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Monster Index

Many different creatures appear throughout the course of this adventure. For ease of reference, they are compiled here in alphabetical order. For additional information about any monster, refer to the Monstrous Manual volume.

Blood elemental (elemental, water) (1): AC 2; MV 6, Sw 18; HD 8; hp 47; THACO 12; #AT 1; Dmg 5d6 (wave); SD +2 or better weapon to hit; SZ L (8' tall); ML champion (16); Int low (5); AL M; XP 2,000.

Bugbear (1): AC 4; MV 9; HD 3+1; hp varies with foe's class; THACO 17; #AT 1; Dmg 2d4; SA surprise; SZ L (7' tall); ML elite (13); Int low (5); AL CE; XP 120.
Notes: Gains +2 to damage on surprise attacks.

Caryatid column (golem, stone variant) (6): AC 5; MV 6; HD 5; hp 22; THACO 15; #AT 1; Dmg 2d4 (sword); SD see below; SW see below; SZ M (7' tall); ML fearless (20); Int non (0); AL N; XP 420.
Notes: SD - Gains +4 bonus to saving throws. Nonmagical weapons inflict half damage; magical weapons inflict full damage but without magical bonus. Striking weapons have a 25% chance of shattering; chance drops by 5% for each plus of a magical weapon. SW - Destroyed instantly if fails save vs. spell against stone to flesh, transmute rock to mud, or stone shape.

Cyclopskin (giant, cyclops) (6): AC 3; MV 12; HD 5; hp varies with foe's class; THACO 15; #AT 1; Dmg 1d6+4 (spear or sling, plus Str bonus); SW -2 penalty to missile attack rolls; SZ L (7'6" tall); ML very steady (13); Int low (5); AL CE; XP 270.

Earth elemental (1): AC 2; MV 6; HD 16, 12, or 8; hp 100, 75, or 50; THACO 5, 9, or 13; #AT 1; Dmg 4d8; SW see below; SZ H to L (16', 12', or 8' tall); ML fanatic or champion (17, 16, or 15); Int low (7); AL N; XP 10,000, 6,000, or 2,000.
Notes: The first elemental Chardath summons has 16 HD, the second 12, the third 8. SW - Damage drops by 2 points per damage die (to a minimum of 1 point per die) against water- or airborne targets.

Ettin (giant) (1): AC 3; MV 12; HD 10; hp varies with foe's class; THACO 10; #AT 2; Dmg 2d8/3d6 (armed with clubs) or 1dl0/2d6 (fists); SD infravision up to 90';SZ H (13'tall); ML elite (14); Int low (5); AL CE; XP 3,000.

Eye of the deep (beholder-kin) (5): AC 5; MV Sw 6; HD 10; hp 58; THACO 11; #AT 3; Dmg 2d4/2d4/1d6 (pincer/pincer/bite); SA spells; SZ M (5' in diameter); ML champion (15); Int very (11); AL LE; XP 4,000.
Notes: Each eye can cast spells. Central - light (cone 5' wide at start, 20' wide at end, and 30' long). 1st eyestalk - hold person; 2nd eyestalk - hold monster; 1st and 2nd used together - create illusion.

Caleb duhr (1): AC -2; MV 6; HD 8; hp 43; THACO 13; #AT 2; Dmg 2d8; SA spells; SD immune to lightning and normal fire, resistant to magical fire; SW cold; MR 20%; SZ L (9' tail); ML fanatic (17); Int very (12); AL N; XP 8,000.
Notes: SA - Can cast move earth, stone shape, passwall, transmute rock to mud, and wall of stone once per day; can cast stone shape at will; all as a 20th-level mage. SD - Enjoys a +4 bonus to saves vs. magical fire attacks. SW - Suffers a -4 penalty to saves vs. cold-based attacks and double damage from such attacks.

Gargoyle golem (1): AC 0; MV 9; HD 15; hp 60; THACO 5; #AT 2 (same target); Dmg 3d6/3d6 (claws); SA leap, petrification; SD see below; SW see below; SZ M (6' tall); ML fearless (20); Int non (0); AL N; XP 14,000.
Notes: SA - Will attempt to surprise victim (-2 penalty to opponent surprise check); if successful, leaps onto victim for 4dl0 points damage. In combat, victims hit by both claws must save vs. petrification or be turned to stone. The gargoyle will attack the stone victim the following round; a hit indicates that the stone body has shattered and cannot be resurrected (though it can be reincarnated). SD - Requires +2 or better weapons to hit; immune to poison and mind- or life- affecting spells. SW - Instantly shatters if targeted by an earthquake spell; transmute rock to mud inflicts 2d10 points of damage (but reverse spell heals same amount).

Glass golem (5): AC 4; MV 12; HD 9; hp 40; THAC0 11; #AT 1; Dmg 2dl2 (sword); SA see below; SD see below; SW see below; SZ M (6' tall); ML fearless (20); Int non (0); AL N; XP 5,000.
Notes: SA - Can unleash prismatic spray once per 3 rounds. SD - Regenerates 1 hp per round; +2 or better weapon to hit; mending restores to full hp; immune to poison and mind- or life-affecting spells. SW - Blunt weapons (+2 or better) inflict double damage; dispel magic stuns for number of turns equal to caster's level; shatter weakens so that subsequent melee attacks can instantly slay (percentage chance equals twice the number of damage points from the shatter spell).

Gnoll (1): AC 5; MV 9; HD 2; hp varies with foe's class; THACO 19; #AT 1; Dmg 1d8 (battle axe); SZ L (7'6" tall); ML steady (11); Int low (5); AL CE; XP 35.

Lava mephit (imp) (1): AC 6; MV 12, Fl 24 (B); HD 3; hp 18; THACO 17; #AT 2; Dmg 1d8+1/1d8+1 (claws and heat damage); SA gate, melt, breath weapon, shapechanging; SZ M (5' tall); ML avg (10); Int avg (8); AL CE; XP 420.
Notes: Once per hour, can gate in 1-2 fire, lava, smoke, or steam mephits (25% chance of success). Touch automatically melts or burns most materials. Once every three melee rounds, to a maximum of eight times, can use breath weapon (molten blob of lava) to automatically hit one target within 10' for 1d6 points damage (no saving throw). Can shapechange into a pool of lava 3' in diameter and 6' deep; can be harmed normally when in pool form.

Lizard king (lizard man) (1): AC 3; MV 9, Sw 15; HD 8; hp varies with foe's class; THACO 13; #AT 1; Dmg 3d6+2 (trident); SA skewer; SZ L (8' tail); ML champion (16); Int avg (9); AL CE; XP 975.
Notes: SA - Inflicts double damage if attack roll is greater than required by 5 or more.

Minotaur (1): AC 6; MV 12; HD 6+3; hp varies with foe's class; THACO 13; #AT 2; Dmg 2d4/1d10+2 (head butt/halberd); SA charge, +2 bonus to surprise; SD infravision, immune to maze; SZ L (7'6" tall); ML elite (13) +3 in combat; Int low (5); AL CE; XP 1,400.
Notes: SA - Can charge from 30' or more for 2x(2d4) points damage.

Ogre (1): AC 5; MV 9; HD 4+1; hp varies with foe's class; THACO 17; #AT 1; Dmg IdIO; SZ L (9' tall); ML steady (12); Int low (8); AL CE; XP 270.

Orc (1): AC 6; MV 9; HD 1; hp varies with foe's class; THACO 19; #AT 1; Dmg 1d6 (spear); SZ M (6' tall; ML steady (11); Int avg (8); AL LE; XP 15.

Sandling (elemental, earth kin) (1): AC 3; MV 12, Br 6; HD 4; hp 23; THACO 17; #AT 1; Dmg 2d8 (lunge or abrasive pseudopod); SD immune to mind-affecting spells and attacks; SW water; SZ L (10' diameter); ML unsteady (7); Int non (0); AL N; XP 420.
Notes: If stepped on, lunges upward to trap 1-2 human-sized foes; victims suffer a -2 penalty to surprise rolls when attacked in this manner; those hit cannot attack or defend for 1d4 rounds. If drenched with at least 10 gallons of water, affected as if by a slow spell and can cause only half damage.

Stone golem (1): AC 5; MV 6; HD 14; hp 60; THACO 7; #AT 1; Dmg 3d8 (fists); SA slow, SD see below; SW see below; SZ L (9'6" tall); ML fearless (19); Int non (0); AL N; XP 8,000.
Notes: SA - Once every other round, can cast slow (10' range). SD - Requires +2 or better weapon to hit; immune to poison and mind-affecting spells. SW - Rock to mud slows golem for 2d6 rounds (mud to rock heals all lost hit points); flesh to stone renders gotem vulnerable to normal attacks for next round.

Stone guardian (golem) (1): AC 2; MV 9; HD 4+4; hp 27; THACO 15; #AT 2; Dmg 1d8+1/1d8+1 (arms); SD see below; SW see below; SZ M (6' tall); ML fearless (20); Int non (0); AL N; XP 420.
Notes: SD - Requires +2 or better weapon to hit; suffers half damage from cold, fire or electrical attacks and quarter damage from edged weapons; immune to normal missiles, poison, and mind- or life-affecting spells. SW - Instantly destroyed by stone to flesh, transmute rock to mud, stone shape, or dig (no saving throw).

Tyravinorr (red dragon, modified): AC -11; MV 9, Ft 30 (C), Jp 3; HD 23; hp 250; THACO 5; #AT 3+; Dmg 2d10+12/2d10+12/6d10+12 or 24d10+12 (claw/claw/bite or breath weapon); SA dragon fear (50 yd. radius), kick, tail slap, wing buffet; SD immune to normal missiles, detect invisibility 72 (7 radius, clairaudience 240 radius; MR 65%; SZ G (over 1,000' long); ML fanatic (18); Int exc (16); AL CE; XP 24,000.
Notes: Dragon fear-save vs. petrification at a -4 penalty or suffer a -2 penalty to attack and damage rolls. Kick - victims suffer claw damage and must succeed at a Dexterity check or be kicked back 1d6+12 feet; those knocked back must save vs. petrification (at a -12 penalty) or fall. Tail slap - can affect up to 12 targets for 4d10+24 damage points each; must roll separate attack against each intended victim; those hit must save vs. petrification or become pinned and suffer crushing damage each round until the dragon releases them. Wing buffet - inflicts 2d10+12 points damage; victims must succeed at a Dexterity check or be knocked prone.

Umber hulk (1): AC 2; MV 6, Br 1; HD 8+8; hp varies with foe's class; THACO 11; #AT 3; Dmg 3d4/3d4/1d10 (claw/claw/bite); SA confusion; SD infravision 90'; SW slow movement; SZ L (8' tall, 5' wide); ML elite (13); Int avg (8); AL CE; XP 4,000.
Notes: SA - Characters looking into the umber hulk's eyes must save vs. spell or suffer confusion (per the spell).

Wearbear (lycanthrope) (1): AC 2; MV 9; HD 7+3; hp varies with foe's class; THACO 13; #AT 3; Dmg ld3/ld3/2d4 (claw/claw/bite); SA hug; SD silver or +1 or better weapons to hit; SZ L (7' tall); ML elite (14); Int exc (11); AL CG; XP 1,400.
Notes: SA - If both claws hit, can hug during next round for an additional 2d8 points of damage.

Xorn (1): AC -2; MV 9, Br 9; HD 7+7; hp 47; THACO 13; #AT4; Dmg 1d3/1d3/1d3/6d4 (arm/arm/arm/bite); SA surprise; SD see below; SW see below; SZ M (5' tall; ML champion (16); Int avg (8); AL N; XP 4,000.
Notes: SA - Can camouflage to impose a -5 penalty to opponents' surprise rolls; may pass through stone to vanish for 1d3 rounds, then regain surprise. SD - Immune to fire and cold; electrical attacks cause half damage with failed save and no damage with successful save; edged weapons inflict half damage. SW - phase door kills instantly when passing through stone; move earth flings it back 30' and stuns for one round; stone to flesh or transmute rock to mud lowers it to AC 8 for one round; passwall inflicts 1d10+10 points damage.

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