NO. APPEARING:
Referee's option: Increase or decrease according to party concerned
(used primarily only for out-door encounters).
ARMOR CLASS:
MOVE:
Nnumber after slash is flying speed. Creature may "charge" also and
get bonus to normal move.
HIT DICE:
% IN LAIR:
TREASURE:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR:
TREASURE:
Special Ability functions are generally as indicated in CHAINMAIL
where not
contradictory to the info stated hereinafter, and it is generally true
that
any monster or man can see in total darkness
as far as the dungeons are concerned
except for PCs.
Attack/Defense capabilities vs. normal men are simply
a matter of allowing
one roll as a man-type for every HD, with any bonuses being given to
only one
of the attacks, i.e. a Troll would attack 6 times, once with a +3 added
to the die
roll. (Combat is detailed in Vol. III)
MONSTER DESCRIPTIONS:
ANIMALS:
ALIGNMENT: Neutral
SMALL INSECTS OR ANIMALS:
NO. APPEARING: 6-36
ARMOR CLASS: Variable
MOVE: Variable
HIT DICE: Variable
% IN LAIR: Variable
TREASURE: Variable
These can be any of a huge variety of creatures such as wolves, centipedes,
snakes and spiders.
Any hit will kill the smaller, while larger beasts (such as wolves)
will receive 1 HD.
Generally speaking they will be AC8.
LARGE INSECTS OR ANIMALS:
NO. APPEARING: 2-16
ARMOR CLASS: Variable
MOVE: Variable
HIT DICE: Variable
% IN LAIR: Variable
TREASURE: Variable
This category includes giant ants and prehistoric monsters.
AC can be anything from 8 to 2.
HD should range from 2 anywhere near 20, let us say, for a Tyrannasaurus
Rex.
Also included in this group are the optionally usuable "Martian" animals
such as Apts, Banths, Thoats, etc.
If the referee is not personally familiar with the various monsters
included in this category the participants of the campaign can be polled
to decide all characteristics.
Damage caused by hits should range between 2-4 dice (2-24 points).
BASILISKS:
NO. APPEARING: 1-6
ARMOR CLASS: 4
MOVE: 6
HIT DICE: 6+1
% IN LAIR: 40%
TREASURE: F
Although this creature cannot fly, it has the power of turning to stone
those whom it touches and those who meet its glance, but it in turn can
be petrified by the reflection of its own eyes if the light is sufficient,
and it looks at a good reflector.
The Basilisk is not intelligent.
BLACK (OR GRAY)
PUDDING:
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 6
HIT DICE: 10
% IN LAIR: Nil
TREASURE: Nil
Another member of the clean-up crewe and nuisance
monster, Black Puddings are not affected by cold.
It is spread into smaller ones by chops or lightning
bolts, but is killed by fire.
Black Puddings dissolve wood, corrode metal at
a reasonably fast rate, have no effect on stone, and cause 3 dice of damage
to exposed flesh.
If an armored character runs through a Black
Puddings the monster's corrosive power will eat away the foot and leg protection
of the armor so that it will fall-away next turn.
Black Puddings can pass through fairly small
openings, and they can travel as easily on ceilings as on floors.
CENTAURS:
NO. APPEARING: 2-20
ARMOR CLASS: 5
MOVE: 18"
HIT DICE: 4
% IN LAIR: 05%
TREASURE: A
ALIGNMENT: Lawful, Neutral
At worst these creatures are semi-intelligent, and therefore Centaurs
will always carry some form of weapon:
50% of a group will carry clubs (equal to Morning Stars),
25% will carry lance-like spears,
and the balance will be armed with bows (composite bow, foot-type).
In Melee the Centaur will attack twice, once as a man and once as a
medium horse.
Centaurs will be found in hidden glens.
It is there that both their females and young are and where their treasure
is hidden.
In the lair (glen) will be found from 1-6 additional males, females
equal to twice the total number of males, and young equal to the number
of males.
Females are not generally armed and will not fight, and the young are
also non-combatant, except in life-and-death situations.
CHIMERAE:
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 12/18
HIT DICE: 9
% IN LAIR: 50
TREASURE: F
ALIGNMENT: Neutral, Chaotic
Combining the worst of many creatures, a Chimera has the forebody of
a great cat, the hind quarters of goat, dragon wings, and three heads.
The goat's head can gore with its long and sharp horns, the lion's
head can tear with its great fangs, and dragon's head can either bite or
breathe fire (but with a range of only 5" and but 3 dice damage).
COCKATRICES:
NO. APPEARING: 1-8
ARMOR CLASS: 6
MOVE: 9/18
HIT DICE: 5
% IN LAIR: 35%
TREASURE: D
The Cockatrice is a less powerful but more mobile Basilisk.
It turns opponents to stone by touch.
The Cockatrice is able to fly.
They are not intelligent.
DJINN-
NO. APPEARING: --
ARMOR CLASS: 5
MOVE: 9/24
HIT DICE: 7+1
% IN LAIR: Nil
TREASURE: Nil
All Djinn are aerial creatures and have not the powers typically credited
with them in fairy tales.
They fight as Giants with a -1 as far as damage is concerned, thus
doing from 1-11 points of damage when hitting.
They can carry up to 6,000 GP in weight, walking or flying (the latter
for short periods only).
They can create food which is nutritionally sound.
They can create drinkable beverages.
They can create soft goods and wooden objects of permanence, but metallic
items last but a short time when created by them (the harder the metal
the shorter its life), so that Djinn-Gold lasts but one day.
They can create illusions which will remain until dispelled by touch
or magic, and they need not concentrate upon the illusions to maintain
them.
They can form a whirlwind 1" base diameter, 2" top diameter, and 3"
in height which otherwise is like that of an Air Elemental.
Djinn are also able to become invisible or assume gaseous form.
DRAGONS:
NO. APPEARING: 1-4
ARMOR CLASS: 2
MOVE: 9/24
HIT DICE: 5-12
% IN LAIR: 60%
TREASURE: H
ALIGNMENT: Neutral, Chaotic
*** See separate paragraphs regarding each monster for various possibilities.
There are six varieties of Dragons, each with separate characteristics
in particular and other things in common.
The varieties will be dealt with first:
DRAGON TYPE: White
BREATH WEAPON: Cold
RANGE & SHAPE: 8" x 3" cone
HIT DICE: 5-7
TALKING/SLEEPING: 25% / 60%
White dragons will only be found in cold regions.
Apply the following to hit rolls & damage
rolls against the dragon:
Water: -1
Fire: +1
Lightning: +1
Earth: -1
DRAGON TYPE: Black
BREATH WEAPON: Acid
RANGE & SHAPE: 6" x 1/2" line
HIT DICE: 6-8
TALKING/SLEEPING: 40% / 50%
Black dragons will only be found in swamps and
marshes.
If the Dragon can talk there is a 5% chance it
can use magic, 1st level only.
Apply the following to hit rolls & damage
rolls against the dragon:
Water: +1
Earth: -1
DRAGON TYPE: Green
BREATH WEAPON: Chlorine Gas
RANGE & SHAPE: 5" x 4" cloud
HIT DICE: 7-9
TALKING/SLEEPING: 55% / 40%
Green dragons frequent woods and forests.
If the Dragon can talk there is a 10% chance
it can use magic, 1st and 2nd level spells.
Apply the following to hit rolls & damage
rolls against the dragon:
Air: +1
DRAGON TYPE: Blue
BREATH WEAPON: Lightning
RANGE & SHAPE: 10" x 1/2" line
HIT DICE: 8 - 10
TALKING/SLEEPING: 70% / 30%
Blue dragons are at home in the deserts and arid
lands.
There is a 15% chance that talking Blue Dragons
can use magic spells of from the 1st and 2nd level.
Apply the following to hit rolls & damage
rolls against the dragon:
Water: -1
Fire: +1
Lightning: -1
DRAGON TYPE: Red
BREATH WEAPON: Fire
RANGE & SHAPE: 9" x 3" cone
HIT DICE: 9 - 11
TALKING/SLEEPING: 85% / 20%
Red dragons inhabit mountainous and hilly regions.
If the dragon can talk there is a 15% chance
it can use magic, 1st through 3rd levels.
Apply the following to hit rolls & damage
rolls against the dragon:
Water: +1
Fire: -1
Air: -1
Earth: -1
DRAGON TYPE: Golden
BREATH WEAPON: Fire or Gas
RANGE & SHAPE: (as applicable)
HIT DICE: 10-12
TALKING/SLEEPING: 100% / 10%
Golden Dragons are able to abide anywhere, as
they are actually a class unto themselves.
These monsters are by far the most intelligent
of all their kind, and they are able to use magic.
They can employ spells up to the 6th level,
gaining one level for each of their stages of
maturity,
having one spell for each HD they may have.
Golden dragons are the only Dragons which
are lawful in nature although this exception is not noted on the Alignment
table.
They will often appear as human or in some other
guise.
They will not usually serve any character.
Breath Weapons: The Dragon is able to use its breath but 3 times
per day, so sometimes it will bite instead.
To determine this simply roll 2d6;
a score of 6 or less indicates the Dragon will bite,
but a 7 or better indicates that it will breathe.
Cone-shaped breath weapons originate from the mouth of the Dragon at 1/2" diameter.
Line-shaped breath weapons will travel in a straight line beginning at the height of the Dragon's head at the time it releases.
Cloud-shaped breath weapons extend from the ground level to a height of 3".
Hit Dice: The number of dice is an indication of the size
of the creature.
Most will fall in the middle, but 20% will be small and 20% very large.
The value of the HD, as well as the value of the breath weapon, will
be subhect to the maturity of the Dragon.
Maturity:
Die Roll to Determine | Description / Age | Value of Hit Dice and
Breath Weapon |
1 | Very Young / 1-5 years | 1 per die |
2 | Young / 6-15 years | 2 per die |
3 | Sub-Adult / 16-25 years | 3 per die |
4 | Adult / 26-75 years | 4 per die |
5 | Old / 76-100 years | 5 per die |
6 | Very Old / 100+ years | 6 per die |
Attacking Dragons: Sleeping Dragons may be attacked with a free melee round by the attacker and +2 on hit dice for chances of hitting.
Certain weapons will be more or less effective than others against the
various types of Dragons.
This is indicated on the following chart, the number indicating the
addition or subtraction for the probability of hitting as well as the
amount of damage done.
Dragon Type | Water | Fire* | Ltng. | Air** | Earth*** |
White | -1 | +1 | +1 | - | -1 |
Black | +1 | - | - | - | -1 |
Green | - | - | - | +1 | - |
Blue | -1 | +1 | -1 | - | - |
Red | +1 | -1 | - | -1 | -1 |
Golden | - | - | - | - | - |
Subduing Dragons: Any attack may be to subdue rather
than to kill, but this intent
must be announced before melee begins. When intent to subdue is announced
hits scored upon the Dragon are counted as subduing rather than killing
points.
Each round of melee the number of points scored in hits is ratioed
over the total
number the Dragon has (HP total), the hits obtained being stated as
a percentage
of the total possible, i.e. 12%, 67%, etc. The percentile dice are
then rolled
to determine if the Dragon has been subdued. A roll equal to or less
than the percentage
of hits already obtained means the Dragon is subdued. For example:
A "Very Old", 11 HD Red Dragon is encountered
asleep in its cavernous
lair. Three fighters creep in and
strike to subdue. All three hit scoring respectively
2, 3, and 6 points, or 11 points total.
11 ratioed over 66 (the number of
HP the Dragon can absorb before being
killed or in this case subdued) is
1/6th or 17%. The referee checks to
determine if the Dragon is subdued and
rolls over 17 on the percentile dice.
The Dragon is not subdued, and a check is
then made to see whether he will bite
or use his breath weapon during the
second melee round. The result indicates
he will breathe. The attackers strike
again and once more all hit for a
total of 12 points. The Dragon breathes and
as none make their saving throws the
attackers are all killed for they take 66
points of damage from Dragon fire.
Subsequently, the referee rolls 01 on the
percentile dice (any roll up to 34
would have indicated success) indicating that
had the attackers survived they would
have subdued the Red Dragon that turn.
Not more than 8 man-sized creatures can attempt to subdue any one Dragon.
Value of Subdued Dragons: Subdued Dragons can be sold
on the open market
(going out of existence in the game) for from 500 to 1000 GP per hit
point it can take. Thus, the Red Dragon in the above example would
be worth
from 33,000 to 66,000 GP. Offers are determined by the referee merely
by rolling a d6 to see if the offer will be 500 (die 1) 600 (die 2),
etc.
GP. Of course the character or characters who subdued the Dragon
could keep it in their own service or sell it to other players for
whatever they
could get.
Length of Subdual: A subdued Dragon will remain in that
state until such time
as an opportunity presents itself to ecape or kill its master presents
itself, but as
long as the master is in a commanding position it will not attempt
either course.
Two or More Dragons: If 2 Dragons are encountered they
will be mated pair
of at least the 4th age category. If 3 or 4 Dragons are encountered
they
will constitute a family group of a male, female, and 1 or 2 young.
The adults
will be of the 4th or greater age category, the young of the 1st. If
the young are
attacked both parents will automatically use their breath weapons.
If the female
is attacked the male will attack at double value unless he is simultaneously
attacked,
and vice versa.
Dragon Treasure: Very Young and Young Dragons are unlikely
to have acquired treasure.
Sub-Adult Dragons will have about half the indicated treasure for Dragons.
Very Old Dragons can have as much as twice the indicated amount.
DRYAD:
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVE: 12
HIT DICE: 2
% IN LAIR: 20%
TREASURE: D
ALIGNMENT: Neutral
The beautiful tree sprites of mythology.
Dryads are each part of their own respective tree and will stay within
24" of their trees.
They are shy and non-violent, but they have a powerful Charm Person
spell with a +10% chance of succeeding, and anyone who approaches/follows
a Dryad is 90% likely to have the spell thrown at him.
Anyone charmed by a Dryad will never return home from the forest.
Dryads have exact knowledge of the woods around them.
DWARVES:
NO. APPEARING: 40-400
ARMOR CLASS: 4
MOVE: 6
HIT DICE: 1
% IN LAIR: 50%
TREASURE: G
ALIGNMENT: Lawful, Neutral
Because of their relatively small size, clumsy monsters like Ogres,
Giants and the like will have a difficult time hitting Dwarves, so score
only one-half the usual HP when a hit is scored.
Any body of dwarves will have one above average Fighter for every 40
in the group, and to determine the level simply roll a d6, the number of
pips equalling the level of fighting of the dwarf.
If in their lair the score will be adjusted so that 1 or 2 equals 3rd
level, 3 or 4 equals 4th level, and 5 or 6 equalling 5th or 6th levels
respectively.
For every level of fighting ability there will be a 10% chance that
the dwarf will have a magic shield, magic armor, or a magic sword (die
1-4) or hammer (die 5,6).
Unintelligent beasts may sometimes be used by Dwarves to form a part
of their defenses (domesticated bears, wolves, or whatever at the referee's
option).
They are otherwise as outlined in CHAINMAIL.
EFREETI:
NO. APPEARING: --
ARMOR CLASS: 3
MOVE: 9/24
HIT DICE: 10
% IN LAIR: Nil
TREASURE: Nil
These creatuers are similar to the Djinn, but their basis is in fire
and they tend to be Chaotic.
Their fabled home is the City of Brass.
They are enemies of the Djinn.
The Efreet are otherwise like Djinn, with damage scored equal to that
done by a Giant (two dice, 2-12 points), and they can caarry uup to 10,000
GP weight.
In addition they can create a Wall of Fire and they can become incendiaries.
They will serve for 1001 days.
ELEMENTALS:
NO. APPEARING: 2
ARMOR CLASS: 2
MOVE: Variable
HIT DICE: Variable
% IN LAIR: Nil
TREASURE: Nil
There are four types of Elementals: Air, Earth, Fire, and Water.
Each will be dealt with separately.
There are variations of strength (HD) within all four types:
16 HD | Conjured Elementals |
12 HD | Device* Elementals |
8 HD | Staff Elementals |
* Those from medallions, stones, gems or bracelets.
Regardless of the strength of an Elemental, only one of each type can
be brought into existence during any "day".
Thus, if a character possessed a device to call up an Air Elemental,
but before he could employ it an opponent conjured an Air Elemental,
another could not be created until the next day.
Only magical weapons/attacks affect Elementals.
All elementals must be controlled at all times by persons who have called
them forth.
Failure to control any elemental will result in its turning upon the
one who called it up and attacking.
The returning/attacking Elemental will move directly toward the one
who summoned it,
attacking anything that gets in its path as it returns.
Note that once control is lost it can never be re-established.
Control consists merely of the summoner maintaining undivided attention
upon the Elemental; and being attacked, moving, or any other action will
tend to break this concentration.
No Elemental may be hit by normal men unless magically armed.
Air Elementals:
Air elementals move only by flying,
moving at a maximum rate of 36".
When engaged in combat in the air they add +1 to damage scored from
hits.
They normally do one die roll of damage.
They can turn into a whirlwind which will sweep all creatures under
2 HD away,
the whirlwind being conical in shape,
3" diameter at the base,
6" diameter at the top,
and as high as the number of HD possessed by the Elemental (16", 12",
or 8").
Forming a whirlwind requires one full turn as does dissolving it.
Earth Elementals:
Earth elementals move but 6" per turn and can not cross water.
However, when they hit they score damage with 3 dice (3-18 points)
against any opponent which rests upon the earth, and they score 2 dice
of damage against all other opponents.
They have the effect of a super battering ram against walls,
scoring damage as if they were striking an opponent (3-18 points).
Fire Elementals:
Fire Elementals move up to 12" per turn.
They score 2 dice of damage against all non-fire-using opponents,
and one die -1 (2-7 HP of damage) against fire-using opponents.
They act as incendiaries when in contact with inflammable material.
They cannot cross water.
They are brought forth from flame of considerable heat,
i.e. a large fire, lava pool, etc.
Water Elementals:
Water elementals are generally confined to water,
being able to move only 6" from such a body of liquid.
They move at a rate of 18" per turn in water,
6" outside water.
In water they do damage equal to 2 dice,
while out of water they do but 1 die of damage when meleeing.
Water elementals can only be brought forth from a considerable body
of water,
i.e. a pond, stream, or larger body of water.
ELVES:
NO. APPEARING: 30-300
ARMOR CLASS: 5
MOVE: 12
HIT DICE: 1+1
% IN LAIR: 25%
TREASURE: E
ALIGNMENT: Lawful, Neutral
Elves are of two general sorts, those who make their homes in woodlands
and those who seek the remote meadowlands.
For every 50 Elves encountered there will be one of above-normal capabilities.
Roll a four-sided die for level of fighting and a six-sided die for
level of magical ability, treating any 1's rolled as 2's and 6's (magical
level), as 5's.
For every 100 encountered there will be a Hero/Warlock.
One-half of the Elves in any given party will be bow armed, the other
half will bear spears, and all will have swords in addition.
Elves have the ability of moving silently and are nearly invisible
in their gray-green cloaks.
Elves armed with magical weapons will add one pip to the dice rolled
to determine damage, i.e. when a hit is scored the possible number of damage
points will be 2-7 per die.
Elves on foot may split-move and fire.
Mounted Elves may not split-move and fire, for they are not naturally
adapted to horseback.
EVIL HIGH PRIESTS:
ALIGNMENT: Chaotic
GARGOYLES:
NO. APPEARING: 2-20
ARMOR CLASS: 5
MOVE: 9/15
HIT DICE: 4
% IN LAIR: 25%
TREASURE: C
ALIGNMENT: Chaotic
As depicted in medieval architecture, the Gargoyle is a reptilian beast
with horns, talons, fangs, bat-like wings, and often bipedal.
They are hostile and generally (75%) attack with no provocation regardless
of the fact that they may be attacking other Chaotic creatures.
They are at least semi-intelligent, and usu. can be relied upon to
behave with forethought and planning.
Only magic weapons/attacks affect gargoyles.
GIANTS:
NO. APPEARING: 1-8
ARMOR CLASS: 4
MOVE: 12
HIT DICE: 8-12+2
% IN LAIR: 30%
TREASURE: 5000 GP + E
ALIGNMENT: Neutral, Chaotic
As stated in CHAINMAIL, Giants act as mobile light catapults with a
20' range.
Due to their huge weapons all Giants will score
2 dice of damage
when hitting an opponent. Wandering Giants will carry from 1000 to
600 GP
with them in their usual copious shoulder sack. Note that there can
be many types of
Giants incl. the following:
HILL GIANT
HD: 8
LAIR IS: Cave
APPROX. SIZE: 12'
UNUSUAL CHARACTERISTICS: None
STONE GIANT
HD: 9
LAIR IS: Cave
APPROX. SIZE: 15'
UNUSUAL CHARACTERISTICS: Throw as heavy catapult
FROST GIANT
HD: 10+1
LAIR IS: Castle
APPROX. SIZE: 18'
UNUSUAL CHARACTERISTICS: Impervious to cold,
2 dice + 1 hit damage
FIRE GIANT
HD: 11+3
LAIR IS: Castle
APPROX. SIZE: 12'
UNUSUAL CHARACTERISTICS: Impervious to fire,
2 dice + 2 hit damage
CLOUD GIANT
HD: 12+2
LAIR IS: Castle
APPROX. SIZE: 20'
UNUSUAL CHARACTERISTICS: Keen sense of smell,
3 dice hit damage
Hill Giants are the most common (60%) while the others are seldom encountered
(10% each type, total 40%).
Those Giants who abide in castles sometimes have additional guards.
There is a 50% chance that some other monster
will be there:
die 1-4 = a Hydra of from 5-10 heads;
die 5 or 6 is either from 6-36 wolves or from 3-18
bears.
GHOULS:
NO. APPEARING: 2-24
ARMOR CLASS: 6
MOVE: 9
HIT DICE: 2
% IN LAIR: 20%
TREASURE: B
ALIGNMENT: Chaotic
As stated in CHAINMAIL for Wights, Ghouls paralize any normal
figure they touch, excluding Elves. They otherwise melee in the regular
fashion
and are subject to missile fire. Any man-type killed by a Ghoul becomes
one.
GNOMES:
NO. APPEARING: 40-400
ARMOR CLASS: 5
MOVE: 6
HIT DICE: 1
% IN LAIR: 60%
TREASURE: C
ALIGNMENT: Lawful, Neutral
Slightly taller than Dwarves, and with longer beards, these creatures
usually inhabit the hills and lowland burrows as opposed to the mountainous
homes which Dwarves choose.
They are more reclusive than their cousins, but in all other respects
resemble Dwarves.
GNOLLS:
NO. APPEARING: 20-200
ARMOR CLASS: 5
MOVE: 9
HIT DICE: 2
% IN LAIR: 30%
TREASURE: D
ALIGNMENT: Chaotic
A cross between Gnomes and Trolls (. . . perhaps, Lord Sunsany
did
not really make it all that clear) with +2 morale. Otherwise they are
similar to
Hobgoblins, although the Gnoll king and his bodyguard of from 1-4 will
fight
as Trolls but lack regenerative power.
GOBLINS:
NO. APPEARING: 40-400
ARMOR CLASS: 6
MOVE: 6
HIT DICE: 1-1
% IN LAIR: 50%
TREASURE: 1-6 GP ea.
ALIGNMENT: Chaotic
These small monsters are detailed in CHAINMAIL.
They see well in darkness or dim light, but when they are subjected
to full daylight they subtract -1 from their attack and morale dice.
They attack dwarves on sight.
Their HD must always equal at least one pip.
Composition of Force:
When in their lair the "goblin king" will be found.
He will fight as a Hobgoblin in all respects.
He will be surrounded by a body of from 5-30 (roll 5d6) guards as Hobgoblins
also.
GORGONS:
NO. APPEARING: 1-4
ARMOR CLASS: 2
MOVE: 12
HIT DICE: 8
% IN LAIR: 50%
TREASURE: E
ALIGNMENT: Chaotic
These bull-like monsters have scales of iron covering their hides and a breath which is capable of turning to stone those who are within its 6' rnage.
GRAY OOZE:
NO. APPEARING: --
ARMOR CLASS: 8
MOVE: 1
HIT DICE: 3
% IN LAIR: Nil
TREASURE: Nil
A seeping horror which closely resembles wet stone
and is thus difficult to detect.
It will not be spread by non-harmful weapons,
but it is subject only to lightening bolts and chops by weaponry, for it
is impervious to cold or fire.
It does not harm wood or stone, but it corrodes
metal at the same rate that Black Pudding does.
It does 2 dice of damage to exposed flesh for
every turn it is in contact with it.
GREEN SLIME:
NO. APPEARING: --
ARMOR CLASS: --
MOVE: Nil
HIT DICE: 2
% IN LAIR: Nil
TREASURE: Nil
A non-mobile hazard, Green Slime can be killed
by fire or cold, but it is not affected by lightnening bolts or striking
weapons.
It eats away wood and metal but not stone.
Green Slime sticks to flesh and penetrates it
in one turn, thereafter turning the flesh to Green Slime.
Green Slime cannot be scraped off, so when it
contacts something the item must be discarded or excised in some way.
A Cure Disease spell will also serve to
kill and remove Green Slime, even when it is in contact with flesh.
GRIFFONS:
NO. APPEARING: 2-16
ARMOR CLASS: 3
MOVE: 12/30
HIT DICE: 7
% IN LAIR: 10%
TREASURE: E
ALIGNMENT: Neutral
These creatures are the most prized of steeds, for they are swift, loyal,
and fierce.
However, they are fond of horse flesh above all other foods, so the
two creatures cannot be mixed or even brought within 36" of each other.
In their wild state Griffons will attack anyone nearby with little
provocation, particularly if their lair is nearby.
HIPPOGRIFFS:
NO. APPEARING: 2-16
ARMOR CLASS: 5
MOVE: 18/36
HIT DICE: 3+1
% IN LAIR: Nil
TREASURE: Nil
ALIGNMENT: Lawful
Although the name would imply a cross between the horse and the Griffon,
the Hippogriff is another kind of beast entirely.
They are fierce fighters, attacking with both their hooves and with
their sharp beaks.
They are otherwise similar to Pegasi in nature, although the two creatures
do not herd together and will normally fight each other.
HOBBITS
ALIGNMENT: Lawful, Neutral
HOBGOBLINS:
NO. APPEARING: 20-200
ARMOR CLASS: 5
MOVE: 9
HIT DICE: 1+1
% IN LAIR: 30%
TREASURE: D
ALIGNMENT: Chaotic
THese mosnters are large and fearless Goblins,
having +1 morale.
The Hobgoblin king will fight as an Ogre, as will his bodyguard of
from 2-4 in number.
HORSES:
As explained in CHAINMAIL, war horses melee.
The other characteristics of Horses (and Mules) are:
Horses and Mules are panicked by raging fire and strange smells, although
those trained for battle are not so likely to be affected.
Only mules are agile enough to be taken into dungeons.
LIGHT HORSE:
NO. APPEARING: --
ARMOR CLASS: 7
MOVE: 24
HIT DICE: 2
% IN LAIR: Nil
TREASURE: Nil
Maximum Load in Gold Pieces Weight: 3000
MEDIUM HORSE:
NO. APPEARING: --
ARMOR CLASS: 7
MOVE: 18
HIT DICE: 2+1
% IN LAIR: Nil
TREASURE: Nil
Maximum Load in Gold Pieces Weight: 3750
HEAVY HORSE:
NO. APPEARING: --
ARMOR CLASS: 7
MOVE: 12
HIT DICE: 3
% IN LAIR: Nil
TREASURE: Nil
Maximum Load in Gold Pieces Weight: 4500
DRAFT HORSE:
NO. APPEARING: --
ARMOR CLASS: 7
MOVE: 12
HIT DICE: 2+1
% IN LAIR: Nil
TREASURE: Nil
Maximum Load in Gold Pieces Weight: 4500
HYDRAE (HYDRAS):
NO. APPEARING: 5-12 heads
ARMOR CLASS: 5
MOVE: 12
HIT DICE: 5-12
% IN LAIR: 25%
TREASURE: B
ALIGNMENT: Neutral
Unlike the standard mythological concept of the Hydra being a snake
with many heads, these beasts are large dinosaurs with multiple heads.
Because of its size and constitution, each head is represented by one
HD, and the HD per head is generally six pips.
Thus a six-headed Hydra has six HD of six pips each, or 36 total points.
When 6 HP are socred on it one head is then killed.
Hydras of 5 heads fight as 5th level fighters, those with 6 as 6th
level fighters, and so on.
A ten-headed hydra would fight as a 10th level fighter even when it
had but one head left.
Usually all of a Hydra's heads can attack simultaneously.
INVISIBLE STALKERS:
NO. APPEARING: --
ARMOR CLASS: 3
MOVE: 12
HIT DICE: 8
% IN LAIR: Nil
TREASURE: Nil
As previously noted (Vol. 1) these are monsters created by level 6 spells,
uttered directly or from scrolls.
They are faultless trackers.
They follow continually until their mission is accomplished at which
time they return to the non-dimension frorm whence they came.
Until their mission is completed they will never vary,
and must be destroyed by attack to be stopped,
although a Dispell Magic magic will also work.
The referee should note,
however,
that Invisible Stalkers resent missions which entail long periods of
continuing service such as guarding a MU for a month, a year, etc.
They will then seek to fulfill the letter of their duties by
perverting the spirit.
For example:
An Invisible Stalker is ordered to:
"Guard me against all attack,
and see that I come to no harm."
In order to faithfully fulfill this endless duty the Invisible Stalker
will have to take the MU to its non-dimensional plane and place him in
suspended animation,
and assume this is accomplished whenver a 12 is rolled with 2d6,
checking either daily or weekly as the campaign progresses.
KOBOLDS:
NO. APPEARING: 40-400
ARMOR CLASS: 7
MOVE: 6
HIT DICE: 1/2
% IN LAIR: 50%
TREASURE: 1-6 GP ea.
ALIGNMENT: Chaotic
Treat these monsters as if they were Goblins except that they will take from 1-3 hits (roll a d6 with a 1 or 3 equalling 1 hit, a 3 or 4 equalling 2 hits, etc.).
LYCANTHROPES:
NO. APPEARING: 2-20
ARMOR CLASS: Variable
MOVE: Variable
HIT DICE: Variable
% IN LAIR: 15%
TREASURE: C
ALIGNMENT: Lawful, Neutral, Chaotic
*** See separate paragraphs regarding each monster for various possibilities.
There are 4 kinds of Lycanthropes with varying AC, Movement, and HD.
Only silver weapons or magical weapons/attacks
affect Lycanthropes.
Groups of Lycanthropes are either packs or family packs.
Packs are from 2-4.
Family packs are from 5-8.
Groups of 8 to 20 are more likely to be packs (two-thirds) than several
family packs (one-third).
A family pack will consist of 2 adults and the balance of young of varying
age (one-half to nine-tenths grown).
If the young are attacked the female adult will fight at triple value
for 4 melee rounds, but thereafter drop to one-half value.
If an adult female is attacked its mate in the family pack will fight
at double value thereafter.
When adults are killed all young under nine-tenths grown will be subdued,
those of nine-tenths growth will fight until dead.
Anyone seriously wounded by Lycanthropes (assume about 50% of total
possible damage) will be infected and himself become a similar Lycanthrope
within 2-24 days unless they are given a Cure Disease spell by a
Cleric.
WEREWOLF
ARMOR CLASS: 5
MOVEMENT: 15
HIT DICE: 4
ALIGNMENT: Neutral/Chaos
WEREBOAR
ARMOR CLASS: 4
MOVEMENT: 12
HIT DICE: 4+1
ALIGNMENT: Neutral/Chaos
WERETIGER
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 5
ALIGNMENT: Neutral/Chaos
WEREBEAR
ARMOR CLASS: 2
MOVEMENT: 9
HIT DICE: 6
ALIGNMENT: Law/Neutral
MANTICORE: (MANTICORAS)
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 12/18
HIT DICE: 6+1
% IN LAIR: 25%
TREASURE: D
ALIGNMENT: Chaotic
Huge, lion-bodied monstrosities with men's face,
horns, dragon wings, and a tail full of iron spikes.
There are 24 of these spikes in a Manticora's tail, and they can be
hurled 6 at a time in any one direction with the range (18") accuracy and
effect of a crossbow.
Their favorite prey is man.
MEDUSAE:
NO. APPEARING: 1-4
ARMOR CLASS: 8
MOVE: 9
HIT DICE: 4
% IN LAIR: 75%
TREASURE: F
ALIGNMENT: Chaotic
A human-type monster with the lower body of a snake, a human torso and
head, with tresses which are asps.
It is able to turn those who look at its eyes to stone, while the bite
of the snakes which cover its head is deadly (poison).
As it is intelligent it will cleverly attempt to beguile victims into
looking at it.
It is also subject to the effects of its reflected gaze.
MEN: There are several categories of men:
NUMBER APPEARING: 30-300
ARMOR CLASS: Variable
MOVE: Variable
HIT DICE: Variable
% IN LAIR: 15%
TREASURE: A
ALIGNMENT: Lawful, Neutral, Chaotic
BANDITS:
Although Bandits are normal men, they will have leaders who are supernormal
fighters, magical types or clerical types.
For every 30 bandits there will be one 4th level
Fighter;
for every 40 bandits there will be in +addition+
one 5th or 6th level Fighter (die 1-3 = 5th level, die 4-6 = 6th level);
for every 100 bandits there will be in +addition+
one 8th or 9th level Fighter (die 1-3 = 8th, diee 4-6 = 9th).
If there are over 200 bandits there will be 50%
chance for a MU (die 1-4 = 10th level, die 5,6 = 11th level) and a 25%
chance for a Cleric of the 8th level.
If there are exactly 400 bandits there will absolutely
be a Magic-User, and the chance for a Cleric goes up to 50%.
There is also a chance that there will be magical accouterments with
the super-normal types:
Type
5% chance for Fighting-Men for each level, roll for .... | Armor | Shield | Sword |
5% chance for Magic-Users for each level, roll for .... | Wand/Staff | Ring | Misc. Magic |
5% chance for Clerics for each level, roll for ..... | Misc. Weapon* | Armor | Shield |
* if edged weapon indicated by roll go to Wand/Staff table and roll
again, but if result not usable by Cleric there is no item in this
category
Example of Bandits: Assume 183 bandits are encountered.
THere will be the following
super-normal types with them:
six Fighters of 4th level
three Fighters of 5th or 6th level
one Fighter of the 8th or 9th level
(the leader)
Using percentile dice a socre of 20% or less would indicate
that the 4th level
fighters had magical Armor, Shield, and/or Sword (check
for each fighter by
category); a roll of 25% or 30% (or less) would indicate
the same for the 5th or
6th level fighters; and a score of 40% or 50% (or less)
would indicate the same
for the 8th or 9th level fighter.
Armor Class: See Composition of Force below.
Movement in Inches: See Composition of Force below.
Hit Dice: 1 die/man.
Composition of Force:
40% | Light Foot (Leather Armor & Shield) |
25% | Short Bow (Leather Armor) or Light Crossbow (same) |
25% | Light Horse (Leather Armor & Shield) |
10% | Medium Horse (Chain Mail & Shield, no horse barding) |
All super-normal individuals with the force will be riding Heavy, barded horses.
Alignment: Neutrality.
BERSERKERS:
Berserkers are simply men mad with battle-lust.
They will have only Fighters with them as explained in the paragraphs
above regarding Bandits.
They never check morale.
When fighting normal men they add +2 to their dice score when rolling
due to their ferocity.
Armor Class: Leather Armor.
Movement in Inches: 12"
Hit Dice: 1 die +1 / man
Alignment: Neutrality
BRIGANDS:
Same as Bandits except +1 morale and Chaos alignment.
DERVISHES:
Dervishes are fantatically religious nomads who fight as Berserkers,
never checking morale, with +1 on hit dice, and otherwise as Nomads
(below),
except that they will be led by an 8th-10th level Cleric and are Lawful
in alignment.
NOMADS:
These raiders of the deserts or steppes are similar to Bandits as far
as
super-normal types and most other characteristics go:
Composition of Forces:
Nomads of the Desert*:
50% | Light Horse Lancers |
20% | Light Horse Bowmen |
30% | Medium Horse Lancers |
Nomads of the Steppes
20% | Light Horse Lancers |
50% | Light Horse Bowmen |
10% | Medium Horse Lancers |
20% | Medium Horse Bowmen |
BUCCANEERS:
Buccaneers are water-going Bandits in all respects except composition of their force.
Composition of Force:
60% | Light Foot |
30% | Light Crossbow |
10% | Heavy Crossbow (Chain Mail), crossbows are heavy |
PIRATES:
Pirates are the same as Buccaneers except they are aligned with Chaos.
CAVEMEN:
Cavemen fight as 2nd level Fighters, armed with weapons =equal= to Morning
Stars.
They have no armor but get 2 Hit Dice.
They have -1 morale.
Alignment is always Neutrality.
MERMEN:
Mermen are similar to Berserkers in most respects, but they fight at
-1 on land.
They are armed with tridents and darts (50/50).
AC is equal to Leather Armor.
MINOTAURS:
NO. APPEARING: 1-8
ARMOR CLASS: 6
MOVE: 12
HIT DICE: 6
% IN LAIR: 10%
TREASURE: C
ALIGNMENT: Neutral, Chaotic
The Minotaur is classically a bull-headed man (and all of us who have
debated rules are well acquainted with such).
Assume that they are above human size and are man-eaters.
Minotaurs never need to check morale.
They will always attack.
They will pursue as long as their prey is in sight.
MULE:
NO. APPEARING: --
ARMOR CLASS: 7
MOVE: 12
HIT DICE: 2+1
% IN LAIR: Nil
TREASURE: Nil
Maximum Load in Gold Pieces Weight: 3,500
Horses and Mules are panicked by raging fire and strange smells, although
those trained for battle are not so likely to be affected.
Only mules are agile enough to be taken into dungeons.
MUMMIES:
NO. APPEARING: 1-12
ARMOR CLASS: 3
MOVE: 6
HIT DICE: 5+1
% IN LAIR: 30%
TREASURE: D
ALIGNMENT: Chaotic
Mummies do not drain life energy as Wights and Wraiths do,
but instead their touch causes a rotting disease which makes wounds
take ten times the
usual time for healing. A Cleric can reduce this to only twice as long
with a Cure Disease spell if
administered within an hour. Only magic weaponry will hit Mummies,
and all hits and bonuses are at
one-half value against them. Note, however, that mummies are vulnerable
to fire,
including the ordinary kind such as a torch.
NIXIES:
Grig, Nixie,
Pixie.
NO. APPEARING: 10-100
ARMOR CLASS: 7
MOVE: 12
HIT DICE: 1
% IN LAIR: 100%
TREASURE: B
ALIGNMENT: Neutral
These water sprites are neutral in nature, but they will always seek
to lure humans beneath the waters to enslave them for one year.
For every 10 Nixies that appear there will be one Charm Person
spell being cast at any person within 3" of their lair.
Any charmed character will immediately proceed underwater and remain
there until the year is up when he is freed.
A Dispell Magic spell has a 75% chance of succeeding before
the character is immersed.
Nixies are otherwise armed with daggers and javelins (6" throwing range).
In the water they will be accompanied by a school of the largest and
fiercest flying fish living therein -- probably muskie,
pike, or gar -- the size of the school being 10-100 fish.
The fish will attack on command from the Nixies, but flame (such as
a flaming sword) will keep the fish back but not the Nixies.
OCHRE JELLY:
NO. APPEARING: 1
ARMOR CLASS: 8
MOVE: 3
HIT DICE: 5
% IN LAIR: Nil
TREASURE: Nil
The clean-up crew includes the Ochre Jelly and other weird monsters.
Ochre Jelly is a giant amoeba which can be killed by fire or cold,
but hit by weaponry or lightning bolts will merely make them into several
smaller Ochre Jellies.
Ochre Jelly does not affect stone or metal, but it does destroy wood,
and it causes one die of damage per turn to exposed flesh.
It seeps through small cracks easily.
OGRES:
NO. APPEARING: 3-18
ARMOR CLASS: 5
MOVE: 9
HIT DICE: 4+1
% IN LAIR: 30%
TREASURE: 1000 GP + C
ALIGNMENT: Neutral, Chaotic
THese large and fearomse monsters range from 7 to 10 feet in height,
and due to their size will score 1 die +2 (3-8) points of hits when
they hit.
When encountered outside their lair they will carry from 100 to 600
GP
each.
ORCS:
NO. APPEARING: 30-300
ARMOR CLASS: 6
MOVE: 9
HIT DICE: 1
% IN LAIR: 50%
TREASURE: D
ALIGNMENT: Neutral, Chaotic
The number of different tribes of Orcs can be varied as desired.
Once decided upon, simply generate a random number whenever Orcs are
encountered,
the number generated telling which tribe they belong to, keeping in
mind inter-tribal
hostility. When found in their "lair" it will be either a cave complex
(die 1-4) or a village
(die 506). The cave complex will be guarded by sentries. A village
will be protected by a
ditch and palisade defense, 1 light catapult per 50 Orcs, and a high
central tower of
some kind. Orcs found in a cave will possibly have strong leader/protector
types, as will
those in villages:
- | Cave Complex | Village |
7th - 9th Level Fighting-Man | Nil | 25% / 100 Orcs |
11th Level Magic-User | Nil | 10% / 100 Orcs |
Dragon | 10% / 100 Orcs | Nil |
1-6 Ogres | 10% / 50 Orcs | 15%/ 50 Orcs |
1-4 Trolls | 10% / 100 Orcs | Nil |
Orcs will defend their lair without morale checks until they are outnumbered by 3 - 1.
If found in other than in their lair Orcs may be escorting a wagon train
of from 1-8
wagons. There is a 50% chance for this. Each wagon will be carrying
from 200-1200 GP.
Wagon trains will have additional Orcs guarding them, 10 per wagon,
and be led by either a Fighter (die 1 = Champion, die 2-4 = Superhero,
die 5-6 = Lord) or
MU (die 1 = Sorcerer, die 2-4 = Necromancer, die 5-6 = Wizard), 50%
chance for either (die 1-3 = Fighter, die 4-6 = magical type).
PATRIARCH
ALIGNMENT: Lawful
PEGASI:
NO. APPEARING: 1-12
ARMOR CLASS: 6
MOVE: 24/48
HIT DICE: 2+2
% IN LAIR: Nil
TREASURE: Nil
ALIGNMENT: Lawful
Winged horses are wild and shy, being most difficult to capture.
They will serve only Lawful creatures, and once captured Pegasi are
the equal to any horse in battle, for they fight as heavy horses.
PIXIES:
Grig, Nixie,
Pixie.
NO. APPEARING: 10-100
ARMOR CLASS: 6
MOVE: 9/18
HIT DICE: 1
% IN LAIR: 25%
TREASURE: C
ALIGNMENT: Neutral
Air sprites as described in CHAINMAIL.
Pixies can be made visible, or make themselves visible, but they are
naturally invisible to human eyes.
Therefore, they are able to attack while remaining generally invisible.
They can be seen clearly only when a spell to make them visible is
employed, although certain monsters such as Dragons and high-level fighters
will be aware of their presence.
PURPLE WORMS
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 6
HIT DICE: 15
% IN LAIR: 25%
TREASURE: D
ALIGNMENT: Neutral
These huge and hungry monsters lurk nearly everywhere just beneath the
surface of the land.
Some reach a length of 50 feet and a girth of nearly 10 feet diameter.
There is a poisonous sting at its tail, but its mouth is the more fearsome
weapon, for it is so large as to be able to swallow up to ogre-sized opponents
in one gulp.
Any hit which scores over 20% of the minimum total required to hit,
or 100% in any case, indicates the Purple Worm has swallowed its victim.
In 6 turns the swallowed creature will be dead.
In 12 turns it will be totally digested and irrecoverable.
Purple Worms never check morale and will always attack.
ROCS:
NO. APPEARING: 1-20
ARMOR CLASS: 4
MOVE: 6/48
HIT DICE: 6
% IN LAIR: 20%
TREASURE: I
ALIGNMENT: Lawful, Neutral
This term has been used to encompass large and fierce birds, the Roc
of mythology preys upon elephants!
Therefore, the data given for ROcs is understood to be that for the
small variety, and that for the largest Rocs should be doubled or even
trebled.
All Rocs nest high in the most inaccessible mountains, and if an encounter
is made when Rocs are in their lair, that is their nest, there is a 50%
chance there will be from 1-6 young therein (eggs, chicks, or fledglings).
Young Rocs can be tamed and taught to serve as steeds.
Adults are always hostile if there are young in the nest.
Otherwise they will be positively hostile to only Chaos and Neutrality,
ignoring (80%) or being friendly (20%) to Lawful characters who do not
attemopt to approach too close.
SEA MONSTERS:
NO. APPEARING: Variable and at referee's discretion
ARMOR CLASS: Variable and at referee's discretion
MOVE: Variable and at referee's discretion
HIT DICE: Variable and at referee's discretion
% IN LAIR: Variable and at referee's discretion
TREASURE: Variable and at referee's discretion
ALIGNMENT: Neutral
As a general rule these creatures are more for show than anything else.
However, they could guard treasure.
The typical Sea Monster of mythology is equal in size to a Purple Worm,
and they work upwards from there to double or treble that size.
The best guide is a book on prehistoric life forms, from which the
referee can pick a number of suitable forms for his Sea Monster.
Typically, hits from a Sea Monster would inflict 3 or 4 dice of damage.
SKELETONS:
NO. APPEARING: 3-30
ARMOR CLASS: 7/8
MOVE: 6
HIT DICE: 1/2
% IN LAIR: Nil
TREASURE: Nil
Skeletons and zombies act only under the instructions
of their motivator, be it a MU or Cleric (Chaos). They are usually
only
found near graveyards, forsaken places, and dungeons; but there is
a possibility of
their being located elsewhere to guard some item (referee's option).
There is never
any morale check for these monsters; they will always attack until
totally wiped out.
SPECTRE:
NO. APPEARING: 1-8
ARMOR CLASS: 2
MOVE: 15/30
HIT DICE: 6
% IN LAIR: 25%
TREASURE: E
ALIGNMENT: Chaotic
These monsters have no corporeal body which makes them totally impervious
to all normal weaponry (but can be struck by all magical weapons), including
silver-tipped
arrows.
They drain two life energy levels when they score a hit.
Men-types killed by Spectres become Spectres under the control of the
one who made them.
TREANT (ENT):
NO. APPEARING: 2-20
ARMOR CLASS: 2
MOVE: 6
HIT DICE: 8
% IN LAIR: Nil
TREASURE: Nil
ALIGNMENT: Lawful
These tree-like creatures are encountered only in forests and woodlands.
They have the ability to command plants like themselves, so if they
are within 6" of a tree they may cause it to move 3" per turn, each commanding
up to two trees in this manner.
Although Lawful in nature, Treants are not prone to involve themselves
in affairs which do not directly concern them.
TROLLS:
NO. APPEARING: 2-12
ARMOR CLASS: 4
MOVE: 12
HIT DICE: 6+3
% IN LAIR: 50%
TREASURE: D
ALIGNMENT: Chaotic
Thin and rubbery, loathsome Trolls are able to regenerate, so that beginning
in the 3rd melee round after one is hit it will being to repair itself.
Regeneration
is at the rate of 3 HP per turn. Even totally sundered Trolls will
regenerate eventually, so that unless they are burned or immersed in
acid they
will resume combat when they have regenerated to 6 or more HP. In
strength they are about =equal= to an Ogre, but as they use only their
talons and
fangs for weapons, only one die of damage is scored when they hit an
opponent.
UNICORN:
NO. APPEARING: 1-4
ARMOR CLASS: 2
MOVE: 24
HIT DICE: 4
% IN LAIR: Nil
TREASURE: Nil
ALIGNMENT: Lawful
Only a maiden (in the strictest sense of the term) of pure and noble
heart may approach the fierce and elusive Unicorn.
Unicorns may be ridden by maiden-warriors and will obey them.
Otherwise, they will avoid human contact, unless pressed.
When attacking the Unicorn fights as a lance on its first charge and
as a spear and heavy horse thereafter.
In addition, Unicorns are very magical.
They resist magic as if they were an 11th level MU.
They can sense the approach of enemies at 24".
They are able to transport both themselves and their riders as if they
were using a Dimension Door spell, up to the full 36" distance,
once per day.
VAMPIRES:
NO. APPEARING: 1-6
ARMOR CLASS: 2
MOVE: 12/18
HIT DICE: 7-9
% IN LAIR: 20%
TREASURE: F
ALIGNMENT: Chaotic
THese monsters are properly of the "Undead" class rather than Lycanthropes.
If they are exposed to direct rays of sunlight, immersed in running
water, or impaled through the heart with a wooden stake they are killed;
otherwise they can be hit only as Spectres, but such hits do not kill
them but only force them to assume gaseous form if they lose all HP.
Vampires drain two life energy levels as do Spectres when they
hit an opponent in combat. They regenerate during combat as do Trolls,
but they do so immed. upon being hit at the
rate of 3 HP per turn.
Vampires can command help by calling to them 10 to 100 rats or bats
or from 3-18 wolves.
They can polymorph themselves into either a huge bat or into a gaseous
form, doing either at will.
They Charm men-types merely by looking into their eyes (treat
as a Charm Person spell with a minus 2 for the object's save vs.
Magic).
Vampires cannot abide the smell of garlic, the face of a mirror, or
the sight of a cross.
They will fall back from these if strongly presented.
They must always return to a coffin whose bottom is covered with soil
from their native land during the daylight hours.
Men-types killed by Vampires become Vampires under the control of the
one who made them.
WIGHTS:
NO. APPEARING: 2-24
ARMOR CLASS: 5
MOVE: 9
HIT DICE: 3
% IN LAIR: 60%
TREASURE: B
ALIGNMENT: Chaotic
Wights are nasty critters who drain away life energy levels when they
score
a hit in melee, one level per hit. Thus a hit removes both the hit
die and the corresponding
energy to fight, i.e. a 9th level Fighter would drop to 8th level.
Wights cannot be affected
by normal missile fire, but silver-tipped arrows
will score normal damage, and magic
arrows will score double hits upon them. Magical weapons will score
full hits upon
them, and those with a special bonus +add+ the amount of the bonus
in HP to the
hits scored. Men-types killed by Wights become Wights. An opponent
who is totally
drained of life energy by a Wight becomes a Wight.
WRAITHS:
NO. APPEARING: 2-16
ARMOR CLASS: 3
MOVE: 12/24
HIT DICE: 4
% IN LAIR: 20%
TREASURE: E
ALIGNMENT: Chaotic
These monsters are simply high-class Wights with more mobility,
HD, and treasure. Hits by silver-tipped
arrows will score only 1/2 die of
damage, and magic arrows only score 1 die of damage when they hit.
WYVERNS:
NO. APPEARING: 1-6
ARMOR CLASS: 3
MOVE: 9/24
HIT DICE: 7
% IN LAIR: 60%
TREASURE: E
ALIGNMENT: Neutral
These monsters are relatives of Dragons, but they are smaller and have
but two legs.
A Wyvern hasn't the fearsome breath of a true Dragon, but they are
equipped with a poisonous sting in their tail and poison enough to USE
it repeatedly.
It is their primary defense, and they will USE it two-thirds of the
time (biting otherwise, die 5 or 6 indicates the latter).
The tail is mobile and can be brought over the back to reach any opponent
standing before its head.
YELLOW MOLD:
NO. APPEARING: --
ARMOR CLASS: --
MOVE: --
HIT DICE: --
% IN LAIR: Nil
TREASURE: Nil
A deadly underground fungus which can be exterminated
only by fire.
It attacks wood & flesh -- doing 1 die of
damage if it contacts exposed skin -- but does no harm to metal or stone.
However, its worst threat is its spores.
Rough contact with Yellow Mold will have a 50%
chance of causing it to break and send forth clouds of asphyxiating spores
in a 1" x 1" cloud.
Any creatures within the spore cloud must make
saving throws as if they had been exposed to poison, and failure to make
saving throws results in death for the parties concerned.
ZOMBIES:
NO. APPEARING: 3-30
ARMOR CLASS: 8
MOVE: 6
HIT DICE: 1
% IN LAIR: Nil
TREASURE: Nil
Skeletons and zombies act only under the instructions
of their motivator, be it a MU or Cleric (Chaos). They are usually
only
found near graveyards, forsaken places, and dungeons; but there is
a possibility of
their being located elsewhere to guard some item (referee's option).
There is never
any morale check for these monsters; they will always attack until
totally wiped out.
OTHER MONSTERS:
There is no practical limitation to the variety of monsters possible.
In the campaigns associated with the play-testing of these rules there
have either appeared or been postulated such monsters as:
Titans:
Giants with limited magical abilities.
Cyclopeses:
Super-strength Giants with poor depth perception.
Juggernauts:
Huge stone statues on wheels which crush anything in their path.
They are motivated by some unearthly force.
Living Statues:
Various stone and metal monsters which come to life if trespass into
a certain AREA is made.
One of these monsters was iron, impervious to all weapons save two
special ones he guarded, had a fiery breath, poison sword, and a whip of
Cockatrice feathers which turned the thing struck by it to stone.
Salamanders:
Free-willed Fire Elementals of somewhat limited power, in reptiliian
shape.
Gelatinous Cubes:
Underground creatures of near complete transperancy which fit exactly
the typical corridor of a dungeon.
Metal objects absorbed into them would be visible thereafter within
their body.
These monsters would be difficult to harm and have a large number of
HD.
Robots, Golems, Androids:
Self-explanatory monsters which are totally subjective as far as characteristics
are concerned.
TREASURE TYPES:
Type | 1000's of
Copper |
1000's of
Silver |
1000's of
Gold |
Gems and
Jewelry* |
Maps
or Magic |
A
Land1 Desert2 Water3 |
1-6:25%
1-4:20% Nil |
1-6:30%
1-4:25% Nil |
2-12:35%
1-6:30% 5-30:60% |
6-36:50%
10-40:50% 10-60:60% |
40%: any 3
60%: 3 magic 50%: 1 map |
B | 1-8:50% | 1-6:25% | 1-3:25% | 1-6:25% | 10%: Weapon,
Armor, or misc. weapon |
C | 1-12:20% | 1-4:30% | Nil | 1-4:25% | 10%: any 2 |
D | 1-8:10% | 1-12:30% | 1-6:60% | 1-8:30% | 20: any 2+
1 Potion |
E | 1-10:05% | 1-12:30% | 1-8:25% | 1-10:10% | 30%: any 3+
1 Scroll |
F | Nil | 2-20:10% | 1-12:45% | 2-24:20% | 35%: no weapons,
any other 3+ 1 Potion and 1 Scroll |
G | Nil | Nil | 10-40:75% | 3-18:25%
1-10:25% |
40%: any 4+
1 Scroll |
H | 3-24:25% | 1-100:50% | 10-60:75% | 1-100:50%
10-40:50% |
20%: any 4+
1 Potion and 1 Scroll |
I | Nil | Nil | Nil | 2-16:50% | 20%: any 1 |
1Brigands will have only very important prisoners, 1/20 Brigands,
while Bandits
will have prisoners at a ratio of 1/10 Bandits. Both classes will carry
Silver Pieces
on their person, 2-20 each. Berserkers have neither. Cavemen have no
treasure.
2Nomads will have prisoners at a rate of 1/25. They will
have from 5-30 Silver Pieces
each. Dervishes have neither.
3Pirates will have prisoners as do Bandits, and the same
holds true for the Buccaneer/Bandit relationship.
Pirates and Buccaneers will carry from 2-12 Gold Pieces each.
Mermen have treasure only underwater in their "Lair".
NOTE: All Treasure is found only in those cases where the encounter takes place in the "Lair".