TEXT: FANTASY ADVENTURE GAME
  MONSTER & TREASURE ASSORTMENT
  Sets One-Three: Levels One-Nine
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  Are you running out of ideas for ways to stock your dungeon full of treasure? Do you need a quick and easy way to fill your
  castle of 1,000 rooms with monsters? The Monster & Treasure Assortment has 900 monsters, 900 treasures, a host of treasure
  containers/protection devices/concealments, and complete instructions for using the assortment to fill in partially stocked or
  newly encountered dungeon levels.
  Designing and stocking any number of dungeon levels becomes a snap when Monster and Treasure Assortment is used in con-
  junction with Dungeon Ceomorphs. TSR’s geomorphs allow an almost endless variety of rooms to be laid out in virtually no
  time at all.
  just one more useful playing aid from the Game Wizards at TSR.
  Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd.
  Distributed to the toy and hobby trade by regional distributors.
  © 1977, 1978, 1980 TSR Games
  /
  TSR Games
  POB 756
  Lake Geneva, WI 53147
  9047
  
  DUNGEON MONSTERS AND TREASURE
  This assortment of monsters and treasures by dungeon level is designed to answer two needs. First, the package
  provides the Dungeon Master with a ready matrix of encounters when his players are exploring a dungeon en-
  countered in a Wilderness Adventure. Second, and more important, these assorted monsters and treasures are
  aimed at making the DM’s task a lighter one when it comes to readying the major dungeon in which most of his
  players’ Underworld Adventures will take place.
  It is strongly suggested that each DM prepare several special monsters — along with whatever treasure each such
  monster guards — for each dungeon level, carefully placing them according to an overall design for the particular
  level (and possibly in relation to a multi-level plan or a specific theme for the whole of the dungeon complex).
  Thereafter, it is a simple matter to move to the list of randomly generated monsters and select which should be
  put near to the specially placed monsters. Finally, the,remaining areas where some monster is needed are easily
  filled by selection from the list in any manner desired, from numerical progression to random selection by
  generation of numbers 1 to 100.
  Treasures are also listed in groups of 100 by level of the dungeon in order to allow easy random selection if
  desired. However, it is recommended that the DM selectively place as many treasures as possible, doubling up in
  some cases, and augmenting the whole by noting where and how the treasures are protected and/or hidden. It
  should also be noted that just as a dungeon level should have monsters in only 20% or so of the available rooms
  and chambers, about 20% of the monsters should have no treasure whatsoever. By having one monster in five or
  one in six with no treasure, it is easier to conceal treasure that the other monsters guard, for players will not
  automatically know that somewhere nearby there is certainly some loot to glean. If you believe that 15% to 20%
  is too restrictive, lower it to 10% and give the remaining 5% to 10% nothing more than a few low-value coins in
  clothing worn or whatever. Do likewise with other monsters which do have additional (carefully hidden) treasure.
  The assortments of monsters and treasures have been randomly selected, but they are carefully balanced none-
  theless. While it is possible to use high level monsters on the first level of a dungeon about to be entered by ex-
  perienced players, it would be certain death to use even second level monsters against a party of first level
  players. In a similar vein, it is not good practice to assign higher level treasures to lower level monsters, as this will
  allow players to gain experience too rapidly.
  EXAMPLE OF A DUNGEON MONSTERl/TREASURE MATRIX:
  First Dungeon Level
  1.
  (Description of a specially designed monster and treasure which the DM has placed in a special area — such
  as a barracks, armory, great hall, temple, etc.)
  2.
  (ditto.)
  3.
  (ditto.)
  4.
  (ditto.)
  5.
  Monster #37 (footpads): Treasure — #3, 1000 CP as shown, contained in chests, #4 (6 total), with guard
  devices #3, #5, and #7 in chests 2, 4 and 6; #15 is hidden in one of a set of leather arm guards casually thrown
  on a pile of old and worn clothing and armor. See 7 below.
  6.
  Monster #72 (giant rats): No treasure.
  7.
  Monster #9 (bandits): Treasure — #28, contained in a chest guarded by poisoned needles in handles. Note:
  these men serve 5. above, and if they hear any commotion they will come to the aid of their masters, and the
  reverse is true.
  To vary the monster selection — other than the simple varying of the number of creatures — you may add a
  leader-type with the monster(s) or join two together. Examples: Orcs with a gnoll leader, goblins with a bugbear
  leader, berserkers with a berserk village priest leading them, kobolds mounted on giant lizards, hobgoblins
  serving an evil priest, ghouls with giant rats for pets. Also, monsters can be covered by an illusion spell to make
  them appear to be something else, hidden by an invisibility spell, and so on.
  Treasures may be varied by changing the spells on scrolls, changing magic/cleric scrolls, varying the type of
  potion (particularly with regard to giant strength, giant control, and dragon control types) and switching items
  which have good/bad counterparts. Example: Substitute a helm of reading magic and languages for a helm of
  chaos, switch boots of levitation to boots of dancing, change one of two human control potions to a potion of
  delusion.
  With just a bit of imagination and a little work these lists will serve to speed your dungeon matrix completion
  immeasurably, and none of your players will be able to guess what monster or treasure is where!
  
  KEY TO ABBREVIATIONS USED HEREAFTER:
  (14), etc.) = possible number of the monster type appearing
  HP =
  number of hit points each monster can take
  #AT =
  number of attacks per turn the monster is allowed
  AL =
  attack level of monster as expressed by the monster’s base number to score a hit on an unarmored op-
  ponent (armor class 9)
  AC =
  armor class of the monster
  ST =
  saving throw level of monster against the various unusual attack forms listed on the saving throw matrix,
  thus ST/F4 means that the monster saves as a 4th level fighter. C = cleric, D = dwarf, E = elf, H = half-
  ling, M = magic-user, NM = normal man, T = thief.
  SA =
  special abilities are possible, such as spells, breath, etc.
  CP =
  copper pieces, 50 equal 1 gold piece
  SP =
  silver pieces, 10 equal 1 gold piece
  .
  EP ==
  electrum pieces, 2 equal 1 gold piece
  GP =
  gold pieces, 5 equal 1 platinum piece
  PP =
  platinum pieces
  Note:
  Base values of gems are shown. Each gem should be diced for with six-sided dice, and any gem for which
  a 1 is rolled goes up one value category, while those for which 6’s are rolled should drop one category.
  Valu'e categories are: 1 GP, 5 GP, 10 GP, 50 GP, 100 GP, 500 GP, 1,000 GP, 5,000 GP, 10,000 GP, 50,000
  GP, 100,000 GP and 500,000 GP.
  NSA = No special abilities
  TREASURE IS CONTAINED IN
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  Bags
  Sacks
  Small Coffers
  Chests
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  Stone Containers
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  Contact Poison on Treasure
  Poisoned Needles in Lock
  Poisoned Needles in Handles
  Spring Darts Firing from Front of Container
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  Spring Darts Firing up from Top of Container
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  Spring Darts Firing up from Inside Bottom of Container
  Blade Scything Across Inside
  Poisonous Insects or Reptiles Living Inside Container
  Gas Released by Opening Container
  Trapdoor Opening in Front of Container
  Trapdoor Opening 6 feet in Front of Container
  Stone Block Dropping in Front of Container
  Spears Released from Walls when Container Opened
  Explosive Runes
  Symbol
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  Invisibility
  Illusion (to change or hide appearance)
  Secret Space under Container
  Secret Compartment in Container
  Inside Ordinary Item in Plain View
  Disguised to Appear as Something Else
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  FIRST lEVEI.
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  ewe?
  :9
  10.
  11.
  12.
  13.
  14.
  15.
  16.
  17.
  18.
  19.
  20.
  21 .
  22.
  23.
  24.
  25.
  26.
  27.
  28.
  29.
  30.
  31 .
  32.
  33.
  34.
  35.
  36‘.
  37.
  38.
  39.
  Berserkers — (1-4) HP: 8,5,4,2; #AT: 1; AL: 10; AC 7; ST/F 1; SA: +2 on attack vs. men, kobolds, goblins,
  orcs.
  Centipedes — (2-8] HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage, but save vs. poi-
  son must be made (add + 4 to die roll).
  Dwarves— (2-5) HP: 8,8,8, 5,4; #AT: 1; AL: 10; AC 4; ST/D 1; SA: 10% will have missile weapons, 20% will
  have magic weapons and/or armor.
  Gnomes— (2-5) HP: 6, 5, 3, 2, 1; #AT: 1; AL. 10; AC 5; ST/D1; SA: 10% will have missile weapons; 15% will
  have magic weapons ahd/or armor.
  Giant Toads — [1-2) HP: 12,8, #AT: 1; AL: 9; AC 6; ST/F 1; SA: None.
  Skeletons — (1-6) HP: 4,4,3,3,2,1; #AT: 1; AL: 10; AC 8; ST/F 1; SA: Special.
  Orcs — (2-5] HP: 8,7,3,3,2; #AT: 1; AL: 10; AC 7; ST/F 1; SA: 10% will have missile weapons.
  Stirges — (2-5) HP: 4, 3, 3, 3 3; #AT: 1; AL: 8; AC 7; ST/F 2; SA: Drain blood (1—4 points/round) after success-
  ful attack.
  Bandits — (2-5] HP: 6,4, 3, 3 ,;2 #AT: 1; AL: 10; AC 7; ST/T 1; SA. 40% will have missile weapons, leader will
  have AC 4.
  Centipedes — (2-8) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage, but save vs.
  poison must be made (add + 4 to die roll).
  Footpads — (1—4) HP: 7,6, 5 ,;4 #AT: 1; AL. 10; AC 7, ST/T 2, SA: Strike from behind, 5% chance for any one
  to have magic item.
  Gelatinous Cube — [1) HP: 21; #AT: 1; AL: 7; AC 8; ST/F 2; SA: Paralyzation.
  Warriors — (1-3) HP: 13,10,6; #AT: 1; AL: 10; AC 4; ST/F 2; SA: None.
  Giant Rats —_ (3-12) HP: 4,4,3,3,3,2,2,2,2,1,1,1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: Disease.
  Warrior —- (1) HP: 16; #AT: 1; AL: 10; AC 2; ST/F 2; SA: 20% chance for magic sword and armor.
  Centipedes — (1—6) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA. Bite does no damage, but save vs.
  poison must be made (+ 4 to die roll).
  Ghouls — (1-2) HP: 14,6, #AT: 3; AL: 9, AC 6;-ST/F 2; SA: All but elves must save vs. paralyzation if hit.
  Orcs — (2-5) HP: 8,6,5,4,1; #AT: 1; AL: 10; AC 7; ST/F 1;’SA: 10% will have missile weapons.
  White Ape — (1) HP: 18; #AT: 2; AL: 7; AC 6; ST/F 2; SA: None.
  -
  Orcs — (2-5) HP: 8,6,3,2,1; #AT: 1; AL: 10; AC7; ST/F 1; SA: 10% will have missile weapons.
  Elves — (1-6) HP: 9,8,6,6,5,4; #AT: 1; AL: 10; AC 5; ST/E 1; SA: 1/2 bow armed with swords, 1/2 with swords
  only — all get + 1 on attack dice, 20% will have magic weapons and/or armor, spells.
  Dwarves — (2-5) HP: 6,6,5,4,2; #AT: 1; AL: 10; AC 4; ST/D 1; SA: 10% will have missile weapons, 20% will
  have magic weapons and/or armor.
  Swordmaster —- (1] HP: 19; #AT: 1;.AL: 10; AC 2; ST/F 3; SA: 25% chance for magic sword and armor.
  Elves
  _— (1-6) HP: 9,9,9,8,8,4; #AT: 1; AL: 10; AC 5; ST/E 1; SA: ‘/2 bow armed with swords, V2 with swords
  only — all get + 1 on attack dice, 20% will have magic weapons and/or armor, spells.
  Giant Weasel
  —— (1) HP: 13; #AT: 1; AL: 8; AC 6; ST/F 2; SA: On any hit scored by it there is a 50% chance
  that the creature will drain blood causing an additional 1-6 points of damage/round.
  Giant Rats — (3-12] HP: 4,3,3,3,3,3,2,2,2,1,1,1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: Disease.
  Seers — (1--2) HP: 7, 5; #AT: 1; AL: 10; AC 9; ST/M 2; SA: Spells, 2-L1, 10% chance for having some magic
  item other than sword or misc. weapon.
  Elves — (1--6) HP: 6,6,5,4,4,2; #AT: 1; AL. 10; AC 5; ST/E 1; SA: V2 bow armed with swords, 1/2 with swords
  only — all get + 1 on attack dice, 20% will have magic weapons and/or armor, spells
  Priests — (1-2) HP: 11,10; #AT: 1; AL: 10; AC 5; ST/C 3; SA: Spells, 2-L1, 10% chance for any magic item
  other than one with an edge or point.
  Robbers — (1-2) HP: 11,10; #AT: 1; AL: 10; AC 7; ST/T 3; SA: Stfike from behind, 15% chance for any one
  to have magic item.
  _
  Centipedes — (2-8) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage, but save vs
  poison must be made (add +4 to die roll).
  Black Widow Spider — (1) HP: 16; #AT: 1; AL: 8; AC 6; ST/F 2; SA: Poison and web.
  Skeletons — (1-6) HP: 4,4,4,4,2,2; #AT: 1; AL: 10; AC 8; ST/F 1; SA: Special.
  Giant Rats -— [3-1'2) HP: 4,4,4,3,3,2,2,2,2,1,1,1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: Disease.
  Zombies — (1-4) HP: 15,11,9,7; #AT: 1; AL: 9; AC 8;.ST/F1; SA: Special.
  Kobolds — (3—12) HP: 4,4,4,3,3,3,3,2,2,2,2, 1; #AT: 1; AL: 10; AC 7; ST/NM; SA: 10% will have missile
  weapons.
  Footpads — (1--4) HP: 6, 5 ,,4 3; #AT: 1; AL: 10; AC 7; ST/T 2, SA: Strike from behind, 5% chance for any one
  to have magic.
  ,
  Giant Rats — (3-12) HP: 4,3,3,3,3,3,2,2,1,1,1,1; #AT: 1;_AL: 10; AC 7; ST/F 1; SA: Disease.
  Gremlins — (1-4) HP: 5,4,3,1; #AT: -_; AL: -; AC 7; ST/M 1; SA: Cause annoyances, play tricks.
  Goblins — (2-8) HP: 7,7,6,6,4,3,3,1; #AT: 1; AL: 10; AC 6; ST/NM; SA: 10% will have missile weapons.
  2
  
  FIRST LEVEL
  FIRST lEVEl
  41 .
  42.
  43.
  44.
  45.
  46.
  47.
  48.
  49.
  50.
  51.
  52.
  53.
  54.
  55.
  56.
  57.
  58.
  59.
  60.
  61 .
  Goblins — (2-8) HP: 6,5,3,3,3,2,1,1; #AT: 1; AL: 10; AC 6; ST/NM; SA: 10% will have missile weapons.
  Crab Spiders — (1-3) HP: 11,9,7; #AT: 1; AL: 9; AC 7; ST/F 1; SA: Poison.
  Dwarves — (2-5) HP: 8,6,6,4,1; #AT: 1; AL: 10; AC 4; ST/D 1; SA: 10% will have missile weapons, 20% will
  have magic weapons and/or armor.
  Dwarves — (2-5) HP: 8,6,6,4,1; #AT: 1; AL: 10; AC 4; SF/D 1; SA: 10% will have missile weapons, 20% will
  have magic weapons and/or armor.
  Carrion Crawler — (1) HP: 13; #AT: 8; AL: 7; AC 7; ST/F 2; SA: Paralyzation.
  Bugbears — (1-2) HP: 19,19; #AT: 1; AL: 7; AC 5; ST/F 3; SA: Gain surprise on 1-3.
  Warriors — (1-3) HP: 15,13,7; #AT: 1; AL: 10; AC 4; ST/F 2; SA: None.
  Gelatinous Cube — (1) HP: 22; #AT: 1; AL: 7; AC 8; ST/F 2; SA: Paralyzation.
  Centipedes — (2-8) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage, but save vs.
  poison must be made (add + 4 to die roll).
  ‘
  Elves —- (1-6) HP: 8,6,4,4,2,2; #AT: 1; AL: 10; AC 5; ST/E 1; SA: V2 bow armed with swords; V2 with swords
  only — all get +1 on attack dice, 20% will have magic weapons and/or armor, spells.
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  Conjurers -— (1-2) HP: 13,7; #AT: 1; AL: 10; AC 9; ST/M 3; SA: Spells, 2-L1, 1-L2, 15% chance of having
  some magic item other than a sword or misc. weapon.
  Carrion Crawler — (1) HP: 14; #AT: 8; AL: 7; AC 7; ST/F 2; SA: Paralyzation.
  Berserkers — (1-4) HP: 7,4,3,2; #AT: 1; AL: 10; AC 7; ST/F 1; SA: +2 on attacks vs. men, kobolds, goblins,
  orcs.
  Stirg‘es — (2-5) HP: 6,6,6,2,2; #AT: 1; AL: 8; AC 7; ST/F 2; SA: Drain blood (1-4 points/round] after success-
  ful attack.
  Gnomes — (2-8) HP: 6,5,4,2,2,2,2,1; #AT: 1; AL: 10; AC 5; ST/D 1; SA: 10% will have missile weapons;
  15% will have magic weapons and/or armor.
  Kobolds — [3-12) HP: 4,4,4,4,3,3,3,2;2,2;2,2; #AT: 1; AL: 10; AC 7; ST/NM; SA: 10% will have missile
  weapons.
  Goblins — (2-8) HP: 6,5,5,‘3,3,2,2,1; #AT: 1; AL: 10; AC 6; ST/NM; SA: 10% will have missile weapons.
  Skeletons — (1-6) HP: 4,4,3,3,3,2; #AT: 1; AL: 10; AC 8; ST/F 1; SA: Special.
  Bandits — (2—5) HP: 6,4,4,3,3; #AT: 1; AL: 10; AC 7; ST/T 1; SA: 40% will have missile weapons, leader will
  have missile weapons, leader will have AC 4.
  Shriekers — (1-3] HP: 15,14,10; #AT: 0; AL: -; AC 7; ST/F 1; SA: Shriek.
  Berserkers — [1-4) HP: 8,8,8,6; #AT: 1; AL: 10; AC 7; ST/F 1; SA: +2 on attacks vs. men, kobolds, goblins,
  orcs.
  
  FIRST LEVEL
  FIRST LEVEL
  62.
  63.
  64.
  65.
  66.
  67.
  68.
  69.
  70.
  71 .
  72.
  73.
  74.
  75.
  76.
  77.
  78.
  79.
  80.
  81 .
  82.
  83.
  84.
  85.
  86.
  87.
  88.
  89.
  90.
  91 .
  92.
  93.
  94.
  95.
  96.
  97.
  98.
  99.
  1 00.
  Centipedes —— [2-8) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage, but saving throw
  vs. poison must be made (add + 4 to die roll).
  Adepts — (1-4) HP: 7,5,5,4; #AT: 1; AL: 10; AC 5; ST/C 2; SA: Spells, 1-L1, 5% chance of having any magic
  item other than one with an edge or point.
  Crab Spiders — (1--:3)HP 7,5,2; #AT: 1; AL: 9; AC7; ST/F1; SA: Poison.
  Gnomes — (2--8) HP: 6, 5,5,3,3, 3,2,1; #AT: 1; AL: 10; AC 5; ST/D 1; SA: 10% will have missile weapons,
  15% will have magic weapons and/or armor
  Priests — (1-2) HP: 14,11; #AT: 1; AL: 10; AC 5; ST/C 3; SA: Spells, 2-L1, 10% chance for any magic item
  other than one with an edge or point.
  Hero — (1) HP: 17; #AT: 1; AL: 9; AC 2; ST/F 4; SA: 30% chance for magic sword and armor, 10% chance
  for magic misc. weapon.
  Ogre — (1) HP: 21; #AT: 1; AL: 5; AC 6; ST/F4; SA': None.
  Kobolds — (3-12) HP: 4,4,3,3,2,2,2,2,2,1,1,1; #AT: 1; AL: 10; AC 7; ST/NM; SA. 10% will have missile
  weapons.
  Giant Lizards, Geckos -— (1-2) HP: 18,11; #AT: 1; AL: 7; AC 5; ST/F 2; SA: None.
  Orcs — (2-5) HP: 5,5,4,3,2; #AT: 1; AL: 10; AC 7, ST/F 1; SA. 10% will have missile weapons.
  Giant Rats — (3-12) HP: 4,3,2,2,2,2,2,1,1,1,1,1; #AT: 1; AL: 10; AC 7,: ST/NM; SA: Disease.
  Zombies — (1-4) HP: 16,13,8,6; #AT: 1; AL. 9; AC8, .ST/F 1; SA. Special.
  Centipedes— (2—8] HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage, but saving throw
  vs. poison must be made (add + 4 to die roll).
  Fire Beetles — (1-8] HP: 9,,8 7,7,6,5,5,3; #AT: 1; AL: 9, AC4, ST/F1; SA: None.
  Bandits — (2-5) HP: 6,4,3, 3, 2; #AT: 1; AL: 10; AC 7; ST/F1; SA: 40% will have missile weapons, leader will
  have AC4..
  . Orcs — (2-5) HP: 8,7,6,3,1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: 10% will have missile weapons.
  Dwarves — [2-5) HP: 8,7,6,3,1; #AT: 1; AL: 10; AC 4; ST/D 1; SA: 10% will have missile weapons, 20% will
  have magic weapons and/or armor.
  .
  Giant Toads — (1-2) HP: 9,6; #AT: 1; AL: 8; AC 6; ST/F1-3; SA: None.
  Crab Spiders — [1-3) HP: 9,9,8; #AT: 1; AL: 9; AC 7; ST/F 1; SA: Poison.
  Skeletons — (1-6) HP: 4,4,3,3,2,2; #AT: 1; AL: 10; AC 8; ST/F 2; SA: Special.
  Black Widow Spider, Giant — (1) HP: 24; #AT: 1; AL: 8; AC 6; ST/F 2; SA: Poison.
  Gnomes — [2-8) HP: 6,6, 5,,4 4,3,2,1; #AT: 1; AL: 10; AC 5; ST/D 1; SA: 10% will have missile weapons,
  15% will have magic weapons and/or armor.
  Centipedes — [2-8] HP: 2 each, #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage, but saving throw
  vs. poison must be made (add +4 to die roll].
  Giant Rats — (3-12) HP: 4,4,4,3,3,3,2,1,1,1,1,1; #AT: 1; AL: 10; AC 7; ST/NM; SA: Disease.
  Kobolds — (2-8) HP: 4,4,4,3,2,2,2,1; #AT: 1; AL: 10; AC 7; ST/NM; SA: 10% will have missile weapons.
  Orcs — (2-5) HP: 7,5,3,1,1; #AT: 1; AL: 10; AC 7;-ST/F 1; SA: 10% will have missile weapons.
  Berserkers — (1-4) HP: 6,3,3,2; #AT: 1; AL: 10; AC 7; ST/F 1; SA: +2 on attack vs. men, kobolds, goblins,
  orcs.
  Warriors — (1-3) HP: 10,10,5; #AT: 1; AL: 10; AC 4; ST/F 2; SA: None.
  Stirges— (2—5) HP: 8,,6 6,1,1; #AT: 1; AL: 8; AC 7; ST/F 2; SA: Drain blood (1—4 points/round) after success—
  ful attack.
  Elves —- (1-6) HP: 8 ,,8 5,5,4,2, #AT: 1; AL: 10; AC 5, ST/E 1; SA: ‘/2 bow armed with swords, V2 armed with
  swords only — all get + 1 on attack dice,220% will have magic weapons and/or armor, spells.
  Evil Adepts — (1-4) HP: 12,11,9,7; #AT: 1; AL: 10; AC 5; ST/C 2; SA: Spells, 1-L1, 5% chance for having any
  magic item other than one with an edge or point.
  Seers — (1-2) HP: 5,4; #AT: 1; AL: 10; AC 9; ST/M 2; SA: Spells, 2-L1, 10% chance of having some magic
  item other than a sword or misc. weapon.
  Gremlins — (1-4) HP: 6,5,5,1; #AT: -; AL: -; AC 7; ST/M 1; SA: Cause annoyances, play tricks.
  Goblins — (2—8) HP: 7,7,5,2,2,2,2,1; #AT: 1; AL: 10; AC 6; ST/NM; SA: 10% will have missile weapons.
  Giant Rats — (3-12) HP: 4,3,2,2,2,2, 2,2,1,1,1,1; #AT 1; AL: 10; AC 7- ST/NM; SA: Disease.
  Zombies — (1-4) HP: 13,12,10,10; #AT: 1; AL. 9; AC 8; ST/F 1; SA: Special.
  Berserkers — (1-4) HP: 5,3,3,2; #AT: 1; AL: 10; AC 7; ST/F 1; SA: +2 on attacks vs. men, kobolds, goblins
  orcs.
  Orcs — (2-5) HP: 6,6,4,2,1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: 10% will have missile weapons.
  Berserkers — (1-4) HP: 6,5,4,2; #AT: 1; AL: 10; AC 7; ST/F 1; SA: +2 on attacks vs. men, kobolds, goblins,
  orcs.
  
  SECOND LEVEL
  90:0
  99°.“
  10.
  11.
  12.
  13.
  14.
  15.
  16.
  17.
  18.
  19.
  20.
  21 .
  22.
  23.
  24.
  25.
  26.
  27.
  28.
  29.
  30.
  31.
  32.
  33.
  34.
  35.
  36.
  37.
  38.
  39.
  40.
  Warlock — (1) HP: 16; #AT: 1; AL: 9; AC 9; ST/M 6; SA: Spells, 2-L1, 2-L2, 2-L3, 30% chance for having
  some magic item other than a sword or misc. weapon.
  Wyvern — (1) HP: 28; #AT: 2; AL: 4; AC 3; ST/F 7; SA: Tail hit means save vs. poison.
  Orcs —- (3-12) HP: 8,7,6,6,6,5,4,3,3,3,2,1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: 20% will have missile weapons.
  Werebear — [1) HP: 28; #AT: 3; AL: 5; AC 2; ST/F 6; SA: Paw hit score of 18 or better means hug (2-16
  points additional damage).
  Elves —- (2-3) HP: 9,8,7,7,7,3,2,2; #AT: 1, AL: 10; AC 5; ST/E 1; SA: 1/2 bow armed with swords, V2 with
  swords only — all get + 1 on attack dice, 25% will have magic weapons and/or armor, spells.
  Gnomes — (3-18) HP: 3 x 5, 3 x 3, 3 x 4, 3 x 6, 3 x 2, 3 x 1; #AT: 1; AL: 10; AC 5; ST/D 1; SA: 15% will
  have missile weapons, 20% will have magic weapons and/or armor.
  Gnolls — (2-5) HP: 14,9,6,6,4; #AT: 1; AL: 9; AC. 5; ST/F 2; SA: 10% will have missile weapons.
  Giant Shrew — [1) HP: 7; #AT: 1; AL: 10; AC 6; ST/F 1; SA: None.
  Bandits — (2-12) HP: 5,5,5,5,5,4,4,3,3,2,1,1; #AT: 1; AL: 10; AC 7; ST/T 1; SA: 40% will have missile
  weapons, leader will have AC 4.
  Heroes — (1-3) HP: 17,16,14; #AT: 1; AL: 9; AC 4; ST/F 4; SA: 10% chance for each for magic armor
  and/or weapons.
  Giant Rats — (5-20) HP: 5 X 4, 5 X 3, 5 X 2, 5 X 1; #AT: 1; AL: 10; AC 7; ST/NM; SA: Disease.
  Stirges — (3-18)HP: 2 x 5,3 x 4,2 x 2,3 x 6,2 x 1,2 x 3,2 x 7,2 x 8;#AT: 1; AL: 8;AC7; ST/F2;
  SA: Drain blood (1-4 points/round) after successful attack.
  Gremlins — (2-5) HP: 8,6,5,3,3; #AT: -; AL: -; AC 7; ST/M 1; SA: Cause annoyances, play tricks.
  Owl Bear — [1) HP: 29; #AT: 3; AL: 6; AC 5; ST/F 3; SA: Paw hit score of 18 or better means hug (2-16
  points additional damage).
  Bandits — (2-12) HP: 6,6,6,6,5,5,5,5,2,2,1,1; #AT: 1; AL: 10; AC 7; ST/T 1; SA: 40% will have missile
  weapons, leader will have AC 4.
  Centipedes — [4-16) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage but save vs.
  poison must be made (add +4 to die roll).
  Conjurers —— (1—4) HP: 12,10,5,4; #AT: 1; AL: 10; AC 9; ST/M 3; SA: Spells, 3-L1, 1-L2, 15% chance for hav—
  ing some magic item other than a sword or misc. weapon.
  Warriors — (2-5) HP: 15,13,12, 10,10; #AT: 1; AL: 10,- AC 4; ST/F 2,- SA: None.
  Crab Spiders — (1-6] HP: 9,8,7,5,3,2; #AT: 1; AL: 9; AC 7; ST/F 1; SA: Poison.
  Goblins — (3-18) HP: 3 X 3, 3 X 4, 2 X 2, 2 X 7, 3 X 1, 2 X 6, 3 X 5; #AT: 1; AL: 10; AC 6; ST/NM; SA:
  20% will have missile weapons.
  Bandits — (2-12) HP: 6,5,5,5,4,4,3,3,2,2,2,2; #AT: 1; AL: 10; AC 7: ST/T 1; SA: 40% will have missile
  weapons, leader will have AC 4.
  Orcs —— (3-12) HP: 8,8,7,6,5,S,4,4,3,1,1,1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: 20% will have missile weapons.
  Giant Rats — [5-20] HP: 5 x 3,5 x 2,5 x 1,5 x 4; #AT: 1; AL: 10; AC 7; ST/NM; SA: Disease.
  Seers
  —— (2-5) HP: 7,6,5,3,2; #AT: 1; AL: 10; AC 9; ST/M 2; SA: Spells, 2—L1, 10% chance for having some
  magic item other than a sword or misc. weapon.
  Giant Toads — [14) HP: 13,8,8,8; #AT: 1; AL: 8; AC 6; ST/F 1; SA: None.
  Kobolds — (5—20) HP: 5 X 4, 5 X 2, 10 X 3; #AT: 1; AL: 10; AC 7; ST/NM; SA: 20% will have missile
  weapons.
  Carrion Crawler —- (1) HP: 12; #AT: 8; AL: 7; AC 7; ST/F 2; SA: Paralyzation.
  Dwarves — [2-12) HP: 8,7,6,6,6,6,5,5,4,3,2,1; #AT: 1; AL: 10; AC 4; ST/D 1; SA: 20% will have magic
  weapons and/or armor.
  Zombies — (2-8) HP: 8,7,6,6,5,4,4,3; #AT: 1; AL: 9; AC 8; ST/F 1; SA: Special.
  Centipedes — (446) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage, but save vs.
  poison must be made (add +4 to die roll).
  ‘
  Orcs -- (3-12) HP: 8,8,7,7,6,6,6,4,4,4,1,1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: 20% will have missile weapons.
  Gelatinous Cubes —— (1-2) HP: 27,23; #AT: 1; AL: 7; AC 8; ST/F 2; SA: Paralyzation.
  Hobgoblins — [2-8) HP: 8,8,7,5,5,4,4,3; #AT: 1; AL: 9; AC 6; ST/F 1; SA: 10% will have missile weapons.
  Goblins - [4-16) HP: 3 x 3, 3 x 4, 2 x 7, 3 x 1, 2 x 6, 3 x 5; #AT: 1; AL: 10; AC 6; ST/NM; SA: 20% will
  have missile weapons.
  Bandits - (2-12) HP: 6,6,5,4,4,3,3,2,2,1,1,1; #AT:
  1; AL: 10; AC 6; ST/T 1; SA: 40% will have missile
  weapons, leader will have AC 4.
  Orcs —— (3—12) HP: 7,6,6,5,4,4,4,3,3,2,2,2; #AT: 1; AL: 10; AC 7; ST/F 1; SA: 20% will have missile weapons.
  Dwarves — (2-12) HP: 8,6,6,5,4,4,3,3,2,2,2,1; #AT: 1; AL: 10; AC 4; ST/D 1; SA: 20% will have missile
  weapons, 20% will have magic weapons and/or armor.
  Robbers — (1-4) HP: 12,12,8,3; #AT: 1; AL: 10; AC 7; ST/T 3; SA: Strike from behind, 10% chance for each
  to have magic item.
  Berserkers — (2-8] HP: 6,6,5,4,4,4,3,2; #AT: 1; AL: 10; AC 7; ST/F 1; SA: +2 on attacks vs. men, kobolds,
  goblins, orcs.
  .
  Centipedes — (4—16) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage, but save vs.
  poison must be maiie (add + 4 to die roll].
  
  SECOND LEVEL
  SECOND LEVEL
  41.
  42.
  43.
  44.
  45.
  46.
  47.
  48.
  49.
  50.
  51 .
  52.
  53.
  54.
  55.
  56.
  57.
  58.
  59.
  60.
  61 .
  62.
  63.
  64.
  65.
  66.
  67.
  68.
  69.
  70.
  71.
  Goblins — (4-16) HP: 3 X 3, 3 X 4, 2 X 2, 2 X 7, 3 X 1, 3 X 5; #AT: 1; AL: 10; AC 6; ST/NM; SA: 20% will
  have missile weapons.
  Skeletons — (2-12) HP: 4,4,3,3,3,3,2,2,2,2,1,1; #AT: 1; AL: 10; AC 8; ST/F 1; SA: Special.
  Giant Rats — (5-20) HP: 5 X 3, 5 X 2, 5 X 1, 5 X 4; #AT: 1; AL: 10; AC 7; ST/NM; SA: Disease.
  Warriors — (1-3) HP: 13,10,8; #AT: 1; AL: 10; AC 2; ST/F 2; SA: 20% chance for magic sword and armor.
  Kobolds — (5-20) HP: 5 x 4, 5 X 2, 5 x 3, 5 X 1; #AT: 1; AL: 10; AC 7; ST/NM; SA: 20% will have missile
  weapons.
  Bandits — (2-12) HP: 6,5,5,5,4,3,3,3,2,2,1,1; #AT: 1; AL: 10; AC 7; ST/T 1; SA: 40% will have missile
  weapons, leader will have AC 4.
  Carrion Crawler — (1) HP: 15; #AT: 8; AL: 7; AC 7; ST/F 2; SA: Paralyzation.
  Footpads — (2-5) HP: 8,7,4,4,2; #AT: 1; AL: 10; AC 7; ST/T 2; SA: Strike from behind, 10% chance for any
  one to have magic item.
  Wraith — (1) HP: 23; #AT: 1; AL: 6; AC 3; ST/F 4; SA: Hitdrains 1 energy level.
  Centipedes
  —— (416) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage, but save vs.
  poison must be made (add + 4 to die roll).
  Giant Lizards, Draco — (1-4) HP: 22,16,13,11; #AT: 1; AL: 6; AC 5; ST/F 3; SA: None.
  Zombies — (2-8) HP: 16,14,13,11,9,7,6,4; #AT: 1; AL: 9; AC 8; ST/F 1; SA: Special.
  Orcs — (3-12) HP: 8,7,6,6,6,5,5,5,5,4,3,3; #AT: 1; AL: 10; AC 7; ST/F 1; SA: 20% will have missile weapons.
  Warriors — (25) HP: 14,11,7,4,4; #AT: 1; AL: 10; AC 4; ST/F 2; SA: None.
  Hobgoblins — (2-8) HP: 7,7,6,6,5,5,3,2; #AT: 1; AL: 9; AC 6; ST/F 1; SA: 10% will have missile weapons.
  Hobgoblins — (2-8) HP: 9,9,8,7,6,4,4,3; #AT: 1; AL: 9; AC 6; ST/F 1; SA: 10% will have missile weapons.
  Crab Spiders — (1-6) HP: 9,9,8,7,6,4; #AT: 1; AL: 9; AC 7; ST/F 1; SA: Poison.
  Gelatinous Cubes — (1-2) HP: 18,15; #AT: 1; AL: 7; AC 8; ST/F 2; SA: Paralyzation.
  Tiger Beetle - (1) HP: 25; #AT: 1; AL: 7; AC 3; ST/F 2; SA: None.
  Dwarves — (2-12) HP: 8,8,7,7,5,5,4,4,3,3,2,1; #AT: 1; AL: 10; AC 4; ST/D 1; SA: 20% will have missile
  weapons, 20% will have magic weapons and/or armor.
  Bandits — (2-12) HP: 6,6,5,5,4,4,4,3,2,1,1,1; #AT: 1; AL: 10; AC 7; ST/T 1; SA: 40% will have missile
  weapon, leader will have AC 4.
  Bandits — (2—12) HP: 6,5,5,5,3,3,2,2,2,2,1,1; #AT: 1; AL: 10; AC 7; ST/T 1; SA: 40% will have missile
  weapons, leader will have AC 4.
  Gelatinous Cubes — (1-2) HP: 20,16; #AT: 1; AL: 7; AC 8; ST/F 2; SA: Paralyzation.
  Giant Rats — (5-20) HP: 5 X 3, 5 X 2, S X 1, 5 X 4; #AT: 1; AL: 10; AC 7; ST/NM; SA: Disease.
  Kobolds — (5-20) HP: 5 x 4,5 x 2, 5 x 3, 5 x 1; #AT: 1; AL: 10; AC 7; ST/NM; SA: 20% will have missile
  weapons.
  Orcs — (3-12) HP: 7,7,6,5,5,4,4,4,3,2,1,1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: 20% will have missile weapons.
  Ghouls — (1-4) HP: 10,10,9,6; #AT: 3; AL: 9; AC 6; ST/F 2; SA: All but elves must save vs. paralyzation if
  hit.
  Crab Spiders —— (1-6) HP: 9,9,4,4,4,4;:#AT: 1; AL: 9; AC 7; ST/F 1; SA: Poison.
  Berserkers - (2-8) HP: 6,6_.6,6,5,5,4,3; #AT: 1; AL: 10; AC 7; ST/F 1; SA: +2 on attacks vs. men, kobolds,
  goblins, orcs.
  Elves — (2-8) HP: 9,8,7,5,3,3,3,3; #AT: 1; AL: 10; AC 5; ST/E 1; SA:
  V2 bow armed with swords, 1/2 with
  swords only —- all get +1 on attack dice, 20% will have magic weapons and/or armor, spells.
  Centipedes — (4-16) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage, but save vs.
  poison must be made (+ 4 on die roll).
  .
  
  . SECOND LEVEL
  SECOND LEVEL
  72.
  Warriors -- (2-5) HP: 13,13,10,9,8; #AT: 1; AL: 10; AC 4; ST/F 2; SA: None.
  73.
  Bugbears -— (1-3) HP: 25,19,12; #AT: 1; AL: 7; AC 5; ST/F 3; SA: Surprise 1-3.
  74.
  Orcs — (3-12) HP: 8,8,5,5,5,4,4,4,3,2,2,1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: 20% will have missile weapons.
  75.
  Rust Monster — (1) HP: 22; #AT: 1; AL: 6; AC 2; ST/F 3; SA: Causes rust only.
  76.
  Owl Bear -— (1) HP: 19; #AT: 3; AL: 6; AC 5; ST/F 3; SA: Paw hit score of 18 or better means hug (2-16 addi-
  tional points of damage).
  .
  77.
  Goblins — (4-16) HP: 3 x 3, 3 X 4, 2 x 2, 3 x 1,2 x 6, 3 x 5; #AT: 1; AL: 10; AC 6; ST/NM; SA: 20% will
  have missile weapons.
  78.
  Zombies — [2-8) HP: 15,11,11,7,6,6,6,4; #AT: 1; AL: 9; AC 8; ST/F 1; SA: Special.
  79.
  FoOtpads -— [2-5) HP: 7,5,5,4,3; #AT: 1; AL: 10; AC 7; ST/T 2; SA: Strike from behind, 5% chance for only
  one to have magic item.
  '
  80.
  Bandits
  —— (2-12] H_P: 6,6,4,4,3,3,3,2,2,2,2,1; #AT: 1; AL: 10; AC 7; ST/T 1; SA: 40% will have missile
  weapons, leader will have AC 4.
  81.
  Crab Spiders — (1-4} HP: 12,11,7,6; #AT: 1; AL: 9; AC 7; ST/F 1; SA: Poison.
  82.
  Robbers — (1-4) HP: 9,7,7,5; #AT: 1; AL: 10; AC 7; ST/T 3; SA: Strike from behind, 10% chance for each to
  have magic item.
  '
  83.
  Stirges — (3-18] HP: 2 x 5, 3 x 4, 2 X 2, 3 X 6, 2 X 1, 2 X 3, 2 X 7, 2 x 8; #AT: 1; AL: 8; AC 7; ST/F 2;
  SA: Drain blood (1-4 points/round) after successful attack.
  84.
  Dwarves
  -— (2-12) HP: 8,8,8,7,7,7,6,6,6,4,3,1; #AT: 1; AL: 10; AC 4; ST/D 1; SA: 20% will have missile
  weapons, 20% will have magic weapons and/or armor.
  .
  \
  \\*W
  .
  \
  ‘='
  ‘
  _.\
  \
  6“
  g.
  :4
  o
  V,
  85.
  Orcs — (3-12) HP: 8,7,7,6,6,5,4,3,3,3,2,1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: 20% will have missile weapons.
  86.
  Crab Spiders — (1-6) HP: 9,9,9,6,3,2; #AT: 1; AL: 9; AC 7; ST/F 1; SA: Poison.
  87.
  Giant Rats — (5-20) HP: 5 x 3, 5 x 2, 5 x 1,5 X 4; #AT: 1; AL: 10; AC 7; ST/NM; SA: Disease.
  88.
  Orcs - (3-12] HP: 8,8,7,7,6,5,4,4,3,2,1,1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: 20% will have missile weapons.
  89.
  Berserkers — (2-8) HP: 6,6,6,5,4,4,2,2; #AT: 1; AL: 10; AC 7; ST/F 1; SA: +2 on attacks vs. men, kobolds,
  goblins, orcs.
  90.
  Berserkers — (2—8) HP: 5,5,3,3,3,3,2,2; #AT: 1; AL: 10; AC 7; ST/F 1; SA: +2 on attacks vs. men, kobolds,
  goblins, orcs.
  91.
  Kobolds — [5-20) HP: 5 x 4, 5 x 2, 5 x 3, 5 X 1; #AT: 1; AL: 10; AC 7; ST/NM; SA: 20% will have missile
  weapons.
  92.
  Centipedes — (4—16) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage, but save vs.
  poison must be made (+ 4 on die roll].
  93.
  Orcs — (3-12) HP: 7,6,5,5,5,5,5,4,3,3,2,1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: 20% will have missile weapons.
  94.
  Giant Rattlesnake — (1) HP: 22; #AT: 1; AL: 8; AC 5; ST/F 2; SA: Poison.
  95.
  Elves
  —— (2-8) HP: 9,8,6,5,5,4,2,2; #AT: 1; AL: 10; AC 5; ST/E 1; SA:
  1/2 bow armed with swords, V2 with
  swords only — all get + 1 on attack dice, 20% will have magic weapons and/or armor, spells.
  96.
  Giant Rats — (5-20) HP: 5 X 3, 5 X 2, 5 X 1, 5 X 4; #AT: 1; AL: 10; AC 7; ST/NM; SA: None.
  97.
  Carrion Crawler — (1) HP: 19; #AT: 8; AL: 7; AC 7; ST/F 2; SA: Paralyzation.
  98.
  Gelatinous Cubes — (1-2) HP: 20,18; #AT: 1; AL: 7; AC 8; ST/F 2; SA: Paralyzation.
  99.
  Evil Priests — (2-5) HP: 14,12,9,8,6; #AT: 1; AL: 10; AC 5; ST/C 3; SA: Spells, 2—L1, 20% chance for each to
  have any magic item other than edged or pointed.
  100.
  Hobgoblins — (2-8) HP: 9,9,8,8,5,5,3,2; #AT: 1; AL: 9; AC 6; ST/F 1; SA: 10% will have missile weapons.
  7
  
  THIRD LEVEL
  9"
  10.
  11.
  12.
  13.
  14.
  15.
  16.
  17.
  18.
  19.
  20.
  21 .
  22.
  23.
  24.
  25.
  26.
  27.
  28.
  29.
  30.
  31 .
  32.
  33.
  34.
  35.
  36.
  Berserkers — (4-16) HP: 3 X 6, 3 X 3, 4 X 4, 3 X 5, 3 X 2; #AT: 1; AL: 10; AC 7; ST/F 1; SA: +2 on at-
  tacks vs. men, kobolds, goblins, orcs.
  Enchanters — (1-3) HP: 13,8,6; #AT: 1; AL: 10; AC 9; ST/M 5; SA: Spells, 2-L1, 2-L2, 1-L3, 25% chance for
  having some magic item other than a sword or misc. weapon.
  Gnolls — (3-18) HP: 3 X 13,3 X 12, 2 X 11,3 X 10, 2 X 8, 7,6, 2 X 5, 4; #AT: 1; AL: 9; AC 5; ST/F 2; SA:
  15% will have missile weapons.
  Ghouls — (3-12) HP: 16,13,12, 3 X 11, 2 x 10, 3 x 9, 3; #AT: 3; AL: 9; AC 6; ST/F 2; SA: All but elves must
  save vs. paralyzation if hit.
  Giant Rats — (5-30) HP: 7 x 3, 8 X 2, 7 X 4, 8 X 1; #AT: 1; AL: 10; AC 7; ST/NM; SA: Disease.
  Footpads — (3-12) HP: 8, 2 X 7, 3 X 6, 2 X 5, 3 x 4, 3; #AT: 1; AL: 10; AC 7; ST/T 2; SA: Strike from be-
  hind, 5% chance for each one to have a magic item.
  Dwarves -— (3-18) HP: 6 X 7, 3 X 4, 3 X 8, 3 X 3, 3 X 6; #AT: 1; AL: 10; AC 4; ST/D 1; SA: 20% will have
  magic weapons and/or armor — leader is 5th level (HP: 24; AL: 8; AC 0; ST/D 5; SA: + 1 war hammer).
  Giant Toads — (2-8) HP: 14,11, 2 x 10, 8, 2 x 6, 5, #AT: 1,- AL: 8; AC 6; ST/F 1; SA: None.
  '
  Lamas — (1-2) HP: 28,25; #AT: 1; AL: 8; AC 2; ST/C 8; SA: Spells, 2-L1, 2-L2, 2-L3, 1-L4, 40% chance for 1-3
  (check for each) magic items other than ones with edges or points.
  Giant Rats — (5—30) HP: 8 X 2,7 X 3, 8 X 4, 7 X 1; #AT: 1; AL: 10; AC 7; ST/NM; SA: Disease.
  Champions — (1-2) HP: 29,26; #AT: 1; AL: 7; AC 2; ST/F 7; SA: 25% chance for magic armor, weapons,
  and/or a potion.
  Ogres — (1-4) HP: 21,18,14,14; #AT: 1; AL: 6; AC 6; ST/F 4; SA: None.
  Stirges - (5-20) HP: 2 X 8, 3 X 3, 2 X 6, 3 X 1, 2 X 4, 3 X 7, 2 X 2,3 X 5; #AT: 1; AL: 8; AC: 7; ST/F 2;
  SA: Blood drain (1-4 points/round) after successful hit.
  Dwarves -— (3-18) HP: 3 x 7, 6 x 4, 3 x 3, 3 x 6, 3 x 2; #AT: 1; AL: 10; AC 4; ST/D 1; SA: 20% will have
  magic weapons and/or armor -— 2 leaders are 3rd level (HP: 16,13; AC 2; ST/D 3; SA: + 1 Axe).
  Giant Snakes, Python — (1-2) HP: 28,18; #AT: 2; AL: 6; AC 6; ST/F 3; SA: Constriction.
  Elves — (2-12) HP: 8, 2 X 7, 6,6,5 X 4, 3,2; #AT: 1; AL: 10; AC 5; ST/E 1; SA: 1/2 bow armed with swords,
  1/2 with swords only — all get + 1 on attack dice, 25% will have magic weapons and/or armor, spells —
  leader is magician/hero (HP: 23; AL: 8; AC 2; ST/E 4; SA: Spells, 2-L1, 2-L2; 20% chance for any magic
  item).
  Dwarves—(3-18)HP: 3X7, 3X4, 3x8, 3X3, 3X6, 3x7; #AT: 1; AL: 10; AC4; ST/D1; SA: 20%
  will have magic weapons and/or armor — half of group (round up) will be 2nd level with double hit points.
  Black Widow Spiders — (2-8) HP: 3 x 17, 15,11,10,9,5; #AT: 1; AL: 8; AC 6; ST/F 2; SA: Poison.
  Gnolls — (3-18) HP: 3 X 13, 3 X 11, 10,9,8, 6 X 7, 6,5,2; #AT: 1; AL: 9; AC 5; ST/F 2; SA: 15% will have
  missile weapons.
  Orcs—(4-24)HP:3 X 7,3 X 5,3 X 3,3 X 8,3 X 6,3 X 4,3 X 2,3 X 1;#AT:1;AL:10;AC7;ST/F1;
  SA: 20% will have missile weapons.
  Gremlins — (1-6) HP: 8,6,6,5,3,2; #AT: -; AL: -; AC 7; ST/M 1; SA: Cause annoyances, play tricks.
  Owl Bears — (1-2) HP: 25,15; #AT: 3; AL: 6; AC 5; ST/F 3; SA: Claw on 18 or better means hug (2-16 addi-
  tional hit).
  Gargoyles — (1—3) HP: 24,23,12; #AT: 4; AL: 7; AC 5; ST/F 3; SA: Cannot be hit by non-magical weapons.
  Shriekers — (2-8) HP: 18,16,15,14,13,12,10,9; #AT: —; AL: -; AC 7; ST/F 1; SA: Shriek.
  Gnolls — (3-18) HP: 15,13,12, 5 X 9, 5 X 8, 7,6,5,4,3; #AT: 1; AL: 9; AC 5; ST/F 2; SA: 15% will have mis-
  sile weapons.
  Evil Curates — (2-5) HP: 24,19,18,16,15; #AT: 1; AL: 9; AC 2; ST/C 5; SA: Spells, 2-L1, 2—L2; 30% chance for
  each to have any magic item other than with edge or point.
  Carrion Crawlers — (1-2) HP: 15,12; #AT: 8; AL: 7; AC 7; ST/F 2; SA: Paralyzation.
  Wererats — (1-4) HP: 16,13,11,10; #AT: 1; AL: 8; AC 7; ST/F 3; SA: As lycanthrope, moves silently as level
  7 thief, can call forth 10—100 giant rats; can only be hit by silver or magical weapons.
  Elves — (2-12) HP: 9,8, 4 X 6, 3 X 4, 3, 2 x 2; #AT: 1; AL: 10; AC 5; ST/E 1; SA: 1/2 bow armed with sword,
  ‘/2 with sword only, spells — leader is 3rd level with +2 spear, bow and 3 magic arrows (+1) (HP: 16;
  AC 2).
  Gnomes — (5-20) HP: 4 X 4, 4 X 5, 4 X 3, 4 X 6, 4 X 2; #AT: 1; AL: 10; AC 5; ST/D 1; SA: 25% will have
  missile weapons, 25% will have magic weapons and/or armor, leader is 4th level (HP: 17; AL: 8; AC 4;
  ST/D 4).
  Giant Rats — (5-30) HP: 8 X
  Bandits — (5-30) HP: 5 X 6,
  have missile weapons.
  Dwarves — (3-18) HP: 3 X 7, 3 X 4, 3 X 8,3 X 3, 3 X 6, 3 X 7; #AT: 1; AL: 10; AC 4; ST/D 1; SA: 20%
  will have magic weapons and/or armor — leader is 4th level (HP: 19; AL: 9; AC 2; ST/D 4; SA: + 2 mace).
  Ghouls — (3-12) HP: 14,12, 2 x 11, 2 X 10,2 X 9, 8,7,6,4; #AT: 3; AL: 9; AC 6; ST/F 2; SA: All but elves
  must save vs. paralyzation if hit.
  Stirges — (5-20]HP: 2 X 8,3 X 3,2 X 6,3 X 1,2 X 4,3 X 7,2 X 2,3 X 5;#AT: 1; AL28; AC7; ST/F2;
  SA: Blood drain (1-4 points/round) after hit.
  Giant Rats — [5-30) HP: 8 X 2, 7 X 3, 8 X 4, 7 X 1; #AT: 1; AL: 10; AC 7; ST/NM; SA: Disease.
  8
  4,7
  #AT: 1; AL: 10; AC7, ST/NM; SA: Disease.
  2,
  x1;
  5
  5,5
  3,5x45x1#AT:,-1AL: 10; AC7; ST/T1;SA:10%wi|l
  7x3,8x
  x2,5x
  
  THIRD LEVEL
  THIRD LEVEL
  37.
  Troll — (1) HP: 26; #AT: 3; AL: 4; AC 6; ST/F 7; SA: Will regenerate 3 HP/round beginning on the third
  round after being hit.
  38.
  Wights -— (1-2) HP: 17,9; #AT: 1; AL: 8; AC 5; ST/F 3; SA: Need silver or magic weapons to hit it; drain one
  level per successful hit.
  39.
  Carrion Crawlers — (1-2) HP: 21,17; #AT: 8; AL: 7; AC 7; ST/F 2; SA: Paralyzation.
  40.
  Centipedes — (4-24) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage but must save vs.
  poison (+ 4 on die).
  41.
  Berserkers -— (4-16) HP: 3 x 6, 3 x 3, 3 x 4, 3 x 5, 4 x 2,- #AT: 1; AL: 10; AC 7; ST/F1; SA: +2 on at-
  tacks vs. men, kobolds, goblins, orcs.
  42.
  Werewolves
  —— (1-2) HP: 21,14; #AT: 1; AL: 7; AC 5; ST/F 4; SA: Can only be hit by silver and magical
  weapons.
  '
  43.
  Skeletons — (4—16) HP: 8 X 6, 4 X 5,4 X 4; #AT: 1; AL: 10; AC 8; ST/F 1; SA: Special.
  44.
  Giant Weasels — (1-2) HP: 18,10; #AT: 1; AL: 8; AC 6; ST/F 1; SA: Hit means weasel will drain blood at
  2—12 points every round thereafter until killed.
  45.
  White Apes —- (1—2) HP: 23,19; #AT: 2; AL: 7; AC 6; ST/F 2; SA: None.
  46.
  Hobgoblins —- (5-20) HP: 3 X 9, 2 X 8,5 X 6, 5, 3 X 4, 3 X 3, 3 X 2; #AT: 1; AL: 9; AC 6; ST/F 1; SA: 15%
  will have missile weapons.
  47.
  Orcs — [4-24)HP: 3 X 7,3 X 5,3 X 3,3 X 8,3 X 6,3 X 4,3 X 2,3 X 1;#AT: 1;AL: 10,: AC7; ST/F 1;
  SA: 20% will have missile weapons.
  48.
  Giant Rats — (5-30) HP: 8 X 2, 7 X 3, 8 X 4, 7 X 1; #AT: 1; AL: 10; AC 7; ST/NM; SA: Disease.
  49.
  Dwarves — (3-18] HP: 3 x 7, 3 X 4, 3 X 8, 3 X 3, 3 X 6, 3 X 7; #AT: 1; AL: 10; AC 4; 51/0 1; SA: 20%
  will have magic weapons and/or armor —~ have 3 leaders of 3rd level (HP: 15,13,12; AC 2; SA: One has +1
  dagger).
  50.
  Bandits
  —— (5-30) HP: 5 X 6,5 X 2, 5 X 5,5 X 3,5 X 4, 5 X 2; #AT: 1; AL: 10; AC 7; ST/T 1; SA: 10% will
  have missile weapons, 10% will have chainmail and shield.
  51.
  Gray Ooze
  —- (1-2) HP: 16,14; #AT: 1; AL: 8; AC 8; ST/F 2; SA: lmpervious to cold or fire and corrodes
  metal.
  52.
  Hobgoblins -— (5-20) HP: 9, 3 X 8, 4 X 7, 3 X 6, 3 X 5, 3 X 3, 3 X 2; #AT: 1; AL: 9; AC 6; ST/F 1; SA: 15%
  will have missile weapons.
  53.
  Gnomes
  —— (520) HP: 4 X 4, 4 X 5, 4 X 3, 4 X 6, 4 X 2; #AT: 1; AL: 10; AC 5; ST/D 1; SA: 25% will have
  missile weapons, 25% will have magic weapons or armor. Leader is 2nd level (HP: 11; AC 3; SA: +2
  shield).
  54.
  Orcs — (4-24) HP: 6 X 2, 6 X 3, 6 x 4, 6 x 1; #AT: 1; AL: 10; AC 7; ST/F 1; SA: None.
  55.
  Giant Rats — (530) HP: 8 X 2, 7 X 3, 8 X 4, 7 X 1; #AT: 1; AL: 11; AC 7; ST/NM; SA: Disease.
  56.
  Dwarves — (3-18) HP: 3 X 7, 3 X 4, 3 X 8, 3 X 3, 3 X 6, 3 X 7; #AT: 1; AL: 10; AC 4; ST/D 1; SA: 20%
  will have magic weapons and/or armor -— leader is 5th level (HP: 21; AL: 8; AC 0; ST/D 5; SA: Crossbow of
  speed and 5 + 2 bolts).
  57.
  Hobgoblins - [5-20) HP: 8, 2 X 7, 4 X 6, 4 X 5, 3 X 4,5 X 3, 2; #AT: 1; AL: 9; AC 6; ST/F 1; SA: 15% will
  have missile weapons.
  58.
  Orcs — (4-24)HP:3 X 7,3 X 5,3 X 3,3 X 8,3 X 6,3 X 4,3 X 2,3 X 1;#AT: 1;AL: 10; AC7; ST/F 1;
  SA: 20% will have missile weapons.
  59.
  Elves — (2—12) HP: 2 X 9, 8, 3 X 7, 6, 2 X 5, 2 x 4, 3; #AT: 1; AL: 10; AC 5; ST/E 1; SA: V2 bow armed with
  sword, ‘/2 sword only, spells —— leader is hero/magician (HP: 23; AL: 9; AC 1; ST/E 4; SA: Spells, 2-L1, 2-L2,
  +1 shield).
  60.
  Ochre lelly
  —— (1) HP: 18; #AT: 1; AL: 6; AC 8; ST/F 3; SA: Not affected by weapons or lightning, destroys
  wood.
  61.
  Conjurers — (2-5) HP: 11,8,8,7,5; #AT: 1; AL: 10; AC 9; ST/M 3; SA: Spells, 2-L1,1-L2; 15% chance for hav-
  ing some magic item other than a sword or misc. weapon.
  62.
  Ghouls -— (312) HP: 14, 2 x 13, 2 x 11, 3 x 9, 2 x 7,6,3; #AT: 3; AL: 9; AC6; ST/F 2; SA: All but elves
  must save vs. paralyzation if hit.
  63.
  Beetles, Fire - [2—7) HP: 10,7,5,5,4,3,2; #AT: 1; AL: 9; AC 4; ST/F 1; SA: None.
  64.
  Cutpurses —- (2-5) HP: 17,13,11,11,8; #AT: 1; AL: 9; AC 7; ST/T 5; SA: Triple damage from behind, 15% for
  each one to have magic item.
  65.
  Bandits —- (5~30) HP: 5 X 6,5 X 2, 5 X 5,5 X 3,5 X 4,5 X
  1; #AT: 1; AL: 10; AC 7; ST/T 1; SA: 15% will
  have missile weapons, 20% will be AC 5.
  66.
  Dwarves — (3-18) HP: 3 X 7, 3 X 4, 3 X 8, 3 X 3, 3 X 6, 3 X 7; #AT: 1; AL: 10; AC 4; ST/D 1; SA: 20%
  will have magic weapons and/or armor — half of group, round up, will be 2nd level with double HP shown.
  67.
  Dopplegangers — (2-3) HP: 24,18,17; #AT: 1; AL: 7; AC 5; ST/D 8; SA: Able to assume the shape of any
  creature it sees.
  68.
  Swordmasters
  —— (2-3) HP: 21,15,11; #AT: 1; AL: 10; AC 4; ST/F 3,: SA: 5% chance for each to have magic
  armor and/or weapons.
  69.
  Werewolves — (1-2) HP: 28,16; #AT:
  1,- AL: 7; AC 5; ST/F 4; SA: Can only be hit by silver and magical
  weapons.
  
  THIRD lEVEI.
  THIRD LEVEL
  70.
  72:
  73.
  74.
  75.
  76.
  77.
  78.
  79.
  80.
  81 .
  82.
  83.
  84.
  85.
  86.
  87.
  89.
  90.
  91 .
  92.
  93.
  94.
  95.
  96.
  97.
  98.
  99.
  100.
  Giant Rats — (5-30) HP: 8 X 2, 7 X 3, 8 X 4, 7 X 1; #AT: 1; AL: 10; AC 7; ST/NM; SA: Disease.
  Black Widow Spiders — (2-8) HP: 17,12, 2 X 11, 10,9,5,4; #AT: 8; AC 6; ST/F 2; SA: Poison and web.
  Centipedes — (4-24) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage but save vs.
  poison (+4 on die).
  Crab Spiders — (3-18) HP: 4 x 8, 5 X 7, 6, 5 X 4, 3, 2 x 2; #AT: 1; AL: 9; AC 7; ST/F 1; SA: Poison.
  Beetles, Tiger — (1-2) HP: 15,13; #AT: 1; AL: 7;
  C 3; ST/F 2; SA: None.
  Giant Toads - (2-8] HP: 13, 3 X 11,10, 2 x 9, 7; #AT: 1; AL: 8; AC 6; ST/F 1; SA: None.
  Orcs— (4—24)HP:3 x 7,3 X 3,3 x 5,3 x 8,3 x 6,3 X 4,3 x 2,3 x1;#AT:1;AL:10;AC7;ST/F1;
  SA: 20% will have missile weapons.
  Centipedes — [4-24) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage but save vs.
  poison must be made (+ 4 on die).
  Troll -— (1) HP: 34; #AT: 3; AL: 4; AC 6; ST/F 7; SA: Will regenerate 3 HP/round beginning at the 3rd round
  after being hit.
  Sharpers — (1-4) HP: 17,17,16,13; #AT: 1; AL: 9; AC 7; ST/T 7; SA: Triple damage from behind, 20% for
  each one to have magic item.
  Ogres — (1-3) HP: 25,23,15; #AT: 1; AL: 6; AC 6; ST/F 4; SA: None.
  Gnolls — (3-18) HP: 3 x 15, 4 x 13, 12, 2 x 10, 9, 2 X 8, 7,6,5, 2 X 4; #AT: 1; AL: 9; AC 5; ST/F 2; SA:
  15% will have missile weapons.
  Crab Spiders — (2-8) HP: 15, 2 X 13,2 X 11, 9,8,6; #AT: 1; AL: 9; AC 7; ST/F 1; SA: Poison.
  Giant Rats — (5-30) HP: 8 x 2, 7 x 3, 8 X 4, 7 X 1; #AT: 1; AL: 10; AC 7; ST/NM; SA: Disease.
  Ghouls — (3-12) HP: 2 x 14, 11, 2 x 9, 8, 3 x 7, 5,4,2; #AT: 3; AL: 9; AC 6; ST/F 2; SA: All but elves must
  save vs. paralyzation if hit.
  Hobgoblins — (5-20) HP: 3 X 9, 4 X 7, 4 X 6, 2 X 5, 4 X 4, 2 X 3, 2; #AT: 1; AL: 9; AC 6; ST/F 1; SA: 15%
  will have missile weapons.
  Skeletons — (4-24) HP: 3 x 2, 6 x 4, 6 x 3, 3 x 1, 3 X 2, 3 X 4; #AT: 1; AL: 10; AC 8; SA: Special.
  Warriors — [3-12) HP: 16,13, 2 X 11, 10,9,8,7,6, 2 x 3
  ;#AT: 1; AL: 10; AC 4; ST/F 2; SA: None.
  Stirges - (5-20) HP: 2 x 8, 3 X 3, 2 x 6,
  1, 2 X
  3 X 7, 2 X 2, 3 x 5; #AT: 1; AL: 8; AC 7; ST/F 2;
  SA: Blood drain (1-4 points/round) after hit.
  Beetle, Oil — [1-4) HP: 12,11,8,6; #AT: 1; AL: 9; AC 4; ST/F 1; SA: Oil.
  Ochre Jelly — (1] HP: 21; #AT: 1; AL: 6; AC 8; ST/F 3; SA: Not affected by weapons or lightning, destroys
  wood.
  Wererats — (1-4) HP: 19,18,17,14; #AT: 1; AL: 8; AC 7; ST/F 3; SA: As lycanthrope, move silently as level 7
  thief, call forth 10-100 giant rats, can only be hit by silver and magical weapons.
  Fire Beetles — (1-2) HP: 4,3; #AT: 1; AL: 9; AC 4; ST/F 1; SA: None.
  Wights — (1-2) HP: 18,15; #AT: 1; AL: 8; AC 5; ST/F 3; SA: Drain 1 level per hit; can only be hit by silver
  and magical weapons.
  Beetle, Oil — (1-4) HP: 15,10,9,5; #AT: 1; AL: 9; AC 4; ST/F 1; SA: Oil.
  Gnolls — (3—18) HP: 12, 2 x 11, 2 X 10, 2 x 9, 2 X 8, 4 x 7, 2 X 6, 5,3,2; #AT: 1; AL: 9; AC 5; ST/F 2; SA:
  15% will have missile weapons.
  Bugbears — (2-8) HP: 22, 2 X 17,16, 2 X 15, 11,7; #AT: 1; AL: 7; AC 5; ST/F 3; SA: Gains surprise on 1-3.
  Giant Snakes, Python — (1-2) HP: 30,25; #AT: 2; AL: 6; AC 6; ST/F 3; SA: Constriction.
  Orcs — (4—24)HP:3 X 7,3 x 3,3 x 5,3 x 8,3’x 6,3 x 4,3 x 2,3 x 1; #AT: 1;AL: 10; AC7; ST/F1;
  SA: 20% will have missile weapons.
  Centipedes
  -— (4-24) HP: 2 each; #AT: 1; AL: 10; AC 9; ST/NM; SA: Bite does no damage but save vs.
  poison (+4 on die).
  ,
  Hobgoblins — (5-20) HP: 7 x 9, 4 x 8, 3 x 7, 5, 3 x 4, 2 x 2; #AT: 1,- AL: 9; AC 6; ST/F 1; SA: 15% will
  have missile weapons.
  ‘
  I 2
  4,
  10
  
  LEVEL FOUR
  d
  10.
  11.
  12.
  13.
  14.
  15.
  16.
  17.
  18.
  19.
  20.
  21.
  22.
  23.
  24.
  25.
  26.
  27.
  28.
  29.
  30.
  31 .
  32.
  33.
  34.
  35.
  36.
  37.
  38.
  39.
  Carrion Crawlers -— (1-3) HP: 17,14,11; #AT: 8; AL: 7; AC: 7; ST/F 2; SA: Paralyzation.
  Centipedes — (4-40) HP: 2 each; #AT: 1; AL: 10; AC: 9; ST/NM; SA: Bite does no damage, but must
  save vs. poison (+4 on die).
  Ogres — (2—8) HP: 22,21, 2 X 19, 2 X 17,2 X 16; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
  Lamas — (1—3) HP: 28,27,23; #AT: 1; AL: 9; AC: 2; ST/C 8; SA: Spells, 40% for 1-4 (check for each) magic
  items other than with edge or point.
  Swashbucklers — (1-4) HP: 30,28,25,18; #AT: 1; AL: 9; AC: 2; ST/F 5; SA: 25% chance for each to have
  magic item usable by fighters.
  Hobgoblins — (5-30) HP: 5 X 6,5 X 5, 5 X 7, 5 X 4,5 X 8, 5 X 3; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 25%
  will have missile weapons.
  Dwarves — (3-10) HP: 3 X 6, 3 X 5, 3 X 7, 4; #AT: 1; AL: 10; AC: 4; ST/D 1; SA: 25% each will have magic
  weapons and/or armor.
  Gray Ooze — (1) HP: 19; #AT: 1; AL: 8; AC: 8; ST/F 2; SA: Impervious to cold or fire, corrodes metal.
  Gnolls — [5—20) HP: 5 X 11,5 :X 12, 5 X 13,5 X 10; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% will have mis-
  sile weapons.
  Orcs -— (10-40) HP: 8 X 6, 7 X 7, 7 X 5, 8 X 8, 5 X 3, 5 X 4; #AT: 1; AL: 10; AC: 7; ST/F 1; SA: 25% will
  have missile weapons.
  Gelatinous Cubes — (1-4) HP: 20,18,17,15; #AT: 1; AL: 7; AC: 8; ST/F 2; SA: Paralyzation.
  White Apes — (1-4) HP: 24,20,20,18; #AT: 2; AL: 7; AC: 6; ST/F 2; SA: None.
  Black Widow Spiders — (3-12) HP: 4 X 15, 4 X 16, 4 X 14; #AT: 1; AL: 8; AC: 6; ST/F 2; SA: Poison and
  web.
  Black Pudding — (1) HP: 30; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: Dissolve wood and metal, only hurt by fire.
  Stone Giants — [1-2) HP: 38,34; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Hurl rocks as heavy catapults.
  Gnomes — [5—20) HP: 4 X 13, 4 X 10,4 X 11, 4 X 14, 4 X 12; #AT: 1; AL: 10; AC: 5; ST/D 1; SA: 30% will
  have missile weapons. Leader is 3rd level. 30% chance at having magic weapon or armor.
  Sharpers — (2-8) HP: 22,20,18,16,14,12,11,10; #AT: 1; AL: 9; AC: 7; ST/T 6; SA: 30% chance that each will
  have usable magic item. Strike from behind.
  Gargoyles — (1-4) HP: 18,18,17,13; #AT: 4; AL: 7; AC: 5; ST/F 3; SA: Cannot be hit by non-magical
  weaponry.
  Werewolves — (1-3) HP: 19,17,16; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Affected only by silver or magical
  weaponry.
  Elves — (2-12) HP: 9,8,8,5,4,4,4,3,3,2,2,2; #AT: 1; AL: 10; AC: 5; ST/E 1; SA: ‘/2 will be bow armed
  with swords,
  1/2 sword only, spells. Leader is swordmaster/conjurer with +2 sword — all elves get +1
  to hit.
  Bishops
  —- (1-4) HP: 26,21,19,10; #AT: 1; AL: 9; AC: 2; ST/C 7; SA: Spells, 30% for 1-3 (check for
  each) magic items other than with edge or point.
  Wyvern — (1) HP: 39; #AT: 2; AL: 4; AC: 3; ST/F 7; SA: Tail hit causes save vs. poison and 1-4 damage.
  Ghouls — (4-16) HP: 4 X 14,4 X 13,4 X 12, 4 X 11; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: Paralyzation.
  Wraiths —— (1-2) HP: 23,12; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hit drains 1 level. Can only be hit by silver and
  magic weapons.
  Giant Ticks —- (1-3) HP: 24,14,10; #AT: 1; AL: 8; AC: 4; ST/F 3; SA: Blood drain 4 points/round after hit, hit
  causes disease.
  Harpies — (1-3) HP: 15,10,4; #AT: 3; AL: 8; AC: 7; ST/M 3; SA: Able to Charm.
  Gnolls — [5—20) HP: 6 X 11,5 X 10, 4 X 9,5 x 8; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% will have missile
  weapons.
  Goblins — [10-60) HP: 10 X 4,10 X 5,10 X 6,10 X 4,10 X 7, 10 X 3; #AT: 1; AL: 10; AC: 6; ST/NM; SA:
  20% will have missile weapons.
  Rust Monster — (1) HP: 18; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Touch rusts ferrous metal.
  Ogres — (2-8) HP: 24, 2 X 21, 20,17,14,13,10; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
  Owl Bears — (1-3) HP: 28,23,16; #AT: 3; AL: 6; AC: 5; ST/F 3; SA: Claw on 18 or better means hug
  (2-16 damage).
  Wights — (1-4) HP: 29,16,15,12; #AT: 1; AL: 8; AC: 5; ST/F 3; SA: Hit drains 1 level. Only affected by silver
  or magical weapons to hit.
  Yellow Mold — (1) HP: -; #AT: 1; AL: -; AC: -; ST/F 2; SA: Can be killed only by fire, does 1 die of damage
  to exposed flesh, destroys wood, rough contact releases spores (must save vs. poison).
  Giant Rattlesnakes — (1-2) HP: 18,16; #AT: 1; AL: 8; AC: 5; ST/F 2; SA: Poison.
  Hydra of 4 Heads — (1) HP: 32; #AT: 4; AL: 7; AC: 5; ST/F 6; SA: None.
  Ogres — (2~8] HP: 22,22,19,19,17,16,14,14; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
  Giant Weasels — (1-4) HP: 16,15,12,10; #AT: 1; AL: 6; AC: 6; ST/F 1; SA: After first hit blood drain
  2-12 points per round.
  Bugbears — (3-12) HP: 2 X 20, 3 X 19, 2 X 18, 3 X 17, 2 X 16; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Surprise
  on 1-3.
  Hobgoblins — (5-30) HP: 5 X 6, 5 X 5, 5 X 7,5 X 4,5 X 8,5 X 3; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 20%
  will have missile weapons.
  11
  
  FOURTH LEVEL
  40.
  41 .
  42.
  43.
  44.
  45.
  46.
  47.
  48.
  49.
  50.
  51 .
  52.
  53.
  54.
  55.
  56.
  57.
  58.
  59.
  60.
  61 .
  62.
  63.
  64.
  65.
  66.
  67.
  68.
  69.
  70.
  71 .
  72.
  73.
  74.
  75.
  76.
  77.
  78.
  79.
  80.
  81.
  FOURTH LEVEL
  Superheroes — (1-2) HP: 43,38; #AT: 1; AL: 8; AC: 2; ST/F 8; SA: 40% chance for each to have magic item
  usable by fighter.
  .
  Giant Ticks — [1-3) HP: 17,15,10; #AT: 1; AL: 8; AC: 4; ST/F 3; SA: Blood drain 4 points/round after hit, hit
  causes disease.
  Gray Ooze — (1) HP: 21; #AT: 1; AL: 8; AC: 8; ST/F 2; SA: lmpervious to cold and fire, corrodes metal.
  Gnolls — (5-20) HP: 5 X 10, 5 X 9, 5 X 11, 5 X 8; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% will have missile
  weapons.
  Heroes — (2-5) HP: 23,21,18,17,14; #AT: 1; AL: 9; AC: 2; ST/F 4; SA: 20% chance for each to have magic
  item usable by fighter.
  Bugbears — (2-12) HP: 3 x 19, 3 X 18, 3 x 20, 3 x 17; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Gain surprise 1-3.
  Robbers —— (3-18) HP: 3 X 14, 3 X 13, 3 X 15, 3' X 12, 3 X 16, 3 X 11; #AT: 1; AL: 10; AC: 7; ST/T 3; SA:
  20% each will have usable magic item. Strike from behind.
  Giant Toads — (3-12) HP: 3 X 10, 3 X 11, 3 X 12, 3 X 8; #AT: 1; AL: 8; AC: 6; ST/F 1; SA: None.
  Zombies -- (4—16) HP: 5 X 7, 4 X 4, 3 X 11, 4 X 12; #AT: 1; AL: 11; AC: 9; ST/F 1; SA: Special.
  Crab Spiders — [3-12) HP: 3 X 9, 3 X 10, 3 X 8, 3 X 11; #AT: 1; AL: 9; AC: 7; ST/F 1; SA: Poison.
  Shriekers — (3-12) HP: 3 x 19, 4 x 18, 3 X 17, 2 X 16; #AT: 0; AL: -; AC: 7; ST/F 1; SA: Shriek.
  Werewolves — (1-3) HP: 26,15,12; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Can only be hit by silver and magical
  weaponry.
  Giant Rats — (5-50) HP: 13 X 3, 13 X 2, 12 X 4, 12 X 1; #AT: 10; AC: 7; ST/NM; SA: Disease.
  Ochre Jelly — (1) HP: 20; #AT: 1; AL: 6; AC: 8; ST/F 3; SA: Not harmed by weapons or lightning, destroys
  wood, does 1 die of damage to exposed flesh.
  Gnolls — (520) HP: 5 X 8, 5 X 9, 5 X 10, 5 X 7; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% will have missile
  weapons.
  Orcs— (10-40]HP:5 x 3,5 x 8,5 x 5,5 x 2,5 x 6,5 x 7,5 x 1,5 x 4;#AT: 1;AL: 10;AC: 7; ST/F1;
  SA: 20% will have missile weapons.
  Giant Driver Ants — (1-4) HP: 20,16,15,12; #AT: 1; AL: 7; AC: 3; ST/F 2; SA: None.
  Wereboars — (1-2) HP: 23,18; #AT: 1; AL: 6; AC: 3; ST/F 5; SA: Can only be hit by silver and magic
  weaponry.
  Myrmidons — (2-5) HP: 33,33,24,19,18; #AT: 1; AL: 9; AC: 2; ST/F 6; SA: 30% each has magic item usable
  by fighter and/or Healing Potion.
  Trolls -—- (1-2) HP: 30,28; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Will regenerate 3 HP/round, beginning on the
  3rd round after being hit.
  Giant Lizards, Gecko — (3-12) HP: 4 X 17, 4
  Hobgoblins — (5-30) HP: 5 X 8, 5 X 6, 5 x
  will have missile weapons.
  Tiger Beetles — (1-3) HP: 25,23,22; #AT: 1; AL: 7; AC: 3; ST/F 2; SA: None.
  Giant Rats — (5-50) HP: 12 X 3, 12 X 2, 13 X 4, 13 X 1; #AT: 1; AL: 10; AC: 7; ST/NM; SA: Disease.
  Giant Snakes, Python — (1-4) HP: 26,23,22,21; #AT: 2; AL: 6; AC: 6; ST/F 3: SA: Constriction.
  Ogres — (2—8) HP: 22,22,19,17,16,16,15,10; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
  Fire Beetles — (1-3) HP: 5,3,3; #AT: 1; AL: 9; AC: 4; ST/F 1; SA: None.
  Harpies — (1-4) HP: 20,18,13,7; #AT: 3; AL: 8; AC: 7; ST/M 3; SA: Able to charm.
  Hobgoblins — (5-30) HP: 1 X 9, 5 X 8, 6 X 3, 6 X 7, 6 X 2, 6 X 5; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 20%
  will have missile weapons.
  Ghouls -— (4-16] HP: 4 x 15,4 x 12,4 x 18,4 x 14,- #AT: 3: AL: 9; AC: 6; ST/F 2; SA: All but elves
  must save vs. paralyzation if hit.
  Bugbears — (3-12) HP: 23, 4 X
  14, 3 X
  18, 4 X
  17; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Surprise on 1-3.
  Displacer Beasts — (1-2) HP: 37,30; #AT: 2; AL: 5; AC: 4; ST/D 6; SA: Appear displaced.
  Carrion Crawlers — (1—3) HP: 14,12,9; #AT: 8; AL: 7; AC: 7; ST/F 2; SA: Paralyzation.
  Wraiths — (1-2) HP: 20,18; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hit drains 1 level, can only be hit by magical
  and silver weaponry.
  Trolls — (1-2) HP: 28,20; #AT: 3; AL: 4; AC: 6;. ST/F 7; SA: Will regenerate 3 HP/round starting on the third
  round after being hit.
  Ogres — (28) HP: 23,21,20,16, 2 x 15,14,13;#AT: 1;AL: 6; AC: 6; ST/F 4; SA: None.
  Giant Ticks -— (1-3) HP: 16,14,10; #AT: 1; AL: 8; AC: 4; ST/F 3; SA: Blood drain 4 points/round after hit, hit
  causes disease.
  0rcs—(10-40)HP:5 x 6,5 x 5,5 x 3,5 x 3,5 x 7,5 x 4,5 x 1,5 x 2;#AT:1;AL:10;AC:7;ST/F1;
  SA: 20% will have missile weapons.
  Wraiths -— (1-2) HP: 24,18; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hit drains 1 level, can only be hit by silver and
  magical weapons.
  Werewolves — (1-3) HP: 24,21,15; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Can only be hit by silver and magical
  weapons.
  Hobgoblins — (5-30] HP: 5 X 6, 5 X 5, 5 X 7, 5 X 4, 5 X 8, 5 X 3; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 20%
  will have missile weapons.
  Gelatinous Cubes — (1-2) HP: 20,15; #AT: 1; AL: 7; AC: 8; ST/F 2; SA: Paralyzation.
  12
  X 18, 4 x 16; #AT: 1; AL: 7; AC: 5; ST/F 2; SA: None.
  3, 5 X 7, 5 X 5, 5 X 4; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 20%
  
  FOURTH LEVEL
  FOURTH
  LEVEL
  82.
  83.
  84.
  85.
  86.
  87.
  88.
  89.
  90.
  91 .
  92.
  93.
  95.
  96.
  97.
  98.
  99.
  100.
  Swashbucklers — (1-4) HP: 32,28,25,20; #AT: 1; AL: 9; AC: 2; ST/F 5; SA: 25% each will have magic item
  usable by fighter.
  Harpies — (1-3] HP: 19,12,6; #AT: 3; AL: 8; AC: 7; ST/M 3; SA: Able to charm.
  Burglars — (3-12) HP: 4 X 7, 3 X 6, 3 X 8,2 X 5; #AT: 1; AL: 10; AC: 7; ST/T 4; SA: 20% that each will
  have usable magic weapon. Strike from behind.
  Ogres — [2-8) HP: 22,21,21,21,16,12,12,12; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
  Ghouls — (4—16) HP: 4 x 12, 2 x 10, 4 x 14, 3 x 11,3 x 13; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: All
  but elves must save vs. paralyzation if hit.
  Elves — (2-12} HP: 9,9,8,7,7,6,5,5,4,4,3,2; #AT: 1; AL: 10; AC: 5; ST/E 1; SA: All elves get + 1 to hit, V2
  will be armed with bow and sword, V2 sword only, plus spells. 20% will have elven cloak and boots.
  Leader is a warrior—seer and has elven cloak and boots.
  Living Statue, Crystal — (14) HP: 15,13,12,10; #AT: 2; AL: 7; AC: 2; ST/F 3; SA: None.
  Gnolls — (5-20) HP: 4 x 12,5 x 11,4 x 10, 5 x 9, 2 x 8; #AT: 1; AL: 9; AC: 5; ST/F 2,- SA: 20% will have
  missile weapons.
  Shriekers —- [3-12) HP: 4 X 10, 3 X 9, 4 X 8,1 X 7; #AT: 0; AL: -; AC: 7; ST/F 1; SA: Shriek.
  Giant Lizards, Gecko — (3-12) HP: 3 X 16, 3 X 15, 3 X 17, 3 X 14; #AT: 1; AL: 7; AC: 5; ST/F 2; SA: None.
  Wraiths — (1-2] HP: 20,16; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hit drains one level. Only affected by silver or
  magical weaponry.
  Mummy
  —— (1] HP: 26; #AT: 1; AL: 5; AC: 3; ST/F 5; SA: Hit causes disease. All viewing must save vs.
  magic or be paralyzed with fear (duration special). Only affected by magic weapons, ‘/2 damage from
  melee.
  Stone Giants — (1-2) HP: 40,36; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Hurl stones as heavy catapult.
  Blink Dogs —- [2-5) HP: 22,20,16,16,14; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Teleportation.
  Giant Weasels — (1-4) HP: 22,17,11,10; #AT: 1; AL: 6; AC: 6; ST/F 1; SA: After weasel hits blood drain
  2-12 points per round.
  Ogres — (2-8) HP: 18,17,16,16,15,11,11,10; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
  Displacer Beasts — (1—2) HP: 24,18; #AT: 2; AL: 5; AC: 4; ST/D 6; SA: Appears displaced.
  Shriekers —— (3-12) HP: 4 X 11, 3 X 10, 4 X 9,1 X 8; #AT: 0; AL: —; AC: 7; ST/F 1; SA: Shriek.
  
  LEVEL FIVE
  1.
  2.
  10.
  11.
  12.
  13.
  14.
  15.
  16.
  17.
  18.
  1 9.
  20.
  21 .
  22.
  23.
  24.
  25.
  26.
  27.
  28.
  29.
  30.
  31.
  32.
  33.
  34.
  35.
  37.
  38.
  Hobgoblins — (7-42) HP: 7 X 6, 7 X 3, 7 X 8, 7 X 5, 7 x 7, 7 X 4; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 25%
  will have missile weapons.
  _
  Giant Scorpions —”( 1-2) HP: 18,18; #AT: 3; AL: 7; AC: 2; ST/F 4; SA: Sting does 1-4 damage + save vs.
  pouson.
  Weretigers — (1-3) HP: 26,24,22; #AT: 3; AL: 6; AC: 3; ST/F 5; SA: Affected only by silver or magic
  weaponry.
  '
  Elves — (2-12] HP: 20,8, 3 X 7, 4 X 6, 3 X 5; #AT: 1; AL: 10; AC 5; ST/E 1; SA: All elves receive a +1 to
  hit. ‘/2 will be armed with bow and sword, ‘/z sword only, plus spells. 25% chance for each to have a usable
  magic item. Leader is 4th level, he also has a scroll.
  Gargoyles — (2-5) HP: 20,19,18,16,15; #AT: 4; AL: 7; AC: 5; ST/F 3; SA: Can’t be hit by non-magical
  weapons.
  Black Pudding — (1) HP: 40; #AT: 1; AL: 2; AC: 6'; ST/F 3; SA: Impervious to cold, weapons, or lightning,
  corrodes metal.
  Ghouls
  —— (5-20) HP: 2 X 19, 4 X 17, 5 X 16, 4 X 15, 5 X 14; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: All but
  elves must save vs. paralyzation if hit.
  Wererats — (2-8) HP: 20,18,18,14,12,9,7,4; #AT: 1; AL: 8; AC: 7; ST/F 3; SA: Only affected by silver or
  magical weaponry, able to summon 10-100 giant rats.
  Magicians — (2—5) HP: 15,13,12,10,8; #AT: 1; AL: 10; AC: 9; ST/M 4; SA: Spells, 30% that each will have a
  magic item usable by a magic user.
  Giant Toads -- [4-16) HP: 2 X 16, 3 X 15, 4 X 14, 3 X 13, 4 X 12; #AT: 1; AL: 10; AC: 8; ST/F 1; SA:
  None.
  White Dragon — (1) HP: 18; #AT: 3; AL: 5; AC: 4; ST/F 6; SA: Breath weapon, spells, bite.
  Trolls - (1—4) HP: 40,30,25,21; #AT: 3; AL: 4; AC: 4; ST/F 7; SA: Will regenerate 3 HP/round starting 3rd
  round after being hit.
  Wraiths - (1-4) HP: 29,21,21,15; #AT:‘1; AL: 7; AC: 3; ST/F 4; SA: Hit does 1-6 damage and drains 1 level.
  Affected only by silver and magic weaponry.
  Black Widow Spiders —— (3-18) HP: 4 X 15, 5 X 14, 4 X 8, 5 X 12; #AT: 1; AL: 8; AC: 6; ST/F 2; SA: Poison.
  Giant Rattlesnakes — (1-4) HP: 24,22,22,1a; #AT: 1; AL: 8; AC: 5; ST/F 2; SA: Poison.
  Black Widow Spiders — (3-18) HP: 4 X 16, 5 X 15, 4
  14,
  X 13; #AT: 1; AL: 8; AC: 6; ST/F 2; SA:
  Poison and web.
  Gnolls -—- (6-36] HP: 3 X 12, 6 X 5, 6 X 8, 5 X 9, 6 X 10, 5 X 7, 5 X 11; #AT: 1; AL: 9; AC: 5; ST/F 2; SA:
  25% will have missile weapons.
  ‘ Cutpurses — (3-12) HP: 2 X 18, 3 X 17, 4 X 16, 3 X 15; #AT: 1; AL: 9; AC: 7; ST/T 5; SA: 25% chance for
  each to have magic item usable by thief, strike from behind.
  Ogres,— (3—12) HP: 3 X 28, 4 X 26,3 x 24, 2 X 20; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
  Sorcerers — (1-4] HP: 24,20,18,15; #AT: 1; AL: 9; AC: 9; ST/M 7; SA: Spells, 35% that each will have item
  usable by magic user.
  Giant Snakes, Python — (2—5) HP: 21,18,16,15,13;-#AT: 2; AL': 6; AC: 6; ST/F 3; SA: Constriction.
  Wererats — (2—8) HP: 17,16,16,15,14,14,13,9; #AT: 1; AL: 8; AC: 7; ST/F 3; SA: Affected only by silver and
  magical weaponry. Can summon 10-100 giant rats.
  Evil Curates --‘- (2-8) HP: 25,21,21,17,15,14,13,10; #AT: 1; AL: 9; AC: 2; ST/C 5; SA: Spells, 25% that each
  will have a magic item usable by a cleric.
  Dwarves — (3-18) HP: 8, 5 x 7, 6 x 6, 6 X 5; #AT: 1; AL: 10; AC: 2; ST/D 1; SA: 30% chance that each
  will have magic weapons and/or armor. Leader is hero with armor and shield + 1 and war hammer + 2.
  Gnolls - (6-36] HP: 3 X 12, 6 X 11, 5 X 10, 6 X 9, 5 X 8, 6 X 7, 5 X 6; #AT: 1; AL: 9; AC: 5; ST/F 2; SA:
  25% will have missile weapons.
  Fire Beetles —- (1-4) HP: 6,4,4,3; #AT: 1; AL: 9; AC: 7; ST/F 1; SA: None.
  Ghouls — (5-20) HP: 2 X 17, 4 X 15, 5 X 14, 4 X 13, 5 X 12; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: All but
  elves must save vs. paralyzation if hit.
  Giant Rats — (6-60) HP: 15 X 3, 15 X 2, 15 X 4, 15 X 1; #AT: 1; AL: 10; AC: 7; ST/NM; SA: Disease.
  Bugbears — (5-20) HP: 2 X 22, 4 X 21, 3 X 20, 4 X 19, 3 X 18, 4 X 17; #AT: 1; AL: 7; AC: 5; ST/F 3; SA:
  Cain surprise on 1-3.
  Champions — (1-2] HP: 34,28; #AT: 1; AL: 8; AC: 2; ST/F 7; SA: 35% each will have magic item usable by
  fighter and/or armor.
  Owlbears — (1-4) HP: 27,24,23,20; #AT: 3; AL: 6; AC: 5; ST/F 3; SA: Claw on 18 or better means hug 2-16
  additional points of damage.
  Green Slime -- (2) HP: 15,13; #AT: 1; AL: special; AC: 9; ST/F 1; SA: Turns flesh to slime.
  Werebears —— (1—3) HP: 29,27,20; #AT: 3; AL: 5; AC: 2; ST/F 6; SA: Claw on 18 or better means hug (2—16
  hp), affected only by silver ormagic weapons.
  Harpies — (2-5) HP: 17,16,14,10,10; #AT: 3; AL: 8; AC: 7; ST/M 3; SA: Able to charm.
  Gray Ooze — (1) HP: 14; #AT: 1; AL: 8; AC: 8; ST/F 2; SA: Impervious to cold and fire, corrodes metal.
  Ogres — (3-12) HP: 1 X 28, 4 X 26, 3 X 24, 4 X 20; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
  Werewolves — (2-5) HP: 27,21,18,13,10; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Affected by silver and magical
  weaponry.
  Stone Giants — (1-3) HP: 42,40,39; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Hurl rocks as heavy catapults.
  14
  
  FIFTH LEVEL
  _
  FIFTH LEVEL
  39.
  40.
  41 .
  42.
  43.
  44.
  45.
  46.
  47.
  49.
  50.
  51 .
  52.
  53.
  54.
  55.
  56.
  57.
  58.
  59.
  61 .
  62.
  63.
  64.
  65.
  66.
  67.
  69.
  70.
  71 .
  72.
  73.
  74.
  75.
  76.
  Shadows -— [1—3) HP: 18,11,;9 #AT: 1; AL: 8; AC: 7; ST/F 2; SA: Hit drains 1 point of strength for 8 turns.
  Affected only by magical weapons, can t be slept or charmed.
  Bugbears - [5-20) HP
  2 X 20, 4 X 18,5 X 16,4 X 14,5 X 12, #AT: 1; AL: 7, AC: 5; ST/F3; SA: Surprise
  on 1-3.
  Trolls —- (1-4) HP: 34,29,24,23; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Will regenerate 3 HP/round starting 3rd
  round after being hit.
  Gnolls — (6-36)HP: 3 X 16,5 X 12,9 X 10,5 X 7, 4 X 8,5 X 14,5 X 5;#AT: 1'AL'9' AC' 5' ST/F2' SA'
  25% will have missile weapons.
  Gargoyles
  -—- (2-5) HP: 27, 25 ,,25 18,10; #AT: 4; AL27; AC
  5; ST/F 3; SA: Can be hit only by magical
  weapons.
  Giant LIzards, Draco -— (3 18) HP: 2 X 22,5 X 20, 6 X 18,5 X 16; #AT: 1; AL: 6; AC: 5; ST/F3; SA: None
  Wraiths — (1—4) HP: 19,19,18, 14; #AT: 1; AL. 7, AC. 3, ST/F 4; SA: Hit drains one level. Only affected by
  silver or magic weaponry.
  Living Statues, Crystal — ,_(1—4) HP: 15,12,11; #AT: 2; AL: 8; AC: 4; ST/F 3; SA: None.
  Giant Lizard, Horned Chameleon -— (1-2) HP: 30,22; #AT: 2; AL: 6; AC: 2; ST/F 3; SA: Tongue.
  Ogres — (3-12) HP: 2 X 26, .3 X 25, 4 X 23, 3 X 20; #AT: 1; AL: 6; AC: 6; ST/F 4;_SA: None.
  Swashbucklers — (2-5) HP: 31,28,27,27,19; #AT: 1; AL: 9; AC: 2; ST/F 5; SA: 25% each will have magic
  item usable by fighter.
  Hell Hounds - (1-2) HP: 33,31; #AT: 1; AL: 6; AC: 4; ST/F 4; SA: Breath weapon, variable damage.
  Medusae — (1-2) HP: 25,21; #AT: 1; AL: 7; AC: 8; ST/F 4; SA: Petrify, poison.
  Evil Bishops —- (2-5) HP: 28,27,25,24,18; #AT: 1; AL: 9; AC: 2; ST/C 7; SA: Spells, 35% that each will have
  usable magic item.
  Bishops -— (2—5) HP: 30,29,27,26,18; #AT: 1; AL: 9; AC: 2; ST/C 7; SA: Spells, 35% that each will have a
  usable magic item.
  Wights —- (2-8) HP: 20,17,16,14,13,11,8,8; #AT: 1; AL: 8; AC: 5; ST/F 4; SA: Only affected by silver or
  magical weapons. Hit drains one level.
  Werewolves — (2-5) HP: 17,17,16,13,9; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Only affected by silver or magic
  weapons.
  '-
  '
  Rust Monster —- (1) HP: 30; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts ferrous metal at touch.
  Pilferers — (1-3) HP: 16,15,13; #AT: 1; AL: 9; AC: 7; ST/T 7; SA: Strike from behind, 35% chance for each
  to have magic item usable by thieves.
  Werebears — (1-3) HP: 33,26,22; #AT: 3; AL: 5; AC: 2; ST/F 6; SA: Claw on 18 or better means hug (2—16
  damage). Affected only by silver or magic weaponry.
  Wraiths — (1-4) HP: 28,24,16,15; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hit drains one level. Affected only by
  silver or magical weaponry.
  Wights — (2-8) HP: 18,17,14,12,11,11,10,9; #AT: 1; AL: 8; AC: 5; ST/F 3; SA: Hit drains 1 level. Only af-
  fected by silver or magic weaponry.
  Wizard —— (1)HP: 28; #AT: 1; AL: 9, AC: 9; ST/M9; SA: Spells, 45% chance for1or2magIc Items usable
  by magic user.
  Werebears - (1--3) HP: 27, 25,21; #AT: 3; AL: 5; AC. 2, ST/F 6, SA: Claw on 18 or better means hug (2-16
  damage. Only affected by silver or magic weaponry.
  Trolls -— (1-4) HP. 29, 20, 18, 15; #AT: 3; AL: 4; AC: 6; ST/F 7; SA. Will regenerate 3 HP/round beginning on
  the 3rd round after being hit.
  Cave Bears — (1-3) HP: 33,25,19; #AT: 3; AL: 5; AC: 6; ST/F 3; SA: Claw on 18 or better means hug (2-16
  damage).
  Black Pudding — (1)HP: 57; #AT: 2, AL: 1; AC: 6; ST/FS; SA: Dissolves wood and metal, hurt only by fire.
  Harpies— (2-5)HP: 20,14,12,11,;8 #AT: 3; AL: 8; AC: 7; ST/M3; SA: Able tocharm.
  Carrion Crawlers -— (1-4) HP: 21,18,16,15; #AT: 8; AL: 7; AC: 7; SA: Paralyzation.
  Fire Beetles — (1-8) HP: 8,8,6,5,5,4,3,3; #AT: 1; AL: 9; AC: 4; ST/F 1; SA: None.
  Wererats - (2-8) HP: 19,15,15,15,12,7,7,5; #AT: 1; AL: 8; AC: 7; ST/F 3; SA: Only affected by silver or
  magical weaponry. Able to summon 10—100 giant rats.
  Green Dragon — (1) HP: 32; #AT: 3; AL: 3; AC: 2; ST/F 8; SA: Breath weapon, spells.
  Werewolves — (2-5) HP: 22,19,18,14,13; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Affected only by silver and
  magical weaponry.
  Thief -— (1) HP: 27; #AT: 1; AL: 9; AC: 7; ST/T 8; SA: Strike from behind. 45% chance for magic item
  usable by thief.
  Patriarchs — (1—2) HP: 34,31; #AT: 1; AL: 8; AC: 2; ST/C 8; SA: Spells, 40% chance for each to have a
  magic item usable by cleric.
  Ghouls — (5-20) HP: 2 X 16, 4 X 15, 5 X 14, 4 X 13, 5 X 12; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: All but
  elves must save vs. paralyzation if hit.
  Rust Monster — (1) HP: 20; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts all ferrous metal by touch.
  Gnolls — (6-36] HP: 4 X 11, 5 X 10,4 X 9,5 X 8,4 X 7,5 X 6,4 X 5,5 X 4; #AT: 1; AL: 9; AC: 5; ST/F 2;
  SA: 25% will have missile weapons.
  15
  
  FIFTH lEVEl
  FIFTH lEVEI.
  77.
  78.
  79.
  81 .
  82.
  83.
  85.
  86.
  87.
  89.
  90.
  91 .
  92.
  93.
  94.
  95.
  96.
  97.
  98.
  100.
  Ghouls — (5-20) HP: 2 X 15, 4 X 14, 5 X 13, 4 X 12, 5 X 11; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: All but
  elves must save vs. paralyzation if hit.
  '
  ﬁave Bears — (1-3) HP: 28,21,16; #AT: 3; AL: 5; AC: 6; ST/F 3; SA: Claw on 18 or better means hug (2-16
  P)-
  Trolls — (14) HP: 35,31,30,21; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Will regenerate 3 HP/round starting 3rd
  round after being hit.
  '
  nhts — [2-8) HP: 21,19,16,14,12,12,11,9; #AT: 1; AL: 8; AC: 5; ST/F 3; SA: Hit drains 1 level. Only af-
  fected by silver and magical weaponrv.
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  Tiger Beetles —- (1-4) HP: 25,24,20,14; #AT: 1; AL: 7; AC: 3; ST/F 2; SA: None.
  Cutpurses -— (2—5) HP: 2 x 17, 2 X 16, 1 X 15; #AT: 1; AL: 9; AC: 7; ST/T 5; SA: Strike from behind. 25%
  chance of having usable magic item.
  Wererats —- (2—8) HP: 18,17,16,15,15,15,13,9; #AT: 1; AL: 8; AC: 7; ST/F 3; SA: Affected only by silver and
  magic weaponry, able to summon 10-100 giant rats.
  Dwarves — (3-18) HP: 3 X 8, 3 X 7, 3 X 6, 3 X 5, 3 X 4, 3 X 2; #AT: 1; AL: 10; AC: 4; ST/D 1; SA: 30%
  will have magic weapons and/or armor, 25% will be 2nd level, S‘T/D 2 with double hit points, 10% will be
  3rd level, ST/D 3 with triple hit points.
  Evil Curates — (2-5) HP: 23,21,19,18,17; #AT: 1; AL: 9; AC: 2; ST/C 7; SA: Spells, 30% each will have scroll
  usable by cleric or a potion.
  Mummies — (1-2) HP: 26,23; #AT: 1; AL: 5;'AC: 3; ST/F 5; SA: Any viewer must save vs. magic or be
  paralyzed with fear (duration special). Hit causes disease. Can only be affected by magic weaponry. ‘/z
  damage from melee.
  Ogres — (3-12) HP: 4 X 26, 4 X 24, 4 X 21; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
  Giant Rattlesnakes — (1-4) HP: 16,15,15,12; #AT: 1; AL: 8; AC: 5; ST/F 2; SA: Poison.
  Ochre jelly — (1) HP: 23; #AT: 1; AL: 6; AC: 8; ST/F 3; SA: Not harmed by weapons and lightning. Destroys
  wood, one die of damage to exposed flesh.
  Giant Ticks — (1-6) HP: 18,15,12,11,9,7; #AT: 1; AL: 8; AC: 4; ST/F 3; SA: Blood drain 4 points/round
  cause disease.
  Hydra of 6 Heads — (1) HP: 48; #AT: 6; AL: 5; AC: 5; ST/F 6; SA: None.
  Giant Scorpions - (1-2) HP: 27,18; #AT: 3; AL: 7; AC: 2; ST/F 4; SA: Sting does 1-4 HP + save vs. poison.
  Gargoyles —
  (2—5) HP: 20,19,15,10,8; #AT: 4; AL: 7; AC: 5; ST/F 3; SA: Can’t be hit by non-magical
  weapons.
  Dwarves — (3-18) HP: 4 X 8, 5 X 7, 4 X 6, 5 X 5; #AT: 1; AL: 10; AC: 4; ST/D 1; SA: 30% each will have
  magic armor and/or weapons. Leader is swordmaster with + 1 armor and + 2 sword.
  Rust Monster —- (1) HP: 22; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts all ferrous metals by touch.
  Bugbears —- (5-20) HP: 4 X 21, 5 x 16, 6 X 14, 5 X 12; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Gain surprise on
  1-3.
  Giant Spiders, Tarantella — (2-8) HP: 30,29,27,25,21,20,18,15; #AT: 1; AL: 7; AC: 5; ST/F 2; SA: Dance
  Feven
  Hobgoblins — (7-42) HP: 7 X 6, 7 X 7, 7 X 8, 7 X 5, 7 X 3, 7 X 4; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 25%
  will have missile weapons.
  Werebears — (1-3) HP: 36,33,21; #AT: 3; AL: 5; AC: 2; ST/F 6; SA: Only affected by silver or magic
  weapons. Claw on 18 or better means hug (2-16 damage).
  Wraiths — (1-4) HP: 19,19,15,14; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hit drains one level. Only affected by
  silver and magical weaponry.
  ..
  .................
  16
  
  LEVEL SIX
  10.
  11.
  12.
  13.
  14.
  15.
  16.
  17.
  18.
  19.
  Shadows — (2-5) HP: 18,10, 2 x 7, 6; #AT: 1; AL: 8; AC: 7; ST/F 2; SA: Drain 1 point of strength for 8 turns
  per hit, only affected by magic weapons, can’t be slept or charmed.
  Trolls — (2—5] HP: 36,35,33,29,25; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Regenerate 3 HP a round, third round
  after being hit.
  Evil Vicars — (28) HP: 23,20,19,18,14,13,12,11; #AT: 1; AL: 10; AC: 2; ST/C 4; SA: Spells, 20% that each
  will have a magic item usable by a cleric.
  Living Statue, Rock
  —— (1) HP: 30; #AT: 2; AL: 6; AC: 4; ST/F 5; SA: May squirt magma on a hit causing 2-12
  points of damage.
  Thieves — (1-2) HP: 30,22; #AT: 1; AL: 9; AC: 7; ST/T 8; SA: Strike from behind, 45% that each thief will
  have a usable magic item.
  .
  Werewolves -— (2-8) HP: 27,23,22,20,19,17,15,11; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Only affected by silver
  and magical weapons.
  White Apes —— (2-12) HP: 35,29,28,27,26,25,24,23,22,21,20,19; #AT: 2; AL: 8; AC: 5; ST/F 2; SA: None.
  Lamas —- (1—3) HP: 30,29,28; #AT: 1; AL: 9; AC: 2; ST/C 8; SA: Spells, 40% that each will have a usable
  magic item.
  Elves — (2-12) HP: 22,21,20,18,17, 3 x 16, 2 X 15, 2 X 13; #AT: 1; AL: 10; AC: 2; ST/E 1; SA: Spells, ‘/2
  bow armed with sword, V2 sword only, spells, 30% that each will have a usable magic item. All elves get a
  +1 to hit.
  Wererats — [2—12) HP: 3 x 20, 3 x 18, 3 x 16, 3 x 14; #AT: 1; AL: 8; AC: 7; ST/F 3; SA: Only affected by
  silver and magical weaponry. Can summon 10-100 giant rats.
  Swashbucklers — (2-8) HP: 33,28,24,22, 2 X 18, 17,16; #AT: 1; AL: 8; AC: 2; ST/F 5; SA: 25% that each will
  have a usable magic item.
  Wereboars - (2-5) HP: 23,22,18, 2 x
  18; #AT: 1; AL: 6; AC: 4; ST/F 4; SA: Affected only by silver and
  magical weaponry.
  Wyverns — (1-2) HP: 37,27; #AT: 2; AL: 4; AC: 3; ST/F 7; SA: Sting does 1-6 damage and causes save vs.
  powon.
  Mummies — (1-4) HP: 30,25,24,19; #AT: 1; AL: 5; AC: 3; ST/F 5; SA: Any viewer must save vs. magic or be
  paralyzed with fear (duration special). Hit causes disease, they can only be affected by magic weapons and
  take half damage from melee.
  Cave Bears -— (2-5) HP: 25,24,23,21,20; #AT: 3; AL: 5; AC: 6; ST/F 3; SA: Claw on 18 or better (246 HP
  damage).
  Phase Spiders — (1-2) HP: 32,28; #AT: 1; AL: 6; AC: 6; ST/F 5; SA: Out of phase, poison.
  Blue Dragon — (1) HP: 40; #AT: 3; AL: 3; AC: 1; ST/F 7; SA: Chance of spells, breath weapon, bite.
  Minotaurs —— (1-4) HP: 34,29,25,23; #AT: 2; AL: 5; AC: 6; ST/F 6; SA: None.
  Weretigers -— (1—4) HP: 29, 2 x
  25, 22; #AT: 3; AL: 6; AC: 3; ST/F 5; SA: Only affected by silver and
  magical weaponry.
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  SIXTH LEVEL
  SIXTH LEVEL
  20.
  21 .
  22.
  23.
  24.
  25.
  26.
  27.
  28.
  29.
  30.
  31.
  32.
  33.
  34.
  35.
  36.
  37.
  38.
  39.
  40.
  41 .
  42.
  43.
  44.
  45.
  46.
  47.
  48.
  49.
  50.
  51 .
  52.
  53.
  54.
  55.
  56.
  57.
  58.
  59.
  60.
  61 .
  62.
  Black Dragon — (1)HP: 42; #AT: 3; AL: 4; AC: 3; ST/F7; SA: Chance of spells, breath weapon bite.
  ‘ Evil Heroes — (3-12) HP: 27,25 2,4,23,22,21 ,,20 19, 18, 15, 12, 11; #AT: 1; AL: 9; AC: 2; ST/F 4; SA: 20% that
  each will have a usable magic item.
  Giant Weasels — (2-8) HP: 22, 18, 16,15,14,13,12, 10; #AT: 1; AL: 6, AC. 6, ST/F 1; SA: After a hit is scored
  the weasel will cause a blood drain of 2-12 points/round.
  Evil Bishops — (1-4) HP: 26,24,22,21, #AT: 1; AL: 9; AC: 2; ST/C 7; SA: Spells, 35% that each will have a
  usable magic item.
  Troglodytes — [6-24) HP: 4 X 9, 4 X 11, 4 X 8, 4 X 10, 4 X 12, 4 X 7; #AT: 3; AL: 9; AC: 5; ST/F 2; SA:
  Revulsion odor, save vs. poison or lose -1 from strength for two turns.
  Giant Lizards, Tuatara — (1-2) HP: 45,36; #AT: 3; AL: 5; AC: 4; ST/F 4; SA: None.
  Lords -— (1-2) HP: 75,47; #AT: 1; AL: 7; AC: 2; ST/F 10; SA: 50% that each will have a usable magic item.
  Phase Spider — [1) HP: 32; #AT: 1; AL: 6; AC: 6; ST/F 5; SA: Poison bite, ability to go out of phase.
  Blink Dogs- (2-5)HP: 21 ,,20 19, 18,16; #AT: 1; AL: 7; AC: 5; ST/F4; SA: Teleportation.
  Hydra ofSHeads— (1)HP: 40; #AT: 5; AL: 6; AC: 5, ST,/F5 SA: None.
  Necromancers — (1--3) HP: 20, 18, 17; #AT: 1; AL: 9; AC: 9, ST/MU 8; SA: Spells, 40% that each will have a
  usable magic item.
  Dwarves— (4-24)HP: 2 X 8, 4 X 7, 6 X 6, 6 X 5,6 X 4; #AT: 1; AL: 10; AC: 4; ST/D1; SA: 25%willbe
  double points, leader has triple points and misc. weapon. 30% will have a usable magic item.
  Lammasu — (1-2)HP: 26,25; #AT: 2; AL. 4; AC. 6; ST/F1; SA. Magical powers.
  Fire Beetles — (2—5) HP. 8,6,,5,43; #AT: 1; AL: 9; AC: 4, ST/F1; SA. None.
  Dwarven Pilferers — (1-4) HP. 22,20,16,14; #AT: 1; AL: 9; AC: 7; ST/D 7, SA: Strike from behind, special
  dwarven thieving bonuses, 35% of each having a usable magic item.
  Giant Scorpions — (2-5 ) HP: 27, 26,25, 22, 19; #AT: 3; AL: 7, AC: 2; ST/F 4; SA: Sting does 1-4 damage and
  causes save vs. poison.
  Dopplegangers — (2-12) HP: 27,24,22,21 ,,20 19,3 X 18, 17,16, 15; #AT: 1; AL. 7, AC: 5; ST/DB; SA: Ability
  to assume the form of anything it sees.
  GiantLizards,Draco-—(7-28)HP: 4 X 16,4 X 17, 4 X 18,4 X 13,4 X 14, 4 x 15,4 X 12' #AT: 1; AL: 6;
  AC: 5, ST/F 3; SA: None.
  Stone Giants —- (1-2) HP: 41,37; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Throw rocks.
  Black Pudding — (1) HP: 50; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: Not harmed by weapons or lightning,
  destroys wood, corrodes metal, 3 dice to exposed flesh.
  Gargoyles — (2-8) HP: 2 X 24,3 X 23,2 X 16, 12; #AT: 4; AL: 7; AC: 5; ST/F 3; SA: Can only be affected
  by magical weapons.
  Rust Monsters — (1-2) HP: 17,16; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts all ferrous metals by contact.
  Werebears — (1--4) HP: 33, 30, 28, 24; #AT: 3; AL: 5; AC: 2, ST/F 6; SA: Can only be affected by silver and
  magical weaponry. Claw on 18 or better means hug (2- 16 damage).
  Halfling Hero/Thief — (1) HP: 25' #AT: 1; AL: 5; AC: 7; ST/H 8; SA: Special halfling thieving bonuses,
  strike from behind, 45% that he will have a usable magic item
  TypelDemon — (1)HP: 22; #AT: 5; AL: 3, AC: 0; ST/F8; SA. Magic use.
  Ogres— (4-16) HP: 29, 23, 22,20, 3 X 19, 18,5 X 17, 16, 15,12; #AT: 1; AL. 6, AC: 6; ST/F4; SA: None.
  Wights— (3-12)HP: 21,16,15,14,11, 2 X 10, 2 X 9, 6, 2 X 5; #AT: 1; AL: 8' AC: 5; ST/F3; SA: Drainone
  ' energy level per hit. Only affected by silver or magical weapons.
  Gorgon —- (1) HP: 28; #AT: 1; AL: 3, AC: 2; ST/F8; SA: Breath weapon causes save vs. petrification
  Giant Spiders, Tarantella — (5-20) HP: 4 X
  14, 4 .X 22, 4 X 20, 4 X 16,4 X 18; #AT: 1.; AL: 7; AC
  5,
  ST/F2; SA: Dance fever.
  .3
  ‘
  Frost Giants — (13) HP: 54,48,43; #AT: 1; AL: 2, AC: 4; ST/F 10; S:A
  Impervious to cold, 2dIce +1
  damage.
  .,
  .
  -
  Tiger Beetles— (2—5)HP: 25,24,20,20, 11; #AT: 1; AL: 7, AC: 3; ST/F2; SA: None.
  .-
  _
  f
  '
  Cockatrices - (1)HP: 16; #AT: 1; AL: 6; AC. 6; ST/FS; SA: Petrification.
  Bugbears—(6-36)HP: 6X 12, 6X17, 6X8, 6X 15, 6X 18, 6X 13; #AT: 1; AL: 7, AC: 5;- ST/F3; SA:_
  Gain surprise on 1-3.
  Hell Hounds — (1-4)HP: 38,33,29,26; #AT: 1; AL: 6; AC: 4, ST/F4; SA: Breath weapon, variable damage.
  Giant Lizard, Tuatara — (1-2)HP: 27,18; #AT: 3; AL: 5, AC: 4' ST/F4; SA: None.
  ,
  Spectres — (1-2) HP: 36,32; #AT: 1; AL: 5; AC: 2, ST/F6; SA: Only affected by magical weapons, drains 2
  '
  levelsahit.
  .'
  Shriekers — (416) HP. 23,20,19,17,16,15,14,13,12,11,10,9,8,7,,6 5; #AT: 0; AL. -, AC. 7; ST/F 1; SA: Shriek.
  1.
  Frost Giants —
  (1—3) HP. 57,49,39; #AT: 1; AL: 2; AC: 4, ST/F 10; SA: Impervious to cold, 2 dice +1,-
  damage.
  Caecilia — (1)HP: 37, #AT: 1; AL: 5; AC: 6, ST/F2; SA. Giantworm swallows whole ona19 or 20
  Sabre-toothed Tiger — (1)HP: 39; #AT: 3; AL: 3, AC: 6; ST/F4; SA: None.
  Burglars — (2-12) HP. 2 X 12,4 X 8, 4 X 10, 2 X 5; #AT: 1; AL: 10' AC: 7, ST/T4; SA: Strike from behind,
  20% that each will have a usable magic item.
  Black Pudding — (1) HP: 37; #AT: 1; AL: 2, AC: 6; ST/F 5; SA: Not harmed by weapons or lightning and
  cold. Dissolves wood and metal.
  .
  ,
  Basilisk — (1) HP: 30; #AT: 1; AL: 4; AC: 4; ST/F4; SA: Petrify by gaze.
  18
  
  SIXTH LEVEL
  SIXTH lEVEI.
  63.
  64.
  65.
  66.
  67.
  68.
  69.
  70.
  71 .
  72.
  73.
  74.
  75.
  76.
  77.
  78.
  79.
  80.
  81 .
  82.
  83.
  84.
  85.
  86.
  87.
  88.
  89.
  90.
  91 .
  92.
  93.
  94.
  95.
  96.
  97.
  98.
  99.
  100.
  Minotaurs — (1-4) HP: 34,27,26,23; #AT: 2; AL: 5; AC: 6; ST/F 6; SA: None.
  Hill Giants -— [1-4) HP: 37,36,31,25; #AT: 1; AL: 3; AC: 4; ST/F 8; SA: None.
  Displacer Beasts — (1-2) HP: 2 x 23; #AT: 2; AL: 5; AC: 4; ST/D 6; SA: Appear displaced.
  Wraiths — (2--8] HP: 28,24,21, 16,15,12, 11,10; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Only affected by silver or
  magic weapons drain 1 energy level a hit.
  Fire Giants — (1-2) HP: 61 ,;57 #AT: 1; AL: 1; AC. 4; ST/F 11; SA: lmpervious to fire, 2 dice +2 points
  damage
  Werewolves — (2-8) HP: 22,21,20,19,17,16,14,11; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Only affected by silver
  and magical weaponry.
  Salamanders — (1-3) HP: 37,31,29; #AT: 3; AL: 3; AC: 3/1; ST/F 7; SA: Fire resistant, can only be hit by
  magical weaponry. Can constrict for 2-8 damage a round.
  Wizards — (1-2] HP: 27,26; #AT: 1; AL: 9; AC: 9; ST/M 9; SA: Spells, 45% that each will have a usable
  magic item.
  Yellow Mold — (1) HP: -; #AT: 0; AL: -; ST/F 2; SA: Can be killed only by fire, destroys wood, rough
  contact causes it to release its spores, must save vs. poison and take 1 die of damage to exposed flesh.
  Hydra of 9 Heads — (1) HP: 72; #AT: 9; AL: 3; AC: 5; ST/F 7; SA: None.
  Harpies — (2—8) HP: 17,16,15,11,10,9,8,7; #AT: 3; AL: 8; AC: 7; ST/M 3; SA: Able to Charm.
  Gnolls — (742) HP: 6 X 14, 6 X 12, 6 X 9, 6 X 8, 6 X 7, 6 X 6, 6 X 5; #AT: 1; AL: 9; AC: 5; ST/F 2; SA:
  Leader will have usable magic item, his two bodyguards will have potions. 30% will have missile weapons.
  Green Slime — (1) HP: 16; #AT: 1; AL: 9; AC: -;ST/F 1; SA: Disintegrates wood and metal, can’t be scraped
  off Not affected by lightning and weapons. Turns flesh to slime.
  Bugbears—(6-36)HP: 6X 19, 6X 15, 6X 14,6X 13, 6X 10, 6X9; #AT: 1; AL: 7, AC: 5; ST/F3; SA:
  Cain surprise on 1-3.
  Yellow Mold — (1) HP: -; #AT: 1; AL: -; AC: -; ST/F 2; SA: Can be killed only by fire, does 1 die of damage
  to eXposed flesh, destroys wood, rough contact releases spores (must save vs. poison).
  Oil Beetles -— (1—4) HP: 8,6,4,2; #AT: 1; AL: 9; AC: 4; ST/F 1; SA: Oil causes blisters, range 5", causes victim
  to fight a -2 for 24 hours.
  Rust Monsters — (1~2) HP: 22,21; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts all ferrous metals at contact.
  Salamanders
  — (1-2) HP: 32,30; #AT: 3; AL: 3; AC: 3; SA: Fire resistant, can only be hit by magical
  weaponry. Can constrict for 2-8 damage.
  Flesh Golem - (1) HP: 40; #AT: 2; AL: 2; AC: 7; ST/F 10—12; SA: Only affected by magical weapons, fire
  and cold slow golem, and lightning heals it. Not affected by any other spells.
  Shadows — (1-4] HP: 12,11,10,9; #AT: 1; AL: 8; AC: 7; ST/F 2; SA: Drain 1 point of strength for 8 turns per
  hit, only affected by magic weapons, can’t be slept or charmed.
  Giant Ticks — (2-8) HP: 21,16,15,14,13,11,9,7; #AT: 1; AL: 8; AC: 4; ST/F 3; SA: Blood drain 4 damage/
  round, bite causes disease.
  Ghouls — (6-24) HP: 6 X 14, 6 X 12, 6 X 7, 6 X 5; #AT: 1; AL: 9; AC: 6; ST/F 2; SA: Paralyzation.
  Shedu - (1) HP: 50; #AT: 2; AL: 2; AC: 4; ST/F 9; SA: Magical abilities.
  Giant Snakes, Python — (2—8) HP: 3 x 16, 3 x 14; 2 x 12; #AT: 2; AL: 6; AC: 6; ST/F 3; SA: Constriction.
  Grey Ooze — (1-2) HP: 15,11; #AT: 1; AL: 8; AC: 8; ST/F 2; SA: lmpervious to cold and fire, corrodes
  metal.
  Fire Lizard —- (1) HP: 51; #AT: 3; AL: 1; AC: 2; ST/F 8; SA: Breath weapon (2—12 damage) semi-resistant to
  fire.
  Ochre Jelly — (1-2) HP: 30,16; #AT: 1; AL: 6; AC: 8; ST/F 3; SA: Dissolves wood. Not harmed by lightning
  or weapons.
  Owl Bears —- [2-5) HP: 29,26,25,24,23; #AT: 3; AL: 6; AC: 5; ST/F 3; SA: Paw of an 18 or better means hug
  (2-16 damage).
  Fire Giant — (1} HP: 46; #AT: 1; AL: 1; AC: 4; ST/F 11; SA: lmpervious to fire, 2 dice + 2 point damage.
  Blink Dogs -— (1-6) HP: 20,15,14,13,12,11; #AT: 1; AL: 7; AC: 5; ST/F 4, SA: Teleportation.
  Bandits — (7-42) HP: 7 X 8, 7 X 5, 7 X 7, 7 X 4, 7 X 6, 7 X 3; #AT: 1; AL: 10; AC: 7; ST/T 1; SA: The
  leader has quadruple HP and four of his henchmen have double HP. The leader will have magic armor,
  each of his henchmen have a 25% chance of having a usable magic item, there is a 5% chance that each
  will have a usable magic item. 30% will be bow armed with sword, the rest will have spear and sword.
  Carrion Crawlers - (2-5) HP: 18,17,12,11,10; #AT: 8; AL: 7; AC: 7; ST/F 2; SA: Paralyzation.
  Evil Champions — (2-5) HP: 45,37,33,29,27; #AT: 1; AL: 8; AC: 2; ST/F 8; SA: 35% chance that each will
  have a usable magic item.
  Bugbears -— (6—36) HP: 6 X 19, 6 X 15, 6 X 14, 6 X 13, 6 X 16, 6 X 9; #AT: 1; AL: 7; AC: 5; ST/F 3; SA:
  Cain surprise on 1—3.
  Mummies —- (1-4) HP: 32‘,31,28,26; #AT: 1; AL: 5; AC: 3; ST/F 5; SA: Touch causes disease, gaze causes
  save vs. magic or be paralyzed with fear [duration special). Not affected by normal weapons, they take 1/2
  damage from melee.
  Giant Rats -- (8-64) HP: 16 X 3, 16 X 4, 16 X 2,16 X 1; #AT: 1; AL: 10; AC: 7; ST/NM; SA: Disease.
  Will O'Wisp — [1) HP: 32; #AT: 1; AL: 3; AC: —8; ST/F 9; SA: Highly clever, they will attempt to lure the
  victim into traps. They are able to change shape and lighten or da'rken‘ themselves. If they attack they do
  2-16 damage of electrical damage.
  Trolls — (2-5) HP: 34,33,32,31,30; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Regenerates 3 HP a round, third round
  after being hit.
  19
  
  LEVEL SEVEN
  99°F
  NP‘E“
  10.
  11.
  12.
  13.
  14.
  15.
  16.
  18.
  19.
  20.
  21 .
  22.
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  30.
  31 .
  32.
  33.
  34.
  35.
  36.
  37.
  38.
  39.
  40.
  41 .
  Bugbears—(7-42)HP: 6X15,6X16,6X10,,6X206X126X11,;:6X9#AT
  1; AL: 7;AC: 5;
  ST/F 3, SA: Surprise 1-3.
  Blink Dogs — (2-8) HP. 29,28,23,21,20,20,18,9; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Teleport.
  Manticores - (1-2) HP: 35,32; #AT: 3; AL: 4; AC: 4; ST/F 4; SA: Hurls 65pikes per turn.
  Mummies — (2-5) HP: 28,27,24,21,19; #AT: 1; AL: 5; AC: 3; ST/F 5; SA: Hit causes disease. Anyone viewing
  must save vs. magic or be paralyzed with fear (duration special). Only affected by magical weapons, V2
  damage from blows.
  Fire Lizards —- (1—2) HP: 60,52; #AT: 3; AL: 1; AC: 2; ST/F 8; SA: Breath weapon.
  White Dragon — (1) HP: 48; #AT: 3; AL: 5; AC: 4; ST/F 6; SA: Breath weapon, spells, bite.
  Spectres
  —— (1--3) HP: 30,30,24; #AT: 1; AL: 5; AC: 2; ST/F 6; SA: Only affected by magical weapons Hit
  drains 2 levels.
  Weretigers -— (2—8) HP: 28, 25,,23 22,22,16,13,12; #AT: 3; AL: 6; AC: 3; ST/F 5; SA: Only affected by silver
  or magical weapons.
  Trolls — [2-8) HP: 40,35,33,32,31,31,30,23; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Will regenerate 3 HP per
  round starting on the 3rd round after being hit.
  Wizards, 10th Level — (1~3) HP: 31,29,28; #AT: 1; AL: 9; AC: 9; ST/M 10; SA: Spells, 50% that each will
  have a magic item usable by magic-users.
  Necromancers - (2-5) HP: 23,21,17,16,11; #AT: 1; AL: 9; AC: 9; ST/M 8; SA: Spells, 40% that each will
  have a magic item usable by magic-users.
  Giant Snakes, Pythons — (3-12) HP: 4 X 12, 4 X 16, 4 X 14; #AT: 2; AL: 6; AC: 6; ST/F 3; SA: Constriction.
  Wererats — [4-16) HP: 4 X 18, 4 X 12, 4 X 16, 4 X 17; #AT: 1; AL: 8; AC: 7; ST/F 3; SA: May call forth 10~
  100 giant rats. Only affected by silver or magic weapons.
  Fire Giants
  ——- (1-2) HP: 50,38; #AT: 1; AL: 1; AC: 4; ST/F 11; SA: lmpervious to fire, 2 dice +2 points of
  damage.
  Type III Demon
  —-— (1) HP: 51; #AT: 5; AL: 2; AC: -4; ST/F 10; SA: Magical powers.
  Shriekers —- (5-20) HP: 4 X 10,4 X 9, 4 X 12,4 X 6, 4 X 14; #AT: 0; AL: Nil; AC: 7; ST/F 1; SA: Shriek.
  Basilisk -— (1) HP: 38; #AT: 1; AL: 4; AC: 4; ST/F 4; SA: Petrification.
  Wraiths
  —— (3-12) HP: 2 X 28, 3 X 22, 4 X 20, 3 X 18; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Only affected by
  silver or magic weapons. Hit drains 1 level
  Gray Ooze
  —— (1 3) HP: 24,22, 19; #AT: 1; AL: 8; AC: 8, ST/F 2; SA. lmpervious to cold and fire Corrodes
  metal, does 2-12 damage to exposed flesh.
  Dopplegangers —- (3-18) HP: 3 x 14, 3 x 15, 3 X 11,3 x 18,3 x 10, 3 X 14; #AT: 1; AL: 7; AC: 5; ST/D 8;
  SA: Able to assume the form of any creature that it sees.
  Type II Demon — (1) HP: 33; #AT: 3; AL: 3; AC: -2; ST/F 9; SA: Magical powers.
  Green Dragon — (1) HP: 48; #AT: 3; AL: 3; AC: 2; ST/F 8; SA: Breath weapon, spells, bite.
  Hill Giants — (1-4) HP: 42,40,40,38; #AT: 1; AL: 3; AC: 4; ST/F 8; SA: None.
  Lammasu -— (1-4) HP: 37,34,33,26; #AT: 2; AL: 4; AC: 6; ST/F 6; SA: Spells and magical powers.
  Ogres - (5-20) HP: 4 x 24, 4 x 20,4 x 18,4 x 20,4 x 24; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
  Type I Demons
  —-— (1-2) HP: 34,27; #AT: 5; AL: 3; AC: 0; ST/F 8; SA: Magical powers.
  Umber Hulk -— (1) HP: 31; #AT: 3; AL: 3; AC: 2; ST/F 8; SA: Able to burrow through rock. Direct gaze
  causes confusion.
  Flesh Golem — (1) HP: 40; #AT: 1; AL: 3; AC: 9; ST/F 6; SA: Only affected by magical weapons. lmpervi-
  ous to all spells except fire, or cold (slows movement by 50%). Lightning restores damage.
  Stone Giants — (1-4) HP: 48,44,39,33; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Able to hurl rocks as heavy
  catapult.
  Wights — (4 16) HP. 3 X 18,5 X 16,5 X 14,3 X 12, #AT: 1; AL: 8; AC: 5; ST/F3; SA: Only affected by
  silver or magic weapons. Hit does no damage but drains 1 level.
  Giant Scorpions — (2-8) HP: 33,32,32,30,20,20,10,15; #AT: 3; AL: 7; AC: 2; ST/F 4; SA: Sting does 1-4
  damage plus poison.
  Owl Bears —- (3-12) HP: 2 X 30, 3 X 28,4 X 25, 3 X 21; #AT: 3; AL: 6; AC: 5; ST/F 3; SA: Claw on 18 or
  better means hug for 2-16 damage.
  Giant Spiders, Tarentella - (5-20) HP: 4 X 25, 4 X 20, 4 X 32, 4 X
  18, 4 X 16; #AT: 1; AL: 7; AC: 5;
  ST/F 2; SA: Dance fever.
  Blue Dragons — [1-4) HP: 42,39,26,12; #AT: 3; AL: 3; AC: 1; ST/F 9; SA: Breath weapons, spells, bites.
  Green Slime — (1) HP: 8; #AT: 1; AL: 9; AC: None; ST/F 1; SA: lmpervious to lightning and weapons.
  Destroys wood, corrodes metal. Turns exposed flesh into green slime.
  Giant Rattlesnakes —- (2-8) HP: 24,23,22,19,16,16,15,14; #AT: 1; AL: 8; AC: 5; ST/F 2; SA: Poison.
  Ogres —— (5—20) HP: 4 X 25,4 X 20, 4 X 16,4 X 22,4 X 18; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
  Ogre Magi —— (1—2) HP: 33,25; #AT: 1; AL: 5; AC: 4; ST/F 5; SA: Magical powers.
  Ochre Jelly — (1-3) HP: 35,30,20; #AT: 1; AL: 6; AC: 8; ST/F 3; SA: Not affected by weapons or lightning,
  destroys wood. Does 1-6 damage to exposed flesh.
  Chimera — (1) HP: 48; #AT: 5; AL: 3; AC: 4; ST/F 5; SA: Breath weapon for 3-24 damage.
  Hell Hounds — (2—5) HP: 32,35,21,18,11; #AT: 1; AL: 6; AC: 4; ST/F 4; SA: Breath weapon for 3-7 dice of
  damage.
  20
  
  SEVENTH lEVEl.
  SEVENTH LEVEL
  42.
  43.
  44.
  45.
  46.
  47.
  48.
  49.
  50.
  51 .
  52.
  53.
  54.
  55.
  56.
  57.
  58.
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  60.
  61 .
  62.
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  65.
  66.
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  68.
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  70.
  71 .
  72.
  73.
  74.
  75.
  76.
  77.
  78.
  79.
  80.
  81 .
  82.
  83.
  Rhagodessae — (2-12) HP: 3 X 22, 2 X 20, 2 X 17, 3 X 16, 2 X 13; #AT: 2; AL: 6; AC: 5; ST/F 2; SA: None.
  Cockatrices — (1-2) HP: 29,19; #AT: 1; AL: 6; AC: 6; ST/F 5; SA: Petrification.
  Hydra of9 Heads — (1) HP: 72; #AT: 9; AL: 3; AC: 5; ST/F 9; SA: None.
  L 3; AC: 4; ST/F 8; SA: None.
  L
  Hill Giants — [14) HP: 45,41,36,33; #AT: 1; A
  :
  : 8; AC: 2; ST/F 8; SA: 40% that each will have a magic
  Superheroes — (2-5) HP: 42,40,38,34,34; #AT: 1;
  item usable by fighters.
  Mummies — (2-5) HP: 28,27,19,16,12; #AT: 1; AL: 5; AC: 3; ST/F 5; SA: Hit causes disease. Anyone viewing
  must save vs. magic or be paralyzed with fear (duration special). Affected only by magical weapons. V2
  damage from blows.
  Trolls -- (2-8) HP: 36,29,27,26,25,24,23,23; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Will regenerate 3 HP per
  round starting on the 3rd round after being hit.
  Frost Giants — (1-2) HP: 53,47; #AT: 1; AL: 2; AC: 4; ST/F 10; SA: Not affected by cold.
  Spectres — (1-3) HP: 28,26,21; #AT: 1; AL: 5; AC: 2; ST/F 6; SA: Only affected by magical weapons. Hit
  drains 2 levels.
  Giant Ticks - (3—12) HP: 4 X 18,4 X 20, 4 X 16; #AT: 1; AL: 8; AC: 4; ST/F 3; SA: Hit causes disease.
  Blood drain 4 points per round.
  Werebears — [1-6] HP: 40,36,33,32,30,28; #AT: 3; AL: 5; AC: 2; ST/F 6; SA: Claw on 18 or better means hug
  for 2-16 damage. Only affected by silver or magical weapons.
  Oil Beetles — [2-5) HP: 7,5,4,3,2; #AT: 1; AL: 9; AC: 4; ST/F 1; SA: Oil.
  Thieves — (1-3) HP: 24,20,20; #AT: 1; AL: 9; AC: 7; ST/T 8; SA: Strike from behind. 45% that each will
  have a magic item usable by thieves.
  Werewolves — (3-12) HP: 2 X 28, 3 X 24, 4 X 20, 3 x 8; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Only affected
  by silver or magical weapons.
  Minotaurs — (25) HP: 34,30,28,27,11; #AT: 2; AL: 5; AC: 6; ST/F 6; SA: None.
  Rust Monsters —— (1-4) HP: 23,20,17,12; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rust ferrous metals by contact in-
  stead of damage.
  Myrmidons — (3-12) HP: 2 X 38, 3 X 32, 4 X 20, 3 X 25; #AT: 1; AL: 9; AC: 2; ST/F 6; SA: 30% that each
  will have a magic weapon and/or armor.
  Medusae — (1-2) HP: 22,20; #AT: 1; AL: 7; AC: 8; ST/F 4; SA: Petrification, poison.
  White Dragon —— (1) HP: 48; #AT: 3; AL: 5; AC: 4; ST/F 6; SA: Breath weapon, spells, bite.
  Thouls — [4-16) HP: 3 x 15,4 x 13,4 x 12, 3 x 10,2 x 9; #AT: 2/1; AL: 8; AC: 6; ST/F 3; SA: Paralysis
  bytouch.
  Driver Ants — (10-50) HP: 10 X 18,10 X 16,10 X 20, 10 X 17, 10 X 19; #AT: 1; AL: 7; AC: 3; ST/F 2; SA:
  None.
  White Apes — (5-20) HP: 4 X 20, 4 X 18,4 X 24, 4 X 22, 4 X 16; #AT: 2; AL: 7; AC: 6; ST/F 2; SA: None.
  Caeciliae — [1-4) HP: 30,25,21,15; #AT: 1; AL: 5; AC: 6; ST/F 2; SA: Swallow opponents.
  Gargoyles — (3-12) HP: 2 X 24, 3 X 20, 4 X 18, 3 X 19; #AT: 4; AL: 7; AC: 5; ST/F 3; SA: Only affected by
  magical weapons.
  Displacer Beasts —- (1-3) HP: 40,38,22; #AT: 2; AL: 5; AC: 4; ST/D 6; SA: Appear displaced.
  Giant Lizards, Tuatara — (1—3) HP: 29,28,19; #AT: 3; AL: 5; AC: 4; ST/F 4; SA: None.
  Blink Dogs —- {2-8) HP: 28,27,24,16,15,14,9,7; #AT: 1,- AL: 7,- AC: 5; ST/F 4; SA: Teleport.
  Wereboars — (3-12) HP: 2 X 28,3 X 24,4 X 22,3 X 18; #AT: 1; AL: 6; AC: 4; ST/F 4; SA: Only affected
  by silver or magical weapons.
  Hydra of 6 Heads — (1-2) HP: 48,48; #AT: 6; AL: 5; AC: 5; ST/F 6; SA: None.
  Cockatrices — (1-2) HP: 32,20; #AT: 1; AL: 6; AC: 6; ST/F 5; SA: Petrification.
  Fire Beetles — [2-8) HP: 7,5,5,4,3,3,3,3; #AT: 1; AL: 9; AC: 4; ST/F 1; SA: None.
  Living Statues, Rock — (1-4) HP: 23,20,16,11; #AT: 2; AL: 6; AC: 4; ST/F 5; SA: Magma for 2-12 damage.
  Yellow Mold — (1) HP: None; #AT: None; AL: None; AC: None; ST/F 2; SA: Destroys wood. Does 1-6
  damage to exposed flesh. Only affected by fire. 50% that rough contact will break it, causing poison
  spores to be released.
  Black Pudding —- (1) HP: 45; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: Destroys wood, corrodes metal. Does 3—18
  damage to exposed flesh. Only affected by fire.
  Tiger Beetles — (1-4) HP: 23,22,15,13; #AT: 1; AL: 7; AC: 3; ST/F 2; SA: None.
  Gargoyles — (3-12) HP: 1 X 30, 4 X 24, 3 X 20, 4 X 18; #AT: 4; AL: 7; AC: 5; ST/F 3; SA: Only affected by
  magical weapons.
  Displacer Beasts — (1—3) HP: 38,32,30; #AT: 2; AL: 5; AC: 4; ST/D 6; SA: Appears displaced.
  Black Pudding —- [1) HP: 45; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: Only affected by fire. Destroys wood, cor-
  rodes metal. Does 3-18 points to exposed flesh.
  Minotaurs — (2-5] HP: 32,32,27,25,20; #AT: 2; AL: 5; AC: 6; ST/F 6; SA: None.
  Bugbears — (7-42) HP: 6 X
  15, 6 X 12, 6 X
  18, 6 X
  14, 6 X
  13, 6 X
  11, 6 X
  10; #AT: 1; AL: 7; AC: 5;
  ST/F 3; SA: Surprise 1-3.
  Black Dragon — (1) HP: 49; #AT: 3; AL: 4; AC: 3; ST/F 7; SA: Breath weapon, spells, bite.
  Cave Bears — (2~7) HP: 34,31,28,25,24,22,20; #AT: 3; AL: 5; AC: 6; ST/F 3; SA: Claw of 18 or better means
  hug for 2-16 damage.
  21
  
  SEVENTH lEVEl
  SEVENTH LEVEL
  84.
  85.
  86.
  87.
  88.
  89.
  90.
  91 .
  92.
  93.
  94.
  95.
  96.
  97.
  98.
  99.
  100.
  Dwarves — (3-18) HP: 3 X 6, 3 X 4, 3 X 5, 3 X 7, 3 X 8, 3 X 3; #AT: 1; AL: 10; AC: 4; ST/D 1; SA: 25%
  will be 2nd level with double HP. 25% will be 3rd level with triple HP plus 35% that each will have a magic
  weapon and/or armor.
  Shriekers — (5--20) HP: 4 X 14, 4 X 10, 4 x 15, 4 X 12,4 X 9, #AT: 0; AL: None, AC: 7, ST/F1; SA. Shriek.
  Giant Lizards, Draco — (5-30) HP: 6 X 15,6 X 14,6 X 22, 6 X 20, 6 X 16; #AT: 1; AL: 6; AC: 5; ST/F3;
  SA: None.
  Champions — (2-8) HP: 32,27,25,25,23,20,19,19; #AT:'1; AL: 8; AC: 2; ST/F 7; SA: 35% that each will have
  a magic item usable by fighters.
  Elves— (4—24)HP: 4 x9, 4 x8, 4 x 7, 4 x6, 4 X 5, 4,,32,1; #AT: 1; AL: 10; AC: 6, ST/E1; SA: Spells. All
  have + 1 to hit.
  Hydra of7Heads— (1-2)HP: 56,56; #AT: 7; AL: 4; AC: 5; ST/F7; SA: None.
  0gres—(5-20)HP: 4X 16, 4X 15, 4X 25, 4X 20, 4X 12, #AT: 1; AL: 6; AC: 6; ST/F4; SA: None.
  Tiger Beetles — {1-3) HP: 24,19,17;#AT: 1, AL: 7; AC 3; ST/F2; SA. None.
  Green Slime — (1) HP: 9; #AT: 1; AL: 9; AC: -, ST/F 1; SA: lmpervious tolightning and weapons Destroys
  wood, corrodes metal. Turns exposed flesh into green slime.
  Yellow Mold — (1) HP: -; #AT: ~; AL: -,-
  A:C -;ST/F 2, SA: Destroys wood. Does 1-6 to exposed flesh. Only
  affected by fire. 50% chance that rough contact will break it, causing poison spores to be released.
  Wraiths — (3-12) HP: 1 X 24, 4 X 22, 3 X 20, 4 X 18; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Only affected by
  silver and magic weapons. Hit drains 1 level.
  Ogre Magi — (1—2) HP: 29,24; #AT: 1; AL: 5; AC: 4; ST/F 5; SA: Magical powers.
  Mummies -— [2 5) HP: 28,27,22, 22,22; #AT: 1; AL. 5; AC. 3; ST/F 5; SA: Hit causes disease. All viewing
  must save vs. magic or be paralyzed with fear (duration special). Only affected by magical weapons. V2
  damage from blows.
  Living Statues, Iron — (1-6) HP: 18,17,14,12,11,8; #AT: 2; AL: 7; AC: 2; ST/F 4; SA: Absorb iron.
  Shriekers —- (5-20) HP: 4 X 8, 4 X 16, 4 X 10, 4 X 14, 4 X 12; #AT: -; AL: Nil; AC: 7; ST/F 1; SA: Shriek.
  Stone Giants
  —— (1-4) HP: 47,46,42,41; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Able to hurl rocks as heavy
  catapult.
  Evil Patriarchs -— (1-3) HP: 41,35,26; #AT: 1; AL: 8; AC: 2; ST/C 9; SA: Spells, 40% that each will have a
  magic item usable by clerics.
  LEVEL EIGHT
  S“
  N???
  10.
  11.
  12.
  13.
  14.
  15.
  16.
  17.
  18.
  19.
  20.
  21.
  Evil Patriarchs -- (1-4) HP: 38,36,33,30; #AT: 1; AL: 8; AC: 2; ST/C 9; SA: 40% that each will have a magic
  item usable by clerics.
  Stone Giants — (2-5) HP: 52,45,30,42,30; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Able to hurl rocks as heavy
  catapult.
  Trolls — (3-12) HP: 2 X 40, 3 X 34, 4 X 30, 3 X 28; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Will regenerate 3 HP
  per round, starting on the 3rd round after being hit.
  Type V Demon — (1) HP: 43; #AT: 7; AL: 4; AC: -7/-5; ST/F 8; SA: Magical powers.
  Blue Dragon — (1) HP: 63; #AT: 3; AL: 3; AC: 1; ST/F 9; SA: Breath weapon, spells, bite.
  living Statues, Crystal — (2—8) HP: 23,22,21,19,17,16,13,12; #AT: 2; AL: 8; AC: 4; ST/F 3; SA: None.
  Thouls
  —— (+16) HP: 4 X 15, 3 X 14, 3 X 11, 4 X 10, 2 X 8; #AT: 2/1; AL: 8; AC: 6; ST/F 3; SA: Paralysis
  bytouch.
  Rust Monster
  ,—- (1) HP: 28; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts ferrous metals by touch, instead of
  damage.
  Lammasu — (2—5) HP: 38,36,30,24,22; #AT: 2; AL: 4; AC: 6; ST/F 6; SA: Spells, magical powers.
  Tiger Beetles — (1-4) HP: 25,18,12,12; #AT: 1; AL: 7; AC: 3; ST/F 2; SA: None.
  Succubus -— (1) HP: 38; #AT: 2; AL: 5; AC: 9; ST/F 6; SA: Magical powers, shape change.
  Blink Dogs — (3-12) HP: 3 X 24, 3 X 28, 3 X 30, 3 X 22; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Teleport.
  Spectres —- (2-5) HP: 37,34,32,29,24; #AT: 1; AL: 5; AC: 2; ST/F 6; SA: Only affected by magical weapons.
  Hit drains 2 levels.
  Giant Lizards, Tuatara -- (1-4) HP: 38,33,29,21; #AT: 3; AL: 5; AC: 4; ST/F 4; SA: None.
  Werebears — (2-8) HP: 31,30,27,27,25,21,20,17; #AT: 3; AL: 5; AC: 2; ST/F 6; SA: Claw on 18 or better
  means hug for 2-16 damage. Only affected by silver or magical weapons.
  Displacer Beasts — (2-5) HP: 35,29,28,22,10; #AT: 2; AL: 5; AC: 4; ST/D 6; SA: Appears displaced.
  Type I Demons — [1-2) HP: 40,38; #AT: 5; AL: 3; AC: 0; ST/F 8; SA: Magical powers.
  Green Slime — (1) HP. 9; #AT: 1; AL: 9; AC: -;ST/F 1; SA: lmpervious to lightning and weapons. Destroys
  wood, corrodes metal. Turns exposed flesh to green slime.
  Type lll Demons — (1-2) HP. 62,51; #AT: 5, AL: 2, AC: -4; ST/F 10; SA: Magical powers.
  HillGiants — (2-5) HP 42,39,31 ,31 ,;30 #AT: 1; AL. 3, AC: 4; ST/F8; SA: None.
  Phase Spiders - {1-3) HP: 26,22, 13; #AT: 1; AL: 6; AC: 6; ST/F 5; SA: Able to shift out of phase. Poison
  bite.
  22
  
  EIGHTH LEVEL
  EIGHTH LEVEL
  22.
  23.
  24.
  25.
  26.
  27.
  28.
  29.
  30.
  31.
  32.
  33.
  34.
  35.
  36.
  37.
  38.
  39.
  40.
  41 .
  42.
  43.
  44.
  45.
  46.
  47.
  49.
  50.
  51 .
  52.
  53.
  54.
  55.
  56.
  57.
  58.
  59.
  60.
  61 .
  62.
  63.
  64.
  Umber Hulks' — (1-2) HP: 45,38; #AT: 3; AL: 3; AC: 2; ST/F 8; SA: Able to dig through solid rock. Direct
  view causes confusion.
  Fire Beetles — (4-16) HP: 4 X 4, 4 X 6, 4 X 7, 4 X 5; #AT: 1; AL: 9; AC: 4; ST/F 1; SA: None.
  Giant Scorpions - (3-12) HP: 3 X 30, 3 X 28, 3 X 32, 3 X 35; #AT: 3; AL: 7; AC: 2; ST/F 4; SA: Sting
  causes 1-4 damage plus poison.
  Wizard, 12th level — (1) HP: 32; #AT: 1; AL: 8; AC: 9; ST/M 12; SA: Spells, 60% for a magic item usable
  by magic-users. Will have 1-3 hero body guards; HP: 30,24,18; #AT: 1; AL: 9; AC: 2; ST/F 4.
  Giant Snakes, Python —— (3-12) HP: 2 X 30, 3 X 28, 4 X 24, 3 X 20; #AT: 2; AL: 6; AC: 6; ST/F 3; SA: Con-
  striction.
  White Dragon - {1) HP: 30; #AT: 3; AL: 5; AC: 4; ST/F 6; SA: Breath weapon, spells, bite.
  Purple Worm —- (1) HP: 70; #AT: 2; AL: 1; AC: 6; ST/F 8; SA: May swallow up two ogre-size opponents,
  sting causes save vs. poison.
  Black Widow Spiders — (1—4) HP: 20,19,16,13; #AT: 1; AL: 8; AC: 6; ST/F 2; SA: Poison.
  Lords —— (1-2) HP: 70,65; #AT: 1; AL: 8; AC: 2; ST/F 9; SA: 45% that each will have a magic weapon and/or
  armor.
  Black Pudding
  —— (1) HP: 35; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: Only affected by fire. Corrodes metal,
  destroys wood, does 3—18 damage to exposed flesh.
  Diinn — (1-2) HP: 45,32; #AT: 1; AL: 3; AC: 5; ST/F 7; SA: Magical powers, whirlwind.
  Trolls — (3-12] HP: 3 X 36, 3 x 30, 3 X 28,3 X 20; #AT: 3; AL: 4; AC: 4; ST/F 7; SA: Will regenerate 3 HP
  per round starting on the 3rd round after being hit.
  Wizards, 10th Level
  —- (1-3) HP: 30,28,24; #AT: 1; AL: 9; AC: 9; ST/M 10; SA: Spells, 50% that each will
  have magic item usable by magic-users.
  Gray Ooze — [1-3) HP: 17,14,12; #AT: 1; AL: 8; AC: 8; ST/F 2; SA: impervious to cold and fire. Corrodes
  metal, does 2—12 damage to exposed flesh.
  Shriekers — (5-20) HP: 4 X
  18, 4 X
  16, 4 X 20, 4 X
  19, 4 X
  17; #AT: 0; AL: None; AC: 7; ST/F 1; SA:
  Shnek.
  Flesh Golem
  — (1) HP: 40; #AT:
  1; AL:
  3; AC: 9; ST/F 6; SA: Only affected by magical weapons.
  lmpervious to all spells except fire or cold [slows movement 50%). Lightning restores damage.
  Cockatrices — (1—4) HP: 31,27,24,23; #AT: 1; AL: 6; AC: 6; ST/F 5; SA: Petrification.
  Shriekers -— [5-20) HP: 4 X
  16, 4 X 18,4 x 22, 4 X 19, 4 X
  17; #AT: 0; AL: None; AC: 7; ST/F 1; SA:
  Shﬁek.
  Tiger Beetles — (2—5) HP: 18,16,24,24,21; #AT: 1; AL: 7; AC: 3; ST/F 2; SA: None.
  Gorgons — (1-2) HP: 30,21; #AT: 2; AL: 3; AC: 2; ST/F 8; SA: Petrification.
  Rhagodessae — [4-16) HP: 4 X 29, 27,26,25, 3 X 23, 4 X 21, 19,16; #AT: 2; AL: 6; AC: 5; ST/F 2; SA: None.
  Blue Dragon — (1) HP: 54; #AT: 3; AL: 3; AC: 1; ST/F 9; SA: Breath weapon, spells, bite.
  Shriekers —- (5-20) HP: 4 X
  18, 4 x 20, 4 X 16,4 X 17, 4 X 22; #AT: 0; AL: None; AC: 7; ST/F 1; SA:
  Shnek.
  Ogre Magi — (2~5] HP: 31,26,26,25,23; #AT: 1; AL: 5; AC: 4; ST/F 5; SA: Magical powers.
  Succubus — (1) HP: 34; #AT: 2; AL: 5; AC: 9; ST/F 6; SA: Magical powers.
  Fire Lizards -— (1-3) HP: 40,38,36; #AT: 3; AL: 1; AC: 2; ST/F 8; SA: Breath weapon.
  Chimerae — (1-2) HP: 44,38; #AT: 5; AL: 3; AC: 4; ST/F 5; SA: Breath weapon.
  Manticores — (1-4] HP: 42,35,26,24; #AT: 3; AL: 4; AC: 4; ST/F 4; SA: Hurls 6 Spikes per round.
  Type IV Demon — (1) HP: 40; #AT: 3; AL: 3; AC: 4; ST/F 8; SA: Magical powers.
  Salamanders — (1-4) HP: 40,36,33,23; #AT: 3; AL: 3; AC: 3/1; ST/F 7; SA: Constricts for 2-8 damage per
  round. lmpervious to fire. Only affected by magical weapons.
  Type II Demon -— [1] HP: 46; #AT: 3; AL: 3; AC: —2; ST/F 9; SA: Magical powers.
  Black Pudding — [1-3) HP: 45,38,31; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: Only affected by fire. Destroys
  wood, corrodes metal. Does 3-18 damage to exposed flesh.
  Hydra of 13 Heads - (1) HP: 104; #AT: 13; AL: 1; AC: 5; ST/F 13; SA: None.
  Shedu — (1-4] HP: 47,42,42,35; #AT: 2; AL: 2; AC: 4; ST/F 9; SA: Magical powers.
  Stone Giants — [2-5) HP: 57,49,42,38,33; #AT:
  1,- AL: 3; AC: 4; ST/F 9; SA: Able to hurl rocks as heavy
  catapult.
  Trolls — .[3-12) HP: 3 X 28, 3 X 38, 3 X 30, 3 X 29; #AT: 3; AL: 4; AC: 4; ST/F 7; SA: Will regenerate 3 HP
  per round, starting on the 3rd round after being hit.
  Giant Lizards, Horned Chameleons — (1—6) HP: 31,28,27,23,21,15; #AT: 2; AL: 6; AC: 2; ST/F 3; SA: Bite,
  camouflage.
  Gray Ooze — [1-4] HP: 17,16,15,10; #AT: 1; AL: 8; AC: 8; ST/F 2; SA: lmpervious to fire and cold. Corrodes
  metal, does 212 damage to exposed flesh.
  Green Dragons —- (1-2) HP: 40,28; #AT: 3; AL: 3; AC: 2; ST/F 8; SA: Breath weapons, spells, bites.
  Cockatrices — (1-4) HP: 34,25,23,21; #AT: 1; AL: 6; AC: 6; ST/F 5; SA: Petrification.
  Thieves — (2-5] HP: 28,26,28,20,17; #AT: 1; AL: 9; AC: 7; ST/T 8; SA: Backstab. 45% that each will have a
  magic item usable by thieves.
  Vampires — (1-2) HP: 47,27; #AT: 1; AL: 3; AC: 2; ST/F 8; SA: Hit drains 2 levels, magical powers.
  Minotaurs — (2—8] HP: 29,28,26,26,25,24,23,23; #AT: 2; AL: 5; AC: 6; ST/F 6; SA: None.
  23
  
  EIGHTH LEVEL
  EIGHTH LEVEL
  65.
  66.
  67.
  68.
  69.
  70.
  71 .
  72.
  73.
  74.
  75.
  76.
  77.
  78.
  79.
  80.
  81 .
  82.
  83.
  84.
  85.
  86.
  87.
  88.
  89.
  90.
  91 .
  92.
  93.
  94.
  95.
  96.
  97.
  98.
  99.
  100.
  Gargoyles — (4-16) HP: 4 x 20, 4 x 16, 4 x 24, 4 x 22; #AT: 4; AL: 7; AC: 5; ST/F 3; SA: Can’t be hit by
  non-magical weapons.
  Master Thief, 12th level — (1) HP: 33; #AT: 1; AL: 8; AC: 7; ST/T 12; SA: Backstab. 60% to have magic
  item usable by thieves.
  Displacer Beasts — (2-5) HP: 35,31,28,24,22; #AT: 2; AL: 5; AC: 4; ST/D 6; SA: Appears displaced.
  Thieves— (2-5) HP: 28,24,20,20,17; #AT: 1; AL: 9; AC: 7; ST/T 8; SA: Strike from behind, 45% chance for
  magic item usable by thief.
  White Dragons — (1--2) HP. 40,36; #AT: 3; AL. 5; AC: 4; ST/F6; SA: Breath weapon, spells, bite.
  Living Statues, Rock — (1-6) HP: 32,27,26,21, 17, 16, #AT: 2; AL: 6; AC: 4; ST/F 5; SA: Magma for 2-12
  damage.
  Green Slime - (1-3) HP: 10,8,7; #AT: 1; AL: 9; .AC: —; ST/F 1; SA: Impervious to lightning and weapons.
  Destroys wood, corrodes metal. Turns eXposed flesh into green slime.
  Salamanders - (2--5) HP: 46,42,31, 30,28; #AT: 3, AL: 3; AC: 3/1; ST/F 7; SA: Constricts for 2—8 damage per
  round. Impervious to fire. Only affected by magical weapons.
  Green Dragons -— (1——2) HP: 48,32; #AT: 3; AL: 3; AC: 2, ST/F 8; SA: Breath weapons, spells, bites.
  Will 0' the Wisp -— (1) HP: 34; #AT: 1; AL: 3, AC. -8; ST/F 9, SA: Lure victims into quicksand. Will fight
  only if cornered, highly clever, able to alter shape and brightness.
  Caeciliae — (1-6) HP: 39,36,35,28,26,20; #AT: 1; AL: 5; AC: 6; ST/F 2; SA: Swallow opponents.
  Giant Rattlesnakes — (3-12) HP: 4 x 24, 4 x 20, 4 x 22; #AT: 1; AL: 8; AC: 5; ST/F 2; SA: Poison.
  Stone Giants - (2-5) HP: 62,60,48,45,33; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Able to hurl rocks as heavy
  catapult.
  Sorcerers — (2-5) HP: 24,18,18,17,16; #AT: 1; AL: 9; AC: 9; ST/M 7; SA: Spells, 35% that each will have a
  magic item usable by magic-users.
  Blink Dogs — (3-12) HP: 3 x 30,3 x 34, 3 x 38, 3 x 32; #AT: 1; AL: 7; AC: 5; ST/F 4,- SA: Teleport.
  Tarentella Spiders — (1-6) HP: 24,23,21,18,16,13; #AT: 1; AL: 7; AC: 5; ST/F 2; SA: Dance fever.
  Golden Dragon — (1) HP: 45; #AT: 3; AL: 2; AC: —1; ST/F 11; SA: Breath weapons, Spells, bite.
  Superheroes -— (1-3) HP: 54,46,42; #AT: 1; AL: 6; AC: 2; ST/F 8; SA: 40% that each will have a magical
  weapon and/or armor.
  Blue Dragon -— (1) HP: 54; #AT: 3; AL: 3; AC: 1; ST/F 9; SA: Breath weapon, spells, bite.
  Cockatrices —- (1—4) HP: 28,22,21,20; #AT: 1; AL: 6; AC: 6; ST/F 5; SA: Petrification.
  Fire Giants —- (1-4) HP: 72,62,57,52; #AT: 1; AL: 1; AC: 4; ST/F 11; SA: Impervious to fire.
  Type II Demons — (1-2) HP: 48,40; #AT: 3; AL: 3; AC: -2; ST/F 9; SA: Magical powers.
  Rust Monster — (1) HP: 24; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts ferrous metals by contact instead of
  damage.
  Red Dragon —- (1) HP: 40; #AT: 3; AL: 2; AC: 0; ST/F 10; SA: Breath weapon, spells, bite.
  Green Dragon — (1) HP: 56; #AT: 3; AL: 3; AC: 2; ST/F 8; SA: Breath weapon, Spells, bite.
  Red Dragon -- (1) HP: 50; #AT: 3; AL: 2; AC: 0; ST/F 10; SA: Breath weapon, spells, bite.
  Master Thieves — (1-3) HP: 32,30,24; #AT: 1; AL: 8; AC: 7; ST/T 9; SA. Backstab. 50% that each will have
  a magic item usable by thieves.
  ,
  Black Dragon — (1) HP: 42; #AT: 3; AL: 4; AC: 3; ST/F 7; SA: Breath weapon, Spells, bite.
  Oil Beetles — (3-12) HP: 3 X 4, 3 X 6, 3 X 8, 3 X 7; #AT: 1; AL: 9; AC: 4; ST/F 1; SA: Oil.
  Medusae — (1-3) HP:.28,26,26; #AT: 1; AL: 7; AC: 8; ST/F 4; SA: Petrification, poison.
  Weretigers
  —— [2—8) HP: 30,28,28,26,25,25,24,22; #AT: 3; AL: 6; AC: 3; ST/F 5; SA: Only affected by silver
  or magical weapons.
  Shedu — (1-4) HP: 49,49,36,35; #AT: 2; AL: 2; AC: 4; ST/F 9; SA: Magical powers.
  Hell Hounds — [2-5) HP: 34,34,32,30,30; #AT: 1; AL: 6; AC: 4; ST/F 4; SA: Breath weapon for 3-7 dice of
  damage.
  Gray Ooze — (1-4) HP: 20,16,14,12; #AT: 1; AL: 8; AC: 8; ST/F 2; SA: Impervious to cold and fire. Corrodes
  metal, does 212 damage to exposed flesh.
  Rust Monster — (1) HP: 27; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts ferrous metals by contact instead of
  damage.
  Hydra of 10 Heads — (1) HP: 80; #AT: 10; AL: 2; AC: 5; ST/F 10; SA: None.
  24
  
  LEVEL NINE
  11.
  12.
  13.
  14.
  15.
  16.
  17.
  18.
  19.
  2o.
  21.
  22.
  23.
  24.
  25.
  26.
  27.
  28.
  29.
  3o.
  31.
  32.
  33.
  34.
  35.
  36.
  37.
  38.
  39.
  40.
  41 .
  Superheroes — (1-4) HP: 50,41,35,34; #AT: 1; AL: 8; AC: 2; ST/F 8; SA: 40% that each will have a magic
  weapon and/or armor.
  Lammasu — [2-8) HP: 38,37,36,32,30,29,28,27; #AT: 2; AL: 4; AC: 6; ST/F 6; SA: Spells, magical powers.
  Weretigers — (3-12) HP: 3 X 32,3 X 30, 3 X 36, 3 X 34; #AT: 3; AL: 6; AC: 3; ST/F 5; SA: Only affected
  by silver or magical weapons.
  Phase Spiders -— (2-5) HP: 38,36,36,32,28; #AT: 1; AL: 6; AC: 6; ST/F 5; SA: Able to shift out of phase.
  Poison bite.
  Red Dragon — [1) HP: 88; #AT: 3; AL: 2; AC: 0; ST/F 10; SA: Breath weapon, spells, bite.
  Chimerae —— [1-4) HP: 63,61,53,38; #AT: 5; AL: 3; AC: 4; ST/F 5; SA: Breath weapon.
  Rust Monster
  -— (1) HP: 32; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts ferrous metal by touch instead of
  damage.
  '
  Stone Giants — [2-8) HP: 57,56,54,53,53,44,39,30; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Able to hurl rocks as a
  heavy catapult.
  Gold Dragon —- (1) HP: 66; #AT: 3; AL: 2; AC: —~1;ST/F 11; SA: Breath weapons, spells, bite.
  Patriarchs — (25) HP: 37,33,32,31,29; #AT: 1; AL: 8; AC: 2; ST/C 9; SA: Spells, 40% that each will have a
  magic item usable by clerics.
  Driver Ants —- (10-100) HP: 10 x 28,10 X 25,10 x 24, 10 x 22,10 x 21,10 x 19,10 x 18,10 x 16,10
  X 13,10 X 12; #AT: 1; AL: 7; AC: 3; ST/F 2; SA: None.
  Black Dragons -— (1-3) HP: 35,32,32; #AT: 3; AL: 4; AC: 3; ST/F 7; SA: Breath weapons, spells, bite.
  Carrion Crawlers — (3-12) HP: 4 x 25, 4 X 22, 4 X 19; #AT: 8; AL: 7; AC: 7/3; ST/F 2; SA: Hit causes
  paralysis instead of damage.
  Wizards, Level 9 — (2-5) HP: 30,28,25,22,20; #AT: 1; AL: 9; AC: 9; ST/M 9; SA: Spells, 45% that each will
  have a magic item usable by magic-users.
  Gorgons — (1-3) HP: 52,34,26; #AT: 2; AL: 3; AC: 2; ST/F 8; SA: Breath weapon causes petrification.
  Giant Lizards, Draco —— (1—6) HP: 39,35,34,30,27,24; #AT: 1; AL: 6; AC: 5; ST/F 3; SA: Bite, flying.
  Stone Giants — (28) HP: 54,48,47,42,42,40,38,31; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Able to hurl rocks as a
  heavy catapult.
  Lords
  —— (2-5] HP: 57,45,42,41,34; #AT: 1; AL: 8; AC: 2; ST/F 9; SA: 45% that each will have a magic item
  usable by fighters.
  Wereboars
  —— [1-6) HP: 36,34,31,29,25,21; #AT: 1; AL: 6; AC: 4; ST/F 4; SA: Only affected by silver or
  magical weapons.
  Green Dragons — (1-2) HP: 64,54; #AT: 3; AL: 3; AC: 2; ST/F 8; SA: Breath weapons, spells, bites.
  Purple Worms -— [1-2) HP: 71,58; #AT: 2; AL: 1; AC: 6; ST/F 8; SA: Swallow opponents, poison sting.
  Will O’Wisp — [1) HP: 42; #AT: 1; AL: 3; AC: ~8; ST/F 9; SA: Lure victims into quicksand. Will fight only if
  cornered, highly clever, able to alter shape and brightness.
  Vampires — (1-3) HP: 48,46,32; #AT: 1; AL: 3; AC: 2; ST/F 8; SA: Hit drains 2 levels, magical powers.
  Mummies —- (3—12) HP: 3 x 23, 3 x 24, 3 x 30, 3 x 25; #AT: 1; AL: 5; AC: 3; ST/F 5; SA: Hit causes
  disease. Anyone viewing must save vs. magic or be paralyzed with fear (duration special]. Only affected by
  magical weapons, ‘/2 damage from blows.
  Cloud Giants — (1-2) HP: 60,54; #AT: 1; AL: 1; AC: 4; ST/F 12; SA: Keen senseof smell.
  Evil Patriarchs — (2-5) HP: 38,32,32,30,28; #AT: 1; AL: 9; AC: 2; ST/C 9; SA: Spells, 45% that each will
  have a magic item usable by clerics.
  Giant Slug — (1) HP: 61; #AT: 1; AL: 1; AC: 8; ST/F 6; SA: Not affected by blunt weapons, spits acid.
  Type V Demon — [1) HP: 45; #AT: 7; AL: 4; AC: 7; ST/F 7; SA: Magical powers.
  Trolls — (4—16) HP: 4 x 32, 4 x 30, 4 x 40, 4 x 38; #AT: 3; AL: 4; AC: 4; ST/F 7; SA: Will regenerateBHP
  per round, starting on the 3rd round after being hit.
  Green Slime
  —— [2-5) HP: 12,10,10,8,4; #AT:
  1; AL: 9; AC: -; ST/F 1; SA: lmpervious to lightning and
  weapons. Destroys wood, corrodes metal. Turns exposed flesh into green slime.
  Cloud Giants -— (1-2) HP: 61,58; #AT: 1; AL: 1; AC: 4; ST/F 12; SA: Keen sense of smell.
  Hydra of12 Heads — (1) HP: 96; #AT: 12; AL: 1; AC: 5; ST/F 12; SA: None.
  Manticores — (2-5) HP: 38,32,28,28,24; #AT: 3; AL: 4; AC: 4; ST/F 4; SA: Hurls 6 spikes per round.
  Type III Demon — (1] HP: 50; #AT: 5; AL: 2; AC: —4; ST/F 10; SA: Magical powers.
  Spectres — (2-8] HP: 38,38,33,32,31,29,26,21; #AT: 1; AL: 5; AC: 2; ST/F 6; SA: Only affected by magical
  weapons. Hit drains 2 levels.
  White Dragons —- (1-3) HP: 30,24,7; #AT: 3; AL: 5; AC: 4; ST/F 6; SA: Breath weapons, spells, bite.
  Black Pudding — (1-3) HP: 52,45,34; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: Only affected by fire. Corrodes
  metal, destroys wood.
  Werebears — (2-8) HP: 36,30,24,28,27,26,25,24; #AT: 3; AL: 5; AC: 2; ST/F 6; SA: Claw on 18 or better
  means hug for 2-16 damage. Only affected by silver and magical weapons.
  Master Thieves — [1-4) HP: 36,30,26,20; #AT: 1; AL: 8; AC: 7; ST/T 10; SA: Backstab. 50% that each will
  have a magic item usable by thieves.
  Type ll Demon — (1] HP: 37; #AT: 3; AL: 3; AC: —2; ST/F 9; SA: Magical powers.
  Giant Scorpions — (3-12) HP: 3
  X
  22, 3
  X 28, 3 X 35, 3
  X 31; #AT: 3; AL: 7; AC: 2; ST/F 4; SA: Sting
  causes 14 damage plus poison.
  25
  
  NINTH LEVEL
  NINTH
  LEVEL
  42.
  43.
  44.
  45.
  46.
  47.
  48.
  49.
  51 .
  52.
  53.
  54.
  55.
  56.
  57.
  58.
  59.
  60.
  61 .
  62.
  63.
  64.
  65.
  67.
  68.
  69.
  70.
  71 .
  72.
  73.
  74.
  75.
  76.
  77.
  78.
  79.
  80.
  81 .
  82.
  83.
  Rust Monster
  -
  (1) HP: 23; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts ferrous metal by touch instead of
  damage.
  Elves - (2—12 +1) HP: 2 X 4,2 X 6, 2 X 4, 2 X 8, 2 X 6, 2 X 8, 30; #AT: 1; AL: 10/8; AC: 2; ST/E 1; SA:
  1/2 will be armed with bow, sword, V2 sword only, V2 will be 2nd level with double hit points. 30% that each
  will have a magic weapon and/or armor. Leader has magic bow, 10 magic arrows, and a +2 shield. All
  elves get + 1 to hit.
  Stone Giants —- (28) HP: 58,42,42,38,36,36,34,33; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Ability to hurl rocks as
  heavy catapults.
  .
  Gorgons — (1—3) HP: 45,45,38; #AT: 2; AL: 3; AC: 2; ST/F 8; SA: Breath weapon causes petrification.
  Gargoyles -— (5—20) HP: 4 X 18, 4 X 20, 4 X 28, 4 X 26, 4 X 30; #AT: 4; AL: 7; AC: 5; ST/F 3; SA: Only af-
  fected by magical weapons.
  Green Slime
  -—- (2-5) HP: 11,10,14,9,6; #AT:
  1; AL: 9; AC: -; ST/F 1; SA: lmpervious to lightning and
  weapons. Destroys wood, corrodes metal. Turns exposed flesh into green slime.
  Fire Giants 4 (25) HP: 68,56,52,50,46; #AT: 1; AL: 1; AC: 4; ST/F 11; SA: lmpervious to fire.
  Minotaurs — (3-12] HP: 3 X 26, 3 X 32, 3 X 28, 3 X 35; #AT: 2; AL: 5; AC: 6; ST/F 6; SA: None.
  Blue Dragons —~ (12) HP: 70,63; #AT: 3; AL: 3; AC: 1; ST/F 9; SA: Breath weapons, spells, bite.
  Lammasu -—- (2-8) HP: 44,35,33,33,32,32,28,26; #AT: 2; AL: 4; AC: 6; ST/F 6; SA: Spells, magical powers.
  Giant Slug — [1) HP: 71; #AT: 1; AL: 1; AC: 8; ST/F 6; SA: Not affected by blunt weapons, spits acid.
  Living Statues, Rock — (2-8) HP: 40,35,34,29,26,21; #AT: 2; AL: 6; AC: 4; ST/F 5; SA: Magma for 2-12
  damage.
  Giant Snakes, Python —— (1-6) HP: 38,35,30,29,24,20; #AT: 2; AL: 6; AC: 6; ST/F 3; SA: Constriction.
  Umber Hulks
  —— (1—3) HP: 50,40,34; #AT: 3; AL: 3; AC: 2; ST/F 8; SA: May burrow through rock, gaze
  causes confusion.
  Patriarchs — (2-5) HP: 35,31,27,24,20; #AT: 1; AL: 8; AC: 2; ST/C 9; SA: Spells, 45% each will have magic
  item usable by cleric.
  Hell Hounds —— [2-5) HP: 29,27,23,23,23; #AT: 1; AL: 6; AC: 4; ST/F 4; SA: Breath weapon (7 dice).
  Medusae —— (1-4] HP: 30,27,25,25; #AT: 1; AL: 7; AC: 8; ST/F 4; SA: Gaze petrifies, poison.
  11th Level Lords -— (1-2) HP: 52,50; #AT: 1; AL: 7; AC: 2; ST/F 11; SA: 55% that each will have a magical
  weapon and/or armor.
  Ogre Magi — [2—8) HP: 38,33,32,31,30,30,30,30; #AT: 1; AL: 5; AC: 4; ST/F 5; SA: Magical powers.
  Shriekers -— (5-20) HP: 5 x 16,5 x 20, 5 x 18,5 x 24; #AT: 0; AL: -; AC: 7; ST/F 1; SA: Shriek.
  13th Level Wizard — (1] HP: 39; #AT: 1; AL: 7; AC: 9; ST/M 13; SA: Spells, 65% will have 3 magic items.
  Umber Hulks — [1-3) HP: 50,42,38; #AT: 3; AL: 3; AC: 2; ST/F 8; SA: May burrow through rock, gaze
  causes confusion.
  Phase Spiders — (2-5) HP: 37,36,36,32,32; #AT: 1; AL: 6; AC: 6; ST/F 5; SA: Able to shift out of phase.
  Poison bite.
  Type IV Demon - (1) HP: 45; #AT: 3; AL: 3; AC: 4; ST/F 8; SA: Magical powers.
  Black Dragons — [1-3) HP: 42,42,14; #AT: 3; AL: 4; AC: 3; ST/F 7; SA: Breath weapons, spells, bite.
  Purple Worms —- (1-2) HP: 68,49; #AT: 2; AL: 1; AC: 6; ST/F 8; SA: Swallow opponents, poison sting.
  Black Puddings —- (1—3) HP: 49,44,33; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: Only affected by fire. Corrodes
  metal, destroys wood, does 3-18 damage to exposed flesh.
  Living Statues, Rock
  —-— (2—8) HP: 40,35,34,29,26,21; #AT: 2; AL: 6; AC: 4; ST/F 5; SA: Magma for 2-12
  damage.
  Hydra of 9 Heads -— (1-2) HP: 72; #AT: 9; AL: 3; AC: 5; ST/F 9; SA: None.
  Vampires —— (1~3] HP: 52,42,30; #AT: 1; AL: 3; AC: 2; ST/F 8; SA: Hit drains 2 levels, magical powers.
  Red Dragons -— (1-2) HP: 40,40; #AT: 3; AL: 2; AC: 0; ST/F 10; SA: Breath weapon, spells, bite.
  Basilisks —— (1-3] HP: 42,30,29; #AT: 1; AL: 4; AC: 4; ST/F 4; SA: Petrification.
  Tiger Beetles —- (3~12) HP: 3 X 20, 3 X 17, 3 X 15, 3 X 12; #AT: 1; AL: 9; AC: 3; ST/F 2; SA: None.
  Manticores - (2-5) HP: 40,36,34,30,30; #AT: 3; AL: 4; AC: 4; ST/F 4; SA: Hurls 6 spikes per round.
  Frost Giants - (2-5) HP: 57,52,51,51,40; #AT: 1; AL: 2; AC: 4; ST/F 10; SA: lmpervious to cold.
  Wizards
  —-— (2-5) HP: 28,26,22,22,21; #AT: 1; AL: 9; AC: 9; ST/M 9; SA: Spells, 45% that each will have a
  magic item usable by magic-users.
  Hell Hounds —- (2—5) HP: 38,32,30,28,28; #AT: 1; AL: 6; AC: 4; ST/F 4; SA: Breath weapon for 7 dice of
  damage.
  Trolls — (4-16] HP: 4 x 20, 4 x 25, 4 x 42, 4 x 35; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Will regenerate 3 HP
  per round, starting on the 3rd round after being hit.
  Rhagodessae
  —— [2-8) HP: 40,37,36,31,28,26,25,25; #AT: 2; AL: 6; AC: 5; ST/F 2; SA: None.
  Giant Scorpions -- [3-12) HP: 3 X 32, 3 X 30, 3 X 24,3 X 20; #AT: 3; AL: 7; AC: 2; ST/F 4; SA: Sting
  causes 1-4 damage plus poison.
  Lammasu — [2—8) HP: 42,38,32,32,30,28,27,26; #AT: 2; AL: 4; AC: 6; ST/F 6; SA: Spells, magical powers.
  Succubus — (1) HP: 40; #AT: 2; AL: 5; AC: 9; ST/F 6; SA: Magical powers, shape change.
  26
  
  NINTH lEVEI.
  NINTH lEVEI.
  84.
  85.
  86.
  87.
  88.
  89.
  90.
  91 .
  92.
  93.
  94.
  95.
  96.
  97.
  98.
  99.
  100.
  Giant lizards, Tuatara — (1-6) HP: 47,43,38,31,27,25; #AT: 3; AL: 5; AC: 4; ST/F 4; SA: None.
  Green Dragons ~— (1-2) HP: 48,40; #AT: 3; AL: 3; AC: 2; ST/F 8; SA: Breath weapon, spells, bite.
  Vampires —— [1-3) HP: 48,44,36; #AT: 1; AL: 3; AC: 2; ST/F 8; SA: Hit drains 2 levels, magical powers.
  Type I Demons — (1-3) HP: 51,45,40; #AT: 5; AL: .3; AC: 0; ST/F 8; SA: Magical powers.
  Fire Giants — (2-5) HP: 65,65,64,59,54; #AT: 1; AL: 1; AC: 4; ST/F 11; SA: lmpervious to fire.
  Cloud Giants — [1-2) HP: 68,52; #AT: 1; AL: 1; AC: 4; ST/F 12; SA: Keen sense of smell.
  Gold Dragons — (1-2) HP: 55,44; #AT: 3; AL: 2; AC: -1; ST/F 11; SA: Breath weapon, spells, bite.
  Purple Worms — (1-2) HP: 80,57; #AT: 2; AL: 1; AC: 6; ST/F 8; SA: Swallow opponents, poison sting.
  Shedu -— [2-5) HP: 68,47,46,40,38; #AT: 2; AL: 2; AC: 4; ST/F 9; SA: Magical powers.
  Werebears — (2-12) HP: 2 x 30, 2 X 36, 2 x 38, 2 X 32, 2 X 28, 2 x 34; #AT: 3; AL: 5; AC: 2; ST/F 6; SA:
  Claw on 18 or better means hug for 2-16 damage. Only affected by silver or magical weapons.
  Red Dragons — [1-2) HP: 63,63; #AT: 3; AL: 2; AC: 0; ST/F 10; SA: Breath weapon, spells, bite.
  Giant Slug — (1) HP: 58; #AT: 1; AL: 1; AC: 8; ST/F 6; SA: Not affected by blunt weapons, spits acid.
  Gorgons — [1-3] HP: 43,40,37; #AT: 2; AL: 3; AC: 2; ST/F 8; SA: Breath weapon (petrification).
  Caeciliae — [1-6) HP: 47,44,40,39,33,26; #AT: 1; AL: 5; AC: 6; ST/F 2; SA: Swallow opponents.
  Manticores — [2-5) HP: 41,38,34,38,31; #AT: 3; AL: 4; AC: 4; ST/F 4; SA: Hurls spikes 6 per round.
  Rust Monsters —- (1-2) HP: 34,30; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts ferrous metals by touch instead of
  damage.
  Basilisks — (1-3) HP: 43,38,37; #AT: 1; AL: 4; AC: 4; ST/F 4; SA: Petrification.
  
  LEVEL ONE
  LEVEL TWO
  TREASURES
  LEVEL ONE
  33. 350 EP
  67. 300 GP
  1. 250 GP
  34.
  100 GP
  68. 400 GP
  2. 100 SP
  35. 200 CP
  69. 80 PP
  3. 1,000 CP
  36. 600 SP
  70. 350 EP
  4. 600 SP
  37.
  1 Jewelry - 1,400 GP
  71. 900 GP
  5.
  1 Potion of Delusion
  33, 70 pp
  72. 400 GP
  6. 500 CP
  39. 300 EP
  73. 700 EP
  7.
  3 — 100 GP Gems
  40.
  100 CP
  74. 700 SP
  8. 1,000 SP
  41. Leather Armor +1
  75. 350 EP
  9. 700 SP
  42. 100 SP
  -
  76. Scroll of 1 Spell, Fireball
  10. 300 GP
  43. 900 SP
  77. 200 SP
  11. 200 SP
  44.
  100 SP
  78.
  1100 SP
  12. 600 SP
  45. 800 GP
  79. 90 PP
  13. 550 EP
  46. 600 CP
  80. 1,200 CP
  14. 200 CP
  47. 300 GP
  81. 500 SP
  15.
  1 Jewelry— 700 GP
  48. 750 EP
  82. 60 PP
  16.
  500 CP
  49.
  1 Levitation Potion
  83.
  3
  — 100 GP Gems
  17.
  110 PP
  50. 400 SP
  84.
  100 SP
  18.
  50 PP
  51.
  1,000 CP
  85. 500 EP
  19. 100 GP
  52. 400 SP
  86. 1,200 CP
  20.
  1 Jewelry - 1,300 GP
  53.
  2 - 50 GP Gems
  87. 900 SP
  21.
  100 SP
  54. 30 PP
  88.
  100 GP
  22. 800 GP
  55. 600 SP
  89. 800 SP
  23. 300 GP
  56.
  100 SP
  90.
  Dagger +1
  24. 700 GP
  57. 300 GP
  91. 900 GP
  25. 800 EP
  58.
  150 GP
  92. 700 CP
  26. Scroll of 1 Spell, Protection
  59,
  3 magic Arrows + 1
  93. 200 GP
  from Evil
  60. 200 GP
  94. 500 CP
  27. 900 CP
  61.
  1 - 100 GP Gem
  95. 700 SP
  28. 300 SP
  62. 1,100 CP
  96. 900 SP
  29. 1,100 SP
  63. 700 SP
  97. 700 SP
  30. 400 EP
  64.
  150 EP
  98.
  1 Potion of invisibility
  31. 250 GP
  65. 800 CP
  99.
  1,100 CP
  32. 900 GP
  66. 450 GP
  100. 300 GP
  LEVEL TWO
  27. Scroll of Protection from
  53, 1050 EP
  canthrOpes
  54.
  1 Jewelry - 1,500 CP
  1. 1,100 CP
  28. 300 SP
  55. 7 - 100 GP Gems
  2. 2,200 SP
  29. 1,100 SP
  56. 450 GP
  3. 1,900 CP
  30. 1,200 CP
  57. 1,800 SP
  4. Sword —1, Cursed
  31. 250 PP
  58. 950 EP
  5.
  1 Jewelry - 1,300 GP
  32. 1,800 CP
  59.
  150 PP
  6. 500 GP
  33. 1,500 SP
  60. 2,000 SP
  7. 3 - 100 GP Gems
  34. 2,100 CP
  61.
  1,200 CP
  8.
  1,000 SP
  35. Ring of Fire Resistance
  62.
  1,150 EP
  9. 700 SP
  36.
  5 - 100 GP Gems
  63. 650 GP
  10. 300 GP
  37.
  1,100 SP
  64. 700 GP
  11. 200 SP
  38. 450 GP
  65. 450 GP
  12. 600 SP
  39.
  1,800 SP
  66.
  150 PP
  13. 550 EP
  40. Scroll of 3 Spells, lnfra-
  67. 950 EP
  14. 200 GP
  vision, Fly, Polymorph Sell
  68. 1,050 EP
  -15.
  1 Jewelry - 700 GP
  41. Spear +3
  69.
  1,600 CP
  16.
  500 GP
  42.
  1,050 EP
  70.
  250 PP
  17. 110 PP
  43.
  1 Jewelry - 1,300 GP
  71. 450 GP
  18. 50 PP
  44. Potion of Animal Control
  72.
  1,200 EP
  19.
  100 CP
  45.
  1,500 CP
  73. 800 EP
  20.
  1 Jewelry - 1,300 GP
  46. 850 EP
  74.
  1,900 SP
  21. 100 SP
  47. 1,900 SP
  75. 200 PP
  22. 800 CP
  48.
  1,050 EP
  76. 2,100 CP
  23. 300 GP
  49. 200 PP
  77. 650 GP
  24. 700 CP
  50. 2 Jewelry - 800 GP, 1,100 GP
  78. 1,300 SP
  '25. 800 EP
  51. Potion of Flying
  79. 2,200 CP
  26. 900 GP
  52. 1,400 SP
  80. 200 PP
  28
  
  LEVEL THREE
  LEVEL FOUR
  81. Sword, + 1/+3 vs. Trolls,
  88. 1,100 SP
  95. Scroll of Protection from
  Neutral
  89. 200 SP
  Undead
  1
  82. 1,100 CP
  90. 8 - 50 GP Gems
  96. 300 GP
  83. 450 GP
  91.
  1,700 SP
  97. 2,100 CP
  84. 1,500 CP
  92. 600 GP
  98. 250 PP
  85.
  150 PP
  93.
  3 Jewelry - 600 GP, 1,300
  99.
  5 - 100 GP Gems
  86.
  1,200 SP
  GP, 1,400 GP
  100. 1,500 SP
  37_ 500 GP
  94.
  150 PP
  LEVEL THREE
  34.
  1 Elven Cloak
  68. 2,900 CP
  35.
  1,050 EP
  69. 650 GP
  1. 850 EP
  36. 2,300 SP
  70.
  1,100 EP
  2. 300 PP
  37. 2,200 CP
  71. 3,000 CP
  3.
  1,050 EP
  38. 3,100 CP
  72.
  1,250 EP
  4. 900 GP
  39. 250 PP
  73.
  1 Potion of Healing
  5.
  1,150 EP
  40.
  2,100 CP
  74. 2,500 CP
  6. 400 PP
  41.
  1,050 EP
  75. 650 GP
  7. 2,600 SP
  42.
  1,050 EP
  76.
  1,050 EP
  8. 900 GP
  43.
  Shield +1
  77.
  1,150 EP
  9. 3,200 CP
  44. 3,000 SP
  78. 1,250 EP
  10. 3,100 CP
  45.
  1,200 EP
  79. 300 PP
  11. Sword +1, N.S.A.
  46. 700 GP
  80. 3,000 CP
  12. 2,600 CP
  47. Scroll of 1 Spell, Invisibility
  81. 1,150 EP
  13. 2,600 CP
  48. Sword, + 1/+2 vs. Lycs.,
  82. 550 GP
  14. 2,100 CP
  Chaotic
  83. 2 Jewelry - 2,000 GP, 4,000
  15.
  1 Gaseous Form Potion
  49. 250 PP
  GP
  16. 750 GP
  50. 600 GP
  84. 600 GP
  17. 1,250 EP
  51. 550 GP
  85. 2,800 SP
  18.
  1
  — 950 GP Gem
  52. 2,100 SP
  86. 550 GP
  19. 2,800 SP
  53. 2,600 CP
  87. 3,100 SP
  20. 2,400 SP
  54. 2,200 CP
  88. 2,100 SP
  21. 300 PP
  55. Dagger +2
  89. 2,500 SP
  22.
  2 Jewelry
  — 2,000 GP each
  56. Rope of Climbing
  90. 250 PP
  23. 1,200 EP
  57. 2,800 SP
  91. 750 GP
  24. 2,500 SP
  58. 1,250 EP
  92. Sword +1, Red Dragon
  25. 2,500 SP
  59. 2,100 SP
  Slaying, Lawful
  26.
  2 Flying Potions
  60. 2,900 CP
  93.
  1 Potion of Extra Healing
  27.
  1 Fire Resistance Potion
  61. 800 GP
  94. 800 GP
  28. 650 GP
  62. Scroll of 3 Spells
  95. 2,600 CP
  29. 850 EP
  63.
  1 Potion of Diminution
  96.
  1 Jewelry - 1,000 GP
  30. 600 GP
  64.
  1,200 EP
  97. 2,300 CP
  31.
  1,300 EP
  65. 350 PP
  98.
  2 Potions of Growth
  32. 2,600 SP
  66. 2,200 CP
  99. 3,100 CP
  33.
  2,700 CP
  67.
  1,150 EP
  100.
  9 - 500 GP Gems
  LEVEL FOUR
  16. 350 PP
  32. 1,100 EP
  17. 700 GP
  33. Scroll of 1 Spell, Light
  1.
  1,200 GP
  18. 800 GP
  34.
  10 - 100 GP Gems
  2. Shield +1
  19.
  1,300 EP
  35. 3,700 CP
  3.
  3,500 CP
  20.
  500 PP
  36.
  700 GP
  4. 3,700 SP
  21.
  1,100 GP
  37.
  1 Potion of Invisibility
  5. 450 PP
  22. 4,100 SP
  38. 3,400 SP
  6. 3,800 SP
  23. 3,700 SP
  39. 1,850 EP
  7.
  14 - 500 GP Gems
  24. 3,400 CP
  40. 3,200 CP
  8. 4,200 SP
  25. 800 GP
  41. Sword +1, N.S.A.
  9. 3,700 SP
  26. 3,800 SP
  42. 400 PP
  10. 600 GP
  27. 3,400 SP
  43. 350 PP
  11. 3,200 CP
  28. 2,100 GP
  44. 400 PP
  12. Ring of Weakness
  29. 1,150 EP
  45. Ring of Delusion
  13. 4,100 CP
  30.
  1 Potion of White Dragon
  46. 3,200 SP
  14. 4 JEWEIFY " 1,000, 2,000,
  Control
  47. Sword —2, Cursed, N.S.A.;
  3,000 & 4,000 GP
  31. Scroll of Protection from
  Ring of Protection +1
  15- 1,100 GP
  Undead
  48. 800 GP
  .
  29
  
  LEVEL FOUR
  lEVEI. FIVE
  49. Armor + 1; Wand of Enemy
  67.
  1 Jewelry - 3,000 GP
  86. 3,200 5p
  Detection
  68.
  Bag of Devouring; Bow +1
  37, 3300 CP
  50. 4,100 SP
  69. 300 PF
  88. Shield +1, Invisibility
  51. 350 PP
  70. 3,900 CP
  Potion
  52. Staff of Striking
  71. 900 CP, 800 GP
  39, 3,700 SF
  53.
  1,900 EP
  72.
  1,850 EP
  90,
  1300 EP
  54. 3,800 SP
  73. 3,800 SP
  91. 3,900 SP
  55. Scroll of 2 Cleric Spells;
  74. 4,200 SP
  92, 300 pp
  Ring of Invisibility
  75.
  1,650 EP
  93_ 1700 EP
  56. 3,100 CP
  76.
  1 Delusion Potion
  94,
  1 Potion of Diminution
  57.
  1,000 CP
  77. 450 PP
  '
  95_ 300 GP
  58.
  2 Potions of Gaseous Form
  78.
  1 Ring of Delusion
  96. 4,200 Cp
  59. 3,700 CP
  79. Scroll of 2 Spells: Fly, Mirror
  97_ Mace +1
  60.
  1,600 EP
  Image
  93. 450 pp
  61. 1,650 EP
  80. 3,300 SP
  99. 350 PP
  62. 1,650 EP
  81. 1,100 CP
  100. 3,600 CP
  63. 3,600 SP
  82. 400 PP
  64. 1,700 EP
  83. 1,600 EP
  65. Growth Potion
  84- Potion of ESP
  66. 4,200 SP
  85. 400 PP
  LEVEL FIVE
  36. Scroll of Protection from
  66? 2500 EP
  Elementals; Chainmail
  67- 6.200 CP
  1. 6,200 CP
  Armor +1
  68. 5,600 SP
  2.
  1,400 GP
  37
  Sword -2, Cursed
  69.
  2,500 EP
  3. 1,600 GP
  38.
  1 Longevity Potion
  70- 1100 EP
  4. 450 PP
  39_ 1,600 GP
  71.
  1 Potion of Undead Control
  5- 5700 SP
  40.
  1 Heroism Potion
  72- 2,400 EP
  6. 5,500 SP
  41, 5,300 5p
  73. 5,100 SP
  7. 500 PP
  42.
  1 300 GP
  74. 400 PP
  8. 350 PP
  43. 5500 SP
  75. 5,300 SP
  9. Cursed Scroll
  44_ 2’400 EP
  76. 1,500 GP
  10- Shield +2
  45.
  1 Potion Clairvoyance;
  77- 450 PP
  11. 5,700 SP
  Scroll of 2 Spells
  78. 1,400 GP
  12.
  1,600 GP
  46. 6,100 5p
  79.
  2 Healing Potions
  13. Ring of Protection +2
  47. Scroll of 2 Spells; Sword
  80. 5,400 SP
  14. 1,600 GP
  +1, N.S.A.
  81. Sword +2, N.S.A.
  15.
  1,400 GP
  43. 5500 SP
  82. 2,100 EP
  16. 5,700 SP
  49. 500 pp
  83. 5,300 SP
  17.
  1 Jewelry - 3,000 GP
  50, 1,400 GP
  84. 1,500 GP
  18- 1600 GP
  51. Wand of Paralyzation;
  85. Ring of Delusion; 1 Potion
  19.
  1 Potion of Animal Control
  Potion of Poison
  of Giant Strength
  20. 5,800 SP
  52, 6 000 cp
  86. Ring of Invisibility
  21. Elven Boots; Shield +1
  53_ 5’300 5p
  87. 1,500 GP
  22.
  13 - 50 GP Gems
  54. 2:200 EP
  88. Scroll of Protection from
  23. 5,900 SP
  55. 5,100 CP
  Magic
  24.
  3 Jewelry - 2,000, 3,000,
  56. Growth Potion; 10 Arrows
  89. Chainmail Armor +2
  4,000 GP
  +1
  90. 5,300 SP
  25. Sword +1, N.S.A.; Scroll of
  57_ Sword +1/+2’ N.S.A.
  91. 400 PP
  3 Spells
  Lycs., Chaotic, N.S.A. I
  92' 9200 SP
  26. 2,200 EP
  53_ 2300 EP
  93. 2,600 EP
  27. 5,300 SP
  59_
  1 500 GP
  94. 5,400 SP
  28. 2,500 EP
  60. 5,200 EP
  95. 2,200 EP
  29. 2,300 EP
  61.
  1 400 GP
  96. 6,100 SP
  30. 1,600 GP
  62. 6,100 SP
  ~ 97. 5,900 CP
  31- 5:600 SP
  63.
  5 Jewelr
  - 2,500 GP each
  98' 5'900 CP
  32. 5,600 SP
  64. 4 Jewelr: - 2,000, 4,000
  99
  450 PP
  33.
  1,400 GP
  6,000, 6,000 GP
  '
  6,100 SP
  34. Cursed Spear of Backbiting,
  65. Ring of Fire Resistance;
  +1
  Cursed Scroll
  35. 5,700 SP
  @I
  30
  
  LEVEL SIX
  LEVEL SIX
  1. 450 PP
  2. Scroll of 1 Spell: Charm
  Person
  3. Spear +1
  4. Shield +2
  5. Ring of Water Walking
  6. 2,000 GP
  7. Sword +1, Cursed, N.S.A.
  8. 7,000 SP
  9. 6,400 SP
  10. 6,200 SP
  11.
  1 Haste Potion
  12. 3,400 EP
  13. Sword +1; Chainmail Armor
  & Shield +1
  14.
  2 Potions: Poison, Healing
  15. 6,600 SP
  16. 3,600 EP
  17.
  Bag of Holding; Shield +1
  18.
  2,000 GP
  19. Staff of Healing
  20.
  3,600 EP
  21.
  1,700 GP
  22.
  1,800 GP
  23. 1,900 GP
  24.
  500 PP
  25. 7,000 SP
  26. 6 Jewelry
  — 3,500 GP Each
  27. Leather Armor +2
  28.
  19.- 100 GP Gems
  29. 6,900 SP
  30. 3,500 EP
  31.
  16
  — 100 GP Gems
  32.
  19 - 100 GP Gems
  33. 400 PP
  34.
  550 PP
  35. 1,700 GP
  36.
  37.
  38.
  39.
  40.
  41.
  42.
  43.
  44.
  45.
  46.
  47.
  48.
  49.
  50.
  51.
  52.
  53.
  54.
  55.
  57.
  58.
  59.
  60.
  61.
  62.
  63.
  64.
  65.
  66.
  68.
  69.
  7,200 SP, 6,100 CP
  6,700 SP, 6,100 CP
  14 - 100 GP Gems
  3,100 EP
  6,900 SP, 7,000 CP
  3,300 EP
  500 PP
  11 Arrows +1;
  1 Healing
  Potion;
  1 Delusion Potion
  7,000 SP
  6,400 SP, 6,300 CP
  1,700 GP '
  16 Arrows +1
  6,900 SP
  3,500 EP
  6,400 SP; 6,200 CP
  Scroll of 2 Spells: Fireball,
  Dispel Magic
  3,600 EP
  Potion of Healing; Dagger
  +1
  5 Jewelry - 5,000 GP each
  1,700 GP
  1,800 GP
  14 - 50 GP Gems
  7 Jewelry - 3,000 GP each
  1,800 GP
  Scroll of Protection from
  Lycanthropes
  19 - 100 GP Gems
  17 - 50 GP Gems
  7,000 SP
  Potion of lnvisibility
  Plate Mail Armor & Shield
  +1
  7,000 SP, 6,100 CP
  .
  1,700 GP
  1,700 GP
  6,100 SP, 6,400 CP
  70.
  71.
  72.
  73.
  74.
  75.
  76.
  77.
  78.
  79.
  80.
  81.
  82.
  83.
  84.
  85.
  86.
  87.
  88.
  89.
  90.
  91.
  92.
  93.
  94.
  95.
  96.
  97.
  98.
  99.
  100.
  LEVEL SEVEN
  3 Jewelry — 2,000, 6,000,
  6,000 GP
  450 PP
  6,800 SP
  1,800 GP
  Scroll of 1 Spell: Ventrilo-
  quism; Sword + 1, N.S.A.
  10 - 500 GP Gems
  6,200 SP
  3,200 EP
  1,800 GP
  Scroll of 5 Spells
  6,700 SP
  2 Potions: Flying, Fire
  Resistance
  Shield + 1; Scroll of 1 Spell:
  Rope Trick; Potion of
  Gaseous Form
  6,300 SP, 6,200 CP
  1,700 GP
  2,000 GP
  6,300 SP, 6,500 CP
  1,900 GP
  1,900 GP
  2,000 GP
  Scroll of Protection from
  Undead
  15 - 100 GP Gems
  13 - 500 GP Gems
  6,800 SP, 6,100 CP
  6,900 SP, 6,600 CP
  5,900 SP, 6,500 CP
  Sword —2, Cursed, N.S.A.
  2,000 CP
  Chainmail Armor +2;
  Cursed Scroll,- Levitation
  Poﬂon
  3,500 EP
  6,100 SP, 6,800 CP
  LEVEL SEVEN
  4,600 EP
  600 PP
  4,100 EP, 6,200 SP, 7,400 CP
  4,100 EP
  4,500 EP
  Scroll of Protection from
  Lycanthropes; Scroll of 3
  Spells;
  1 Potion of Delusion
  7. 4,700 EP, 6,800 SP, 8,000 CP
  8. 6,800 SP
  9. 6,100 SP
  10. Flaming Sword, N.S.A.
  11. 4,200 EP, 6,400 SP, 8,000 CP
  12. 4,800 EP, 6,200 SP, 7,400 CP
  13. 4,500 EP
  14. 4,600 EP, 6,200 SP, 7,100 CP
  15. 7,000 SP
  16.
  2,300 GP
  17. 450 PP
  18. 600 PP
  19.
  17 - 100 GP Gems
  P‘P‘F‘P’Nr‘
  20.
  21.
  22.
  23.
  24.
  25.
  26.
  27.
  28.
  29.
  30.
  31.
  32.
  33.
  34.
  35.
  36.
  37.
  38.
  39.
  40.
  4,300 EP
  4,300 EP, 6,800 SP, 7,400 CP
  2,100 GP
  7 Jewelry
  — 4,500 GP Each
  Shield +3; Ring of
  lnvisibility
  Crossbow of Speed; Shield
  +1,; 2 Diminution Potions
  4,700 EP
  Mace +2
  Scroll of 3 Cleric Spells
  2,200 GP
  2,400 GP
  2,100 GP
  2 Potions of Giant Strength
  Spear + 2
  4,300 EP, 6,700 SP, 7,300 CP
  4,500 EP, 7,000 SP, 7,200 CP
  500 PP
  2,500 GP
  3 Potions: Plant Control,
  Undead Control, Flying
  Snake Staff
  4,400 EP, 6,100 SP, 8,000 CP
  31
  41.
  42.
  43.
  44.
  45.
  46.
  47.
  48.
  49.
  50.
  51.
  52.
  53.
  . 4,800 EP
  55.
  56.
  57.
  58.
  59.
  60.
  61.
  62.
  Scroll of Protection from
  Undead
  2,100 GP
  4,500 EP
  6,400 SP
  15 - 100 GP Gems
  550 PP
  600 PP
  Scroll of 2 Spells
  5 Jewelry - 4,000 GP Each
  450 PP
  4,400 EP
  4,100 EP, 6,300 SP, 7,500 CP
  6,100 SP
  6,900 SP
  600 PP
  Sword +1, N.S.A.
  1 Poison Potion;
  1 Growth
  Poﬁon
  4,500 EP, 6,900 SP, 7,800 CP
  Metal Detection Wand
  2,600 GP
  6,300 SP
  
  lEVEl SEVEN
  LEVEL EIGHT
  63. 2,400 GP
  74. 4,600 EP
  87. Armor of Vulnerability;
  64. 2 Potions of Heroism
  75. 2,500 GP
  Scroll of 3 Spells; Potion of
  65.
  5 Jewelry - 4,000 GP each
  76. 6,100 SP
  Extra-healing
  66.
  2 Jewelry - 4,000 GP, 6,000
  77.
  Bag of Holding; Scroll of
  88. Two-handed Sword + 1,
  GP
  Protection from Elementals;
  N.S.A.
  67. 550 PP
  2 Growth Potions
  89. 2,500 GP
  68. Scroll of Protection from
  78, 7,000 SP
  90. 450 PP
  Lycanthropes; Scroll of 1
  79. 600 GP
  91.
  18 - 100 GP Gems
  Cleric Spell: Speak with
  80. 6,900 SP
  92. 19 ~ 500 GP Gems
  Dead; Potion of Black
  81. 2,300 GP
  93. 4,800 EP
  Dragon Control
  82. 2,300 GP
  94.
  18 - 500 GP Gems
  69. Scroll of Protection from
  g3_ 600 PP
  ,
  95_ 2,400 GP
  Elementals
  84. 4,800 EP, 7,000 SP, 7,500 CP
  96. 6,200 SP
  70. 15 - 500 GP Gems
  85. Shield + 1; 2 Scrolls of 2
  97. 6,100 SP
  71- 2.300 GP
  Spells each; Polymorph Self
  98. 4,600 SP
  72. 6 Jewelry — 4,500 GP each
  Potion
  99, 500 pp
  73- 2.400 GP
  86. 6,900 SP
  100. 2,200 GP
  LEVEL EIGHT
  32.
  10 Arrows +1; Scroll of 1
  63. 8,000 SP
  Cleric Spell, Raise Dead
  64. 7,900 SP
  1. 3,400 GP
  33. Rod of Cancellation; Sword
  65. 7,500 SF
  2. 7,500 SP
  ~2, Cursed, N.S.A.; 2 Oil of
  66. 650 PP
  3. 18 - 500 GP Gems
  Etherealness
  67. 3,100 GP, 5,900 EP, 8,000
  4. 3,700 GP
  34. Wand of Fear; Scroll of 2
  SP, 8,800 CP
  5. 25 - 100 GP Gems
  Spells; Longevity Potion
  68. Crystal Ball
  6. 550 PP
  35. 3,500 GP
  69. 6,200 EP
  7. Sword +2, Green Dragon
  36. 5,300 Ep
  70_ 6,900 EP
  Slaying. N-S-A-i Levitation
  37. 3,200 GP
  71. Sword +1, N.S.A.; Scroll of
  Potion: Scroll of Protection
  38. 3,300 GP, 5,300 EP, 7,200
  3 Spells; 2 Potions of Plant
  from Magic
  SP, 8,800 CP
  Control
  8. 19 - 100 GP Gems
  39. 3,100 GP
  72. 14 - 500 GP Gems
  9. 6,200 EP
  40. 7,500 SP
  73. 3,400 GP, 5,700 EP, 7,200
  10. 650 PP
  41. 6,100 EP
  SP, 9,000 CP
  11. 6,000 EP
  42. 3,300 GP, 5,800 EP, 7,700
  74. 20 - 100 GP Gems
  12. Wand of Gold with 20
  5P, 8,600 CP
  75. 3,800 GP
  Charges; Scroll of 1 Spell.
  43.
  19 - 100 GP Gems
  76. 8 Jewelry - 5,500 GP Each
  Teleport; 2 Potions: Extra
  44‘ 5,600 Ep
  77, 5,100 EP
  Healing, ESP
  45. 3,500 GP
  78. 13 - 1,000 GP Gems
  13. 7,600 SP
  46. 23 - 100 GP Gems
  79. 3,400 CP
  14. 3,500 GP, 5,600 EP, 7,300
  47. 3 Jewelry - 2,000 GP Each
  80. Scroll of 1 Spell, Delayed
  SP, 8,700 CP
  48. Locating Objects Sword + 1,
  Blast Fireball -
  15. 21 - 500 GP Gems
  N.S.A.; Scroll of 7 Spells;
  81.
  3 Jewelry - 5,000 GP Each
  16. 3,700 GP, 5,600 EP, 7,800
  Scroll of 3 Cleric Spells;
  82. Scroll of Protection from
  SP, 8,800 CP
  Cursed Scroll
  Magic; Scroll of 2 Cleric
  17. 3,400 GP, 5,200 EP, 8,000
  49.
  21 - 100 GP Gems
  Spells; 2 Potions of Extra
  SP, 8,300 CP
  50. 5,300 EP
  Healing
  18. 3,600 GP, 5,900 EP, 7,300
  51. 600 PP
  83. 5,900 EP
  SP, 9,000 CP
  52. Sword —2, Cursed, N.S.A.;
  84. 3,400 GP, 5,200 EP, 8,000
  19. 3,700 GP, 6,200 EP, 7,600
  Ring of Contrariness; Scroll
  SP, 8,500 CP
  SP, 8,400 CP
  of 1 Spell: Invisibility;
  85. 3,800 GP, 5,400 EP, 7,400
  20. 3,500 GP
  Poison Potion
  SP, 8,200 CP
  21. 600 PP
  53.
  26 - 100 GP Gems
  86. 6,100 EP
  22. 22 - 100 GP Gems
  54. Scroll of 1 Spell; Scroll of 7
  87. 6,000 EP
  23. 7,400 SP
  Spells; 2 Potions; Levitation,
  88.
  3 Jewelry - 4,500 GP Each
  24. 7,100 SP
  lnvulnerability
  89. 3,500 GP, 6,200 EP, 7,700
  25. 7,800 SP
  55. 5,100 EP
  SP, 8,700 CP
  26. 3,100 GP, 5,200 EP, 7,800
  56. 7,600 SP
  90. 700 PP
  SP, 9,000 CP
  57. Sword +2, Neutral, N.S.A.
  91. 5,500 EP
  27. 7,300 SP
  58. 3,400 GP, 5,400 EP, 7,700
  92. 7,800 SP
  28- 3,300 CP
  SP, 8,200 CP
  93. 5,100 EP
  29. 3,700 GP
  59. 600 PP
  94. 7,500 SP
  30. 3,600 GP
  60. 3,500 GP
  95. 3,700 GP
  31. Amulet vs. Crystal Balls and
  61. 2 Jewelry - 1,000, 2,000 GP
  96. 3,100 GP
  ESP
  62. 600 PP
  97. 5 Jewelry - 5,000 GP each
  32
  
  LEVEL NINE
  lEVEI. NINE
  98. 7,200 SP
  99. 6 Jewelry - 6,000 GP Each
  Wand of Fireballs, 20
  from Undead; Potion of
  100.
  ESP Medallion, 3” Range;
  Charges; Scroll of Protection
  White Dragon Control
  LEVEL NINE
  29. Scroll of 3 Spells
  30. 6,800 EP
  1.
  Helm Of change Alignment
  31_ 6,200 EP
  2. 6,500 EP
  32. 4,800 GP
  3. Ring of Spell Storing
  33. 4500 GP
  4. 4,300 GP
  34. 6,600 EP
  5. 8,500 SP
  35. 22 - 1,000 GP Gems
  6. 8 Jewelry - 5,000 GP Each
  36. 750 PP, 4,400 GP, 7,200 EP,
  7. Shield +2; Scroll of 1 Spell;
  3,100 SP, 9,200 CP
  2 Oil of SlipperineSS; Crystal
  37. 10 Jewelry - 4,500 GP Each
  Ball
  38. 650 PP, 4,800 GP, 6,300 EP,
  8. 8,400 SF
  8,500 SP, 9,300 CP
  ‘ "" “
  '
  9. 750 PP
  39.
  21 - 500 GP Gems
  67. 6,900 EP
  10. 4,600 GP
  40. Sword +2, Chaotic, N.S.A.;
  68. 650 PP, 4,200 GP, 7,100 EP,
  11.
  16 - 1,000 GP Gems
  2 Scrolls of Protection: from
  8,800 SP, 9,900 CP
  12. 700 PP
  Elementals, Magic; 2
  69. 650 PP, 4,600 GP, 6,300 EP,
  13.
  2 Oil of Etherealness
  Potions of Flying
  9,000 SP, 9,800 CP
  14. 4,100 CP
  41. 4,200 GP
  70. 800 PP, 4,400 GP, 7,000 EP,
  15. 700 PP, 4,300 GP, 6,700 EP,
  42. 6,300 EP
  8,600 SP, 9,600 CP
  8,800 SP, 9,300 CP
  43. Sword +1, N.S.A.; 2 Scrolls
  71,
  20 -1,000 GP Gems
  16. 6,800 EP
  of 1 Spell each; Silver Horn
  72, 4700 GP
  17. 25 - 500 GP Gems
  of Valhalla; Cloak of
  73_ 750 PP, 4,600 GP, 6,700 EP,
  18. 4,300 GP
  Protection + 1
  8,800 SP, 9,700 CP
  19- Wand Of Magic Detection;
  44. Scroll of 2 Cleric Spells
  74, Mace +2
  War Hammer +2; SUD“ 0f
  45.
  2 Potions of Extra-healing
  75, 3,100 5P
  1 Cleric Spell; Elven Boots
  46. 3300 SP
  76. 6,400 [P
  20. 700 PP, 4,500 GP, 6,600 EP,
  47, Scroll of 3 Spells
  77, 4500 GP
  8,400 SP, 9,200 CP
  48.
  Ring of Protection +1;
  73, Sword + 1, N.S.A.; Plate
  21.
  2 Scrolls of 1 Spell Each:
  Scroll of 2 Cleric Spells;
  Mail Armor & Shield +1;
  Curse, Power Word Stun;
  Cursed Scroll; 2 Potions of
  Scroll of Protection from
  Potion of ESP
  Gaseous Form; Bean Bag
  Undead
  22. 4,400 GP
  49. 8,500 SP
  79. 4,200 GP
  23. 4,700 GP
  50.
  800 PP
  80, 8,800 SP
  24. 700 PP
  51. 6,100 EP
  81, 7200 EP
  25.
  20 - 100 GP Gems
  52.
  800 PP
  82 7,100 EP
  26. 800 PP, 4,300 GP, 6,300 EP,
  53. 8,900 SP
  33,
  21 - 500 GP Gems
  8,900 SP, 9,800 CP
  54. Ring of X-Ray Vision
  34_ 3,200 SP
  27. 7,100 EP
  55. 8,700 SP
  85_
  1O - Arrows +2
  28. 4,600 GP
  56.
  Plate Armor +1; Dagger
  35 700 PP
  +1; Scroll of Protection
  87. 23 _ 1,000 GP Gems
  ,
  /
  from Magic; Eyes of
  33_ 4700 GP
  (9'
  Charming
  89. 650 PP
  57. 650 PP
  90. 4,400 GP
  . 7,000EP
  91. Axe +1; Shield of Missile
  . Sword +1/+2 vs.
  Lycanthropes, N.S.A.; Scroll
  of Protection from
  Lycanthropes; 2 Potions of
  Flying; 2 Javelins of
  Lightning
  .
  25 - 500 GP Gems
  . 800 PP, 4,600 GP, 6,900 EP,
  9,000 SP, 9,200 CP
  . 8,500 SP
  . Dagger +2; Scroll of Pro-
  tection from Elementals;
  Scroll of 7 Spells; 2 Potions
  of Invisibility
  . 750 PP
  . 6,300 EP
  . 7,000 EP
  33
  92.
  93.
  94.
  95.
  96.
  97.
  98.
  99.
  100.
  Attraction ~1; Scroll of 3
  Cleric Spells; Pipes of the
  Sewers
  900 PP
  650 PP, 4,700 GP, 6,700 EP,
  8,700 SP, 9,700 CP
  9 Jewelry
  — 7,000 GP Each
  4,100 GP
  Chainmail Armor +2; Ring
  of Protection +2; Scroll of
  2 Cleric Spells; 2 Potions of
  Clairaudience; Boots of
  Levitation
  9,000 SP
  4,300 GP
  750 PP
  8,900 SP
  
  This item is only one of the many popular playing aids for DUN-
  GEONS & DRAGONS® Fantasy Adventure Game produced by TSR
  Hobbies, Inc. Other playing aids for D&D currently available in-
  clude:
  Dungeon Module B1 (In Search of the Unknown)
  Dungeon Module BZ (The Keep on the Borderlands)
  .
  I
  Dungeon Geomorphs, Set One to Three
  Outdoor Geomorphs, Set One
  '
  Monster 8: Treasure Assortments, Set One to Three (Levels One
  through Nine)
  TSR also publishes the ADVANCFD DUNGEONS & DRAGONSTM
  family of games and playing aids:
  Players Handbook (everything the AD&D player needs to know)
  Dungeon Masters Guide (the essential reference work for DMs)
  Monster Manual (over 350 monsters, profusely illustrated and
  fully explained)
  Deities & DemigodsTM Cyclopedia (over a dozen mythologies
  listed in AD&D terms for fleshing out a campaign)
  AD&D Dungeon Masters Screen (combat tables, saving throws,
  and many other reference tables)
  Rogues Gallery (hundreds of pre—rolled characters for players
  and DM5)
  The World of GreyhawkTM Fantasy World Setting (approved for
  use with AD&D)
  AD&D
  Permanent
  Character
  Folder
  and
  Adventure
  Record
  Sheets
  AD&D Player Character Record Sheets
  AD&D Non—player Character Record Sheets
  Dungeon Module G1 (Steading of the Hill Giant Chief)
  Dungeon Module G2 (Glacial Rift of the Frost Giant Jarl)
  Dungeon Module G3 (Hall of the Fire Giant King)
  Dungeon Module D1 (Descent into the Depths of the Earth)
  Dungeon Module D2 (Shrine of the Kuo-Toa)
  Dungeon Module D3 (Vault of the Drow)
  Dungeon Module Q1 (Queen of the Demonweb Pits)
  Dungeon Module C1 (Hidden Shrine of Tamoachan)
  Dungeon Module T1 (Village of Hommlet)
  Dungeon Module S1 (Tomb of Horrors)
  Dungeon Module 52 (White Plume Mountain)
  Dungeon Module S3 (Expedition to the Barrier Peaks)
  Other releases of additional items relating to D&D are planned for the future. TSR Hobbies publishes a complete line of fantasy, science fic-
  tion, and historical games and rules which are available from better hobby, game, and department stores worldwide. If you desire a complete
  catalog, write to: TSR Hobbies, POB 756, Lake Geneva, WI 53147.
  ISBN 0-935696-36-9
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 1e-2e, D&D, OD&D (TSR)/Basic D&D/Monster & Treasure Assortment Sets 1-2-3 (Basic).pdf