirky solutions to save the day for their companions.

Ecology: Despite their great friendliness, tinker gnomes are not well-liked by other races: their technological bent makes them quite alien to those accustomed to magic, and their poor understanding of social relations puts off many potential friends. Sages generally agree that the tinkers' indiscriminate trumpeting of technology has discouraged its development by other races who have encountered tinker gnomes.

Forest Gnome

Shy and elusive, the forest gnomes live deep in forests and shun contact with other races except in times of dire emergencies threatening their beloved woods. The smallest of all the gnomes, they average 2 to 2½ feet in height, with bark-colored, gray-green skin, dark hair, and blue, brown, or green eyes. A very long-lived people, they have an average life expectancy of 500 years.

In addition to their own gnomish dialect, most forest gnomes can speak gnome common (rock gnome), Elf, Treant, and a simple language that enables them to communicate on a very basic level with forest animals. All forest gnomes have the innate ability to pass without trace, hide in woodlands (90% chance of success), and the same saving throw bonus as their rock gnome cousins.


Combat: Forest gnomes prefer boobie traps and missile weapons to melee weapons when dealing with enemies. Due to size and quickness they receive a -4 bonus to Armor Class whenever they are fighting M- or L-sized opponents. Forest gnomes receive a +1 bonus to all attack and damage rolls when fighting orcs, lizardmen, troglodytes, or any creature which they have seen damage their forest.

Habitat/Society: Forest gnomes live in small villages of less than 100 gnomes, each family occupying a large, hollowed-out tree. Most of these villages are disguised so well that even an elf or a ranger could walk through one without realizing it.

Ecology: Forest gnomes are guardians of the woods and friends to the animals that live there. They will often help lost travellers but will strive to remain unseen while doing so.

Gnome, Spriggan


FREQUENCY: Very rare



DIET: Omnivore

INTELLIGENCE: Average to exceptional (8-16)


ALIGNMENT: Chaotic evil


ARMOR CLASS: 3 or 5 (10)

MOVEMENT: 9 or 15

HIT DICE: 4 or 8+4

THAC0: 17 or 11


DAMAGE/ATTACK: 2-8/2-8 (weapon) +7 (Strength bonus)

SPECIAL ATTACKS: Spells, thief abilities



SIZE: S (3' tall) or L (12' tall)

MORALE: Champion (15-16)

XP VALUE: Male: 3,000

Female: 2,000


These ugly, dour cousins of gnomes are able to become giant-sized at will.

In either size, spriggans look basically the same. They are ugly, thick-bodied humanoids, with pale or dull yellow skin, brown or black hair, and red eyes. On rare occasions a spriggan may have red hair, which they believe is a symbol of good luck. Their noses are large and bulbous, but not beyond the human norm. They are very fond of mustaches and bushy sideburns, but they never clean or comb them. This same policy of uncleanliness extends to their bodies and any other possessions. Spriggans smell of dank earth, stale sweat, and grime.

Outside of their lair they always wear armor and carry weapons, usually polearms, although they have been known to carry swords or maces. Spriggans never use shields. They like to carry several nasty little daggers concealed in various places in their armor. Spriggans never wear jewelry or other ornaments. They prefer to keep these things with their hoard, where they brood over them at odd moments.

Combat: Spriggans are tricky and tough in battle. They have a wide variety of options for combat. Their major ability is to change from small to giant size at will. Weapons, armor and other inanimate objects on their person shrink and grow with them. This action takes the whole round, during which they can move up to 30 feet but not fight. When small, spriggans can use the following spell-like effects: affect normal fires, shatter, and scare (with a -2 penalty to the saving throw, due to their ugliness). They can perform any one of these instead of fighting, once in any round, as often as they want. When giant-sized, spriggans cannot perform magic, other than to shrink again. In this form they are as strong as hill giants (19).

In either size, they have 8th-level thief abilities like those of a gnome with an 18 Dexterity. This high Dexterity enables them to use a weapon twice each round. They can pick pockets (75%), open locks (78%), find or remove traps (70%), move silently (77%), hide in shadows (64%), hear noise (35%), climb walls (81%), and read languages (40%). Keep in mind that their size may affect these chances indirectly. For example, it is difficult for a 12-foot-tall giant to hide in a 6-foot-tall shadow. They can backstab only while in small form, and they inflict triple damage if successful.

Spriggans can never quite get organized as groups. In fact, they are sometimes encountered with part of the group giant-sized and part of them gnome-sized. On an individual level they are very clever and use their abilities to the fullest to accomplish their goals. These goals are usually to cause great havoc and mayhem amongst other races. They seem to take great pleasure in destroying property and hurting innocent creatures.

Habitat/Society: Spriggans usually travel in packs, all of them male. The females keep to dismal burrows or secret dens in forgotten ruins, rarely venturing out farther than necessary to gather food. A female has the same combat abilities as a male except that they have only 7+4 Hit Dice in giant form. The females mate with males from packs that wander nearby. The children are cast out upon reaching maturity, the males to join up with packs and the females to find a place to lair. Spriggan infant mortality is high, with the males (80%) surviving more often than the females (60%).

Spriggans hate gnomes more than any living creatures, but they truly love none but those of their own ilk. Perhaps it is the similarity of the true gnomes to their race that drives their hatred. They like to terrorize, rob, and otherwise work vile deeds. They do not hesitate to attack or steal from traveling groups or small settlements in their area. All of their possessions, including their armor and weapons, are stolen from their victims. They greatly fear large groups of organized humans and demihumans, and they avoid such parties.

Ecology: The roving packs of males tend to be meat eaters, preferring to hunt or steal their food. As such they must keep moving and establish wide areas of control. The females tend to eat fruits and grains that can be easily gathered near their dens. They eat meat only when offered by a male as part of the mating ritual.

Spriggans are too mean and nasty to have any natural predators, although gnomes attack them on sight unless faced with overwhelming odds. It usually takes a well-armed party to root out a band of spriggans.


CLIMATE/TERRAIN: Any non-arctic land




DIET: Carnivore

INTELLIGENCE: Low to average (5-10)


ALIGNMENT: Lawful evil

NO. APPEARING: 4-24 (4d6)




THAC0: 20


DAMAGE/ATTACK: 1-6 (by weapon)




SIZE: Small (4' tall)

MORALE: Average (10)


Chief & sub-chiefs 35


These small, evil humanoids would be merely pests, if not for their great numbers.

Goblins have flat faces, broad noses, pointed ears, wide mouths and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed. They always walk upright, but their arms hang down almost to their knees. Their skin colors range from yellow through any shade of orange to a deep red. Usually a single tribe has members all of about the same color skin. Their eyes vary from bright red to a gleaming lemon yellow. They wear clothing of dark leather, tending toward dull soiled-looking colors.

Goblin speech is harsh, and pitched higher than that of humans. In addition to their own language, some goblins can speak in the kobold, orc, and hobgoblin tongues.

Combat: Goblins hate bright sunlight, and fight with a -1 on their attack rolls when in it. This unusual sensitivity to light, however, serves the goblins well underground, giving them infravision out to 60 feet. They can use any sort of weapon, preferring those that take little training, like spears and maces. They are known to carry short swords as a second weapon. They are usually armored in leather, although the leaders may have chain or even plate mail.

Goblin strategies and tactics are simple and crude. They are cowardly and will usually avoid a face-to-face fight. More often than not, they will attempt to arrange an ambush of their foes.

Habitat/Society: Humans would consider the caves and underground dwellings of goblins to be dank and dismal. Those few tribes that live above ground are found in ruins, and are only active at night or on very dark, cloudy days. They use no form of sanitation, and their lairs have a foul stench. Goblins seem to be somewhat resistant to the diseases that breed in such filth.

They live a communal life, sharing large common areas for eating and sleeping. Only leaders have separate living spaces. All their possessions are carried with them. Property of the tribe is kept with the chief and sub-chiefs. Most of their goods are stolen, although they do manufacture their own garments and leather goods. The concept of privacy is largely foreign to goblins.

A typical goblin tribe has 40-400 (4d10 x 10) adult male warriors. For every 40 goblins there will be a leader and his 4 assistants, each having 1 Hit Die (7 hit points). For every 200 goblins there will be a sub-chief and 2-8 (2d4) bodyguards, each of which has 1+1 Hit Dice (8 hit points), is Armor Class 5, and armed with a battle axe. The tribe has a single goblin chief and 2-8 (2d4) bodyguards each of 2 Hit Dice, Armor Class 4, and armed with two weapons.

There is a 25% chance that 10% of their force will be mounted upon huge worgs, and have another 10-40 (1d4x10) unmounted worgs with them. There is a 60% chance that the lair is guarded by 5-30 (5d6) such wolves, and a 20% chance of 2-12 (2d6) bugbears. Goblin shamans are rare, but have been known to reach 7th level. Their spheres include: Divination, Healing (reversed), Protection, and Sun (reversed).

In addition to the males, there will be adult females equal to 60% of their number and children equal to the total number of adults in the lair. Neither will fight in battles.

A goblin tribe has an exact pecking order; each member knows who is above him and who is below him. They fight amongst themselves constantly to move up this social ladder.

They often take slaves for both food and labor. The tribe will have slaves of several races numbering 10-40% of the size of the tribe. Slaves are always kept shackled, and are staked to a common chain when sleeping.

Goblins hate most other humanoids, gnomes and dwarves in particular, and work to exterminate them whenever possible.

Ecology: Goblins live only 50 years or so. They do not need to eat much, but will kill just for the pleasure of it. They eat any creature from rats and snakes to humans. In lean times they will eat carrion. Goblins usually spoil their habitat, driving game from it and depleting the area of all resources. They are decent miners, able to note new or unusual construction in an underground area 25% of the time, and any habitat will soon be expanded by a maze-like network of tunnels.

Golem, General


FREQUENCY: Very rare








Golems are magically created automatons of great power. The construction of one involves mighty magic and elemental forces.

Background: Golems predate any known literature about their creation. The wizard who discovered the process, if indeed there was only one, is unknown. Some of the rediscoverers have written their secrets in various arcane manuals, enchanted to aid the reader in construction. It is thought that the first golem created was a flesh golem, possibly an accident of some great wizard experimenting with reanimating human bodies. Flesh golems are easier to make than any other sort because they are made of organic material that once lived. Later, the process was generalized to suit certain earthen materials, which produce much stronger golems.

Theory: Golems are all made from elemental material. So far, the great wizards have only discovered how to use various earthen materials, such as clay, stone, iron, and even glass, to make golems. The exceptions, such as the flesh golem, use organic materials as components. The animating force of the golem is an elemental spirit from the elemental plane of Earth. Since the spirit is not a natural part of the body, it is not affected by most spells or even by most weapons (see individual descriptions). The process of creating the golem binds the unwilling spirit to the artificial body, and enslaves it to the will of the golem's creator. The nature of this spirit is unknown, and has so far eluded the grasp of all researchers. What is known is that it is hostile to all Prime Material plane life forms, especially toward the spell caster that bound it to the golem.

Carving or assembling the golem's physical body is an exacting task. Most spell casters end up hiring skilled labor to do it for them, such as a stone mason or dwarf for stone golems, etc. If the maker has no experience working in that material, the construction time is doubled. The standard spells for creating golems specify the size of the creature. Anything bigger or smaller will not work, although some have investigated spells for other sizes of golems, with limited success.

The costs listed include the base physical body and the unusual materials and spell components that are consumed or become a permanent part of the golem. The rituals used to animate the golem require as much as a full uninterrupted month to complete (included in the time below), though some variants such as the necrophidius and scarecrow reduce that time by employing shortcuts. In all cases the spells used can come from devices, such as wands or scrolls. If a magical tome is used to make the golem, no spells are needed, and the level of the spell caster can be significantly lower.

Golem Creation Table

(Note: W18 = 18th-level wizard, P17 = 17th level priest, etc.)

Type of Golem Creator Construction Time GP Cost

Bone W18 2 months 35,000

Caryatid W16 4 months 100,000

Clay P17 1 month 65,000

Doll P15 2 months 20,000

Flesh W14 2 months 50,000

Gargoyle P16 4 months 100,000

Glass P14/W14 6 months 125,000

Guardian W14 1 month 20,000

Iron W18 4 months 100,000

Juggernaut W16 3 months 80,000

Necrophidius P9/W14 10 days 8,000

Scarecrow P9 21 days 100

Stone W16 3 months 80,000

Combat: All golems share several traits in common. They are all immune to all forms of poison and cannot be affected by hold, charm, fear, or other mindbased spells, as they have no minds of their own. Certain spells can harm golems; these are mentioned below.

Most golems are fearless and need never check morale.

Flesh Golems

The pieces of the golem must be sewn together from the dead bodies of normal humans that have not decayed significantly. A minimum of 6 different bodies must be used, one for each limb, one for the torso (with head), and a different one for the brain. In some cases, more bodies may be necessary to form a complete golem. The spells needed are wish, polymorph any object, geas, protection from normal missiles, and strength.

Clay Golems

Only a lawful good priest can create a clay golem. The body is sculpted from a single block of clay weighing at least 1000 pounds, which takes about a month. The vestments, which cost 30,000 gp, are the only materials that are not consumed and can be reused, reducing the total cost after the first golem. The spells used are resurrection, animate object, commune, prayer, and bless.

Stone Golems

A stone golem's body is chiseled from a single block of hard stone, such as granite, weighing at least 3000 pounds, which takes 2 months. The rituals to animate require another month. The materials and spell components alone cost 60,000 gold pieces and the spells used are wish, polymorph any object, geas, and slow.

Iron Golems

It takes 5000 pounds of iron,to build the body, which must be done by a skilled iron smith. The spells used in the ritual are wish, polymorph any object, geas, and cloud kill. Construction of the body requires an ornate sword which is incorporated into the monster. A magical sword can be used, in which case there is a 50% chance that it is drained of magic when the golem is animated. The golem can only use those abilities of the sword that are automatic. Any property that requires a command word and any sentient ability of the sword is lost. If the sword is ever removed from the golem, it loses all of its magic.

Variant Golems

The first golems were, undoubtedly, all traditional golems. Over the years, however, various wizards and priests examined the techniques employed by earlier designers and modified them. As they introduced changes, they documented the processes they used to create their new constructs. This process of study and modification is never-ending. Even today, the work of these mysterious scholars is being studied and revised in magical colleges around the world.

Theory: Like other golems, golem variants depend on the powerful forces of elemental magic to animate them. They have no lives of their own and are animated by a spirit from the elemental plane of Earth. In some cases this spirit is tricked, lured, or forced into animating the body while in other cases it comes willingly. In the former cases, the stone construct sometimes breaks free of the influence of its creator and becomes a free-willed entity. Because of the nature of its physical shell, constructs that break free often become berserk killers, destroying everything in their paths before being annihilated themselves.

Construction: The actual construction of any golem's physical body is a tiring and demanding task. Although the steps required to create a variant golem differ depending on the type, they do have some elements in common. The most important of these is the degree of detail that is put into the carving of the body. In the case of the caryatid column, for example, the construct must be lovingly crafted with great skill. In most cases, the wizard or priest creating a caryatid column hires a professional sculptor or stone mason to undertake this step of the animation process.

Less sophisticated golems, like the stone guardian and the primitive scarecrow, do not require the artistic perfection of the caryatid column. However, they are often covered with delicate mystical runes or glyphs that must be perfect if the creature is to be successfully animated.

Bone Golem

The body of a bone golem is assembled wholly from the bones of animated skeletons who have been defeated in combat. Any type of skeletal undead will do, but all must have been created and slain in the Demiplane of Dread. Only 10% of the bones from any given skeleton can be used, so the final product is the compilation of bones from many creatures. Often, there will be animal, monster, and human bones in the same golem, giving the creature a nightmarish appearance. The spells woven over the body must include animate dead, symbol of fear, binding, and wish.

Caryatid column

The caryatid column can be created by a priest or wizard using a special version of the manual of golems. Whenever such a tome is discovered, there is a 20% chance that it describes a caryatid column.

Doll Golem

These creatures resemble a child's toy -- often a baby doll or stuffed animal. Doll golems can serve as either the guardians of children or as murdering things too foul to contemplate.

The spells needed to complete the animation are imbue with spell ability, Tasha's uncontrollable hideous laughter, (un)holy word, bless, and prayer. The first known examples of this type of golem turned up on the Demiplane of Dread in the land of Sanguinia.

Gargoyle Golem

This creature is fashioned in the image of a real gargoyle and is often placed as a warden atop buildings, cathedrals, or tombs. It is most similar to the stone golem; the body must be carved from a single slab of granite (weighing 3,000 pounds) and prepared with expensive components. Only the vestments created for the process are reusable (saving 15,000 gp on the cost of additional gargoyle golems). The spells required to complete the process are bless, exaction, (un)holy word, stone shape, conjure earth elemental, and prayer.

Glass Golem

The glass golem is composed entirely of stained glass. Perhaps the most artistic of all golems, its creation requires the following spells: glassteel, animate object, prismatic spray, rainbow, and wish. Because of the mixture of spells, this type of golem is usually built by multi- or dual-classed characters or with the aid of a powerful assistant.

The first appearance of glass golems is not recorded with certainty. It is believed that they were created by a spell-caster who fancied himself an artist (hence their eerie beauty), but no one knows.


Juggernauts that can alter their form require an extra step in their creation, which normally resembles the process to make a stone golem. Prior to animating a juggernaut, the wizard must use the mimic blood as a material component in the final spells woven over the body. This addition gives this golem variant intelligence and an alignment.


A necrophidius may be created in one of three ways. The first is a special form of manual of golems that provides secrets of its construction. The Necrophidicon, as it is called, must be burnt to ashes that provide the monster's animating force. The other two arcane and priestly processes are long and complex. A wizard must cast limited wish, geas, and charm person spells. A priest requires the spells quest, neutralize poison, prayer, silence, and snake charm. Whichever method is used, the monster requires a complete giant snake skeleton (either poisonous or constrictor), slain within 24 hours of the enchantment's commencement. Each necrophidius is built for a single specific purpose (which must be in the spellcaster's mind when he creates it), such as ``Kill Ragnar the Bold.'' The necrophidius never seeks to twist the intent of its maker, but its enchantments fade when its task is done or cannot be completed; for example, when it kills Ragnar.

The maker must want the necrophidius to serve its purpose. He could not, for example, build a death worm to ``Sneak into the druid's hut and steal his staff,'' if he really intended for the necrophidius to merely provide a distraction. He could not build more than one death worm and assign both to kill Ragnar, since he could not imbue the second death worm with a task that he intended the first one to complete. For this reason, necrophidii almost never work as a team.

Rumors claim that there were once methods to make a necrophidius gain 1 Hit Die every century it was pursuing its purpose.


Scarecrows can only be created either by using a special manual or by a god answering the plea of a priest employing the following spells: animate object, prayer, command, and quest. The final step of the process, casting the quest spell, is done during a new moon.

Scarecrows can be constructed to kill a specific person. To do so, the clothes worn by the scarecrow must come from the intended victim. Once the scarecrow is animated, the priest need only utter a single word -- ``Quest''. The scarecrow then moves in a direct line toward the victim. When it reaches the victim, the scarecrow disregards all other beings and concentrates its gaze and attacks entirely on the person it has been created to kill. After slaying its victim, a quested scarecrow's magic dissipates and it collapses into dust.

Stone Guardian

A stone guardian is very similar to a traditional stone golem, but it has some unique abilities its ancestor does not. In physical appearance, the two constructs are quite similar, but the stone guardian is usually decorated with runes and magical glyphs.

A stone guardian is created with the following spells: enchant an item, transmute mud to rock, magic mouth, and limited wish or wish. In addition, the wizard creating the guardian may cast a detect invisible spell to give the creature that power.

The initial material of the body is mud around a heart of polished stone. As the various spells are woven into the body, a spirit from the elemental plane of Earth is forced to enter the body and animate it. Because the spirit is there against its will, there is a 20% chance that the golem goes berserk each time it is activated.

A special ring of protection can be created when the stone guardian is animated; this prevents the guardian from striking at anyone wearing it. In addition, all those within 10 feet of the ring wearer are also immune to attack. Rings of this type function only against the guardian they were made with and provide no protection from any other golem.

Golem, Greater

Stone Iron


FREQUENCY: Very rare Very rare

ORGANIZATION: Solitary Solitary


DIET: Nil Nil

INTELLIGENCE: Non- (0) Non- (0)


ALIGNMENT: Neutral Neutral




HIT DICE: 14 (60 hp) 18 (80 hp)

THAC0: 7 3


DAMAGE/ATTACK: 3-24 (3d8) 4-40 (4d10)

SPECIAL ATTACKS: See below See below

SPECIAL DEFENSES: See below See below


SIZE: L (9½' tall) L (12' tall)

MORALE: Fearless (19-20) Fearless (19-20)

XP VALUE: 8,000 13,000


A greater golem is an artificial humanoid body which has been animated by an elemental spirit but remains under the complete control of its creator.

Stone Golem

A stone golem is 9½ feet tall, and weighs around 2000 pounds. Its body is of roughly chiseled stone, frequently stylized to suit its creator. For example it might be carved to to look like it is wearing armor with a particular symbol on the chest plate. Sometimes designs are worked into the stone of its limbs. The head may be chiseled to resemble a helmet or other head piece. Regardless of these elements, it always has the basic humanoid parts (2 arms, 2 legs, head with 2 eyes, nose, mouth etc.). It is always weaponless and never wears clothing.

Combat: Greater golems are mindless in combat, only following the simple tactics of their masters. They are completely emotionless and cannot be swayed in any way from their instructions. They will not pick up and use weapons in combat, even if ordered to, always preferring their fists. Stone golems have a strength of 22, for purposes of breaking or throwing things.

The stone golem is immune to any weapon, except those of +2 or better enchantment. A rock to mud spell slows a golem for 2-12 (2d6) rounds. Its reverse, mud to rock acts to heal the golem, restoring all lost hit points. A flesh to stone spell does not actually change the golem's structure, but does make it vulnerable to any normal attack for the following round. This does not include spells, except those that will cause direct damage. All other spells are ignored. Once every other round, the stone golem can cast a slow spell upon any opponent with 10 feet of it.

Habitat/Society: Golems are automatons, artificially created and under the direct control of their creator. They have no society and are not associated with any particular habitat. They are frequently used to guard valuable items or places. Unlike the lesser golems, the greater golems are always under the complete control of their master. A greater golem can obey simple instructions involving direct actions with simple conditional phrases. Although this is better than a lesser golem is capable of following, they still make poor servants. Any given task could take several separate commands to direct the golem to its completion.

Ecology: Golems are not natural creatures, and play no part in the ecology of the world. They neither eat nor sleep, and ``live'' until they are destroyed, usually in combat. Certain spells (see above) can be used to heal or repair any damage done to them in combat. This is usually done by their creators to insure long and valuable service.

Iron Golem

An iron golem is twice the height of a normal man, and weighs around 5000 pounds. It can be fashioned in any stylized manner, just like the stone golems, although it almost always is built displaying armor of some sort. Its features are much smoother in contrast to the stone golem. Iron golems are sometimes found with a short sword (relative to their size) in one hand. On extremely rare occasions this sword will be magical.

The iron golem cannot speak or make any vocal noise,

nor does it have any distinguishable odor. It moves with a ponderously smooth gait at half the speed of a normal man. Each step causes the floor to tremble, unless it is on a thick, solid foundation.

Combat: The iron golem conforms to the strategies listed for the stone golem except as described here. It has a strength of 24 for the purposes of lifting, throwing or breaking objects. The iron golem is immune to any weapon, except those of +3 or better enchantment. Magical electrical attacks will slow it for 3 rounds, and magical fire attacks actually repair 1 hit point of damage for each hit die of damage it would have caused. All other spells are ignored. Iron golems are subject to the damage inflicted by a rust monster. Once every 7 rounds, beginning either the first or second round of combat, the iron golem breathes out a cloud of poisonous gas. It does this automatically, with no regard to the effects it might have. The gas cloud fills a 10 foot cube directly in front of it, which dissipates by the following round, assuming there is somewhere for the gas to go.

Golem, Lesser

Flesh Clay


FREQUENCY: Very rare Very rare

ORGANIZATION: Solitary Solitary


DIET: Nil Nil

INTELLIGENCE: Semi- (2-4) Non- (0)


ALIGNMENT: Neutral Neutral




HIT DICE: 9 (40 hp) 11 (50 hp)

THAC0: 11 9


DAMAGE/ATTACK: 2-16 (2d8)/2-16 (2d8) 3-30 (3d10)


SPECIAL DEFENSES: See below See below


SIZE: L (7½' tall) L (8' tall)

MORALE: Fearless (19-20) Fearless (19-20)

XP VALUE: 2,000 5,000


A golem is an artificial humanoid body which is animated by an elemental spirit and under the control of its creator.

Flesh Golem

The flesh golem stands a head and a half taller than most humans and weighs almost 350 pounds. It is made from a ghoulish collection of stolen human body parts, stitched together to form a single composite human body. Its skin is the sickly green or yellow of partially decayed flesh. A flesh golem smells faintly of freshly dug earth and dead flesh. No natural animal, such as a dog, will willingly track a flesh golem. It wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions, and no weapons. The golem can not speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff jointed gait, as if it is not in complete control over its body parts.

Combat: The lesser golems are mindless in combat. They follow the orders of their master explicitly, and are incapable of any strategy or tactics. They are emotionless in combat, and cannot be easily provoked (unless they have broken control and gone berserk). They will not use weapons for combat, even if ordered to, always preferring to strike with their fists. Flesh golems have a strength of 19 for purposes of lifting, throwing or breaking down doors.

Flesh golems can only be struck by a magical weapon. Fire and cold based spells merely slow them for 2-12 (2d6) rounds. Any electrical attack restores 1 hit point for each die of damage it would normally have done. All other spells are ignored by the creature.

The elemental spirit in a lesser golem is not bound strongly, resulting in a 1% cumulative chance per round of combat, calculated independently for each fight, that it will break free of its master. The flesh golem's master has a 10% chance per round of regaining control. To do this he must be within 60 feet of the flesh golem, and the creature must be able to see and hear its master. No special spells are required to regain control, its creator just has to talk to it forcefully and persuasively, to convince it to obey.

Habitat/Society: Golems are automatons, artificially created and under the direct control of their creator. They have no society and are not associated with any particular habitat. They are frequently used to guard valuable items or places. A lesser golem can obey simple instructions involving a single, direct action. They make poor servants because each detail of a task must be given as a separate command.

Ecology: Golems are not natural creatures, and play no part in the world's ecology. They neither eat nor sleep, and ``live'' until their bodies are destroyed, usually in combat.

Clay Golem

The clay golem is a humanoid body made from clay, and stands about 18 inches taller than a normal man. It weighs around 600 pounds. The features are grossly distorted from the human norm. The chest is overly large, with arms attached by thick knots of muscle at the shoulder. Its arms hang down to its knees, and end in short stubby fingers. It has no neck, and a large head with broad flat features. Its legs are short and bowed, with wide flat feet. A clay golem wears no clothing except for a metal or stiff leather garment around its hips. It smells faintly of clay. The golem can not speak, or make any noise. It walks and moves with a slow and clumsy gait, almost as if it were not in control over its actions.

Combat: Clay golems conform to the strategies listed above for the flesh golem except as noted here. A clay golem has a strength of 20 for the purposes of lifting, throwing or smashing objects. They can only be struck by magical blunt weapons such as hammers or maces. A move earth spell will drive the golem back 120 feet and inflict 3-36 (3d12) points of damage upon it. A disintegrate spell merely slows the golem for 1-6 rounds and causes 1-12 points of damage. An earthquake spell cast directly at a clay golem will stop it from moving that turn and inflict 5-50 (5d10) points of damage. After it has engaged in at least one round of combat, the clay golem can haste itself for 3 rounds. It can only do this once per day. Damage done by the golem can only be cured by a heal spell from a priest of 17th level or greater.

The elemental spirit in a lesser golem is not bound strongly, resulting in a 1% cumulative chance per round of combat, calculated independently for each fight, that it will break free of its master. If a clay golem does manage to break control, it becomes a berserker, attacking everything in sight until it is destroyed. Its first action is to haste itself, if it can. Unlike the flesh golem, there is no chance to regain control of a rampaging clay golem.

Golem, Bone, Doll

Bone Doll


FREQUENCY: Very rare Very rare

ORGANIZATION: Solitary Solitary


DIET: Nil Nil

INTELLIGENCE: Non-(0) Non-(0)


ALIGNMENT: Neutral Neutral




HIT DICE: 14 (70 hp) 10 (40 hp)

THAC0: 7 11



SPECIAL ATTACKS: See below See below

SPECIAL DEFENSES: See below See below


SIZE: M (6' tall) T (1' tall)

MORALE: Fearless (20) Fearless (20)

XP VALUE: 18,000 6,000


Bone Golem

The bone golem is built from the previously animated bones of skeletal undead. These horrors stand roughly 6 feet tall and weight between 50 and 60 pounds. They are seldom armored and can easily be mistaken for undead, much to the dismay of those who make this error.

Combat: Bone golems are no more intelligent than other forms of golem, so they will not employ clever tactics or strategies in combat. Their great power, however, makes them far deadlier than they initially appear to be. There is a 95% chance that those not familiar with the true nature of their opponent will mistake them for simple undead.

Bone golems attack with their surprisingly strong blows and sharp, claw-like fingers. Each successful hit inflicts 3-24 (3d8) points of damage. They can never be made to use weapons of any sort in melee.

In addition to the common characteristics of all Ravenloft golems (described previously), bone golems take only half damage from those edged or piercing weapons that can harm them.

Bone golems are immune to almost all spells, but can be laid low with the aid of a shatter spell that is focused on them and has the capacity to affect objects of their weight. If such a spell is cast at a bone golem, the golem is entitled to a saving throw vs. spells to negate it. Failure indicates that weapons able to harm the golem will now inflict twice the damage they normally would. Thus, edged weapons would do full damage while blunt ones would inflict double damage.

Once every three rounds, the bone golem may throw back its head and issue a hideous laugh that causes all those who hear it to make fear and horror checks. Those who fail either check are paralyzed and cannot move for 2-12 rounds. Those who fail both checks are instantly stricken dead with fear.

Doll Golem

The doll golem is an animated version of a child's toy that can be put to either good uses (defending the young) or evil uses (attacking them). It is often crafted so as to make it appear bright and cheerful when at rest. Upon activation, however, its features become twisted and horrific.

Combat: The doll golem is, like all similar creatures, immune to almost all magical attacks. It can be harmed by fire-based spells, although these do only half damage, while a warp wood spell will affect the creature as if it were a slow spell. A mending spell restores the creature to full hit points at once.

Each round, the doll golem leaps onto a victim and attempts to bite it. Success inflicts 3d6 points of damage and forces the victim to save versus spells. Failure to save causes the victim to begin to laugh uncontrollably (as if under the influence of a Tasha's uncontrollable hideous laughter spell) and become unable to perform any other action. The effects of the creature's bite are far worse, however. The victim begins to laugh on the round after the failed save. At this time, they take 1d4 points of damage from the muscle spasms imposed by the laughter. On following rounds, this increases to 2d4, then 3d4, and so on. The laughter stops when the character dies or receives a dispel magic. Following recovery, the victim suffers a penalty on all attack and saving throws of -1 per round that they were overcome with laughter (e.g., four rounds of uncontrolled laughter would equal a -4 penalty on attack/saving throws). This represents the weakness caused by the character's inability to breathe and is reduced by 1 point per subsequent turn until the character is fully recovered.

Golem, Gargoyle, Glass

Gargoyle Glass


FREQUENCY: Very rare Very rare

ORGANIZATION: Solitary Solitary


DIET: Nil Nil

INTELLIGENCE: Non-(0) Non-(0)


ALIGNMENT: Neutral Neutral




HIT DICE: 15 (60 hp) 9 (40 hp)

THAC0: 5 11


DAMAGE/ATTACK: 3d6/3d6 2d12

SPECIAL ATTACKS: See below See below

SPECIAL DEFENSES: See below See below


SIZE: M (6' tall) M (6' tall)

MORALE: Fearless (20) Fearless (20)

XP VALUE: 14,000 5,000

Gargoyle Golems

The gargoyle golem is a stone construct designed to guard a given structure. It is roughly the same size and weight as a real gargoyle (6' tall and 550 pounds). Although they have wings, they cannot fly. However, a gargoyle golem can leap great distances (up to 100 feet) and will often use this ability to drop down on enemies nearing any building the golem is protecting.

Gargoyle golems cannot speak or communicate in any way. When they move, the sound of grinding rock can be heard by anyone near them. In fact, it is often this noise that serves as a party's first warning that something is amiss in an area.

Combat: When a gargoyle golem attacks in melee combat, it does so with its two clawed fists. Each fist must attack the same target and will inflict 3d6 points of damage. Anyone hit by both attacks must save versus petrification or be turned to stone. On the round after a gargoyle golem has petrified a victim, it will attack that same target again. Any hit scored by the golem against such a foe indicates that the stone body has shattered and cannot be resurrected. Reincarnation, on the other hand, is still a viable


Gargoyle golems are, like most golems, immune to almost every form of magical attack directed at them. They are, however, vulnerable to the effects of an earthquake spell. If such a spell is targeted directly at a gargoyle golem, it instantly shatters the creature without affecting the surrounding area. The lesser transmute rock to mud spell will inflict 2d10 points of damage to the creature while the reverse (transmute mud to rock) will heal a like amount of damage.

On the first round of any combat in which the gargoyle golem has not been identified for what it is, it has a good chance of gaining surprise (-2 on opponent surprise checks). Whenever a gargoyle golem attacks a character taken by surprise, it will leap onto that individual. The crushing weight of the creature delivers 4d10 points of damage and requires every object carried by that character in a vulnerable position (DM's decision) to save vs. crushing blows or be destroyed. In the round that a gargoyle golem pounces on a character, it cannot attack with its fists.

Glass Golems

The glass golem is very nearly a work of art. Built in the form of a stained glass knight, the creature is often built into a window fashioned from such glass. Thus, it usually acts as the guardian of a given location -- often a church or shrine.

Glass golems, like most others, never speak or communicate in any way. When they move, however, they are said to produce a tinkling sound like that made by delicate crystal wind chimes. If moving through a lighted area, they strobe and flicker as the light striking them is broken into its component hues.

Combat: When the stained glass golem attacks, it often has the advantage of surprise. If its victims have no reason to suspect that it lurks in a given window, they suffer a -3 on their surprise roll when the creature makes its presence known.

Once combat is joined, the stained glass figure (which always has the shape of a knight) strikes with is sword. Each blow that lands delivers 2d12 points of damage.

Once every three rounds, the golem can unleash a prismatic spray spell from its body that fans out in all directions. Any object or being (friend or foe) within 25 feet of the golem must roll as if they had been struck by a wizard's prismatic spray spell (see the AD&D® Player's Handbook).

Glass golems are the most fragile of any type of Ravenloft golem. Any blunt weapon capable of striking them (that is, a magical weapon of +2 or better) inflicts double damage. Further, a shatter spell directed at them weakens them so that all subsequent melee attacks have a percentage chance equal to twice the number of points of damage inflicted of instantly slaying the creature.

Anyone casting a mending spell on one of these creatures instantly restores it to full hit points. In addition, they regenerate 1 hit point per round when in an area of direct sunlight (or its equivalent).

Golem, Necrophidius and Scarecrow

Necrophidius Scarecrow


FREQUENCY: Very rare Very rare

ORGANIZATION: Solitary Solitary


DIET: Nil Nil

INTELLIGENCE: Non- (0) Non- (0)


ALIGNMENT: Neutral Neutral





THAC0: 19 15

NO. OF ATTACKS: 1 1+gaze

DAMAGE/ATTACK: 1-8 1-6+charm

SPECIAL ATTACKS: See below See below

SPECIAL DEFENSES: See below See below


SIZE: L (12' long) M (6' tall)

MORALE: Fearless (19-20) Fearless (19-20)

XP VALUE: 270 1,400


The necrophidius and scarecrow are constructs like all other golems, but they are less powerful because of the magical shortcuts employed in their construction.


The necrophidius, or ``death worm,'' is built and animated for a single task, such as protection or assassination. It has the bleached-white skeleton of a giant snake, a fanged human skull, and constantly whirling, milk-white eyes. Its bones are warm to the touch. The necrophidius is odorless and absolutely silent; the skeleton makes no noise, even when slithering across a floor strewn with leaves. A necrophidius is constantly moving with a macabre grace.

Combat: The necrophidius prefers to surprise opponents, and its silence imposes a -2 penalty to their surprise rolls. If the necrophidius is not surprised, it performs a macabre maneuver called the Dance of Death, a hypnotic swaying backed by minor magic. The Dance rivets the attention of anyone who observes it, unless a successful saving throw vs. spell is rolled. Intelligent victims are immobilized, as per the hypnotism spell. This allows the necrophidius to attack without opposition.

Besides taking damage as indicated, a bitten victim must make a saving throw vs. spell or be paralyzed and unconscious for 1d4 turns. This effect can be cancelled only by dispel magic; neutralize poison is useless.

This creature acts and reacts as if it had Intelligence 10. However, its mind is artificial, so mind influencing spells have no effect. The creature is immune to poison and requires no sleep or sustenance. It is not undead and cannot be turned.


Statistics in italics above refer to conscious scarecrows.

Scarecrows are enchanted creatures made from the same materials as normal scarecrows. Though non-intelligent, they can follow simple, one- or two-phrase orders from the priest who created them. They do so to the best of their ability, without regard to their own safety.

Each scarecrow is unique, but all share several characteristics. Their bodies, arms, and legs are always made of cut wood bound with rope. Tattered rags cover the frame, and are sometimes stuffed with grass or straw. A hollow gourd with a carved face serves as head. Once animated, a fiery light burns in the scarecrow's eye sockets. Scarecrows are light but slow. Their leg and elbow joints bend both ways, so they move with an uneven, jerky gait, and the head spins freely.

Scarecrows do not speak, but cackle madly when attacking.

Combat: Once per round, a scarecrow can gaze at one creature within 40 feet. Any intelligent person meeting this gaze must make a successful saving throw vs. spells or be fascinated, standing transfixed, arms hanging limply, allowing the scarecrow to strike again and again (automatic hit each round). The charm lasts until the scarecrow either dies or leaves the area for a full turn. The scarecrow's touch causes 1d6 damage and has an effect identical to the gaze (saving throws apply). A scarecrow attacks one victim at a time, striking the first person charmed until dead. While slaying its victim, the scarecrow uses its gaze attack to charm other opponents as possible. Scarecrows attack until destroyed or ordered to stop.

Scarecrows are vulnerable to fire. Fire-based attacks gain a +1 bonus to the attack roll and a +1 damage bonus per die.

The magic that created them keeps their tattered parts from decomposing and shields them from the effects of cold.

Conscious Scarecrows

Most scarecrows disintegrate when their creators die, but a few (10%) become conscious, gaining an evil alignment, average Intelligence (8-10), and great cunning. They gain a desire for self-preservation, so their morale drops to elite (13-14). They hide by day and stalk the night, committing acts of evil. Because scarecrows hate fire and are immune to cold, conscious scarecrows try to reach colder climes. During the trek they kill everything they encounter, including those who pose no threat. Conscious scarecrows hate all life and kill humans and demihumans whenever possible.

Golem, Stone Variants

Caryatid Column Juggernaut Stone Guardian


FREQUENCY: Very rare Very rare Very rare

ORGANIZATION: Solitary Solitary Solitary


DIET: Nil Nil Nil

INTELLIGENCE: Non- (0) Non- (0) Non- (0)


ALIGNMENT: Neutral Neutral Neutral

NO. APPEARING: 1-12 1 1-4


MOVEMENT: 6 3-12 9

HIT DICE: 5 (22 hit points) 10-13 4+4

THAC0: 15 10 HD: 11 15

11-12 HD: 9

13 HD: 7

NO. OF ATTACKS: 1 Up to 6 2

DAMAGE/ATTACK: 2-8 2-12 2-9/2-9


SPECIAL DEFENSES: See below Immune to fire See below


SIZE: M (7' tall) L to H (8' to 20') M to L (6' to 8')

MORALE: Fearless (20) Elite to champion (13-16)Fearless (20)

XP VALUE: 420 10 HD: 3,000 420

+1,000 per additional Hit Die


These variant golems are close relatives of the dreadful stone golems. They are generally created by powerful wizards and employed as guards or servants in a wide variety of settings.

Caryatid Column

The caryatid column is a beautiful and wondrous construct. Before activation, it looks like the classical architectural work it is named for, standing about 7 feet tall, and resembling a finely carved pillar in the shape of a beautiful young girl. Close examination reveals that the maiden has a slender sword in her left hand, but there is no indication that the column is anything other than what it appears to be. Once constructed and animated, it is usually assigned to keep watch over a valuable object or special places. It does so, remaining motionless, until its preset activation conditions are triggered (these depend on the creator's instructions). As soon as this happens, the column moves to take action against those who have triggered it.

When activated, the caryatid column undergoes a stunning and swift transformation. The smooth, grey stone that was once its skin changes hue to become light or dark flesh tones (depending on the nature of the carving), the eyes come alive with a gleaming white light, and the thin blade transforms into a fine weapon of gleaming steel.

In combat, the column lashes out with its gleaming sword, causing 2d4 points of damage with each hit. The column's magical nature gives it a +4 bonus to saving throws, and all nonmagical weapons inflict only half damage. Magical weapons inflict full damage, but do not receive the magical bonus normally due them. For example, a long sword +2 does not gain its +2 bonus, but inflicts normal long sword damage.

There is a 25% chance that a weapon shatters when it successfully strikes a caryatid column. This chance is reduced by 5% for each plus of the weapon. Thus, a sword +2 has only a 15% chance of breaking. A magical weapon with no attack bonus is considered a +1 weapon when checking for shattering.

A stone to flesh, transmute rock to mud, or stone shape spell destroys the column instantly if it fails its saving throw.

When a caryatid column has completed its task, it returns to its waiting position and reverts to stone. If it is killed in combat, it (and its sword) reverts to stone for 2d6 rounds, at the end of which time it crumbles into dust.


The juggernaut generally appears as a huge, powerful stone vehicle of some sort, with wheels or rollers for locomotion.

A juggernaut is clumsy and slow moving, but it makes up for these handicaps by rolling right over opponents in a deadly crushing attack. A juggernaut has a movement rate of 3 in its first round of animation. This increases by 3 each round to a maximum of 12. A juggernaut is slow to turn, and can change direction only 90 degrees for every 30 feet of movement.

Anyone caught in the path of a juggernaut charge is run over by the thundering behemoth, though the juggernaut must make a normal attack roll if the victim can avoid the charge. A hit indicates that the victim is crushed, suffering 10d10 points of damage. In addition, every item carried by the victim must roll a saving throw vs. crushing blow to avoid destruction. A successful saving throw vs. death magic entitles the victim to only half damage, but it does not protect his equipment.

Some juggernauts are a unique crossbreed of stone golem and mimic. Once animated, these juggernauts can alter their shape as the mimics do. They can grow up to six limbs, each designed for current needs. For example, if it wishes to sound a warning, a limb may grow into a trumpet or horn. In combat, its limbs become maces or hammers that inflict 2d6 points of damage each, due to its great strength. A juggernaut can rarely bring more than two limbs to bear on a single opponent.

Stone Guardian

In combat, a guardian slams opponents with its massive arms, each of which inflicts 1d8+1 points of damage. The stone guardian suffers only¼ damage from edged weapons and ½ damage from all cold, fire, or electrical attacks. Normal missiles cause no damage. A stone guardian can be instantly destroyed by a stone to flesh, transmute rock to mud, stone shape, or dig spell; it is not entitled to a saving throw.


CLIMATE/TERRAIN: Temperate or tropical/Wilderness or subterranean




DIET: Carnivore








THAC0: 13






SIZE: L (8' tall)

MORALE: Average (8-10)

XP VALUE: 1,400


Gorgons are fierce, bull-like beasts who make their lairs in dreary caverns or the fastness of a wilderness. They are aggressive by nature and usually attack any creature or person they encounter.

Monstrous black bulls, gorgons have hides of thick metal scales. Their breath is a noxious vapor that billows forth in great puffs from their wide, bull nostrils. Gorgons walk on two hooves, when necessary, but usually assume a four-hoofed stance. Despite their great size, they can move through even heavy forests with incredible speed, for they simply trample bushes and splinter smaller trees. Gorgons speak no languages but let out a roar of anger whenever they encounter other beings.

Combat: Four times per day gorgons can make a breath weapon attack (their preferred means of attack). Their breath shoots forth in a truncated cone, five feet wide at the base and 20 feet wide at its end, with a maximum range of 60 feet. Any creature caught in this cone must roll a saving throw vs. petrification. Those who fail are turned to stone immediately! The awareness of gorgons extends into the Astral and Ethereal planes, as do the effects of their breath weapon.

If necessary (i.e., their breath weapon fails) gorgons will engage in melee, charging forward to deliver a vicious head butt or horn gore. Gorgons fight with unrestricted ferocity, slashing and trampling all who challenge them until they themselves are slain.

Habitat/Society: It is believed that gorgons can actually devour the living statues they create with their breath weapon. Whether their flat iron teeth break up and pulverize the stone or their saliva returns the victim to flesh while they eat is a matter for conjecture.

Their primary prey are deer and elk, but gorgons won't hesitate to add other meats to their diet when hungry. Their sense of smell is acute and once they get on the trail gorgons are 75% likely to track their victim successfully. Once their victim is in sight, gorgons let out a scream of rage and then charge. Unless somehow evaded, a gorgon will pursue tirelessly, for days if necessary, until the prey either drops from exhaustion or is caught in the gorgon's deadly breath.

Gorgons have no use for treasure, hence gold and gems are often left petrified on the statue of the being that once wore them. Occasionally a gorgon in his haste will devour something of value; the items will later be left in the gorgon's droppings, somewhere near the entrance to its lair.

Gorgons are usually encountered in groups of three or four -- one male bull with two or three females. Gorgon calves are raised by the females to the age of two, then the young bulls are turned out to make their own way. Females remain with the dominant bull.

About 25% of the time only a single gorgon is encountered. Lone gorgons are always rogue males in search of females.

The forest around a gorgon lair is usually a crisscrossing network of trails and paths they've made. Occasionally there are clearings where the grasses were trampled down in a battle and perhaps the shattered remains of a statue can be found.

Ecology: Gorgons have no natural enemies other than themselves. Bull gorgons are often called upon to defend their positions against rogue gorgons. These battles are not usually fatal, but even a gorgon can be felled by a well-aimed horn gore. The only other creature known to hunt these fierce predators is man.

Gorgon blood, properly prepared, can seal an area against ethereal or astral intrusion; their powdered scales are an ingredient in the ink used to create a protection from petrification scroll.

In addition, the hide of a gorgon can be fashioned, with considerable work and some magical enhancement, into a fine set of scale mail. This armor will provide the wearer with a +2 bonus to all saving throws vs. petrification or flesh-to-stone spells.


Worker Philosopher Patriarch


FREQUENCY: Rare Very rare Very rare



DIET: Carnivore Carnivore Carnivore

INTELLIGENCE: Average (8-10) Exceptional (15-16) Supra-genius (19)


ALIGNMENT: Neutral evil Neutral evil Neutral evil

NO. APPEARING: 1-10 1-2 1

ARMOR CLASS: 5 5 (0) 10

MOVEMENT: Fl 12 (D) Fl 12 (D) 0

HIT DICE: 5 7 9

THAC0: 15 13 11

NO. OF ATTACKS: 11 11 0

DAMAGE/ATTACK: 1-4(x10)/1-6 1d4(x10)/1-6 0

or by weapon or by weapon

SPECIAL ATTACKS: Magical items Magical items See below



SIZE: M (4' diameter) M (4' diameter) G (30' diameter)

MORALE: Elite (13-14) Champion (15-16) Fanatic (17)

XP VALUE: 2,000 5,000 9,000


The grell is a fearsome carnivore that looks like a giant brain with a vicious beak and 10 dangling tentacles, each 6 feet long. Some grell are rogues, while others live in family units. The ``civilized'' grell is a hive or colony creature, much like an ant or a bee, but far more intelligent, arrogant, and dangerous.

Grell have a weird language composed of bird-like squawks and chirps, combined with tentacular motion and a limited telepathy with other grell. Other creatures cannot learn the grell language, and they would not deign to learn the language of ``lesser beings'' (a synonym for ``food'' in their language).

Combat: The grell's most common strategy is to use its natural levitation ability to hide in the upper reaches of large chambers. It can then drop silently on a victim, who suffers a -3 penalty to surprise rolls when attacked in this way.

A worker grell attacks with all 10 tentacles; each one that hits grips the opponent (the grip can be broken with a successful bend bars/lift gates roll). For each hit, the victim must roll a saving throw vs. paralysis, with a +4 bonus, or be paralyzed for 5d4 rounds. With two tentacles gripping the prey, the grell can lift it up toward the ceiling and devour the prey when desired. A grell automatically hits paralyzed prey each round.

Soldier grell often use weapons, including the tip-spear and the lightning lance. The tip-spear is an edged metal head which fits on the tip of a tentacle and is held there by suction; the weapon causes 1d6 damage if used to slash, 2d6 if used to impale. Victims hit by a tip-spear must make a saving throw vs. paralysis, as if hit by a tentacle. The lightning lance delivers 3d6 points of electrical damage to those hit with it, though a successful saving throw vs. spells halves the damage. A lightning lance starts with 36 charges; it can use one per round.

Any hit against a tentacle (AC 4) renders it unusable, but subtracts no hit points from the grell's total. Grell regenerate lost or damaged tentacles in 1-2 days, and are immune to electrical attacks.

Grell use strategy and tactics in their battles, and can attack more than one opponent each round. They are intelligent enough to allocate their tentacle attacks in an advantageous way. They use their beaks only against paralyzed prey.

Habitat/Society: Grell have a distinct hierarchy. Each hive is led by a patriarch, who gives orders to the philosophers, who direct the soldiers and workers in their every day tasks. A hive occupies an underground complex, or travels by ship.

Supposedly, all grell answer to a mysterious Imperator, a grell of great power who can unite all the grell for a common cause; to conquer a realm, a territory, or even a world.

A grell mates but once in its 30-40 year life span. The female later lays a clutch of 2d4 eggs. Young are born active and self-sufficient, but with only 1 Hit Die. They gain 1 Hit Die every two months until they reach adulthood.

Ecology: Arrogant and vicious, grell hunt their territories to exhaustion, then move on to more fertile places.

A grell's paralytic poison cannot be extracted from the creature's body, but parts of the monster's body can be used for spells or items relating to levitation or electricity.

Soldier/Worker: These are the common grell that form the bulk of a hive or a raiding party. Occasionally, a grell will become separated from its fellows; these become rogues. Rogues carry no weapons, collect no treasure, and avoid sunlight.

Philosopher: These grell serve as intermediaries between patriarchs and workers/soldiers. Some lead lesser grell in combat, and there is one philosopher for every 10 lesser grell encountered. Some philosophers (20%) wear powerful rings of protection, giving them AC 0. About 10% of philosophers can cast spells as 2nd-level wizards.

Patriarch: Each hive has a patriarch, a huge, sedentary mass of flesh that directs the lesser grell. If the patriarch is taken to a ship, it can dig its many tentacles into the ship and animate it, even make it fly to other worlds.


Gremlin Fremlin Galltrit Mite Snyad

CLIMATE/TERRAIN: Any land Any land Any land Subterranean Subterranean

FREQUENCY: Very rare Very rare Very rare Rare Uncommon

ORGANIZATION: Pack Pack Pack Tribe Family

ACTIVITY CYCLE: Night Day Night Any Any

DIET: Omnivore Herbivore Blood Omnivore Omnivore

INTELLIGENCE: Very (11-12) Average (8-10) Average (8-10) Low (5-7) Low (5-7)


ALIGNMENT: Chaotic evil Chaotic neutral Chaotic evil Lawful evil Neutral

NO. APPEARING: 1-6 1-4 1-4 6-24 1-8

ARMOR CLASS: 4 6 2 8 -4

MOVEMENT: 6, Fl 18 (B) 6, Fl 12 (B) 6, Fl 18 (B) 3 21

HIT DICE: 4 3+6 2 hp 1-1 1-1

THAC0: 17 17 20 20 20

NO. OF ATTACKS: 1 1 1 1 Nil

DAMAGE/ATTACK: 1-4 1-4 1-2 1-3 Nil

SPECIAL ATTACKS: Nil Nil Blood drain Nil Nil

SPECIAL DEFENSES: +1 weapon +1 weapon Nil Nil See below

needed to hit needed to hit

MAGIC RESISTANCE: 25% Nil Nil Nil See below

SIZE: T (18") T (1') T (6") T (2') T (2')

MORALE: Unsteady Unsteady Average Average Average

(5-7) (5-7) (8-10) (8-10) (8-10)

XP VALUE: 650 270 65 35 65


Often mistaken for imps, gremlins are small, winged goblinoids. There are many varieties of gremlins, and most are chaotic and mischievous. Their skin color ranges from brown to black to gray, frequently in a mottled blend. Their ears are very large and pointed, giving them a 65% chance to hear noise. A pair of bat-like wings enables them to fly or glide. Gremlins never wear clothing or ornamentation.

Combat: Gremlins are worthless in real combat; at every opportunity they flee rather than fight face-to-face. What gremlins like to do best is cause trouble. The angrier their victims are, the happier the gremlins. Their favorite tactic is to set up a trap to humiliate opponents and maybe even cause them to damage a valued possession or hurt a loved one. If the opponent gets hurt as well, that's just fine. For example, the gremlin may set a trip wire across a doorway that pulls down a fragile vase onto the victim's head. A building infested by a gremlin pack can be reduced to shambles in a single night.

In melee, gremlins have only their weak bite for attacks (1d4 points of damage). They can fly quite well (MC B), but they usually stay close to the ground or well over their opponents' heads, where they are difficult to reach. They can be hit only by magical weapons, and are 25% resistant to magic. Despite these defenses, they are cowards and fight only if cornered.

Habitat/Society: Gremlins are magical creatures that originated in an unknown plane of existence. They are highly susceptible to mutation and can interbreed with any goblinoid species. This has resulted in several different gremlin races, each with slightly different abilities and natures.

Gremlins travel in small packs, and they have a highly organized social order. Each gremlin knows who is above him in social rank, and who is below. As a rule, this is ordered by hit points, but an aggressive gremlin with lower hit points may be above larger gremlins in the social standing. Males and females are indistinguishable to all but other gremlins. Both sexes participate equally in all things. Offspring are left to fend for themselves from birth, which they are fully capable of doing. Within a month, the gremlin is a fully matured adult. Fortunately, they do not mate often.

These obnoxious creatures usually look for a building or estate to infest. Although they flee individual combat, they will not leave the building or grounds they infest until it is no longer fun (when everything is broken and the inhabitants have fled), or until their lives are in danger. Since the gremlins take great pains to not be seen, except as fleeting shadows, the inhabitants are frequently convinced that the place is haunted.

Ecology: Gremlins are not a natural part of the ecology. Their immunity to normal weapons protects them from normal predators. Unmolested, they live for centuries.


These friendly gremlins are quite harmless. They tend to be plump, whiny, and lazy, but otherwise look like small, slate colored gremlins. Occasionally, they become tolerable companions, if they take a liking to someone and are well fed and entertained. Even in this case, they never assist in combat and may in fact hinder it by giving away the location of hiding char