MONSTER LIST

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 | battle
axe && 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>>