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Monsters of Baldur's Gate

Ankheg AC:

Ankheg
AC: 2 HD: 3-8 THAC0: 17-13 Attacks: 1 (3-18 : crush + 1-4 : acid) Special: Squirt Acid (8d4 failing save vs. Poison) Size: L-H (10' to 20' long) 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, 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.

Basilisk, Lesser
These reptilian monsters possess a gaze that enables them to turn any fleshy creature to stone. 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.



Brown Bear
AC: 6 HD: 5+5 THAC0: 15 Attacks: 3 (1-6/1-6/1-8 : paw/paw/bite) Special: Hug (2-12 additional damage on paw hit roll of 18 or better) Size: L (9'+ tall) 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.




Carrion Crawler
AC: 3/7 HD: 3+1 THAC0 Attacks: 1 (1-2 : bite) or 8 (paralyze) Special Paralyzation (2d12 turns failing save vs. Paralyzation) Size: L (9' long) 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 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.

Dire Wolf
AC: 6 HD: 4+4 THAC0: 15 Attacks: 1 (2-8 : bite) Special: Nil Size: L (7'-12') The dire wolf is an ancestor of the modern species. Though larger in size, they are otherwise similar to their descendants.


Dryad
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 cheekbones 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.


Ettercap
AC: 6 HD: 5 THAC0: 15 Attacks: 3 (1-3/1-3/1-8 : claw/claw/bite) Special: Poison (death in d4 turns failing save vs. Poison) Size: M (6' tall) 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. Tufts of thick, wiry, black hair cover their bodies, 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.


Ghast
AC: 4 HD: 4 THAC0: 17 Attacks: 3 (1-4/1-4/1-8 : claw/claw/bite) Special: Paralyzation (3-8 rounds failing save vs. Paralyzation) Size: M (5' to 6' tall) 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 cause retching and nausea unless a save vs. Poison is made.


Giant Spider
AC: 4 HD: 4+4 THAC0: 15 Attacks: 1 (1-8 : bite) Special: Poison (death failing save vs. Poison) Size: L (8' to 12' diameter) Spiders are aggressive predators, dwelling both above and below ground. They have eight legs and eight eyes with bulbous abdomens and thin sleek legs.


Gibberling
Mean furry thing.


Gnoll
AC: 5 HD: 2 THAC0: 19 Attacks: 1 (2-8: weapon) Special: Nil Size: L (7 1/2' tall) 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.


Hobgoblin
AC: 5 HD: 1+1 THAC0: 19 Attacks: 1 (weapon type) Special: Nil Size: M (6 1/2' tall) Hobgoblins are a fierce humanoid race that wage a perpetual war with the other humanoid races. They are intelligent, organized, and aggressive. The typical hobgoblin is a burly humanoid standing 6 1/2 feet tall. Their hairy hides range from dark reddish-brown to dark gray. Their faces show dark red or red-orange skin. Large males have blue or red noses. Hobgoblin eyes are either yellowish or dark brown while their teeth are yellow. Their garments tend to be brightly colored, often bold, blood red. Any leather is always tinted black. Hobgoblin weaponry is kept polished and repaired.


Kobold
AC: 7 HD: 1/2 THAC0:20 Attacks: 1 (weapon type) Special: Nil Size: S (3' tall) Kobolds are a cowardly, sadistic race of short humanoids that vigorously contest the human and demi-human races for living space and food. They especially dislike gnomes and attack them on sight. Barely clearing 3 feet in height, kobolds have scaly hides that range from dark, rusty brown to a rusty black. They smell of damp dogs and stagnant water. Their eyes glow like a bright red spark and they have two small horns ranging from tan to white. Because of the kobolds' fondness for wearing raggedy garments of red and orange, their non-prehensile rat-like tails, and their language (which sounds like small dogs yapping), these fell creatures are often not taken seriously. This is often a fatal mistake, for what they lack in size and strength they make up in ferocity and tenacity.


Mustard Jelly
AC: 4 HD: 7+14 THAC0: 13 Attacks: 1 (5-20 : thrust) Special: Poison Cloud Size: L (9' to 12' in diameter) The monstrous amoeboid mustard jelly is far more dangerous than the ocher jelly. Mustard jelly is translucent, and very hard to see until it attacks. The only clue to its presence is a faint odor, similar to blooming mustard plants. Once it does attack, it may be seen as yellowish brown in color.


Nymph
So beautiful that a glimpse can blind or even kill a man, the nymphs are the embodiment of loveliness, a triumph of nature. A nymph's beauty is beyond words - an ever-young woman with sleek figure and long, thick hair, radiant skin and perfect teeth, full lips and gentle eyes. A nymph's scent is delightful, and her long robe glows, hemmed with golden threads and embroidered with rainbow hues of unearthly magnificence. A nymph's demeanor is graceful and charming, her mind quick and witty.


Ogre
AC: 5 HD: 4+1 THAC0: 17 Attacks: 1 (1-10 : punch or by weapon type +6 damage) Special: +2 to hit Size: L (9+' tall) Ogres are big, ugly, greedy humanoids that live by ambushes, raids, and theft. Ill tempered and nasty, these monsters are often found serving as mercenaries in the ranks of orc tribes, evil clerics, or gnolls. They mingle freely with giants and trolls. Adult ogres stand 9 to 10 feet tall and weigh 300 to 350 pounds. Their skin colors range from a dead yellow to a dull black-brown, and (rarely) a sickly violet. Their warty bumps are often of a different color - or at least darker than their hides. Their eyes are purple with white pupils. Teeth and talons are orange or black. Ogres have long, greasy hair of blackish-blue to dull dark green. Their odor is repellent, reminiscent of curdled milk. Dressing in poorly cured furs and animal hides, they care for their weapons and armor only reasonably well.


Ogre Magi
The oriental ogre has light blue, light green, or pale brown skin with ivory horns. The hair is usually a different color (blue with green, green with blue) and is darker in shade; the main exception to this coloration is found in ogre magi with pale brown skin and yellow hair. They have black nails and dark green eyes with white pupils. The teeth and tusks are very white. Ogre magi are taller and more intelligent than their cousins and they dress in oriental clothing and armor.


Ogrillon
What do you get when you cross an orc and an ogre? An ogrillon. Not as big as their ogre cousins, but quite fierce.


Revenant
Revenants are vengeful spirits that have risen from the grave to destroy their killers. The revenant appears as a spectral, decayed version of its appearance at the time of its death. Its pallid skin is drawn tightly over its bones. The flesh is cold and clammy. The sunken eyes are dull and heavy-lidded but, when the revenant faces his intended victim, the eyes blaze with unnatural intensity. The revenant bears an aura of sadness, anger, and determination.


Sirine
AC: 3 HD: 4-7 THAC0: 17 to 13 Attacks: 1 (weapon type) Special: Yes Size: M (5' to 6' tall) Sirines are beautiful, human-like females, at home in any aquatic environment. They have human skin tones ranging to a light yellow green, and their hair can be almost any color, though silver and dark green are the most common. Sirines have beautiful figures and wear scanty clothing at best.


Skeleton
All skeletons are magically animated undead monsters, created as guardians or warriors by powerful evil wizards and priests. Skeletons appear to have no ligaments or musculature, which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs.


Skeleton Warrior
AC: 2 HD: 9+(2-12) THAC0: 11 Attacks: 1 (weapon type) Special: yes Size: M (6' to 7' tall) Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their soul in golden circlets. The sole reason that skeleton warriors remain is to search for and recover the circlets that contain their souls. A skeletal warrior appears as a cracked an yellowing skeleton covered with shards of decaying flesh. Its eyes are black holes containing pinpoints of reddish light. It is clad in the blackened armor and rotted trappings it wore in its former life.


Sword Spider
This giant hunting spider is native to jungles, but has been introduced into the Underdark by drow traders. It has a sleek, hairy, black body with brown stripes. Its legs have bony plates with sharp, raised ridges that cut like sword blades.


Tarrasque
AC: -3 HD: 70 (300 hp) THAC0: -5 Attacks: 6 (1-12/1-12/2-24/5-50/1-10/1-10 : claw/claw/tail/bite/horn/horn) Special: Bite works as Sword of Sharpness, Terror effect Size: G (50' long) The legendary tarrasque, for there is fortunately only one known to exist, is the most dreaded monster native to the Prime Material plane. The creature is a big scaly biped with two horns on its head, a lashing tail, and a reflective carapace. The tarrasque is a killing machine and when active, eats everything for miles around, including all animals and vegetation. Just kidding! :) Its a joke! Really....


Tasloi
AC: 5 HD: 1 THAC0: 19 Attacks: 2 or 1 (1-3/1-3 : claw/claw or weapon type) Special: Nil Size: S (2' to 3' tall) Tasloi are long-legged, flat-headed humanoids. They walk in a crouching posture, touching their knuckles to the ground from time to time. Their skins are a lustrous green and are thinly covered with coarse black hair. Their eyes are similar to a cat's and are gold in color. Often they can be heard at night, speaking in their high, whispery voices.


Vampiric Wolf
The vampiric wolf is similar to the other wolves, but it's also different..


War Dog
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.


Winter Wolf
The most dangerous member of the species, the winter wolf is known for its great size and foul disposition. Living only in chill regions, they can unleash a stream of frost from their lungs once every 10 rounds. The winter wolf is beautiful, with glistening white or silver fur and eyes of pale blue or silver.


Xvart
Xvarts are kind of like really mean smurfs...


Zombie
Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or priests. The condition of the corpse is not changed by the animating spell. Since it is difficult to get fresh bodies, most zombies are in sorry shape, usually missing hair and flesh, and sometimes even bones. This affects their movement, making it jerky and uneven. Usually zombies wear the clothing they died (or were buried) in.