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Armor Class: 7 Hit Dice: 1 Move: 120' (40') Climb: 90' (30') Attacks: 2 or 1 Damage: 1-2/1-4 No. Appearing: 3-18 Save As: Fighter: 1 Morale: 10 Treasure Type: S Alignment : Neutral XP Value: 100Canopy spiders look like huge, hairy tarantulas. Despite their fearsome appearance, they are very friendly and good natured: many a wanderer in forests inhabited by these creatures has awakened after a rainy night to find himself dry because of a large web spun over him by the spiders. The only exception to this friendliness is toward creatures the spiders know to be enemies. The most feared enemy of the canopy spider is the Hin, as they greatly prize canopy spider as food. canopy spider lairs are found high in trees and are well camouflaged to protect against preditors.
Combat: canopy spider are not violent creatures, preferring to run than fight. If sorely pressed, however, they can slash with their legs, inflicting 1-2 hit points of damage or bite using their small mandibles. The mandibles inflict 1d4 hit points of damage, while the weak venom from their vestigial poison sacks does an additional 2d4 (save vs poison at +2 for half).
If the lair is threatened, the spiders cut loose special thick stranded webs surrounding the lair; these drops affect a 10 foot radius and all within the area must save vs breath at -4 to avoid its effects. The penalty is due to the fact that the spiders usually have surprise when using this defense. If the victim knows what to look for and is actively looking, the penalty is negated. A strength check (at a -4 penalty) is required every round to break free. Some (10%) of these webs contain rocks and other debris, inflicting 1d4 points of damage on all who are trapped. The web drops are used to give the colony enough time to evacuate.
canopy spider are both agile and silent, making them 90% invisible in the forest. When they come to the ground, they always have a strand of silk with which they can quickly return to the safety of the trees.
Habitat: Giant canopy spider live in well concealed arborial colonies of up to 100 or more individuals. As was stated above, these colonies are well defended with web traps; the spiders know their teritory well and are intelligent enough to have a sound defence strategy.
It must be emphasized that these spiders are intelligent and friendly; they will often try to help other intelligent creatures in the forest. They are much like the bottlenose dolphin in this regard. canopy spider have their own songlike language which most humanoids find quite soothing (the spiders seem to know this), and they mourn their dead. The general mood of these spiders can be seen (or more accurately, heard) in the sounds they make.
Ecology: Unlike most spiders, canopy spider have mandibles instead of the sucking fangs of other species. They subsist on a diet of roots and grubs, and often come to the ground to feed. This is when they are most vulnerable.
The Hin greatly prize canopy spider meat, but it is their silk which is most valuable. It can be woven into exceptionally strong ropes, and fasioned into light, flexible armor as light as leather, but with the strength of -2 plate mail. Characters with the ability to communicate with the spiders can have them produce a wide variety of useful items, provided the character himself has the skills needed to create these items.
Armor Class: 7 Hit Dice: 3+1* Move: 120 (40) Attacks: 8 tentacles Damage: Paralysis No. Appearing: 1-4 (0) Save As: Fighter: 2 Morale: 9 Treasure Type: B Alignment: Neutral XP value: 75This scavenger is a 9 long, 3 high many-legged worm. It can move equally well on a floor, wall, or ceiling. Its small mouth is surrounded by 8 tentacles, each 2 long, which can paralyze on a successful hit unless a Saving Throw vs. Paralysis is made. A tentacle hit does no actual damage. ,Once paralyzed, a victim will be eaten (unless the carrion crawler is being attacked). Unless magically cured, the paralysis will wear off in 2-8 turns. Carrion crawlers are not normally found outside of dungeons.
Armor Class: 4 Hit Dice: 1+1* Move: 120 (40) Attacks: two claws and one bite (or by weapon) Damage: 1-6/1-6/1-6 No. Appearing: 1-6 (3-18) Save As: Fighter: 1 Morale: 10 Treasure Type: A Alignment: Neutral XP value: 75Catrii are similar to an overgrown house cat, standing about 3½ feet tall when walking erect (which they often do). Coloration can range from white to orange-striped, but gray-striped, brown or black solid colors are the most common. These intelligent creatures have fangs and sharp claws though the claws of their manipulitive forepaws are not proportionately as long as the rear ones. Catrii are rather shy and reclusive, using their heightened speed and balance to live arboreal lives, ranging amidst the upper branches of woodlands to hunt and explore. One or more Catrii will construct a well concealed hut of woven vines and branches high up in the larger trees, dwelling there during summer months. Winter quarters are typically in hollow tree trunks or grass woven huts. Catrii have an unusual ability to mimic sound capabilities much like a parrot though they do not possess normal language capabilities. Catrii communicate with each other via telepathy and can have limited 'conversations' with other species as such. Catrii often appear quite primitive but have the ability to use tools and often employ daggers, javilins, and other appropriately sized weapons. They are known to be skilled herbalists and healers.
Armor Class: 5 Hit Dice: 4 Move: 180 (60) Attacks: 2 hooves/1 weapon Damage: 1-6/1-6/by weapon No. Appearing: 1 (2-20) Save As: Fighter: 4 Morale: 8 Treasure Type: A Alignment: Neutral XP Value: 75A centaur is a creature with the head, arms, and upper body of a man joined to the body and legs of a horse. Centaurs prefer to live far from humankind in meadows and forests. They are of average intelligence, and often carry weapons (clubs, lances, and bows; 1 weapon per creature). A charge attack may be used if lances are carried.
Centaurs will form into small tribes or families. Their homes are in dense thickets or woods, reached by twisting and guarded pathways. The females and young will usually stay in the lair. If attacked, females and Young will attempt to flee unless escape is impossible, in which case they will fight to the death. The young fight as if they were 2 HD monsters, and do less damage (1-2/1-2/1-4).
Armor Class: 5 Hit Dice: 1 hp + special Move: 90 (30) Flying: 180 (60) Attacks: 1 Damage: 1-4 + special No. Appearing: 20-120 (10-60) Save As: Fighter: 1 Morale: 10 Treasure Type: Nil Alignment : Neutral XP Value: Variable (1 per creature)Crypt bats have an appearance much like that of normal bats in most aspects, but possess relatively large, distended jaws filled with razor-sharp teeth. Crypt bats have a unique hive mentality and their strength is in their numbers. They have the ability to increase their strength when attacking in a swarm. Each individual attacks as a 1 hit die monster but when in a swarm their effective hit-dice number equals the number of bats in the swarm divided by four (round down). Thus 25 bats attacking in a swarm would attack as a monster of 6 hit dice. Only 30 bats may effectively engage one opponent at a time, thus if a hit is scored, it will do 7 points of damage. This 'combining' ability does not apply to defense and an opponent who scores a hit will kill a number of bats equal to the points of damage inflicted.
Crypt bats are particularly vulnerable to sleep, slow spells (twice as effective) and light spells or open flames will usually cause them to flee (75%). Crypt bats also will become frenzied when blood is drawn. There is a 50% chance that the swarm will converge on a target that is dead or immobilized, forsaking all other opponents and proceeding to strip the flesh from a 'sitting duck'. For every 30 bats encountered, there is a 5% chance that one will be vampiric.
Armor Class: 4 Hit Dice: 9 Move: 120 (40) Flying: 180 (60) Attacks: 2 claws/3 heads + breath Damage: 1-3/1-3/2-8/1-10/3-12 + 3-18 No. Appearing: 1-2 (1-4) Save As: Fighter: 9 Morale: 9 Treasure Type: F Alignment : Chaotic XP Value: 2,300A chimera is a horrid combination of three different creatures. It has three heads (goat, lion, and dragon), the forebody of a lion, the hindquarters of a goat, and the wings and tail of a dragon. The goats head butts, the lions head bites, and the dragons head can bite or breathe fire (a cone 50 long and 10 wide at the end, for 3-18 points of damage). The breath can only be used 3 times per day. If determined randomly, the chance of breathing is 50% r round, as with dragons. Chimerae usually live in wild hills, but may occasionally be found in dungeons.
Armor Class: 7 Hit Dice: 2 + 1 hp per vine Move: 0 Attacks: 1-6 (see below) Damage: 1-2 + poison No. Appearing: 1-2 (1-4) Save As: Fighter: 1 Morale: - Treasure Type: Nil Alignment : Neutral XP Value: 25These plants look like ivy. They are capable of moving and grabbing creatures that brush by them. When a creature brushes by this plant 1d6 tentacles will attack the person who brushed it. Each tentacle does 1-2 points of damage and secretes a poison (-2 CN), unless a saving throw versus poison is made.
Each tentacle only can take one hit point of damage before it becomes useless. The plant has a number of vines (tentacles) equal to the number of hit points of the plant's core. To kill the plant the core stack must be severed. The vines are 2-6 feet long.
Armor Class: 6 Hit Dice: 5 Move: 90 (30) Flying: 180 (60) Attacks: 1 beak Damage: 1-6 + petrification No. Appearing: 1-4 (2-8) Save As: Fighter: 5 Morale: 7 Treasure Type: D Alignment: Neutral XP Value: 425This is a small magical monster with the head, wings, and legs of a rooster and the tail of a snake. Its beak attack causes 1-6 points of damage. Any creature bitten or touched by a cockatrice must make a Saving Throw or be turned to stone! Cockatrices may be found anywhere.
Armor Class: 5 Hit Dice: 13* Move: 90 (30) Attacks: 1 club Damage: 3-30 No. Appearing: 1(1-4) Save As: Fighter: 13 Morale: 9 Treasure Type: E + 5,OOOgp Alignment: Chaotic XP Value: 2,300A cyclops is a rare type of giant, noted for its great size and the single eye in the center of its forehead. A cyclops is about 20 tall. It has poor depth perception because of its single eye, and strikes with a penalty of -2 on all Hit rolls. A cyclops will usually fight with a wooden club. It can throw rocks to a 200 range, each hit causing 3-18 points of damage.
Some cyclops (5%) are able to cast a curse once a week. (The DM should decide the exact nature of the curse. A cyclops usually lives alone, though a small group may sometimes share a large cave. They spend their time raising sheep and grapes. Cyclops are known for their stupidity, and a clever party can often escape from them by trickery.
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