D&D MONSTERS

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BABOON, FOREST

  Armor Class:    6              
  Hit Dice:       2              
  Move:           120            
  Attacks:        claw/bite      
  Damage:         1d4/1d3 
  No. Appearing:  1-6 (1-6)      
  Save As:        F2
  Morale:         7
  Treasure Type:       U
  Alignment:      neutral
  XP Value:       20

These black, long-haired monkeys are kin to rock baboons. They have a similar disposition and may attack for food or out of anger, however they are also more cautious and may spy on characters for sometime from the treetops before attacking.

BASILISK

  Armor Class:    4
  Hit Dice:       6 + 1*
  Move:           60’ (20’)
  Attacks:        1 bite/l gaze
  Damage:         1-10 + petrification
  No. Appearing:  1-6 (1-6)
  Save As:        Fighter: 6
  Morale:         9
  Treasure Type:  F
  Alignment:      Neutral
  XP Value:       950
A basilisk is a 10’-long non-intelligent magical lizard. It lives in underground caverns or wild and tangled thickets. Any creature hit by a basilisk must make a Saving Throw vs. Turn to Stone or be petrified (including equipment carried).

The basilisk’s gaze has the same effect; anyone meeting the gaze must make the same Saving Throw or be petrified. A surprised character automatically meets the gaze. A character in hand-to-hand combat with the creature must either avoid the gaze or meet the gaze each round. If avoiding the gaze, a - 4 penalty applies to all Hit rolls against the monster, while the basilisk gains a +2 bonus to its attacks. A mirror may be used for additional safety. While using a mirror, a -2 penalty to the Hit roll (instead of -4) is used; however, the attacker cannot use a shield. The area must be lit for the mirror to be effective. If the basilisk sees itself in the mirror (a roll of 1 on ld6, checked each round), it must make a Saving Throw or be turned to stone!

BEASTMEN

  Armor Class:    5 (7)
  Hit Dice:       7
  Move:           120’ (40’)
  Attacks:        1
  Damage:         1-4 (or by weapon)
  No. Appearing:  1-6 (5-10)
  Save As:        Fighter: 2
  Morale:         7
  Treasure Type:  M
  Alignment:      Neutral
  XP Value:       175 (Shaman 250)

Beastmen look like tall, bipedal goats with human arms. They have cloven hooves and powerful lower legs, but their torsos are vaguely humanoid with slender arms jointed like those of humans. The head is that of a mountain goat, with horns growing in a tight curl on each side. Except for the arms, the entire body of a beastman is covered with short, woolly fur ranging in colour from white to black. Their hair grows long and shaggy on the head and down the back, separated into braids with decorative beads and leather strips. Smarter than orcs but not as capable as humans, these humanoids still make natural thieves.

Beastmen move with both speed and stealth, allowing them to appear from an unexpected direction (-1 penalty to opponent's surprise roll). In a fight, Beastmen rely more on Dexterity than Strength. If a beastman attacks from behind and gains surprise, it is allowed to make a backstab as per the thief special ability. This free attack is made before initiative is rolled. On a rear attack, a beastman gains a +4 bonus to its attack roll and ignores the defender's Armour Class Dexterity adjustment. Most Beastmen inflict double damage with this strike, but scouts and beastman leaders inflict triple damage.

Beastmen favour smaller weapons such as daggers, crude short swords, clubs, and maces. A beastman can never wield a two-handed sword or any bow other than a light crossbow. However, Beastmen can use firearms. Beastmen also have a natural +1 attack bonus when attacking with a dagger or knife. Very few of them possess qualms about using poison, but it is difficult for them to attain.

Ramming is a natural ability of the beastman, employed in combat only if the conditions are right. Their horns are not suited for goring though incredible strong, and the thick neck muscles of a beastman allow him to absorb incredible amounts of force with no negative effect. Ramming requires a running start and only causes 1d4 points of damage. However, the force of the blow forces the victim to make a Dexterity check with a -6 penalty (if the victim is surprised, no check is allowed). A failed check indicates that the victim is shoved forward 1d10 feet and automatically falls. This attack is most useful when a person is standing within a few feet from the edge of a cliff or very steep slope.

A small number of Beastmen (5%) follow a different path from the rest, learning primitive clerical magic. These beastman shamans lose the backstab ability but still use the same weapons as a regular beastman. These shamans are treated as 5th-level priests. With a shaman present, beastman morale increases to Average (8-10).

Using their fast movement and stealth, Beastmen usually make a coordinated effort to take advantage of their backstab ability. Sometimes, a small group appears ahead of the victims to make noise and draw attention away from the Beastmen coming up from behind. If victory is not assured after the first few rounds of fighting, the beastman leader will call for a retreat. A second attack will proceed much like the first, but with a stronger diversionary force. The third attack will almost always be a normal battle, with no surprises. A beastman leader will not usually commit his people to a fight unless they possess overwhelming numbers.

Powerful lower legs, sharp hooves, and incredible balance allow Beastmen to traverse steep mountain terrain with no detriment to their Movement Rate. At times, they can leap five feet straight up. Beastmen move at half their normal Movement Rate when moving through swampy or marshy ground.

Clans might lay claim to a particular mountain valley or summit, controlling the terrain for several miles in any direction, but they always remain ready to move should game get too scarce to feed them or a neighbouring clan too powerful to deal with. The clans are fierce rivals, often fighting over borders. In hard times, one clan might try to raid another, but generally the weaker clan moves on to a better location before this happens.

Beastmen try to live near caves, which they use for emergency shelter or a common meeting place. They build simple stone dwellings for each mated couple and their immediate family, usually with a heavy thatch roof. Beastmen raise crops but do not tend them very well; they also hunt for wild game. Occasionally a clan will keep pigs and horses for food.

BEHOLDER

                  NORMAL            UNDEAD
                  ----------------------------------
  Armor Class:    0/2/7             -4/-2/3
  Hit Dice:       11(see below)     20 (hp special)
  Move:           30’ (10’)         60'(20')
  Attacks:        1 bite + special  1 bite + special
  Damage:         2-16 + special    2-20 + special
  No. Appearing:  1 (0)             1
  Save As:        Magic-user: 11    Magic-user: 20
  Morale:         12                12
  Treasure Type:  L, N, O           L, N, O (x2)
  Alignment:      Chaotic           Chaotic
  XP Value:       5100              15,000
Normal: A beholder, also called an “Eye Tyrant” or “Sphere of Many Eyes,” looks like a large floating ball (about four feet in diameter) covered with tough armor-plated skin. Atop the beholder are ten small eyes on stalks, each with its own magical power. A large central eye is on the front of the body, with a toothy mouth below it.

A beholder moves by magical slow flight, though this cannot be dispelled. It speaks most languages, and is extremely intelligent, cruel, and greedy. It is normally found alone, but is rarely (5% chance) found with 1-6 young (each with 1/10 normal Hit Dice and range of eye effects, bite damage 1-4). The beholder’s front eye always projects an anti-magic ray, which temporarily “turns off” all magic within 60’ in front of it. Magic weapons used within the ray are treated as if non-magical. Spells cast within it area of effect are instantly ruined; spells cast from further away are ruined when the effects get within range. A beholder will usually turn to face any character who starts casting, ruining the spell.

Magic weapons and items will work normally once they are removed from the anti- magic ray area, and existing spell effects with durations will resume once the ray is directed elsewhere. This ray cannot be aimed above or below the creature, but only straight out in front of it. As this ray can affect any magic, even that of the smaller eyes (as explained below), the small eyes cannot be used on tar gets within the anti-magic ray. If a beholder is attacked with a weapon, the player must declare what his character is aiming at-the body, the large eye, or an eye stalk. Each target has a different Armor Class and hit points.

The body is AC 0, and has 50 hit points. The front eye is AC 2, and has 20 hit points An eye stalk is only AC 7 , but can withstand 12 points of damage. Damage to eye stalks does not count toward killing the creature.

Small eyes and eyestalks: If a hit roll against an eyestalk is successful, the DM should roll randomly to see which stalk is damaged. A “slain” eyestalk has been cui off, but a damaged stalk does not interfere with the eye’s functioning. Lost eyes grow back in 2-8 days; partial damage to eyestalk: regenerates 1 hit point per day.

Only four small eyes can aim in one direction at the same time, and they cannot see the area directly below the body. Each eye stalk can shoot a ray with a different spell-like effect once per round. Page references are given so the DM may refer to the complete spell descriptions; reversed spell effects are indicated by an asterisk.

  Eye 1. charm person (range 120’; B39)
  Eye 2. charm monster(range 120’; X13)
  Eye 3. sleep (range 240’; B40)
  Eye 4. telekinesis(range 120’, up to 5,00(cn weight)
  Eye 5. flesh to stone* (range 120’; X16)
  Eye 6. disintegrate (range 60‘; X16)
  Eye 7. cause fear* (range 120’; X5)
  Eye 8. slow* (range 240’; X12)
  Eye 9. cause serious wounds* (range 60’; X7)
  Eye 10. death spell (range 240’; X16)
Undead: An undead beholder is similar to a living one, but is a construct created for some specific evil purpose.

This monster looks quite similar to a normal beholder-a large floating ball, about four feet in diameter, covered with tough armor-plated skin. Atop the monster are ten small eyes on stalks, each with its own magical power. A large central eye is on the front of the body, with a toothy mouth below it. The creature moves about by magical flight, a natural (non-magical) ability. It is extremely intelligent, and speaks many languages. Any cleric of 25th level or greater will recognize the creature as undead when it is seen.

An undead beholder cannot be harmed by normal, silver, or even + 1 magical weapons; a magic weapon of + 2 or better enchantment is needed to damage it. It is immune to all charm, hold, and sleep effects, all illusions, death rays, and poison.

The monster’s body regenerates 3 hit points per round as soon as it is damaged. If reduced to 0 hit points, it is forced into gaseous form and cannot regenerate; it must rest for 1 hour in total darkness before the regeneration starts once again. The monster usually keeps several areas of continual darkness near its location.

An undead beholder can assume gaseous form at will. In this form, it has no special abilities, but cannot be harmed except by magic that affects air. The monster cannot use any special abilities during any round of combat in which it is becoming or leaving gaseous form. Its bite inflicts 2-20 points of damage, and also causes an Energy Drain of 2 levels (as a vampire’s).

The monster’s front eye always projects a ray of reflection. Any spell cast at the monster from this direction is reflected back at the caster. In addition, any attempt to Turn undead from in front is also reflected back on the cleric, who must make a Saving Throw vs. Spells or run in fear for 2-12 rounds. The monster usually turns to face any character who starts casting a spell, and watches for clerics. This reflection cannot be aimed above or behind the creature, but only straight in front of it.

If the undead beholder is attacked with a weapon, the player must declare what the character is aiming at-the body, the large eye, or an eye stalk. Each target has a different Armor Class and hit points. The body is AC -4, and can take 90 hit points of damage before the beholder is killed. Damage to the eyes is accounted for separately, and does not count toward killing the creature. The front eye is AC -2, and has 30 hit points. An eye stalk is only AC 3, but each can withstand 20 points of damage. A “slain” eye is cut off, but a damaged eye functions normally. Damaged and lost eyes grow back in 2-5 hours, and do not regenerate as fast as the body of the monster.

Eye Stalks: Each small eye may be used once per round at most, and only 3 eyes in one direction (forward, backward, etc.; if a target is above the creature, all 10 small eyes can be used). The beholder often uses only 2 small eyes per round unless seriously threatened.

  Eye 1. animate dead (range 60’)
  Eye 2. charm (as vampire, 120’ range, -2 penalty to the saving throw)
  Eye 3. continual darkness (range 120’)
  Eye 4. death spell (range 120’)
  Eye 5. energy drain 1 level (as wight)
  Eye 6. energy drain 2 levels (as spectre)
  Eye 7. paralysis (as ghoul, range 60’; note that elves are immune to this ray)
  Eye 8. animate object (60’ range)
  Eye 9. dispel magic (26th level)
  Eye 10. telekinesis

BLACK TROLL

  Armor Class:    0
  Hit Dice:       7
  Move:           120’ (40’)
  Attacks:        2 claws/1 bite (or 1 weapon)
  Damage:         1-6/1-6/1-8 (or by weapon)
  No. Appearing:  1-8 (1-8)
  Save As:        Fighter: 7
  Morale:         11 (10)
  Treasure Type:  D
  Alignment:      Chaotic
  XP Value:       1000
Black trolls (sometimes called subterranean trolls) share many physical characteristics with their above ground kin but are vastly different in their overall intelligence and behavior. They are bigger and stronger than normal trolls and the warriors almost always wear armor (75%, chainmail or plate). They are excellent miners and smiths being able to toil for long periods of time without rest or nourishment. They possess all of the mining skills attributed to dwarves and the ability to craft their own weapons and armor. Black trolls are very strong. Males have a minimum strength of 18, enabling thenm to attack at +3 and do an additional +3 to hit and damage with their favored weapon, the great sword. Black trolls share the regeneration abilities of their above-ground relatives but possess an inability to withstand bright light. Full exposure to the sun will blind them. Light spells cause them to lose their +3 attack bonus. However they will not flee from light sources.

BLAST SPORE

  Armor Class:    9
  Hit Dice:       1* (1 hit point)
  Move:           30’ (10’)
  Attacks:        1
  Damage:         Disease only
  No. Appearing:  1-3 (1)
  Save As:        Fighter: 1
  Morale:         9
  Treasure Type:  Nil
  Alignment:      Neutral
  XP Value:       15
A blast spore looks almost exactly like a beholder, and is usually (90%) mistaken for one; however, its eyes and mouth are harmless. There is a 25% chance that a character will notice the differences if within 10’. If a blast spore is damaged in any way, it explodes for 6-36 (6d6) points of damage to all within 20 feet; each victim may make a Saving Throw vs. Wands to take 112 damage. When approached, the creature may spray a shower of spores in a 20’x20'x20' volume before it. Each victim must make a Saving Throw vs. Poison; if failed, the spores penetrate and grow into 1-6 more blast spores, causing death in 24 hours unless a cure disease spell is applied.

BLINK DOG

  Armor Class:    5
  Hit Dice:       4*
  Move:           120‘ (40’)
  Attacks:        1 bite
  Damage:         1-6
  No. Appearing:  1-6 (4-9)
  Save As:        Fighter: 4
  Morale:         6
  Treasure Type:  C
  Alignment:      Lawful
  XP Value:       125
This unique creature is similar in appearance to the Australian dingo. It is highly intelligent, often travels in packs, and uses a limited teleportation ability. It can “blink out" of one spot and immediately appear (“blink in”) at another. Its instinct prevents it from appearing in a solid object. When attacking, it “blinks” close to an enemy, attacks, and then reappears 10-40 feet away. On any round in which they have the initiative, blink dogs can attack safely, “blinking” away before the defender can counter-attack. If seriously threatened, an entire pack will “blink” out and not reappear. Blink dogs always attack displacer beasts, their natural enemies.

BRASS HYDRA (5-headed)

  Armor Class:    -2
  Hit Dice:       10 (50 hp)
  Move:           60’ (30’)
  Attacks:        2 claws/5 bites
  Damage:         1-4/2-8
  No. Appearing:  1
  Save As:        Fighter: 7
  Morale:         12
  Treasure Type:  Nil
  Alignment:      Chaotic
  XP Value:       1650
Brass hydras measure 30 feet long and can weigh up to 18,000 lbs. They are used most often as guardians of important treasures. Unlike living hydras, the brass hydra cannot be defeated by lopping off its heads. It must be destroyed entirely. The brass hydra may use its breath weapon every 1d4 rounds. This special attack creates a 10-cubic foot cloud of poisonous gas. Players cuaght in the cloud must make a save vs. breath weapon or suffer 1d4 temporary Constitution damage followed by death if a second save vs. gas is failed.

BROWNIE

  Armor Class:    2              
  Hit Dice:       1/8            
  Move:           30             
  Attacks:        weapon         
  Damage:         1/2            
  No. Appearing:  1-6 (4-9)
  Save As:        NM
  Morale:         6
  Treasure Type:  nil
  Alignment:      neutral
  XP Value:       1

Brownies are small (6-8 inch tall) michievous humanoids. They live in deep woods usually away from paths or trails. They resemble wild forest people and make tiny weapons out of small shards of metal and wood. They have a unique ability to speak with any living creature. They are somewhat proud and don't care for blundering humanoids walking through their wood, and may attack a passerby. They can hide instantly, disappearing into the trees and underbrush where they live. Being so small, they are particularly hard to hit (AC 2).

BUGBEAR

  Armor Class:    5
  Hit Dice:       3+1
  Move:           90’ (30’)
  Attacks:        1 weapon
  Damage:         By weapon + 1
  No. Appearing:  2-8 (5-20)
  Save As:        Fighter: 3
  Morale:         9
  Treasure Type:  (P + Q) B
  Alignment:      Chaotic
  XP value:       75
Bugbears are giant hairy goblins. Despite their size and awkward walk, they move very quietly and attack without warning whenever they can. They surprise on a roll of 1-3 (on ld6) due to their stealth. When using weapons, they add + 1 to all Hit and Damage rolls because of their strength.


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