D&D MONSTERS

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SALAMANDER

                  Flame           Frost
                  ---------------------------------
  Armor Class:    2               3
  Hit Dice:       8               12
  Move:           120’ (40’)      120’ (40’)
  Attacks:        2 claws/1 bite  4 claws/1 bite
  Damage:         1-4/ 1-4/ 1-8   1-6(~4)/2-12
  No. Appearing:  2-5 (2-8)       1-3 (1-3)
  Save As:        Fighter: 8      Fighter: 12
  Morale:         8               9
  Treasure Type:  F               E
  Alignment:      Neutral         Chaotic
  XP Value:       1,200           1,900
Salamanders are free-willed beings from the elemental planes, common there but rare elsewhere. Both look like giant lizards; Fire salamanders are from the plane of Fire, and Frost salamanders from the plane of Earth. The two types are mortal enemies, and will attack each other on sight.
Flame salamander: This monster is a snake-like lizard, 12’-16’ long, with bright orange-yellow and orange-red scales. It is intelligent, and (when not on its own plane) prefers to live in or near volcanoes, or in very hot lands. It is immune to fire. All creatures within 20‘ take 1-8 points of damage per round from the intense heat radiated by the creature.
Frost salamander: This monster has 6 legs and white or blue-white scales. When not on its own plane, it prefers frozen wastelands, glaciers, and icy tundra. It attacks by rearing up, strikin with 4 legs plus 1 bite. It is immune to cold. All creatures within 20’ take 1-8 points of damage each round from the extreme cold the monster radiates.

SCORPION (giant)

  Armor Class:    2
  Hit Dice:       4
  Move:           150’ (50’)
  Attacks:        2 claws/1 sting
  Damage:         1-10/1-10/1-4 + poison
  No. Appearing:  1-6 (1-6)
  Save As:        Fighter: 2
  Morale:         11
  Treasure Type:  V
  Alignment:      Neutral
  XP Value:       125
A giant scorpion is the size of a small horse, and lives in deserts, caves, and ruins. It usually attacks on sight. It fights by grasping a victim with its claws and stinging. If either claw hits, the Hit roll for the stinger gains a + 2 bonus. Anyone struck by the stinger must make a Saving Throw vs. Poison or die.

SHADOW

  Armor Class:    7
  Hit Dice:       2+2*
  Move:           90’ (30’)
  Attacks:        1
  Damage:         1-4 + special
  No. Appearing:  1-8 (1-12)
  Save As:        Fighter: 2
  Morale:         12
  Treasure Type:  F
  Alignment:      Chaotic
  XP value:       35
Shadows are non-corporeal (ghostlike) intelligent creatures. They can only be harmed by magical weapons. They look like real shadows and can alter their shape slightly. Shadows are hard to see and usually gain surpirse (1-5 on ld6). If a shadow scores a hit, it will drain 1 point of Strength in addition to doing normal damage. This weakness will last for 8 turns. Any creature whose Strength is reduced to zero becomes a shadow immediately. Shadows are not affected by Sleep or Charm spells, but they are not Undead and cannot be Turned by clerics. The DM should not use shadows unless the party has at least one magical weapon.

SHARK

                  BULL       MAKO       GREAT WHITE  WHALE SHARK
                  -----------------------------------------------
  Armor Class:    4          4          4            4
  Hit Dice:       2          4          8            12
  Move:           180'(60')  180'(60')  180'(60')    120'(40')
  Attacks:        1 bite     1 bite     1 bite       swallow
  Damage:         2-8        2-12       2-20         special
  No. Appearing:  0(3-18)    0(2-12)    0(1-4)       0(1)
  Save As:        Fighter:1  2          4            6
  Morale:         7          7          7            7
  Treasure Type:  Nil        Nil        Nil          Nil
  Alignment:      Neutral    Neutral    Neutral      Neutral
  XP Value:       25         75         650          1,000
Sharks are vicious predators. They have little intelligence and are unpredictable. They are attracted to the scent of blood within 300’ and it will drive them into a feeding frenzy (they attack but make no morale checks). They attack by making long, curving passes. Sharks are found in salt water.
Bull Shark: These are 8 ‘ long and brown in color. Bull sharks will ram their prey first (save vs. paralysis lasting 3 rounds) to stun it, and then attack the helpless prey the next round.
Mako shark: These are 12’ long and blue-gray or tan in color. Mako sharks are extremely unpredictable, ignoring swimmers one moment, and then, for no apparent reason, attacking.
Great white shark: These are 30’ long or larger and gray with a white underside. They have been known to destroy small boats.
Whale shark:
Wereshark: These are mermen, or tritons inflicted with a form of lycanthropy which enables them to take the form of a mako shark anytime they choose so long as it is in darkness. When the moon is full they must change into a shark and will maraude the seas. Under this forced change they lose their intelligence and become bloodthirsty killers. The only difference between a wereshark and a mako shark is that weresharks are intelligent and only magic or silver weapons will harm a wereshark. Weresharks have treasure type C in their lair. They save as a 4th level fighter and have an XP value of 125.

SHRIEKER

  Armor Class:    7
  Hit Dice:       3
  Move:           9‘ (3’)
  Attacks:        See below
  Damage:         Nil
  No. Appearing:  1-8 (0)
  Save As:        Fighter: 2
  Morale:         12
  Treasure Type:  Nil
  Alignment:      Neutral
  XP value:       35
Shriekers look like giant mushrooms. They live in underground caverns and are able to move around slowly. They react to light (within 60’) and movement (within 30’) by emitting a piercing shriek which lasts for 1-3 rounds. For each round of shrieking, the DM should roll ld6; any result of 4-6 indicates that a wandering monster has heard the noise, and will arrive in 2-12 rounds.

SIRENFLOWER

  Armor Class:    9
  Hit Dice:       5
  Move:           0
  Attacks:        See below
  Damage:         Special
  No. Appearing:  1-2 (1-6)
  Save As:        Fighter: 5
  Morale:         12
  Treasure Type:  Nil
  Alignment:      Neutral
  XP value:       175
The sirenflower is a large carnivorous fungus that has developed the disguise of a normal-looking plant. It captures its prey by luring creatures toward its center. To do this, the plant emitsscents and lights. The scents are similar to those near the plant, particularly fragrant flowers or rotting meats. The light is pale glowing, no brighter than a candle at best.

Once a creature reaches the center of the plant, a web of branching arms close in, trapping the creature and slowly crushing it. The branches squeeze with great force, causing 1-4 points of damage per round. In addition, the branches also ooze an enzyme that disolves flesh. This is very slow-acting and only does 1-10 points of damage per turn (not round). Creatures trapped by the sirenflower can still fight but have a -4 penalty on all hit rolls.

When the sirenflower reaches 0 hit points, it is not dead, but all the branches have been chopped away. The only way to totally kill a sirenflower is to dig up and burn the root. The creature grows back at the same rate as a normal plant.

[The sirenflower first appeared in module B6 "The Veiled Society", © 1984 TSR, Inc.]

SKELETON

  Armor Class:    7
  Hit Dice:       1
  Move:           60‘ (20‘)
  Attacks:        1
  Damage:         By weapon
  No. Appearing:  3-12 (3-30)
  Save As:        Fighter: 1
  Morale:         12
  Treasure Type:  Nil
  Alignment:      Chaotic
  XP value:       10
Animated skeletons are undead creatures often found near graveyards, dungeons, and other deserted places. They are often used as guards by the high level magic-user or cleric who animated them. Since they are undead, they can be Turned by clerics, and are not affected by Sleep or Charm spells, nor any form of mind reading. Skeletons will always fight until “killed.”

SKINWING

  Armor Class:    4
  Hit Dice:       1-10
  Move:           see below
  Attacks:        1 bite
  Damage:         see below
  No. Appearing:  n/a
  Save As:        see below
  Morale:         see below
  Treasure Type:  n/a
  Alignment:      Neutral
  XP Value:       as HD
Young skinwings are treated as having 1 HD. At age 3 or 4

SNAKE

                  COBRA        VIPER       SEA SNAKE  PYTHON
                  ----------------------------------------------------
  Armor Class:    7            6           6          6
  Hit Dice:       1-3*         2-4*        3-6 *      5-10*
  Move:           90'(30')     90'(30')    90'(30')   90'(30')
  Attacks:        1 bite/spit  1 bite      1 bite     1 bite/1 squeeze
  Damage:         1-3+poison   1-4+poison  1+poison   1-4/2-8
  No. Appearing:  1-6(1-6)     1-8(1-8)    0(1-8)     1-3(1-3)
  Save As:        Fighter:1    Fighter:1   Fighter:2  Fighter:3
  Morale:         7            7           7          8
  Treasure Type:  Nil          Nil         Nil        U
  Alignment:      Neutral      Neutral     Neutral    Neutral
  XP value:       15-45        25-75       50-150     300-900

                  * Hit Dice Range, adjust XP & Damage accordingly.
Snakes are found almost everywhere, avoiding only very hot and very cold places. Most snakes do not usually attack unless surprised or threatened. Some snakes have poisonous bites, and most are carnivores.
Spitting Cobra: A spitting cobra is a 3’ long grayish-white snake which spits a stream of venom at its victim’s eyes, up to a distance of 6 feet away. If the spit hits, the victim must make a Saving Throw vs. Poison or be blinded. (This blindness can normally be removed only by a Cure Blindness spell.) As with most small poisonous snakes, a spitting cobra will not attack human-sized or larger opponents unless startled or threatened. It can either spit or bite in one round, but not both; it will usually spit. The damage given (1-3 points) applies only to the bite; in this case, the victim must make a Saving Throw VS. Poison or die in 1-10 turns.
Pit Viper: A pit viper is a 5‘ long greenish-gray poisonous snake with small pits in its head. These pits act as heat sensors, with a range of 60’. The combination of pits and infravision makes it very hard to fight a pit viper; it is so quick that it always gains the initiative (no roll needed). Any victim bitten by a pit viper must make a Saving Throw vs. Poison or die.
Sea Snake: Sea snakes are snakes adapted for living in the sea. All are poisonous. They average 6‘ long, but can be much larger if the DM desires (2’ long per Hit Die). A sea snake’s bite is little more than a pinprick, and will go unnoticed 50% of the time. The victim must make a Saving Throw vs. Poison, and the poison is slow-acting; its full effects take 3-6 turns to be felt if the Saving Throw is failed. Unlike other snakes, sea snakes will attack humans for food.
Rock Python: This 20‘ long snake has brown and yellow scales set in a spiral pattern. Its first attack is a bite. If the bite is successful, it coils around the victim and constricts in the same round. This squeezing does 2-8 points of damage per round, and occurs automatically if the bite hits.

SOUL EATER

  Armor Class:    0
  Hit Dice:       10
  Move:           180' (60')
  Attacks:        2 claws
  Damage:         1-10 each + special
  No. Appearing:  1 (1)
  Save As:        Cleric 10
  Morale:         12
  Treasure Type:  Nil
  Alignment:      Neutral
  XP Value:
A soul eater is a being from another dimension summoned or granted to high level clerics. It is used to slay beings as ordered by the cleric who summoned or received it. A soul eater appears as a cloud of glowing darkness and can assume any shape desired. Once given a victim to kill, it will not quit until the victim or itself is defeated. A soul eater is highly intelligent and will accomplish its mission by any means it can.

In combat, the creature will attack with two ghostly claws each round. In addition, each time it hits it will drain one point of Wisdom unless the victim saves vs. Death Ray. This saving throw must be made each time the character is hit. A soul eater may only be struck by magical weapons. Silver and normal weapons will have no effect on it. If the victim is slain by the soul eater or has his Wisdom reduced to 0, the victim is dead, and the soul eater will return to its own dimension. Characters slain by a soul eater cannot be raised or reincarnated. Otherwise, the character regains Wisdom at the rate of 1 point per day. If the soul eater's hit points are reduced to 0, it will dissolve into a formless cloud and drift away. It will not return.

If the soul eater's victim is slain by another or if the soul eater is defeated, it will return to the cleric who summoned it and attack him. Because of its rage, it will have 20 HD and will do 3-18 points of damage when it attacks. If defeated a second time, it will disappear forever.

SPECTRAL HOUND

  Armor Class:   -2
  Hit Dice:       5
  Move:           150' (50')
  Attacks:        1
  Damage:         2-12 + special
  No. Appearing:  1-6 (1-6)
  Save As:        Fighter: 5
  Morale:         12
  Treasure Type:  Nil
  Alignment:      Chaotic
  XP Value:
Spectral hounds are creatures from the Dimensional Vortex-the void between all dimensions. In this world they appear as ghostly dogs-pale in color and translucent. Their eyes are formless pools of utter blackness. They are excellent trackers and once on the trail of a creature, they follow it for days.

In combat, a spectral hound attacks by biting. Any player bitten by a spectral hound must save vs. Spells. If he saves, the player suffers only the 2-12 points of damage from the bite. If he fails to save, he begins to fade. This fading is very gradual: in 24 hours the character has faded completely, having the same translucent appearance as a spectral hound. The player's equipment is not affected. When the character fades completely, he is unable to hold any normal items. He is unable to hear or talk to unfaded players. From the faded player's point of view, all normal things appear translucent, while faded things (i.e. the spectral hounds and other affected characters) seem solid and normal.

At any time after a player has been affected, he may be restored to the normal world by a dimension door spell. When the spell is cast, the affected character or characters can step through the dimension door and return to the normal world. Spectral hounds may only be struck by silver or magic weapons. They are immune to fire- and cold-based spells.

SPECTRAL MINIONS

  Armour Class:   2
  Hit Dice:       3
  Move:           90' (30')
  Flying:         150' (50')
  Attacks:        0 or 1(See below)
  Damage:         By weapon (See below)
  No. Appearing:  1-4
  Save As:        Fighter: 4
  Morale:         10
  Treasure Type:  Nil
  Alignment:      Variable
  XP Value:
Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests that had been placed on them. Similar to ghosts, spectral minions do not fully exist on the Prime Material plane. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive. Every day, they must relive the events leading to their deaths, trying to fulfill their vows and quests. Outdoors, spectral minions must stay within 1,000 yards of where they died. Otherwise, they must stay in the corridor or room where they were at death. Spectral minions have a+1 on initiative rolls, due to their speed.

Spectral minions can only do damage if they died holding a weapon. Such a weapon becomes a part of them. Unless otherwise noted, only 50% of all spectral minions have weapons. Those that do have weapons have swords, unless otherwise noted. A remove curse will get rid of them permanently. If their vow or quest is fulfilled for them, they will disappear forever. When very powerful people, such as high level paladins, become spectral minions, their hit points will be the same as before they died. Spectral minions are barely visible because light passes through them. They look like the people they were before they died, but they have no color and are mostly transparent.

SPECTRE

  Armor Class:    2
  Hit Dice:       6
  Move:           150’ (50’)
  Flying:         300’ ( 100’)
  Attacks:        1 touch
  Damage:         1-8 + double Energy Drain
  No. Appearing:  1-4 (1-8)
  Save As:        Fighter: 6
  Morale:         11
  Treasure Type:  E
  Alignment:      Chaotic
  XP Value:       725
The ghostly spectres are among the mightiest of the undead. They have no solid bodies, and can only be hit by magical weapons; silver weapons have no effect. Like all undead, spectres are immune to sleep, charm, and hold spells. A hit by a spectre does 1-8 points of damage in addition to a double Energy Drain (lose 2 levels). A character slain by a spectre will rise the next night as a spectre under the control of the slayer.

SPRITE

  Armor Class:    3
  Hit Dice:       1/2 (1-4 hp)
  Move:           60’ (20’)
  Flying:         180’ (60’)
  Attacks:       1 spell
  Damage:         See below
  No. Appearing:  3-18 (5-40)
  Save As:        Elf: 1
  Morale:         7
  Treasure Type:  S
  Alignment:      Neutral
  XP value:       5
Sprites are small winged people (about 1 foot tall) related to pixies and elves. Though shy, they are very curious and have a strange sense of humor. Five sprites acting together can cast one Curse spell. This will take the form of a magic practical joke, such as tripping or having one’s nose grow. The exact effect of the curse is left to the DM’s imagination. Sprites will never cause death on purpose even if they are attacked. (the effects of the sprites’ curse can be countered by a Remove Curse spell.)

STONE GUARDIAN

  Armor Class:    2
  Hit Dice:       5
  Move:           120’ (40’)
  Attacks:        2 fists
  Damage:         2-9/2-9
  No. Appearing:  1-4 (1-4)
  Save As:        Fighter: 5
  Morale:         12
  Treasure Type:  Nil
  Alignment:      Neutral
  XP Value:       600
The stone guardian is a special type of golem-like figure. It is manufactured somewhat like a golem or a figurine of wondrous power using enchant item, transmute mud to rock, magic mouth, detect invisibility, and limited wish or wish. (Note: detect invisibility is optional but no other detection spell may be substituted for it.) A figure of a man or a creature up to ogre size (smaller or larger will not work) is made of mud and given a heart of stone. The heart must have enchant an item cast on it. The mud is transmuted to rock and the wish is cast. Magic mouth is required so that it can be activated under precise circumstances. However, there is a 2O% chance per activation that the precise instructions will be disregarded and then the stone guardian will attack anything! A special ring of protection from stone guardians can be crafted at the same time a stone guardian is manufactured. This ring will keep the wearer and all others within a 10' radius immune to a guardian's attack. The ring will only work for the stone guardian(s) made at the time the ring was magicked and will be useless against other stone guardians.

The stone guardian takes only 1/4 damage from edged weapons, and normal missiles cannot harm it at all. It takes 1/2 damage from cold, fire, and electrical based spells. It cannot be poisoned, held, charmed, paralyzed, or affectedby fear since it has no mind whatsoever and no living body. It will attack until destroyed. Stone to flesh, transmute rock to mud, stone shape, or dig spells will kill it instantly with no saving throw. A stone guardian can see and hear due to the power of the wish, but can detect invisibility only if that spell is used in its creation.

STONE TIGER

  Armor Class:    0
  Hit Dice:       5 
  Move:           150' (50')
  Attacks:        2 claws/1 bite
  Damage:         1-4/2-8 
  No. Appearing:  1-4 (1-4)
  Save As:        Fighter: 5
  Morale:         12
  Treasure Type:  Nil
  Alignment:      Chaotic
  XP Value:       750
Stone tigers measure 15 feet long and can weigh up to 6,000 lbs. Powerful spellcasters use them as guardians and potent weapons of war. They are remarkably agile for a stone construct. They are otherwise similar to STONE GUARDIANS (above) in construction, control, special abilities, damage reduction, etc.

SWAMP ORC [JOR]

  Armor Class:    5 or 6
  Hit Dice:       2
  Move:           120' (40')
  Attacks:        1 weapon
  Damage:         By weapon
  No. Appearing:  1-20 (10-60)
  Save As:        Fighter: 2
  Morale:         8 or 6 (see below)
  Treasure Type:  (K) M
  Alignment:      Chaotic
  XP value:       20
Swamp orcs, also known as Jors, are the most powerful and cunning breed of orcs. They have developed limited assassin abilities which they use to the utmost advantage. When surprising any victim, jors have a 35% chance to kill by back-stabbing. In addition, jors make a special sleeping poison from swamp plants and waters. They use this poison to coat their weapons (saving throw vs. poison at + 2 or sleep for 2-12 rounds; one use only). Jors are extremely hard to find in the swamp and are surprised only on a 1 in 8 as a result. In addition, they have a 50% chance to hide in natural terrain. Jors surprise on a 1-3 in 6, and are typically armed as follows:

	Weapons                            Chance 
	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	Scimitar and crossbow                30%
	Scimitar and shield                  30%
	Bastard sword and axe                10%
	Bastard sword and spear              20%
	Battle axe and flail                 10%

Jors wear a form of scale mail armor (AC 6). Shield use betters this to AC 5.

Jors, like their orcish cousins, hate sunlight and are therefore found outside their lairs only after sunset. For every group in excess of 15 jors, there is a leader and two assistants. Each leader and assistant has 18 hp, and because they are the strongest and most cunning creatures of their group, also have a 50% chance to kill when back-stabbing. If 30 or more jors are encountered, the group includes a sub chief (AC 3, 3 + 4 HD) and 1-4 bodyguards (AC 4, 3 + 1 HD). This large group also contains a master jor (AC 3, 4 + 2 HD) who has a 75% chance to kill when back stabbing. A master jor also has a 90% chance to hide in natural terrain and surprises on 1-5 in 6. Jors generally travel through swamps in small hunting parties composed of young males.

Jor lairs contain females equal to the number of males. All females fight as well as the males but have a less-effective back stabbing ability (15% chance to kill when employing this tactic). Jor lairs also contain jor young (AC 8, 1 HD, noncombatants) equal to 15% of the males. In addition, each lair contains the following: a chief (AC 2, 4 + 5 HD), two subchiefs, 4-16 bodyguards, 12-15 leaders, and 1-6 master jors. Jor chiefs always have the abilities of master jors.

The jors and lizard men are great rivals in the swamp, and they often attack each other on sight. Jors look much the same as orcs, except that their skin tends to be greenish blue in color. It is rumored that all jors belong to an assassin's guild whose goal is to destroy mankind bit by bit.


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