The monsters
occupying the AREA to be explored are an assortment
of creatures, some of which
are former inhabitants
(Euroz
&& Celbit _ slaves),
and some of which have moved into
the dungeon by unknown means.
The monsters (keeping in
mind that the term refers to any encounter,
no matter what the creature
type) can be encountered
in 2 ways: either in their
"lair" (the particular room or
chamber where they live,
as keyed by the DM),
or as "wandering monsters."
The latter encounters are more
irregular, uncertain, and
unpredictable as adventurers happen
to meet the monsters on a
random basis while exploring.
The monster list below is
keyed by number for easy reference,
and shows the monsters which
will be shown on The Game
map as being in their "lair."
The wandering monster lists appear
within the descriptive copy
of the module and are
given prior to the information
on each of the 2 levels of the
dungeon—one being for the
upper level, and the other for
the lower
level.
Monsters are shown on the
list with pertinent details given
(consult the descriptions
within the <MONSTER MANUAL> for further
information on each type),
thus allowing them to be employed
by the DM when encountered
without additional
dice rolling (except for
the initial roll to determine number
appearing). Important:
although there are 25 listings, the
Dungeon Master should
use only 16 to 20 of them In the
dungeon, placing some
on each of the two levels In the
rooms and chambers desired.
The remainder are unused.
The following are brief explanations
of the abbreviations
used in the monster lists.
Name—an asterisk (*) after a name
indicates that a special
weapon or attack form is needed to
hit this monster, (#)—number
appearing, this type of die
should be rolled to determine the number of monsters, AC—
armor class, HD—hit dice, an asterisk
(*) after hit dice means
that the special abilities bonus should
be added when calculating
experience, hp—hit points, the number
of hit points
that each monster has, #AT—number
of attacks, D—damage
done by each attack given in ranges of
hit points, MV—
move of the monster in feet per turn (and
feet per round).
Save—the class and level at which
the monster makes it saving
throws, D = dwarf, F - fighter, NM = normal
man, T =
thief, ML—morale (see page 67 of
the DMG).
MONSTERS
1. Euroz (1-4)
AC 6, HD 1, hp 5,4,3,2, #AT 1, D by weapon, MV 9",
SAVES: 14.15.16.17.17
MORALE: 55%
1. HP 5 | battle
axe && short bow (quiver:
12 arrows)
2. HP 4 | hand axe.
3. HP 3 | pruning
cleaver (guisarme-voulge)
4. HP 2 | pruning
cleaver (guisarme-voulge)
2. Troglodytes
(1-2)
AC 5, HD 2, hp 7, 3, #AT 3,
D 1-3/1-3/2-5, MV 12", SAVES: 14, 15, 16,
17, 17, ML 60%
3. Celbit
(2-9) AC 7, HD 1/2, hp 4,4,3,3,3,3,2,2,1 #AT 1, D weapon -1, MV 9"
SAVES: 16, 17, 18, 20, 19
MORALE:
53%
1. HP 3 | short
sword and javelin +
2. HP 3 | short sword
&& spear +
3. HP 2 | short
sword +
4. HP 2 | axe <hand
axe>
5. HP 2 | spiked wooden club <equiv. to morning
star>
6. HP 2 | javelins (2-3)
7. HP 1 | spear
+
8. HP 1 | spiked wooden club <equiv. to morning
star>
9. HP 1 | spiked wooden club <equiv. to morning
star>
<-1 applied to all HP, apply a -1 to damage>
4. Ghouls
(1-2) AC 6, HD 2*, hp 6, 4, #AT 3, D 1-3 each + special, MV 9"
SAVES: 14.15.16.17.17
MORALE: 60%
XP 76, 83
5. Giant
Centipedes (1-4) AC 9, HD 1/2, hp 1, 1, 1, 1, #AT 1, D poison, MV 15"
SAVES 17, 18, 21, 19,
20
MORALE: 51%
XP 31, 31
<-1
applied to all HP>
6. Carrion
Crawler (1) AC 7, HD 3+1*, hp 9, #AT 8, D paralysis, MV 12"
SAVES:
13, 15, 16, 17, 17
MORALE:
66%
XP: 616
<+3
applied to HP>
7. Euroz
(2-7) AC 6, HD 1, #AT 1, D by weapon, MV 9"
SAVES: 14.15.16.17.17
MORALE: 55%
1. HP 5 | BROADSWORD &&
footman's flail | XP 15
2. HP 5 | battle
axe && pole-sai (ranseur)
| XP 15
3. HP 4 | hand
axe && light crossbow
(quiver: 20 bolts) | XP 14
4. HP 4 | hand
axe && composite
long bow (quiver: 12 arrows) | XP 14
5. HP 3 | ash spear
| XP 13
6. HP 2 | hand
axe | XP 12
7. HP 1 | tri-spear
(spetum.corseque) | XP 11
8. Crab
Spiders (1-2) AC 7, HD 2, hp 5, 6, #AT 1, D 1-8 +
poison, MV 12"
SAVES:
14, 15, 16, 17, 17
MORALE:
60%
XP 83, 85
9. Troglodytes
(1-2)
AC 5, HD 2, hp 10, 4, #AT 3, D 1-3/1-3/2-5, MV 12"
SAVES: 14, 15, 16, 17,
17
ML 60%
XP: 56, 44
10. Black
Widow Spider (1) AC 6, HD 3*, hp 13, #AT 1, D2-12
+ poison, MV 6", 12" in web
SAVES: 13, 15, 16, 17, 17
ML: 65%
XP: 129
11. Stirges
(2-5) AC 7, HD 1*, hp 4,4,3,2,2, #AT 1 ~ 15, D 1-3, MV
30' (10'), flying 180' (60'),
SAVES: 16, 17, 18, 20, 19
MORALE: 48%
XP: 44, 44, 42, 40, 40
12. Gnolls
(1-4) AC 5, HD 2, #AT 1 ~ 16, D by weapon +1, MV 9"
1. HP 15 | pruning cleaver (guisarme-voulge.lochaber
axe) | XP 58
2. HP 9 |2-handed
sword | XP 46
3. HP 8 | battle
axe | XP 44
4. HP 5 |morning
star | XP 38
<+2 applied to HP>
13. Shriekers (1-4) AC
7, HD 3, #AT special, D nil, MV 1"
SAVES: 13, 15, 16, 17, 17
MORALE: 65%
SIZE: M,
HP: 14, XP: 19
SIZE: S, HP: 7, XP: 12
SIZE:
S, HP: 7, XP: 12
SIZE:
S, HP: 5, XP: 10
<-3
HP applied to the Small shriekers>
14. Skeletons (1-6) AC
7, HD 1, hp 4,4,3,3,2,1, #AT 1, D 1-6 or weapon, MV 12",
SAVES: (14)16.17.18.20.19
MORALE:
100%
XP: 18,
18, 17, 17, 16, 15
15. High
Jebli (2-5) AC 5, HD 1 +1, hp 9,8,6,4,3, #AT 1, D
by weapon, MV 9"
SAVES:
14.15.16.17.17
MORALE: 56% <check>
1. HP: 9 | brigandine && medium shield | long
sword && composite
long bow (quiver: 20 arrows) | XP: 38
2. HP:
8 | chain mail | long
sword && spear | XP: 36
3. HP: 6 | hide | long
sword && whip | XP: 32
4. HP: 4 | metal scale | pruning
cleaver (guisarme-voulge.lochaber axe) | XP: 28
5. HP: 3 | brigandine && large
shield | XP: 26
16. Jebli
(1-8) AC 6, HD 1-1, hp 7,5,4,3,3,3,2,1, #AT 1, D by weapon
-1, MV 9"
SAVES: 16, 17, 18,
20, 19
MORALE: 54%
1. HP 6 | gladius
&& horseman's
military pick | XP 16
2. HP 5 | xiphos
&& sling stones (10)
| XP 15
3. HP 3 | baselard
&& spear | XP 13
4. HP 2 | sling
bullets (10) | XP 12
5. HP 2 | morning
star | XP 12
6. HP 2 | footman's
military pick | XP 12
7. HP 1 | spear
| XP 11
8. HP 1 | spear
| XP 11
<-1 HP for size, 3-8 are all injured to some
degree>
17. Giant
Rats (2-7) AC 7, HD 1/2, hp 3,2,2,1,1,1,1, #AT 1,
D 1-3 + disease, MV 12", swim 6"
SAVES: 16.17.18.20.19
MORALE:
NA <?>
XP 7 +
1/hp
<apply -1 to damage>
<-1
already applied to HP>
18. Zombies
(1-2) AC 8, HD 2, hp 10,7, #AT 1, D 1-8, MV 6"
SAVES: 14, 15,16, 17,
17
MORALE: 100%
XP 30, 27
19. Celbit
(2-5) AC 7, HD 1/2, #AT 1, D weapon, MV 9"
SAVES: 16, 17, 18, 20, 19
MORALE:
53%
<-1
applied to all HP, apply a -1 to damage>
1. HP 3 | short
sword and javelin | XP 8
2. HP 3 | short
sword && spear | XP 8
3. HP 3 | baselard
| XP 8
4. HP 1 | hand
axe | XP 6
5. HP 1 | javelins
(2-3)
20. Bandits
(1-4) AC 6, HD 1-6 hp, #AT 1, D by weapon, MV 9",
SAVES: 13, 12, 14, 16, 15
MORALE: 50%
1. HP 7 | leather
armor & large shield, short
sword | XP 12 | AC 7
2. HP 5 | leather
armor,
light crossbow
| XP 12 | AC 8
3. HP 4 | leather
armor & large shield, long
sword | XP 9 | AC 7
4. HP 2 | leather
armor & large shield, BROADSWORD
| XP 7 | AC 7
21. Ochre
Jelly (1) AC 8, HD 6, hp 16, #AT 1 ~ 13, D 3-12,
MV 3"
SAVES:
11, 14, 15, 16 , 16
MORALE: 80%
XP 246
22. Noniz
(2-5)—AC 5, HD 1, #AT 1, D weapon -1, MV 6"
SAVES:
11, 12, 13, 13, 14
MORALE:
55%
1. HP 6 | short
sword and short bow (quiver:
12 arrows) | XP 28
2. HP 4 | katzbalger
and spear | XP 26
3. HP 3 | bat
and sling stones (10) | XP 25
4. HP 1 | bat
and spear | XP 23
5. HP 1 | bat
and short sword | XP 23
<-1
size modifier applied to HP>
23. Euroz (2-7)
— AC 6, HD 1, hp 8,6,5,4,4,2,2, #AT 1, D by weapon, MV 9"
SAVES: 14.15.16.17.17
MORALE: 55%
1. HP 8 |BROADSWORD
&& footman's flail
|XP 18
2. HP 6 | long sword
&& spear
|XP 16
3. HP 5 | battleaxe
&& voulge
| XP 15
4. HP 4 | battleaxe
&& light crossbow
(quiver: 20 bolts) | XP 14
5. HP 4
| battleaxe
&& short bow (quiver:
20 arrows) | XP 14
6. HP 2
|basterd sword
& battleaxe
| XP 12
7. HP 2
|ash spear
| XP 12
24. Crab Spider
(1) AC 7, HD 2, hp 7, #AT 1 ~ 16, D 1-8 + poison, MV 12"
SAVES: 14, 15, 16, 17,
17
MORALE: 60%
XP 87
25. Jebli
(1-6) -- AC 6, HD 1-1, #AT 1, D weapon -1, MV 9"
SAVES: 16, 17, 18, 20, 19
MORALE: 54%
1. HP 5 |katzbalger
&& horseman's
military pick |XP 15
2. HP 4 |short
sword && sling stones
(10) | XP 14
3. HP 4 |short
sword && spear | XP 14
4. HP 3 |sling
stones (10) |XP 13
5. HP 2 |footman's military
pick | XP 12
6. HP 1 |spear
|XP 11
<-1 HP for size applied>
>>TREASURE LIST>>