D&D MONSTERS

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ABHIR

  Armor Class:    -7/-5
  Hit Dice:       7+7
  Move:           120’
  Attacks:        7*
  Damage:         2d4 (constriction) and by weapon type (up to 6)
  No. Appearing:  1-3
  Save As:        Magic-user:  11
  Morale:         15
  Treasure Type:  G
  Alignment:      Chaotic evil
  XP Value:       10,000
This wicked denizen of the outer planes has a multiarmed female torso atop the body of a great snake. When uncoiled, she can stand taller than a large man. Each of the abhir's six arms can weild a weapon (favored weapons are magical swords, and axes). This monster can constrict her victim with her snakey tail, and cause magical darkness, in a 15' radius. She has infravision and other extrodinary abilities, any one of them can be used once per round: charm person, detect invisibility, levitate (as an 11th level magic-user), polymorph self, project image, pyrotechnics, read languages, and teleport. The abhir can gate, in another abhir with a 50% chance of success.

Abhirs desire the sacrifice of strong warriors, and they are constantly looking for ways th do evil deeds in service of their lords. Lower-level denizens of the outer planes greatly fear the domineering and cruel abhirs.

ABOLETH

                  LORD       ALPHA      BETA
                  --------------------------------
  Armor Class:    4          8          6
  Hit Dice:       8          6          4
  Move:           90' (30')  90' (30')  90' (30')
  Attacks:        4          4          2
  Damage:         1-6 (x4)   1-4 (x4)   1-4 (x2)
  No. Appearing:  1-3(1-6)   1-6(3-18)  1-6(3-18)
  Save As:        Fighter:8  Fighter:6  Fighter:4
  Morale:         12         10         7
  Treasure Type:  M (special)
  Alignment:      Lawful     Lawful     Lawful
  XP Value:
The aboleth is an anphibious creature that dwells in the underearth.

ACTAEON

  Armor Class:    3
  Hit Dice:       11**
  Move:           150’ (50’)
  Attacks:        2 spears/1 antler or breath
  Damage:         7-12/7-12/2-16
  No. Appearing:  0
  Save As:        Cleric:  11
  Morale:         10
  Treasure Type:  B
  Alignment:      Neutral
  XP Value:       2,700
The actaeon is a protector of woodland creatures. Each is manlike, but 9’ tall, with the head and antlers of an elk. This solitary creature can camouflage itself perfectly (as if invisible) in light or dense woods. When angered by the wanton slaying of woodland creatures (or similar vile acts), the actaeon springs out of hiding, usually with surprise (1-5 on ld6). Large wood and bone spears are often used.

It has a powerful breath weapon that can be used once per day, filling a 1O’x 1O’x 10’ cube; each victim within it must make a Saving Throw vs. Dragon Breath or be polymorphed into a normal forest creature (owl, squirrel, deer. etc.). If the saving throw is made, the transformation still occurs, but lasts for only 24 hours.

Once per day an actaeon may summon woodland creatures to assist it; 1-6 creatures arrive in 1-4 turns. Choose or randomly determine the types of creatures appearing. 1-boar, 2-bear, 3-centaur, 4-griffon, 5-lizard (chameleon), and/or 6-treant. An acteon sometimes works with a druid to preserve the safety of the woods, especially if a dangerous threat is involved.

ARANEA (Spiders from Mars)

                  ALPHA      BETA       DRONE
                  ---------------------------------
  Armor Class:    7          3          5
  Hit Dice:       3          2          1
  Move:           60' (20')  60' (20')  60' (20')
  In Web:         120'(40')  120'(40')  120'(40')
  Attacks:        1 bite     1 bite     1 bite
  Damage:         1-6 + poison
  No. Appearing:  1-3(1-6)   1-6(3-18)  3-18(3-18)
  Save As:        Mage:3     Mage:2     Mage:1
  Morale:         7          7          6
  Treasure Type:  D          D          Nil
  Alignment:      Neutral    Neutral    Neutral
  XP Value:
Arnea are an intellegent spider race.


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