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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.

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

Distributed to the toy and hobby trade by regional distributors.

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

    PsCPsychic 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                                                   

ORGANIZATION:                 Tribal                                                   

ACTIVITY CYCLE:              Day                                                   

DIET:                                       Carnivore                                                   

INTELLIGENCE:                  Average (8-10)                                                   

TREASURE:                           D                                                   

ALIGNMENT:                        Neutral good                                                   

NO. APPEARING:                  1-10                                                   

ARMOR CLASS:                    7                                                   

MOVEMENT:                         6, Fl 36 (C)                                                   

HIT DICE:                               1+2                                                   

THAC0:                                    19                                                   

NO. OF ATTACKS:               2                                                   

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

SPECIAL ATTACKS:            Dive +4                                                   

SPECIAL DEFENSES:          Nil                                                   

MAGIC RESISTANCE:         Nil                                                   

SIZE:                                        M (20' wing span)                                                   

MORALE:                               Steady (11)                                                   

XP VALUE:                             65                                                   

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                                                

ORGANIZATION:              Brood                                                

ACTIVITY CYCLE:           Night                                                

DIET:                                    Omnivore                                                

INTELLIGENCE:               High (13-14)                                                

TREASURE:                        F                                                

ALIGNMENT:                     Lawful evil                                                

NO. APPEARING:               1d4                                                

ARMOR CLASS:                 4                                                

MOVEMENT:                      3, Sw 18                                                

HIT DICE:                            8                                                

THAC0:                                 13                                                

NO. OF ATTACKS:            4                                                

DAMAGE/ATTACK:          1-6 (x 4)                                                

SPECIAL ATTACKS:         See below                                                

SPECIAL DEFENSES:       Slime                                                

MAGIC RESISTANCE:      Nil                                                

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                                                

FREQUENCY:                     Rare                                                

ORGANIZATION:              Brood                                                

ACTIVITY CYCLE:           Any                                                

DIET:                                    Omnivore                                                

INTELLIGENCE:               Non- (0)                                                

TREASURE:                        C                                                

ALIGNMENT:                     Neutral                                                

NO. APPEARING:               1-6                                                

ARMOR CLASS:                 Overall 2, underside 4                                                

MOVEMENT:                      12, Br 6                                                

HIT DICE:                            3-8                                                

THAC0:                                 17-13                                                

NO. OF ATTACKS:            1                                                

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

SPECIAL ATTACKS:         Squirt acid                                                

SPECIAL DEFENSES:       Nil                                                

MAGIC RESISTANCE:      Nil                                                

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.



CLIMATE/TERRAIN:        Any                                                

FREQUENCY:                     Very rare                                                

ORGANIZATION:              Entourage                                                

ACTIVITY CYCLE:           Any                                                

DIET:                                    Omnivore                                                

INTELLIGENCE:               Genius (17-18)                                                

TREASURE:                        R                                                

ALIGNMENT:                     Lawful neutral                                                

NO. APPEARING:               1 (1-6)                                                

ARMOR CLASS:                 5 (3)                                                

MOVEMENT:                      12                                                

HIT DICE:                            10                                                

THAC0:                                 11                                                

NO. OF ATTACKS:            1                                                

DAMAGE/ATTACKS:        1-8 (weapon)                                                

SPECIAL ATTACKS:         Nil                                                

SPECIAL DEFENSES:       Invisibility, dimension door                                                

MAGIC RESISTANCE:      40%                                                

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                                                

ORGANIZATION:              Solitary                                                

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

DIET:                                    Omnivore                                                

INTELLIGENCE:               Low to High (5-14)                                                

TREASURE:                        U                                                

ALIGNMENT:                     Neutral evil                                                

NO. APPEARING:               1                                                

ARMOR CLASS:                 0                                                

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                                                

DAMAGE/ATTACK:          1-4                                                

SPECIAL ATTACKS:         See below                                                

SPECIAL DEFENSES:       See below                                                

MAGIC RESISTANCE:      25%                                                

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                                                

ORGANIZATION:              Solitary                                                

ACTIVITY CYCLE:           Day                                                

DIET:                                    Carnivore (see below)                                                

INTELLIGENCE:               Animal (1)                                                

TREASURE:                        Special                                                

ALIGNMENT:                     Neutral                                                

NO. APPEARING:               1                                                

ARMOR CLASS:                 0                                                

MOVEMENT:                      9, Br 3                                                

HIT DICE:                            12                                                

THAC0:                                 9                                                

NO. OF ATTACKS:            1                                                

DAMAGE/ATTACK:          2-8                                                

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

SPECIAL DEFENSES:       See below                                                

MAGIC RESISTANCE:      Nil                                                

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                 

ACTIVITY CYCLE:              Any                              Any                       Any                         Any                       

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.



CLIMATE/TERRAIN:        Any                                                                                         

FREQUENCY:                     Very rare                                                                                

ORGANIZATION:              Solitary                                                                                   

ACTIVITY CYCLE:           Night                                                                                      

DIET:                                    Nil                                                                                          

INTELLIGENCE:               Exceptional (15-16)                                                                

TREASURE:                        (D)                                                                                          

ALIGNMENT:                     Chaotic evil                                                                            

NO. APPEARING:               1                                                                                             

ARMOR CLASS:                 0                                                                                             

MOVEMENT:                      15                                                                                           

HIT DICE:                            7                                                                                             

THAC0:                                 13                                                                                           

NO. OF ATTACKS:            1                                                                                             

DAMAGE/ATTACK:          1-8                                                                                          

SPECIAL ATTACKS:         Death wail                                                                              

SPECIAL DEFENSES:       +1 or better weapon to hit                                                      

MAGIC RESISTANCE:      50%                                                                                        

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                                

ACTIVITY CYCLE:              Day                               Day                                Day                                      

DIET:                                       Carnivore                     Carnivore                       Carnivore                             

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

TREASURE:                           F                                   H                                    C, I                                      

ALIGNMENT:                        Nil                                Neutral                           Chaotic evil                         

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

ARMOR CLASS:                   4                                   2                                     3                                          

MOVEMENT:                        6                                   6                                     9, Fl 15 (E)                          

HIT DICE:                              6+1                               10                                   7+3                                      

THAC0:                                   15                                 11                                   13                                        

NO. OF ATTACKS:               1                                   3                                     3                                          

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                                       

MAGIC RESISTANCE:        Nil                                Nil                                  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              

ACTIVITY CYCLE:       Day                    Day                    Day                    Day                  

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

SPECIAL ATTACKS:    Hug                    Hug                    Hug                    Hug                  

SPECIAL DEFENSES:   Nil                     Nil                     Nil                     Nil                    

MAGIC RESISTANCE: Nil                     Nil                     Nil                     Nil                    

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               

MAGIC RESISTANCE:   Nil                  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.



CLIMATE/TERRAIN:      Any land                                                                                  

FREQUENCY:                   Rare                                                                                         

ORGANIZATION:             Solitary                                                                                    

ACTIVE TIME:                  Day                                                                                          

DIET:                                   Carnivore                                                                                 

INTELLIGENCE:              Low (5-7)                                                                                 

TREASURE:                       See below                                                                                 

ALIGNMENT:                    Neutral evil                                                                              

NO. APPEARING:             1-2                                                                                            

ARMOR CLASS:               4                                                                                               

MOVEMENT:                    15                                                                                             

HIT DICE:                          12                                                                                             

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                                                  

MAGIC RESISTANCE:    Nil                                                                                            

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)                                                  


TREASURE:                          I, S, T                    G                           Vx4                         R                         U                           Nil                                                  

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                                                                                   

ORGANIZATION:           Family                                                                                       

ACTIVITY CYCLE:        Night                                                                                         

DIET:                                 Psionic energy                                                                           

INTELLIGENCE:            Animal (1)                                                                                 

TREASURE:                     Nil                                                                                             

ALIGNMENT:                  Neutral                                                                                       

NO. APPEARING:            1-3                                                                                             

ARMOR CLASS:              9                                                                                                

MOVEMENT:                   1, Br 3                                                                                        

HIT DICE:                         1 hp                                                                                            

THAC0:                              Nil                                                                                             

NO. OF ATTACKS:         Nil                                                                                             

DAMAGE/ATTACK:       Nil                                                                                             

SPECIAL ATTACKS:      Psionic                                                                                       

SPECIAL DEFENSES:    Psionic                                                                                       

MAGIC RESISTANCE:   Nil                                                                                             

SIZE:                                  T (3" long)                                                                                 

MORALE:                         Unsteady (5-7)                                                                           

XP VALUE:                       35                                                                                              

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                            

ORGANIZATION:                          Pack                               Pack                                     

ACTIVITY CYCLE:                       Any (night)                    Any (night)                          

DIET:                                                Varies                            Varies                                  

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

TREASURE:                                    I, K, M                           I, K, M (Z)                           

ALIGNMENT:                                 Neutral evil                    Neutral evil                          

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

ARMOR CLASS:                             7 (10)                             5 (8)                                     

MOVEMENT:                                  9                                     9                                          

HIT DICE:                                        3                                     5                                          

THAC0:                                             17                                   15                                        

NO. OF ATTACKS:                        1                                     1                                          

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

SPECIAL ATTACKS:                     See below                      See below                            

SPECIAL DEFENSES:                   Regeneration                 Regeneration                       

MAGIC RESISTANCE:                  Nil                                 Nil                                       

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)                    

TREASURE:                                    O, P, Q                           K                                          

ALIGNMENT:                                 Lawful good                  Neutral (chaotic good)         

NO. APPEARING:                           4-16                               1-3                                       

ARMOR CLASS:                             3                                     6                                          

MOVEMENT:                                  12                                   15                                        

HIT DICE:                                        ½                                     ½                                           

THAC0:                                             20                                   20                                        

NO. OF ATTACKS:                        1                                     Nil                                       

DAMAGE/ATTACK:                      1-2 (weapon)                 Nil                                       

SPECIAL ATTACKS:                     Spells                             See below                            

SPECIAL DEFENSES:                   Save as                           See below                            

                                                            9th-level cleric               

MAGIC RESISTANCE:                  Nil                                 20%                                     

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

ORGANIZATION:                    Clan

ACTIVITY CYCLE:                 Night

DIET:                                          Omnivore

INTELLIGENCE:                     High to genius (13-18)

TREASURE:                              O, P, Q, X

ALIGNMENT:                           Chaotic evil (neutral)

NO. APPEARING:                     4-16

ARMOR CLASS:                       -3

MOVEMENT:                            96

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

THAC0:                                       19 (common; leaders/elders 17)

NO. OF ATTACKS:                  3

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                                                                

FREQUENCY:                        Uncommon                                                                          

ORGANIZATION:                 Tribal                                                                                   

ACTIVITY CYCLE:              Any                                                                                      

DIET:                                       Carnivorous                                                                         

INTELLIGENCE:                  Low to average (5-10)                                                         

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

ALIGNMENT:                        Chaotic evil                                                                         

NO. APPEARING:                  2-8 (2d4)                                                                              

ARMOR CLASS:                    5 (10)                                                                                   

MOVEMENT:                         9                                                                                          

HIT DICE:                               3+1                                                                                      

THAC0:                                    17                                                                                        

NO. OF ATTACKS:               1                                                                                          

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

SPECIAL ATTACKS:            Surprise, +2 to damage                                                        

SPECIAL DEFENSES:          Nil                                                                                       

MAGIC RESISTANCE:         Nil                                                                                       

SIZE:                                        L (7' tall)                                                                              

MORALE:                               Steady to Elite (11-13)                                                        

XP VALUE:                             120                                                                                       

                                                   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                                                                             

ORGANIZATION:                 Solitary                                                                                

ACTIVITY CYCLE:              Any                                                                                      

DIET:                                       Carnivorous                                                                         

INTELLIGENCE:                  Animal (1)                                                                           

TREASURE:                           Nil                                                                                       

ALIGNMENT:                        Neutral                                                                                 

NO. APPEARING:                  1-2                                                                                       

ARMOR CLASS:                    -2/4/6                                                                                   

MOVEMENT:                         14 (3)                                                                                   

HIT DICE:                               9                                                                                          

THAC0:                                    11                                                                                        

NO. OF ATTACKS:               3                                                                                          

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

SPECIAL ATTACKS:            8' jump                                                                                 

SPECIAL DEFENSES:          Nil                                                                                       

MAGIC RESISTANCE:         Nil                                                                                       

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                      

FREQUENCY:                        Rare                                                                                     

ORGANIZATION:                 Tribal                                                                                   

ACTIVITY CYCLE:              Any                                                                                      

DIET:                                       Carnivore                                                                             

INTELLIGENCE:                  Low to average (5-10)                                                         

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

ALIGNMENT:                        Chaotic evil                                                                         

NO. APPEARING:                  10-80                                                                                   

ARMOR CLASS:                    6 (better with armor)                                                           

MOVEMENT:                         3 Sw 15 (9 in armor)                                                           

HIT DICE:                               1                                                                                          

THAC0:                                    19                                                                                        

NO. OF ATTACKS:               3 or 1                                                                                   

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

SPECIAL ATTACKS:            Hop                                                                                      

SPECIAL DEFENSES:          Camouflage                                                                         

MAGIC RESISTANCE:         Nil                                                                                       

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

MORALE:                               Average (10)                                                                       

XP VALUE:                             65                                                                                        

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

CLIMATE/TERRAIN:           Subterranean                                                                        

FREQUENCY:                        Uncommon                                                                          

ORGANIZATION:                 Solitary                                                                                

ACTIVITY CYCLE:              Any                                                                                      

DIET:                                       Carnivorous                                                                         

INTELLIGENCE:                  Non- (0)                                                                               

TREASURE:                           B                                                                                          

ALIGNMENT:                        Neutral                                                                                 

NO. APPEARING:                  1-6                                                                                       

ARMOR CLASS:                    3/7                                                                                       

MOVEMENT:                         12                                                                                        

HIT DICE:                               3+1                                                                                      

THAC0:                                    17                                                                                        

NO. OF ATTACKS:               8 or 1                                                                                   

DAMAGE/ATTACK:             Special or 1-2                                                                      

SPECIAL ATTACKS:            Paralysis                                                                              

SPECIAL DEFENSES:          Nil                                                                                       

MAGIC RESISTANCE:         Nil                                                                                       

SIZE:                                        L (9' long)                                                                            

MORALE:                               Special                                                                                 

XP VALUE:                             420                                                                                       

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          

MAGIC RESISTANCE:         Nil                    Nil               Nil                 Nil                  Nil                       

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            

MAGIC RESISTANCE:    Nil                        Nil                          Nil                           Nil                        

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                    

ACTIVITY CYCLE:              Any                        Any                     Any                          

DIET:                                       Carnivore               Carnivore            Carnivore                 

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

TREASURE:                           Nil                          Nil                       Nil                           

ALIGNMENT:                        Neutral                   Neutral                Neutral                     

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

ARMOR CLASS:                    6                             5                          4                              

MOVEMENT:                         9                             18                        18                            

HIT DICE:                               ½                             1                          3+6                          

THAC0:                                    20                           19                        17                            

NO. OF ATTACKS:               3                             3                          3                              

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                

MAGIC RESISTANCE:         Nil                          Nil                       20%                         

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.



CLIMATE/TERRAIN:     Any swamp                                                                               

FREQUENCY:                  Very rare                                                                                   

ORGANIZATION:           Solitary                                                                                      

ACTIVITY CYCLE:        Day                                                                                            

DIET:                                 Omnivore                                                                                  

INTELLIGENCE:            Semi (2-4)                                                                                 

TREASURE:                     (C)                                                                                             

ALIGNMENT:                  Neutral                                                                                       

NO. APPEARING:            1-2                                                                                             

ARMOR CLASS:              7                                                                                                

MOVEMENT:                   6                                                                                                

HIT DICE:                         6+2                                                                                            

THAC0:                              15                                                                                              

NO. OF ATTACKS:         1                                                                                                

DAMAGE/ATTACK:       1-6+stun                                                                                    

SPECIAL ATTACKS:      Gaze causes death                                                                     

SPECIAL DEFENSES:    Nil                                                                                             

MAGIC RESISTANCE:   Nil                                                                                             

SIZE:                                  L (6' tall at shoulder)                                                                 

MORALE:                         Steady (11-12)                                                                           

XP VALUE:                       975                                                                                             

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

CLIMATE/TERRAIN:           Subterranean                                                   

FREQUENCY:                        Rare                                                   

ORGANIZATION:                 Group                                                   

ACTIVITY CYCLE:              Night                                                   

DIET:                                        Carnivorous                                                   

INTELLIGENCE:                   Semi- (2-4)                                                   

TREASURE:                            Any                                                   

ALIGNMENT:                        Neutral                                                   

NO. APPEARING:                  1-4                                                   

ARMOR CLASS:                    4                                                   

MOVEMENT:                         1                                                   

HIT DICE:                               3                                                   

THAC0:                                    17 or 15 (see below)                                                   

NO. OF ATTACKS:                2                                                   

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

SPECIAL ATTACKS:            Adhesive trapline                                                   

SPECIAL DEFENSES:          See below                                                   

MAGIC RESISTANCE:         Nil                                                   

SIZE:                                        M (7' long)                                                   

MORALE:                               Steady (11-12)                                                   

XP VALUE:                             175                                                   

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      

FREQUENCY:                        Rare      

ORGANIZATION:                 Tribal

ACTIVITY CYCLE:              Day      

DIET:                                       Omnivorous      

INTELLIGENCE:                  Low to average (5-10)      

TREASURE:                           M, Q (D, I, T)      

ALIGNMENT:                        Neutral or chaotic good      

NO. APPEARING:                  1-8      

ARMOR CLASS:                    5 (4)      

MOVEMENT:                         18      

HIT DICE:                               4      

THAC0:                                    17      

NO. OF ATTACKS:               3      

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

SPECIAL ATTACKS:            Nil      

SPECIAL DEFENSES:          Nil      

MAGIC RESISTANCE:         Nil      

SIZE:                                        L(8'-9' tall)      

MORALE:                               Elite (13-14)      

XP VALUE:                             175      

      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                       

ORGANIZATION:                Nil                     Nil                     Nil                     Swarm                    

ACTIVITY CYCLE:             Any                    Any                    Any                    Any                        

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                  

SPECIAL DEFENSES:         Nil                     Nil                     Nil                     Nil                          

MAGIC RESISTANCE:       Nil                     Nil                     Nil                     Nil                          

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                                         

ACTIVITY CYCLE:              Any                                Any                                               

DIET:                                       Omnivore                      Omnivore                                     

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

TREASURE:                           F                                    F                                                   

ALIGNMENT:                        Chaotic evil                   Neutral                                          

NO. APPEARING:                  1-4                                 1                                                   

ARMOR CLASS:                    6/5/2                              5/2                                                

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

HIT DICE:                               9                                     10                                                 

THAC0:                                    11                                   11                                                 

NO. OF ATTACKS:               6                                     5                                                   

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                            

SPECIAL DEFENSES:          Nil                                 Nil                                                

MAGIC RESISTANCE:         Nil                                 Nil                                                

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                                                                             

ORGANIZATION:                 Solitary                                                                                

ACTIVITY CYCLE:              Night                                                                                   

DIET:                                       Carnivore                                                                             

INTELLIGENCE:                  High (13-14)                                                                        

TREASURE:                           C                                                                                          

ALIGNMENT:                        Chaotic neutral                                                                    

NO. APPEARING:                  1-4                                                                                       

ARMOR CLASS:                    3 (1)                                                                                     

MOVEMENT:                         1, Fl 15 (D)                                                                          

HIT DICE:                               6                                                                                          

THAC0:                                    15                                                                                        

NO. OF ATTACKS:               2+special                                                                             

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

SPECIAL ATTACKS:            See below                                                                            

SPECIAL DEFENSES:          See below                                                                            

MAGIC RESISTANCE:         Nil                                                                                       

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 m