TEXT: Old School
  Monster Classes
  Written by Ray Chapel
  
  Written by: Ray Chapel
  Artwork by: Ryan Rhodes, Susan Knowles, Brian Brinlee, Matt Morrow, Gary
  Dupuis, Jacob E. Blackmon, Luigi Castellani, & Michael Scotta
  Product Identity: The following items are hereby identified as Product Identity, as 
  defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, 
  etc.), dialogue, plots, storylines, locations, characters, and trade dress. (Elements 
  that have previously been designated as Open Game Content are not included in 
  this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the 
  game mechanics of this Quasar Knight Enterprises game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may 
  be reproduced in any form without written permission.
  Old School Monster Classes is © 2014 Ray Chapel, Quasar Knight
  Enterprises. Open Gaming License Copyright © 2007 Wizards of the Coast. All rights 
  reserved.
  Some artwork is © Ryan Rhodes. All rights reserved.
  Some artwork is © Susan Knowles. All rights reserved.
  Some artwork is © Matt Morrow. All rights reserved.
  Some artwork is © Gary Dupuis. All rights reserved.
  Some artwork is © Brian Brinlee. All rights reserved.
  Some artwork is © Jacob E. Blackmon. All rights reserved.
  Some artwork is © Michael Scotta. All rights reserved.
  Some artwork is © Luigi Castellani. All rights reserved.
  Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM and 
  Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are 
  used under the Labyrinth LordTM Trademark License 1.2, available at 
  www.goblinoidgames.com.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.
  
  Table of Contents
  Introduction..........................................1
  Centaur................................................4
  Dark Folk..............................................6
  Derro.....................................................9
  Doppelganger.......................................11
  Dryad....................................................14
  Giant.....................................................16
  Gnoll.....................................................19
  Goblinoid...............................................21
  Gorgon..................................................24
  Harpy.....................................................27
  Lizardfolk...............................................29
  Naga......................................................31
  Pixie.......................................................33
  Vampire..................................................35
  Artist Contacts........................................37
  Writer Contacts......................................38
  Open Gaming License...........................39
  
  Introduction
  The worlds of fantasy gaming are full of intelligent beings, humanoid and otherwise.  
  Your average campaign world is populated with dragons, elves, genies, pixies, and 
  all manner of undead.  Yet for the longest time the majority of products (both 
  official and retro-clones) were confined to a narrow choice of humans and Tolkien-ish 
  dwarves, elves, and halflings.  Even the more modern games dip into the possibility 
  of drow and orcs, but for the most part the more classic monsters were ignored.
  Around 1-2 years ago I worked with a fellow named Oslecamo in helping him design 
  homebrewed monster classes for the 3rd iteration of the world’s oldest table-top 
  role-playing game.  It was a difficult endeavor, in that the system mechanics were 
  very peculiar and rules-heavy.  As such, a properly-balanced class needed to take 
  into consideration all manner of minor possibilities and interactions with the rules.
  Working on those classes taught me that in spite of the many problems and pitfalls 
  of playable monsters, it could be done and done well.  When I looked towards the 
  rules-lite system of Labyrinth Lord and other OSR restroclones, I knew that I could 
  do the same in these systems.  When examining the racial options of such games, I 
  noticed something quite peculiar: in the vast majority of cases, each one had about 
  3 unique features, sometimes 4 or even 5.  For example, dwarves had infravision, 
  were resistant to magic, and could detect abnormalities in underground 
  environments.  The signature features of many popular monsters were also limited in 
  such a manner.  Think of the harpy: what comes to your mind?  Winged women who 
  are vicious fighters with mesmerizing singing voices, not having 3 hit dice.
  Using a series of reverse-engineering, I could look at a monster, extract a few of their 
  core abilities, and scale them down if necessary to make them playable from 1st 
  level!
  However, there was one other problem.  The majority of monsters do not really have 
  a culture.  Dwarves, elves, halflings, and even drow have decades of detailed lore 
  regarding their fictional societies to the point that we as players have a good 
  constructed image in our heads of how they live and what they value.  The same 
  cannot be said of giants, naga, and the like, who are at the whims of individual 
  homebrewers for a fleshed-out culture if it was provided at all.
  The purpose of this book is two-fold: first, to provide playable versions of monsters 
  for OSR games both in the “race-as-class” format.  Second, to provide details on 
  said monsters’ cultures for the purposes of role-playing and providing inspiration for 
  your favorite campaign settings.
  1
  
  The Format
  A monster class is a lot like the more traditional classes.  They have Hit Dice, Saving 
  Throws, Weapon/Armor proficiencies, et cetera.  Where they differ is that they are 
  not 100% copies of existing monsters.  Some abilities just don’t translate that well for 
  standard adventuring parties, such as infinite-use spells and other game-breaking 
  abilities.  What these classes set out to do is replicate the monster’s iconic traits so 
  that they’re suitable for PC use.
  Concerning Thieves and Thief-like Monsters
  It is this writer’s opinion that the standard Thief in Labyrinth Lord is a weak class.  
  The percentile-based abilities are low enough at starting levels that the 
  character comes off as inexperienced and incompetent at their chosen occupation.  
  To rectify this situation, monster classes who get certain thief skills will have at the 
  bare minimum a 50% chance of success and increase this percentage chance with 
  levels.
  If your party has a fair chance at containing monster classes and a thief, I 
  recommend these alternatives: Thief hit die is 1d6.  Pick Locks, Find & Remove 
  Traps, Move Silently, and Hide in Shadows start at 50% at 1st level.  The percentile 
  increases by 4% at 2nd level and every level after that to a maximum of 99% at 14th 
  level.  Other thief skills remain as normal.
  Concerning Prime Requisites
  For classes with 2 prime requisites, the character must have at least a 13 in both 
  ability scores in order to qualify for a +5% experience bonus.  If they have at least a 
  16 in one and 13 in the other, then they get a +10% experience bonus instead.
  Human, Demihuman, or Humanoid?
  In many OSR games, there is a distinction between demihumans and humanoids.  
  The former is comprised of fantasy races that have humanlike qualities, are “good,” 
  and likely to be allied with humanity, such as dwarves, elves, and halflings.  The 
  latter is comprised of monsters, especially ones who are “evil” and likely to be 
  opposed to demihumans.  In some settings this separation might have a distinct 
  reason in the world’s creation, but in the case of this books there are several mon-
  sters capable of existing on tolerable terms with humanity.  In a region where ser-
  pents are venerated as holy, medusa and naga might be regarded as demihumans 
  and not “monsters.”  Who is and is not considered a demihuman might be entirely a 
  social designation based upon cultural relations rather than one grounded in
  2
  
  hard science.  It can be an interesting surprise for player groups used to the 
  standard fantasy designations to venture upon a kingdom where gnolls are 
  respected for their trade and piousness, but elves are feared and hated for their role 
  in a devastating war long ago.
  Haven’t I Read This Somewhere Before?
  If you’re one of those gamers who enjoys playing both Pathfinder and OSR games, 
  you might notice that a lot of cultural detail is borrowed from Playable Monsters, 
  Volume 1: Fantasy Iconics & Mythology.  This is intentional: given that there are 
  many players who prefer one game over the other, I figured that the system-neutral 
  aspects from the previous book could be seamlessly transferred to this one.  You 
  might notice that some entries from Playable Monsters are missing, or that the 
  goblinoid wasn’t an option in the last book.  The truth of the matter is that goblins 
  in Pathfinder are perfectly playable within the rules, and I decided to try my hand at 
  making a goblinoid class for Labyrinth Lord.  I also felt that 14 classes was plenty for 
  one book, and wanted to focus on improving the entries I already wrote.  Perhaps 
  when I create a new volume I will add the boggard, choker, and sahuagin as their 
  own monster classes.
  3
  
  Centaur
  Requirements: Str 9, Dex 9
  Prime Requisite: Str and Dex
  Hit Dice: 1d8
  Maximum Level: 9
  Culture
  Centaurs are quadrupeds with the lower 
  half of a horse and the upper half of a 
  human.  Preferring to live in the wild 
  areas of the world over crowded cities, 
  the centaurs are a far-ranging people.  
  From the forests of the southern 
  archipelagoes to the wind-swept plains of 
  the east, almost every significant empire 
  has come into contact with centaurs.
  Centaurs live in close-knit family clans 
  who observe a philosophy known as the 
  Cha’al.  The Cha’al teaches that all 
  societies are an exchange of goods and 
  services performed for mutual assistance 
  and not personal gain.  From individual 
  friendships to extended families, people 
  are as reliant upon social bonds as 
  physical needs.  Violating trust risks 
  breaking this interconnected web of 
  society, and centaurs are taught to treat 
  each other fairly and honestly for the 
  benefit of both the individual and the 
  group.
  Game Mechanics
  Weapon and Armor Proficiency: 
  Centaurs can wield any weapons or 
  shield, and gain a +1 bonus on attack 
  rolls when wielding all manner of bows 
  due to cultural training.  Due to their 
  physiology, centaurs are only capable of 
  wearing barding as armor.
  Attack and Saving Throws: Centaurs 
  make attacks and saving throws as 
  fighters.  They gain a +4 on saving 
  throws versus poison due to their 
  incredible health.
  Gallop: Centaurs are very fast and have 
  an unemcumbered movement rate of 
  150’ (or 1.25 times as fast as a human, 
  rounded to nearest increment, in other 
  retro-clones).
  Hooves: Centaurs can attack with their 
  hooves as weapons which deal 1d6 
  points of damage plus any modifiers due 
  to Strength.  At 3rd level they can make 
  two attacks with their hooves in one 
  round; the to-hit and damage results
  4
  
  are rolled separately.
  Outdoorsman: Centaurs are also 
  well-traveled in outdoor environments, 
  able to notice natural disturbances (taint-
  ed water, territory of dangerous animals, 
  etc) and other creature’s tracks on a 1-2 
  result of a 1d6 roll.  At 3rd, 6th, and 9th 
  level the result required for success 
  increases by 1 (so 1-3, 1-4, and 1-5).
  Languages: Centaurs speak common, 
  centaur, their alignment language, elvish, 
  gnoll, and goblin.
  Reaching 9th level: A centaur can 
  organize a new clan of his kind from 
  various families to his side in a natural 
  setting.  Such centaurs can take the role 
  of hirelings and retainers, although all of 
  them will be ready and willing to take up 
  arms to defend the PC and their 
  community.
  Centaur Level Progression
  Experience
  Level
  Hit Dice (1d8)
  0
  1
  1
  2,035
  2
  2
  4,065
  3
  3
  8,125
  4
  4
  16,251
  5
  5
  32,501
  6
  6
  65,001
  7
  7
  130,001
  8
  8
  200,001
  9
  9
  5
  
  Dark Folk
  Requirements: Dex 9 Int 9
  Prime Requisite: Int
  Hit Dice: 1d6
  Maximum Level: 9
  Culture
  Dark folk (who call themselves the 
  vraysh) live below the great civilizations 
  of the world, emerging at night under 
  layers of cloth to ply their trade with the 
  surface dwellers. They are loathe to 
  reveal much about their people, instead 
  offering their shadowy services to stay in 
  the good graces of outsiders.
  Dark folk live in crooked, haphazard un-
  derground towns and cities. Their 
  buildings are made from whatever 
  material they can scrounge up and often 
  piled right on top of each other. Due to 
  this factor, dark folk neighborhoods are 
  often divided into vertical “layers” of 
  adjoining towers.
  Dark folk society is a caste system, 
  where one’s bloodline determines one’s 
  lot in life. Dark creepers (Tolvraysh) are 
  the peasants of their people; dark 
  dancers (Nalvraysh) are the traveling 
  storytellers and lorekeepers; dark slayers 
  (Belvraysh) are the warriors and often 
  the ruling castes in the absence of the 
  dark stalkers; dark callers (Sidvraysh) 
  are the clergy and priesthood; the dark 
  stalkers (Kahvraysh), tallest of them all, 
  are the nobility and leaders of the dark 
  folk.
  Game Mechanics
  Weapon and Armor Proficiency: Dark 
  folk are proficient with all weapons and 
  shields, although they cannot wear 
  armor.  Instead they wear multiple layers 
  of robes which cover their entire body.  
  Specialized dark folk robes have the 
  same effects and price as leather armor, 
  although it weighs half a pound.  With 
  the exception of the dark stalkers, all 
  dark folk are short and cannot wield large 
  weapons.  In exchange, they gain -2 
  Armor Class against opponents greater 
  than human-size.
  Attack and Saving Throws: Dark folk 
  attack and save as thieves.
  Shadowsight: Dark folk vision is 
  supernaturally effective, granting 
  infravision up to 90 feet.  Dark folk’s 
  infravision is also capable of discerning 
  color, and can see through effects of 
  magical darkness.
  6
  
  Walk the Void: Dark folk have the Find 
  and Remove Traps, Move Silently, and 
  Hide in Shadows thief skills at 50% each 
  at 1st level, and this percentage 
  increases by 4% each level to a 
  maximum of 82% at 9th level.  Dark folk 
  can also cast the reversible light spell 
  darkness and detect magic once per day 
  each.  They gain an additional daily use 
  for both spells at 3rd level, 6th level, and 
  9th level.
  Caste: Dark folk are taught special skills 
  depending upon their social station.  
  Dark folk spells are learned abilities, but 
  once they’re learned they require no 
  spellbook or prayer to regain them; the 
  dark folk needs merely to meditate for 10 
  minutes around the start of each day to 
  replenish their daily supply.
  Dark Creeper: The laborers of the 
  vraysh, dark creepers climb the 
  tower-cities, maintaining the bridges and 
  foundations suspended hundreds of feet 
  above the yawning void of the caves.  
  Dark creepers gain Climb Walls as a thief 
  of equal level.
  Dark Dancer: The traveling bards of the 
  vraysh are no strangers to the horrors of 
  the lightless realms.  As a result, the dark 
  dancers developed a potent curse they 
  can lay upon their enemies once per day.  
  Any target touched by the dark dancer 
  must save versus spells or become 
  clumsy, suffering a -2 penalty on to-hit 
  rolls and are treated as being heavily 
  encumbered for 24 hours.  The dark 
  dancer gains an additional daily use of 
  this ability at 3rd, 6th, and 9th level.
  Dark Slayer: The soldiers of the vraysh 
  are taught a secret spell which allows 
  them to deliver the pain of a blade from 
  a distance.  Once per day the dark 
  folk may emit a phantom duplicate of a 
  wielded melee weapon.  This phantom 
  weapon is treated as a missile attack 
  with a short, medium, and long range of 
  30/60/90 feet which uses the damage 
  dice of the base weapon.  The dark 
  slayer may use this ability an additional 
  time per day at 3rd, 6th, and 9th level.
  Dark Caller: The priests of the vraysh 
  have an invaluable place in society, for 
  their rituals are responsible for the 
  magically enhanced visions of the dark 
  folk which they imbue upon every 
  newborn child.  Once per day the dark 
  caller can enact a minute-long religious 
  ceremony which bestows either the 
  benefits of infravision or protection from 
  evil.  The dark caller gains an additional 
  daily use of this ability at 3rd, 6th, and 
  9th level.
  Dark Stalker: The leaders of the vraysh 
  are the tallest among them, about the 
  equivalent height of a human at 
  adulthood.  They treat their charisma 
  score as 3 points higher (to a maximum 
  equivalent of 18) for determining the 
  morale of retainers.  Their size does not 
  limit the kinds of weapons that they can 
  use.  Finally, dark stalkers are masters of 
  a two-weapon fighting style utilizing short 
  swords: when fighting with a short sword 
  in each hand, they gain the benefits of 
  wielding a shield and can add roll for 
  damage for both weapons on a result of 
  20 on an attack roll.
  7
  
  Languages: Dark folk speak common, 
  their own alignment language, darkling 
  (their racial tongue), dwarven, elven, and 
  goblin.
  Reaching 9th level: A dark folk may in-
  gratiate himself into a community’s literal 
  underworld, setting up their base of oper-
  ations in an underground 
  complex beneath a suitably-sized surface 
  world settlement.  The dark folk will 
  attract others of his kind over time and be 
  a respected member of their caste: dark 
  creepers will be community elders of the 
  working class, dark callers will be 
  spiritual leaders, dark dancers esteemed 
  performers and scholars, dark slayers 
  militia leaders, and dark stalkers 
  overseeing them all.
  Dark Folk Level Progression
  Experience
  Level
  Hit Dice (1d6)
  0
  1
  1
  2,035
  2
  2
  4,065
  3
  3
  8,125
  4
  4
  16,251
  5
  5
  32,501
  6
  6
  65,001
  7
  7
  130,001
  8
  8
  200,001
  9
  9
  8
  
  Derro
  Requirements: Con 9
  Prime Requisite: Con and Cha
  Hit Dice: 1d6
  Maximum Level: 10
  Culture
  A long time ago, the brave and valiant 
  Dwarol clan of dwarves fought an 
  existential battle against an ancient 
  underground entity who sought to plunge 
  all life under its rule.  Battling for decades 
  against the pseudo-god’s enslaved 
  hordes, the Dwarol were finally turning 
  the tide in their favor.  But the sacrifice 
  was too great, for generations upon 
  generations of Dwarol were afflicted by 
  the monsters’ fell magic and ruinous 
  effects upon their cities.  Even after the
  great evil was sealed away to another 
  plane, its lasting curse subtly spread 
  among the dwarves, manifesting in the 
  creation of the derro (the word itself a 
  modern evolution of Dwarol).
  Derro are cursed with hallucinations 
  throughout their lives, and have a 
  reputation for madness which 
  causes them to be alternatively pitied 
  and shunned by other dwarves.  To be 
  a derro is a source of shame, for they’re 
  associated with the aberrant monsters of 
  long ago that brought the Dwarol clan to 
  ruin.  Many dwarven holds take pains to 
  help derro assimilate into society, but just 
  as many along with the other underdark 
  races force them to live in cramped 
  neighborhoods derisively referred to as 
  “warrens,” “derro dens,” “asylums,” and 
  other less polite names.
  Many derro are not aware of their 
  condition, believing that the 
  hallucinations they see to be real.  It is 
  very hard for even self-aware and 
  strong-willed members of their race to 
  separate what is real and what is the 
  product of their own imagination.  When 
  their madness does not strike, derro are 
  more or less capable of functioning 
  normally.
  Game Mechanics
  Weapon and Armor Proficiency: 
  Derro overall do not have the same 
  cultural affinity for heavy arms and armor, 
  and as such can wear armor no heavier 
  than leather.  Like dwarves, they cannot 
  wield large weapons such as 
   longbows, but can otherwise use any 
  other kind of weapon.
  9
  
  Attack and Saving Throws: 
  Derro attack as magic-users and save as 
  dwarves.
  Infravision: Derro have infravision up to 
  60 feet.
  Visions: a life of random, horrifying 
  hallucinations gives them reserves of 
  steel and immunity to fear-based and 
  insanity-inducing effects and spells.
  Stonesense: Derro have a 2 in 6 chance 
  of detecting underground abnormalities 
  such as poison gas, hidden passages, 
  traps, or noticing if a passageway is 
  sloped.  
  Arcane Remembrance: Derro have a 
  knack for flashes of sudden insight, and 
  with ten minutes of meditation have a 
  cumulative 10% chance per level of 
  regaining a spell already cast that day.  
  A derro may only benefit from this effect 
  once per day, and the spell regained is 
  randomly determined by the Labyrinth 
  Lord.
  Derro Level Progression
  Languages: Derro speak common, 
  dwarven, their alignment language, 
  goblin, gnome, and kobold.
  Reaching 9th level: A Derro has the 
  option of setting up an underground town 
  meant as a haven for his kind.  Derro 
  settlements are haphazard affairs, 
  maze-like and confusing to outsiders but 
  easily navigated by residents.
  Derro Spell Progression
  Derro follow the same spell progression 
  as magic-users up to 10th level.  Refer to 
  the chart provided under the magic-user 
  class description.
  Experience
  Level
  Hit Dice (1d4)
  0
  1
  1
  4,065
  2
  2
  8,125
  3
  3
  16,251
  4
  4
  32,501
  5
  5
  65,001
  6
  6
  130,001
  7
  7
  200,001
  8
  8
  400,001
  9
  9
  10
  
  Art by Jacob E. Blackmon
  Doppelganger
  Prerequisites: Dex 9, Int 9, Cha 9
  Prime Requisite: Cha
  Hit Dice: 1d6
  Maximum Level: 8
  Culture
  A long time ago, there lived a vain man. 
  He was a noble, and like so many others 
  of his station he was concerned about his 
  legacy. Not just an heir, but how 
  others would remember him in the 
  history books. Unfortunately he was 
  arrogant and never forgot a grudge. He 
  became convinced that his enemies, real 
  and imagined, would ruin him unless he
  struck first. Executions, imprisonment, 
  and other violent acts grew steadily 
  worse over time until even the gods 
  could not afford to ignore the pleas of 
  those under his rule. In turn they 
  punished the vain and cruel man with the 
  worst curse of all: everyone would forget 
  him and all his positive accomplishments, 
  instead attributed to his brother.
  Of course, none of this is written in any 
  tome, for the vain man can only wear the 
  face of others. This is the story the 
  doppelgangers tell to those who 
  discover their nature. “We are all sons 
  and daughters of this man. Our lives are 
  but a facsimile, patterned after your own 
  civilizations. Our brutality is your 
  violence, our love your mercy. We are 
  doppelgangers, the living masks of all.”
  Doppelgangers live among humanoids, 
  occasionally coming into contact with 
  others of their kind. Doppelgangers are 
  not technically “born;” instead members 
  of other races become doppelgangers 
  after undergoing a secret ritual taught 
  by elder members known as the Silent 
  Stars. The doppelgangers do not truly 
  know where their kind began, but each 
  master teaches their initiates that they 
  are inheritors of the outcasts, the 
  keepers of secrets, of long-dead cultures 
  lost to the annals of time.
  The Silent Stars’ purpose is to act as 
  chroniclers, committing their experiences 
  to memory and preserving it via 
  telepathic transfer to senior members for 
  scribing and safekeeping. Not all 
  doppelgangers choose to remain part of 
  this organization or live up to their 
  obligations, instead turning their talents
  11
  
  to more selfish pursuits. The 
  Silent Stars view such traitors with hatred 
  and contempt, making light of the duties 
  of their gift.
  Doppelgangers come from all walks of 
  life, usually people deemed worthy by the 
  Silent Stars and wanting to cast off their 
  old lives. Ideally the Silent Stars seek 
  candidates who can keep a healthy 
  detachment from selfish desires and 
  local politics, so more than a few 
  doppelgangers are of neutral alignment.  
  Doppelgangers part of the Silent Stars 
  quest for knowledge, especially the kind 
  most at risk of being forgotten. They 
  often adopt personas most suited to their 
  skill set, from merchants to 
  scholars to diviners. Even doppelgangers 
  who weren’t the stealthy types in their 
  own life find it easy to take up such 
  vocations with their shapeshifting talent.
  Game Mechanics
  Weapon and Armor Proficiency: 
  Doppelgangers are proficient only with 
  clubs, crossbows, daggers, darts, 
  quarterstaves, and short swords.  They 
  cannot wear any form of armor.  
  Doppelgangers demonstrate a knack for 
  adopting the mannerisms of other 
  creatures and vocations, allowing them 
  to potentially gain more proficiencies at 
  the cost of forgetting other abilities.
  Attack & Saving Throws: 
  Doppelgangers attack and save as 
  thieves.
  New Face: A doppelganger’s signature 
  ability is to reshape his flesh into the 
  forms of others.  In his natural state a 
  doppelganger has grey, veiny skin and 
  yellow eyes with no irises or any visible 
  orifices (the doppelganger is still 
  capable of speech).  By concentrating 
  for one round a doppelganger may alter 
  his own physical characteristics within 
  the confines of a humanoid being: he 
  can grow as short as a halfling (gaining 
  -2 armor class vs. opponents larger than 
  human size) or as tall as a giant (gaining 
  the ability to treat all attacks as being 
  spears for the purposes of fighting in 
  the back row).  He can choose from all 
  manner of features natural in humans 
  and adopt the traits common to dwarves, 
  elves, and halflings.
  Despite this versatile ability, a 
  doppelganger’s physical ability scores 
  remain the same, and he can only gain 
  one non-magical racial trait common to 
  the member of the disguised species 
  unrelated to size.  For example, a 
  doppelganger masquerading as an elf 
  may either choose to gain infravision or 
  immunity to the paralysis of a ghoul, but 
  not both.
  A doppelganger may only change shape 
  once per day, and an additional time per 
  day at 2nd level and every 2 levels 
  thereafter.
  Mimicry: Doppelgangers are quick 
  learners, capable of picking up the skill 
  of a trained warrior or canny thief solely 
  through observation.  With one minute of 
  uninterrupted study a doppelganger can 
  adopt the speech pattern, mannerisms, 
  and voice of a single individual. 
  12
  
  Additionally, a doppelganger may adopt 
  a limited value of traits of a certain class 
  once per day.  Once he makes this 
  choice, he’s locked into the role for 24 
  hours.  A doppelganger must be in either 
  his natural or human form in order to use 
  these class-related abilities.
  Cleric: The doppelganger becomes 
  proficient in all armor and non-edged 
  weapons, and may turn undead as a 
  cleric of equal level.
  Fighter: The doppelganger is proficient 
  with all weapons and armor.
  Magic-User: The doppelganger can read 
  and prepare one 1st-level spell from 
  a spellbook.  At 3rd level he can read 
  and prepare one 2nd-level spell or two 
  1st-level spells; at 5th level one 3rd or 
  two 2nd level or lower spells; and at 7th 
  level one 4th or two 3rd-level or lower 
  spells. 
  Thief: The doppelganger becomes 
  proficient with all weapons and leather 
  armor, and can gain any two thief abilities 
  as a thief of equivalent level.
  Doppelganger Level Progression
  Telepathy: At 5th level a doppelganger
  is capable of replicating the effects of the
  ESP spell three times per day with an
  effective magic-user level equal to his
  class level.
  Reaching 8th Level:  A doppelganger 
  part of the Silent Stars gains the title of 
  Chronicler and full unrestricted access to 
  his organization’s archives.  As long as 
  the doppelganger is in any decent-sized 
  community with regular trade or a 
  well-stocked library, he can get in 
  contact with his organization and learn 
  relevant information for his current quest 
  with a 75% success rate and one day of 
  research.  It is up to the Labyrinth Lord 
  what information can be discovered this 
  way, but it should reflect the power and 
  resources of an international group of 
  scholars with near-unrivaled access to 
  forgotten lore.
  Languages: Doppelgangers speak 
  common, their own alignment tongue, 
  and can potentially learn any language 
  they come into contact with in a week of 
  cultural immersion or study.
  Experience
  Level
  Hit Dice (1d6)
  0
  1
  1
  2,501
  2
  2
  5,001
  3
  3
  10,001
  4
  4
  20,001
  5
  5
  40,001
  6
  6
  80,001
  7
  7
  160,001
  8
  8
  13
  
  Dryad
  Requirements: Wis 9, Cha 9
  Prime Requisite: Wis
  Hit Dice: 1d6
  Maximum Level: 10
  Culture
  Dryads are elven women who receive 
  a call from nature spirits upon reaching 
  adulthood.  Those who heed the call find 
  themselves transformed over time to be 
  more like plants, their skin taking on the 
  qualities of bark and growing leaves and 
  moss upon their forms.  Most dryads 
  live in groves, near waterfalls, and other 
  scenes of primordial beauty to safeguard 
  from unnatural and evil forces.  Druidism 
  and worship of elemental and nature 
  deities are the most common religions.
  Dryads don’t veer far from their forest 
  homes, so the majority of adventurers go 
  on quests on behalf of their patron 
  spirits.  There are traveling dryads who 
  look to instill natural growth and cleanse 
  other lands of fell magic.  In the distant 
  past a few of them were known to carry 
  magical seeds to the more desolate 
  regions of the world so that new life 
  might grow in these barren places.
  Game Mechanics
  Weapon and Armor Proficiency: 
  Dryads are not known to be warriors, 
  but they possess potent magic thanks to 
  their bond with the land.  They can wear 
  no armor heavier than leather, but can 
  use any form of weapon or shield.
  Attack and Saving Throws: Dryads 
  attack and save as elves.
  Infravision: Dryads have infravision of 
  60 feet.
  Tree Bond: Dryads possess the 
  uncanny ability to meld with trees which 
  are taller than 6 feet.  The dryad is aware 
  of her immediate environment, and can 
  hide from observers with a 50% success 
  rate.
  One with Nature: Dryads can also 
  survive in virtually any natural 
  environment, no matter how desolate, 
  Once per day a dryad can locate food, 
  water, and shelter for a group of up to 
  eight on a 1-3 result of a 1d6 roll.  The 
  result for success increases by 1 at 3rd, 
  6th, and 9th level (so 1-4, 1-5, and 1-6).
  14
  
  Languages: Dryads can speak common, 
  elvish, their own alignment language, 
  faerie, gnome, goblin, and halfling. 
  Reaching 9th level: Dryads can 
  dedicate a natural site as sacred ground.  
  The area is awash with the power of 
  nature and undead, evil outsiders, and 
  other fell beings cannot be created 
  or summoned within a 5 mile radius.  
  Weather conditions will not negatively 
  impact the dryad or her allies as long as 
  they stay within 5 miles of the site, and 
  in time she can recruit elves, druids, and 
  other guardians of nature to her stead.
  Dryad Spell Progression
  Dryads follow the same spell 
  progression as clerics up to 10th level.  
  Refer to the chart provided under the 
  cleric class description.
  Dryad Level Progression
  Experience
  Level
  Hit Dice (1d6)
  0
  1
  1
  2,220
  2
  2
  4,375
  3
  3
  8,125
  4
  4
  16,251
  5
  5
  32,501
  6
  6
  65,001
  7
  7
  130,001
  8
  8
  200,001
  9
  9
  400,001
  10
  +2 hp only
  15
  
  Giant
  Prerequisites: Str 13
  Prime Requisite: Str
  Hit Dice: 1d8
  Maximum Level: 9
  Culture
  Known to others as giants but as eshtar 
  to themselves, giants once ruled a vast 
  empire of knowledge, culture, and 
  magical and military might.  Their 
  reaches spread from the cold mountains 
  of the north to the volcanic island 
  archipelagos of the sea, but a great 
  catastrophe brought them low and forced 
  the survivors into isolated clans spread 
  across the realms.  Whether they live in 
  isolated wilderness holdings, as part of 
  a ruling family of noble giants over the 
  shorter races, or those few lucky enough
  enough to live in the hidden glorious city-
  states which survived the cataclysm, the 
  eshtar are still respected and feared to 
  this day for their power.
  The cloud, hill, fire, frost, and storm 
  eshtar are the five clans which 
  maintained the most direct knowledge of 
  their old empire.  They are all different 
  and distinct, but they share many cultural 
  traits in common.
  Eshtar decorate their bodies with 
  calligraphic tattoos which both tell their 
  accomplishments in the giant language 
  and form beautiful artwork.  These 
  tattoos are added throughout an eshtar’s 
  life since they were children, each 
  addition signifying a significant event in 
  their lives.  Some of the most common 
  include the status of marriage, passing a 
  coming of age ritual, the becoming of a 
  parent, and similar things.
  Eshtar are overall irreligious. They 
  acknowledge the power of deities, and 
  even have their own gods and 
  goddesses (mostly as a historical 
  footnote).  But after the collapse of their 
  empire they came to have greater 
  respect for the mortal exemplars who 
  carried them through their worst times. 
  Such eshtar are known as paragons, and 
  their spirits are consulted and venerated 
  in household shrines alongside the 
  ancestors of local families.
  16
  
  Game Mechanics
  Weapon and Armor Proficiency: Giants 
  can wield any weapon, armor, or shield, 
  although appropriately-sized gear costs 
  twice as much the normal amount to buy 
  and craft.
  Attack and Saving Throws: Giants 
  attack and save as dwarves.
  Infravision: Giants have infravision up to 
  60 feet.
  Long Reach: Due to their size all 
  weapons wielded by a giant are treated 
  as spears for the purposes of attacking 
  from the back row.
  Rock Throwing: Giants are capable of 
  throwing rocks and objects the size of a 
  Halfling or small child (50 lbs. or less) as 
  thrown missile weapons.  Such objects 
  deal 1d8 points of damage and have a 
  short, medium, and long range of 10, 20, 
  and 30 feet respectively.
  Giant Level Progression
  Experience
  Level
  Hit Dice (1d8)
  0
  1
  1
  4,065
  2
  2
  8,125
  3
  3
  16,251
  4
  4
  32,501
  5
  5
  65,001
  6
  6
  130,001
  7
  7
  200,001
  8
  8
  400,001
  9
  9
  600,001
  10
  +2 hp only
  Languages: Giants speak the common 
  tongue, their own alignment language, 
  giant, dragon, dwarven, and goblin.
  Reaching 9th level: A giant may lay 
  claim to a plot of land to manage.  
  Humans, demi-humans, and short 
  humanoids seeking protection will come 
  to live there and pay taxes and tribute 
  to the giant.  Much like a fighter, a giant 
  can build a castle and rule over a series 
  of nearby villages, provided that he has 
  the resources and treats his subjects with 
  fairness and protects them from threats.
  17
  
  Giant Spell Progression
  At 5th level, giants with a Wisdom of 13 
  or higher can become shamans, gaining 
  the spellcasting ability and progression of 
  a cleric 3 levels lower.  If the giant does 
  not meet the minimum Wisdom 
  requirement, or by the player’s choice, 
  the giant instead can gain the iconic 
  powers of his clan.
  Cloud Giant: Can walk upon clouds, fog, 
  mist, and other gases as though they 
  were solid ground capable of holding the 
  giant’s weight.  Keen sense of smell and 
  sharp eyesight allow them to detect 
  hidden opponents on a 1-2 on a d6 roll.
  Fire Giant: Immunity to fire damage and 
  the negative effects of non-magical warm 
  weather.
  Frost Giant: Immunity to frost damage 
  and the negative effects of non-magical 
  cold weather.
  Hill Giant: Can throw rocks or objects 
  the size of an adult human (200 lbs.) as 
  a thrown missile attack, increasing the 
  damage from 1d8 to 2d6 for objects of 
  such size.  The short, medium, and long 
  ranges of all thrown objects increases to 
  20, 40, and 60 feet.
  Stone Giant: Gains Infravision out to 
  120 feet, and can sense underground 
  anomalies as a dwarf on a result of 1 on 
  a 1d6 roll.
  Storm Giant: Is immune to electricity 
  damage.  When outdoors, the giant can 
  conjure storm clouds and throw lightning 
  bolts once every 5 rounds.
  Lightning bolts are treated the same as 
  throwing rocks, except with a short, 
  medium, and long range of 30, 60, and 
  90 feet respectively and deal electricity 
  damage.
  18
  
  Gnoll
  Prerequisites: Str 9
  Prime Requisite: Str and Con
  Hit Dice: 1d8
  Maximum Level: 12
  Culture
  Gnolls belong to nomadic clans of 
  hyena-like humanoids who roam the 
  roadways between settlements.  
  Craftsmen, merchants, pilgrims, 
  raiders, gnoll clans adopt these roles as 
  befits the situation at hand.  They have 
  an ambivalent relationship with humans 
  and demi-humans, who prize the exotic 
  goods they bring into marketplaces and 
  the respect they afford to local deities.  
  Yet some gnoll clans in lean times resort 
  to theft and cattle rustling, giving the rest 
  of them a poor reputation in areas 
  suffering from their latest depredations.
  Gnoll society is matriarchal, with 
  leadership positions filled by a council of 
  the eldest women; gnoll culture 
  teaches that anybody can take a life, but 
  only women can create life, making them 
  superior at a variety of roles.  Men can 
  still learn to fight and own property, but 
  they tend to find themselves restricted 
  in regards to positions of influence and 
  spiritual teachings.
  Gnoll religion is a syncretic 
  combination of ancestral worship, 
  elemental and nature spirits, and gods 
  from other races and cultures whose 
  ideals match up with the gnolls’ own.  
  Gnolls passing through foreign lands 
  have been known to make stops at local 
  shrines and churches, paying respect to 
  the culture’s favored deities for granting 
  them safe passage.
  Game Mechanics
  Weapon and Armor Proficiency: Gnolls 
  are proficient with all weapons and 
  armor.
  Attack and Saving Throws: Gnolls 
  attack as fighters and save as clerics.
  Bite Attack: Gnolls have much in 
  common with their hyena counterparts, 
  and can deliver a bite attack in melee 
  which deals 1d4 points of damage plus 
  any modifiers due to Strength.
  Infravision: Gnolls possess infravision 
  out to 60 feet.
  19
  
  Scavenger Ancestry: Gnolls can subsist 
  on spoiled and rotted food up to a week 
  old without suffering consequences to 
  their heath.  Additionally gnolls are skilled 
  at finishing off weakened opponents, and 
  deal double damage on an attack when 
  targeting a poisoned, surprised, 
  unconscious, paralyzed, charmed, or 
  otherwise debilitated opponent.
  Scent: Gnolls have a keen sense of 
  smell and can detect hidden creatures 
  within 30 feet on a 1-2 result on a d6 roll.
  Languages: Due to their life on the road, 
  gnolls speak the common tongue, gnoll, 
  their own alignment language, plus any 
  four other racial languages of the player’s 
  choice.
  Gnoll Level Progression
  Experience
  Level
  Hit Dice (1d8)
  0
  1
  1
  2,187
  2
  2
  4,375
  3
  3
  8,751
  4
  4
  17,501
  5
  5
  35,001
  6
  6
  70,001
  7
  7
  140,001
  8
  8
  200,001
  9
  9
  400,001
  10
  +3 hp only
  600,001
  11
  +6 hp only
  800,001
  12
  +9 hp only
  Reaching 9th level: A gnoll can attract 
  fellow kindred to accompany him on his 
  travels as part of a caravan.  Most mem-
  bers will have experience in 
  various duties as befits a nomadic 
  lifestyle (such as animal husbandry, 
  bargaining, and hunting) and do not mind 
  traveling far and wide, although venturing 
  through exceptionally dangerous regions 
  might test their loyalty.
  20
  
  Goblinoid
  Prerequisites: Str 9 Dex 9
  Prime Requisite: Dex
  Hit Dice: 1d6
  Maximum Level: 12
  Culture
  Goblins, hobgoblins, and bugears, the 
  goblinoid people are a numerous race 
  notable for their ability to survive in 
  extreme conditions.  Traditionally they 
  live underground and in mountains, 
  putting them into conflict with dwarves 
  and orcs for precious resources.  But in 
  modern times they can be found at the 
  edges of cities and in the deep forests.
  The goblinoid creation mythology 
  teaches that a long-dead deity of earth, 
  harvest, and death made the world, 
  whose moods are expressed in the 
  changing of ages and seasons.  The 
  Time of Spring is known as the dawn 
  of the world when the goblins lived in a 
  golden age and a mighty kingdom.  Over 
  time they stopped appreciating the 
  bounty of the gods and squabbled over 
  who should lay claim to their gifts.  At this 
  point their creation mythology flows into 
  actual history and folklore, telling an 
  over-arching story of how their kind 
  descended into war which culminated 
  in the Age of Winter, the current era.  
  Shrines, cities, and holy sites were 
  burned and buried, leaving today’s 
  goblins unknowing of what they had lost 
  and a deep sense of regret.
  Many goblinoids today live in a 
  self-imposed diaspora, believing 
  themselves punished by the gods for 
  their insolence and vowing to never 
  repeat the mistakes of the past.  Many 
  are obsessed with finding the old cities 
  and shrines they believe buried in the 
  deep roads of the earth, leading many to 
  live underground or become 
  adventurers.  The three main groups 
  interpret the Age of Winter and their role 
  in the world differently: goblins believe 
  that the time for war has ended, and thus 
  return to the shadows to avoid the 
  dangers of the world; hobgoblins believe 
  that a new Age of Spring shall begin 
  anew, and thus gear up for the inevita-
  ble battle with darkness which is sure to 
  come; bugbears believe that their original 
  deity shall never return, and dedicate 
  themselves to other powers who they 
  hope will bring about a new golden age.
  21
  
  Game Mechanics
  Weapon and Armor Proficiency: 
  Goblinoids can wield any weapon or 
  shield but can wear armor no heavier 
  than leather.
  Attack and Saving Throws: Goblinoids 
  attack as fighters and save as thieves.
  Infravision: Goblinoids have infravision 
  up to 60 feet.
  Stealth: Goblinoids can Hear Noise as 
  a thief of equivalent level.  They Climb 
  Walls, Hide in Shadows, and Move 
  Silently as thief skills with a 50% success 
  rate at 1st level.  This rate increases by 
  4% every level afterwards to a maximum 
  of 94% at 12th level.
  Distracting Tactics: Goblinoids are 
  skilled at guarding each other’s backs 
  in close-quarters melee combat, moving 
  about the battlefield to minimize the 
  maneuverability of opponents.  
  Goblinoids grant a +1 bonus on to-hit 
  rolls in melee for allies adjacent to them.  
  This bonus increases to +2 at 4th 
  level, +3 at 7th level, and +4 at 10th 
  level.  Goblinoids who are adjacent to an 
  opponent with a spear or missile weapon 
  can negate the benefits of attacking in 
  the back row, and reduce the range of 
  missile weapons by 10 feet (to a mini-
  mum of 0 feet).
  Subrace: Additionally, goblinoids gain 
  additional benefits dependent upon their 
  subrace.
  Bugbear: Hit dice is d8 instead of d6.  
  They gain a +1 bonus on damage rolls
  with melee weapons thanks to their 
  martial training.
  Goblin: Like dwarves, they may not use 
  any large or two-handed weapons, but 
  since they’re so small they have a lower 
  armor class (-2) when attacked by 
  creatures greater than human-sized.  
  They can also Find & Remove Traps 
  and Pick Pockets at 50% at 1st level and 
  +4% for every level after that.
  Hobgoblin: Disciplined and militaristic, 
  hobgoblins treat their Charisma score as 
  3 higher for the purposes of determining 
  retainer morale (to a maximum effective 
  Charisma of 18).  They can wear any 
  form of armor, but cannot use thief 
  abilities while wearing armor heavier than 
  leather.
  Langauges: A goblinoid speaks 
  common, goblin, their alignment tongue, 
  dwarven, elvish, gnome, and kobold.
  Reaching 9th Level: A goblinoid may 
  set up headquarters in a cave, dungeon, 
  or other expansive system adequately 
  sheltered from sunlight.  Fellow 
  goblinoids of his subrace will come to 
  live there and follow orders of their new 
  leader.  Goblinoids are used to living 
  meagerly, so morale does not have to be 
  checked for poor equipment and supplies 
  barring extreme circumstances.
  22
  
  Goblinoid Level Progression
  Experience
  Level
  Hit Dice (1d6, 1d8 for bug-
  bear)
  0
  1
  1
  2,187
  2
  2
  4,375
  3
  3
  8,751
  4
  4
  17,501
  5
  5
  35,001
  6
  6
  70,001
  7
  7
  140,001
  8
  8
  200,001
  9
  9
  400,001
  10
  +1 hp only
  600,001
  11
  +2 hp only
  800,001
  12
  +3 hp only
  23
  
  Gorgon
  Prerequisites: Wis 9
  Prime Requisite: Wis
  Hit Dice: d6
  Maximum Level: 9
  Culture
  Gorgons aren’t a true race, per se.  
  Rather they are humans, demi-humans, 
  and humanoids who completed a 
  magical ritual in service to a serpent cult.  
  Their heads are melded with that of living 
  snakes, and their eyes infused with the 
  power of insight and death.
  Among civilizations which regard 
  serpents as blessed, gorgons are 
  respected by the populace for their divine 
  favor yet feared for their ability to petrify 
  those who earn their wrath.  It is not 
  uncommon for gorgons to take up the
  role of priest or priestess in communities, 
  who value them for their religious 
  guidance.
  Gorgon cults teach that long ago there 
  was a huntress in the mountains.  A 
  rockslide on an alpine trail forced her to 
  find a longer route home.  During her 
  travels she grew hungry and therefore 
  tired, unable to efficiently sneak up on 
  the herds of mountain goats so prized for 
  their meat and wool.
  At the point of starvation, she asked for 
  help from any deity who would listen, 
  and her prayers were answered with a 
  winged snake also lost in the mountains.  
  The snake was weak due to the cool air, 
  and its venom could no longer kill 
  animals, only make them weaker.
  The snake offered to creep up on a goat 
  and poison it, making it weak so that the 
  huntress can easily fell it with an arrow 
  shot.  The huntress protested, saying 
  that she’d be unable to eat poisoned 
  meat.  The snake taught her how to suck 
  the poison out from a wound. In time they 
  both survived the oncoming nights, the 
  snake’s stealth and the huntress’ killing 
  shots making them stronger and cleverer 
  than they would be individually.  In time 
  the snake revealed that he too prayed to 
  a deity, and was answered with her 
  arrival.  Ever since the two became the 
  best of friends, the snake travelling in her 
  hair and remaining by each other’s side 
  until the end of days.
  24
  
  Even though gorgons are not solely 
  female, the creation story uses a woman 
  hunter as the central figure.  This ends 
  up in an unconscious, self-reinforcing 
  bias where serpent cults prize women 
  initiates for the transformation over men.  
  This, combined with the prevalent art 
  and literature, is the primary reason that 
  so many people incorrectly assume that 
  gorgons are a single-sex race.
  Game Mechanics
  Weapon and Armor Proficiency: 
  Gorgons can wear any form of armor and 
  wield any weapon.
  Attack and Saving Throws: Gorgons 
  attack and save as clerics, except they 
  gain a +4 bonus on rolls versus 
  petrification.
  Infravision: Gorgons have infravision of 
  60 feet.
  Hair of Snakes: The snakes upon a 
  gorgon’s head can be used as a weapon 
  dealing 1d4 points of damage plus any 
  modifier due to Strength, and allow her 
  to see in all directions meaning that she’s 
  only surprised by hidden enemies on a 
  1-3 result on a 1d6 roll.
  Gaze of Stone: Up to three times per 
  day, a gorgon may look upon an 
  opponent within 30 feet, causing a 
  target’s flesh to be slowly covered in 
  stone.  This deals 1d6 points of damage, 
  plus an additional 1d6 points at 3rd, 6th, 
  and 9th level.  An opponent must roll 
  a saving throw vs. petrification or have 
  their limb turn to stone, imposing either a 
  20’ reduction in movement speed speed 
  (if a leg) or a -2 penalty on to-hit and 
  damage rolls with weapons (if an arm).  
  An opponent reduced to 0 hit points as a 
  result of the gorgon’s gaze attack must 
  roll a saving throw vs. petrification or 
  have their entire body turn to stone.  
  Gorgons are not immune to their own 
  gaze nor that of other gorgons.
  Gaze of Insight: Once per day at 2nd 
  level a gorgon may peer into her own 
  reflection or another’s eyes, granting 
  them the benefits of a spell.  At 2nd 
  level the gorgon may impart the 
  benefits of Detect Magic to herself or 
  another target; at 4th level she may 
  impart ESP; at 6th level she may impart 
  Clairvoyance; at 8th level she may impart 
  Arcane Eye.  The gorgon is treated as a 
  magic-user of equal level for the 
  purposes of level-based effects when 
  using the Gaze of Insight.
  Gorgon Level Progression
  Experience
  Level
  Hit Dice (1d6)
  0
  1
  1
  1,565
  2
  2
  3,125
  3
  3
  6,251
  4
  4
  12,501
  5
  5
  25,001
  6
  6
  50,001
  7
  7
  100,001
  8
  8
  200,001
  9
  9
  25
  
  Languages: A gorgon retains the learnt 
  languages of her original race.
  Reaching 9th level: A gorgon learns the 
  ritual of how to turn humans, 
  demi-humans, and humanoids into a 
  gorgon, and may build a temple or other 
  center of worship to conduct her rites.  As 
  long as the gorgon is looked favorably 
  upon by her patron god(s), maintenance 
  of the temple is half price.  The gorgon 
  may initiate up to six applicants to 
  become gorgons, who all start at 1st 
  level in the gorgon class.
  26
  
  Harpy
  Prerequisites: Dex 9, Cha 9
  Prime Requisite: Cha
  Hit Dice: d6
  Maximum Level: 9
  Culture
  Harpies are winged humanoids born as 
  the result of a pregnant woman eating 
  food grown in a witch’s garden.  The 
  ambient magic affects the baby, causing 
  the child to grow feathery wings and 
  hollow bones over time.  The vast 
  majority of harpies born are women for 
  unknown reasons, although male harpies 
  are not unknown.
  Although many people are afraid of 
  harpies and view them as monsters, 
  harpies have a knack for finding 
  communities where their talents would 
  be accepted. Their aerial mobility make 
  them a natural fit for jobs where flying is 
  a plus. 
  Many harpies also have a knack for the 
  arts, especially singing, and as such 
  they’re most likely to be spotted in 
  cultured human, elven, and even gnome 
  communities.
  Harpies find the adventuring life easy 
  due to their ability of limited flight.  Many 
  harpy-run companies make an earnest 
  living transporting goods over 
  inhospitable mountain ranges and 
  impenetrable jungles which can take 
  ground bound travelers weeks to pass.  
  Some of history’s most famous explorers 
  and navigators were harpies.
  Game Mechanics
  Weapon and Armor Proficiency: 
  Harpies can wield any form of weapon, 
  although they can wear armor no heavier 
  than leather due to their hollow bones 
  and need for flight.
  Attack and Saving Throws: Harpies 
  attack as fighters and save as thieves.
  Limited Flight: Harpies who are 
  unencumbered or lightly encumbered 
  are capable of flying for up to a turn, with 
  a speed equal to that of a human.  After 
  one turn passes, a harpy glides down 
  to the ground and must wait three turns 
  before being able to fly again.
  Talon Attack: A harpy’s talons can be 
  used in combat, dealing 1d3 points 
  of damage plus any modifier due to 
  Strength, and can grasp and manipulate 
  objects as proficiently as a pair of human 
  hands.
  27
  
  Sing: Harpies are well-spoken and have 
  mesmerizing voices: at 1st level the 
  harpy treats her Charisma as 3 points 
  higher (to a maximum effective score of 
  18) for the purposes of reaction roll 
  modifiers.
  At 3rd level a harpy’s voice gains 
  supernatural qualities.  If a harpy sings, 
  creatures within earshot must roll a 
  saving throw vs. spell or be compelled 
  to travel to within 30 feet of the harpy if 
  doing so is physically possible.  They will 
  not cross through obviously 
  dangerous terrain, nor will they stop 
  defending themselves against attackers 
  (including the harpy).  In combat and 
  other stressful situations, a harpy can 
  remain singing for up to 10 rounds, while 
  outside of combat she can remain 
  singing for up to a turn.
  Harpy Level Progression
  Experience
  Level
  Hit Dice (1d6)
  0
  1
  1
  4,065
  2
  2
  8,125
  3
  3
  16,251
  4
  4
  32,501
  5
  5
  65,001
  6
  6
  130,001
  7
  7
  200,001
  8
  8
  400,001
  9
  9
  Languages: Harpies speak common, 
  their own alignment language, elvish, 
  and gnome.
  Reaching 9th level: A harpy can recruit 
  1d6 others of her kind of levels 1-3 to 
  join her as part of a larger flight.  A harpy 
  must make her lair in the reaches of a 
  cliff cave, or within the boundaries of a 
  city which are tolerant towards her kind.
  28
  
  Lizardfolk
  Prerequisites: Str 9, Con 9
  Prime Requisite: Str
  Hit Dice: d8
  Maximum Level: 12
  Culture
  Believed by many to be the result of 
  dragons trapped in humanoid form, the 
  lizardfolk (or sasgrar as they call 
  themselves) of the marshes are a 
  relatively simple people who are actually 
  fierce warriors. Many have 
  underestimated their primitive villages, 
  thinking them easy targets, only to find 
  themselves overwhelmed and killed by 
  people who have little need for armor or 
  weapons in battle.
  Sasgrar are a clan-based society of 
  extended families.  Those who live in 
  swamps and bogs dwell in houses on 
  raised platforms, with networks
  of underwater coves and tunnels to store 
  valuable items away from prying eyes. 
  Those who dwell on more solid ground 
  make use of whatever salvageable 
  materials there are for buildings.
  Sasgrar are very close to their parents, 
  and often live under the same roof well 
  into their adult lives.  Only when space 
  is running out or an individual becomes 
  outcast (or an adventurer) do they 
  bother to move out to a new home.  Most 
  trades and occupations are family-based, 
  with fathers and mothers teaching their 
  children the skills and lore passed down 
  through generations.  As a result, sasgrar 
  value marriage of individuals who pos-
  sess different or complementary profes-
  sions to better expand their family’s craft.
  Sasgrar mythology teaches that they 
  were once little better than the beasts of 
  the marshes, but the divine spark of the 
  oldest magic granted them intelligence 
  and free will. Their loremasters claim that 
  they once had a mighty civilization much 
  like the dragons of old, but in their 
  wickedness they abused their magic to 
  harm others. Their society collapsed, and 
  so the survivors rebuilt civilization and 
  swore off the power and decadence of 
  their kin. This is why sasgrar live the way 
  they do; they do not believe that 
  technologically and magically advanced 
  civilzations are inherently evil, only that 
  the potential for abuse will result in more 
  bad than good.
  Their own pantheon is effectively one 
  large family of reptilian races governing 
  various aspects of reality.  Even the 
  deities of dragons and kobolds are 
  respected, although colored through
  29
  
  more sasgrar-centric cultural viewpoints. 
  The swamplands do not have the 
  necessary resources for large permanent 
  structures, so religious veneration and 
  rituals are based more upon personal 
  knowledge and handheld objects than 
  the construction of shrines and altars.
  Game Mechanics
  Weapon and Armor Proficiency: 
  Lizardfolk can use any weapon and wield 
  shields, although they cannot wear any 
  form of armor.
  Attack and Saving Throws: Lizardfolk 
  attack and save as fighters.
  Infravision: Lizardfolk have infravision of 
  up to 60 feet.
  Natural Armor: Lizardfolk have thick 
  hides which grant them the benefit of an 
  Armor Class of 7.  This value is reduced 
  by 1 at 3rd level and every 
  odd-numbered level thereafter, to a value 
  of 2 at 11th level.
  Lizardfolk Level Progression
  Experience
  Level
  Hit Dice (1d8)
  0
  1
  1
  2,187
  2
  2
  4,375
  3
  3
  8,751
  4
  4
  17,501
  5
  5
  35,001
  6
  6
  70,001
  7
  7
  140,001
  8
  8
  280,001
  9
  9
  400,001
  10
  +3 hp only
  540,001
  11
  +6 hp only
  660,001
  12
  +9 hp only
  Claw and Bite Attacks: Lizardfolk have 
  two claws and a bite attack as natural 
  weapons, each of which can deal 1d4 
  points of damage plus any modifiers due 
  to Strength.  At 4th level they can attack 
  with two of these weapons in a single 
  attack, but must roll separate to-hit and 
  damage rolls for each of them.  At 6th 
  level the damage increased to 1d6.  At 
  9th level they can attack with all three at 
  once.
  Languages: Lizardfolk speak common, 
  their own alignment language, and 
  dragon.
  Reaching 9th level: A lizardfolk can 
  establish a home base in a forest, 
  marshland, or lakeside area.  By using a 
  combination of wood, stone, and mud the 
  stronghold can be outfitted with 
  underwater passages and rooms, and 
  fellow lizardfolk can be recruited to the 
  area as followers.
  30
  
  Naga
  Prerequisites: Con 9, Wis 9
  Prime Requisite: Str and Wis
  Hit Dice: d6
  Maximum Level: 8
  Culture
  Naga are serpentine folk who 
  traditionally live around temples, natural 
  sites, ley lines, prisons of fell spirit tyrants 
  and monsters, and other locations prized 
  and coveted by the gods.  They guard 
  such locations from intruders and 
  others of ill intent, and will fight to the 
  death to prevent outsiders from 
  desecrating sacred spots or unleashing a 
  great evil upon the world.
  As a result, naga society is highly 
  militarized, and all of them are competent 
  in martial abilities. 
  Naga do not reproduce sexually or 
  grow from childhood to adulthood; they 
  are spirits formed from concepts of the 
  planes and greater deities for a 
  desired purpose. Naga are beloved by 
  the faithful of protected temples, and 
  local mortal communities are grateful to 
  provide any assistance the naga demand 
  if their goals align with their gods.  
  However, their wrath can be legendary 
  upon wrongdoers and those who 
  blaspheme against their creators, and so 
  many folk also fear them in equal 
  measure.
  Game Mechanics
  Weapon and Armor Proficiency: Naga 
  can use any weapon or shield, although 
  they can wear armor no heavier than 
  chainmail.
  Attack and Saving Throws: Naga 
  attack and save as clerics.
  Sacred Guardian: Thanks to their 
  understanding of sacred locations, 
  extraplanar prisons, and other places 
  presided over by the gods, they can 
  intuitively ascertain the features and 
  purposes of these places on a 1-3 result 
  of a 1d6 roll.  What information can be 
  gleaned is up to the Labyrinth Lord, and 
  this insight comes in the form of a 
  magical premonition.
  Serpentine Anatomy: The snake-like 
  lower half of a naga grants them the 
  limited ability to climb up poles, trees, 
  and similar structures in a coiling motion.  
  Under such circumstances a naga gains 
  the Climb Walls ability as a thief of 
  equivalent level.
  31
  
  Additionally, a naga’s fangs are capable 
  of producing venom which can be coated 
  on sharp weapons or delivered via a bite 
  attack which deals 1d4 points of damage 
  plus the naga’s Strength modifier.  On 
  a successful to-hit roll the target must 
  save versus poison or be overcome with 
  weakness, suffering a -2 penalty on 
  attack and damage rolls for 24 hours.  
  The naga’s natural reserves can only 
  create 3 doses worth of venom per day.  
  Bottled and preserved venom has a shelf 
  life of 24 hours before it becomes 
  useless.
  Bind the Unnatural: Once per day at 
  3rd level a naga may incant a warding 
  gesture as part of an attack against an 
  undead, infernal creature, or some kind 
  of otherworldly abomination (Labyrinth 
  Lord’s discretion).  If the naga 
  successfully hits the target, it must save 
  versus spell or be affected by a hold 
  person spell cast by a cleric except that 
  it can affect the aforementioned creature 
  types.
  Naga Level Progression
  Experience
  Level
  Hit Dice (1d6)
  0
  1
  1
  4,065
  2
  2
  8,125
  3
  3
  16,251
  4
  4
  32,501
  5
  5
  65,001
  6
  6
  130,001
  7
  7
  200,001
  8
  8
  Reaching 8th Level: A naga can build a 
  temple at the junction of a place 
  brimming with supernatural power.  
  Typically such a place is revealed to the 
  naga by their creator deity.  Once 
  established, the naga can recruit 
  others of her kind, as well as human and 
  demi-humans sharing the same faith, as 
  guardians and hirelings.
  Naga Spell Progression
  Naga follow the same progression as 
  clerics up to 8th level.  Refer to the chart 
  provided under the cleric spell 
  description.
  32
  
  Pixie
  Prerequisites: Int 9, Cha 9
  Prime Requisite: Cha
  Hit Dice: d4
  Maximum Level: 8
  Culture
  Pixies are tiny winged fey full of energy 
  and magic. Living deep in forests they do 
  not have much contact with outside 
  civilizations due to geography, although 
  their curiosity and wanderlust more than 
  make up for it.
  Pixies spontaneously spring from the 
  land itself, forming from the essence of 
  earth and sky into a single soul. When 
  they die their corpses do not linger long 
  and discorporate into the world after 
  several hours. Pixies have a carefree 
  attitude towards life and as such do not 
  form complex societal units.
  They live simple lives of survival and 
  pleasure, often traveling far from their 
  homes just to see what’s out there in the 
  world.
  Pixies do not have any long-standing 
  bonds or animosity with any of the major 
  races, in part due to their lack of 
  historical records and short lifespans. 
  The exception comes from entities 
  created for the purpose of destroying 
  nature and good. Pixies seem to have an 
  almost physical aversion to constructs 
  and evil outsiders.  It’s said that pixies 
  who become evil turn into redcaps, 
  vicious fey who gain power by bathing in 
  the blood of others.
  Game Mechanics
  Weapon and Armor Proficiency: 
  Pixies are incredibly small (about 1 to 
  2 feet in height), and as such can only 
  wield clubs, daggers, darts, shortbows, 
  and slings.  They cannot wear armor or 
  wield shields of any kind.
  Attack and Saving Throws: Pixies 
  attack and save as magic-users.
  Pixie Dust: Once per day a pixie may 
  sprinkle some skin flakes off of her wings 
  onto a person within arm’s reach, a 
  weapon or a piece of ammunition.  Upon 
  sprinkling a pixie may choose whether 
  the flakes mimic the effects of a 
  single-target sleep or charm person 
  spell, which the target must save vs. 
  spell or fall under its effects.  Weapons 
  and ammunition enchanted with pixie 
  dust will not deal damage.  Preserved 
  pixie dust has a shelf life of 24 hours 
  before it becomes useless.
  33
  
  Pixie Level Progression
  Experience
  Level
  Hit Dice (1d4)
  0
  1
  1
  4,065
  2
  2
  8,125
  3
  3
  16,251
  4
  4
  32,501
  5
  5
  65,001
  6
  6
  130,001
  7
  7
  200,001
  8
  8
  Limited Flight: Pixies who are 
  unencumbered or lightly encumbered 
  are capable of flying for up to a turn, with 
  a speed equal to that of a human.  After 
  one turn passes, a pixie glides down to 
  the ground and must wait three turns 
  before being able to fly again.
  Small Size: Pixies stand around 1 to 
  2 feet tall.  In addition to weapon lim-
  itations, a pixie’s carrying capacity is 
  half that of a human with an equivalent 
  Strength score.  They gain a -2 to Armor 
  Class from attacks made by 
  human-sized and larger targets.
  Irresistible Dance: At 3rd level, when 
  not engaged in combat or hostile activity, 
  a pixie may begin an oddly compelling 
  dance.  People within 30 feet of the pixie 
  who can see her must save versus spell 
  or begin dancing along, putting all 
  other priorities on hold.  The effects of 
  the irresistible dance last for one turn or 
  until the pixie stops dancing.
  Weaknesses: As a fairy, pixies cannot 
  bear the touch of iron and take 1 point 
  of damage per round of physical contact 
  with objects made of the material.  
  Weapons made of iron deal 1 additional 
  point of damage per successful hit
  against the pixie.
  Reaching 8th Level: A pixie hears the 
  whispers of nature spirits, granting the 
  knowledge to grow a magic tree of life.  
  By consecrating the ground in an 
  arboreal setting, a giant 200 foot tall tree 
  will grow rapidly over the course of the 
  year.  The tree of life has many hollow 
  passages and tunnels to serve as living 
  space, and its internal sap can served 
  as useful ingredient for spell research.  
  The pixie will attract elves, fellow fey, and 
  other guardians of nature to the site over 
  time.
  Languages: Pixies speak common, 
  faerie, their own alignment language, 
  centaur, elvish, and gnome.
  Pixie Spell Progression
  Pixies follow the same progression as 
  magic-users up to 8th level.  Refer to 
  the chart provided under the magic-user 
  spell description.  Due to their size, pixie 
  spellbooks weigh half as much as ones 
  designed for other races.
  34
  
  Vampire
  Prerequisites: Str 9, Dex 9, Int 9
  Prime Requisite: Int
  Hit Dice: d6
  Maximum Level: 10
  Culture
  A vampire is a formerly mortal undead 
  being who must feed on blood to survive.  
  Although cursed with many limitations 
  beyond the typical weaknesses of the 
  unliving, vampires are capable of 
  extraordinary powers.
  It is believed that the original vampire 
  was a wicked sorcerer descended from a 
  mighty red dragon. 
  Through his research he became 
  convinced that he could stay death and 
  achieve true power only through 
  consumption of the flesh of fellow 
  spellcasters.  He viewed traditional 
  undeath as laudable, but it did not allow 
  for the creation of progeny, a trait he 
  refused to give up for any price.  It turns 
  out that his studies were only half-right: 
  he was able to attain a state of being for 
  immortality, but became cursed by the 
  gods for his terrible crimes.  The sorcerer 
  would never age, but he would hunger.  
  He could pass on his lineage, but only 
  through death.  He could change shape, 
  but not bear the touch of water or 
  sunlight.  All the power the sorcerer 
  gained was offset by the crippling prison 
  of vampiredom.
  Depending upon the circumstances of 
  their origin, vampires tend to enjoy the 
  benefits afforded by their new form or 
  view it as a curse which forever bars 
  them from their old lives.  It’s not 
  uncommon for vampires who underwent 
  a forced conversion to be filled with a 
  burning hatred for others of their kind and 
  undead in general. It’s very hard for a 
  vampire to stick around in most 
  communities for long until their true na-
  ture is revealed, compelling many of 
  them to continually travel.  Many 
  vampires quest for a way back to 
  mortality, going to great lengths to 
  research all manner of rituals and cures 
  that may or may not work.
  35
  
  Game Mechanics
  Weapon and Armor Proficiency: 
  Vampires are proficient with all weapons, 
  armor, and shields.
  Attack and Saving Throws: Vampires 
  attack and save as thieves.
  Infravision: Vampires have infravision 
  up to 60 feet.
  Predator: A vampire may Climb Walls, 
  Hide in Shadows, Move Silently, and 
  Hear Noise as a thief of equivalent level.
  Bite Attack: Vampires have a bite attack 
  which deals 1d4 points of damage plus 
  any modifiers due to Strength.
  Undead Immunities: Vampires are 
  immune to charm, hold, and sleep spells.
  Children of the Night: Mundane bats, 
  rats, and wolves will not be hostile to a 
  vampire unless the vampire takes violent 
  action against them.  At 5th level a 
  vampire may summon a swarm of 3d6 
  bats, 2d6 rats, or 1d6 wolves to his 
  service, who arrive in 2d6 rounds.
    
  The animals will obey non-suicidal orders 
  from the vampire and defend him from 
  hostile opponents for one turn before 
  they return to normal and leave the area.
  Bat Form: At 3rd level once per hour a 
  vampire may transform into a bat for up 
  to a turn.  He cannot handle objects 
  requiring the use of hands, nor can he 
  use his equipment, but he can still use 
  his other class features.
  Weaknesses: Vampires must drink blood 
  (delivered via bite attack; 1 pint equals 
  an equivalent to 3 full meals) or suffer 
  the effects of starvation and thirst.  They 
  must sleep in a coffin every 8 hours and 
  take one-third of their maximum hit points 
  in damage for every round they remain 
  exposed to sunlight or running water.  
  Physical contact with garlic burns them 
  as though it was holy water.  They are 
  also subject to turn undead attempts by 
  clerics.
  Reaching 9th level: A vampire may form 
  a coterie of fellow vampires by drinking 
  the blood of willing mortals and turning 
  them undead.  The size of the coterie 
  is 1d6, and the initiates will range from 
  levels 1-3.
  Vampire Level Progression
  Experience
  Level
  Hit Dice (1d6)
  0
  1
  1
  4,065
  2
  2
  8,125
  3
  3
  16,251
  4
  4
  32,501
  5
  5
  65,001
  6
  6
  130,001
  7
  7
  200,001
  8
  8
  400,001
  9
  9
  600,001
  10
  +1 hp only
  36
  
  Artist Contacts
  Jacob E. Blackmon:
  commissionprodigyduck@gmail.com
  Brian Brinlee:
  brian_brinlee@yahoo.com
  http://taman88.deviantart.com/
  Luigi Castellani:
  http://www.artikid.deviantart.com
  artikid@gmail.com
  Gary Dupuis:
  gary@gdupuis.com
  http://www.gdupuis.com/
  Susan Knowles:
  http://soozarts.tumblr.com/post/25935010883/hey-guys-guess-what-commissions
  Matt Morrow:
  mz9000@tconl.com
  mz9000.carbonmade.com
  Ryan Rhodes:
  3721.ryan@gmail.com
  http://asokyeesrim.designbinder.com/
  Michael Scotta:
  MichaelAScotta@hotmail.com
  www.kronos-mal.com
  37
  
  Writer Contacts
  Thank you very much for purchasing my product! This is but one of several
  Pathfinder supplements designed by Quasar Knight Enterprises! If you liked this
  work, then be sure to check out my other products and follow me on social media for
  the latest updates!
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  38
  
  Labyrinth Lord™ is copyright 2007 - 2012, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™ are
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob Mc-
  Creary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, 
  and Russ Taylor.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Bals-
  ley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR.
  Dark Creeper from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author Scott Greene, based on original material by Simon Muth.
  Old School Monster Classes © 2014, Quasar Knight Enterprises; Authors: Ray Chapel
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Classes/LL - Old School Monster Classes.pdf