TEXT:  
   
   
  Grey Matter 
   
   
  Rules for Retro Role-Playing 
  
   
    
  Grey Matter 
  Rules for Retro Role-Playing 
   
   
   
   
   
   
   
   
  By Leonaru, Version 130522beta 
  Special thanks to Blacky the Blackball for his advice and Benjamin Baugh for the Nordanbjørn 
   
   
  
  Contents 
   
  Introduction 
  What is Grey Matter? .............................................. 1 
  What is needed to play? .......................................... 1 
  What to keep in mind .............................................. 1 
  Abbreviations ........................................................... 1 
  So, what is the ‗Grey Matter‘? ................................. 1 
  Character Creation ................................................... 2 
  The Character Record Sheet................................... 2 
  Rolling the Ability Scores ....................................... 2 
   
  Character Creation 
  Choosing a Race ............................................. 4 
  Aasimar ............................................................... 4 
  Air Genasi .......................................................... 4 
  Alaghi .................................................................. 4 
  Alicorn ................................................................ 4 
  Aquatic Elf ......................................................... 5 
  Blinkling .............................................................. 5 
  Bugbear ............................................................... 5 
  Bullywug ............................................................. 5 
  Changeling .......................................................... 5 
  Dragonborn........................................................ 5 
  Dark Aasimar ..................................................... 6 
  Dark Alicorn ...................................................... 6 
  Dark Elf .............................................................. 6 
  Dreamer .............................................................. 6 
  Duskling ............................................................. 6 
  Dwarf .................................................................. 6 
  Earth Genasi ...................................................... 7 
  Elf ........................................................................ 7 
  Fire Genasi ......................................................... 7 
  Giff ...................................................................... 7 
  Gnoll ................................................................... 8 
  Gnome ................................................................ 8 
  Goblin ................................................................. 8 
  Goliath ................................................................ 8 
  Half-Elf ............................................................... 8 
  Half-Nixie ........................................................... 8 
  Half-Ogre ........................................................... 9 
  Half-Orc ............................................................. 9 
  Hobgoblin .......................................................... 9 
  Human ................................................................ 9 
  Koalinth .............................................................. 9 
  Kobold ................................................................ 9 
  Lizard-kin ........................................................... 9 
  Loxo .................................................................. 10 
  Mantis-kin ......................................................... 10 
  Merg .................................................................. 10 
  Minotaur ........................................................... 10 
  Modron ............................................................. 11 
  Mongrelfolk ...................................................... 11 
  Mul .................................................................... 11 
  Myconid ............................................................ 11 
  Nightshade ....................................................... 11 
  Ogre .................................................................. 12 
  Ogrillon............................................................. 12 
  Orc .................................................................... 12 
  Orog .................................................................. 12 
  Sahuagin ............................................................ 12 
  Tiefling .............................................................. 12 
  Warforged ......................................................... 12 
  Water Genasi .................................................... 13 
  Choosing a Class ......................................... 14 
  Alchemist .......................................................... 15 
  Assassin ............................................................ 17 
  Bard ................................................................... 18 
  Beastmaster ...................................................... 19 
  Berserker ........................................................... 20 
  Buccaneer ......................................................... 21 
  Cavalier ............................................................. 22 
  Cleric ................................................................. 23 
  Druid ................................................................. 24 
  Duellist .............................................................. 25 
  Fallen Paladin ................................................... 26 
  Fighter ............................................................... 27 
  Gladiator ........................................................... 28 
  Gunslinger ........................................................ 29 
  Illusionist .......................................................... 30 
  Jester ................................................................. 31 
  Mage .................................................................. 32 
  Monk ................................................................. 33 
  Necromancer.................................................... 34 
  Oracle ................................................................ 35 
  Paladin .............................................................. 36 
  Psion ................................................................. 37 
  Ranger ............................................................... 38 
  Samurai ............................................................. 39 
  Shinobi .............................................................. 40 
  Sorcerer ............................................................. 41 
  Thief .................................................................. 42 
  Warlock ............................................................. 43 
  Warlord ............................................................. 44 
  Witch ................................................................. 45 
  Wizard Slayer ................................................... 46 
  Animist ............................................................. 47 
  Bishop ............................................................... 48 
  Conquistador .................................................... 49 
  Death Knight ................................................... 50 
  Hedge Knight................................................... 51 
  Hedge Wizard .................................................. 52 
  Inquisitor .......................................................... 53 
  Magus ................................................................ 54 
  Mystic ................................................................ 55 
  Philosopher ...................................................... 56 
  Warden.............................................................. 57 
  Green Hag ........................................................ 58 
  Hill Giant .......................................................... 59 
  Leprechaun ....................................................... 60 
  Nordanbjørn .................................................... 61 
  Skeleton ............................................................ 62 
  Troll................................................................... 63 
  Zombie ............................................................. 64 
  Choosing an Alignment ............................ 65 
  Buying Equipment .......................................... 66 
  Starting Gold .................................................... 66 
  General Equipment ......................................... 67 
  Melee Weapons ................................................ 70 
  Missile Weapons .............................................. 72 
  Armour ............................................................. 74 
   
  How to Play 
  Character Advancement ................................. 75 
  Resolution Mechanics ..................................... 75 
  Combat ............................................................. 76 
  Other Rules ...................................................... 78 
  Warfare .............................................................. 82 
  Basics ................................................................ 82 
  Quality .............................................................. 83 
  Aftermath ......................................................... 85 
  Strongholds in Battle ....................................... 85 
  Special Combat Rules ................................ 86 
  Aerial Combat .................................................. 87 
  Ship Combat .................................................... 88 
  Mass Combat ................................................... 90 
  Space Combat and Travelling ........................ 91 
  Alchemy ............................................................. 93 
  Extracts ............................................................. 93 
  Bombs ............................................................... 94 
  Bard Songs ....................................................... 95 
  Magic .................................................................... 96 
  Spell List ........................................................... 97 
  Spell Descriptions .......................................... 103 
  Monsters 
  Monster Descriptions .......................................... 196 
  Templates ............................................................. 445 
   
   
  
   
  Index of Tables 
   
  Table 1: Strength ..................................................................................................... 3 
  Table 2: Dexterity ................................................................................................... 3 
  Table 3: Constitution .............................................................................................. 3 
  Table 4: Intelligence ............................................................................................... 3 
  Table 5: Wisdom ..................................................................................................... 3 
  Table 6: Charisma ................................................................................................... 3 
  Table 7: Alchemist Advancement ...................................................................... 15 
  Table 8: Archer Advancement ........................................................................... 16 
  Table 9: Assassin Advancement ......................................................................... 17 
  Table 10: Bard Advancement ............................................................................. 18 
  Table 11: Beastmaster Advancement ................................................................ 19 
  Table 12: Berserker Advancement ..................................................................... 20 
  Table 13: Buccaneer Advancement ................................................................... 21 
  Table 14: Cavalier Advancement ....................................................................... 22 
  Table 15: Cleric Advancement ........................................................................... 23 
  Table 16: Druid Advancement ........................................................................... 24 
  Table 17: Duellist Advancement ........................................................................ 25 
  Table 18: Fallen Paladin Advancement ............................................................. 26 
  Table 19: Fighter Advancement ......................................................................... 27 
  Table 20: Gladiator Advancement ..................................................................... 28 
  Table 21: Gunslinger Advancement .................................................................. 29 
  Table 22: Illusionist Advancement .................................................................... 30 
  Table 23: Jester Advancement............................................................................ 31 
  Table 24: Mage Advancement ............................................................................ 32 
  Table 25: Monk Advancement ........................................................................... 33 
  Table 26: Necromancer Advancement.............................................................. 34 
  Table 27: Oracle Advancement .......................................................................... 35 
  Table 28: Paladin Advancement ........................................................................ 36 
  Table 29: Psion Advancement ........................................................................... 37 
  Table 30: Ranger Advancement ......................................................................... 38 
  Table 31: Samurai Advancement ....................................................................... 39 
  Table 32: Shinobi Advancement ........................................................................ 40 
  Table 33: Sorcerer Advancement ....................................................................... 41 
  Table 34: Thief Advancement ............................................................................ 42 
  Table 35: Warlock Advancement ....................................................................... 43 
  Table 36: Warlord Advancement ....................................................................... 44 
  Table 37: Witch Advancement ........................................................................... 45 
  Table 38: Wizard Slayer Advancement.............................................................. 46 
  Table 39: Animist Advancement ....................................................................... 47 
  Table 40: Bishop Advancement ......................................................................... 48 
  Table 41: Conquistador Advancement .............................................................. 49 
  Table 42: Death Knight Advancement ............................................................. 50 
  Table 43: Hedge Knight Advancement ............................................................. 51 
  Table 44: Hedge Wizard Advancement ............................................................ 52 
  Table 45: Inquisitor Advancement .................................................................... 53 
  Table 46: Magus Advancement .......................................................................... 54 
  Table 47: Mystic Advancement .......................................................................... 55 
  Table 48: Philosopher Advancement ................................................................ 56 
  Table 49: Warden Advancement........................................................................ 57 
  Table 50: Green Hag Advancement .................................................................. 58 
  Table 51: Hill Giant Advancement .................................................................... 59 
  Table 52: Leprechaun Advancement ................................................................. 60 
  Table 53: Nordanbjørn Advancement .............................................................. 61 
  Table 54: Skeleton Advancement ...................................................................... 62 
  Table 55: Troll Advancement ............................................................................. 63 
  Table 56: Zombie Advancement ....................................................................... 64 
  Table 57: General Equipment ............................................................................ 66 
  Table 58: Land Transport ................................................................................... 66 
  Table 59: Water Transport ................................................................................. 66 
  Table 60: Air Transport ...................................................................................... 66 
  Table 61: Space Transport .................................................................................. 66 
  Table 62: Melee Weapons ................................................................................... 70 
  Table 63: Missile Weapons ................................................................................. 72 
  Table 64: Armour ................................................................................................ 74 
  Table 65: Character Experience Progression.................................................... 75 
  Table 66: Turning the Undead ........................................................................... 76 
  Table 67: Hirelings............................................................................................... 80 
  Table 68: Men-at-Arms ....................................................................................... 80 
  Table 69: Army Quality ....................................................................................... 83 
  Table 70: Battle Tactics ....................................................................................... 84 
  Table 71: Battle Results ....................................................................................... 85 
  Table 72: Aerial Mobility .................................................................................... 87 
  Table 73: Aerial Missile Fire ............................................................................... 87 
  Table 74: Result of Aerial Critical Hits ............................................................. 88 
  Table 75: Wind Speed ......................................................................................... 89 
  Table 76: Ship Types ........................................................................................... 89 
  Table 77: Call of the Forest .............................................................................. 115 
  Table 78: Call the Restless Soul........................................................................ 115 
  Table 79: Cause Insanity ................................................................................... 116 
  Table 80: Charm Monster ................................................................................. 117 
  Table 81: Chromatic Orb .................................................................................. 118 
  Table 82: Clenched Fist .................................................................................... 118 
  Table 83: Colour Spray ..................................................................................... 119 
  Table 84: Confusion .......................................................................................... 120 
  Table 85: Conjure Elemental ............................................................................ 121 
  Table 86: Contact Other Plane......................................................................... 121 
  Table 87: Emotion ............................................................................................. 134 
  Table 88: Maze ................................................................................................... 159 
  Table 89: Monster Summoning I ..................................................................... 161 
  Table 90: Monster Summoning II ................................................................... 161 
  Table 91: Monster Summoning III .................................................................. 161 
  Table 92: Monster Summoning IV .................................................................. 161 
  Table 93: Monster Summoning V ................................................................... 161 
  Table 94: Monster Summoning VI .................................................................. 162 
  Table 95: Monster Summoning VII ................................................................ 162 
  Table 96: Prismatic Sphere ............................................................................... 168 
  Table 97: Prismatic Spray ................................................................................. 168 
  Table 98: Rebirth ............................................................................................... 171 
  Table 99: Reincarnation .................................................................................... 172 
  Table 100: Sleep ................................................................................................. 178 
  Table 101: Speak with the Dead ...................................................................... 179 
  Table 102: Summon Undead I ......................................................................... 183 
  Table 103: Summon Undead II ....................................................................... 183 
  Table 104: Summon Undead III ...................................................................... 183 
  Table 105: Summon Undead IV ...................................................................... 183 
  Table 106: Summon Undead V ........................................................................ 184 
  Table 107: Summon Undead VI ...................................................................... 184 
  Table 108: Summon Undead VII .................................................................... 184 
  Table 109: Magic Symbol .................................................................................. 185 
  Table 110: Witch Curse ..................................................................................... 191 
   
  
  1 
  Introduction 
   
  What is Grey Matter? 
  Grey Matter is a pan-and-paper role-playing game. It is based 
  on old role-playing games from the 1970s, which used simple 
  rules and encouraged its users to modify and expand them to 
  fit their individual style of play. 
   
   
  What is needed to play? 
   
  All ones needs to play Grey Matter is this rule book, a game 
  master, a group of players, a set of dice, some paper, some 
  pens and a lot of imagination. 
  The dice needed are a d6, d8, d10, d12, d20 and d100 shown 
  below. Some dice are needed more often than others, but it is 
  recommended that each player has at least one set to keep the 
  game flow steady. 
   
   
   
  Each player controls a playable character defined by a race he 
  belongs to, a class describing his profession and by style the 
  player uses to play him. Apart from the players, there is also 
  the game master who runs the game world: He controls non-
  player characters, monsters for the players to fight and sets 
  up the whole adventure. The game master is ultimately the 
  ones who makes the decisions and can decide if and in what 
  way a specific rule is used. 
   
    
  What to keep in mind 
   
  The goal and most important rule of Grey Matter is to have 
  adventures and fun with other people. The rules presented 
  here are guidelines, not laws and they do not cover every 
  possible situation that may arise. The game master should 
  modify and add rules whenever he deems it necessary. While 
  the gamer master is the one who has the last word when it 
  comes to interpretation of rules and sometimes also design of 
  characters, good communication is always needed. Grey Matter 
  has few limitations regarding combinations of race and class 
  or ability score requirements, but that does not mean that 
  absolutely all combinations make sense. Discussing what the 
  players expect and what the game master wants will help to 
  avoid disappointment. 
  Up to a certain degree, Grey Matter is modular. It features a 
  large number of possible races, classes, spell and items, but 
  this does not mean that all of them should or have to be 
  used. If the game master thinks that a certain race does not fit 
  the world he created, he can take that race out. Again, 
  communication is the key here – it can be frustrating for a 
  player if he picked a certain class expecting to use certain 
  spells only to find out that the game master does not plan to 
  ever include them. 
   
   
  Abbreviations 
   
  There are a number of abbreviations used throughout this 
  book. Most of them are self-explanatory in the context they 
  are used in, but the most important ones will be explained 
  here nevertheless. 
   
  The fictional characters controlled by the player are player 
  characters (PCs). Other non-player characters (NPCs) will be 
  controlled by the game master (GM). The player characters 
  advance and grow stronger by gathering experience points 
  (XP). They and all other creatures have so-called hit dice 
  (HD), which are the dice rolled to determine their hit points 
  (hp). Hit points represent the amount of damage someone 
  can take before he will fall unconscious or is destroyed. The 
  psion additionally has psion points (PSP) which indicate how 
  much of his mental abilities he can use. The value defining 
  how hard it is to hit a creature is the armour class (AC). The 
  standard currency in Grey Matter is gold in gold pieces (gp), 
  silver pieces (sp) and copper pieces (cp). One gold piece is 
  worth ten silver pieces and one silver piece is worth ten 
  copper pieces. THACO is rolled with a die and the number 
  needed To Hit A Combat Opponent. 
   
  The section on races abbreviates the six ability scores 
  Strength (Str), Constitution (Con), Dexterity (Dex), Wisdom 
  (Wis), Intelligence (Int) and Charisma (Cha) and the three 
  basic saving throws vs. death (vsD), paralysis (vsP) and magic 
  (vsM). Furthermore, the thief skills Climb Walls (CW), 
  Delicate Tasks (DT), Hide in Shadows (HiS), Move Silently 
  (MS) and Open Locks (OL) are listed as well as the moving 
  speed (Sp), swim speed (SSp) for natural swimmers and the 
  natural armour class (nAC). 
   
   
  So, what is the ‘Grey Matter’? 
   
  Grey Matter is not only the name of this game, it is also the 
  name of an entity between the world of Galaria and other 
  dimensions. This will be explained later on in the World of 
  Galaria section, a setting for the Grey Matter rules. This setting 
  is optional, as the rules do not require using it. If you prefer 
  to use your own setting or a different published one, it can be 
  safely ignored. 
   
  
  2 
  Character Creation 
   
  The Character Record Sheet 
   
  The first thing every player needs to do is to create a 
  character and write down all the important information about 
  him on the blank character sheet included at the end of this 
  book. There is a general sheet suited for all characters as well 
  as special sheets for certain classes or races. 
   
  The character sheet contains information on the race a 
  character belongs to, the ability scores describing his body 
  and mind as well as his class, which represents his profession 
  and a number of values and abilities resulting from race and 
  class. These are needed to resolve combat and other obstacles 
  of all kind during the game. 
   
  Rolling the Ability Scores 
   
  Next, the six attributes defining a character will be 
  determined: Strength, dexterity, constitution, intelligence, 
  wisdom and charisma. The gamer master decides which 
  method will be used to generate the scores. Some methods 
  are shown below. Depending on the method, the players may 
  want to have a look at the race and class sections below 
  before they allocate the scores. A score of nineteen can only 
  be reached for a class‘s prime attribute or an attribute a race 
  gets a bonus to – or if the game master decides otherwise. 
  Roll 3d6 straight 
  Three d6 are rolled six times. The generated numbers are 
  assigned to the ability scores in the order mentioned above. 
  This method will generate diverse and colourful characters. 
  The characters can end up really powerful or weak, though, 
  and some players will not be able to play the class or race 
  they planned to play. 
   
  Roll 3d6 Arrange 
  Three d6 are rolled six times. After that, they are assigned to 
  the six ability scores in any order the player likes. This 
  method may still generate rather strong or weak characters, 
  but increases the chance that a player can play a specific class 
  the likes and not just one that fits the rolled scores. 
   
  Roll 4d6 Drop Lowest 
  This method is identical to the two above, but instead of 
  three d6, four are rolled and the lowest roll is dropped. This 
  will improve the overall results and balances all characters in 
  the group slightly. 
   
  Roll 3d6 Switch 
  The dice are rolled in order, but the player may switch two 
  ability scores. This method combines randomness with a 
  higher chance of the generated scores fitting a class the player 
  favours. 
   
  Roll 3d6 Adjust Scores 
  The scores are rolled with six times three d6 and assigned to 
  the ability scores in order. After that, the player may raise one 
  or more scores by lowering another one by twice the number 
  of points the first one was raised. This method allows the 
  player to move the player character into a certain direction at 
  a cost. 
   
  Point Buy 
  The scores are not rolled at all. Instead, every player gets 
  sixty-five points he can distribute between the ability scores, 
  with three being the lowest and eighteen being the highest 
  possible score. This method can make player characters very 
  powerful by choosing very high and very low scores only. In 
  this case, it is recommended that the game master enforces 
  the difficulties a character with extreme scores will have. 
   
  Limited Point Buy 
  This method works like the one above, but all players start 
  with a basic ability score of seven for each attribute. 
  Additionally, they can distribute thirty-three points among 
  the scores. This method avoids neglect of specific ability 
  scores up to a certain degree. 
   
  Grey Matter
  Character Record Sheet
  Name:
  Race:
  Class:
  XP:
  Alignment:
  Level:
  Ability Scores
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Attributes & Combat 
  Hit Points
  Saving Throw
  vs. Death
  vs. Paralysis
  vs. Magic
  THACO Bonus
  Damage Bonus
  Missile THACO 
  Bonus
  AC Modifier
  Hit Point Bonus
  System Shock
  Survival Rate
  Bonus Languages
  Number of
  Specialist Hirelings
  Special Abilities
  Money & Equipment 
  Armour Worn
  THACO
  Armour
  Class
  Weapon
  THACO Bonus
  Damage
  Range 
  Movement
  Rate
  SP
  CP
  GP
  
  3 
  The Six Ability Scores 
   
  Strength 
  Strength (Str) represents the character‘s muscle power. A 
  high strength allows a character to hit better and harder, carry 
  more mass and perform others tasks that require physical 
  power. With high strength, some classes will gain a THACO 
  bonus and inflict more damage, as shown in the table below. 
   
  Table 1: Strength 
  Score 
  THACO Modifier 
  Damage Modifier 
  3 – 4 
  -2 
  -1 
  5 – 6 
  -1 
  0 
  7 – 12 
  0 
  0 
  13 – 15 
  +1 
  +1 
  16 – 18 
  +2 
  +2 
  19 
  +3 
  +3 
   
   
   
  Dexterity 
  Dexterity (Dex) represents agility and quickness. A high 
  dexterity gives a character a THACO bonus for ranged 
  weapons, improves the armour class of characters wearing 
  nothing heavier than leather armour and improves the skills 
  of the thief and similar classes. Fighters, monks and members 
  of some other classes with a high dexterity can parry or evade 
  enemy attacks more easily. 
   
  Table 2: Dexterity 
  Score 
  Missile Weapon 
  THACO 
  Modifier 
  AC 
  Modifier 
  Thief Skill 
  Modifier 
  Parry Enemy 
  THACO 
  Penalty 
  3 – 8 
  -1 
  -1 
  -1 
  0 
  9 – 12 
  0 
  0 
  0 
  -3 
  13 – 15 
  +1 
  +1 
  +1 
  -4 
  16 – 18 
  +2 
  +2 
  +2 
  -5 
  19 
  +3 
  +3 
  +3 
  -6 
   
   
  Constitution 
  Constitution (Con) indicates how fit and physically tough a 
  character is. A high constitution grants extra high points per 
  level. That is useful for every class and especially front-line 
  fighters. Constitution also determines how likely a character 
  is to survive a system shock, like being resurrected. Creatures 
  with a very high constitution will succeed automatically. 
   
  Table 3: Constitution 
  Score 
  Hit Point Modifier 
  System Shock Survival (d20) 
  3 – 8 
  -1 
  10 
  9 – 12 
  0 
  5 
  13 – 15 
  +1 
  2 
  16 – 18 
  +2 
  - 
  19 
  +3 
  - 
   
   
  Intelligence 
  Intelligence (Int) represents a character‘s ability to think 
  logically and sometimes also his academic expertise. A high 
  intelligence allows a character to speak additional languages. 
  It also determines how many additional spell slots an arcane 
  spellcaster may gain. 
   
  Table 4: Intelligence 
  Score 
  Bonus 
  Languages 
  Max. 
  Spell 
  Level 
  Learn Spell 
  (d20) 
  Bonus Spells per 
  Spell Level 
  3 – 7 
  0 
  4 
  13 
  - 
  8 
  1 
  5 
  12 
  - 
  9 
  1 
  5 
  11 
  - 
  10 
  2 
  5 
  10 
  - 
  11 
  2 
  6 
  9 
  - 
  12 
  3 
  6 
  8 
  - 
  13 
  3 
  7 
  7 
  - 
  14 
  4 
  7 
  6 
  1/0/0/0/0/0/0/0/0 
  15 
  4 
  8 
  5 
  1/1/0/0/0/0/0/0/0 
  16 
  5 
  8 
  4 
  2/1/0/0/0/0/0/0/0 
  17 
  5 
  9 
  3 
  2/2/1/0/0/0/0/0/0 
  18 
  6 
  9 
  2 
  3/2/1/1/0/0/0/0/0 
  19 
  7 
  9 
  - 
  3/2/2/1/1/0/0/0/0 
   
   
  Wisdom 
  Wisdom (Wis) represents a character‘s cunning and ability to 
  make decisions. Someone with low intelligence but high 
  wisdom can still be a dangerous opponent. A cleric, druid or 
  members of a related class with a high wisdom score gains 
  extra spells. An alchemist will gain additional extracts the 
  same way. A psion can increase his psion force with a high 
  wisdom score. 
   
  Table 5: Wisdom 
  Score 
  Bonus Spells per Spell Level 
  Psion Force Bonus 
  3 – 10 
  - 
  - 
  11 – 12 
  1/1/0/0/0/0/0 
  - 
  13 – 14 
  1/1/1/0/0/0/0 
  +1 
  15 – 16 
  2/1/1/0/0/0/0 
  +2 
  17 – 18 
  2/1/1/1/0/0/0 
  +3 
  19 
  3/2/2/1/1/0/0 
  +4 
   
   
  Charisma 
  Charisma (Cha) represents looks, influence and ability to 
  inspire others. Characters with a high charisma have a better 
  chance to solve trouble diplomatically and take the lead if the 
  situation demands it. Furthermore, charisma limits the 
  number of special hirelings a character can have under his 
  control, like alchemists or spies. It also increases the number 
  of times a sorcerer may cast his spells per day. Undead 
  characters with high charisma are more resistant to the divine 
  aura of an enemy cleric. 
   
  Table 6: Charisma 
  Score 
  Max. Number 
  of Hirelings 
  Bonus Spells per 
  Spell Level 
  Turning Malus 
  3 – 4 
  1 
  - 
  - 
  5 – 6 
  2 
  - 
  +1 
  7 – 8 
  3 
  - 
  +2 
  9 – 10 
  4 
  - 
  +3 
  11 – 12 
  5 
  1/0/0/0/0/0/0/0/0 
  +4 
  13 – 14 
  6 
  1/1/0/0/0/0/0/0/0 
  +5 
  15 – 16 
  7 
  2/1/1/0/0/0/0/0/0 
  +6 
  17 – 18 
  8 
  2/2/1/1/0/0/0/0/0 
  +7 
  19 
  10 
  3/2/2/1/1/0/0/0/0 
  +8 
   
   
  
  4 
  Choosing a Race 
   
  Next, a race is chosen. In addition to humans, dwarves, elves 
  and halflings, a variety of other races is listed here. Every race 
  has some advantages and disadvantages. They get a bonus or 
  malus to ability scores, may have special abilities and get 
  adjustments to thief skills shown later in the section about 
  classes. Races with darkvision can see up to twenty metres in 
  darkness, races with twilight vision up to twenty metres in 
  dimmed light. The speed of each race is given together with 
  the natural armour class, provided the race has one different 
  from the base natural armour class of ten. 
   
  Most races are granted a saving throw bonus to one or more 
  categories. This bonus will double at level ten and every ten 
  levels thereafter. 
   
  The races will have certain classes that they favour, but there 
  is no general limit in the classes a player character from a 
  certain race can choose. 
   
  The languages given are the languages that members of the 
  race are often proficient in. The ones written in italics are the 
  languages a character of that race automatically speaks. All 
  races speak Common, a trading language and main language 
  of the humans, unless noted otherwise, or Undercommon, a 
  variant of Common spoken in the underground. 
   
  The most important aspect about the race is not mere 
  numbers, but what possibilities it offers for roleplaying. That 
  does not mean that a player has to turn his character into a 
  stereotypical member of his race, but it does offer 
  possibilities to be different, interesting and colourful. The 
  values presented here do not always represent the average 
  member of a race, but one that is likely to become an 
  adventurer. 
   
  In addition the regular races, which can be combined with 
  classes, there is number of so-called racial classes. Members 
  of racial classes do not chose a class, as their race is the class. 
  The concept of racial classes is further explained at the 
  beginning of the next chapter. 
   
   
  Aasimar 
   
  Aasimar are humans with celestial ancestry. They radiate a 
  divine aura and have a graceful appearance, which sometimes 
  leads other to mistake them for half-elves. Assimar show 
  signs of their divine blood and have traits like silver hair or 
  golden eyes. Unlike many other humanoids with relatives on 
  other planes, the celestials aasimar are related to tend to 
  watch over their offspring and guide them. However, they 
  may also punish aasimar who left the right path. Aasimar 
  have twilight vision. 
   
  Adjustments: Sp12, Str+1, Con-2, Wis+1, vsM+2, DT+1 
   
  Languages: Celestial 
   
  Favoured Classes: Cleric, Inquisitor, Paladin 
  Air Genasi 
   
  The air genasi is the offspring of a humanoid and an 
  elemental being from the Plane of Air. Air genasi are wild and 
  carefree, but also arrogant. They have light blue skin, cold 
  skin and a breeze seems to be around them all the time. Most 
  air genasi live among humanoids in human or elven 
  settlements on the Plane of Air. On the Material Plane, they 
  are very rare and found on floating islands, if at all. 
  Air genasi can use Levitate once per day. They can also fall 
  from heights twice as high as other humanoids could fall 
  from without taking damage. 
   
  Adjustments: Sp12, Dex+1, Wis-1, Cha-1, CW+2, MS+2, 
  vsAir+2 
   
  Languages: Auran, Elf 
   
  Favoured Classes: Cleric, Mystic, Paladin 
   
   
  Alaghi 
   
  The alaghi are a race of forest-dwelling humanoids and 
  distant relatives of the yetis. They have short necks and legs, a 
  flat and are covered with brown fur. Alaghi are as tall as 
  humans, but much heavier and have two small horns. They 
  live as hunter-gatherers. Other races tend to distrust 
  sedentary alaghi. Not all of them live in communities, though; 
  some are hermits and sometimes druids. Despite their 
  monstrous appearance, alaghi are shy and peaceful. 
  Alaghi can hit with fists for 2d4 points of damage. They can 
  hide in natural surroundings like a ranger. This ability starts at 
  a value of seventeen and improves by one point every level 
  up to a minimum of three. 
   
  Adjustments: Sp12, Str+2, Int-2, vsP+1, DT-2, OL-2 
   
  Languages: Alaghi, Sylvan 
   
  Favoured Classes: Druid, Fighter, Warden  
   
   
  Alicorn 
   
  The alicorn is the exceptionally race offspring of a unicorn 
  and an elf. He retains an elven looks, but has white hair, 
  bright eyes, large ears and single small horn on his forehead. 
  Alicorns grow up among elves or the creatures of the forest. 
  Most are guardians of nature and justice. 
  An alicorn radiates an aura of good, which will draw the 
  attention of other creatures nearby. He can use Detect Evil 
  once per day. From fourth level on, alicorn spellcasters, also 
  arcane ones, can use Cure Light Wounds instead of another 
  prepared spell of any slot. 
   
  Adjustments: Sp12, Con-2, Wis+2, Cha+2, vsD-3, vsM+2, 
  Ms+1 
   
  Languages: Brownie, Elf, Sylvan, Pixie 
   
  Favoured Classes: Cleric, Paladin, Ranger 
   
   
  
  5 
  Aquatic Elf 
   
  Aquatic elves are sea-dwelling relatives of the surface elves. 
  They have the same grace and elegance, even more so 
  underwater, but as also as fragile. Aquatic elves looks mostly 
  like surface elves, but have webbed fingers and toes as well as 
  a pale skin with shades of green or blue. In comparison to 
  many other sentient aquatic races, aquatic elves form nations 
  and not just tribal societies. 
  Aquatic elves have darkvision. They can breathe both water 
  and air, but will lose one point of constitution per day unless 
  they spend one hour daily in salt water or three in fresh 
  water. 
   
  Adjustments: Sp6, SSp9, Dex+1, Con-2, Cha+1, vsM+1, 
  vsP+3, HiS+1, MS-1 
   
  Languages: Aquan, Elf, Merfolk 
   
  Favoured Classes: Conquistador, Mage, Magus 
   
   
  Blinkling 
   
  Blinklings are a mix of halfling and blink dog. They combine 
  halfling cheerfulness with the blink dog‘s sense of 
  responsibility. They are humanoid, but have canine ears and 
  features and are very hairy. The origin of the first blinkling is 
  unclear. Blinklings can breed true with both halflings and 
  blink dog. The offspring will always be a blinkling. Most 
  blinklings live among halflings, but are welcome in the 
  community of either parent. 
  A blinkling can use Blink once per day. Blinklings are a bit 
  taller than halfings and thus do not have the advantage of 
  their small size. 
   
  Adjustments: Sp12, Str-1, Dex+1, vsAll+1,  
   
  Languages: Blink Dog, Halfling 
   
  Favoured Classes: Druid, Jester, Thief 
   
   
  Bugbear 
   
  The hairy bugbears are related to goblins and hobgoblins, but 
  taller than both. In mixed groups of goblinoids, bugbears are 
  often the leaders and planners. They are surprisingly stealthy 
  and have excellent sight and hearing. Some bugbear tribes 
  live underground. While smarter than other goblinoids, 
  bugbears are also stubborn and conservative. Bugbears have 
  twilight vision. 
   
  Adjustments: Sp12, Dex+1, Wis-1, Cha-1, vsD+1, HiS+3, 
  MS+2, OL-1 
   
  Languages: Gnoll, Goblin 
   
  Favoured Class: Assassin, Fighter, Hedge Knight, Thief 
   
   
  Bullywug 
   
  The bullywug are a race of frog-like humanoid. They are 
  excellent swimmers and hold more ancient knowledge than 
  once might think, but are not very good at handling 
  technology and often less advanced than other races. 
  Bullywug are survivalists, as only the toughest tadpoles reach 
  adulthood. 
  A bullywug can perform a hop attack over a distance of up to 
  ten metres and thus gains a +1 bonus to THACO. If used in 
  combination with an impaling weapon, that weapon will 
  score a critical hit on a roll of sixteen or higher. 
   
  Adjustments: Sp12, SSp6, Dex+1, Int-1, Cha-1, vsP+1, 
  CW+1, OL-2 
   
  Languages: Bullywug 
   
  Favoured Class: Cleric, Hedge Wizard, Hedge Knight 
   
   
  Centaur 
   
  Centaurs are a race which is part horse and part man. They 
  live mostly in forests and plains. However, some centaur 
  societies are quite advanced and have mastered architecture, 
  blacksmithing and other arts. Centaurs are strong and 
  cheerful, but can also be choleric, clumsy and simple-minded. 
  In comparison to some other sylvan races, centaurs do not 
  generally exclude violence as a legitimate approach to solve 
  problems. 
  Centaurs have trouble manoeuvring in buildings or caves. 
  They can attack with their hooves for 1d6 points of damage. 
  Armour for centaurs is rare and usually costs thrice as much 
  as armour for other races. 
   
  Adjustments: Sp18, nAC8, Dex-1, Con+1, Int-1, Wis+1, 
  vsM+2, CW-10, HiS-3, MS-3 
   
  Languages: Centaur, Elf, Sylvan 
   
  Favoured Classes: Archer, Fighter, Ranger, Templar 
   
   
  Changeling 
   
  Changelings are the offspring of a doppelänger and another 
  humanoid, commonly a human or elf. They have the pale 
  skin and androgynous look of a doppelgänger, but appear less 
  alien and have a psyche more similar to common humanoid 
  races. Changelings are genderless, but like to appear as one 
  gender. 
  Changelings see through illusions and deceptions easier than 
  other races, as they like to use these tactics themselves. A 
  changeling can alter its appearance at will, which takes one 
  turn. If it is done more than one per day, the time doubles 
  every time the changeling alters its appearance. The illusion is 
  good, but not as convincing as the one of a full-blooded 
  doppelgänger. 
   
  Adjustments: Con-1, Int+1, MS+2 
   
  Languages: Elf, Gnome 
   
  Favoured Classes: Assassin, Cleric, Shinobi 
   
   
  Dragonborn 
   
  The dragonborn are a race of scaly, dragon-like humanoids. 
  Their bloodline is said to originate from an ancient, god-like 
  dragon. A dragonborn has a reptiloid face, but no wings or 
  tail. Dragonborn are wandering soldiers, sellswords and 
  
  6 
  adventures. They once ruled over a vast empire which 
  shattered centuries ago. Dragonborn are born fighters and do 
  not like to be ordered around without good reason. Most of 
  them are honourable and respect friend as well as foe. 
  As a true dragon, dragonborn can use dragon breath. This 
  breath will either be burning red fire or acidic emerald fire. 
  The breath weapon does 1d6 points of damage for every five 
  levels of the dragonborn. The target is allowed a saving throw 
  for half damage. It has a reach for three metres and can hit 
  up to three targets if they stand very closely together. 
  Depending on his breath weapon, the dragonborn gets a +3 
  saving throw bonus against fire or acid. 
   
  Adjustments: Sp12, Str+1, Dex-1, Cha+1, vsM+2, CW-2, 
  MS-2, DT+1 
   
  Languages: Dragonic, Lizard 
   
  Favoured Classes: Fighter, Samurai, Templar 
   
   
  Dark Aasimar 
   
  Dark aasimar are, like regular aasimar, decedents of humans 
  and divine creatures. However, their ancestors were fallen 
  angels, exiled solars or other corrupted celestials. They still 
  radiate a divine aura, but it is tainted. Dark aasimar are not 
  necessarily evil, but often egoistic and uncertain of their 
  destiny. Dark aasimar have darkvision. 
   
  Adjustments: Str+1, Con-2, Int+1, vsD+1, DT+1, OL+1 
   
  Languages: Celestial 
   
  Favoured Classes: Conquistador, Illusionist, Templar 
   
   
  Dark Alicorn 
   
  The dark alicorn is the offspring of a dark elf and a black 
  unicorn. Dark alicorn are even rarer than alicorns and 
  fascinate sages and creatures that see their true nature. Dark 
  alicorns looks mostly like dark elves, but have black or grey 
  hair, black eyes and a small horn on their forehead. Dark 
  alicorns are born as malicious creatures and few change their 
  path throughout their life. 
  The dark alicorn radiates and aura of evil, attracting the 
  attention of other creatures. He can use Detect Good once per 
  day. Dark alicorn spellcasters of any kind can turn one 
  prepared spell into Cause Light Wounds. 
   
  Adjustments: Sp12, Con-2, Int+2, Cha+2 
   
  Languages: Dark Elf, Infernal, Undercommon 
   
  Favoured Classes: Antipaladin, Death Knight, Warlock 
   
   
  Dark Elf 
   
  Dark elves are the subterranean relatives of the surface elves. 
  They have their grace and agility, but dark skin and light hair. 
  Dark elves often live in a despiteous society and rarely 
  tolerate weakness in any form. Outside the underground on 
  the surface, dark elves prefer to be independent and stay in 
  the background. If necessary, they use their menacing loom 
  to get their way. Dark elves have darkvision. 
   
  Adjustments: Sp12, Con-1, Wis-1, Cha+1, vsD-1, vsM+4, 
  DT-2, HiS+4, MS+1 
   
  Languages: Dark Elf, Undercommon 
   
  Favoured Classes: Assassin, Mystic, Philosopher 
   
   
  Dreamer 
   
  Dreamers are descendants of humans and dreamlings, the 
  inhabitants of the World of Dreams. At first glance, dreamers 
  seem almost identical to humans. A second look will reveal 
  glassy eyes and movements smoother than human ones. 
  Dreamers are relatively common in the World of Dreams, 
  but very rare outside of it. Some dreamers are not even aware 
  of their ancestry. They are often contemplative and enjoy 
  solitude. 
  Dreamers can two-way communicate via telepathy with 
  anyone within a radius of five metres. This ability does not 
  allow them to read minds. They still have to have a language 
  in common with their opponent. 
   
  Adjustments: Str-1, Con-1, Wis+1, Cha+1, CW-1, MS+1, 
  DT+2 
   
  Languages: Celestial, Elf, Infernal 
   
  Favoured Classes: Bard, Cleric, Inquisitor, Paladin 
   
   
  Duskling 
   
  Dusklings are half-elves, but their elven parent is a dark elf, 
  not a surface elf. They have grey skin and while they inherited 
  the elven elegance, grey elves look alien to most other races. 
  Many dusklings are outlaws or lone wolves looking for their 
  place in the world. Duskling communities are very rare, but 
  some exist. Those communities are often near an entrance to 
  the underground and used as secret trading posts between 
  underground and surface world. Dusklings have twilight 
  vision.  
   
  Adjustments: Sp12, Dex+1, Cha-1, vsM+2, HiS+1, MS+1 
   
  Languages: Dark Elf, Undercommon 
   
  Favoured Classes: Alchemist, Fighter, Shinobi 
   
   
  Dwarf 
   
  Dwarves are a small but tough race that lives mostly 
  underground. They are excellent cavers and mountaineers 
  and known for their ability to work iron and stone. Dwarves 
  are difficult to enchant and very rarely become wizards. They 
  are used to live in low light and will usually identify dangers 
  
  7 
  in caves earlier than other races would. Dwarven societies are 
  often conservative and value traditions. Dwarves have 
  darkvision. 
   
  Adjustments: Sp9, Str+1, Con+1, Wis-1, Cha-1, vsM+4, 
  DT+2, HiS+1, OL+1 
   
  Languages: Dwarf, Giant, Gnome, Undercommon 
   
  Favoured Class: Alchemist, Berserker, Fighter, Inquisitor 
   
   
  Earth Genasi 
   
  Leathery skin, a blocky body and dark eyes are the features of 
  the earth genasi, crossbreeds of humanoids, often dwarves, 
  and elementals from the Plane of Earth. Earth genasi are 
  slow and proud, but also even-tempered and reliable. Most of 
  them are the offspring of elementals and dwarves. 
  Earth genasi can use Pass Wall once a day and have 
  exceptional knowledge about geology and related topics. 
   
  Adjustments: Sp8, nAC12, Str+1, Dex-1, Con+1, Wis-1, 
  Cha-1, vsD+1, vsEarth+2, CW+1, MS-2 
   
  Languages: Dwarf, Terran, Undercommon 
   
  Favoured Classes: Berserker, Druid, Ranger 
   
   
  Elf 
   
  Elves are a graceful and very long-living race. Their outward 
  appearance is similar to the one of humans, but they are a bit 
  shorter, less stout, have pointy ears and pleasant appearance. 
  Elves are often cultured and dextrous, but also conservative, 
  arrogant and a bit fragile. Despite the old age of their race 
  and the elven knowledge of magic, elven societies develop 
  slowly and are not very adaptive. Elves are often better at 
  hiding and finding hidden objects than other races. 
   
  Adjustments: Sp12, Dex+1, Con-1, vsP+4, HiS+3, MS+2, 
  OL-1 
   
  Languages: Elf, Halfling, Sylvan 
   
  Favoured Classes: Archer, Ranger, Magus 
   
   
  Fire Genasi 
   
  The fire genasi are children of humanoids and creatures from 
  the Plane of Fire. They have red or black hair, hot skin and 
  glowing eyes. Fire genasi are impatient and prefer to acting 
  over talking. Due to the destructive nature of fire, many fire 
  genasi consider themselves superior to other races. 
  A fire genasi‘s fists strike as a fire-based weapon. This effect 
  can be supressed at will. Fire does only half damage to fire 
  genasi, but magical fire does full damage.  
   
  Adjustments: Sp12, Int+1, Cha-1, CW+1, vsFire+3, vsP+1 
   
  Languages: Draconic, Ignan 
   
  Favoured Classes: Mage, Monk, Magus 
   
   
  Formian 
   
  The formians are a race of ant-like beings. They have six hind 
  legs, but also two forearms not used for walking. Formians 
  do not originally come from the Material Plane. Almost all 
  formians are females either workers or warriors. Every 
  formian nation also has a queen with a few male companions 
  as well as some formians with special jobs. In case the 
  formians establish an outpost on another plane, it will be 
  controlled by a governess. 
  Very few formians leave their nation. It usually happens if a 
  formian patrol is scattered or an outpost destroyed and a lone 
  formian cannot find her way back to her fellows. Formians 
  are very strong. However, most do a monotonous job and 
  were born only to server their nation and are thus not blessed 
  with a great intellect. Formians are natural climbers. Their 
  body physiology does not allow them to swim or use bows. 
  Formians can wear armour, but it has to be special armour 
  which is usually one and a half times as expensive as regular 
  amrour. 
   
  Adjustments: Sp12, Str+2, Dex+1, Int-2, Cha-2, vsM+1, 
  CW+5, HiS-1, MS+2 
   
  Languages: Formian 
   
  Favoured Classes: Fighter 
   
   
  Giff 
   
  The giff are a race of anthropomorphic hippopotami. They 
  are not very smart, but tall, powerful and disciplined soldiers. 
  The home of the giff is unknown. Most of them travel 
  around and work as hired swords. The giff society is 
  organised in so-called platoons, where every giff has a rank 
  and specific responsibilities. The nature of the giff is strictly 
  antimagical. There are almost no spellcasters among the giff 
  and most giff consider magic a gimmick rather than an ability 
  to rely on in combat. 
  Giff are weapon enthusiasts and can often identify even 
  exotic weapons. A magical device used by giff and specifically 
  suited for his class fails in one out of ten cases. Giff have 
  10% magic resistance against hostile and friendly magic. They 
  can head-butt an opponent for 1d8 points of damage. 
   
  Adjustments: Sp12, nAC12, Str+2, Int-2, vsM+4, CW-2, 
  OL+2 
   
  Languages: Dwarf, Elf 
   
  Favoured Classes: Fighter, Gunslinger, Warlord 
   
  
  8 
  Gnoll 
   
  The gnolls are large hyena-like humanoids with brown, grey 
  or red hair. They live above as well as below the ground. 
  Males and females are hard to distinguish. For the gnoll, 
  hunger comes before everything else. Gnolls are not above 
  eating sentient creatures and value elven and halfling meat. 
  They cooperate with other tribes of humanoids, mostly 
  goblinoids, but only as long as both party have similar 
  strength. Many bands of gnolls are led by flinds, a species 
  very closely related to gnoll but more intelligent and more 
  charismatic. 
  Gnolls are said to be of demonic origin, hence their taste for 
  intelligent creatures. They have twilight vision. 
   
  Adjustments: Sp12, Str+1, Int-1, Cha-1, vsD+2, vsP+1, 
  HiS+1, MS+2 
   
  Languages: Gnoll, Goblin, Hobgoblin, Orc, Troll 
   
  Favoured Classes: Fighter, Necromancer, Thief 
   
   
  Gnome 
   
  Gnomes are a race which shares common traits with both 
  dwarves and halflings. They are small and joyful, but 
  sometimes stubborn or withdrawn. Many gnomes are curious 
  and like to explore the world they live in. They have an 
  affinity to both magic and technology. Gnomes live both 
  below and above ground and have darkvision. 
   
  Adjustments: Sp9, Int+1, Wis-1, vsM+1, vsP+1, DT+2, 
  OL+2 
   
  Languages: Dwarf, Gnome, Undercommon 
   
  Favoured Classes: Alchemist, Illusionist, Thief 
   
   
  Goblin 
   
  Goblins are green-skinned humanoids of small statue related 
  to hobgoblins and bugbears. They are not very smart or 
  strong. Because members of other races often bully goblins 
  around, goblins have developed remarkable survival skills. 
  They reproduce even quicker than humans, but their 
  insufficient comprehension of science and technology limits 
  their advancement as a culture. Many other races distrust 
  goblins. 
  If attacked by a larger-than-man creature, goblins get a +2 
  armour class bonus due to their small size. In full daylight, 
  they receive a -1 malus to THACO. Goblins have darkvision. 
   
  Adjustments: Sp9, Str-1, Int-1, Wis+1, Cha-2, vsD+2, 
  vsP+1, vsM-1, CW+1, HiS+3, MS+1 
   
  Languages: Goblin, Kobold, Orc 
   
  Favoured Classes: Fighter, Thief 
   
   
  Goliath 
   
  The goliaths are a race of huge humanoid nomads living in 
  the mountains. They are taller than orcs, but not as tall as 
  ogres. Goliaths have pattered grey skin and are build sturdy. 
  They are strong, but nevertheless friendly towards most other 
  races. Goliaths have good relations with the dwarves and like 
  to trade weapons with them. Due to the goliaths‘ nomadic 
  lifestyle and the harsh conditions of the mountains, a goliath 
  who cannot contribute anything to the tribe will be exiled. 
  Normal armour is usually a bit too small for a goliath. He will 
  need armour that would fit an ogre or another similarly large 
  creature. Such armour is usually twice as expensive as regular 
  armour. 
   
  Adjustments: Sp9, Str+2, Dex-2, Wis+1, vsM-1, CW+3, 
  DT-1, MS-1 
   
  Languages: Dwarf, Gnome, Goliath, Terran 
   
  Favoured Classes: Bard, Berserker, Ranger 
   
   
  Halfling 
   
  Halflings are light-hearted little fellows. They are even smaller 
  than dwarves and less sturdy, but also cunning and 
  sometimes even sneaky. Halflings live in small communities 
  and get along well with most other races. While mostly 
  peaceful, some halfling societies are isolationist and 
  xenophobic. Halflings value good music, food, dance and 
  drink. While living among other races, many halflings develop 
  a liberal interpretation of personal property. 
  While using missile weapons, halflings get a +1 bonus to 
  THACO. If attacked by a larger-than-man creature, they get a 
  +2 armour class bonus due to their small size. 
   
  Adjustments: Sp9, Str-1, Dex+1, vsAll+2, DT+1, HiS+1, 
  OL+1 
   
  Languages: Gnome, Halfling 
   
  Favoured Classes: Assassin, Bard, Jester, Thief,  
   
   
  Half-Elf 
   
  Half-elves are the product of a union of human and elf. They 
  combine elven elegance with human toughness and spirit. 
  Half-elves are found in both human and elven societies. They 
  breed true and sometimes found communities of their own. 
  Their heritage and versatility make half-elves welcome among 
  a large number of other races. 
   
  Adjustments: Sp12, Dex+1, vsP+2, HiS+1 
   
  Languages: Elf, Gnome, Halfling 
   
  Favoured Classes: Bard, Thief 
   
   
  Half-Nixie 
   
  Half-nixies are the offspring of a nixie and a male humanoid. 
  Usually, such children are nixies themselves, but some of 
  them inherit a significant number of traits from their father as 
  well. Half-nixies are beautiful but fragile and always female. 
  They are excellent swimmers, but cannot breathe underwater. 
  Half-nixies usually grow up with their mother. As permanent 
  life in a lake or river is not possible for them, they tend to 
  leave their home to explore the world. Half-nixies can use 
  
  9 
  Charm Person once a day. They gain an additional use every 
  five levels. 
   
  Adjustments: Sp9, SSp7, Str-2, Con-3, Dex+1, Cha+3, 
  vsM+2, HiS+1, DT+1 
   
  Languages: Aquan, Nixie, Sylvan 
   
  Favoured Classes: Mage, Thief 
   
   
  Half-Ogre 
   
  The half-ogre is the offspring of an ogre and a human or elf. 
  They inherit the ogre‘s strength and power, but retain much 
  of the other parent‘s intelligence. Some ogre can be mistaken 
  for huge, ugly humans. Half-ogres sometimes live among 
  humans, almost never among elves and mostly together with 
  other ogres. Their superior intellect allows them to become 
  spellcasters more easily, an ability well-suited to keep the 
  other ogres under their control. 
  Many pieces of armour made for other humanoids are bit too 
  small for a half-ogre. He will need specially made or adjusted 
  armour, which is usually twice as expensive. 
   
  Adjustments: Sp9, Str+2, Dex-1, Con+1, Int-1, Cha-2, 
  vsM-1, DT-2, HiS-1, OL-2 
   
  Languages: Ogre, Orc 
   
  Favoured Classes: Cleric, Fighter, Magus, Mystic 
   
   
  Half-Orc 
   
  Half-orcs are the offspring of orcs and humans. Their 
  appearance differs quite a bit between individuals, but 
  generally resembles a human with brutish features and 
  oversized teeth. Half-orcs and breed true. They are less 
  welcome among humans, but orcs value them for their talent 
  for negotiating with other races. In some areas, orcs and 
  humans live closely together and half-orcs are common. 
   
  Adjustments: Sp12, Str+1, Con+1, Wis-1, Cha-2 
   
  Languages: Orc 
   
  Favoured Classes: Fighter, Ranger 
   
   
  Hobgoblin 
   
  Hobgoblins are stocky humanoids with hairy, red to grey 
  hides. They are similar to goblins, a closely related race, but 
  taller and physically stronger. Goblins and hobgoblins often 
  work together, with the hobgoblins usually being the 
  dominant party. Hobgoblins are organised well enough to 
  from empires. Even the less sophisticated tribes are in a 
  perpetual war with the other races in their area. Hobgoblins 
  have twilight vision.  
   
  Adjustments: Sp12, Cha-1, vsD+2, vsP+1, HiS+2, MS+1 
   
  Languages: Gnoll, Goblin, Kobold, Orc 
   
  Favoured Classes: Berserker, Fighter, Thief 
   
   
  Human 
   
  Humans are the most common of all races. They have a 
  shorter live than most other races, which makes them 
  determined and innovative. Humans reproduce and expand 
  quickly at the cost of nature, other races and their own kind, 
  but have also worked many wonders, built civilisations and 
  are great discoverers. Their individuality makes humans more 
  versatile than any other race. Humans can be found 
  everywhere and are associated with everyone from gods over 
  other humanoids to demons. 
   
  Adjustments: Due to the high human versatility, a human 
  character gets a +1 bonus to two ability scores of his choice. 
  Humans move with speed 12. 
   
  Languages: Most humans speak only Common 
   
  Favoured Class:  Humans with all kinds of classes can be 
  found everywhere. 
   
   
  Koalinth 
   
  The koalinth are a race of sea-dwelling goblinoids and close 
  relatives of hobgoblins. They have green skin, gills and 
  webbed fingers and toes. Koalinth have a hierarchic society 
  and are very militant. They fight a constant war with other 
  aquatic races and use their ability to also live on land as an 
  advantage. Koalith sometimes ally with humanoid pirates. 
  Koalith have darkvision. They can survive on land, but will 
  lose one point of strength, constitution and dexterity for 
  everyday they do not stay in water for at least one hour. 
   
  Adjustments: Sp9, SSp12, Cha-1, vsD+1, DT-1, OL-1 
   
  Languages: Goblin,  
   
  Favoured Classes: Fighter, Monk, Mystic 
   
   
  Kobold 
   
  Kobolds are dog-like humanoids and are even shorter than 
  goblins. They have two short horns atop their heads and 
  speak with a barking voice. Kobolds suffer from the fact that 
  most other races are physically stronger and taller than they 
  are. Kobolds compensate that with a high reproduction rate, 
  belligerence and trickery. Kobolds always strife to be taken 
  seriously by the larger races. They are fascinated by magic, 
  especially fire magic, and sometimes learn to control it. 
  If attacked by a creature larger than a human, kobolds get a 
  +2 armour class bonus due to their small size. Kobolds have 
  darkvision. 
   
  Adjustments: Sp9, Str-2, Dex+1, Con-1, vsD+1, vsM-1, 
  CW+2, DT+1, HiS+3, MS+2 
   
  Languages: Goblin, Kobold, Orc 
   
  Favoured Classes: Fighter, Sorcerer, Thief 
   
   
  Lizard-kin 
   
  Lizard-kin are a race of anthropomorphic lizards. They are 
  quite intelligent, but technologically not very advanced. As 
  
  10 
  they are no mammals, a lot of other sentient races and their 
  behaviours seems alien to them. Lizard-kin live mostly in dry 
  areas and form tribes. 
  Lizard-kin are haematocryal. Their speed is reduced by three 
  at temperatures below of 5°C and halved below 0°C. They 
  take one point of damage less per damage die from cold-
  based attacks, though. At temperatures above 25°C, lizard-kin 
  become very active and their speed increases by three. 
   
  Adjustments: Sp12, Str+1, Con+1, vsP+2, Cha-1, DT-1, 
  OL-3 
   
  Languages: Draconic, Lizard 
   
  Favoured Classes: Cleric, Fighter 
   
   
  Locathah 
   
  Locathah are fish-like humanoids living in tropical and 
  subtropical waters. During summer, locathah travel to cooler 
  waters to reproduce. In the winter – provided they live an 
  area with seasons – they live in their caste-like lairs in warmer 
  water. Locathah are opportunistic and cooperate with militant 
  as well as with peaceful aquatic races. 
  On land, locathah suffocate in a number of rounds equal to 
  their constitution score. They have darkvision and can always 
  use a trident, no matter what proficiency they have. 
   
  Adjustments: Sp3, SSp12, nAC14, Con-1, Int+1, vsP+1 
   
  Languages: Aquan, Locathah, Merfolk 
   
  Favoured Classes: Druid, Magus, Ranger 
   
   
  Loxo 
   
  The loxo are a race of anthropomorphic elephants with two 
  trunks and blue to grey skin. They are seminomadic and 
  travel the grasslands of their home region in small clans 
  consisting of family units. If a clan becomes too large, it splits 
  into two smaller clans. Loxo are honest and value family ties 
  and traditions. 
  At half his maximum hit points, a loxo is enraged and does 
  one additional point of damage per attack for every five 
  levels. If a loxo takes damage while he is already reduced to 
  one quarter of his hit points or less, he has to make a system 
  shock survival check for will go berserk and attack the 
  nearest target. A berserk loxo loses 1d6 hit points per day and 
  will not stop attacking until he is dead or knocked out. 
   
  Adjustments: Sp12, Str+1, Dex-2, Con+2, CW-3, DT+1, 
  HiS-2, MS-1 
   
  Languages: Loxo 
   
  Favoured Classes: Berserker, Cleric, Fighter, Mage 
   
   
  Mantis-kin 
   
  Mantis-kin are six-limbed insectoids structure much like a 
  praying mantis. Mantis-kin are focused on hunting and 
  survival, which they consider the primary goals of their life. 
  They do not form nations or even permanent communities, 
  but hunt in packs. Mantis-kin have few prejudices against 
  other races and integrate relatively well into their 
  communities. 
  Mantis-kin never sleep. They are immune to all effects 
  causing sleep, though mantis-kin mages need six hours to 
  prepare their spells. They cannot wear any armour but light 
  armour specially made for them. They cannot wear normal 
  helmets, boots or similar items made for humanoids either. 
  Mantis-kin have darkvision. They are granted a +1 bonus to 
  THACO and damage for their natural attack every five levels 
  starting with the fifth. 
   
  Adjustments: Sp12, nAC14, Str+1, Dex+2, Cha-2, vsP+2, 
  CW+2, DT+1 
   
  Languages: Mantis, Rastipede 
   
  Favoured Classes: Assassin, Ranger, Shinobi 
   
   
  Merfolk 
   
  Merfolk have the upper body of a human and a fish tail. They 
  are an aquatic race with colourful hair and sharp teeth. They 
  are social and playful, but not necessarily friendly to 
  strangers. Merfolk appear in many legends, sometimes are 
  helpful and bevolent, sometimes are cruel and malicious. 
  Both kinds can be found among the real merfolk.  
  Merfolk can breathe both water and air. If on land, they have 
  to water their skin once per day or lose one point of 
  constitution. Merfolk have darkvision. 
   
  Adjustments: Sp3, SSp15, Str-1, Con-1, Dex+1, Cha+1, 
  vsM+1, MS-3 
   
  Languages: Aquan, Merfolk 
   
  Favoured Classes: Cleric, Mystic, Ranger 
   
   
  Merg 
   
  Sometimes, merfolk mate with humans, usually sailors or 
  fishers. The child of such a union is a merg. The merg looks 
  mostly human, but may have colourful hair or the merfolk‘s 
  playful personality. They always have scales on their legs, can 
  breathe both air and water and are natural swimmers. Merg 
  who grow up with their land-dwelling parent have an affinity 
  for water. Once they reach adulthood, many follow the call of 
  the ocean and join their relatives in the sea. They have 
  twilight vision. 
   
  Adjustments: Sp12, SSp7, Con-1, Cha+1, vsM+1 
   
  Languages: Aquan, Merfolk 
   
  Favoured Classes: Bard, Jester, Sorcerer 
   
   
   
  Minotaur 
   
  Minotaurs are an all-male race of humanoids, half bull and 
  half human. Minotaurs are physically strong and value 
  strength above everything else. While few minotaurs are 
  cultured, most are cunning and manipulative. A minotaur can 
  breed with humans and half-elves, but the offspring will 
  always be another male minotaur. Other minotaurs are 
  
  11 
  humanoids that have been cursed. It is unclear where the first 
  minotaur originated from. 
  Minotaurs are immune to Maze. They can use Find the Path 
  once every three days. Because of their horns and hooves, 
  minotaurs cannot use normal helmets or boots. 
   
  Adjustments: Sp12, nAC12, Str+1, Con+2, Dex-1, Int-2, 
  Cha-2, CW-2, HiS+1, OL+1 
   
  Languages: Minotaur, Orc 
   
  Favoured Classes: Fighter, Hedge Wizard 
   
   
  Modron 
   
  The modrons are semi-mechanical beings living on the 
  Clockwork Plane. Their society is organised in a strict 
  hierarchy, where every modron has its place, knows to whom 
  to answer to and who its subordinates are. While the society 
  of the modrons is highly orderly, it is not perfect. Every now 
  and then, a modron breaks out of the system and goes rogue. 
  Other modrons see rogue modrons as wild, even savage. In 
  comparison to most other races, even a renegade modron is 
  organised and pedantic. They are emotional, but have trouble 
  understanding concepts like art, honour or passion. 
  A modron is a living construct, a being between machine and 
  full living being. It is immune to the effects of poison, energy 
  drain and fatigue. Healing magic has only half its usual effect. 
  Spells repairing constructs have full effect. Modrons do not 
  sleep, but need a full night to prepare spells. If reduced to 
  naught hit points, a modron can take only one action per 
  turn. The loss of hit points stops at ten negative hit points, 
  which renders the modron unconscious and helpless. 
   
  Adjustments: Sp12, nAC12, Dex-1, Con+1, Int+1, Cha-3, 
  vsD+2, vsM+1, vsP+1 
   
  Languages: Modron 
   
  Favoured Classes: Monk, Mystic 
   
   
  Mongrelfolk 
   
  Mongrelfolk combine features of many other races, including 
  humans, dwarves, goblins, gnolls, orcs and bullywugs. No 
  two mongrelfolk look alike, but they are always misshapen 
  and ugly. They are rejected by most societies and often 
  enslaved. If tolerated, they usually do not have equal rights. 
  Mongrelfolk have infinite patience and an unswerving believe 
  that justice will eventually come and their oppressors be 
  punished. They have a tradition of bizarre and disturbing 
  literature and music and are survivalists. 
  Mongrelfolk are excellent at mimicking sounds of animals 
  and creatures they have encountered. Independently from 
  their charisma score, mongrelfolk will always be considered 
  suspicious at first. 
   
  Adjustments: Sp12, +1 to a score of choice, Cha-2, HiS+2, 
  DT+2, OL+2 
   
  Languages: Dwarf, Gnome 
   
  Favoured Classes: Hedge Wizard, Mage, Thief 
   
   
  Mul 
   
  The mul is the offspring of a human and a dwarf. Muls are 
  very rare, as the union of human and dwarf rarely leads to 
  pregnancy. Due to the odd circumstances that lead to their 
  creation, muls are often confused and unsure where they 
  belong. Nevertheless, most of them get along well and 
  quickly learn to use both their dwarven strength and human 
  wit to their advantage. Mules are always sterile and thus 
  cannot breed true. Mules have almost no body hair and often 
  shave off what little they have. 
   
  Adjustments: Sp12, Str+1, Cha-1, vsM+2, DT+1, OL+1 
   
  Languages: Dwarf 
   
  Favoured Classes: Hedge Knight, Monk, Fighter 
   
   
  Myconid 
   
  The myconids, also called fungus-kin, are a race of humanoid 
  fungi. They are as tall as a human and live underground or 
  deep in forests. Myconids are cautious and peaceful and do 
  not thrive to conquer other races. The myconid society is 
  always dominated by a king. It is orderly and very 
  conservative. A few myconids break their social bonds and 
  become travellers. Some join druid circles, as druids usually 
  respect them, whereas others become adventures. 
  Myconids cannot wear a normal helmet. Once a day from 
  third level on, they can release a cloud of spores at an enemy 
  no more than five metres away. The spores have the effect of 
  Sleep. From sixth level on, they may alternatively have the 
  effect of Flash, if the myconid decides so, or Paralyse from 
  level nine on. Myconids have darkvision. 
   
  Adjustments: Sp9, Con+1, Dex-1, Wis+1, Cha-2, vsP+3, 
  Cw-2, MS+1, OL-1 
   
  Languages: Myconid, Undercommon, Sylvan 
   
  Favoured Classes: Alchemist, Druid, Fighter 
   
   
  Nightshade 
   
  Nightshades are elemental spirits associated with poisonous 
  plants. They look similar too dwarves, but are a little bit 
  smaller, have silver hair and bronze skin. Nightshades living 
  in tribes are malicious and cruel, though some individuals are 
  different. 
  Nightshades are immune to all kinds of plant-derived poison. 
  If in the climate zone they originate from, they will most 
  likely be able to identify most plants. Nightshades are strictly 
  carnivorous and cannot digest plants very well. They can use 
  Warp Wood once a day from second level on as well as Speak 
  with Plants from fifth level on. 
   
  Adjustments: Sp9, Str-1, Con+2, Wis-1, Cha-1, vsD+3, 
  DT-2, HiS+1, MS+1, OL-3 
   
  Languages: Nightshade, Sylvan 
   
  Favoured Classes: Assassin, Conquistador, Ranger 
   
   
  
  12 
  Ogre 
   
  Ogres are a race of large humanoids. They are smaller than 
  hill giants, but tower over most other races. Ogres are not 
  very smart, but have enormous physical power. They tolerate 
  and sometimes work together with orcs. Ogres form 
  communities of their own, which are sometimes dominated 
  by a group or single individual from a different race. 
  Armour made for other humanoids is usually too small for an 
  ogre. He will need specially made armour, which is usually 
  thrice as expensive. If ogres use weapons smaller than a long 
  sword, they will only do half damage, as the ogre will have 
  trouble handling it. Small weapons like daggers cannot be 
  used at all. 
   
  Adjustments: Sp9, nAC8, Str+3, Dex-2, Con+2, Int-2, 
  Cha-4, vsM-2, DT-3, HiS-2, OL-3 
   
  Languages: Giant, Ogre, Orc 
   
  Favoured Classes: Berserker, Fighter 
   
   
  Ogrillon 
   
  The ogrillon is the result of a union of a female orc and a 
  male ogre. Ogrillon are fierce combatants and violent by 
  nature. If they have not been in a fight for some time, they 
  will become restless and nervous. Ogrillon are sterile, but 
  nevertheless sometimes form gangs with other ogrillons 
  instead of orcs or ogres. Most ogrillons are only slightly taller 
  than orcs, so their strength is often misjudged. 
  If an ogrillon is insulted or provoked, it will always attack the 
  offender. If the offender has the odds on his side, an 
  intelligence check at a -2 penalty is allowed. If an ogrillon is 
  attacked in melee combat, the attack has to be taken care of 
  first, even if that is not the most tactical decision. 
   
  Adjustments: Sp12, Str+2, Dex-1, Con+1, Int-2, Cha-3, 
  vsM-1, DT-2, HiS-2, OL-3 
   
  Languages: Giant, Ogre, Orc 
   
  Favoured Classes: Berserker 
   
   
  Orc 
   
  Orcs are muscular humanoids with green or grey skin and 
  coarse hair. They have a jutting forehead, snouts and large 
  teeth. Orcs are belligerent and live mainly in tribal societies. 
  They believe that constant aggression and conquest is 
  mandatory for the survival of their species. Orcs are not as 
  versatile has humans, but more diverse than many other 
  races. There are orc nations and orc societies that value 
  honour or have advanced knowledge of magic. 
   
  Adjustments: Sp12, Str+1, Cha-2, vsM-1, HiS+1, DT-1 
   
  Languages: Goblin, Hobgoblin, Orc, Ogre 
   
  Favoured Classes: Conquistador, Fighter, Witch 
   
   
  Orog 
   
  The orog is the offspring of a female ogre and a male orc. In 
  comparison to the ogrillon, he has more mental capabilities 
  and less uncanny aggressiveness. Orogs are disciplined and 
  live usually among other orcs. They are sometimes referred to 
  as great orcs. In gang or battalions of orcs, orogs easily 
  become the leaders. 
   
  Adjustments: Sp12, Str+1, Dex-1, Con+1, Int-1 Cha-2, 
  vsM-1 DT-1, OL-2 
   
  Languages: Giant, Ogre, Orc 
   
  Favoured Classes: Fighter 
   
   
  Sahuagin 
   
  Sahuagin, also called sea devils, are a race of evil fish-like 
  beings. They resemble anthropomorphic piranhas. Sahuagin 
  are hated my most other aquatic races as well as by sailors, 
  whose ships they like to capture. Sahuagin form small 
  kingdoms and tribes. 
  Sahuagin are sensitive to light and fight at a -2 THACO 
  penalty in bright light. They have darkvision and breathe 
  water as well as air. On land, they just need to water their skin 
  once a day to avoid a daily loss of one point of constitution. 
   
  Adjustments: Sp9, SSp9, Str+1, Dex+2, Int-1, Wis-1, Cha-2, 
  vsM-1, vsP+1, HiS+1, MS+2 
   
  Languages: Sahuagin 
   
  Favoured Classes: Berserker, Cleric, Fighter, Sorcerer 
   
   
  Tiefling 
   
  The tieflings are humans with demonic ancestry. Some 
  tieflings can be mistaken for humans at first glance, but a 
  closer look will reveal features such as small horns, glowing 
  eyes, long teeth or even a bull‘s tail. A lot of tieflings are 
  egoistic or cruel, but the majority, especially the ones living 
  among their kind, has distanced itself from their infernal 
  ancestors. 
  Nevertheless, 
  tieflings 
  living 
  underground 
  cooperate with demons and devils from time to time. 
  While not half-demons, tieflings still radiate a demonic aura 
  that makes others feel uneasy and might alert beings who can 
  detect such an aura. The aura exists independently from the 
  tiefling‘s actual behaviour. Tieflings have darkvision and can 
  use Darkness Globe once per day, even while wearing armour. 
   
  Adjustments: Sp12, Int+1, Cha-2, HiS+2, vsD+2 
   
  Languages: Infernal, Undercommon 
   
  Favoured Classes: Death Knight, Fighter, Sorcerer, Thief 
   
   
  Warforged 
   
  The warforged are ancient humanoid constructs, part 
  machine, part living wood. They are intelligent, sentient and 
  made for warfare. Without a war to fight or orders from their 
  creators, some warforged wander the world and have turned 
  insane. Others have been hibernating for centuries and woke 
  
  13 
  up recently. Warforged share some similarities with golems, 
  but the secret of their creation is known to few races. 
  Warforged never eat, sleep or breathe, but have to rest for 
  four hours a day. During this time, they are aware of their 
  surroundings. A warforged is immune to the effects of energy 
  drain and fatigue. Healing magic has only half its usual effect. 
  Spells repairing constructs have full effect. Warforged can 
  wear additional armour, but armour fitting a warforged is 
  usually thrice as expensive to make as common armour. 
   
  Adjustments: Sp9, nAC14, Str+1, Con+1, Wis-1, Cha-2, 
  vsD+2, CW-2, HiS-2, OL-2 
   
  Languages: Dwarf, Gnome 
   
  Favoured Classes: Berserker, Fighter, Gunslinger 
   
   
  Water Genasi 
   
  The water genasi are crossbreeds of humanoids and creatures 
  associated with the Elemental Plane of Water. They have 
  pale, cold skin, wavy hair and barely visible scales. Water 
  genasi value their independence rarely and stay in their home 
  community for long, even if they have loving parents. They 
  are explorers and always curious. 
  Water genasi are natural swimmers. They can breathe air as 
  well as water, even touch they lack gills. Water genasi can use 
  Create Water once a day and have darkvision, but only 
  underwater. 
   
  Adjustments: Sp12, SSp9, Con+1, Cha-1, vsWater+2 
   
  Languages: Aquan  
   
  Favoured Classes: Bard, Cleric, Jester, Wizard Slayer 
   
  Yeti 
   
  Yetis are a race of humanoid covered with white fur that live 
  high up in the North. They are shy and avoid contact with 
  other races. Yetis are smarter than generally assumed and 
  fight to the death if cornered. Yetis take only half damage 
  from cold-based attacks. They have a primitive culture and 
  distrust strangers, but are willing to ally with other races to 
  reach a greater goal. 
   
  Adjustments: Con+1, Int+1, Wis+1, Dex-2, Cha-2, vsD+1, 
  HiS-1 
   
  Languages: Giant, Yeti 
   
  Favoured Classes: Berserker, Monk 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  14 
  Choosing a Class 
   
  Apart from the race, a player character is also defined by his 
  class. The class is a character‘s profession, describes what he 
  has learned and does in life. Some classes are identical with a 
  certain job, whereas others represent a lifestyle or worldview 
  as well. A class determines what hit die a character uses, what 
  equipment he can use, whether he has magical or other 
  abilities and what saving throws he has. When a character 
  levels up, he advances in his class. 
   
  Class Types 
  There are basic classes, hybrid classes and racial classes. 
  Hybrid classes combine the features of two basic classes. A 
  character with a hybrid class is more versatile, but also suffers 
  the limitations of both basic classes. A racial class is a class 
  connected to a certain race. Some races do not choose a class 
  and advance in that class. Instead, they gain more and more 
  abilities of their race as they level up. 
   
  Dual- Classing 
  Some character abandon the class their currently have and 
  chose to advance in a new one instead, which is called dual-
  classing. If a character choses a new class, he temporarily 
  loses all the abilities of his former class and starts at the first 
  level of his new class. Only hit dice and saving throws are 
  retained. The character advances in his new class like a 
  regular character until he reaches the level at which he 
  abandoned his old class. From there on, he can use the 
  abilities of both classes, but will still only advance in his new 
  class. Additional hit dice cannot be gained using this method.  
  The saving throw, THACO and hit dice a character has will 
  always be the better ones available. Until the point where the 
  character has the level in both classes, the experience gained 
  will be divided by the level at which the old class was 
  abandoned to avoid very fast class advancement at low levels. 
  The game master decides if dual-classing is allowed or not, or 
  if it is limited to certain races or classes. 
  Multiclassing 
  Grey Matter has a number of hybrid classes combining the 
  features of two basic classes. Not all possible combinations 
  are listed here, as some of them are rather weird – which 
  does not mean a game master cannot allow them. A player 
  who wants to play a multiclassed character choses two classes 
  while the character is created. To advance a level, the 
  multiclassed character has to reach the experience point 
  requirements for both classes. Once that is done (the 
  character will usually require twice the XP to level up), the 
  character advances in both classes. The hit dice, THACO and 
  saving throw are averaged and rounded down. The game 
  master may decide to set an XP penalty for multiclassing as 
  well, as multiclassed characters are often only one level 
  behind their companions, which is not that much later on. 
   
  What to Keep in Mind 
  Both 
  dual-classed 
  and 
  multiclassed 
  characters 
  have 
  limitations. A character combining the abilities of arcane 
  spellcaster and fighter can wear armour – but he will not be 
  able to use any spells as long as the armour is worn. The 
  same goes for other special class abilities. Once more, the 
  game master decides which abilities can or cannot be used. 
   
  Furthermore, there are some classes not suited for a 
  combination with other classes. A paladin is dedicated to his 
  deity. If that deity does not accept any form of necromancy, 
  it is not possible for him to become a necromantic paladin 
  while retaining his divine powers at the same time, even 
  though there are no technical limitations for the combo. Such 
  combinations have to be discussed with the game master, as 
  their plausibility depends mostly on the setting the adventures 
  take place in. 
   
  
  15 
  Alchemist 
   
  The alchemist is a scholar and scientist. His fields of expertise 
  include chemistry, pharmacy, the arcane, medicine and also 
  philosophy. Alchemists have many different goals: Some 
  want power or even immortality, others knowledge and 
  answers to nature‘s secrets. In one form or another, almost all 
  cultures have alchemists. In some areas, alchemists are always 
  also mages, physicians or clerics, in others, the distinction is 
  more obvious. 
   
  While some alchemists have illusions of grandeur and are 
  megalomaniacs, most are as practical as members of other 
  proficiencies. Alchemists make drugs, provide weapons like 
  flaming oil and provide knowledge only they have. Many 
  nobles employ a private alchemist. 
   
  The alchemist‘s prime attributes are intelligence and wisdom. 
  He can armour as heavy as leather armour and use weapon 
  up to the size of a long sword as well as light crossbows and 
  staffs. 
   
   
  Alchemist Class Abilities 
   
  Bombs: By mixing dangerous chemicals, the alchemist can 
  make alchemical bombs. The alchemist can make a number 
  of bombs equal to his level per day. If a bomb is not hurled 
  in the round it is made, it degenerates. A bomb does 1d6 
  points of fire damage. Every three levels starting with level 
  four, it will do an additional 1d6 points of damage up to a 
  maximum of 10d6. Over time, the alchemist can learn new 
  formulae for other types of bombs. An alchemist learns 
  formulae likes a spellcaster learns new spells and writes them 
  down in his notebook. 
   
  Extracts: An alchemist can mix so-called extracts. Provided 
  he has learned the formula, he can mix a certain number of 
  extracts per day. The extracts can be made in short time and 
  will remain potent for one day. It will come into effects once 
  drunken. The effects of extracts are similar to those of certain 
  spells. The alchemist learns formulae for extracts just like he 
  learns formulae for bombs. 
  Poison: The alchemist can handle poisons without making 
  fundamental errors. He can use Detect Poison once per day at 
  will and gains an additional daily use every five levels. 
   
  Saving Throw Bonus: The alchemist gets a +3 saving throw 
  bonus against poisons and similar hazards. 
   
  Stronghold: At level ten, an alchemist can establish his own 
  lab. The lab will attract young alchemists and others eager to 
  learn the secrets of alchemy. 
   
   
   
   
  Table 7: Alchemist Advancement 
  Level 
  Total Hit Dice 
  (d6) 
  Saving Throw 
  THACO Bonus 
  Daily Extracts 
  1 
  2 
  3 
  4 
  5 
  6 
  1 
  6 hp 
  15 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  - 
  3 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  3 
  1 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +1 
  4 
  2 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  4 
  3 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +2 
  4 
  3 
  1 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  4 
  2 
  2 
  - 
  - 
  - 
  9 
  9 
  7 
  +3 
  5 
  4 
  3 
  - 
  - 
  - 
  10 
  9+1 hp 
  6 
  +4 
  5 
  4 
  3 
  1 
  - 
  - 
  11 
  9+2 hp 
  5 
  +5 
  5 
  4 
  4 
  2 
  - 
  - 
  12 
  9+3 hp 
  5 
  +5 
  5 
  5 
  4 
  3 
  - 
  - 
  13 
  9+4 hp 
  5 
  +5 
  5 
  5 
  4 
  3 
  1 
  - 
  14 
  9+5 hp 
  5 
  +6 
  5 
  5 
  4 
  4 
  2 
  - 
  15 
  9+6 hp 
  5 
  +6 
  5 
  5 
  5 
  4 
  3 
   
  16 
  9+7 hp 
  5 
  +7 
  5 
  5 
  5 
  4 
  3 
  1 
  17 
  9+8 hp 
  5 
  +7 
  5 
  5 
  5 
  4 
  4 
  2 
  18 
  9+9 hp 
  5 
  +7 
  5 
  5 
  5 
  5 
  4 
  3 
  19 
  9+10 hp 
  5 
  +7 
  5 
  5 
  5 
  5 
  5 
  4 
  20 
  9+11 hp 
  5 
  +8 
  5 
  5 
  5 
  5 
  5 
  5 
  21+ 
  9+1 hp/level 
  5 
  +8 
  5 
  5 
  5 
  5 
  5 
  5 
  
  16 
  Archer 
   
  The archer is a fighter specialised in ranged weapons. Though 
  similar to the fighter, he has not been trained to stand in the 
  first line and engage opponents in close combat, but to pick 
  precise shots from the back row or neutralise enemies before 
  they even notice he is there. With support, the archer is 
  deadly; without, he has to rely on his quickness and the 
  element of surprise. In the East, archers are referred to as 
  shèshǒu. 
   
  While the actual type of weapon may differ, archers can be 
  found in almost any culture, though some consider the use of 
  bows or ranged weapons in general less honourable than 
  engaging the enemy in melee combat. However, many 
  archers view their profession from a military and practical 
  view: There is no reason why the possibility of hitting the 
  enemy while he cannot hit back should not be exploited. 
   
  The archer‘s prime attributes are strength and dexterity. The 
  archer can use any weapon. He can wear any armour, but 
  loses his special abilities while wearing armour heavier than 
  chain mail. The archer can use shields. 
   
   
  Archer Class Abilities 
   
  Marksmanship: Upon reaching the fourth level, the archer 
  specialises in a certain type of bow. He gains his 
  marksmanship bonus to THACO and damage while using 
  this weapon. Later one, he will gain a greater bonus for this 
  weapon. 
   
  Melee Shot: While in close combat, the archer can use 
  ranged weapons without a penalty. 
   
  Precision Shot: The archer shots one and a half times as far 
  with any ranged weapon as an average user. 
   
  Rapid Shot: From the eighth level on, the archer reloads fast 
  enough to fire an extra shot per round. He can fire one 
  additional shot every further eight levels. 
  Running Shot: The archer can move while shooting without 
  a penalty. However, this slows him down slightly. 
   
  Strength Bonus: The archer gets a THACO and damage 
  bonus for a high strength score. 
   
  Stronghold: Once he reaches the tenth level, the archer may 
  establish a stronghold. This can be a fortress centred in a 
  piece of land the archer owns, usually with an archery range. 
  The stronghold will draw men-at-arms, bowmen among 
  them. 
   
   
   
   
   
   
  Table 8: Archer Advancement 
  Level 
  Total Hit Dice (d8) 
  Saving Throw 
  THACO Bonus 
  Marksmanship Bonus 
  1 
  8 hp 
  14 
  - 
  - 
  2 
  2 
  13 
  - 
  - 
  3 
  3 
  12 
  +1 
  - 
  4 
  4 
  11 
  +2 
  +1 
  5 
  5 
  10 
  +2 
  +1 
  6 
  6 
  9 
  +3 
  +1 
  7 
  7 
  8 
  +4 
  +1 
  8 
  8 
  7 
  +5 
  +1 
  9 
  9 
  6 
  +6 
  +2 
  10 
  9+2 hp 
  5 
  +7 
  +2 
  11 
  9+4 hp 
  4 
  +7 
  +2 
  12 
  9+6 hp 
  4 
  +8 
  +2 
  13 
  9+8 hp 
  4 
  +9 
  +2 
  14 
  9+10 hp 
  4 
  +9 
  +2 
  15 
  9+12 hp 
  4 
  +10 
  +2 
  16 
  9+14 hp 
  4 
  +11 
  +3 
  17 
  9+16 hp 
  4 
  +12 
  +3 
  18 
  9+18 hp 
  4 
  +12 
  +3 
  19 
  9+20 hp 
  4 
  +13 
  +3 
  20 
  9+22 hp 
  4 
  +13 
  +3 
  21+ 
  9+2 hp/level 
  4 
  +14 
  +4 
  
  17 
  Assassin 
   
  The assassin has a lot in common with the thief, but is 
  specialised in one task: Eliminating people quickly and 
  efficiently. Assassins often see straight combat as needlessly 
  risky and like to use poison to ensure that each of their strikes 
  counts. Learning to handle poisons takes some time, so the 
  assassin is less skilled when it comes to basic thieving 
  abilities. Assassins often have dark clothes to conceal 
  themselves during the night, but tend to wear simple and 
  inconspicuous clothes in public. 
   
  Some assassins are loners and prefer to cooperate with others 
  only if necessary. They are sometimes associated with the 
  local thieves‘ guild to find customers. Other assassins are 
  employed by cults and send out to kill traitors or heretics. If 
  assassins are organised, it is almost always in form of a secret 
  societies, as their profession is illegal practically everywhere. 
   
  The assassin‘s prime attribute is dexterity. He only uses 
  leather armour or lighter protection and no two-handed 
  weapons. 
   
   
  Assassin Class Abilities 
   
  Assassination: The assassin can kill enemies with one clean 
  strike. To do so, he needs a piercing weapon and has to be 
  able to backstab the target. The enemy must not be aware of 
  the presence of the assassin directly behind him. To 
  assassinate a target with equal hit dice, the assassin has to roll 
  at least a ten with a d20. For every hit dice the assassin is 
  above the target, he gains a +1 bonus. For every hit dice 
  below, he has a -1 malus to the roll. The game master may 
  decide that it‘s not possible to kill certain creatures this way. 
   
  Thief Skills: The assassin has all the thieving abilities of the 
  thief, but is usually less skilled. 
   
  Backstab: Like the thief, the assassin can attack enemies 
  from behind to gain a +4 THACO bonus and do double 
  damage. The damage is tripled at level seven and quadrupled 
  from level ten on. 
   
  Poison: The assassin can handle poisons without making 
  fundamental errors. He can often (but not always) detect 
  poisons and distinguish between them. However, assassins 
  are usually not experts at making poison, just at using it. 
   
   
   
   
   
  Table 9: Assassin Advancement 
  Level 
  Total Hit 
  Dice (d6) 
  Saving 
  Throw 
  THACO 
  Bonus 
  Thief Skills (d20) 
  Climb Walls 
  Delicate Tasks 
  Hide in Shadows 
  Move Silently 
  Open Locks 
  1 
  6 hp 
  15 
  - 
  9 
  19 
  20 
  18 
  18 
  2 
  2 
  14 
  - 
  7 
  18 
  19 
  16 
  17 
  3 
  3 
  13 
  - 
  5 
  17 
  18 
  14 
  16 
  4 
  4 
  12 
  +1 
  4 
  16 
  17 
  14 
  15 
  5 
  5 
  11 
  +1 
  4 
  15 
  16 
  13 
  14 
  6 
  6 
  10 
  +2 
  4 
  14 
  15 
  13 
  13 
  7 
  7 
  9 
  +2 
  4 
  13 
  14 
  12 
  12 
  8 
  8 
  8 
  +3 
  4 
  12 
  13 
  11 
  10 
  9 
  9 
  7 
  +3 
  3 
  11 
  12 
  10 
  9 
  10 
  10 
  6 
  +4 
  3 
  10 
  9 
  8 
  8 
  11 
  10+1 hp 
  5 
  +5 
  3 
  8 
  7 
  6 
  7 
  12 
  10+2 hp 
  5 
  +5 
  3 
  6 
  5 
  4 
  6 
  13 
  10+3 hp 
  5 
  +5 
  3 
  4 
  3 
  4 
  5 
  14 
  10+4 hp 
  5 
  +6 
  2 
  4 
  3 
  4 
  5 
  15 
  10+5 hp 
  5 
  +6 
  2 
  4 
  3 
  4 
  5 
  16 
  10+6 hp 
  5 
  +7 
  2 
  4 
  3 
  3 
  5 
  17 
  10+7 hp 
  5 
  +7 
  2 
  4 
  3 
  3 
  5 
  18 
  10+8 hp 
  5 
  +7 
  2 
  4 
  3 
  3 
  5 
  19 
  10+9 hp 
  5 
  +7 
  2 
  4 
  3 
  3 
  5 
  20 
  10+10 hp 
  5 
  +8 
  2 
  4 
  3 
  3 
  5 
  21+ 
  10+1 hp/level 
  5 
  +8 
  2 
  4 
  3 
  3 
  5 
  
  18 
  Bard 
   
  The bard is an artist well versed in history, music and 
  performance. He travels a lot, always looking for inspiration 
  and adventure. Bards usually know how to defend themselves 
  and adjust to new situations well. In in comparison to the 
  thief, the bard is more open and seeks attention instead of 
  avoiding it. 
   
  The bard‘s main attribute is charisma. He is limited to one-
  handed melee weapons and may not wear armour heavier 
  than chain mail. The bard is also the only one able to use 
  enchanted music instruments. 
   
   
  Bard Class Abilities 
   
  Bardic Knowledge: The bard can choose two languages in 
  addition to the ones granted by his intelligence score. As he 
  travels widely and is always eager to learn, the bard is often 
  the one who remembers historical details, recognises a coat 
  of arms or has some knowledge about local traditions. 
   
  Bard Songs: Most bards can play all common music 
  instruments at least marginally well. The bard also choses his 
  favoured instrument at level one. This is the instrument he 
  can use to play bards songs, unearthly songs that can have all 
  kinds of effects on the listener. The bard can play these songs 
  whenever and how often he likes, but has to play them 
  continuously if he wants their effect to last during battle. 
  While playing a song, the bard cannot attack, but may 
  perform defensive manoeuvres. If struck, the song ends, 
  though its effect will last for one additional round. The bard 
  knows only a limited number of songs that increases over 
  time. To enchant a crowd with a normal song, a charisma 
  check may be required. 
   
  Read Magic Writings: From eighth level on, the bard has 
  gathered enough knowledge to read arcane magic writings. 
  He may also cast spells from scrolls up to spell level six, with 
  the risk of the spell failing in one out of ten cases. He can 
  also read higher-level scrolls – with an even greater risk of the 
  spell malfunctioning. 
  Saving Throw Bonus: The bard gets a +1 bonus to saving 
  throws against magic and a +3 bonus against music-related 
  hazards. 
   
  Stronghold: At level ten, the bard can build a stronghold. 
  This is usually a tavern, a playhouse and sometimes a music 
  school. The stronghold will attract followers, including bards, 
  jesters and thieves. 
   
   
   
   
  Table 10: Bard Advancement 
  Level 
  Total Hit Dice (d6) 
  Saving Throw 
  THACO Bonus 
  Number of Songs 
  1 
  6 hp 
  14 
  - 
  2 
  2 
  2 
  13 
  - 
  3 
  3 
  3 
  12 
  +1 
  3 
  4 
  4 
  11 
  +1 
  4 
  5 
  5 
  10 
  +2 
  4 
  6 
  6 
  9 
  +2 
  5 
  7 
  7 
  8 
  +3 
  5 
  8 
  8 
  7 
  +3 
  6 
  9 
  9 
  6 
  +4 
  6 
  10 
  9+2 hp 
  5 
  +5 
  7 
  11 
  9+4 hp 
  4 
  +5 
  7 
  12 
  9+6 hp 
  4 
  +6 
  8 
  13 
  9+8 hp 
  4 
  +7 
  8 
  14 
  9+10 hp 
  4 
  +7 
  9 
  15 
  9+12 hp 
  4 
  +8 
  9 
  16 
  9+14 hp 
  4 
  +8 
  10 
  17 
  9+16 hp 
  4 
  +9 
  10 
  18 
  9+18 hp 
  4 
  +10 
  11 
  19 
  9+20 hp 
  4 
  +10 
  11 
  20 
  9+22 hp 
  4 
  +11 
  12 
  21+ 
  9+2 hp/level 
  4 
  +12 
  12 
  
  19 
  Beastmaster 
   
  The beastmaster has a natural affinity to animals and is able 
  to communicate emphatically with them. Some people are 
  born with such an ability, whereas others somehow receive it 
  as adults, maybe due to magic, maybe due to the favour of a 
  higher being. The beastmaster is the wanderer and usually 
  avoids civilisation. He is often misunderstood and distrusted 
  by others. Most beastmasters are harmless if left alone, 
  though there are some that cooperate with shadow druids or 
  other dark powers. 
   
  The beastmaster‘s prime attribute is charisma. He can use any 
  weapon, but no armour heavier than leather armour. He can 
  use metal shields. 
   
   
  Beastmaster Class Abilities 
   
  Animal Henchman: The beastmaster can gain animal 
  followers at any level. The number of followers is limited by 
  his charisma. The beastmaster can recruit a befriended animal 
  if the animal fails a saving throw. The saving throw is rolled 
  at a -1 penalty for every three levels the beastmaster has. The 
  beastmaster‘s animals are free to come and go and act as they 
  will. The beastmaster can request their support, but not 
  command them. If an animal is wounded in combat, he 
  receives a -1 THACO penalty the next round. If one is killed, 
  the empathic shock results in a -2 THACO penalty for the 
  next twenty-four hours. Every time the beastmaster gains a 
  level, hit animal followers gain a hit point. A high level also 
  increases the chance that more powerful animal will appear. 
   
  Emphatic Connection: The beastmaster can emphatically 
  communicate with common or giant animals or animal-like 
  creature with respective intelligence within a range of ten 
  metres to befriend it. If the beastmaster‘s friendship offer is 
  sincere, the animal will not run off or attack unless provoked 
  and the beastmaster can communicate with it in a limited 
  fashion. Additionally, the beastmaster can use Speak with 
  Animals once per day for every odd level he has.  
   
  Ranger Skills: Like the ranger, the beastmaster can hide and 
  move without noise in natural surroundings and tracks 
  animals and peoples. 
   
  Stronghold: The beastmaster does not establish a static 
  stronghold, but he may become the guardian and preserver of 
  a region, much like a druid. Additionally, once per year, the 
  beastmaster can summon a hoard of animals for a certain 
  task. If he does so, animals worth a hundred hit dice per level 
  of the caster will appear. For every ten animal, there will be a 
  pack leader with one additional hit die and maximum hit 
  points. The hoard will usually stay a week or a specific 
  purpose. 
    
   
   
   
  Table 11: Beastmaster Advancement 
  Level 
  Total Hit Dice (d6) 
  Saving Throw 
  THACO Bonus 
  Ranger Skills (d20) 
  Move Silently 
  Hide 
  Tracking 
  1 
  6 hp 
  13 
  - 
  19 
  18 
  16 
  2 
  2 
  12 
  - 
  18 
  17 
  16 
  3 
  3 
  11 
  +1 
  17 
  16 
  15 
  4 
  4 
  10 
  +2 
  16 
  15 
  15 
  5 
  5 
  9 
  +2 
  15 
  14 
  14 
  6 
  6 
  8 
  +3 
  14 
  13 
  14 
  7 
  7 
  7 
  +4 
  13 
  12 
  13 
  8 
  8 
  6 
  +5 
  12 
  11 
  13 
  9 
  9 
  5 
  +6 
  11 
  10 
  12 
  10 
  9+1 hp 
  5 
  +7 
  10 
  9 
  12 
  11 
  9+2 hp 
  5 
  +7 
  9 
  9 
  11 
  12 
  9+3 hp 
  5 
  +8 
  8 
  8 
  11 
  13 
  9+4 hp 
  5 
  +9 
  7 
  8 
  10 
  14 
  9+5 hp 
  5 
  +9 
  6 
  7 
  10 
  15 
  9+6 hp 
  5 
  +10 
  5 
  7 
  8 
  16 
  9+7 hp 
  5 
  +11 
  5 
  6 
  8 
  17 
  9+8 hp 
  5 
  +12 
  5 
  6 
  7 
  18 
  9+9 hp 
  5 
  +12 
  5 
  5 
  7 
  19 
  9+10 hp 
  5 
  +13 
  5 
  5 
  6 
  20 
  9+11 hp 
  5 
  +13 
  5 
  5 
  6 
  21+ 
  9+1 hp/level 
  5 
  +14 
  5 
  5 
  5 
  
  20 
  Berserker 
   
  The berserker is a warrior similar to the fighter, but more 
  ferocious, even savage. He always fights in the front row and 
  values bravery and honour. The common trait of all 
  berserkers is not only their aggressive combat style, but also 
  their ability to go into a frenzy called berserker rage. In this 
  state, the berserker is even more dangerous and almost 
  unstoppable. 
   
  In the North, whole tribes and even small nations having 
  almost exclusively berserkers in their ranks exist. These tribes, 
  often seafaring raiders, prefer to quickly overrun their 
  enemies, take what they can and leave. Against prepared and 
  well-organised soldiers, especially groups with archers or 
  other ranged attackers in their ranks, berserkers have proven 
  to be less effective. In the East, berserkers are referred to as 
  yaban, which is also a term for tribes considered savage and 
  uncivilised. 
   
  The 
  berserker‘s 
  prime 
  attributes 
  are 
  strength 
  and 
  constitution. He does not wear any armour apart from 
  bracers. He may use shields, but no shields as large as tower 
  shields. 
   
   
  Berserker Class Abilities 
   
  Berserker Rage: One per day, the berserker can go into 
  berserker rage. He gains his rage bonus to THACO and 
  damage. His speed increases by three. The berserker remains 
  enraged for ten rounds or until the battle ends. After that, he 
  is exhausted and gains the rage bonus as a malus. In berserker 
  rage, the berserker cannot use missile weapons and always 
  attacks the closest enemy. From level five on, the ability can 
  be used twice a day. One additional use is possible every 
  further five levels. An enraged berserker cannot be charmed 
  or mind-controlled and is fearless. 
   
  Combat Experience: The berserker does not wear armour, 
  but strengthens his senses further with every battle and thus 
  gains a higher armour class over time. 
   
  Saving Throw Bonus and Malus: The berserker gets a +2 
  bonus to saving throws against death, but also a -5 saving 
  throw malus against magic. 
   
  Strength Bonus: Like the fighter, the berserker gets a 
  THACO and damage bonus for a high strength score. 
   
  Stronghold: Once he has reached level ten, the berserker can 
  build a stronghold. This is often a fortress on the borderlands  
  or a small fortified city. The stronghold will attract men-at-
  arms and other followers. 
   
   
   
   
  Table 12: Berserker Advancement 
  Level 
  Total Hit Dice (d12) 
  Saving Throw 
  THACO Bonus 
  Armour Class 
  Rage Bonus 
  1 
  12 hp 
  13 
  - 
  10 
  +1 
  2 
  2 
  12 
  - 
  11 
  +1 
  3 
  3 
  11 
  +1 
  12 
  +1 
  4 
  4 
  10 
  +2 
  13 
  +1 
  5 
  5 
  9 
  +2 
  14 
  +2 
  6 
  6 
  8 
  +3 
  15 
  +2 
  7 
  7 
  7 
  +4 
  16 
  +2 
  8 
  8 
  6 
  +5 
  17 
  +2 
  9 
  9 
  5 
  +6 
  18 
  +2 
  10 
  9+3 hp 
  5 
  +7 
  19 
  +3 
  11 
  9+6 hp 
  5 
  +7 
  19 
  +3 
  12 
  9+9 hp 
  5 
  +8 
  19 
  +3 
  13 
  9+12 hp 
  5 
  +9 
  19 
  +3 
  14 
  9+15 hp 
  5 
  +9 
  19 
  +3 
  15 
  9+18 hp 
  5 
  +10 
  19 
  +3 
  16 
  9+21 hp 
  5 
  +11 
  19 
  +4 
  17 
  9+24 hp 
  5 
  +12 
  20 
  +4 
  18 
  9+27 hp 
  5 
  +12 
  20 
  +4 
  19 
  9+30 hp 
  5 
  +13 
  20 
  +4 
  20 
  9+33 hp 
  5 
  +13 
  20 
  +4 
  21+ 
  9+3 hp/level 
  5 
  +14 
  20 
  +5 
  
  21 
  Buccaneer 
   
  Buccaneers are raiders of the oceans. If there are oceans plied 
  for commerce, there will also be buccaneers. While the life of 
  buccaneers is often romanticised, most buccaneers are simply 
  bandits on a ship. Many of them are sailors that want to 
  become rich quickly or exploit trading routes through 
  insecure waters. Some buccaneers even work for a 
  government – often a merchant republic – and are authorised 
  to raid ships of hostile nations. Others are hireable as 
  mercenaries if the payment is right or have established 
  themselves as rulers of coastal cities out of reach of the 
  central government. 
   
  The buccaneer‘s prime attribute is dexterity. He can use any 
  weapon not larger than a long sword and does wear armour 
  heavier than leather armour. 
   
   
  Buccaneer Class Abilities 
   
  Quick Draw: The buccaneer can pull out his gun and use it 
  in the same round, provided the gun is loaded. 
   
  Parry: Agile buccaneers with a high dexterity can evade 
  enemy attacks. If a buccaneers tries to parry instead of 
  attacking, his opponent gets a THACO penalty. 
   
  Precision Strike: The buccaneer scores at critical hit not 
  only on rolling a twenty, but also on rolling a nineteen. 
   
  Strength 
  Bonus: 
  With 
  above-average 
  strength, 
  the 
  buccaneer gets a THACO and damage bonus. 
   
  Swimming: Buccaneers are excellent swimmers and swim at 
  their land movement rate. Buccaneers from aquatic races 
  swim at one and a half their swimming speed- 
   
  Two-Weapon Style: From level five on, the buccaneer can 
  use both a gun and a one-handed melee weapon at the same 
  time. He still suffers the malus for using a ranged weapon in 
  close combat if he does use it against an enemy in melee. 
   
  Stronghold: At level ten, a buccaneer can establish a 
  stronghold. This is often a pirate ship or a secret lair that 
  attracts other buccaneers. Some experienced buccaneers also 
  start to work as privateers for the local authorities. 
   
   
  Table 13: Buccaneer Advancement 
  Level 
  Total Hit 
  Dice (d6) 
  Saving Throw 
  THACO Bonus 
  Thief Skills (d20) 
  Climb Walls 
  Pick Pockets 
  Open Locks 
  1 
  6 hp 
  13 
  - 
  5 
  - 
  18 
  2 
  2 
  12 
  - 
  5 
  - 
  17 
  3 
  3 
  11 
  +1 
  5 
  17 
  16 
  4 
  4 
  10 
  +1 
  4 
  16 
  15 
  5 
  5 
  9 
  +2 
  4 
  15 
  14 
  6 
  6 
  8 
  +2 
  4 
  14 
  13 
  7 
  7 
  7 
  +3 
  4 
  12 
  12 
  8 
  8 
  6 
  +3 
  4 
  11 
  9 
  9 
  9 
  5 
  +4 
  3 
  10 
  7 
  10 
  10 
  5 
  +5 
  3 
  8 
  5 
  11 
  10+1 hp 
  5 
  +5 
  3 
  7 
  3 
  12 
  10+2 hp 
  5 
  +6 
  3 
  6 
  2 
  13 
  10+3 hp 
  5 
  +7 
  3 
  5 
  2 
  14 
  10+4 hp 
  5 
  +7 
  2 
  4 
  2 
  15 
  10+5 hp 
  5 
  +8 
  2 
  3 
  2 
  16 
  10+6 hp 
  5 
  +8 
  2 
  3 
  2 
  17 
  10+7 hp 
  5 
  +9 
  2 
  3 
  2 
  18 
  10+8 hp 
  5 
  +10 
  2 
  3 
  2 
  19 
  10+9 hp 
  5 
  +10 
  2 
  2 
  2 
  20 
  10+10 hp 
  5 
  +11 
  2 
  2 
  2 
  21+ 
  10+1 hp/level 
  5 
  +12 
  2 
  2 
  2 
  
  22 
  Cavalier 
   
  The cavalier is a mounted warrior who fights honour. Some 
  are completely selfless, whereas others seek glory, riches or 
  political power. However, all cavaliers follow the Code of 
  Chivalry, a rigid codex that determines the cavalier‘s 
  behaviour in battle and towards others. With some 
  exceptions, cavaliers are from noble families and start their 
  training in early childhood. The cavalier is bound to a liege 
  lord. He has a number of liberties, but if his lord sends him 
  on a mission, the cavalier will follow the order. 
   
  A cavalier expects a certain degree of respect from subjects of 
  his lord, common folk and other cavaliers. He may also ask 
  for lodging or even military assistance. Even enemy nations 
  sometimes assist cavaliers to a certain degree, provided the 
  cavalier is on a mission and does not act hostile. Some 
  cavaliers take their codex to the extreme. While still 
  righteous, they expect absolute honesty from everyone and 
  are ready to punish people for breaking even minor laws or 
  rules.  
   
  The cavalier‘s prime attribute is strength. He can use any 
  armour and any weapon apart from missile weapons and 
  weapons considered cowardly. However, cavaliers will prefer 
  wearing no armour to wearing equipment below their status.  
   
   
  Cavalier Class Abilities 
   
  Challenge: Once per day, the cavalier can challenge an 
  opponent in combat. If that opponent fails a saving throw, it 
  has to concentrate its efforts on fighting the cavalier until 
  defeat or morale failure. This ability can be used only once 
  per encounter and an additional time per day every three 
  levels. 
   
  Code of Chivalry: Every cavalier has to follow the strict 
  Code of Chivalry. This code always includes not running 
  from a readied opponent, not taking part in surprise rounds 
  and always being honest and truthful. The details of the code 
  depend on the cavalier‘s home country, liege lord and culture. 
  They are determined by the game master. 
  Horsemanship: The cavalier starts with a horse and a simple 
  lance. While being mounted, the cavalier receives his 
  mounted combat bonus to THACO and damage. 
   
  Saving Throw Bonus: A cavalier is granted a +1 saving 
  throw bonus vs. death, fear and paralysis. 
   
  Strength Bonus: Like the fighter, the cavalier gets a 
  THACO and damage bonus for a high strength score. 
   
  Stronghold: Upon reaching level ten, the cavalier is granted a 
  higher title of nobility or a military rank. He can build or take 
  over a castle. The castle will attract followers, including 
  squires who want to serve the cavalier. 
   
   
  Table 14: Cavalier Advancement 
  Level 
  Total Hit Dice (d8) 
  Saving Throw 
  THACO Bonus 
  Mounted Combat Bonus 
  1 
  8 hp 
  14 
  - 
  - 
  2 
  2 
  13 
  - 
  +1 
  3 
  3 
  12 
  +1 
  +1 
  4 
  4 
  11 
  +2 
  +1 
  5 
  5 
  10 
  +2 
  +1 
  6 
  6 
  9 
  +3 
  +1 
  7 
  7 
  8 
  +4 
  +2 
  8 
  8 
  7 
  +5 
  +2 
  9 
  9 
  6 
  +6 
  +2 
  10 
  9+2 hp 
  5 
  +7 
  +2 
  11 
  9+4 hp 
  4 
  +7 
  +2 
  12 
  9+6 hp 
  4 
  +8 
  +3 
  13 
  9+8 hp 
  4 
  +9 
  +3 
  14 
  9+10 hp 
  4 
  +9 
  +3 
  15 
  9+12 hp 
  4 
  +10 
  +3 
  16 
  9+14 hp 
  4 
  +11 
  +3 
  17 
  9+16 hp 
  4 
  +12 
  +4 
  18 
  9+18 hp 
  4 
  +12 
  +4 
  19 
  9+20 hp 
  4 
  +13 
  +4 
  20 
  9+22 hp 
  4 
  +13 
  +4 
  21+ 
  9+2 hp/level 
  4 
  +14 
  +4 
  
  23 
  Cleric 
   
  The cleric is an armoured priest dedicated to a deity or a 
  pantheon. Adventurous clerics often are on a certain mission 
  or have decided that they don‘t want to spend their whole life 
  in a temple. The cleric fights well, but not as good as pure 
  combat experts like the fighter. The cleric is granted divine 
  spells by his deity. Those spells mainly heal and support and 
  are less offensive than the mage‘s spells. 
   
  The cleric‘s prime attribute is wisdom. He can use any type of 
  armour, but only blunt and no edged weapons. 
   
   
  Cleric Class Abilities 
   
  Divine Favour: A cleric with a high wisdom score can 
  increase the number of spells he is granted daily. 
   
  Divine Spell Casting: The cleric can channel the power of 
  his deity and use spells from the Cleric Spell List. These spells 
  do not have to be learned; the cleric gains them automatically 
  once he reached the level where he is able to cast them. The 
  player or game master may decide that certain spells do not 
  fit the cleric‘s deity and are not available. Each day, the cleric 
  prays for the spells he wants to use that day. Once cast, the 
  spells can‘t be used again until the next day unless it has been 
  prepared more than once for that day. The cleric can always 
  cast a healing spell if he sacrifices another prepared spell of 
  the same or a higher spell level. He can also turn a healing 
  spell into the equivalent harming spell or vice versa. 
   
  Saving Throw Bonus: The cleric gets a +2 bonus to saving 
  throws against death and paralysis. 
  Turn Undead: The cleric can turn the undead with his aura 
  of holiness and make them flee in terror or, at later levels, 
  completely destroy them. Evil clerics don‘t destroy undead; 
  instead, they make them bow to their will and command 
  them. Depending on the campaign setting, this power can 
  also apply to other foul creatures like demons. 
   
  Stronghold: At level ten, the cleric has followed the right 
  path long enough to establish a temple dedicated to his deity. 
  Other believers and acolytes will come to the temple to be 
  guided by the cleric. 
   
   
   
   
   
   
  Table 15: Cleric Advancement 
  Level 
  Total Hit Dice 
  (d6) 
  Saving Throw 
  THACO 
  Bonus 
  Daily Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  6 hp 
  15 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  +1 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +2 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  7 
  7 
  9 
  +3 
  2 
  2 
  2 
  1 
  1 
  - 
  - 
  8 
  8 
  8 
  +3 
  2 
  2 
  2 
  2 
  2 
  - 
  - 
  9 
  9 
  7 
  +4 
  3 
  3 
  3 
  2 
  2 
  - 
  - 
  10 
  9+1 hp 
  6 
  +5 
  3 
  3 
  3 
  3 
  3 
  - 
  - 
  11 
  9+2 hp 
  5 
  +5 
  4 
  4 
  4 
  3 
  3 
  - 
  - 
  12 
  9+3 hp 
  4 
  +6 
  4 
  4 
  4 
  4 
  4 
  1 
  - 
  13 
  9+4 hp 
  4 
  +7 
  5 
  5 
  5 
  4 
  4 
  1 
  - 
  14 
  9+5 hp 
  4 
  +7 
  5 
  5 
  5 
  5 
  5 
  2 
  - 
  15 
  9+6 hp 
  4 
  +8 
  6 
  6 
  6 
  5 
  5 
  2 
  - 
  16 
  9+7 hp 
  4 
  +8 
  6 
  6 
  6 
  6 
  6 
  3 
  - 
  17 
  9+8 hp 
  4 
  +9 
  7 
  7 
  7 
  6 
  6 
  3 
  1 
  18 
  9+9 hp 
  4 
  +10 
  7 
  7 
  7 
  7 
  7 
  4 
  1 
  19 
  9+10 hp 
  4 
  +10 
  8 
  8 
  8 
  7 
  7 
  4 
  2 
  20 
  9+11 hp 
  4 
  +11 
  8 
  8 
  8 
  8 
  8 
  5 
  2 
  21+ 
  9+1 hp/level 
  4 
  +12 
  9 
  9 
  9 
  8 
  8 
  5 
  3 
  
  24 
  Druid 
   
  The druid has dedicated his life to the protection of nature. 
  Most druids live outside of settlements in accordance with 
  their environment, often associated with others of their kind 
  in druidic circles. The druid use magic, but, other than mage 
  and cleric, draws power from nature itself to cast spells. 
   
  A hidden society among the druids is the circle of shadow 
  druids, who have a more radical agenda and promote the 
  destruction of civilisation and the return of all humanoids to 
  a very basic lifestyle. A lot of people distrust druids, as most 
  of them not only protect a natural balance, but hold the view 
  that malicious and evil creatures deserve their place in the 
  world as well. 
   
  The druid‘s prime attribute is wisdom. He does not use any 
  metal armour or shields. The druid can use the dagger, club, 
  scythe, spear and sling. 
   
   
  Druid Class Ability 
   
  Druid Spell Casting: The druid can channel the power of 
  nature and cast spells from the Druid Spell List. The druid 
  automatically learns these spells has his level progresses. If it 
  fits the character, the player or game master may decide that 
  specific spells are not available. Each day, the druid meditates 
  and prepares the spells he wants to use that day. 
   
  Immunity to Fey Charms: From fifth level on, a druid is 
  immune to the charms of dyrads, nixies, satyrs and other 
  sylvan creatures. 
   
  Knowledge of Nature: In the wilderness, the druid is in his 
  element. He can move without a trace, read traces of animals, 
  find water and food and perform similar tasks better than 
  almost anybody else. Most druids speak sylvan and all are 
  proficient in the secret language of druids. 
  Saving Throw Bonus: The druid gains a +1 saving throw 
  bonus against fire and magic. 
   
  Stronghold: Once he has reached the tenth level, the druid is 
  ready to build a stronghold, usually a stone circle or a grove. 
  The stronghold will attract followers; young druids as well as 
  sentient creatures of the forest. 
   
   
   
   
   
  Table 16: Druid Advancement 
  Level 
  Total Hit 
  Dice (d6) 
  Saving Throw 
  THACO 
  Bonus 
  Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  6 hp 
  15 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  +1 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  3 
  1 
  1 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +2 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  3 
  2 
  2 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +3 
  4 
  2 
  2 
  1 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  9 
  9 
  7 
  +4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  10 
  9+1 hp 
  6 
  +5 
  5 
  3 
  3 
  2 
  1 
  - 
  - 
  11 
  9+2 hp 
  5 
  +5 
  5 
  3 
  3 
  3 
  2 
  1 
  - 
  12 
  9+3 hp 
  4 
  +6 
  5 
  4 
  4 
  4 
  3 
  2 
  1 
  13 
  9+4 hp 
  4 
  +7 
  6 
  5 
  5 
  4 
  4 
  3 
  2 
  14 
  9+5 hp 
  4 
  +7 
  7 
  5 
  5 
  4 
  4 
  3 
  2 
  15 
  9+6 hp 
  4 
  +8 
  7 
  6 
  5 
  4 
  4 
  3 
  2 
  16 
  9+7 hp 
  4 
  +8 
  7 
  6 
  6 
  4 
  4 
  3 
  2 
  17 
  9+8 hp 
  4 
  +9 
  8 
  6 
  6 
  5 
  4 
  3 
  2 
  18 
  9+9 hp 
  4 
  +10 
  8 
  7 
  6 
  5 
  5 
  3 
  2 
  19 
  9+10 hp 
  4 
  +10 
  9 
  8 
  6 
  5 
  5 
  3 
  2 
  20 
  9+11 hp 
  4 
  +11 
  9 
  8 
  7 
  5 
  5 
  3 
  2 
  21+ 
  9+1 hp/level 
  4 
  +12 
  9 
  8 
  7 
  6 
  5 
  3 
  2 
   
   
  
  25 
  Duellist 
   
  The duellist is a fighter dedicated to one specific weapon. He 
  has trained with it for years in order to discover all its secrets 
  and be able to use it with perfection. Duellists can be found 
  everywhere and use all kinds of weapons, though each of 
  them concentrates on his one weapon of choice. For the 
  duellist, armour is only a hindrance. He prefers to win a fight 
  quickly and decisively. 
   
  Some duellists visited schools, others learned from a master. 
  A few are even self-taught. Most duellists do not remain in 
  once place for long. Instead, they travel the world, always 
  looking for other duellists, adventures, wisdom and other 
  challenges. In the East, duellists using the sword are referred 
  to as kensai. 
   
  The duellist‘s prime attributes are strength and dexterity. He 
  can use any kind of weapon, but does not use any form of 
  armour. 
   
   
  Duellist Class Abilities 
   
  Combat Experience: The duellist does not wear armour, 
  but becomes more agile with every duel and thus gains a 
  higher armour class over time. 
   
  Favoured Weapon: Every duellist has one favoured weapon 
  type he has dedicated his life to. This weapon is always a 
  melee weapon. Duellists can use other weapons, but will 
  suffer a -2 THACO penalty if doing so. For their favoured 
  weapon, they gain their weapon bonus as a bonus to 
  THACO and damage. 
   
  Multiple Attacks: Against creatures with no more than one 
  hit dice or five hit dice less than the fighter, he makes one 
  attack per level each round. 
   
  Parry: Agile duellist with a high dexterity can evade enemy 
  attacks. If a duellist tries to parry instead of attacking, his 
  opponent gets a THACO penalty. 
   
  Precision Strike: The duellist scores at critical hit not only 
  on rolling a twenty, but also on rolling a nineteen. 
   
  Saving Throw Bonus: The duellist gain a +2 bonus to 
  saving throws vs. death. 
   
  Second Wind: Any time a duellist takes damage from a 
  melee made with a weapon attack that would bring him down 
  to naught hit points, he can make a saving throw vs. death. If 
  the saving throw is made, no damage is taken. He second 
  time this is done in one fight, the duellist takes only half 
  damage. This technique cannot be used more than twice 
  during a fight and not against natural or missile weapons. 
   
  Strength Bonus: With above-average strength, the duellist 
  gets a THACO and damage bonus. 
   
  Stronghold: After reaching the tenth level, a duellist can 
  establish a school of his own, which will draw a number of 
  students willing to dedicate their life to combat. 
   
   
  Table 17: Duellist Advancement 
  Level 
  Total Hit Dice (d10) 
  Saving Throw 
  THACO Bonus 
  Armour Class 
  Weapon Bonus 
  1 
  1 
  14 
  - 
  10 
  +1 
  2 
  2 
  13 
  - 
  10 
  +1 
  3 
  3 
  12 
  +1 
  10 
  +1 
  4 
  4 
  11 
  +2 
  10 
  +2 
  5 
  5 
  10 
  +2 
  11 
  +2 
  6 
  6 
  9 
  +3 
  11 
  +3 
  7 
  7 
  8 
  +4 
  11 
  +3 
  8 
  8 
  7 
  +5 
  11 
  +3 
  9 
  9 
  6 
  +6 
  12 
  +3 
  10 
  9+2 hp 
  5 
  +7 
  12 
  +4 
  11 
  9+4 hp 
  4 
  +7 
  12 
  +4 
  12 
  9+6 hp 
  4 
  +8 
  12 
  +4 
  13 
  9+8 hp 
  4 
  +9 
  13 
  +5 
  14 
  9+10 hp 
  4 
  +9 
  13 
  +5 
  15 
  9+12 hp 
  4 
  +10 
  13 
  +5 
  16 
  9+14 hp 
  4 
  +11 
  13 
  +6 
  17 
  9+16 hp 
  4 
  +12 
  14 
  +6 
  18 
  9+18 hp 
  4 
  +12 
  14 
  +6 
  19 
  9+20 hp 
  4 
  +13 
  14 
  +7 
  20 
  9+22 hp 
  4 
  +13 
  14 
  +7 
  21+ 
  9+2 hp/level 
  4 
  +14 
  15 
  +7 
  
  26 
  Fallen Paladin 
   
  A fallen paladin is a paladin fallen from grace. He stepped 
  over the line once too often and was stripped off many of his 
  powers that his deity once granted to him. That does not 
  mean that the fallen paladin is fully corrupted or turned into 
  an antipaladin. While that happens too, some fallen paladins 
  become simple warriors or hermits, but most are convinced 
  they never made a mistake and still represent everything their 
  god stands for. They consider themselves paladins and act as 
  such. Common people can usually not tell the difference and 
  act accordingly. Many fallen paladins are convinced that they 
  are misunderstood – as even beings as powerful as gods are 
  not entirely without flaws – or that their deity is testing them. 
  In very rare cases, fallen paladins can prove themselves and 
  regain their powers or even join the ranks of another god, 
  convinced that the path of their former patron is not the 
  right one. 
   
  Analogous to the fallen paladin, fallen templars and 
  antipaladins exist as well. They have likewise betrayed the 
  ideals of their deity and suffer the consequences. 
   
  The fallen paladin‘s prime attribute is constitution. He can 
  use any weapon and armour. 
   
   
  Fallen Paladin Class Abilities 
   
  Fallen from Grace: Gods do not tolerate mundane beings 
  acting in their name without their blessing. At any time, the 
  fallen paladin has to be read to fend of other paladins still in 
  the service of the god, divine servants directly send to 
  exterminate him and also bounty hunters that hope to profit 
  from eliminating him. 
   
  Iron Will: Whenever the fallen paladin makes a saving throw 
  to avoid being charmed or falling under any other kind of 
  control, he may roll twice and chose the better result. If no 
  saving throw is allowed, the fallen paladin may nevertheless 
  roll a single one to avoid the effect. 
   
  Saving Throw Bonus: The fallen paladin gains a +2 saving 
  throw bonus against death and fear. 
  Zeal: The fallen paladin is always eager to prove himself and 
  show that what he does is righteous. Once per day, the fallen 
  paladin can announce that he is defending his way and 
  righteousness. This grants him a +1 THACO and damage 
  bonus. The bonus is increased by +1 every three levels 
  starting with level four. From level six on, he may use this 
  ability twice per day. An additional use becomes available 
  every further six levels. 
   
  Stronghold: At level ten, the fallen paladin can establish a 
  stronghold. Most likely, he will try to take over and order of 
  his former brethren. 
   
   
   
   
  Table 18: Fallen Paladin Advancement 
  Level 
  Total Hit Dice (d10) 
  Saving Throw 
  THACO Bonus 
  1 
  10 hp 
  12 
  - 
  2 
  2 
  11 
  - 
  3 
  3 
  10 
  +1 
  4 
  4 
  9 
  +2 
  5 
  5 
  8 
  +2 
  6 
  6 
  7 
  +3 
  7 
  7 
  6 
  +4 
  8 
  8 
  5 
  +5 
  9 
  9 
  4 
  +6 
  10 
  9+2 hp 
  3 
  +7 
  11 
  9+4 hp 
  2 
  +7 
  12 
  9+6 hp 
  2 
  +8 
  13 
  9+8 hp 
  2 
  +9 
  14 
  9+10 hp 
  2 
  +9 
  15 
  9+12 hp 
  2 
  +10 
  16 
  9+14 hp 
  2 
  +11 
  17 
  9+16 hp 
  2 
  +12 
  18 
  9+18 hp 
  2 
  +12 
  19 
  9+20 hp 
  2 
  +13 
  20 
  9+22 hp 
  2 
  +13 
  21+ 
  9+2 hp/level 
  2 
  +14 
  
  27 
  Fighter 
   
  The fighter is trained to use weapons and armour. He can be 
  any type of combat expert like a soldier, buccaneer, hunter or 
  tribal warrior. The fighter is sturdy and often stands in the 
  front row during battle. He does not rely on magic, divine 
  support or sneaky tactics but on a trusty weapons and reliable 
  armour. Fighters in different forms appear among basically all 
  cultures and races. Even fragile or pacifistic races have need 
  of someone holding a weapon and knowing how to use it 
  from time to time. In the East, fighters are known as senshi. 
   
  Fighters have usually less formal training in the use of 
  weapons than knights or paladins. As a result, they 
  sometimes lack an elegant fighting style or do not know how 
  to joust properly. However, few fighters care about such 
  details. They fight to survive, live and earn money. Fighting is 
  business, nothing more, nothing less. 
   
  The fighter‘s prime attribute is strength. He can use any kind 
  of weapon or armour. 
   
   
  Fighter Class Abilities 
   
  Combat Finesse: The fighter knows how and where to hit 
  his opponent better than anybody else. Whenever the fighter 
  rolls a one on a damage roll, the damage is re-rolled. 
   
  Multiple Attacks: Against creatures with no more than one 
  hit dice or five hit dice less than the fighter, he makes one 
  attack per level each round. 
   
  Parry: Agile fighters with a high dexterity can evade enemy 
  attacks. If a fighter tries to parry instead of attacking, his 
  opponent gets a THACO penalty. 
   
  Precision Strike: The fighter scores at critical hit not only on 
  rolling a twenty, but also on rolling a nineteen. 
   
  Strength Bonus: With above-average strength, the fighter 
  gets a THACO and damage bonus. 
  Stronghold: After reaching the tenth level, a fighter can 
  establish a stronghold of his own. This is often a castle at the 
  edge of the wilderness or the palace of a noble defeated by 
  the fighter. The stronghold will attract men-at-arms who 
  swear their loyalty to the fighter. 
   
   
   
  Table 19: Fighter Advancement 
  Level 
  Total Hit Dice (d10) 
  Saving Throw 
  THACO Bonus 
  1 
  10 hp 
  14 
  - 
  2 
  2 
  13 
  - 
  3 
  3 
  12 
  +1 
  4 
  4 
  11 
  +2 
  5 
  5 
  10 
  +2 
  6 
  6 
  9 
  +3 
  7 
  7 
  8 
  +4 
  8 
  8 
  7 
  +5 
  9 
  9 
  6 
  +6 
  10 
  9+2 hp 
  5 
  +7 
  11 
  9+4 hp 
  4 
  +7 
  12 
  9+6 hp 
  4 
  +8 
  13 
  9+8 hp 
  4 
  +9 
  14 
  9+10 hp 
  4 
  +9 
  15 
  9+12 hp 
  4 
  +10 
  16 
  9+14 hp 
  4 
  +11 
  17 
  9+16 hp 
  4 
  +12 
  18 
  9+18 hp 
  4 
  +12 
  19 
  9+20 hp 
  4 
  +13 
  20 
  9+22 hp 
  4 
  +13 
  21+ 
  9+2 hp/level 
  4 
  +14 
  
  28 
  Gladiator 
   
  The gladiator is highly-trained and skilled warrior. He was not 
  chosen to fight in the field, but in the arena or in the fighting 
  pit. Gladiators are dangerous opponents nevertheless and 
  know how to survive and entertain the masses at the same 
  time. They are not as versatile as other fighters, as they often 
  lack the experience of mercenaries or soldiers, but have been 
  taught a number of tricks – otherwise, they would not have 
  lived long in the arena, let alone outside of it. 
   
  Almost any culture knows gladiator fights in one way or the 
  other. In some countries, such fights are forbidden; others 
  tolerate or even promote them to keep the people entertained 
  and clam. 
   
  The gladiator‘s prime attribute is strength. He can use any 
  weapon, but does not use armour heavier than leather armour 
  or shield larger than medium size.  
   
   
  Gladiator Class Abilities 
   
  Brawler: Being trained in unarmed combat, the gladiator 
  does full damage while fighting without a weapon. He may 
  choose to do only non-lethal damage, though. Furthermore, 
  he receives a +1 THACO and a +2 damage bonus. 
   
  Favoured Armour: At the beginning of his training, the 
  gladiator choses a type of armour no heavier than leather 
  armour. He trains in his type of armour his whole life and 
  thus receives a +1 armour class bonus while wearing it. The 
  bonus increases by one every five level starting with level five.  
   
  Parry: Agile fighters with a high dexterity can evade enemy 
  attacks. If a fighter tries to parry instead of attacking, his 
  opponent gets a THACO penalty. 
   
  Strength Bonus: With above-average strength, the fighter 
  gets a THACO and damage bonus. 
   
  Two-weapon fighting: At level, the gladiator becomes adept 
  at fighting with two weapons. He receives a total +2 TAHCO 
  bonus while using two weapons. This bonus will increase by 
  one every five level starting with level fifteen. 
   
  Stronghold: After reaching the tenth level, the veteran 
  gladiator can establish a stronghold. This is often a gladiator 
  school that will attract young men and women eager to prove 
  themselves in the arena, and sometimes also nobles who want 
  their slaves trained. 
   
   
   
   
  Table 20: Gladiator Advancement 
  Level 
  Total Hit Dice (d10) 
  Saving Throw 
  THACO Bonus 
  1 
  10 hp 
  14 
  - 
  2 
  2 
  13 
  - 
  3 
  3 
  12 
  +1 
  4 
  4 
  11 
  +2 
  5 
  5 
  10 
  +2 
  6 
  6 
  9 
  +3 
  7 
  7 
  8 
  +4 
  8 
  8 
  7 
  +5 
  9 
  9 
  6 
  +6 
  10 
  9+2 hp 
  5 
  +7 
  11 
  9+4 hp 
  4 
  +7 
  12 
  9+6 hp 
  4 
  +8 
  13 
  9+8 hp 
  4 
  +9 
  14 
  9+10 hp 
  4 
  +9 
  15 
  9+12 hp 
  4 
  +10 
  16 
  9+14 hp 
  4 
  +11 
  17 
  9+16 hp 
  4 
  +12 
  18 
  9+18 hp 
  4 
  +12 
  19 
  9+20 hp 
  4 
  +13 
  20 
  9+22 hp 
  4 
  +13 
  21+ 
  9+2 hp/level 
  4 
  +14 
   
  
  29 
  Gunslinger 
   
  The gunslinger knows how to handle his favourite weapon, 
  the firearm, and usually turn to it to get things done. In most 
  areas, firearms are very rare and experimental weapons. Few 
  people will be familiar with guns and will not know how 
  easily smaller guns can be concealed. This also leads to a 
  gunslinger catching everyone‘s attention whenever he shows 
  his profession openly. 
   
  Most gunslingers are soldiers of fortune. They do all kinds of 
  jobs for all kinds of employers, always looking for the next 
  adventure. However, some gunslingers can also be found in 
  special military units or among organised mercenary gangs. 
  Obtaining ammunition for a gun is not easy. Simple 
  ammunition can be made by any blacksmith, but will not 
  necessarily be available in every city. In some nations, people 
  fear guns they are outlawed. 
   
  The gunslinger‘s prime attribute is dexterity. He does not 
  wear armour heavier than leather armour can does not sue 
  shields. The gunslinger can use all kinds of guns and other 
  weapons no larger than a short sword. 
   
   
  Gunslinger Class Abilities 
   
  Gunmanship: The gunslinger adds his gunmanship bonus to 
  THACO and damage. Against missile attacks, the gunslinger 
  adds it bonus to his armour class. 
   
  Multiple Attacks: Against creatures with no more than one 
  hit dice or five hit dice less than the gunslinger, he makes one 
  attack per level each round. 
   
  Quick Draw: The gunslinger can pull out his gun and use it 
  in the same round, provided the gun is loaded. 
   
  Quick Reload: The gunslinger reloads guns twice as fast as 
  anyone else. 
   
  Rapid Shot: From level seven on, the gunslinger can either 
  use two one-handed guns or use a two-handed gun twice a 
  round. Wielding two guns allows the gunslinger to target two 
  opponents, where the large gun only allows two shots at the 
  same target. Every additional seven levels, he can fire one 
  more shot per round. 
   
  Saving Throw Bonus: The gunslinger receives a +2 bonus 
  to saving throws vs. death. 
   
  Stronghold: After reaching level ten, the gunslinger can 
  establish a stronghold and gather followers. Depending on 
  the gunslinger‘s current job, this can be a castle, a military 
  outpost, a mercenary guild or any other establishment. 
   
   
   
  Table 21: Gunslinger Advancement 
  Level 
  Total Hit Dice (d6) 
  Saving Throw 
  THACO Bonus 
  Gunmanship Bonus 
  1 
  6 hp 
  15 
  - 
  +1 
  2 
  2 
  14 
  - 
  +1 
  3 
  3 
  13 
  +1 
  +1 
  4 
  4 
  12 
  +2 
  +1 
  5 
  5 
  11 
  +2 
  +1 
  6 
  6 
  10 
  +3 
  +1 
  7 
  7 
  9 
  +4 
  +2 
  8 
  8 
  8 
  +5 
  +2 
  9 
  9 
  7 
  +6 
  +2 
  10 
  9+2 hp 
  6 
  +7 
  +2 
  11 
  9+4 hp 
  5 
  +7 
  +2 
  12 
  9+6 hp 
  4 
  +8 
  +2 
  13 
  9+8 hp 
  4 
  +9 
  +3 
  14 
  9+10 hp 
  4 
  +9 
  +3 
  15 
  9+12 hp 
  4 
  +10 
  +3 
  16 
  9+14 hp 
  4 
  +11 
  +3 
  17 
  9+16 hp 
  4 
  +12 
  +3 
  18 
  9+18 hp 
  4 
  +12 
  +3 
  19 
  9+20 hp 
  4 
  +13 
  +4 
  20 
  9+22 hp 
  4 
  +13 
  +4 
  21+ 
  9+2 hp/level 
  4 
  +14 
  +4 
  
  30 
  Illusionist 
   
  The illusionist is a spellcaster, just like the mage, but is 
  specialised in the creation of illusions and phantasms. 
  Learning the art of illusionism is a demanding task. 
  Therefore, illusionists are mostly limited to their school of 
  magic, where they excel. Like other arcane spellcasters, 
  illusionists receive practically no training in non-magical 
  combat. The illusionist is by no means a charlatan – his 
  illusions can be shockingly realistic and may even come to 
  live. 
   
  The illusionist‘s prime attribute is intelligence. He does not 
  use any armour or shields and is limited to staffs, daggers, 
  light clubs and darts. 
   
   
  Illusionist Class Abilities 
   
  Arcane Spell Casting: The illusionist learns and casts spells 
  just like the mage, the necromancer and other arcane 
  spellcasters. He can only learn spells from the illusionist spell 
  list, but may cast spells from other classes directly from 
  magical scrolls. High intelligence may grant the illusionist 
  additional spells per spell level. 
   
  Saving Throw Bonus: The illusionist gains a +2 bonus to 
  saving throws against magic and a +5 bonus against illusions. 
   
  Stronghold: At level ten, the illusionist may build a 
  stronghold. And illusionist‘s stronghold is often a hall of 
  mirrors or another form of enchanted building. The 
  stronghold will draw followers, mostly illusionists or other 
  spellcasters. 
   
   
   
   
   
  Table 22: Illusionist Advancement 
  Level 
  Total Hit 
  Dice (d4) 
  Saving Throw 
  THACO Bonus 
  Daily Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  4 hp 
  15 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  - 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +1 
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  4 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +2 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +3 
  4 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  10 
  10 
  6 
  +4 
  4 
  4 
  3 
  2 
  2 
  - 
  - 
  - 
  - 
  11 
  11 
  5 
  +5 
  4 
  4 
  4 
  3 
  3 
  - 
  - 
  - 
  - 
  12 
  10+1 hp 
  5 
  +5 
  4 
  4 
  4 
  4 
  4 
  1 
  - 
  - 
  - 
  13 
  10+2 hp 
  5 
  +5 
  5 
  5 
  5 
  4 
  4 
  2 
  - 
  - 
  - 
  14 
  10+3 hp 
  5 
  +6 
  5 
  5 
  5 
  4 
  4 
  3 
  1 
  - 
  - 
  15 
  10+4 hp 
  5 
  +6 
  5 
  5 
  5 
  5 
  4 
  4 
  2 
  - 
  - 
  16 
  10+5 hp 
  5 
  +7 
  5 
  5 
  5 
  5 
  5 
  5 
  2 
  1 
  - 
  17 
  10+6 hp 
  5 
  +7 
  6 
  6 
  6 
  5 
  5 
  5 
  2 
  2 
  - 
  18 
  10+7 hp 
  5 
  +7 
  6 
  6 
  6 
  6 
  6 
  5 
  2 
  2 
  1 
  19 
  10+8 hp 
  5 
  +7 
  7 
  7 
  7 
  6 
  6 
  6 
  3 
  2 
  2 
  20 
  10+9 hp 
  5 
  +8 
  7 
  7 
  7 
  7 
  7 
  7 
  3 
  3 
  2 
  21+ 
  10+1 hp/level 
  5 
  +8 
  8 
  8 
  8 
  7 
  7 
  7 
  4 
  3 
  3 
   
   
  
  31 
  Jester 
   
  The jester is a harlequin, joker or trickster. Jesters wear 
  colourful costumes, always have a joke ready and make a 
  living by entertaining rulers as well as the common people. 
  The jester is not just an acrobat or juggler. He can use arcane 
  magic, though a jester is usually not as proficient as a full 
  spellcaster. The jester‘s magic is not only for entertainment, 
  but serves him to get out of all kinds of tight situations. 
  Additionally, many jesters possess skills akin to those of 
  thieves. Some are, in fact, directly associated with a thieves‘ 
  guild and work as spies or informants. 
   
  The jester‘s prime attributes are dexterity and intelligence. He 
  can wear armour as heavy as leather armour and may use 
  clubs, darts, daggers, slings, staffs, short and long swords. 
   
   
  Jester Class Abilities 
   
  Arcane Spell Casting: The jester learns and casts spells just 
  like the mage and other arcane spellcasters. He can learn all 
  spell from the jester spell list, but can additionally cast spell 
  from the illusionist spell list directly from scrolls. 
   
  Jester Skills: The jester has skills similar to those of the thief. 
  Additionally, he has the ability to catch things thrown at him 
  and throw them back his opponent. If the jester makes 
  successful catching throw, the item is caught. To throw it 
  back at the attacker, a successful attack roll is necessary. If the 
  item is one the jester does not normally use, he suffers a -4 
  THACO penalty. The jester may catch and throw up to three 
  items per round, but cannot perform any other action once 
  he tried to catch the first item. 
   
  Saving Throw Bonus: The jester is granted a +1 saving 
  throw bonus against paralysis. 
   
  Stronghold: At tenth level, the jester can establish his own 
  stronghold. This can be a carnival, a theatre or any other 
  place of joy and entertainment. The stronghold will attract 
  followers. Among them will be other jesters, bards and 
  maybe even illusionists. 
   
   
   
   
   
   
  Table 23: Jester Advancement 
  Level 
  Total Hit 
  Dice (d6) 
  Saving Throw 
  THACO 
  Bonus 
  Jester Skills (d20) 
  Daily Spells per Spell Level 
  Climb Walls 
  Pick Pockets 
  Catch 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  6 hp 
  15 
  - 
  5 
  - 
  5 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  5 
  - 
  5 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  - 
  5 
  17 
  5 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  5 
  16 
  5 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +1 
  5 
  15 
  5 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  4 
  14 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +2 
  4 
  12 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  4 
  11 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +3 
  4 
  10 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  10 
  10 
  6 
  +4 
  4 
  8 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  11 
  10+1 hp 
  5 
  +5 
  3 
  7 
  3 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  12 
  10+2 hp 
  5 
  +5 
  3 
  6 
  3 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  13 
  10+3 hp 
  5 
  +5 
  3 
  5 
  3 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  14 
  10+4 hp 
  5 
  +6 
  3 
  4 
  3 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  15 
  10+5 hp 
  5 
  +6 
  3 
  3 
  3 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  16 
  10+6 hp 
  5 
  +7 
  3 
  3 
  2 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  17 
  10+7 hp 
  5 
  +7 
  3 
  3 
  2 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  18 
  10+8 hp 
  5 
  +7 
  3 
  3 
  2 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  19 
  10+9 hp 
  5 
  +7 
  3 
  2 
  2 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  1 
  20 
  10+10 hp 
  5 
  +8 
  3 
  2 
  2 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  21+ 
  10+1 hp/level 
  5 
  +8 
  3 
  2 
  2 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  2 
  
  32 
  Mage 
   
  The mage is the scholar of magic and master of the arcane. 
  There are many different shades of mages. Some spent their 
  life in libraries, laboratories and ivory towers, others on the 
  battlefield or at the court, some even on other planes. Mages 
  are researches, astrologers, philosophers and more. The mage 
  is practically untrained in the use of armour or weapons apart 
  from his trusty staff. His magic has incredible potential – if 
  the mage remembers the right spell from his spell book. 
  Without his powers, the mage has to rely on the abilities of 
  his fellow adventurers. Necromancers, sorcerers and others 
  use arcane magic as well, but in a different fashion. 
   
  The mage‘s prime attribute is intelligence. He does not use 
  any armour or shields and is limited to staffs, daggers, light 
  clubs and darts. 
   
   
  Mage Class Abilities 
   
  Arcane Spell Casting: Unlike the cleric, the mage does not 
  necessarily know all the spells of his current caster level 
  automatically. Instead, he has to learn them from magical 
  scrolls and write them down into his spell books, an 
  enchanted tome with an unlimited number of pages. The 
  number of spells a mage can know per spell level is limited by 
  his intelligence. To use a spell, the mage has to memorise it. 
  Once it has been cast, it vanishes from the mage‘s mind and 
  has to be re-learned. He can cast any arcane spells from 
  scrolls directly, even if they are not found on the mage‘s spell 
  list. 
   
  Saving Throw Bonus: Due to his intense study of the 
  arcane, the mage gains a +2 bonus to all saving throw against 
  magic. 
   
  Stronghold: At tenth level, a mage can build a stronghold. 
  This is often an ivory tower or an enchanted library. The 
  stronghold will attract followers, mage apprentices among 
  them. 
   
   
   
   
  Table 24: Mage Advancement 
  Level 
  Total Hit Dice 
  (d4) 
  Saving Throw 
  THACO Bonus 
  Daily Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  4 hp 
  15 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  - 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +1 
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  4 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +2 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +3 
  4 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  10 
  10 
  6 
  +4 
  4 
  4 
  3 
  2 
  2 
  - 
  - 
  - 
  - 
  11 
  11 
  5 
  +5 
  4 
  4 
  4 
  3 
  3 
  - 
  - 
  - 
  - 
  12 
  10+1 hp 
  5 
  +5 
  4 
  4 
  4 
  4 
  4 
  1 
  - 
  - 
  - 
  13 
  10+2 hp 
  5 
  +5 
  5 
  5 
  5 
  4 
  4 
  2 
  - 
  - 
  - 
  14 
  10+3 hp 
  5 
  +6 
  5 
  5 
  5 
  4 
  4 
  3 
  1 
  - 
  - 
  15 
  10+4 hp 
  5 
  +6 
  5 
  5 
  5 
  5 
  4 
  4 
  2 
  - 
  - 
  16 
  10+5 hp 
  5 
  +7 
  5 
  5 
  5 
  5 
  5 
  5 
  2 
  1 
  - 
  17 
  10+6 hp 
  5 
  +7 
  6 
  6 
  6 
  5 
  5 
  5 
  2 
  2 
  - 
  18 
  10+7 hp 
  5 
  +7 
  6 
  6 
  6 
  6 
  6 
  5 
  2 
  2 
  1 
  19 
  10+8 hp 
  5 
  +7 
  7 
  7 
  7 
  6 
  6 
  6 
  3 
  2 
  2 
  20 
  10+9 hp 
  5 
  +8 
  7 
  7 
  7 
  7 
  7 
  7 
  3 
  3 
  2 
  21+ 
  10+1 hp/level 
  5 
  +8 
  8 
  8 
  8 
  7 
  7 
  7 
  4 
  3 
  3 
  
  33 
  Monk 
   
  The monk belongs to an order, but unlike the cleric, he is not 
  only devoted to one or more deities. While some monks 
  favour certain gods, they are first and foremost philosophers 
  and spiritualists thriving for inner balance and a deeper 
  understand of the world around them. The monk is combat 
  expert, though he does not depend on weapons or armour. 
  Instead, the light-footed monk uses only his fists in combat 
  and prefers to evade enemy attacks instead of blocking them. 
   
  The monks prime attributes are strength and dexterity. He 
  does not use any armour or weapons. 
   
   
  Monk Class Abilities 
   
  Combat Experience: The monk does not wear armour or 
  use any weapons but his fists, but his armour class and 
  damage increase over time as he gains experience. 
   
  Multiple Attacks: Over time, the monk brings his combat 
  style to perfection and is quick enough to attack multiple 
  times in just one round. The attacks are limited to one target 
  per round, though. The monk will also be able to break 
  through the defence of creatures which usually can only be 
  harmed by magical weapons. 
   
  Parry: Agile fighters with a high dexterity can evade enemy 
  attacks. If a fighter tries to parry instead of attacking, his 
  opponent gets a THACO penalty. 
   
  Strength Bonus: Like the fighter, the monk gets a THACO 
  and damage bonus for a high strength score. 
   
  Stronghold: At level ten, the monk can build a monastery. 
  The monastery will draw young monks eager to be taught in 
  philosophy and the art of combat. 
   
   
   
   
   
   
   
  Table 25: Monk Advancement 
  Level 
  Total Hit Dice (d6) 
  Saving Throw 
  THACO Bonus 
  Armour Class 
  Attacks 
  Damage 
  1 
  6 hp 
  15 
  - 
  10 
  - 
  1d4 
  2 
  2 
  14 
  - 
  11 
  Silver 
  1d4+1 
  3 
  3 
  13 
  - 
  12 
  - 
  1d6 
  4 
  4 
  12 
  +1 
  13 
  Magical +1 
  1d8 
  5 
  5 
  11 
  +1 
  14 
  - 
  1d10 
  6 
  6 
  10 
  +2 
  15 
  Two per round 
  1d12 
  7 
  7 
  9 
  +2 
  16 
  - 
  2d8 
  8 
  8 
  8 
  +3 
  17 
  Magical +2 
  2d8+1 
  9 
  9 
  7 
  +3 
  18 
  - 
  2d8+2 
  10 
  10 
  6 
  +4 
  19 
  - 
  2d8+3 
  11 
  11 
  5 
  +5 
  19 
  Magical +3 
  3d8+1 
  12 
  12 
  5 
  +5 
  20 
  Three per round 
  3d8+2 
  13 
  13 
  5 
  +5 
  20 
  - 
  3d8+3 
  14 
  14 
  5 
  +6 
  20 
  - 
  4d8+1 
  15 
  15 
  5 
  +6 
  21 
  Magical +4 
  4d8+2 
  16 
  16 
  5 
  +7 
  21 
  Four per round 
  4d8+3 
  17 
  16+1 hp 
  5 
  +7 
  21 
  - 
  4d8+4 
  18 
  16+2 hp 
  5 
  +7 
  21 
  - 
  4d8+5 
  19 
  16+3 hp 
  5 
  +7 
  22 
  - 
  4d8+6 
  20 
  16+4 hp 
  5 
  +8 
  22 
  Five per round 
  4d8+7 
  21+ 
  16+1 hp/level 
  5 
  +8 
  22 
  Magical +5 
  +1/level 
  
  34 
  Necromancer 
   
  Just like the mage, the necromancer is a conjurer and scholar 
  of arcane powers. He studies are not generalised, however, as 
  he focuses on one aspect: Death. The necromancer has 
  devoted his life to study, explain, reverse and control death, 
  the inevitable final chapter in the life of almost every race. He 
  may summon the undead to his service or make contact with 
  the afterworld. 
   
  Depending on the society he necromancer lives in, his arts 
  can be a sin beyond believe or a respected occupation. While 
  many necromancers are twisted and evil, some are simply 
  fascinated by death and undeath. There is even a small 
  number of so-called white necromancers who use their 
  powers only to help others or to destroy undead. These white 
  necromancers are despised by their more sinister colleagues 
  for wasting the potential to become powerful. 
   
  Searching for secret knowledge about death and undeath is 
  not without a price. Many necromancers get tainted by the 
  unearthly forces they deal with. This can manifest itself in 
  character as well outward appearance. 
   
  The necromancer‘s prime attribute is intelligence. He has the 
  same weapon and armour restrictions as the mage and most 
  other arcane spellcasters. 
   
  Necromancer Class Abilities 
   
  Arcane Spell Casting: The necromancer learns and casts 
  spells just like the mage. He can only learn spells from the 
  necromancer spell list, but may cast spells from other classes 
  directly from magical scrolls. 
   
  Saving Throw Bonus: The necromancer gains a +2 bonus 
  to saving throws against death and magic. 
   
  Stronghold: Upon reaching level ten, the necromancer is 
  ready to build his own stronghold, often secretly. This can be 
  a laboratory hidden in a dungeon or a magical vault under a 
  cemetery. While the word spreads among others gifted with 
  magical abilities, followers eager to learn about the secrets of 
  life and death will search out the stronghold. 
   
   
   
  Table 26: Necromancer Advancement 
  Level 
  Total Hit Dice 
  (d4) 
  Saving Throw 
  THACO Bonus 
  Daily Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  4 hp 
  15 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  - 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +1 
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  4 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +2 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +3 
  4 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  10 
  10 
  6 
  +4 
  4 
  4 
  3 
  2 
  2 
  - 
  - 
  - 
  - 
  11 
  11 
  5 
  +5 
  4 
  4 
  4 
  3 
  3 
  - 
  - 
  - 
  - 
  12 
  10+1 hp 
  5 
  +5 
  4 
  4 
  4 
  4 
  4 
  1 
  - 
  - 
  - 
  13 
  10+2 hp 
  5 
  +5 
  5 
  5 
  5 
  4 
  4 
  2 
  - 
  - 
  - 
  14 
  10+3 hp 
  5 
  +6 
  5 
  5 
  5 
  4 
  4 
  3 
  1 
  - 
  - 
  15 
  10+4 hp 
  5 
  +6 
  5 
  5 
  5 
  5 
  4 
  4 
  2 
  - 
  - 
  16 
  10+5 hp 
  5 
  +7 
  5 
  5 
  5 
  5 
  5 
  5 
  2 
  1 
  - 
  17 
  10+6 hp 
  5 
  +7 
  6 
  6 
  6 
  5 
  5 
  5 
  2 
  2 
  - 
  18 
  10+7 hp 
  5 
  +7 
  6 
  6 
  6 
  6 
  6 
  5 
  2 
  2 
  1 
  19 
  10+8 hp 
  5 
  +7 
  7 
  7 
  7 
  6 
  6 
  6 
  3 
  2 
  2 
  20 
  10+9 hp 
  5 
  +8 
  7 
  7 
  7 
  7 
  7 
  7 
  3 
  3 
  2 
  21+ 
  10+1 hp/level 
  5 
  +8 
  8 
  8 
  8 
  7 
  7 
  7 
  4 
  3 
  3 
  
  35 
  Oracle 
   
  The oracle is a priest, much like the cleric. However, unlike 
  the cleric, the oracle did not choose to take the divine path 
  herself, or was she encouraged to become a servant of the 
  gods during her youth. The oracle was born with divine 
  powers and a destiny. Some oracles see their abilities as a 
  blessing, others as a curse. In some cultures, oracles are 
  treated as possessed by demons or spirits; in others, people 
  respect her for her abilities and the burden the oracle has to 
  carry. 
   
  The oracle‘s prime attribute is wisdom. She cannot wear 
  armour and use only non-piercing weapons. 
   
   
  Oracle Class Abilities 
   
  Divine Favour: A cleric with a high wisdom score can 
  increase the number of spells he is granted daily. 
   
  Divine Spell Casting: The oracle can cast divine spells, but 
  does not have to pray for them. Instead, she can cast any 
  spell from the cleric‘s spell list spontaneously, provided she 
  has spell slots for a spell of the level left for the day. Each 
  time a spell is cast, a spell lost is lost until the next day. 
   
  Prophesy: One per week – sometimes less often – the oracle 
  falls into a trance and predicts a future event. The prophecy 
  happens spontaneously and is often unclear. It can refer to 
  minor happenings regarding the oracle and her companions 
  or to major events. Prophecies always show only one possible 
  future and influencing future events is sometimes possible. 
   
  Saving Throw Bonus: The oracle gets a +1 saving throw 
  bonus against death and paralysis. 
   
  Turn Undead: Like the cleric, the oracle can turn undead 
  with her divine presence. Though rare, evil oracles can also 
  make undead down to their will. 
  Stronghold: At level ten, the oracle can establish a temple for 
  her deity. The temple will attract believers and other oracles 
  who want to learn how to live with their unusual ability. 
   
   
   
   
  Table 27: Oracle Advancement 
  Level 
  Total Hit Dice 
  (d4) 
  Saving Throw 
  THACO 
  Bonus 
  Daily Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  4 hp 
  15 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +1 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  2 
  1 
  1 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +2 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  2 
  2 
  1 
  1 
  1 
  - 
  - 
  9 
  9 
  7 
  +3 
  3 
  2 
  2 
  1 
  1 
  - 
  - 
  10 
  9+1 hp 
  6 
  +4 
  3 
  2 
  2 
  2 
  1 
  - 
  - 
  11 
  9+2 hp 
  5 
  +5 
  3 
  3 
  2 
  2 
  2 
  1 
  - 
  12 
  9+3 hp 
  4 
  +5 
  3 
  3 
  2 
  2 
  2 
  1 
  - 
  13 
  9+4 hp 
  4 
  +5 
  4 
  3 
  3 
  2 
  2 
  2 
  - 
  14 
  9+5 hp 
  4 
  +6 
  4 
  3 
  3 
  3 
  2 
  2 
  - 
  15 
  9+6 hp 
  4 
  +6 
  4 
  4 
  3 
  3 
  3 
  2 
  - 
  16 
  9+7 hp 
  4 
  +7 
  4 
  4 
  3 
  3 
  3 
  3 
  - 
  17 
  9+8 hp 
  4 
  +7 
  5 
  4 
  4 
  3 
  3 
  3 
  1 
  18 
  9+9 hp 
  4 
  +7 
  5 
  4 
  4 
  4 
  3 
  3 
  1 
  19 
  9+10 hp 
  4 
  +7 
  6 
  5 
  4 
  4 
  4 
  3 
  1 
  20 
  9+11 hp 
  4 
  +8 
  6 
  5 
  5 
  5 
  4 
  4 
  2 
  21+ 
  9+1 hp/level 
  4 
  +8 
  6 
  6 
  6 
  5 
  5 
  4 
  2 
  
  36 
  Paladin 
   
  The paladin is the divine warrior who has dedicated his life to 
  a single deity. In comparison to the cleric, the paladin does 
  not hold masses or evangelise others. He simply enforces the 
  dogmata of his god, also using violence. The paladin is not a 
  spellcaster like the cleric, but is granted a variety of other 
  divine powers. Servants of malignant deities are usually called 
  antipaladins, whereas the ones associated with neutral gods 
  are called templars. 
   
  The paladin‘s prime attribute is constitution. He can use any 
  weapons and armour apart from ranged weapons. 
   
   
  Paladin Class Abilities 
   
  Detect Evil: The paladin can Detect Evil at will. The ability 
  can be used a number of times equal to half the paladin‘s 
  level. The antipaladin uses Detect Good, the templar Detect Lies 
  instead. 
   
  Dispel Evil: Starting at eighth level, the paladin can use 
  Dispel Evil. The ability can be used a number of times equal to 
  half the paladin‘s level. Instead, the antipaladin gains Dispel 
  Good and the templar Dispel Magic. 
   
  Healing Hands: Once per day, the paladins can lay on 
  hands on someone to cure two points of damage per class 
  level. He may also cure one disease. The antipaladin has an 
  ability called harming hands with the reverse effect. The 
  templar may use both abilities, but only heals or harms one 
  point of damage or hit point per level. He cannot cure or 
  cause diseases. The ability gains one additional use every five 
  levels starting at level five. 
   
  Immune to Diseases: Due to divine favour, the paladin is 
  immune to all diseases. 
   
  Stronghold: Upon reaching level ten, the paladin can found 
  his own stronghold within his holy order. The stronghold will 
  attract men-at-arms, some of them willing to become 
  paladins themselves. 
   
   
   
   
  Table 28: Paladin Advancement 
  Level 
  Total Hit Dice (d8) 
  Saving Throw 
  THACO Bonus 
  1 
  8 hp 
  12 
  - 
  2 
  2 
  11 
  - 
  3 
  3 
  10 
  +1 
  4 
  4 
  9 
  +2 
  5 
  5 
  8 
  +2 
  6 
  6 
  7 
  +3 
  7 
  7 
  6 
  +4 
  8 
  8 
  5 
  +5 
  9 
  9 
  4 
  +6 
  10 
  9+2 hp 
  3 
  +7 
  11 
  9+4 hp 
  2 
  +7 
  12 
  9+6 hp 
  2 
  +8 
  13 
  9+8 hp 
  2 
  +9 
  14 
  9+10 hp 
  2 
  +9 
  15 
  9+12 hp 
  2 
  +10 
  16 
  9+14 hp 
  2 
  +11 
  17 
  9+16 hp 
  2 
  +12 
  18 
  9+18 hp 
  2 
  +12 
  19 
  9+20 hp 
  2 
  +13 
  20 
  9+22 hp 
  2 
  +13 
  21+ 
  9+2 hp/level 
  2 
  +14 
  
  37 
  Psion 
   
  Psions are special creatures. Superficially, they look just like a 
  common member of their race. However, all psions share 
  one distinctive ability: They have mental capabilities beyond 
  those of normal creatures and can use so-called psionic 
  powers. These powers, a product of their mind, can be used 
  by a psion to manipulate his environment, other creatures or 
  his own body. 
   
  The use of psionic powers can be trained, but creatures can 
  become psions only if there are born with at least some 
  psionic abilities. Psionics are not equally common among all 
  races. In some races, all members are psions; their ecology 
  might even completely depend on this ability. Among others, 
  psions are rare or completely absent. Some scholars think 
  that every sentient being has minimal amount of psionic 
  power, but it does not necessarily manifest itself. 
   
  In many societies, psions do not have an established position. 
  In comparison to wizards and priests, their have no tradition 
  the people are familiar with. Psionic powers are less visible 
  and obvious than magic, which scares many and has led to 
  prosecution of psions in some cultures. 
   
  The psion‘s prime attribute is wisdom. With the exception of 
  staffs, he can use all weapons up to the size of a short sword. 
  He cannot use any armour no heavier than leather armour. 
   
   
  Psion Class Abilities 
   
  Power of the Mind: With a high wisdom score, a psion will 
  gain a bonus to his psion force. 
   
  Psion Powers: The psion can use his powers to manipulate 
  other creatures, his environment and himself. At every new 
  level, the psion gains new powers. These powers are 
  randomly chosen, but the discipline they originate from can 
  be chosen by the psion. Whenever the psion uses a power, he 
  loses a number of PSP. If the use of a psion power is not 
  successful, he still loses half of the PSP. PSP are restored by 
  one night of rest. 
  Saving Throw Bonus: Against attacks by other psions, the 
  psion adds his psion force as a bonus to his saving throw. 
   
  Stronghold: At level ten, the psion can establish a school. 
  The character of this school depends mostly on the psion‘s 
  cultural background. It can be an actual academy, a hermit‘s 
  hut somewhere in the mountains or a secret laboratory. In 
  any case, the stronghold will attract young psions that want to 
  learn from their new master. 
   
   
   
  Table 29: Psion Advancement 
  Level 
  Total Hit Dice (d6) 
  Saving Throw 
  THACO Bonus 
  Psion Force 
  Daily Psion Points 
  Psion Powers 
  1 
  1 
  15 
  - 
  2 
  15 
  5 
  2 
  2 
  14 
  - 
  3 
  20 
  8 
  3 
  3 
  13 
  - 
  3 
  30 
  11 
  4 
  4 
  12 
  +1 
  4 
  40 
  13 
  5 
  5 
  11 
  +1 
  4 
  50 
  15 
  6 
  6 
  10 
  +2 
  5 
  60 
  17 
  7 
  7 
  9 
  +2 
  5 
  70 
  19 
  8 
  8 
  8 
  +3 
  6 
  80 
  21 
  9 
  9 
  7 
  +3 
  6 
  90 
  23 
  10 
  9+1 hp 
  6 
  +4 
  7 
  100 
  25 
  11 
  9+2 hp 
  5 
  +5 
  7 
  110 
  27 
  12 
  9+3 hp 
  4 
  +5 
  8 
  120 
  29 
  13 
  9+4 hp 
  4 
  +5 
  8 
  130 
  31 
  14 
  9+5 hp 
  4 
  +6 
  9 
  140 
  33 
  15 
  9+6 hp 
  4 
  +6 
  9 
  150 
  35 
  16 
  9+7 hp 
  4 
  +7 
  10 
  160 
  37 
  17 
  9+8 hp 
  4 
  +7 
  10 
  170 
  39 
  18 
  9+9 hp 
  4 
  +7 
  11 
  180 
  41 
  19 
  9+10 hp 
  4 
  +7 
  11 
  190 
  43 
  20 
  9+11 hp 
  4 
  +8 
  12 
  200 
  45 
  21+ 
  9+1 hp/level 
  4 
  +8 
  12 
  210 
  47 
  
  38 
  Ranger 
   
  The ranger is a man of the wilderness. Unlike the druid, he is 
  not a preserver of natural balance, but a guardian of wildlife 
  as well as a protector of knowledge and civilisation. The 
  ranger respects all life, but does not hesitate to destroy it if 
  necessary. Not only trained in combat, the ranger is also 
  proficient in tracking, blending into the background and 
  stalking. Rangers often life isolated and far off the cities, 
  though there are some that dedicated their life to protecting a 
  principle, lifestyle or severing a ruler. 
   
  Rangers sometimes work in groups, but outside of their 
  stronghold, most of them work only in pairs or alone. 
  Depending on their goal, they have no issue with cooperating 
  with members of other classes, though. 
   
  The ranger‘s main attribute is constitution. He may use any 
  armour or weapon. 
   
   
  Ranger Class Abilities 
   
  Animal Companion: The ranger‘s animal companion is an 
  animal loyal to him. The animal companions are smarter than 
  an average animal and can empathically communicate with 
  the ranger. A special link exists between the ranger and the 
  companion. As the ranger gains experience, the animal‘s 
  abilities will expand as well. 
   
  Favoured Enemy: Every ranger has a group of creatures he 
  considers his archenemies, often dragons, vampires, golems 
  or giants. Against these enemies, the ranger gains a +1 
  THACO bonus for every level and a +1 damage bonus for 
  every two levels starting with the second. Having a favoured 
  enemy does not mean the ranger is hostile to every individual 
  of the species, but if encountering a hostile one, the ranger 
  will always go for it first, even if this is not the best tactical 
  choice. Every ten levels, the ranger may choose an additional 
  favoured enemy. 
   
   
  Ranger Skills: The ranger is an expert in moving unnoticed, 
  hiding and following tracks, especially in the wilderness. He 
  will not be able to move silently while wearing heavy armour. 
   
  Strength Bonus: Like the fighter, the ranger gets a THACO 
  and damage bonus for a high strength score. 
   
  Stronghold: At level ten, the ranger can establish a 
  stronghold. This is usually a fortress in the wilderness. It will 
  attract other rangers as well as some thieves and sometimes 
  animists. 
   
   
   
   
  Table 30: Ranger Advancement 
  Level 
  Total Hit Dice (d8) 
  Saving Throw 
  THACO Bonus 
  Ranger Skills (d20) 
  Move Silently 
  Hide 
  Tracking 
  1 
  8 hp 
  14 
  - 
  15 
  18 
  12 
  2 
  2 
  13 
  - 
  14 
  17 
  12 
  3 
  3 
  12 
  +1 
  13 
  16 
  11 
  4 
  4 
  11 
  +2 
  12 
  15 
  11 
  5 
  5 
  10 
  +2 
  11 
  14 
  10 
  6 
  6 
  9 
  +3 
  10 
  13 
  9 
  7 
  7 
  8 
  +4 
  9 
  12 
  9 
  8 
  8 
  7 
  +5 
  8 
  11 
  8 
  9 
  9 
  6 
  +6 
  7 
  10 
  8 
  10 
  9+1 hp 
  5 
  +7 
  7 
  9 
  7 
  11 
  9+2 hp 
  4 
  +7 
  6 
  9 
  7 
  12 
  9+3 hp 
  4 
  +8 
  6 
  8 
  6 
  13 
  9+4 hp 
  4 
  +9 
  5 
  8 
  6 
  14 
  9+5 hp 
  4 
  +9 
  4 
  7 
  5 
  15 
  9+6 hp 
  4 
  +10 
  4 
  7 
  5 
  16 
  9+7 hp 
  4 
  +11 
  3 
  6 
  4 
  17 
  9+8 hp 
  4 
  +12 
  3 
  6 
  4 
  18 
  9+9 hp 
  4 
  +12 
  3 
  5 
  3 
  19 
  9+10 hp 
  4 
  +13 
  3 
  5 
  3 
  20 
  9+11 hp 
  4 
  +13 
  2 
  5 
  2 
  21+ 
  9+1 hp/level 
  4 
  +14 
  2 
  5 
  2 
  
  39 
  Samurai 
   
  The samurai is the honourable warrior of the East. Samurai 
  are proud and do not tolerate mockery. Often raised in noble 
  families, samurai are not only proficient in combat, but also 
  in literature and arts. Every samurai carries his trusted 
  weapon, the katana. Most samurai are also trained in the use 
  of other weapons. Samurai respect their enemies and demand 
  respect from them. 
   
  A samurai who has fallen from grace is called a ronin. A 
  ronin often has abandoned the bushido. The bushido, the 
  way of the warrior, is the codex of samurai. A ronin can 
  regain his honour if he has been stripped of his title wrongly 
  and can prove it. 
   
  The samurai‘s prime attribute is strength. He can use any kind 
  armour, but no shields. The weapons a samurai uses are the 
  katana, wakizashi, nodachi and yari. If he is not used to 
  handle Western weapons, he will need some time to get used 
  to them. 
   
   
  Samurai Class Abilities 
   
  Battle Cry: From level eight on, the samurai may gather his 
  inner strength once per day and let out a cry that causes Fear 
  in all enemies in earshot. Enemies with five hit dice less than 
  the samurai or more are permitted a saving throw. 
   
  Challenge: Once per day, the samurai can challenge an 
  opponent in combat. If that opponent fails a saving throw, it 
  has to concentrate its efforts on fighting the samurai until 
  defeat or morale failure. This ability can be used only once 
  per encounter and an additional time every three levels. 
   
  Fearless: The samurai himself is a fearless warrior. He is 
  immune against all kinds of magical or mundane fear. 
   
  Perception: A samurai is good judge of character. From level 
  four on, the can use Detect Lies once per day. He gains 
  additional uses at level seven, ten and fourteen as well as 
  every fourth level afterwards. 
   
  Saving Throw Bonus: The samurai gains a +2 bonus to 
  saving throws against death. 
   
  Strength Bonus: With above-average strength, the samurai 
  gets a THACO and damage bonus. 
   
  Stronghold: Upon reaching level ten, the samurai can claim a 
  piece of land and build a shiro or an estate on it. This will 
  attract a number of followers, young warriors among them. 
   
   
   
   
   
   
   
   
   
   
   
  Table 31: Samurai Advancement 
  Level 
  Total Hit Dice (d10) 
  Saving Throw 
  THACO Bonus 
  1 
  10 hp 
  13 
  - 
  2 
  2 
  12 
  - 
  3 
  3 
  11 
  +1 
  4 
  4 
  10 
  +2 
  5 
  5 
  9 
  +2 
  6 
  6 
  8 
  +3 
  7 
  7 
  7 
  +4 
  8 
  8 
  6 
  +5 
  9 
  9 
  5 
  +6 
  10 
  9+2 hp 
  4 
  +7 
  11 
  9+4 hp 
  4 
  +7 
  12 
  9+6 hp 
  4 
  +8 
  13 
  9+8 hp 
  4 
  +9 
  14 
  9+10 hp 
  4 
  +9 
  15 
  9+12 hp 
  3 
  +10 
  16 
  9+14 hp 
  3 
  +11 
  17 
  9+16 hp 
  3 
  +12 
  18 
  9+18 hp 
  3 
  +12 
  19 
  9+20 hp 
  3 
  +13 
  20 
  9+22 hp 
  3 
  +13 
  21+ 
  9+2 hp/level 
  3 
  +14 
  
  40 
  Shinobi 
   
  The shinobi is a specialist from the East. His specialities are 
  espionage, infiltration, elimination and disguise. Experienced 
  shinobi even gain the ability to use magic to enhance their 
  abilities further. Shinobi are secretive and are organised in 
  clans hidden in the mountains. Apart from shinobi clans, 
  other groups like temples or military organisations may train 
  shinobi as well. 
   
  Some travelling shinobi are on a secret mission for their clan, 
  which they usually do not share with anyone, even 
  companions or friends. Others have abandoned their clan for 
  various reasons. Some are considered traitors and hunted by 
  their former fellow shinobi.  
   
  The shinobi‘s prime attributes are dexterity and intelligence. 
  He does not wearer armour more heavy than leather armour, 
  uses no shields and no two-handed weapons.  
   
   
  Shinobi Class Abilities 
   
  Arcane Spell Casting: The shinobi learns and casts spells 
  just like the mage. He can only learn spells from the shinobi 
  spell list, but may cast spells from other classes directly from 
  magical scrolls. The shinobi is dextrous enough to move 
  while casting spells. 
   
  Backstab: Like the thief, the shinobi can attack enemies 
  from behind to gain a +4 THACO bonus and do double 
  damage. The damage is tripled at level six and quadrupled 
  from level ten on. 
   
  Thief skills: The shinobi has all the thieving abilities of the 
  thief, but is usually less skilled regarding lock picking and 
  tasks like disarming traps. 
   
  Stronghold: After having reached level ten, the shinobi can 
  create a shinobi clan and become a jonin. The clan‘s fortress 
  will attract other shinobi. Spies of other clans might be 
  among them. If the current leader of the shinobi‘s clan has 
  been corrupted or betrayed the clan, the shinobi may 
  eliminate him and take over his position to bring the clan 
  back on the right path. 
   
   
   
   
  Table 32: Shinobi Advancement 
  Level 
  Total Hit 
  Dice (d6) 
  Saving 
  Throw 
  THACO 
  Bonus 
  Thief Skills (d20) 
  Daily Spells per Spell Level 
  Climb 
  Walls 
  Delicate 
  Tasks 
  Hide in 
  Shadows 
  Move 
  Silently 
  Open 
  Locks 
  1 
  2 
  3 
  4 
  5 
  6 
  1 
  6 hp 
  15 
  - 
  4 
  18 
  18 
  16 
  18 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  4 
  17 
  17 
  15 
  17 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  - 
  4 
  16 
  16 
  14 
  16 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  3 
  15 
  15 
  13 
  15 
  1 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +1 
  3 
  14 
  14 
  12 
  14 
  2 
  1 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  3 
  13 
  13 
  11 
  13 
  2 
  1 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +2 
  3 
  12 
  12 
  10 
  12 
  2 
  1 
  1 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  3 
  11 
  9 
  8 
  11 
  3 
  2 
  1 
  - 
  - 
  - 
  9 
  9 
  7 
  +3 
  2 
  10 
  7 
  6 
  10 
  3 
  2 
  1 
  1 
  - 
  - 
  10 
  10 
  6 
  +4 
  2 
  9 
  5 
  4 
  9 
  3 
  2 
  2 
  1 
  - 
  - 
  11 
  10+1 hp 
  5 
  +5 
  2 
  8 
  3 
  2 
  8 
  3 
  2 
  2 
  1 
  1 
  - 
  12 
  10+2 hp 
  5 
  +5 
  2 
  7 
  2 
  2 
  7 
  4 
  3 
  2 
  1 
  1 
  - 
  13 
  10+3 hp 
  5 
  +5 
  2 
  6 
  2 
  2 
  6 
  4 
  3 
  2 
  2 
  1 
  1 
  14 
  10+4 hp 
  5 
  +6 
  2 
  5 
  2 
  2 
  5 
  4 
  3 
  3 
  2 
  1 
  1 
  15 
  10+5 hp 
  5 
  +6 
  2 
  4 
  2 
  2 
  4 
  4 
  3 
  3 
  2 
  2 
  1 
  16 
  10+6 hp 
  5 
  +7 
  2 
  3 
  2 
  2 
  3 
  4 
  3 
  3 
  2 
  2 
  1 
  17 
  10+7 hp 
  5 
  +7 
  2 
  3 
  2 
  2 
  3 
  5 
  4 
  3 
  2 
  2 
  1 
  18 
  10+8 hp 
  5 
  +7 
  2 
  3 
  2 
  2 
  3 
  5 
  4 
  3 
  3 
  2 
  2 
  19 
  10+9 hp 
  5 
  +7 
  2 
  3 
  2 
  2 
  3 
  5 
  4 
  4 
  3 
  2 
  2 
  20 
  10+10 hp 
  5 
  +8 
  2 
  3 
  2 
  2 
  3 
  5 
  4 
  4 
  3 
  3 
  2 
  21+ 
  10+1 hp/level 
  5 
  +8 
  2 
  2 
  2 
  2 
  2 
  5 
  4 
  4 
  3 
  3 
  2 
  
  41 
  Sorcerer 
   
  The sorcerer uses arcane magic like the mage and the 
  necromancer, but he does not use a spell books. Instead, he 
  casts spells intuitively using his inherited powers. Nobody is 
  sure whether those innate powers come from the touch of an 
  angel or devil, a dragon in the sorcerer‘s bloodline or 
  something completely different. Generally, the sorcerer‘s 
  magic is more wild and aggressive than one of the mage. 
  While many mages get formal training and members of the 
  nobility in some cultures, the sorcerer‘s uncanny power are 
  often unleashed spontaneously and scare others who do not 
  understand them. 
   
  The sorcerer‘s prime attribute is charisma. He has the same 
  weapon and armour restrictions as the mage, the 
  necromancer and most other arcane spellcasters. 
   
   
  Sorcerer Class Abilities 
   
  Arcane Spell Casting: The sorcerer casts arcane spells like 
  the mage, but does not have to prepare them. Instead, he can 
  cast any spell he generally knows up to the number of spells 
  given per level. The sorcerer can cast arcane spells not found 
  on the mage‘s spell list directly from scrolls. The sorcerer also 
  needs mage scrolls to learn new spells. If all of the sorcerer‘s 
  spell slots of a certain spell level are already full, learning a 
  new spell and replacing an old one is twice as hard. A 
  sorcerer with a high charisma score can increase the number 
  of spells he can cast daily. 
   
  Saving Throw Bonus: The sorcerer gains a +2 bonus to 
  saving throws against magic. 
   
  Stronghold: Like the mage, the sorcerer can build a 
  stronghold and gather followers from tenth level on. 
  Sorcerers are less likely to take any pupil rich enough to pay 
  for his education. Often, they travel the lands to find other 
  with the gift to control magic spontaneously. 
   
   
   
  Table 33: Sorcerer Advancement 
  Level  
  Total Hit 
  Dice (d4) 
  Saving 
  Throw 
  THACO 
  Bonus 
  Daily Spells per Spell Level 
  Number of Spells Known per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
   1 
  4 hp 
  15 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  - 
  4 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  5 
  4 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +1 
  6 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  6 
  4 
  4 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +2 
  6 
  5 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  5 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  6 
  5 
  5 
  4 
  - 
  - 
  - 
  - 
  - 
  5 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +3 
  6 
  5 
  5 
  3 
  2 
  - 
  - 
  - 
  - 
  5 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  10 
  10 
  6 
  +4 
  6 
  6 
  5 
  4 
  4 
  - 
  - 
  - 
  - 
  5 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  11 
  11 
  5 
  +5 
  6 
  6 
  6 
  5 
  5 
  - 
  - 
  - 
  - 
  5 
  5 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  12 
  10+1 hp 
  5 
  +5 
  6 
  6 
  6 
  6 
  6 
  2 
  - 
  - 
  - 
  6 
  5 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  13 
  10+2 hp 
  5 
  +5 
  8 
  8 
  8 
  6 
  6 
  4 
  - 
  - 
  - 
  6 
  5 
  4 
  4 
  3 
  1 
  - 
  - 
  - 
  14 
  10+3 hp 
  5 
  +6 
  8 
  8 
  8 
  6 
  6 
  5 
  2 
  - 
  - 
  6 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  15 
  10+4 hp 
  5 
  +6 
  8 
  8 
  8 
  8 
  6 
  6 
  3 
  - 
  - 
  6 
  5 
  5 
  4 
  4 
  2 
  1 
  - 
  - 
  16 
  10+5 hp 
  5 
  +7 
  8 
  8 
  8 
  8 
  8 
  8 
  3 
  2 
  - 
  6 
  6 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  17 
  10+6 hp 
  5 
  +7 
  9 
  9 
  9 
  8 
  8 
  8 
  3 
  3 
  - 
  6 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  - 
  18 
  10+7 hp 
  5 
  +7 
  9 
  9 
  9 
  9 
  9 
  8 
  3 
  3 
  2 
  6 
  6 
  5 
  5 
  4 
  3 
  3 
  2 
  1 
  19 
  10+8 hp 
  5 
  +7 
  11 
  11 
  11 
  9 
  9 
  9 
  5 
  3 
  3 
  6 
  6 
  5 
  5 
  5 
  4 
  3 
  2 
  1 
  20 
  10+9 hp 
  5 
  +8 
  11 
  11 
  11 
  11 
  11 
  11 
  5 
  5 
  3 
  6 
  6 
  6 
  5 
  5 
  4 
  3 
  3 
  2 
  21+ 
  10+1 hp/level 
  5 
  +8 
  12 
  12 
  12 
  11 
  11 
  11 
  6 
  5 
  5 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  3 
  2 
   
  
  42 
  Thief 
   
  The thief is not just a criminal, he is a specialist. He is the 
  expert for stealth, delicate tasks and scouting. More silent 
  than fighter and cleric and more ruthless than monk and 
  druid, the thief often uses the indirect approach to reach his 
  goals. In straight combat, the thief will not survive long, so he 
  relies on his expertise to get out of dangerous situations. The 
  thief‘s allies are the shadows and a hidden blade. 
   
  The thief‘s prime attribute is dexterity. He may wear nothing 
  heavier than leather armour and does not use shields larger 
  than a buckler. Among magical weapons, only daggers and 
  short swords can be used by the thief. Thieves of various 
  races get different modifiers to their thief skills. 
   
   
  Thief Class Skills 
   
  Backstab: When surprising an enemy or attacking from 
  behind, the thief gains a +4 THACO bonus and inflicts 
  double damage. The damage is tripled from level five on and 
  quadrupled from level eight on. 
   
  Read Magic Writings: From eighth level on, thief has 
  gathered enough knowledge to read arcane magic writings. 
  This allows him to cast spells from scrolls up to spell level 
  six. In one out of ten cases, this goes terribly wrong. If trying 
  to cast a spell from a scroll higher than level six, 
  unpredictable things may happen. 
   
  Thief Skills: The thief has a variety of skill. These include 
  climbing walls others could never climb, performing delicate 
  tasks like pickpocketing or disarming traps, hiding almost 
  everywhere, picking locks and sneaking without a sound. 
   
  Saving Throw Bonus: The thief gains a +4 saving throw 
  bonus against all kinds of saving throws related to traps, 
  mechanism or similar devices. 
   
  Stronghold: After the thief has reached level ten, he can 
  establish his own thieves‘ guild, usually under the cover of a 
  legal business. The thieves‘ guild will attract young thieves 
  and maybe even assassins. 
   
   
   
   
  Table 34: Thief Advancement 
  Level 
  Total Hit 
  Dice (d6) 
  Saving 
  Throw 
  THACO 
  Bonus 
  Thief Skills (d20) 
  Climb Walls 
  Delicate Tasks 
  Hide in 
  Shadows 
  Move Silently 
  Open Locks 
  1 
  6 hp 
  12 
  - 
  5 
  17 
  18 
  16 
  18 
  2 
  2 
  11 
  - 
  5 
  16 
  17 
  15 
  17 
  3 
  3 
  10 
  - 
  5 
  15 
  16 
  14 
  16 
  4 
  4 
  9 
  +1 
  4 
  14 
  15 
  13 
  15 
  5 
  5 
  8 
  +1 
  4 
  13 
  14 
  12 
  14 
  6 
  6 
  7 
  +2 
  4 
  12 
  13 
  11 
  13 
  7 
  7 
  6 
  +2 
  4 
  11 
  12 
  10 
  12 
  8 
  8 
  5 
  +3 
  4 
  10 
  9 
  8 
  9 
  9 
  9 
  4 
  +3 
  3 
  8 
  7 
  6 
  7 
  10 
  10 
  3 
  +4 
  3 
  6 
  5 
  4 
  5 
  11 
  10+1 hp 
  2 
  +5 
  3 
  4 
  3 
  2 
  3 
  12 
  10+2 hp 
  2 
  +5 
  3 
  2 
  2 
  2 
  2 
  13 
  10+3 hp 
  2 
  +5 
  3 
  2 
  2 
  2 
  2 
  14 
  10+4 hp 
  2 
  +6 
  2 
  2 
  2 
  2 
  2 
  15 
  10+5 hp 
  2 
  +6 
  2 
  2 
  2 
  2 
  2 
  16 
  10+6 hp 
  2 
  +7 
  2 
  2 
  2 
  2 
  2 
  17 
  10+7 hp 
  2 
  +7 
  2 
  2 
  2 
  2 
  2 
  18 
  10+8 hp 
  2 
  +7 
  2 
  2 
  2 
  2 
  2 
  19 
  10+9 hp 
  2 
  +7 
  2 
  2 
  2 
  2 
  2 
  20 
  10+10 hp 
  2 
  +8 
  2 
  2 
  2 
  2 
  2 
  21+ 
  10+1 hp/level 
  2 
  +8 
  2 
  2 
  2 
  2 
  2 
   
   
   
   
  
  43 
  Warlock 
   
  The warlock is an arcane spellcaster. In comparison to the 
  mage, necromancer and illusionist, he does not mainly draw 
  his powers from the magic surrounding him. Instead, the 
  warlock has made a bargain with a powerful entity in 
  exchange for magical power. These entities are often devil or 
  demons, but sometimes also beings from alternate Material 
  Planes or completely different dimensions. 
   
  A warlock‘s soul is bound to his master. However, there is 
  one way to escape: The warlock has to live long enough and 
  deliver many souls to his master. Many warlocks fail to 
  accomplish this and end up in the Abyss or other sinister 
  places. This does not prevent others from seeking out pacts 
  with dark beings. In most societies, making such pacts is an 
  unspeakable crime. Thus, most warlocks appear as mages. 
   
  The warlock has no prime attribute. He can wear armour no 
  heavier than leather armour and use all weapon no larger than 
  a short sword as well as spears. 
   
   
  Warlock Class Abilities 
   
  Arcane Spell Casting: The warlock is an arcane spellcaster. 
  However, as his master provides him with powers, he learns, 
  prepares and casts spells like a cleric. He can read and 
  understand, but not cast, arcane and divine scrolls. From 
  tenth level on, the warlock can also cast spells from these 
  scrolls with a 10% chance of failing. In this case, something 
  unexpected will happen. The warlock can cast spells while 
  wearing armour no heavier than leather armour. He can only 
  cast spells from the warlock spell list. 
   
  Backstab: Like the thief, the inquisitor can attack enemies 
  from behind to gain a +3 THACO bonus and do double 
  damage. The damage is tripled at level eight and quadrupled 
  from level twelve on. 
   
  Dark Pact: If the warlock dies, his master will not give up his 
  soul willingly. The resurrection or reincarnation of a warlock 
  will thus result in a loss of one third of his levels, rounded up. 
  The power the warlock gained while advancing will be kept 
  by his master. At level twelve, the warlock has send enough 
  souls to his master and be resurrected like any other class. 
   
   
  Eldritch Blast: Once per round, the warlock can fire a blast 
  of energy at a target within a range twenty metres that does 
  1d4 points of damage. The target is permitted a saving throw 
  vs. magic to avoid being hit. Every three level staring with 
  level three, the blast does one additional point of damage. 
  The eldritch blast can be used while backstabbing an enemy. 
  A normal attack roll has to be made to hit with eldritch blast. 
   
  Saving Throw Bonus: The warlock is granted a +1 saving 
  throw bonus against magic and death. 
   
  Stronghold: At level ten, the warlock can establish a 
  stronghold. This will be the headquarters of a cult around the 
  warlock master. The stronghold will attract other who too 
  cannot resist the temptation of power. 
   
   
  Table 35: Warlock Advancement 
  Level 
  Total Hit Dice (d6) 
  Saving Throw 
  THACO Bonus 
  Daily Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  6 hp 
  15 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  - 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +1 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +2 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +3 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  10 
  10 
  6 
  +4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  11 
  11 
  5 
  +5 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  12 
  10+1 hp 
  5 
  +5 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  13 
  10+2 hp 
  5 
  +5 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  14 
  10+3 hp 
  5 
  +6 
  5 
  4 
  4 
  4 
  3 
  - 
  - 
  15 
  10+4 hp 
  5 
  +6 
  5 
  4 
  4 
  4 
  4 
  1 
  - 
  16 
  10+5 hp 
  5 
  +7 
  5 
  5 
  5 
  4 
  4 
  2 
  - 
  17 
  10+6 hp 
  5 
  +7 
  5 
  5 
  5 
  4 
  4 
  3 
  1 
  18 
  10+7 hp 
  5 
  +7 
  5 
  5 
  5 
  5 
  4 
  4 
  2 
  19 
  10+8 hp 
  5 
  +7 
  5 
  5 
  5 
  5 
  5 
  5 
  2 
  20 
  10+9 hp 
  5 
  +8 
  6 
  6 
  6 
  5 
  5 
  5 
  2 
  21+ 
  10+1 hp/level 
  5 
  +8 
  6 
  6 
  6 
  6 
  6 
  5 
  2 
  
  44 
  Warlord 
   
  The warlord is a warrior and leader. He has not only been 
  trained to excel in combat, but also to inspire others to do so 
  as well. The warlord thinks tactically and is often one step 
  ahead of his opponents. Warlords exist in almost all cultures. 
  Some are actual military leaders who fight wars on the 
  battlefield and at the map table. Others have discovered their 
  talent by themselves and became the leaders of a band of 
  adventures, robbers or another group. 
   
  The warlord‘s prime attributes are strength and charisma. He 
  can use any weapon and armour. 
   
   
  Warlord Class Abilities 
   
  Heroic Surge: Once per day, the warlord can sacrifice any 
  actions he could do in a combat round and grant those to an 
  ally no more than fifteen metres away. Every four levels, the 
  warlord can use this ability one additional time, but only once 
  per turn. 
   
  Inspiration: During combat, the warlord can use one round 
  to inspire all fellow adventurers within a radius of fifteen 
  metres. This grants a +1 bonus to THACO, damage and 
  saving throw against fear. Every ten levels, the bonus 
  increases by one. This ability lasts one turn and can be used 
  once per day per level of the warlord. 
   
  Leadership: The warlord has been trained to lead others. He 
  can hire twice as many hirelings as members of any other 
  class. 
   
  Multiple Attacks: Against creatures with no more than one 
  hit dice or five hit dice less than the fighter, he makes one 
  attack per level each round. 
   
  Strength Bonus: With above-average strength, the warlord 
  gets a THACO and damage bonus. 
   
  Vigilance: The warlord can judge the terrain around him and 
  determine what action the enemy may take. This gives all 
  opponents a -1 bonus to surprise rolls. Every eight levels, this 
  bonus increases by one. 
   
  Stronghold: At level ten, the warlord can establish a 
  stronghold of his own. This can be a fortress on the frontier, 
  a military garrison or a proconsul‘s palace.  
   
   
   
   
  Table 36: Warlord Advancement 
  Level 
  Total Hit Dice (d6) 
  Saving Throw 
  THACO Bonus 
  1 
  6 hp 
  14 
  - 
  2 
  2 
  13 
  - 
  3 
  3 
  12 
  +1 
  4 
  4 
  11 
  +1 
  5 
  5 
  10 
  +2 
  6 
  6 
  9 
  +2 
  7 
  7 
  8 
  +3 
  8 
  8 
  7 
  +3 
  9 
  9 
  6 
  +4 
  10 
  9+1 hp 
  5 
  +5 
  11 
  9+2 hp 
  4 
  +5 
  12 
  9+3 hp 
  4 
  +6 
  13 
  9+4 hp 
  4 
  +7 
  14 
  9+5 hp 
  4 
  +7 
  15 
  9+6 hp 
  4 
  +8 
  16 
  9+7 hp 
  4 
  +8 
  17 
  9+8 hp 
  4 
  +9 
  18 
  9+9 hp 
  4 
  +10 
  19 
  9+10 hp 
  4 
  +10 
  20 
  9+11 hp 
  4 
  +11 
  21+ 
  9+1 hp/level 
  4 
  +12 
  
  45 
  Witch 
   
  Witches are arcane spellcasters, but unlike wizards, they do 
  not go to academies or sit and libraries and study all day. 
  Their powers are based on traditions, ancient knowledge and 
  sometimes pacts with devils. There are many kinds of 
  witches. Some are wise crones proficient in herbalism that 
  serve their village as a guide, healer and oracle. Others are 
  young, eager to see the world and explore the potential of 
  their powers. Some have been seduced by dark powers, thrive 
  for control of others or for eternal youth. Male witches as 
  such do not exist, but a male of a similar profession is usually 
  called a hexer. 
   
  The witch‘s prime attribute is intelligence. She has the same 
  equipment limitation as the mage and the necromancer. 
   
  Witch Class Abilities 
   
  Arcane Spell Casting: The witch is an arcane spellcaster, 
  just like the mage, the necromancer and other classes. Her 
  magic works like that of most arcane spellcasters. The witch 
  is granted additional daily spells for high intelligence. She is 
  limited to learn spell from the witch spell list, but can cast 
  spells of any arcane class directly from spells. She can also 
  read and understand, but not cast, cleric and druid spells. 
   
  Familiar: At third level, a witch can seek out a familiar from 
  the witch‘s list of familiars. 
   
  Potion Brewing: The witch can brew one potion per week. 
  Every eight levels, she can make one additional potion. 
   
  Saving Throw Bonus: The witch gains a +1 bonus to saving 
  throws vs. death and magic. 
   
  Stronghold: At tenth level, a witch can create a coven with 
  her as the head witch. Covens are often founded in wild 
  forests, caves or other places not easy to reach. The coven 
  will attract young witches – and possibly witch hunters. 
   
   
   
   
  Table 37: Witch Advancement 
  Level 
  Total Hit Dice (d4) 
  Saving Throw 
  THACO Bonus 
  Daily Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  4 hp 
  15 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  - 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +1 
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  4 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +2 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +3 
  4 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  10 
  10 
  6 
  +4 
  4 
  4 
  3 
  2 
  2 
  - 
  - 
  - 
  - 
  11 
  11 
  5 
  +5 
  4 
  4 
  4 
  3 
  3 
  - 
  - 
  - 
  - 
  12 
  10+1 hp 
  5 
  +5 
  4 
  4 
  4 
  4 
  4 
  1 
  - 
  - 
  - 
  13 
  10+2 hp 
  5 
  +5 
  5 
  5 
  5 
  4 
  4 
  2 
  - 
  - 
  - 
  14 
  10+3 hp 
  5 
  +6 
  5 
  5 
  5 
  4 
  4 
  3 
  1 
  - 
  - 
  15 
  10+4 hp 
  5 
  +6 
  5 
  5 
  5 
  5 
  4 
  4 
  2 
  - 
  - 
  16 
  10+5 hp 
  5 
  +7 
  5 
  5 
  5 
  5 
  5 
  5 
  2 
  1 
  - 
  17 
  10+6 hp 
  5 
  +7 
  6 
  6 
  6 
  5 
  5 
  5 
  2 
  2 
  - 
  18 
  10+7 hp 
  5 
  +7 
  6 
  6 
  6 
  6 
  6 
  5 
  2 
  2 
  1 
  19 
  10+8 hp 
  5 
  +7 
  7 
  7 
  7 
  6 
  6 
  6 
  3 
  2 
  2 
  20 
  10+9 hp 
  5 
  +8 
  7 
  7 
  7 
  7 
  7 
  7 
  3 
  3 
  2 
  21+ 
  10+1 hp/level 
  5 
  +8 
  8 
  8 
  8 
  7 
  7 
  7 
  4 
  3 
  3 
   
  
  46 
  Wizard Slayer 
   
  The wizard slayer is a combat expert specialised in fighting 
  practitioners of magic. Some wizard slayers comes from a 
  culture or society where magic is reserved for member of an 
  elite group or not allows at all, others are simply warriors 
  trained by their order to have an countermeasure to hostile 
  spellcasters. Not all wizard slayers hate magic as such. Many 
  value it as much as everybody else does, provided it is not 
  used by the enemy. Some focus on divine, some on arcane, 
  some on all kinds of magic. The one trait all wizard slayers 
  have in common is their ability to sense magic. 
   
  The wizard slayer‘s prime attribute is strength. He can use 
  any weapon or armour. 
   
   
  Wizard Slayer Class Abilities 
   
  Disrupt Magic: Whenever the wizard slayer attacks an 
  enemy spellcaster who is currently casting a spell, he 
  spellcaster has to make a saving throw. If he does not 
  succeed, the casting fails and the spell is lost. The wizard 
  slayer does not actually need to hit or damage the spellcaster 
  to disrupt him. 
   
  Magic Resistance: Over time, the wizard slayer learns to 
  avoid the effect of hostile magic and gains more and more 
  magic resistance. 
   
  Precision Strike: The wizard slayer scores at critical hit not 
  only on rolling a twenty, but also on rolling a nineteen. 
   
  Saving Throw Bonus: The wizard slayer is granted a +2 
  bonus to saving throws vs. magic. 
   
  Slayer’s Intuition: The wizard can use Detect Magic and Detect 
  Illusion once per day. Every three levels starting with the third, 
  he gains another daily use of both abilities. 
   
  Strength Bonus: With above-average strength, the duellist 
  gets a THACO and damage bonus. 
  Stronghold: Once he has reached level ten, the wizard slayer 
  can establish a stronghold. The nature of this stronghold 
  depends entirely on the culture and background of the wizard 
  slayer. It can be the citadel of an order devoted to the 
  containment of magic, the headquarters of a mercenary guild 
  or a completely different establishment. 
   
   
   
  Table 38: Wizard Slayer Advancement 
  Level 
  Total Hit Dice (d8) 
  Saving Throw 
  THACO Bonus 
  Magic Resistance 
  1 
  8 hp 
  14 
  - 
  2% 
  2 
  2 
  13 
  - 
  3% 
  3 
  3 
  12 
  +1 
  5% 
  4 
  4 
  11 
  +2 
  6% 
  5 
  5 
  10 
  +2 
  8% 
  6 
  6 
  9 
  +3 
  9% 
  7 
  7 
  8 
  +4 
  11% 
  8 
  8 
  7 
  +5 
  12% 
  9 
  9 
  6 
  +6 
  14% 
  10 
  9+2 hp 
  5 
  +7 
  15% 
  11 
  9+4 hp 
  4 
  +7 
  17% 
  12 
  9+6 hp 
  4 
  +8 
  18% 
  13 
  9+8 hp 
  4 
  +9 
  20% 
  14 
  9+10 hp 
  4 
  +9 
  21% 
  15 
  9+12 hp 
  4 
  +10 
  23% 
  16 
  9+14 hp 
  4 
  +11 
  24% 
  17 
  9+16 hp 
  4 
  +12 
  26% 
  18 
  9+18 hp 
  4 
  +12 
  27% 
  19 
  9+20 hp 
  4 
  +13 
  29% 
  20 
  9+22 hp 
  4 
  +13 
  30% 
  21+ 
  9+2 hp/level 
  4 
  +14 
  32% 
  
  47 
  Animist 
   
  The animist is a hybrid class. It combines the abilities of 
  cleric and druid. Most gods will not tolerate members of their 
  priesthood not entirely devoted to them, but also to the 
  protection of nature, but some god associated with animals, 
  plants or nature in general do so. Animists are usually trained 
  by other animists. They learn how to channel the powers of 
  nature and are educated to be servants of their deity. Druids 
  often distrust animists, as most of them believe that druidism 
  should be kept away from divine intervention, even if said 
  gods call nature one of their domains. Clerics, on the other 
  hand, usually have no issue with animists. Temples with both 
  clerics and animists – and possibly members of other divine 
  classes – are common. If animists form druidic circles, they 
  will always consist of animists only. 
   
  The animist‘s prime attribute is wisdom. He can use any non-
  metal equipment short of edged weapons, but will be able to 
  cast spells only while wearing wooden armour or no armour 
  at all. 
   
   
  Animist Class Abilities 
   
  Divine Favour: An animist with high wisdom is granted 
  either additional daily divine or druidic spells, but not both. 
  At the beginning of his training, an animist choses on which 
  kind of magic he wants to focus on. 
   
  Divine Spell Casting: The animist can cast divine spells just 
  like cleric. He can also reverse healing and harming spells or 
  convert a prepared non-healing spell into a healing spell. 
   
  Druidic Spell Casting: Like a druid, the animist can use 
  druidic magic. 
   
  Immunity to Fey Charms: From seventh level on, a druid is 
  immune to the charms of dyrads, nixies, satyrs and other 
  sylvan creatures. 
   
  Knowledge of Nature: In the wilderness, the animist can 
  move without a trace, read traces of animals, find water and 
  food and perform similar tasks better than almost anybody 
  else. Most animists speak sylvan, but usually not the secret 
  language of the druids. 
   
  Saving Throw Bonus: The animist is granted a +1 saving 
  throw bonus against death and fire. 
   
  Turn Undead: The animist can turn undead, though his level 
  is halved for this purpose. 
   
  Stronghold: At level ten, the animist can establish a 
  stronghold dedicated to his deity. This can be a regular 
  temple, a shrine in the forest or a circle similar to a druidic 
  circle. The stronghold will attract followers of the animist‘s 
  god, young clerics and sometimes also sylvan creatures. 
   
   
   
   
  Table 39: Animist Advancement 
  Level 
  Total Hit 
  Dice (d6) 
  Saving Throw 
  THACO 
  Bonus 
  Daily Divine Spells per Spell Level 
  Daily Druidic Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  6 hp 
  15 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  +1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  3 
  1 
  1 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +3 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  3 
  2 
  2 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +4 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  3 
  2 
  2 
  1 
  - 
  - 
  - 
  10 
  10 
  6 
  +5 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  4 
  2 
  2 
  1 
  - 
  - 
  - 
  11 
  11 
  5 
  +5 
  2 
  2 
  2 
  1 
  1 
  - 
  - 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  12 
  10+1 hp 
  4 
  +6 
  2 
  2 
  2 
  2 
  1 
  - 
  - 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  13 
  10+2hp 
  4 
  +7 
  2 
  2 
  2 
  2 
  2 
  - 
  - 
  4 
  3 
  2 
  1 
  1 
  - 
  - 
  14 
  10+3 hp 
  4 
  +7 
  3 
  3 
  2 
  2 
  2 
  - 
  - 
  4 
  3 
  3 
  2 
  1 
  - 
  - 
  15 
  10+4 hp 
  4 
  +8 
  3 
  3 
  3 
  2 
  2 
  - 
  - 
  5 
  3 
  3 
  2 
  1 
  1 
   
  16 
  10+5 hp 
  4 
  +8 
  3 
  3 
  3 
  3 
  2 
  - 
  - 
  5 
  4 
  3 
  2 
  1 
  1 
  - 
  17 
  10+6 hp 
  4 
  +9 
  3 
  3 
  3 
  3 
  3 
  - 
  - 
  5 
  4 
  3 
  2 
  2 
  1 
   
  18 
  10+7 hp 
  4 
  +10 
  4 
  4 
  3 
  3 
  3 
  1 
  - 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  19 
  10+8 hp 
  4 
  +10 
  4 
  4 
  4 
  3 
  3 
  1 
  - 
  6 
  5 
  4 
  3 
  2 
  2 
  1 
  20 
  10+9 hp 
  4 
  +11 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  21+ 
  10+1 hp/level 
  4 
  +12 
  4 
  4 
  4 
  4 
  4 
  2 
  2 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  
  48 
  Bishop 
   
  The bishop is a hybrid class. He combines the abilities of 
  cleric and warlord. The bishop is a religious and military 
  leader who follows the path of faith and also has been trained 
  in combat and tactics. In comparison to the paladin and the 
  conquistador, the bishop usually leads other into combat and 
  is at his best when leading a group. 
   
  In times of peace, the bishop serves a similar purpose as a 
  common priest. Many bishops are assigned to cities and 
  keeps near the wilderness or in other dangerous areas, 
  though. 
   
  The bishop‘ prime attribute is charisma. He can use any 
  weapon or armour. 
   
   
  Bishop Class Abilities 
   
  Divine Spell Casting: The bishop can cast divine spells just 
  like cleric. He can also reverse healing and harming spells or 
  convert a prepared non-healing spell into a healing spell. 
   
  Encouragement: Once per turn, the bishop can grant an ally 
  within fifteen metres a +1 bonus to all saving throws if he 
  sacrifices all other actions in that round. The bonus increases 
  by one every eight levels. 
   
  Inspiration: During combat, the warlord can use one round 
  to inspire all fellow adventurers within a radius of fifteen 
  metres. This grants a +1 bonus to THACO, damage and 
  saving throw against fear. Every ten levels, the bonus 
  increases by one. This ability lasts one turn and can be used 
  once per day per level of the warlord. 
   
  Leadership: The warlord has been trained to lead others. 
  Like the warlord, he can hire twice as many hirelings as 
  members of other classes. 
   
  Saving Throw Bonus: The cleric gets a +1 bonus to saving 
  throws against death and paralysis. 
  Turn Undead: The bishop can turn undead just like the 
  cleric can. 
   
  Stronghold: At level ten, a bishop can establish a stronghold, 
  usually a fortified temple or a monastery watching over the 
  borderlands. The stronghold will attracts clerics, fighters and 
  paladins that are willing to join the bishop‘s cause. 
   
   
   
   
  Table 40: Bishop Advancement 
  Level 
  Total Hit Dice (d6) 
  Saving Throw 
  THACO Bonus 
  Daily Divine Spells per Spell Level 
  1 
  6 hp 
  12 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  2 
  2 
  11 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  10 
  +1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  9 
  +1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  8 
  +2 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  7 
  +2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  6 
  +3 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  5 
  +3 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  4 
  +4 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  10 
  9+1 hp 
  3 
  +5 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  11 
  9+2 hp 
  2 
  +5 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  12 
  9+3 hp 
  2 
  +6 
  2 
  2 
  2 
  1 
  1 
  - 
  - 
  13 
  9+4 hp 
  2 
  +7 
  2 
  2 
  2 
  2 
  1 
  - 
  - 
  14 
  9+5 hp 
  2 
  +7 
  2 
  2 
  2 
  2 
  2 
  - 
  - 
  15 
  9+6 hp 
  2 
  +8 
  3 
  3 
  2 
  2 
  2 
  - 
  - 
  16 
  9+7 hp 
  2 
  +8 
  3 
  3 
  3 
  2 
  2 
  - 
  - 
  17 
  9+8 hp 
  2 
  +9 
  3 
  3 
  3 
  3 
  2 
  - 
  - 
  18 
  9+9 hp 
  2 
  +10 
  3 
  3 
  3 
  3 
  3 
  - 
  - 
  19 
  9+10 hp 
  2 
  +10 
  4 
  4 
  3 
  3 
  3 
  1 
  - 
  20 
  9+11 hp 
  2 
  +11 
  4 
  4 
  4 
  3 
  3 
  1 
  - 
  21+ 
  9+1 hp/level 
  2 
  +12 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  
  49 
  Conquistador 
   
  The conquistador is a hybrid class combining traits of the 
  cleric and the fighter. He is follower of a certain deity or 
  pantheon, but did not only study ancient scripts and scared 
  rituals. The conquistador also received more combat training 
  than a cleric would and enforces his believes actively. 
  Conquistadors are similar to paladins, but are active 
  spellcaster and not just blessed by their deity. They can be 
  found almost everywhere, though their title, appearance and 
  ideals may differ greatly. 
   
  The conquistador‘s prime attributes are strength and wisdom. 
  He can use any armour or weapon but edged ones. 
   
   
  Conquistador Class Abilities 
   
  Combat Finesse: Whenever the conquistador rolls a 1 on a 
  damage roll, the damage is re-rolled. 
   
  Divine Favour: A conquistador with a high wisdom score is 
  granted a number of additional daily spells. 
   
  Divine Spell Casting: The conquistador is a divine 
  spellcaster like the cleric. Due to this combat training, he 
  invested less time in the study of the divine and is granted 
  less daily spells than the cleric. 
   
  Saving Throw Bonus: The conquistador gets a +1 bonus to 
  saving throws against death and paralysis. 
   
  Strength 
  Bonus: 
  With 
  above-average 
  strength, 
  the 
  conquistador gets a THACO and damage bonus. 
   
  Turn Undead: The conquistador can turn undead, though 
  his level is halved for this purpose. 
   
  Stronghold: At level ten, the conquistador can establish a 
  stronghold of his own, usually a cenobio. The cenobio will 
  attract clerics and other conquistadors, which will help the 
  conquistador to cleanse the land of infidels and enforce 
  divine will. 
   
   
   
  Table 41: Conquistador Advancement 
  Level 
  Total Hit Dice (d8) 
  Saving Throw 
  THACO Bonus 
  Daily Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  8 hp 
  15 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  +1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +3 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +4 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +5 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  10 
  9+1 hp 
  6 
  +6 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  11 
  9+2 hp 
  5 
  +6 
  2 
  2 
  2 
  1 
  1 
  - 
  - 
  12 
  9+3 hp 
  4 
  +7 
  2 
  2 
  2 
  2 
  1 
  - 
  - 
  13 
  9+4 hp 
  4 
  +8 
  2 
  2 
  2 
  2 
  2 
  - 
  - 
  14 
  9+5 hp 
  4 
  +8 
  3 
  3 
  2 
  2 
  2 
  - 
  - 
  15 
  9+6 hp 
  4 
  +9 
  3 
  3 
  3 
  2 
  2 
  - 
  - 
  16 
  9+7 hp 
  4 
  +9 
  3 
  3 
  3 
  3 
  2 
  - 
  - 
  17 
  9+8 hp 
  4 
  +10 
  3 
  3 
  3 
  3 
  3 
  - 
  - 
  18 
  9+9 hp 
  4 
  +11 
  4 
  4 
  3 
  3 
  3 
  1 
  - 
  19 
  9+10 hp 
  4 
  +11 
  4 
  4 
  4 
  3 
  3 
  1 
  - 
  20 
  9+11 hp 
  4 
  +12 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  21+ 
  9+1 hp/level 
  4 
  +13 
  4 
  4 
  4 
  4 
  4 
  2 
  2 
  
  50 
  Death Knight 
   
  The death knight is a hybrid class. He combines the powers 
  of fighter and necromancer. Most warriors who chose to take 
  the path of the death knight want more than just physical 
  power. Some are cursed individuals, others are fascinated by 
  undeath and the possibilities undead henchmen provide. In 
  one or another from, death knights exist in many cultures. 
  Some necromancers recruit death knights as commanders of 
  their undead hoards. While the death knight‘s magical abilities 
  are limited in comparison to those of a full necromancer, he 
  is not hindered by armour in any way. This allows death 
  knights to command troops from the front lines without 
  sacrificing his arcane abilities. Death knights like to wear 
  blackened armour to fear into the hearts of the troops they 
  fight. Some death ate more subtle, though, and prefer to use 
  magic only if necessary or to surprise their opponent. 
   
  The death knight‘s prime attributes are strength and 
  intelligence. He can use any weapons or armour, and wearing 
  it does limit the death knight‘s spell casting abilities. 
   
   
  Death Knight Class Abilities 
   
  Arcane Spell Casting: The death knight can use arcane 
  magic, just like an arcane spellcaster. His magical powers are 
  fairly limited in comparison to pure spellcaster, but the death 
  knight can use magic even while wearing armour. He is 
  limited to spells from the necromancer‘s spell list. 
   
  Multiple Attacks: Against creatures with no more than one 
  hit dice or five hit dice less than the fighter, he makes one 
  attack per level each round. 
   
  Parry: An agile death knight with a high dexterity can evade 
  enemy attacks. If a death knight tries to parry instead of 
  attacking, his opponent gets a THACO penalty. 
   
  Strength Bonus: With above-average strength, the death 
  knight gets a THACO and damage bonus. 
   
  Stronghold: After having reached level ten, the death knight 
  can establish a stronghold. The stronghold is often a castle 
  close to the wilderness and out of immediate reach of other 
  authorities, unless the death knight comes from a culture 
  where practicing necromancy is not forbidden. The 
  stronghold will attract followers, necromancers and men-at-
  arms among them. 
   
   
   
   
   
   
  Table 42: Death Knight Advancement 
  Level 
  Total Hit 
  Dice (d8) 
  Saving Throw 
  THACO Bonus 
  Daily Arcane Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  8 hp 
  14 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  13 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  12 
  +1 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  11 
  +2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  10 
  +2 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  9 
  +3 
  2 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  8 
  +4 
  2 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  7 
  +5 
  2 
  1 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  6 
  +6 
  2 
  1 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  10 
  9+2 hp 
  5 
  +7 
  2 
  2 
  1 
  1 
  1 
  - 
  - 
  - 
  - 
  11 
  9+4 hp 
  4 
  +7 
  3 
  2 
  1 
  1 
  1 
  - 
  - 
  - 
  - 
  12 
  9+6 hp 
  4 
  +8 
  3 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  - 
  13 
  9+8 hp 
  4 
  +9 
  3 
  2 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  14 
  9+10 hp 
  4 
  +9 
  3 
  2 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  15 
  9+12 hp 
  4 
  +10 
  3 
  3 
  2 
  2 
  1 
  1 
  1 
  - 
  - 
  16 
  9+14 hp 
  4 
  +11 
  4 
  3 
  2 
  2 
  2 
  1 
  1 
  - 
  - 
  17 
  9+16 hp 
  4 
  +12 
  4 
  3 
  3 
  2 
  2 
  1 
  1 
  1 
  - 
  18 
  9+18 hp 
  4 
  +12 
  4 
  3 
  3 
  2 
  2 
  1 
  1 
  1 
  - 
  19 
  9+20 hp 
  4 
  +13 
  4 
  3 
  3 
  2 
  2 
  1 
  1 
  1 
  - 
  20 
  9+22 hp 
  4 
  +13 
  4 
  3 
  3 
  2 
  2 
  1 
  1 
  1 
  1 
  21+ 
  9+2 hp/level 
  4 
  +14 
  4 
  3 
  3 
  2 
  2 
  1 
  1 
  1 
  1 
  
  51 
  Hedge Knight 
   
  The hedge knight is a hybrid class. It combines the abilities of 
  fighter and thief. The hedge knight is by no means a cavalier 
  in shining armour. He is knows how to fight, but if he does, 
  he uses every trick in the book. He has not mastered the art 
  of combat like the fighter or the samurai, but has acquired 
  some other skill during his career. Hedge knights can be 
  found almost everywhere and are bandit kings, mercenaries 
  or specialists hired by military commanders. Some are even 
  real knights fallen from grace and turned robber baron. 
   
  The hedge knight‘s prime attributes are strength and 
  dexterity. He can use any weapon and armour, but cannot use 
  his thief skills while carrying a shield or wearing armour 
  heavier than leather armour. 
   
   
  Hedge Knight Class Abilities 
   
  Backstabbing: When surprising an enemy from behind, the 
  hedge knight gains a +3 THACO bonus. From level three 
  on, the damage done is doubled. It triples and quadruples 
  from levels eight and twelve on. 
   
  Combat Finesse: Whenever the hedge knight rolls a one on 
  a damage roll, the damage is re-rolled. 
   
  Multiple Attacks: Against creatures with no more than one 
  hit dice or five hit dice less than the hedge knight, he makes 
  one attack per level each round. 
   
  Saving Throw Bonus: The hedge knight gains a +1 bonus 
  to saving throws against magic as well as traps and 
  mechanisms. 
   
  Strength Bonus: With above-average strength, the fighter 
  gets a THACO and damage bonus. 
   
  Thief Skills: The hedge wizard has the same set of shady 
  abilities as the thief, but is less skilled. 
  Stronghold: At level ten, the hedge knight can establish his 
  own stronghold. Depending on the hedge knight‘s 
  proficiency, this can be a bandit camp, the fortress of a fallen 
  noble or another establishment. 
   
   
   
   
  Table 43: Hedge Knight Advancement 
  Level 
  Total Hit 
  Dice (d6) 
  Saving 
  Throw 
  THACO 
  Bonus 
  Thief Skills (d20) 
  Climb Walls 
  Delicate 
  Tasks 
  Hide in 
  Shadows 
  Move 
  Silently 
  Open Locks 
  1 
  6 hp 
  15 
  - 
  10 
  18 
  18 
  18 
  18 
  2 
  2 
  14 
  - 
  9 
  17 
  17 
  17 
  17 
  3 
  3+1 
  13 
  +1 
  9 
  16 
  16 
  16 
  16 
  4 
  4+1 
  12 
  +2 
  8 
  16 
  16 
  15 
  15 
  5 
  5+2 
  11 
  +2 
  8 
  15 
  15 
  14 
  14 
  6 
  6+2 
  10 
  +3 
  7 
  14 
  14 
  13 
  13 
  7 
  7+3 
  9 
  +4 
  7 
  14 
  14 
  12 
  12 
  8 
  8+3 
  8 
  +5 
  6 
  13 
  13 
  11 
  11 
  9 
  9+4 
  7 
  +6 
  6 
  12 
  12 
  10 
  10 
  10 
  10+4 
  6 
  +7 
  5 
  12 
  12 
  9 
  9 
  11 
  10+5 hp 
  5 
  +7 
  5 
  11 
  11 
  8 
  8 
  12 
  10+6 hp 
  4 
  +8 
  5 
  10 
  10 
  7 
  7 
  13 
  10+7 hp 
  4 
  +9 
  4 
  9 
  9 
  6 
  6 
  14 
  10+8 hp 
  4 
  +9 
  4 
  8 
  8 
  5 
  5 
  15 
  10+9 hp 
  4 
  +10 
  4 
  7 
  7 
  4 
  4 
  16 
  10+10 hp 
  4 
  +11 
  3 
  6 
  6 
  3 
  3 
  17 
  10+11 hp 
  4 
  +12 
  3 
  5 
  5 
  2 
  3 
  18 
  10+12 hp 
  4 
  +12 
  3 
  4 
  4 
  2 
  3 
  19 
  10+13 hp 
  4 
  +13 
  3 
  3 
  3 
  2 
  3 
  20 
  10+14 hp 
  4 
  +13 
  3 
  3 
  3 
  2 
  3 
  21+ 
  10+1 hp/level 
  4 
  +14 
  3 
  2 
  2 
  2 
  2 
  
  52 
  Hedge Wizard  
   
  The hedge wizard is a hybrid class. It combines the powers of 
  thief and mage. In comparison to the mage, the hedge wizard 
  has no formal training in the arcane arts. Some hedge wizard 
  have taught themselves how to use magic, others were 
  instructed by master in a place where teaching magic without 
  permission from the authorities is forbidden. Many hedge 
  wizards are renegades, members of brigand gangs or work as 
  mercenaries. To survive, they use not only magic, but also 
  every other trick life has taught them. In certain fields, hedge 
  wizards easily match their colleagues from the academy. They 
  usually lack knowledge in subsidiary subjects like astronomy 
  or history of magic. 
   
  The hedge wizard‘s prime attributes are dexterity and 
  intelligence. He can use any weapon not heavier than a long 
  sword and does not use bows. He can wear armour as heavy 
  as leather armour, but will not be able to cast spells while 
  doing so. 
   
   
   
  Hedge Wizard Class Abilities 
   
  Arcane Spell Casting: The hedge wizard is an arcane 
  spellcaster, like the mage. Due to his lack for intense training, 
  he is less proficient in magic than a spellcaster who focussed 
  solely on the studies of the arcane. The hedge wizard cannot 
  cast any other spells than the ones from the mage spell list. 
  He may read and understand other arcane scrolls, though. 
   
  Backstabbing: When surprising an enemy from behind, the 
  hedge wizard gains a +3 THACO bonus. From level three 
  on, the damage done is doubled. It triples and quadruples 
  from levels eight and twelve on. 
   
  Saving Throw Bonus: The hedge wizard gains a +1 bonus 
  to saving throws against magic as well as traps and 
  mechanisms. 
   
  Thief Skills: The hedge wizard has the same set of shady 
  abilities as the thief, but is less skilled using them, as he has to 
  focus on his studies of magic as well. 
   
   
   
  Table 44: Hedge Wizard Advancement 
  Level 
  Total Hit 
  Dice (d4) 
  Saving 
  Throw 
  THACO 
  Bonus 
  Thief Skills (d20) 
  Daily Spells per Spell Level 
  Climb 
  Walls 
  Delicate 
  Tasks 
  Hide in 
  Shadows 
  Move 
  Silently 
  Open 
  Locks 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  4 hp 
  15 
  - 
  10 
  18 
  18 
  18 
  18 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  9 
  17 
  17 
  17 
  17 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  - 
  9 
  16 
  16 
  16 
  16 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  8 
  16 
  16 
  15 
  15 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +1 
  8 
  15 
  15 
  14 
  14 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  7 
  14 
  14 
  13 
  13 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +2 
  7 
  14 
  14 
  12 
  12 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  6 
  13 
  13 
  11 
  11 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +3 
  6 
  12 
  12 
  10 
  10 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  10 
  10 
  6 
  +4 
  5 
  12 
  12 
  9 
  9 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  11 
  10+1 hp 
  5 
  +5 
  5 
  11 
  11 
  8 
  8 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  12 
  10+2 hp 
  4 
  +5 
  5 
  10 
  10 
  7 
  7 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  13 
  10+3 hp 
  4 
  +5 
  4 
  9 
  9 
  6 
  6 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  14 
  10+4 hp 
  4 
  +6 
  4 
  8 
  8 
  5 
  5 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  15 
  10+5 hp 
  4 
  +6 
  4 
  7 
  7 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  16 
  10+6 hp 
  4 
  +7 
  3 
  6 
  6 
  3 
  3 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  17 
  10+7 hp 
  4 
  +7 
  3 
  5 
  5 
  2 
  3 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  18 
  10+8 hp 
  4 
  +7 
  3 
  4 
  4 
  2 
  3 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  19 
  10+9 hp 
  4 
  +7 
  3 
  3 
  3 
  2 
  3 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  1 
  20 
  10+10 hp 
  4 
  +8 
  3 
  3 
  3 
  2 
  3 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  21+ 
  10+1 hp/level 
  4 
  +8 
  3 
  2 
  2 
  2 
  2 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  2 
  
  53 
  Inquisitor 
   
  The inquisitor is a hybrid class. It combines the powers of 
  assassin and cleric. Inquisitors are people both devoted to a 
  god and trained in the disposure of others. Most inquisitors 
  are employed by temple and holy orders to dispose of 
  heretics or others standing in their way. These tasks are rarely 
  handed to outsiders, at least if they are illegal. People who are 
  not members of the inquisitor‘s cult are usually unaware of 
  his true identity and take the inquisitor for a common cleric. 
   
  A few inquisitors are exceptions. Some are assassins that 
  chose to take the path of priesthood. Others are clerics that 
  decided by themselves to take matters into their own hands. 
   
  The inquisitor‘s prime attributes are dexterity and wisdom. 
  He can wear any armour, cannot use thief skill while wearing 
  one heavier than leather armour. He uses no piercing weapon 
  larger than a long knife. 
   
   
  Inquisitor Class Abilities 
   
  Assassination: Like the assassin, the inquisitor can eliminate 
  enemies with a single attack. The inquisitor gets a +1 
  THACO bonus for every two hit dice he is above the target. 
  For every hit dice below, he has a -1 malus to the roll. 
   
  Backstab: Like the thief, the inquisitor can attack enemies 
  from behind to gain a +3 THACO bonus and do double 
  damage. The damage is tripled at level eight and quadrupled 
  from level twelve on. 
   
  Divine Favour: An inquisitor with a high wisdom score can 
  increase the number of spells he is granted daily. 
   
  Divine Spell Casting: The inquisitor can cast divine spells, 
  just like the cleric. 
   
  Saving Throw Bonus: The cleric gets a +2 bonus to saving 
  throws against death. 
  Thief Skills: The assassin has all the thieving abilities of the 
  thief, but is usually less skilled, as he was also trained a a 
  cleric. 
   
  Turn Undead: The conquistador can turn undead, though 
  his level is halved for this purpose. 
   
  Stronghold: At level ten, the inquisitor can establish his own 
  stronghold. This is usually a temple devoted to his god which 
  also secretly teaches the art of assassination. The stronghold 
  will attract followers of the deity, some of them ready to 
  become clerics or inquisitors. 
   
   
  Table 45: Inquisitor Advancement 
  Level 
  Total Hit 
  Dice (d6) 
  Saving 
  Throw 
  THACO 
  Bonus 
  Thief Skills (d20) 
  Daily Spells per Spell Level 
  Climb 
  Walls 
  Delicate 
  Tasks 
  Hide in 
  Shadows 
  Move 
  Silently 
  Open 
  Locks 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  6 hp 
  15 
  - 
  13 
  19 
  20 
  18 
  18 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  12 
  18 
  19 
  16 
  17 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  - 
  11 
  17 
  18 
  14 
  16 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  10 
  16 
  17 
  14 
  15 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +1 
  9 
  15 
  16 
  13 
  14 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  7 
  14 
  15 
  13 
  13 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +2 
  5 
  13 
  14 
  12 
  12 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  4 
  12 
  13 
  11 
  10 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +3 
  4 
  11 
  12 
  10 
  9 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  10 
  10 
  6 
  +4 
  4 
  10 
  11 
  8 
  8 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  11 
  10+1 hp 
  5 
  +5 
  4 
  9 
  10 
  6 
  7 
  2 
  2 
  2 
  1 
  1 
  - 
  - 
  12 
  10+2 hp 
  4 
  +5 
  4 
  8 
  7 
  4 
  6 
  2 
  2 
  2 
  2 
  1 
  - 
  - 
  13 
  10+3 hp 
  4 
  +5 
  3 
  6 
  5 
  4 
  5 
  2 
  2 
  2 
  2 
  2 
  - 
  - 
  14 
  10+4 hp 
  4 
  +6 
  3 
  4 
  3 
  4 
  5 
  3 
  3 
  2 
  2 
  2 
  - 
  - 
  15 
  10+5 hp 
  4 
  +6 
  3 
  4 
  3 
  4 
  5 
  3 
  3 
  3 
  2 
  2 
  - 
  - 
  16 
  10+6 hp 
  4 
  +7 
  3 
  4 
  3 
  3 
  5 
  3 
  3 
  3 
  3 
  2 
  - 
  - 
  17 
  10+7 hp 
  4 
  +7 
  3 
  4 
  3 
  3 
  5 
  3 
  3 
  3 
  3 
  3 
  1 
  - 
  18 
  10+8 hp 
  4 
  +7 
  2 
  4 
  3 
  3 
  5 
  4 
  4 
  3 
  3 
  3 
  1 
  - 
  19 
  10+9 hp 
  4 
  +7 
  2 
  4 
  3 
  3 
  5 
  4 
  4 
  4 
  3 
  3 
  1 
  - 
  20 
  10+10 hp 
  4 
  +8 
  2 
  4 
  3 
  3 
  5 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  21+ 
  10+1 hp/level 
  4 
  +8 
  2 
  4 
  3 
  3 
  5 
  4 
  4 
  4 
  4 
  4 
  2 
  2 
  
  54 
  Magus 
   
  The magus is a hybrid class combining the combat expertise 
  of the fighter with the magical abilities of the mage. Many 
  mages fight in armies, support their fellow soldiers and 
  harassing the enemy troops. Nevertheless, mages have to 
  invest so much time in the studies of the arcane that there are 
  barely proficient in physical combat. Not so the magus. He 
  has been trained to use both magic and sword. Magi are 
  dangerous and unpredictable. However, while they have two 
  fields of expertise, they are neither on par with a fighter or a 
  mage and cannot use their arcane powers while wearing 
  armour. Magi are deadly none the less, though, and are hired 
  for all kinds of jobs. Magi can be found everywhere, but are 
  considered not trustworthy by those how fear the 
  combination of their magical and physical powers.  
   
  The magus‘s prime attributes are strength and intelligence. 
  He can wear any armour, but will not able to use his arcane 
  power while doing so. The magus can also use any weapon. 
   
   
  Magus Class Abilities 
   
  Arcane Spell Casting: The magus can use arcane magic just 
  like the mage. As he also spent time in combat training, the 
  Magus has fewer daily spells. 
   
  Multiple Attacks: Against creatures with no more than one 
  hit dice or seven hit dice less than the magus, he makes one 
  attack per level each round. 
   
  Parry: Agile magi with a high dexterity can evade enemy 
  attacks. If a magus tries to parry instead of attacking, his 
  opponent gets a THACO penalty. 
   
  Saving Throw Bonus: The magus is granted a +1 saving 
  throw bonus against magic. 
   
  Strength Bonus: With above-average strength, the magus 
  gets a THACO and damage bonus. 
  Stronghold: At tenth level, the magus can build a stronghold. 
  This is often an academy for combat magic that attracts both 
  mages and fighters. 
   
   
   
   
  Table 46: Magus Advancement 
  Level 
  Total Hit 
  Dice (d8) 
  Saving Throw 
  THACO Bonus 
  Daily Arcane Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  8 hp 
  14 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  13 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  12 
  +1 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  11 
  +2 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  10 
  +2 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  9 
  +3 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  8 
  +4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  7 
  +5 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  6 
  +6 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  10 
  9+1 hp 
  5 
  +7 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  11 
  9+2 hp 
  4 
  +7 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  12 
  9+3 hp 
  4 
  +8 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  13 
  9+4 hp 
  4 
  +9 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  14 
  9+5 hp 
  4 
  +9 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  15 
  9+6 hp 
  4 
  +10 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  16 
  9+7 hp 
  4 
  +11 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  17 
  9+8 hp 
  4 
  +12 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  18 
  9+9 hp 
  4 
  +12 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  19 
  9+10 hp 
  4 
  +13 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  1 
  20 
  9+11 hp 
  4 
  +13 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  21+ 
  9+1 hp/level 
  4 
  +14 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  2 
  
  55 
  Mystic 
   
  The mystic is a hybrid class. He combines the abilities of the 
  cleric and the mage. The mystic is not only a priest and 
  follower of a deity or pantheon, but also a scholar of the 
  arcane. Some clerics become mystics because divine 
  enlightenment is not enough for them. Other follow god who 
  are associated with arcane magic and encourage their follower 
  to not rely on divine magic alone. In some cultures, mystics 
  are virtually the priests present. In others, they are hunted as 
  heretics for their use of both divine and arcane magic. Some 
  mystics became mages first and later gain the favour of a god. 
   
  The mystic‘s prime attributes are intelligence and wisdom. He 
  can use any equipment a cleric or mage can use, though he 
  while not be able to use arcane magic while wearing armour. 
   
   
  Mystic Class Abilities 
   
  Arcane Spell Casting: Like the mage, the mystic learn, 
  memorises and casts arcane spells. He has an overall lower 
  number of spells, as he also invested time in being a priest. 
  He is granted additional daily spells for a high intelligence 
  score. 
   
  Divine Spell Casting: The mystic is a divine spellcaster like 
  the cleric. He is granted fewer daily spell, but nevertheless 
  receives additional ones for a high wisdom score. 
   
  Saving Throw Bonus: The mystic is granted a +1 bonus to 
  saving throws against death, magic and paralysis. 
   
  Turn Undead: The mystic can turn undead, though his level 
  is halved for this purpose. 
   
  Stronghold: At level ten, the mystic can establish a 
  stronghold. This can be the temple of a deity associated with 
  magic or a wizard school allied with a local church. The 
  stronghold will draw mages, clerics and other followers. 
   
   
  Table 47: Mystic Advancement 
  Level 
  Total Hit 
  Dice (d4) 
  Saving 
  Throw 
  THACO 
  Bonus 
  Daily Divine Spells per Spell Level 
  Daily Arcane Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  4 hp 
  15 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  +1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +3 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +4 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  10 
  10 
  6 
  +5 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  11 
  11 
  5 
  +5 
  2 
  2 
  2 
  1 
  1 
  - 
  - 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  12 
  10+1 hp 
  4 
  +6 
  2 
  2 
  2 
  2 
  1 
  - 
  - 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  13 
  10+2hp 
  4 
  +7 
  2 
  2 
  2 
  2 
  2 
  - 
  - 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  14 
  10+3 hp 
  4 
  +7 
  3 
  3 
  2 
  2 
  2 
  - 
  - 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  15 
  10+4 hp 
  4 
  +8 
  3 
  3 
  3 
  2 
  2 
  - 
  - 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  16 
  10+5 hp 
  4 
  +8 
  3 
  3 
  3 
  3 
  2 
  - 
  - 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  17 
  10+6 hp 
  4 
  +9 
  3 
  3 
  3 
  3 
  3 
  - 
  - 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  18 
  10+7 hp 
  4 
  +10 
  4 
  4 
  3 
  3 
  3 
  1 
  - 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  19 
  10+8 hp 
  4 
  +10 
  4 
  4 
  4 
  3 
  3 
  1 
  - 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  1 
  20 
  10+9 hp 
  4 
  +11 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  21+ 
  10+1 hp/level 
  4 
  +12 
  4 
  4 
  4 
  4 
  4 
  2 
  2 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  2 
  
  56 
  Philosopher 
   
  The philosopher is hybrid class. It combines the abilities of 
  cleric and necromancer. In some regards, the philosopher is 
  similar to mystic. However, unlike the mystic, the 
  philosopher is exclusively dedicated to necromantic magic 
  and service of gods associated with death and undeath. 
  Neither philosophers nor their deities are necessarily evil. 
  Some philosophers are simply clerics fascinated by death 
  whose god encourages the study of necromancy. Other are 
  necromancers that sought out priesthood to reach 
  enlightenment.  
   
  The philosopher‘s prime attributes are intelligence and 
  wisdom. He can use any weapon but edged and ranged 
  weapons. The philosopher can use any armour, but will not 
  be able to cast arcane spells while doing so. 
   
   
  Philosopher Class Abilities 
   
  Arcane Spell Casting: The philosopher can use arcane 
  magic like the necromancer. He is limited to the 
  necromancer‘s spell list, but can cast spells from the mage‘s 
  spell list directly from spells. 
   
  Divine Favour: The philosopher is granted additional daily 
  divine spells if he has a high wisdom score. 
   
  Divine Spell Casting: The animist can cast divine spells just 
  like cleric. He can also reverse healing and harming spells or 
  convert a prepared non-healing spell into a healing spell. 
   
  Saving Throw Bonus: The philosopher is granted a +1 
  bonus to saving throws against magic and a +2 bonus to 
  saving throws against death. 
   
  Turn Undead: The philosopher can turn the undead like the 
  cleric can. 
   
  Stronghold: At level ten, the philosopher has followed the 
  path of his god long enough to establish a temple. Other 
  believers and acolytes will come to the temple to be guided 
  by the philosopher. Necromancers wishing to dedicate their 
  life to divine service will be among them. 
   
   
   
   
   
  Table 48: Philosopher Advancement 
  Level 
  Total Hit 
  Dice (d4) 
  Saving 
  Throw 
  THACO 
  Bonus 
  Daily Divine Spells per Spell Level 
  Daily Arcane Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  4 hp 
  15 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  +1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +3 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +4 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  10 
  10 
  6 
  +5 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  11 
  11 
  5 
  +5 
  2 
  2 
  2 
  1 
  1 
  - 
  - 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  12 
  10+1 hp 
  4 
  +6 
  2 
  2 
  2 
  2 
  1 
  - 
  - 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  13 
  10+2hp 
  4 
  +7 
  2 
  2 
  2 
  2 
  2 
  - 
  - 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  14 
  10+3 hp 
  4 
  +7 
  3 
  3 
  2 
  2 
  2 
  - 
  - 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  15 
  10+4 hp 
  4 
  +8 
  3 
  3 
  3 
  2 
  2 
  - 
  - 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  16 
  10+5 hp 
  4 
  +8 
  3 
  3 
  3 
  3 
  2 
  - 
  - 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  17 
  10+6 hp 
  4 
  +9 
  3 
  3 
  3 
  3 
  3 
  - 
  - 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  18 
  10+7 hp 
  4 
  +10 
  4 
  4 
  3 
  3 
  3 
  1 
  - 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  19 
  10+8 hp 
  4 
  +10 
  4 
  4 
  4 
  3 
  3 
  1 
  - 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  1 
  20 
  10+9 hp 
  4 
  +11 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  21+ 
  10+1 hp/level 
  4 
  +12 
  4 
  4 
  4 
  4 
  4 
  2 
  2 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  2 
  
  57 
  Warden 
   
  The warden is a hybrid class. It combines the features of the 
  fighter and the druid. He has been introduced to druidism, 
  but in comparison to most druids, also received combat 
  training to defend nature with more than diplomacy and 
  magic. As a result, the warden is less sophisticated when it 
  comes to using the powers of his environment, but proficient 
  with all kinds of weapons. 
   
  Most wardens are members of regular druid circles and send 
  often out on special missions. Among the shadow druids, 
  wardens are more frequently encountered, as shadow druids 
  have a tendency to solve issues with radical methods and 
  violence. 
   
  A warden‘s prime attributes are strength and wisdom. He can 
  use any weapon, but no bows or crossbows. A warden can 
  use shields and wear armour as heavy as leather armour, but 
  may not use spells while doing so. In wooden armour or 
  while using wooden equipment in general, spells can be cast 
  without restrictions. 
   
   
  Warden Class Abilities 
   
  Combat Finesse: The warden knows how and where to hit 
  his opponent better than anybody else. Whenever he rolls a 
  one on a damage roll, the damage is re-rolled. 
   
  Druid Spell Casting: The warden uses the powers of nature 
  like the druid does. He too has to meditate daily and does not 
  require scrolls to learn spells. 
   
  Immunity to Fey Charms: From sevens level on, the 
  warden is immune to the charms of dyrads, nixies, satyrs and 
  other sylvan creatures. 
   
  Knowledge of Nature: The warden has knowledge about 
  animals and plants, can move without a trace, but is generally 
  not quite as proficient on this field as the druid. He is 
  proficient in the secret druidic language, but not necessarily in 
  sylvan. 
  Saving Throw Bonus: The warden gains a +1 saving throw 
  bonus against fire and magic. 
   
  Strength Bonus: With above-average strength, the warden 
  gets a THACO and damage bonus. 
   
  Stronghold: At tenth level, the warden can establish a 
  stronghold. The stronghold will be similar to that of the druid 
  and attract followers, druids as well as sentient forest-
  dwelling creatures. 
   
   
   
  Table 49: Warden Advancement 
  Level 
  Total Hit Dice (d8) 
  Saving Throw 
  THACO Bonus 
  Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  8 hp 
  15 
  - 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  +1 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +2 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  3 
  1 
  1 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +3 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  3 
  2 
  2 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +4 
  3 
  2 
  2 
  1 
  - 
  - 
  - 
  10 
  9+1 hp 
  6 
  +5 
  4 
  2 
  2 
  1 
  - 
  - 
  - 
  11 
  9+2 hp 
  5 
  +5 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  12 
  9+3 hp 
  4 
  +6 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  13 
  9+4 hp 
  4 
  +7 
  4 
  3 
  2 
  1 
  1 
  - 
  - 
  14 
  9+5 hp 
  4 
  +7 
  4 
  3 
  3 
  2 
  1 
  - 
  - 
  15 
  9+6 hp 
  4 
  +8 
  5 
  3 
  3 
  2 
  1 
  1 
   
  16 
  9+7 hp 
  4 
  +8 
  5 
  4 
  3 
  2 
  1 
  1 
  - 
  17 
  9+8 hp 
  4 
  +9 
  5 
  4 
  3 
  2 
  2 
  1 
   
  18 
  9+9 hp 
  4 
  +10 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  19 
  9+10 hp 
  4 
  +10 
  6 
  5 
  4 
  3 
  2 
  2 
  1 
  20 
  9+11 hp 
  4 
  +11 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  21+ 
  9+1 hp/level 
  4 
  +12 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  
  58 
  Green Hag 
   
  The green hag is racial class. Green hags lives in temperate 
  forests and marshes. They have a sickly green skin and 
  natural hatred for everything beautiful. Green hags like to use 
  their natural transformation ability to turn into beautiful 
  women and seduce men.  Most green hags trust no one but 
  the hags of their coven, but a very small number ally with 
  other creatures to reach goals they cannot accomplish alone. 
   
  The green hag‘s primary attributes are strength and 
  intelligence. She does not wear any armour heavier than 
  leather armour and uses no weapon larger than a short sword. 
   
   
  Green Hag Class Abilities 
   
  Adjustments: Green hags get a +2 bonus to strength, and 
  a -3 malus to charisma. They have unearthly strength, but 
  their ugliness makes interaction with others difficult. They 
  move with a speed of nine. 
   
  Arcane Spell Casting: The green hag can cast spell just like 
  any other arcane spellcaster. She can only learn spell from the 
  witch spell list, though she may cast necromancer spells 
  directly from scrolls. 
   
  Monstrous Development: Green hags born as the child of a 
  hag mother and male humanoid look relatively normal at 
  birth, but will slowly turn into a hag during puberty. She will 
  also gain magic resistance. The green hag can suppress the 
  resistance at will as long as she is conscious. The green hag 
  can use Alter Self once per day. From fifth level on, she can 
  use this ability twice. From level ten on, she can use Polymorph 
  Self once daily additionally. Both abilities gain one additional 
  use every five levels. The hags‘ physical attacks ignore 
  resistances to mundane weapons. 
   
  Strength Bonus: The green hag gets a THACO and damage 
  bonus for a high strength score. For her bite, only half the 
  bonus applies. 
  Stronghold: At level ten, the green hag can establish control 
  over a stronghold. This can be cave in the middle of a forest, 
  which then will draw sinister creatures into the service of the 
  hag or a tribe of goblinoids taken over by the hag. 
   
   
   
  Table 50: Green Hag Advancement 
  Level 
  Total Hit 
  Dice (d8) 
  Saving 
  Throw 
  THACO 
  Bonus 
  Magic 
  Resistance 
  Claw 
  Damage 
  Bite Damage 
  Daily Spells per Spell Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  8 hp 
  15 
  - 
  - 
  2x1d1 
  1d2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  14 
  - 
  1% 
  2x1d1 
  1d2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  13 
  +1 
  2% 
  2x1d1 
  1d2 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  12 
  +1 
  3% 
  2x1d1 
  1d2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  11 
  +2 
  4% 
  2x1d2 
  1d2 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  10 
  +2 
  5% 
  2x1d2 
  1d4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  9 
  +3 
  6% 
  2x1d2 
  1d4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  8 
  +3 
  7% 
  2x1d2 
  1d4 
  4 
  2 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  7 
  +4 
  8% 
  2x1d2 
  1d4 
  4 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  10 
  10 
  6 
  +5 
  9% 
  2x1d2 
  1d4 
  4 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  - 
  11 
  11 
  5 
  +5 
  10% 
  2x1d2 
  1d6 
  4 
  3 
  2 
  1 
  1 
  - 
  - 
  - 
  - 
  12 
  10+2 hp 
  5 
  +6 
  11% 
  2x1d4 
  1d6 
  4 
  3 
  2 
  1 
  1 
  1 
  - 
  - 
  - 
  13 
  10+4 hp 
  5 
  +7 
  12% 
  2x1d4 
  1d6 
  4 
  3 
  3 
  1 
  1 
  1 
  - 
  - 
  - 
  14 
  10+6 hp 
  5 
  +7 
  13% 
  2x1d4 
  1d6 
  4 
  3 
  3 
  2 
  1 
  1 
  1 
  - 
  - 
  15 
  10+8 hp 
  5 
  +8 
  14% 
  2x1d4 
  1d6 
  4 
  3 
  3 
  2 
  1 
  1 
  1 
  - 
  - 
  16 
  10+10 hp 
  5 
  +8 
  15% 
  2x1d4 
  1d8 
  4 
  3 
  3 
  2 
  1 
  1 
  1 
  1 
  - 
  17 
  10+12 hp 
  5 
  +9 
  16% 
  2x1d4 
  1d8 
  4 
  4 
  3 
  2 
  1 
  1 
  1 
  1 
  - 
  18 
  10+14 hp 
  5 
  +10 
  17% 
  2x1d6 
  1d8 
  5 
  4 
  3 
  2 
  2 
  2 
  1 
  1 
  1 
  19 
  10+16 hp 
  5 
  +10 
  18% 
  2x1d6 
  1d8 
  5 
  4 
  4 
  3 
  2 
  2 
  1 
  1 
  1 
  20 
  10+18 hp 
  5 
  +11 
  19% 
  2x1d6 
  1d8 
  5 
  5 
  4 
  3 
  3 
  2 
  2 
  1 
  1 
  21+ 
  10+2 hp/level 
  5 
  +12 
  20% 
  2x1d6 
  1d10 
  5 
  5 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  
  59 
  Hill Giant 
   
  The hill giant is a racial class. Hill giants are among the 
  smallest giants, but are still taller and broader than most 
  common races. They are not very smart, but possess 
  enormous physical strength. Hill giants have a primitive 
  culture and are considered brutes. They are rarely accepted in 
  civilised cultures. If they work together with others, those are 
  usually goblinoids or related races. Some hill giants live in 
  human settlements on frontiers or near the wilderness, 
  though. 
   
  Female hill giants are rarely encountered, as they usually stay 
  in the lair. Such lairs are well-hidden and sometimes even 
  secured with traps, a strategy more cunning that many expect 
  from hill giants.  
   
  The hill giant‘s prime attributes are strength and constitution. 
  Hill giants can use any armour, but armour fitting their size 
  will usually cost thrice as much as common armour. Weapons 
  smaller than a sword or a long bow cannot be used by a hill 
  giant effectively. Hill giants have a movement rate of  
   
   
  Hill Giants Class Abilities 
   
  Adjustments: Hill giants gain a +4 bonus to strength and a 
  +3 bonus to constitution as well as a -2 malus to dexterity 
  and wisdom as well as a -3 malus to intelligence and 
  charisma. Hill giants are strong and durable, but have little 
  wit or charm. 
   
  Bolder Throw: A hill giant can throw boulders over a 
  distance of twenty metre plus two per level. Over time, he 
  will learn to throw the boulders farther, aim better and thus 
  inflict more damage. 
   
  Giant Physiology: A hill giant needs three times as much 
  food as a humanoid of common size. If his food intake is 
  reduced by one third, he will only regenerate has as many hit 
  points. If the food intake is halved, he will not regenerate at 
  all. 
   
  Monstrous Development: Over time, a hill giant will grow 
  and develop his physical powers even further. He will get a 
  tougher skin and remarkable endurance. Additionally, the 
  giant learn how to use his large size to his advantage and 
  inflict even more damage on his foes than over equally strong 
  creatures would. 
   
  Strength Bonus: The hill giant gets a THACO and damage 
  bonus for a high strength score. 
   
  Stronghold: At level ten, the hill giant create a stronghold. 
  The nature of his stronghold depends on the hill giant‘s 
  proficiency. It can be a mercenary camp, a small hill giant 
  tribe or a fortified village on the borderlands. 
   
   
   
   
   
   
  Table 51: Hill Giant Advancement 
  Level 
  Total Hit Dice (d12) 
  Saving Throw 
  THACO Bonus 
  Armour Class 
  Damage Bonus 
  Boulder Damage 
  1 
  14 hp 
  15 
  - 
  8 
  - 
  1d4 
  2 
  2+1 hp 
  14 
  - 
  8 
  - 
  1d4 
  3 
  3+2 hp 
  13 
  +1 
  8 
  +1 
  1d4 
  4 
  4+3 hp 
  12 
  +1 
  9 
  +1 
  1d6 
  5 
  5+4 hp 
  11 
  +2 
  9 
  +1 
  1d6 
  6 
  6+5 hp 
  10 
  +2 
  9 
  +1 
  1d6 
  7 
  7+6 hp 
  9 
  +3 
  10 
  +1 
  1d8 
  8 
  8+7 hp 
  8 
  +3 
  10 
  +2 
  1d8 
  9 
  9+8 hp 
  7 
  +4 
  10 
  +2 
  1d8 
  10 
  9+11 hp 
  6 
  +5 
  11 
  +2 
  1d10 
  11 
  9+14 hp 
  5 
  +5 
  11 
  +2 
  1d10 
  12 
  9+17 hp 
  5 
  +6 
  11 
  +2 
  1d10 
  13 
  9+20 hp 
  5 
  +7 
  12 
  +3 
  2d6 
  14 
  9+23 hp 
  5 
  +7 
  12 
  +3 
  2d6 
  15 
  9+26 hp 
  5 
  +8 
  12 
  +3 
  2d6 
  16 
  9+29 hp 
  5 
  +8 
  13 
  +3 
  2d6 
  17 
  9+32 hp 
  5 
  +9 
  13 
  +3 
  2d8 
  18 
  9+35 hp 
  5 
  +10 
  13 
  +4 
  2d8 
  19 
  9+38 hp 
  5 
  +10 
  14 
  +4 
  2d8 
  20 
  9+41 hp 
  5 
  +11 
  14 
  +4 
  2d8 
  21+ 
  9+3 hp/level 
  5 
  +12 
  14 
  +4 
  2d10 
   
  
  60 
  Leprechaun 
   
  The leprechaun is a racial class. Leprechauns are small fey 
  that live in forests and other areas with rich vegetation. They 
  are joyful and cause harmless mischief, but are usually not 
  truly malicious. Most leprechauns are male. They get along 
  well with the other creatures of the forest, love to celebrate 
  and drink good wine, which is one of their few weaknesses. 
  Another one is gold. Leprechauns do not use it to trade, but 
  simply keep because they like is colour and shininess. 
  Leprechaun value family live highly, but are also very curious 
  and like to travel in their youth. 
   
  The leprechauns prime attributes are dexterity and 
  intelligence. He cannot use any weapon larger than a dagger. 
  Leprechauns can use armour, gut it has to be tailor-made for 
  them or be from a race of similar size. In armour, a 
  leprechaun cannot turn invisible or use his thief or magical 
  skills. He has a movement rate of nine. 
   
  Leprechauns speak their own language as well as the one of 
  all forest creatures. Often, they also know the languages of 
  centaurs, dryads, pixies, satyrs and other fey or creatures of 
  the forest. 
   
  Leprechaun Class Abilities 
   
  Adjustments: Leprechauns get a -4 malus to strength, a -2 
  malus to constitution as well as a +1 bonus to dexterity and a 
  +2 bonus to intelligence and charisma. Leprechauns are 
  smart and charming, but also small and fragile. 
   
  Arcane Spell Casting: The leprechaun is a natural 
  spellcaster. He needs to learn spells from scroll or from 
  another leprechaun. The total number of spells the 
  leprechaun can cast may not exceed the number of daily spell 
  per spell level, but he has learned a spell, he can cast is as 
  often as he likes, much like a sorcerer. A leprechaun can learn 
  a maximum of two spell per spell level. Every three levels 
  staring with level four, he can remember one additional spell 
  per spell level. The leprechaun can only learn spells from the 
  illusionist‘s spell list, but may use mage scrolls as well. 
  Invisibility: Once per day, a leprechaun can use Invisibility on 
  himself. Every four levels starting with level five, he can use it 
  one additional time. From level ten on, he may also use 
  Greater Invisibility instead. 
   
  Monstrous Development: Leprechauns are cunning little 
  fellows and inherently possess thief-like abilities they develop 
  over time. They also gain magic resistance that manifests 
  more and more with age. 
   
  Stronghold: At level ten, the leprechaun can establish a 
  stronghold. This is usually a safe place in the forest suited for 
  a couple of leprechaun families to build homes there. The 
  stronghold can also attract other sylvan creatures. 
   
   
   
   
  Table 52: Leprechaun Advancement 
  Level 
  Total Hit 
  Dice (d4) 
  Saving 
  Throw 
  THACO 
  Bonus 
  Magic 
  Resistance 
  Thief Skills (d20) 
  Daily Spells per Spell Level 
  Delicate 
  Tasks 
  Move 
  Silently 
  Open 
  Locks 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  4 hp 
  14 
  - 
  - 
  19 
  18 
  18 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  13 
  - 
  1% 
  18 
  16 
  17 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  12 
  - 
  3% 
  17 
  14 
  16 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  4 
  11 
  +1 
  4% 
  16 
  14 
  15 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  5 
  10 
  +1 
  6% 
  15 
  13 
  14 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  6 
  9 
  +2 
  7% 
  14 
  13 
  13 
  2 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  7 
  8 
  +2 
  9% 
  13 
  12 
  12 
  2 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  8 
  8 
  7 
  +3 
  10% 
  12 
  11 
  10 
  2 
  1 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  9 
  9 
  6 
  +3 
  12% 
  11 
  10 
  9 
  2 
  1 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  10 
  10 
  5 
  +4 
  13% 
  10 
  8 
  8 
  2 
  2 
  1 
  1 
  1 
  - 
  - 
  - 
  - 
  11 
  10+1 hp 
  4 
  +5 
  15% 
  8 
  6 
  7 
  3 
  2 
  1 
  1 
  1 
  - 
  - 
  - 
  - 
  12 
  10+2 hp 
  4 
  +5 
  16% 
  6 
  4 
  6 
  3 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  - 
  13 
  10+3 hp 
  4 
  +5 
  18% 
  4 
  4 
  5 
  3 
  2 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  14 
  10+4 hp 
  4 
  +6 
  19% 
  4 
  4 
  5 
  3 
  2 
  2 
  2 
  1 
  1 
  - 
  - 
  - 
  15 
  10+5 hp 
  4 
  +6 
  21% 
  4 
  4 
  4 
  3 
  3 
  2 
  2 
  1 
  1 
  1 
  - 
  - 
  16 
  10+6 hp 
  4 
  +7 
  22% 
  4 
  3 
  4 
  4 
  3 
  2 
  2 
  2 
  1 
  1 
  - 
  - 
  17 
  10+7 hp 
  4 
  +7 
  24% 
  4 
  3 
  4 
  4 
  3 
  3 
  2 
  2 
  1 
  1 
  1 
  - 
  18 
  10+8 hp 
  4 
  +7 
  25% 
  4 
  3 
  4 
  4 
  3 
  3 
  2 
  2 
  1 
  1 
  1 
  - 
  19 
  10+9 hp 
  4 
  +7 
  27% 
  4 
  3 
  4 
  4 
  3 
  3 
  2 
  2 
  1 
  1 
  1 
  - 
  20 
  10+10 hp 
  4 
  +8 
  28% 
  4 
  3 
  4 
  4 
  3 
  3 
  2 
  2 
  1 
  1 
  1 
  1 
  21+ 
  10+1 hp/level 
  4 
  +8 
  30% 
  4 
  3 
  4 
  4 
  3 
  3 
  2 
  2 
  1 
  1 
  1 
  1 
  
  61 
  Nordanbjørn  
   
  The nordanbjørn is a racial class. Nordanbjørn are talking 
  bear, as intelligent as humans, but lacking the tools to form a 
  civilisation equal to that of other sentient races. They have 
  enormous physical strength and can stand on their hind legs 
  if necessary. Living in the North, nordanbjørn are well 
  adapted to a harsh climate and life in the wilderness. They are 
  relatively few in numbers, but control large territories thanks 
  to their power and excellent senses. 
   
  The nordanbjørn‘s prime attributes are strength and 
  constitution. Nordanbjørn do wear armour, but it has to be 
  heavily modified to fit them and will usually be at least one 
  and a half times as expensive as regular armour. They never 
  use any other weapons than their natural ones. They have a 
  movement rate of twelve. 
   
  Nordanbjørn speak Nordanbjørn, Common, Sylvan and 
  sometimes the languages of forest-dwelling races like elves. 
   
   
  Nordanbjørn Class Abilities 
   
  Adjustments: Nordanbjørn get as +2 bonus to strength, a 
  +2 bonus to constitution, a +1 bonus to wisdom as well as a 
  -2 malus to dexterity and charisma. They are powerful and 
  wise, but the beast in them remains strong. Nordanbjørn start 
  without any money or equipment. 
   
  Bear Hug: The nordanbjørn may forego his bite attack and 
  try to grab an opponent with his claws. To do so, he has to 
  successfully attack the opponent with both claws and the 
  opponent has to fail a saving throw vs. paralysis. Very large 
  creatures may receive a bonus. A grabbed opponent cannot 
  move as long as the nordanbjørn is conscious. Others gain a 
  +4 THACO bonus against him and he can be backstabbed. 
   
  Bear Physiology 
  Due to their large size, nordanbjørn need twice as much food 
  as a medium-sized humanoid, but can also carry one and a 
  half times as much equipment. At level six, the he needs 
  thrice as much food and can carry twice as much. From level 
  fourteen on, the nordanbjørn needs four times as much food 
  and can carry thrice as much equipment. 
   
  Monstrous Development: While he develops and grows, a 
  nordanbjørn will get a tougher hide and his natural weapons 
  become more powerful. He can attack different targets with 
  each of his attacks, provided they are all in range. The 
  nordanbjørn will damage creatures usually immune to 
  mundane weapons provided they do not have more than 
  twice the nordanbjørn‘s hit dice. 
   
  Strength Bonus: The nordanbjørn gets a THACO and 
  damage bonus for a high strength score. 
   
  Stronghold: After having reached level ten, a nordanbjørn 
  can claim a domain in a forested area. Other races will start to 
  settle in the area. The nordanbjørn is their protector and 
  responsible to maintain a balance between expansion of 
  settlements and preservation of nature. 
   
   
   
   
   
   
   
  Table 53: Nordanbjørn Advancement 
  Level 
  Total Hit Dice (d8) 
  Saving Throw 
  THACO Bonus 
  Armour Class 
  Claw Damage 
  Bite Damage 
  1 
  8 hp 
  15 
  - 
  10 
  2x1d3 
  1d6 
  2 
  2 
  14 
  - 
  10 
  2x1d3 
  1d6 
  3 
  3 
  13 
  +1 
  11 
  2x1d3 
  1d6 
  4 
  4 
  12 
  +2 
  11 
  2x1d3 
  1d6 
  5 
  5 
  11 
  +2 
  11 
  2x1d4 
  1d8 
  6 
  6 
  10 
  +3 
  12 
  2x1d4 
  1d8 
  7 
  7 
  9 
  +4 
  12 
  2x1d4 
  1d8 
  8 
  8 
  8 
  +5 
  12 
  2x1d4 
  1d8 
  9 
  9 
  7 
  +6 
  13 
  2x1d6 
  1d10 
  10 
  9+2 hp 
  6 
  +7 
  13 
  2x1d6 
  1d10 
  11 
  9+4 hp 
  5 
  +7 
  13 
  2x1d6 
  1d10 
  12 
  9+6 hp 
  5 
  +8 
  14 
  2x1d6 
  1d10 
  13 
  9+8 hp 
  5 
  +9 
  14 
  2x1d8 
  2d6 
  14 
  9+10 hp 
  5 
  +9 
  14 
  2x1d8 
  2d6 
  15 
  9+12 hp 
  5 
  +10 
  14 
  2x1d8 
  2d6 
  16 
  9+14 hp 
  5 
  +11 
  15 
  2x1d8 
  2d6 
  17 
  9+16 hp 
  5 
  +12 
  15 
  2x1d10 
  2d8 
  18 
  9+18 hp 
  5 
  +12 
  15 
  2x1d10 
  2d8 
  19 
  9+20 hp 
  5 
  +13 
  15 
  2x1d10 
  2d8 
  20 
  9+22 hp 
  5 
  +13 
  16 
  2x1d10 
  2d8 
  21+ 
  9+2 hp/level 
  5 
  +14 
  16 
  2x1d12 
  2d10 
  
  62 
  Skeleton 
   
  The skeleton is a racial class. Skeletons are among the most 
  common types of undead. Most skeletons that are animated 
  by necromancy are either in the service of a wizard or have 
  been raised from the grave by dark powers surrounding their 
  resting place. The latter ones often roam the landscape in 
  packs. They hunt and destroy, but are mindless beings 
  without any true goals or ambitions. 
   
  Some skeletons are different, though. These so-called 
  thinking skeletons have somehow regained their ability to 
  think and have become sentient beings once more. Most of 
  them are destructive and sinister nevertheless, but some 
  become reclusive and meditative. 
   
  The skeleton has no prime attribute. It can use any weapon 
  or armour as well as items suited for fighter-like classes. It 
  has a speed of twelve. 
   
   
  Skeleton Class Abilities 
   
  Adjustments: The skeleton gains a -2 malus to intelligence, 
  and wisdom as well as a -1 malus to charisma. Independently 
  from the skeleton‘s former abilities, it usually suffers mentally 
  from being reborn as undead. 
   
  Resist Turning: Skeletons can be turned like other undead. 
  Turning them is as difficult as turning another undead with 
  the same number of hit dice. Additionally, enemy clerics get a 
  malus if they try to turn a skeleton with high charisma. 
   
  Skeletal Structure: Skeletons suffer only half damage from 
  edged and piercing weapons due to their unique body 
  structure. They also gain a +2 armour class bonus against 
  missile attacks. Every five levels starting with the fifth, this 
  bonus raises by one. 
   
  Undeath: Skeletons are undead. They are immune to 
  charming and sleep spells, take only half damage from cold-
  based attack and are immune to effects only affecting living 
  creatures. Undead gain no additional hit points from a high 
  constitution score. Unless isolated from the Plane of 
  Negative Energy, they never tire and regain all lost hit point 
  overnight. 
   
  Stronghold: At level ten, a skeleton can establish a 
  stronghold. What kind of stronghold this is depends on what 
  path the skeleton has taken to this point. Maybe it finally got 
  the respect of the living or took control over a group of 
  mindless undead. 
   
   
    
   
  Table 54: Skeleton Advancement 
  Level 
  Total Hit Dice (d8) 
  Saving Throw 
  THACO Bonus 
  1 
  8 hp 
  15 
  - 
  2 
  2 
  14 
  - 
  3 
  3 
  13 
  +1 
  4 
  4 
  12 
  +2 
  5 
  5 
  11 
  +2 
  6 
  6 
  10 
  +3 
  7 
  7 
  9 
  +4 
  8 
  8 
  8 
  +5 
  9 
  9 
  7 
  +6 
  10 
  9+2 hp 
  6 
  +7 
  11 
  9+4 hp 
  5 
  +7 
  12 
  9+6 hp 
  5 
  +8 
  13 
  9+8 hp 
  5 
  +9 
  14 
  9+10 hp 
  5 
  +9 
  15 
  9+12 hp 
  5 
  +10 
  16 
  9+14 hp 
  5 
  +11 
  17 
  9+16 hp 
  5 
  +12 
  18 
  9+18 hp 
  5 
  +12 
  19 
  9+20 hp 
  5 
  +13 
  20 
  9+22 hp 
  5 
  +13 
  21+ 
  9+2 hp/level 
  5 
  +14 
  
  63 
  Troll 
   
  The troll is a racial class. Trolls are huge humanoids, with 
  sharp teeth and a long nose. Most trolls are violent, evil and 
  unwilling to cooperate with others, often enough even other 
  trolls. Trolls can regenerate entire limbs due to their 
  incredible fast metabolism. As a result, they are always hungry 
  and have to eat constantly. 
   
  The troll‘s prime attribute is strength. They do not wear any 
  armour or use other weapons than their natural ones. 
  Equipment could be made for a troll, but this would require a 
  lot of time and money, a blacksmith willing to work for a troll 
  and practice to use this equipment efficiently.  
   
  Trolls speak Troll, Common and sometimes the languages of 
  goblinoids races, gnolls or ogres. 
   
   
  Troll Class Abilities 
   
  Adjustments: Trolls get a +3 bonus to strength and a +1 
  bonus to constitution, but a -2 malus to wisdom as well a -3 
  malus to intelligence and charisma. Trolls are strong, but 
  short-sighted and not very smart. They move with a speed of 
  twelve. 
   
  Monstrous Development: Even the strongest troll started 
  as a small one. Over time, a troll get a tougher hide, learns to 
  use his claws and teeth better and develops the regenerative 
  abilities his race is known and feared for. The troll can attack 
  different targets with his teeth and claws, though the claws 
  always attack the same target. His attacks will damage 
  creatures usually immune to mundane weapons provided they 
  do not have more than twice the troll‘s hit dice. 
   
  Strength Bonus: The troll gets a THACO and damage 
  bonus for a high strength score. For his bite, only half the 
  bonus applies. 
   
  Troll Regeneration: A troll regenerates constantly, provided 
  he has enough to eat. A troll usually needs for times a much 
  food per day than the average humanoid. A troll with three 
  quarters of the food he needs regenerates at half speed. 
  With only half as much food as needed, he will not regenerate 
  at all and regrowth of limbs is temporarily disabled. A troll 
  can regenerate a cut-off limb if he makes a successful system 
  shock survival check. With the check made, the limb regrows 
  in 1d6 hours. Without it, the process needs 1d12 weeks. 
  Thanks to the regeneration, a troll does not truly die unless 
  touched by fire or acid. An unconscious troll brought down 
  to naught hit points can be kept down by attack him further, 
  however. Further loss of hit points ends at ten negative hit 
  points. 
   
  Stronghold: At level ten, the troll can take over a band of 
  trolls or alternatively found a new tribe by gathering solitary 
  trolls. Trolls do not always live in in communities, so the troll 
  might have to proof his superiority to other trolls first to 
  gather followers. A successful band of trolls may even attract 
  other trolls, like ice or snow trolls. 
   
   
   
  Table 55: Troll Advancement 
  Level 
  Total Hit 
  Dice (d10) 
  Saving Throw 
  THACO 
  Bonus 
  Armour Class 
  Claw Damage 
  Bite Damage 
  Regeneration per round  
  1 
  10 hp 
  15 
  - 
  10 
  2x1d2 
  1d2 
  1 hp 
  2 
  2 
  14 
  - 
  10 
  2x1d2 
  1d2 
  1 hp 
  3 
  3 
  13 
  +1 
  10 
  2x1d2 
  1d2+1 
  1 hp 
  4 
  4 
  12 
  +2 
  10 
  2x1d2 
  1d4 
  1 hp 
  5 
  5 
  11 
  +2 
  11 
  2x1d2 
  1d4+1 
  2 hp 
  6 
  6 
  10 
  +3 
  11 
  2x1d4 
  1d6 
  2 hp 
  7 
  7 
  9 
  +4 
  11 
  2x1d4 
  1d6 
  2 hp 
  8 
  8 
  8 
  +5 
  11 
  2x1d4 
  1d6+1 
  2 hp 
  9 
  9 
  7 
  +6 
  12 
  2x1d4 
  1d6+1 
  3 hp 
  10 
  10 
  6 
  +7 
  12 
  2x1d4 
  1d6+1 
  3 hp 
  11 
  11 
  5 
  +7 
  12 
  2x1d6 
  1d8 
  3 hp 
  12 
  12 
  5 
  +8 
  12 
  2x1d6 
  1d8 
  3 hp 
  13 
  13 
  5 
  +9 
  13 
  2x1d6 
  1d8+1 
  4 hp 
  14 
  14 
  5 
  +9 
  13 
  2x1d6 
  1d8+1 
  4 hp 
  15 
  15 
  5 
  +10 
  13 
  2x1d6 
  1d8+1 
  4 hp 
  16 
  16 
  5 
  +11 
  13 
  2x1d8 
  1d10 
  4 hp 
  17 
  16+3 hp 
  5 
  +12 
  14 
  2x1d8 
  1d10 
  5 hp 
  18 
  16+6 hp 
  5 
  +12 
  14 
  2x1d8 
  1d10+1 
  5 hp 
  19 
  16+9 hp 
  5 
  +13 
  14 
  2x1d8 
  1d10+1 
  5 hp 
  20 
  16+12 hp 
  5 
  +13 
  14 
  2x1d8 
  1d10+1 
  5 hp 
  21+ 
  16+3 hp/level 
  5 
  +14 
  15 
  2x1d10 
  1d12 
  6 hp 
  
  64 
  Zombie 
   
  The zombie is a racial class. For undead, zombies are 
  frequently encountered. They are popular as cheap henchmen 
  among necromancers are sometimes the result of a 
  contagious disease. Almost every race can turn into a zombie. 
  Common zombies rot away constantly and will degenerate 
  over time. 
   
  However, some zombies are not mindless creatures. They 
  have retained or regained their ability to think. These thinking 
  zombies are often as evil are other sentient undead, but also 
  tragic creatures with unsure about their place in the world. 
   
  The zombie has no prime attribute. It can use any weapon or 
  armour as well as items suited for fighter-like classes. 
  However, due to their clumsiness, a zombie gets a -3 
  THACO penalty while using ranged weapons. It has a speed 
  of nine. 
   
   
  Zombie Class Abilities 
   
  Adjustments: Zombies receive a -3 malus to dexterity as well 
  as a -2 malus to charisma. They are rather clumsy and look 
  distrusting to most other races. 
   
  Cannibalism: A thinking zombie can keep his body fresh by 
  eating flesh from creatures from or related to the species he 
  originates from. Additionally, each such ration will restore 
  1d6 hit points.  
   
  Resist Turning: Zombies can be turned like other undead. 
  Turning them is as difficult as turning another undead with 
  the same number of hit dice. Additionally, enemy clerics get a 
  malus if they try to turn a zombie with high charisma. 
   
  Tough Hide: Common zombies rot away, but the thinking 
  zombie‘s skin gets tougher over time. Thus, his natural 
  armour class increases. 
   
  Undeath: Zombies are undead. They are immune to 
  charming and sleep spells, take only half damage from cold-
  based attack and are immune to effects only affecting living 
  creatures. Undead gain no additional hit points from a high 
  constitution score. Unless isolated from the Plane of 
  Negative Energy, they never tire and regain hit points equal 
  to half their maximum hit points over night. 
   
  Stronghold: At level ten, a zombie can establish a 
  stronghold. What kind of stronghold this is depends on the 
  proficiency the zombie has. It can be an isolated village were 
  the people have accepted the zombie as their guardian or a 
  gang of sinister creatures lead by him. 
   
   
   
   
   
  Table 56: Zombie Advancement 
  Level 
  Total Hit Dice (d10) 
  Saving Throw 
  THACO Bonus 
  Armour Class 
  1 
  10 hp 
  15 
  - 
  10 
  2 
  2 
  14 
  - 
  10 
  3 
  3 
  13 
  +1 
  10 
  4 
  4 
  12 
  +1 
  10 
  5 
  5 
  11 
  +2 
  11 
  6 
  6 
  10 
  +2 
  11 
  7 
  7 
  9 
  +3 
  11 
  8 
  8 
  8 
  +3 
  11 
  9 
  9 
  7 
  +4 
  12 
  10 
  9+2 hp 
  6 
  +5 
  12 
  11 
  9+4 hp 
  5 
  +5 
  12 
  12 
  9+6 hp 
  5 
  +6 
  12 
  13 
  9+8 hp 
  5 
  +7 
  13 
  14 
  9+10 hp 
  5 
  +7 
  13 
  15 
  9+12 hp 
  5 
  +8 
  13 
  16 
  9+14 hp 
  5 
  +8 
  13 
  17 
  9+16 hp 
  5 
  +9 
  14 
  18 
  9+18 hp 
  5 
  +10 
  14 
  19 
  9+20 hp 
  5 
  +10 
  14 
  20 
  9+22 hp 
  5 
  +11 
  14 
  21+ 
  9+2 hp/level 
  5 
  +12 
  15 
   
  
  65 
  Choosing an Alignment 
   
  The alignment of a character shows where he stands in regard 
  to good and evil as well as law and chaos. Alignment is 
  completely optional. It can help a player to flesh out his 
  player character. Alignment is never set into stone; it just 
  shows how a character behaves most of the time. 
  Every creature is somewhere on the good-evil axis and the 
  law-chaos axis. This results in ten different alignments shown 
  below. 
   
  Good,  Neutral and Evil 
  Good characters are humane. They try to avoid reaching their 
  goals at the cost of others. Evil characters are determined. If 
  they have a goal, it has to be reached at all costs, as the end 
  justifies the means. Very few evil creatures view themselves 
  as evil. Many are convinced that they do not have a choice or 
  simply act the way their whole society or group acts. Neutral 
  characters stand in-between. Creatures that represent a 
  cosmological wrongness and that are inherently evil, like 
  undead, can be considered evil as well. 
   
  Lawful,  Neutral and Chaotic 
  Lawful characters believe that acting as a group sticking to a 
  certain set of rules is the best way to achieve things in life. 
  Those rules do not necessarily have to reflect the laws of 
  their society. Lawful characters are sometimes more 
  trustworthy and generally more reliable. Chaotic characters 
  think that individuality is the most important aspect. They 
  will not break laws and agreements on principle, but are 
  convinced that ultimately, their way is the way to go, 
  independently from what others think. Neutral characters 
  agree with both parties as they see it fit. 
   
   
   
   
   
  Lawful Good 
  A lawful good is righteous. He is honourable, does usually 
  not lie and tries to be benevolent to the people around him. 
  Lawful good societies combine legal security with social 
  justice and fairness. 
   
  Neutral Good 
  A neutral good character does the best a good person can do. 
  If it serves a good purpose, a neutral good character will, 
  reluctantly, break agreements or act against the will of his 
  group. 
  Chaotic Good 
  A chaotic good character is transcendent. He always does 
  what he thinks is best for everyone, regardless of what others 
  say or what is expected from him. A chaotic good society – 
  few exist – consists of loosely organised anarchists who get 
  along by using common sense. 
   
  Lawful Neutral 
  A lawful neutral character is orthodox. He values the rules 
  and traditions of his group for the stability they provide. A 
  lawful neutral society has legal security, but is not necessarily 
  build on just and fair rules. 
   
  Neutral 
  Neutral individuals are pragmatic and do not care for either 
  rules or the welfare of the people around them too much. 
  Many creatures have this alignment. Neutral characters are 
  not committed to neutrality – they simply do not care. 
  Creatures as intelligent as animal or less are also neutral, as 
  they simply do not have a concept good, evil, law or chaos 
  and act on instincts. 
   
  Chaotic Neutral 
  A chaotic neutral character‘s life is centred on himself. He 
  does not care what others say or what they deem correct. He 
  will work together with others, but only as long as their goals 
  and ideas match his own. Chaotic neutral creatures can be 
  unpredictable. 
   
  Lawful Evil 
  A lawful evil character cares about rules and arrangements, 
  but never about the consequences for others. He will stick to 
  morals and ideas, no matter how brutal or merciless they are. 
  Lawful evil characters do often believe that their codex is the 
  only possible way and is thus legitimate. 
   
  Neutral Evil 
  A neutral evil character will be reliable as long as this helps 
  him reach his goals, but break his word the moment he no 
  longer needs his allies. Neutral evil creatures are simply out 
  for themselves. 
   
  Chaotic Evil 
  A chaotic evil character will do whatever he wants, with 
  absolutely no limits. He is unwilling to accept temporary 
  restrictions of his liberty, even if it would allow him to reach 
  long-term goals. A chaotic evil creature will not work 
  cooperate with others unless they follow his will. 
   
  True Neutral 
  A true neutral character stands between good, evil, law and 
  chaos because he believes that this is the place to be. In 
  comparison to neutral characters, true neutral characters is 
  convinced that everyone, good and evil alike, has a place in 
  the universe. True neutral characters will fight for the balance 
  for ecological, religious or other reasons. 
   
   
  Law
  Chaos
  Good
  Evil
  Neutral
  Chaotic
  Neutral
  Lawful
  Neutral
  Neutral
  Good
  Neutral
  Evil
  Lawful
  Evil
  Lawful
  Good
  Chaotic
  Evil
  Chaotic
  Good
  
  66 
  Buying Equipment 
   
  Every adventurer starts with a certain amount of money. This 
  money can be spend on equipment from the equipment list 
  or kept to buy items later. The list below shows common 
  things available almost everywhere and can also be used if the 
  players want to restock supplies between adventures. 
   
  Starting Gold 
  Every player character starts with 3d6x10 gold pieces worth 
  of money. The gold pieces (gp) are each worth ten silver 
  pieces (sp) which in turn are worth ten copper pieces (cp). 
  Additionally, there are platinum coins, which are worth five 
  gold pieces and electrum coins which equal half a gold piece. 
   
  Table 57: General Equipment 
  Item 
  Cost (gp) 
  Barrel 
  2 
  Bedroll 
  1 
  Bedroll, winter 
  5 
  Bell 
  1 
  Block and tackle 
  5 
  Bottle of wine 
  2 
  Candle 
  0.01 
  Canvas, one square metre 
  0.1 
  Chain, three metres 
  30 
  Chalk, one piece 
  0.05 
  Chest 
  2 
  Crowbar 
  0.2 
  Fishing net, ten square metres 
  4 
  Flask, leather 
  0.03 
  Flint and steel 
  1 
  Garlic, bunch 
  0.1 
  Grappling hook 
  1 
  Hammer 
  0.5 
  Holy water 
  25 
  Ink well 
  1 
  Ladder, three metres 
  0.05 
  Lamp, bronze 
  0.1 
  Lantern, boat 
  12 
  Lantern, hooded 
  7 
  Lock 
  20 
  Manacles 
  15 
  Mirror, small 
  20 
  Musical instrument 
  5 
  Oil, usable for a lamp 
  0.1 
  Paper 
  0.1 
  Parchment, one sheet 
  0.2 
  Pick, miner‗s 
  3 
  Pole, three metres 
  0.2 
  Pot, iron 
  0.5 
  Quill pen 
  0.1 
  Ration, daily 
  0.5 
  Rations, daily, dried 
  1 
  Rope, hemp, twenty metres 
  1 
  Rope, silk, twenty metres 
  10  
  Rucksack 
  5 
  Sack, medium 
  1  
  Sack, large 
  2  
  Saddle 
  20 
  Saddle bag 
  0.1 
  Scroll 
  1 
  Shovel 
  2 
  Signal whistle 
  0.5 
  Spellbook, blank 
  25 
  Spike, iron 
  0.05 
  Spyglass 
  1,000 
  Stakes, wooden 
  0.05 
  Tent 
  10 
  Thieves‗ tools 
  30 
  Torch 
  0.01 
  Waterskin 
  1 
  Wolvesbane 
  0.1 
  Table 58: Land Transport 
  Item 
  Cost (gp) 
  Cart 
  50 
  Chariot 
  100 
  Donkey 
  15 
  Feed, daily 
  0.1 
  Hinny 
  35 
  Horse, draught 
  40 
  Horse, war 
  250 
  Mule 
  30 
  Pony 
  25 
  Stabling, daily 
  0.5 
  Wagon 
  150 
   
  Table 59: Water Transport 
  Item 
  Structural Points1 
  Cost (gp) 
  Boat, river 
  1 
  3,000 
  Boat, sailing 
  2 
  2,000 
  Canoe 
  1 
  75 
  Galley, large 
  9 
  30,000 
  Galley, small 
  8 
  10,000 
  Galley, war 
  12 
  60,000 
  Lifeboat 
  1 
  1,000 
  Longship 
  10 
  15,000 
  Raft 
  1 
  10 
  Sailing ship, large 
  20 
  20,000 
  Sailing ship, small 
  15 
  7,000 
  Sailing ship, transport 
  10 
  30,000 
   
  Table 60: Air Transport 
  Item 
  Structural Points1 
  Cost (gp) 
  Air Galley 
  9 
  50,000 
  Balloon 
  1 
  3,000 
  Dragonship 
  10 
  25,000 
  Fortress, floating 
  100 
  250,000 
  Great Swan 
  3+3 HD 
  4,000 
  Griffin 
  7 HD 
  3,500 
  Hippogriff 
  3+3 HD 
  2,500 
  Pegasus 
  4 HD 
  3,000 
  Tower, floating 
  20 
  15,000 
  Zeppelin 
  6 
  50,000 
   
  Table 61: Space Transport 
  Item 
  Structural Points1 
  Cost (gp) 
  Caravel 
  2 
  4,000 
  Citadel 
  75 
  400,000 
  Galleon 
  20 
  75,000 
  Man-o‘-war 
  30 
  100,000 
  Monitor 
  2 
  5,000 
  Mosquito 
  6 
  7,500 
  Tradesman 
  12 
  10,000 
  1Structural points function as hit points of large constructs. Common 
  weapons do not inflict structural points of damage; only siege weapons and 
  similar weapons do 
   
   
   
   
  
  67 
  General Equipment 
   
  Air Galley 
  The air galley is about as big as a large galley and suited for air 
  travel. Most air galleys are driven by steam or magic. 
   
  Balloon 
  Balloons are rare and relatively slow, but nevertheless of great 
  military and scientific use. They are less often used as 
  transports.  
   
  Barrel 
  Barrels can be used to store almost everything and are well-
  suited to transport large amounts of liquids. Without a 
  wagon, barrels are cumbersome to transport, though. 
   
  Bedroll 
  A bedroll allows to rest outside without freezing. With a 
  bedroll, recovery is generally better. 
   
  Bedroll, winter 
  This bedroll is especially warm and windproof. It allows to 
  rest in a tent or even outside at low temperatures without 
  freezing to death. 
   
  Bell 
  A bell is always useful to give signal easy to distinguish from 
  the sounds of nature. 
   
  Block and tackle 
  The system of block and tackle allows lifting heavy objects 
  with comparably less effort. 
   
  Boat, river 
  A river boat is about ten metres long. It is suited only for 
  river and lakes, not for the sea. River boats with a roof are 
  more expensive. 
   
  Boat, sailing 
  A sailing boat is about fifteen metres long. Relying on wind, it 
  is best used on sea, but only close to the shore. 
   
  Bottle of wine 
  Wine is not only more tasty and narcotic than water, it is also 
  less likely to get spoiled. 
   
  Candle 
  A candle does spend less light than a torch, but is usually 
  sufficient for reading inscriptions or revealing one‘s position. 
  It usually burn one hour. Candles spend light in a radius of 
  three metres. 
   
  Canoe 
  A canoe is about five metres long, quick and can easily be 
  transported on land, but is can hold two people and little 
  equipment at most. 
   
  Canvas, one square metre 
  Canvas can be used for all kinds of things, like concealing 
  objects or building an improvised tent. 
   
  Caravel 
  The caravel is about thirty metres long and one of the 
  cheapest ships used for space travel – and also one of the 
  least reliable. Nevertheless, many people use caravels due to 
  the low price. 
   
  Cart 
  The cart is often used for transporting goods. It has two 
  wheels and needs on one draught animal. 
   
  Chain 
  Chains are relatively expensive, but more sturdy than rope 
  and hard to destroy with common weapons.  
   
  Chalk 
  Chalk is suited for leaving signs or highlighting one‘s path in 
  a dungeon. 
   
  Chariot 
  A chariot needs only one horse and allows fast travelling with 
  light baggage. 
   
  Chest 
  Apart from a vault, a chest is one of the safest ways to store 
  objects, as chests can be locked or protected by magic. 
   
  Citadel 
  The citadel, most often build by dwarves, is made of light 
  stone and as large as a small fort. It moves slowly, but is 
  surprisingly agile. Larger citadels are used as permanent 
  outposts in space. 
   
  Crowbar 
  Using a weapon to break things open is not always the best 
  idea. That is where the crowbar comes in handy. 
   
  Donkey 
  Donkeys can carry quite some mass and can be used in the 
  mountains up to a certain degree. They are also cheaper than 
  horses. 
   
  Dragonship 
  The dragonship is about thirty metres long and very similar to 
  the longships. It can be used for air travel, though. 
   
  Feed 
  People often underestimate how much an animal eats, 
  especially if strained a lot. 
   
  Fishing net 
  Fishing requires some skill, but is an excellent way of 
  gathering food. Fishing nets have their use in combat as well. 
   
  Flask, leather 
  Sturdy and easily accessible, a leather flask is good way to 
  store a potion. 
   
  Flint and steel 
  Flint and steel are mandatory tools for almost everyone 
  travelling through the wilderness and on the road. 
   
  Fortress, floating 
  Some creatures living in the sky do not live on floating 
  islands, but prefer artificial buildings instead. Floating castles 
  are dependent on magic. They can be used for transportation 
  or warfare, but are mainly just large mobile homes. 
   
  
  68 
  Galleon 
  The galleon is the main war ship used in space. It is about as 
  big as a large galley and can transport a large number of 
  soldiers, catapult. It has optimised ratio of cost and 
  performance. 
   
  Galley, large 
  Large galleys are about fifty metres long and have a crew of 
  sixty people and 180 rowers. They can carry catapults and 
  other weapons and can be used as war ships. 
   
  Galley, small 
  Small galleys are about thirty metres long and need a crew of 
  thirty people and sixty rowers. More agile than larger ships, 
  small galleys are often equipped with rams. 
   
  Galley, war 
  War galleys belong to the largest and most impressive ships. 
  They have a crew of a hundred people and 300 rowers. The 
  flag ship of a war fleet is usually a war galley. 
   
  Garlic 
  Garlic can be used to repel vampires. It works best if blessed, 
  though older vampires tend to be immune to its effect. 
   
  Grappling hook 
  The grappling hook eases climbing and is useful for 
  mountaineers as well as in infiltrators. 
   
  Great Swan 
  Great swans are relatively rare. Elves sometimes tame them. 
  They are valued for they ability to fly for very long times. 
   
  Griffin 
  Griffins eggs are expensive and training a young griffin even 
  more so. Having one as a mount is as useful as it is 
  prestigious, though. 
   
  Hammer 
  The hammer is a useful tool and can be used as an emergency 
  weapon as well. 
   
  Hinny 
  Hinnies are very similar to mules, but tend to be slightly 
  smaller. 
   
  Hippogriff 
  Like griffins, hippogriffs are expensive mounts, but popular 
  among young officers and nobles. 
   
  Holy water 
  Holy water will damage most undead and demons if thrown 
  at them. The effect depends on the deity whose blessing was 
  used to create it. 
   
  Horse, draught 
  Horses are more expensive than donkeys, but also faster and 
  better suited for carry people. 
   
  Horse, war 
  A war horse is significantly more expensive than a draught 
  horse. It is stronger, can carry a rider in full armour can will 
  not panic in battle. 
   
  Ink well 
  Many spellcasters are nothing without their spellbook – and 
  the ink needed to write spells in it. 
   
  Ladder 
  A ladder is an excellent tool to commit all kinds of deeds and 
  misdeeds. 
   
  Lamp, bronze 
  A lamp will last for about six hours, but also spends less light 
  than a torch. Lamps spend light in a radius of three metres. 
   
  Lantern, boat 
  A boat lantern will shine even in heavy storm and during 
  rainfall. 
   
  Lantern, hooded 
  A torch spends a lot of light, but a lantern can also be used 
  for signalling or in bad weather. Lanterns spend light in a 
  radius of ten metres. 
   
  Lifeboat 
  A lifeboat is about six metres long and holds rations for ten 
  humanoids for one week. Its mast can be folded to store it on 
  a larger ship. 
   
  Lock 
  Locks come in all sizes and variants, some even with 
  enchantments and secured against common thieves. 
   
  Longship 
  The longship is about twenty-five metres long and very 
  narrow. It has sixty rowers and fifteen additional sailors. It 
  can be sailed as well. 
   
  Manacles 
  Manacles are heavy and prevent prisoners not only from 
  freeing themselves, but also from just running off. 
   
  Man-o’-war 
  The man-o‘-war is even larger than a war galley. Few 
  spacefaring nations can afford man-o‘-wars and some 
  consider them too large to be used effectively. 
   
  Mirror, small 
  Mirror can be used to peek around a corner or to identify 
  vampires. 
   
  Monitor 
  With a length of only ten metres, the monitor is among the 
  smallest ships used for space travel. Some races prefer to use 
  monitors in large groups against bigger war ships. 
   
  Mosquito 
  The mosquito is less than ten metres long and only used for 
  scouting and on patrols. It got its name from its slim hulks 
  and insect-like appearance. 
   
  Mule 
  Mules are crossbreed of donkey and horse. They combine 
  traits of both species, but are mainly use for transportation, 
  not as mounts. 
   
   
  
  69 
  Musical instrument 
  A musical instrument is a source of joy and can bring in some 
  money if one knows how to use it. 
   
  Oil 
  Lamp oil can be used not only for lamps, but also to set 
  things on fire in a controlled manner. 
   
  Paper 
  Depending on the culture, paper can be a commonplace item 
  or an absolute rarity. 
   
  Parchment 
  Parchment is more durable than paper and last for centuries 
  if kept dry. 
   
  Pegasus 
  The pegasus is a winged horse. Unless griffins, which hatch 
  from eggs, young pegasi are very hard to tame. Some races 
  have mastered to do so, however. Pegasi can be used as 
  mounts on the ground as well in the air. 
   
  Pick, miner‘s 
  Picks are not only useful for actual mining, but can also be 
  used to break down doors or open chests. 
   
  Pole 
  Poles have countless possibilities to be used.  
   
  Pony 
  The pony is a light alternative to the horse and the favoured 
  mount of short races like halflings and gnomes. 
   
  Pot, iron 
  No one wants to eats dried meat all the time, so a pot to cook 
  a soup or some fresh meat comes in handy from time to 
  time. 
   
  Quill pen 
  Like ink, a quill pen is needed but every spellcaster using a 
  spellbook. 
   
  Raft 
  The raft is the least reliable way to travel on water, but also 
  the one vessel that can be improvised. 
   
  Ration, daily 
  This ration is neatly packed and contains all one needs to 
  survive until the next day. 
   
  Rations, daily, dried 
  For long trips, dried rations are recommended. They are less 
  tasty, but will stay eatable over weeks. 
   
  Rope, hemp 
  Few adventures go on adventures where a solid rope is not 
  needed soon or later. 
   
  Rope, silk 
  Silk rope is usually of higher quality than hemp rope, but also 
  more expensive. 
   
   
   
  Rucksack 
  A normal rucksack can carry about fifty kilogrammes of 
  goods. Not all races will be able to carry a fully packed 
  rucksack, though. 
   
  Sack, large 
  This sack can hold about thirty kilogrammes of goods. 
   
  Sack, medium 
  This sack can hold about fifteen kilogrammes of goods. 
  Saddle 
   
  Saddle bag 
  A saddle bag is less likely to get lost than a rucksack carried 
  on a horse. 
   
  Sailing ship, large 
  This seaworthy ship is about forty metres long and has square 
  sails and a crew of about sixty people. 
   
  Sailing ship, small 
  The small sailing ship is about twenty-five metres long and 
  needs a crew of twelve sailors. 
   
  Sailing ship, transport 
  This ship is similar to the large sailing ship, but not built for 
  sea warfare. Instead, it transports troops, mounts and 
  supplies. 
   
  Scroll 
  Scroll can be used to take notes or, more importantly, write 
  down spell for later use. 
   
  Shovel 
  Shovels are the common tool of treasure hunter, grave 
  robber and people of other proficiencies. 
   
  Signal whistle 
  There are various kinds of signal whistles, includes ones only 
  audible for certain races. 
   
  Spellbook 
  This is an enchanted tome with blank pages. It can keep as 
  many spells as its owner can remember. 
   
  Spike, iron 
  Iron spikes are an ancient but still effective way of getting rid 
  of persecutors. 
   
  Spyglass 
  Spyglasses are a useful tool and highly requested among 
  scouts, hunters and officers. Few people know how to 
  produce good ones, though, resulting in their exorbitant 
  price. 
   
  Stabling, daily 
  In the long run, it is always recommended to let a mount rest 
  inside at least from time to time. 
   
  Stakes, wooden 
  These stakes are blessed and can be used to permanently kill 
  a vampire by driving one through its heart. 
   
   
  
  70 
  Tent 
  A tent protects from temperatures, rain, wind and many 
  other environmental hazards, but also makes spotting 
  approaching creatures difficult. 
   
  Thieves’ tools 
  Thieves‘ tools come in a variety of sizes and differ much in 
  quality. Depending on that, they ease lock picking or 
  disarming mechanisms. 
   
  Torch 
  A torch burns for about an hour and spends light in a radius 
  of ten metres. It is easily blown out, but also cheap. 
   
  Tower, floating 
  Floating towers are slow and usually only used to patrol 
  certain routes in the sky, not to transport goods or people. 
   
  Tradesman 
  The tradesman is about twenty-five metres long and the most 
  common ship in space. It is well-suited for transporting 
  goods as well as people. 
   
  Wagon 
  A wagon needs to draught animals to work efficiently. It can 
  carry more weight than a cart and is the most common mean 
  of land transportation. 
   
  Waterskin 
  A waterskin can hold water for one person for a day. 
   
  Wolvesbane 
  Fresh wolvesbane will keep wolves in check; at least for some 
  time. 
   
  Zeppelin 
  The zeppelin uses a huge balloon filled with light gas to fly. 
  Very few races know how to build zeppelins. They are slower 
  than air ships, but elegant, comfortable and independent 
  from magic. 
   
   
   
   
   
   
   
  Melee Weapons 
   
  In this section and the ones following, weapons and armour 
  are listed. Depending on class, race and setting, the player 
  characters will have access to more or less all of them. 
  Magical weapons and armour are not listed here, but in in the 
  section for magical items. 
   
  Table 62: Melee Weapons 
  Weapon 
  Damage 
  Cost (gp) 
  Axe, battle2,3 
  1d8 
  5 
  Axe, great1 
  1d6+2 
  10 
  Axe, hand4 
  1d6 
  1 
  Bayonet 
  1d4 
  3 
  Blackjack 
  1d2 
  5 
  Bo1 
  1d6 
  2 
  Cesti 
  1d3 
  5 
  Club 
  1d4 
  0.01 
  Dagger 
  1d4 
  2 
  Épée 
  1d6 
  15 
  Fan, war 
  1d4 
  30 
  Flail, heavy1 
  1d6+1 
  10 
  Flail, light 
  1d4+1 
  5 
  Halberd1 
  1d10 
  9 
  Hammer, war 
  1d4+1 
  1 
  Jitte 
  1d6-1 
  1 
  Jo 
  1d4 
  1 
  Kama 
  1d4 
  2 
  Katana2,3 
  1d6 
  15 
  Kusari-gama 
  1d6 
  4 
  Lance1 
  2d4+1 
  6 
  Mace, heavy 
  1d6 
  10 
  Mace, light 
  1d4+1 
  5 
  Masakari2 
  1d6 
  8 
  Morning star2 
  2d4 
  5 
  Nagamaki2 
  1d6 
  20 
  Naginata1 
  1d6+1 
  22 
  Nodachi1 
  1d6+1 
  20 
  Pike, heavy1 
  1d6+1 
  8 
  Pike, light1 
  1d4+1 
  5 
  Pole arm1 
  1d8+1 
  10 
  Sai 
  1d6-1 
  5 
  Scythe2,3 
  1d6 
  1 
  Shield, horned 
  1d3+1 
  20 
  Spear2,3,4 
  1d6 
  1 
  Staff1 
  1d6 
  1 
  Sword, bastard2,3 
  1d8 
  20 
  Sword, claymore1 
  2d4 
  25 
  Sword, long 
  1d8 
  15 
  Sword, short 
  1d6 
  8 
  Sword, Zweihänder1 
  1d10 
  30 
  Tanto 
  1d4+1 
  5 
  Tetsubo1 
  1d6 
  6 
  Tonfa 
  1d6 
  2 
  Trident2,3,4 
  1d6+1 
  4 
  Wakizashi 
  1d6 
  8 
  Whip 
  1d2 
  2 
  Yari1 
  1d6 
  2 
  1Two-handed weapon 
  2Can be used with either one or both hands 
  3Grants a +1 damage bonus if wielded with two hands 
  4Can be used as a melee or missile weapon 
   
   
  Axe, battle 
  This axe can be used with one hand or both hands. It is 
  mostly used for mass combat and less often for duels. 
   
  Axe, great 
  The great axe may be less elegant than a sword, but is just a 
  dangerous and better suited to destroy things. 
   
  Axe, hand 
  Mostly used for chopping wood, a hand axe can also be used 
  for combat and is light enough to be thrown effectively. 
  
  71 
  Blackjack 
  The blackjack is a small, easily concealable baton. In 
  comparison to the club, it is less crude and designed to 
  overwhelm opponents. If used against a victim with no helm 
  at a -4 THACO penalty, it will hit the opponents hit. 
  Opponent with less than four hit dice all unconscious for 1d8 
  rounds. Opponents with less than ten hit dice are stunned. 
  They are permitted a saving throw every following round to 
  get moving again. Opponents with at least ten hit dice are 
  dazed and will lose initiative the next time it is rolled. 
   
  Bo 
  The bo is a wooden staff about as long as a human used a in 
  the East. 
   
  Cesti 
  Cesti are a pair of gloves with cutting edges. This weapon is 
  outlawed 
  in 
  many 
  countries 
  and 
  often 
  considered 
  dishonourable. Cavaliers and most paladins will not use this 
  weapon. 
   
  Club 
  Almost anything can be turned into a club. The club can be 
  used by every class. 
   
  Dagger 
  A dagger is less suspicious than a larger weapon. It is also a 
  useful tool. 
   
  Épée 
  The épée is and elegant fencing weapon. Some épée are made 
  of special metal and can be used even be spellcasters. 
   
  Fan, war 
  The war fan is mainly used in the East and a rare weapon 
  even there. Often laughed at, it is nevertheless a deadly 
  weapon and very easily concealed. 
   
  Flail, heavy 
  Cheap and effective, the heavy flail is a popular weapon 
  among mercenaries. 
   
  Flail, light 
  This variant of the flail is lighter and cheaper, but also less 
  damaging. 
   
  Flask, glass 
  The glass flaks can be used to hurl alchemical mixtures at 
  enemies. 
   
  Halberd 
  The halberd is the standard weapon of guard and best used 
  by disciplined soldiers in mass combat. 
   
  Hamme, war 
  In melee, the war hammer is a dangerous weapon. Many 
  cultures consider is barbarous, though. 
   
  Jitte 
  The jitte is an iron baton mainly used for defence. It has a 
  short hook at the end which can be used to disarm 
  swordsmen. On a critical hit, it will snatch the opponent‘s 
  weapon. 
   
  Jo 
  The jo is a small version of the bo. It is only half as long and 
  can be used with one hand. 
   
  Kama 
  The kama is a straight-bladed sickle. It is used by farmer and 
  primarily a weapon. 
   
  Katana 
  The katana is a long sword designed to be used with both one 
  and two hands. Every samurai has a katana personally made 
  for him. 
   
  Kusari-gama 
  This is a simple kama attached to an iron chain. It will 
  entangle opponents with less than half the attacker‘s hit dice. 
  The victim is permitted a saving throw every round to free 
  itself. 
   
  Lance 
  The lance can be used by foot soldiers, but was designed to 
  be used by cavalry and for jousting. 
   
  Mace, heavy 
  The mace is the favoured weapon of clerics. 
   
  Mace, light 
  This is a lighter and cheaper version of the mace. 
   
  Masakari 
  The masakari is a two-handed battle axe used in the East. 
   
  Morning star 
  The morning star is difficult to use effectively, but also very 
  intimidating. 
   
  Nagamaki 
  This is a shorter version of the naginata. 
   
  Naginata 
  Similar to the glaive, the naginatai is a blade attached to a 
  shaft used in the East. 
   
  Nodachi 
  The nodachi is a large, two-handed sword. It is larger than 
  the common katana. 
   
  Pike, heavy 
  The pike is a long pole weapon with a spearhead at the end. 
  In groups, pike men are very effective. 
   
  Pike, light 
  This pike is often used by guards who were not issued the 
  more expensive and prestigious halberd. 
   
  Pole arm 
  The pole arm comes in a variety of types such as glaive, 
  partizan or voulge. In larger armies, it is probably the most 
  common weapon. 
   
  Sai 
  The sai is a parrying weapon similar to the jitte. 
   
   
  
  72 
  Shield, horned 
  This shield is equipped with a spike and can be used 
  offensively if necessary. 
   
  Spear 
  The spear is a popular and relatively cheap weapon. It is used 
  by many primitive cultures and can be thrown as well. 
   
  Staff 
  The staff is a simple and easy-to-use weapon. Some wizards 
  enchant their staff so it becomes unbreakable. 
   
  Sword, bastard 
  The bastard sword is a mix between the long sword and the 
  Zweihänder and as such can be used with one or both hands. 
   
  Sword, claymore 
  The claymore is an incredible massive two-handed sword. It 
  does not only deal a high amount of damage, but is likely to 
  impress the opponent as well. 
   
  Sword, long 
  The long sword is as elegant as it is effective. Every knight 
  wears one. 
   
  Sword, short 
  The short sword is less lethal than the long sword, but also 
  lighter and can be concealed better. 
   
  Sword, Zweihänder 
  The Zweihänder is a huge two-handed sword. Only strong 
  warriors will be able to wield it effectively. 
   
  Tanto 
  This is a dagger as it is used in the East. 
   
  Tetsubo 
  The tetsubo is a staff with an iron shod at one end. 
   
  Tonfa 
  The tonfa is a wooden baton and a defensive weapon. 
   
  Trident 
  The trident is not only used for fishing. Creatures less than 
  half a metre long will get tuck on its prongs if attacked 
  successfully. 
   
  Wakizashi 
  The wakizashi is the Eastern form of the short sword. Most 
  samurai carry both this weapon and a katana. 
   
  Whip 
  The whip is not very damaging, but can be used to either 
  entangle an enemy or to do damage. The attacker announces 
  this before he attacks. If the attack is successful and the 
  opponent fails a saving throw, he is entangled. Victims with 
  less than four hit dice are paralysed. Victims with less than 
  ten hit dice are slowed to half speed and can attack only every 
  second round. In both cases, they are permitted one saving 
  throw per round to break free. Targets with at least ten hit 
  dice lose initiative the next time it is rolled.  
   
  Yari 
  The yari is the spear as used in the East. 
   
   
  Missile Weapons 
   
  Arrow 
  Good arrows are harder to manufacture than once might 
  think. Apart from normal wooden arrows, there are also steel 
  or enchanted arrows. 
   
  Table 63: Missile Weapons 
  Weapon 
  Damage 
  Rate of Fire 
  Range, inside (m) 
  Range, outside (m) 
  Magazine Size 
  Cost (gp) 
  Arrow 
  1d6 
  - 
  - 
  - 
  - 
  0.1 
  Axe, hand 
  1d6 
  1 
  3 
  10 
  - 
  1 
  Blowgun 
  - 
  1 
  10 
  20 
  - 
  5 
  Bola 
  1d2 
  1 
  5 
  15 
  - 
  5 
  Bolt, heavy 
  1d6+1 
  - 
  - 
  - 
  - 
  0.1 
  Bolt, light 
  1d4+1 
  - 
  - 
  - 
  - 
  0.1 
  Boomerang 
  1d4 
  1 
  10 
  30 
  - 
  10 
  Bow, long 
  - 
  2 
  20 
  65 
  - 
  60 
  Bow, short 
  - 
  2 
  15 
  45 
  - 
  15 
  Bullet, small 
  - 
  - 
  - 
  - 
  - 
  0.2 
  Bullet, large 
  - 
  - 
  - 
  - 
  - 
  0.3 
  Colt1 
  1d4+1 
  1.5 
  5 
  15 
  6 
  20 
  Crossbow, heavy 
  - 
  0.5 
  30 
  90 
  - 
  20 
  Crossbow, light 
  - 
  1 
  20 
  65 
  - 
  12 
  Daikyu 
  - 
  2 
  20 
  65 
  - 
  75 
  Dart 
  1d3 
  3 
  5 
  15 
  - 
  0.2 
  Dart, blow 
  1 
  - 
  - 
  - 
  - 
  0.02 
  Flask, glass 
  Depends on content 
  1 
  10 
  20 
  - 
  0.05 
  Hankyu 
  - 
  2 
  15 
  45 
  - 
  20 
  Javelin 
  1d6 
  1 
  10 
  30 
  - 
  0.5 
  Musket2 
  1d8 
  1 
  20 
  60 
  1 
  40 
  Net 
  - 
  1 
  5 
  15 
  - 
  4 
  Pistol1 
  1d4 
  1.5 
  10 
  25 
  8 
  15 
  Revolver1 
  1d6 
  1 
  10 
  30 
  8 
  35 
  Rifle2 
  1d6 
  1 
  30 
  90 
  1 
  60 
  Shotgun2 
  1d10 
  0.5 
  5 
  10 
  2 
  40 
  Shuriken 
  1d4 
  4 
  10 
  25 
  - 
  0.5 
  Sling 
  - 
  1 
  12 
  35 
  - 
  0.2 
  Spear 
  1d6 
  1 
  10 
  30 
  - 
  1 
  Stone, sling 
  1d4 
  - 
  - 
  - 
  - 
  0.01 
  Uchi-ne 
  1d4 
  2 
  5 
  15 
  - 
  1 
  1One-handed gun 
  2Two-handed gun 
   
  
  73 
  Axe, hand 
  The hand axe can be used as a ranged weapon as well. It is 
  especially useful to open a battle. 
   
  Blowgun 
  The blowgun is mainly used by primitive tribes, but is also 
  popular in the East. 
   
  Bola 
  The bola is a length of cord with two heavy balls at either 
  end. A target hit by a bola has to make a saving throw. If the 
  saving throw is not made, the victim is entangled. Victims 
  with less than four hit dice are paralysed. Victims with less 
  than ten hit dice are slowed to half speed and can attack only 
  every second round. In both cases, they are permitted one 
  saving throw per round to break free. Targets with at least ten 
  hit dice lose initiative the next time it is rolled.  
   
  Bolt, heavy 
  These bolts are made for use with a heavy crossbow. Special 
  bolts, like armour-piercing ones, exist as well. 
   
  Bolt, light 
  Light bolts can be used with a light crossbow. If use with a 
  heavy one, they will most likely burst. 
   
  Boomerang 
  The boomerang is a curved wooden stick that, if used 
  correctly, returns to the attacker‘s hand if it misses it target. A 
  successful save lets the attacker catch the boomerang. Failure 
  means the boomerang lands three metres away from him. 
   
  Bow, long 
  The long bow is a hunting weapon as well as used in warfare. 
   
  Bow, short 
  The short bow has a shorter range than the long bow and 
  requires less strength to use. 
   
  Bullet, small 
  These bullets are needed for gun being used with one hand. 
   
  Bullet, large 
  Large bullets are for rifle-like guns requiring both hands. 
   
  Colt 
  The colt has a small magazine, but is a bit deadly than the 
  pistol. 
   
  Crossbow, heavy 
  The heavy crossbow is slow, but has a great range and is 
  especially deadly if used in an ambush. 
   
  Crossbow, light 
  The light crossbow is less damaging, but also faster to reload. 
   
  Daikyu 
  The daikyu is the long bow as used in the East. 
   
  Dart 
  Darts are weak, but can be thrown in quick succession and 
  are easy to use. 
   
  Dart, blow 
  The blow dart as such is almost harmless, but is silent and 
  can be prepared with poison. 
   
  Flask 
  A flask as such is not very dangerous. Filled with holy water 
  or alchemical substances, it becomes dangerous weapon. 
   
  Hankyu 
  The hankyu is the Eastern short bow. 
   
  Javelin 
  The javelin is similar to the spear, but streamlined and 
  specially made to be thrown. 
   
  Musket 
  The musket has been developed as an alternative to the bow. 
  Currently, it is used by few armies, though. 
   
  Net 
  A net is primarily used to overwhelm and catch and enemy. 
  Slavers and gladiators tend to use this weapon. If a creature is 
  attack by the net, it has to make a saving throw. If the saving 
  throw is not made, the victim is entangled. Victims with less 
  than four hit dice are paralysed. Victims with less than ten hit 
  dice are slowed to half speed and can attack only every 
  second round. In both cases, they are permitted one saving 
  throw per round to break free. Targets with at least ten hit 
  dice lose initiative the next time it is rolled.  
   
  Pistol 
  The pistol is light and – for a gun – relatively common. 
   
  Revolver 
  The revolver is the heaviest and most damaging of all 
  handguns. It is also the rarest. 
   
  Rifle 
  The rifle is weaker than the musket, but very precise even 
  over long distances. 
   
  Shotgun 
  The shotgun is devastating at close range. Very few know 
  how to manufacture it, though. 
   
  Shuriken 
  Shuriken look like little metal stars. They have a short range, 
  but can be thrown in quick succession. 
   
  Sling 
  A sling can be used to hurl stones. It is not very strong, but 
  light and compact. 
   
  Spear 
  The spear is a most common weapon for infantry. 
   
  Stone, sling 
  Almost any stone can be used with a sling. Alternatively, 
  some people use lead balls. 
   
  Uchi-ne 
  The uchi-ne is a small dagger designed to be thrown. In the 
  East, most noblemen carry one. 
   
  
  74 
  Armour 
   
  Table 64: Armour 
  Armour 
  AC Bonus 
  Cost (gp) 
  Chain mail 
  +5 
  75 
  Do-maru 
  +3 
  150 
  Full plate mail 
  +7 
  450 
  Hanburi1 
  - 
  15 
  Hara-ate2 
  +2 
  75 
  Haramaki 
  +1 
  50 
  Helmet1 
  - 
  10 
  Leather 
  +1 
  10 
  O-yori1 
  +6 
  500 
  Paded 
  +1 
  5 
  Plate mail 
  +6 
  200 
  Ring mail 
  +4 
  40 
  Scale mail 
  +3 
  30 
  Shield, buckler 
  +1 
  10 
  Shield, medium 
  +2 
  20 
  Shield, tower 
  +3 
  35 
  Studded leather 
  +2 
  15 
  1Protects against critical hits 
  2Only protects from the front 
   
   
  Chain mail 
  Chain mail is similar to ring mail, but offers a little bit more 
  protection.  
   
  Do-maru 
  The do-maru is a metal breast plate. 
   
  Full plate mail 
  No regular armour protects more than fill plate mail. It 
  covers the entire body apart from the head and is very hard 
  to penetrate. 
   
  Hanburi 
  The hanbury is a helmet as it is fashioned in the East, usually 
  without a visor. 
   
  Hara-ate 
  The hara-ate is a piece of laced armour used as a breast plate. 
  It offers no back protection. 
   
  Haramaki 
  The haramaki is a light piece of armour made of silk and 
  chain. It can be worn under clothing. 
   
  Helmet 
  This simple helmet offers protection from critical hits. 
  Someone wearing one takes only full, but not double damage. 
   
  Leather armour 
  Leather armour is light and popular among those who want 
  to sacrifice little agility for some protection. 
   
  O-yori 
  The o-yori is a full suit of armour complete with a helmet. It 
  is usually specifically made for a certain customer and often 
  coloured in the colours of his house. 
   
  Padded armour 
  Padded armour is very light and can be worn under a mantle 
  or wider clothing. 
   
  Plate mail 
  Plate mail is very heavy, but one of the best pieces of armour 
  available. 
   
  Ring mail 
  Ring mail consists of many small interconnected rings. It 
  offers quite some protection, but also some time to get used 
  to.  
   
  Scale mail 
  Scale mail consists of interconnected metal scales. It is easier 
  to manufacture than chain or ring mail. 
   
  Shield, buckler 
  The buckler is a small shield mainly for melee combat.  
   
  Shield, medium 
  This shield is the standard shield of infantry and also suited 
  to deflect missiles. 
   
  Shield, tower 
  The tower shield can cover is user completely. It is very 
  heavy. 
   
  Studded leather armour 
  This armour is similar to normal leather armour, but a bit 
  harder to penetrate. 
   
  
  75 
  How to Play 
   
  Once everyone has created a player character, the game can 
  start. From this point on, the game master and to a certain 
  extend the player have all the power and can determine what 
  happens. The players decide what their characters do and the 
  game master decides how the non-player characters, 
  monsters and the environment react. 
   
   
  Character Advancement 
   
  Experience 
  Characters are awarded experience points (XP) for dealing 
  with monsters, finding treasure, solving problems, getting out 
  of tight situations and everything else that makes a 
  adventurer‘s life thrilling. Experience should not only be 
  given for slaying monsters in a straightforward fight, but also 
  for tricking or dealing with them diplomatically. These 
  experience points will eventually allow them to level up. All 
  character classes use the unified experience table shown 
  below. 
   
  Table 65: Character Experience Progression 
  Level 
  Experience Points Required for Level 
  0 
  -500 
  1 
  0 
  2 
  1,000 
  3 
  2,000 
  4 
  4,000 
  5 
  8,000 
  6 
  16,000 
  7 
  32,000 
  8 
  64,000 
  9 
  128,000 
  10 
  256,000 
  11 
  350,000 
  12 
  450,000 
  13 
  650,000 
  14 
  750,000 
  15 
  850,000 
  16 
  950,000 
  17 
  1,050,000 
  18 
  1,150,000 
  19 
  1,250,000 
  20 
  1,350,000 
  21+ 
  + 100,000 per level 
   
  Experience points can be handed out to the whole party or to 
  individual player character. In this case, the game master 
  should ensure that every character can shine from time to 
  time. Instead of handing out experience for single events or 
  adventures, it is also possible to ignore experience altogether 
  and simply let the whole party reach the next level when the 
  game master sees it fit. 
   
  Usually, player characters start at level one. They are already 
  above average in comparison to the majority of the 
  population and most had special training. An alternative 
  approach is to let the characters start with no level, class or 
  class abilities at all, -500 XP and 1d4 hit points. Once they 
  have reached naught XP, they are equal to characters of the 
  first level of their class. These characters will be very fragile at 
  the beginning, but playing them can be rewarding and 
  enhance the game‘s roleplaying aspect. 
  Levelling Up 
  Once a new level has been reached, class skills and the saving 
  throw improve, casters can cast more spell and special 
  abilities depending on the class may be gained. Additionally, 
  all character become a bit tougher can gain an additional hit 
  die, which determines their hit points. Every player rolls dice 
  worth the number and type of hit dice his character has. The 
  number of hit points is compared to the number of hit points 
  he previously had without any hit point boni. If the new 
  result is worse than the old one, it is discarded, the old 
  number of hit points is kept and the hit point boni are added. 
  Should the new number be better, it is taken instead. After a 
  certain level, characters do not gain new hit dice, only a hit 
  point bonus depending on their class. Nevertheless, the hit 
  dice are re-rolled every new level and can still improve. 
   
   
  Resolution Mechanics 
   
  Saving Throws 
  Saving throws are a resolution mechanic used to see whether 
  a character succeeds to avoid a certain hazard or not, may it 
  be the effect of a spell, a deadly poison or the frightening 
  presence of a monster. If the saving throw is made, the 
  character suffers less severe or no consequences. To make a 
  saving throw, the player rolls a d20 and checks if the number 
  rolled is as high as or higher than his character‘s saving throw 
  value. If that is the case, he succeeded. If not, the character 
  has failed to avoid the hazard. With every level, the number 
  gets lower and it will become easier to make a saving throw. 
  Apart from the basic saving throw, certain races and classes 
  also gain a bonus against specific hazards like paralysis, 
  poison, magic or other. These boni come into play if a hazard 
  requires a certain type of saving throw. If the character has 
  no bonus or malus to the specific saving throw, it is identical 
  to the basic saving throw. 
  Monsters have a saving throw value as well listed in their stats 
  block. Special class skills like thief or ranger skills work like 
  saving throws too, as does the system shock survival check. 
   
   
  Ability Checks 
  The ability scores indicate a character‘s strength in body and 
  mind. Having a high or low ability score does not mean the 
  character will always be successful or always fail, though. If a 
  character comes into a situation where a certain physical or 
  mental quality is needed, the game master lets him make an 
  ability check. To make the check, the player rolls a d20. If the 
  value is equal to or lower than a certain ability score, the 
  check was successful. 
   
  To any kind of check, the game master can hand out a bonus 
  or penalty depending on the character or the situation. He 
  can also rule that some do not require an check at all due to 
  their expertise. 
   
  
  76 
  Combat 
   
  Order of Battle 
  If the player characters come in contact with hostile forces, 
  combat starts. Combat is divided into the following steps: 
   
  1. Surprise Check 
  If a group is aware of the enemy‘s presence, it cannot be 
  surprised. If one side is surprised, the other side automatically 
  acts first before their opponents have a chance to react. 
  Depending on the situation, the game master can rule that 
  the surprise attack has additional effects, like some opponents 
  trying to flee or dropping an item. If it is unclear whether one 
  side is surprised or not, the game master may roll 1d6 for one 
  side. A one or two means that the side is surprised. Certain 
  enemies are very vigilant and get a bonus to their surprise 
  roll. 
   
  2. Declare Spells 
  If a spellcaster wants to cast a spell in this round, he has to 
  announce the spell and the target now. If he is damaged 
  between declaring the spell and casting it, the spell is lost. 
   
  3. Determine Initiative 
  A d6 is rolled each round for each side to determine who 
  strikes first. If one side is surprised, the other starts 
  automatically. If both sides have the same result, both parties 
  act simultaneous. Some monsters  
   
  4. Movement and Missile Attacks: The side that has won 
  initiative moves and can fire missile weapons. After that, the 
  other side moves. Moving includes all kinds of movement, 
  like engaging the enemy, climbing or jumping down from 
  greater height. Ranged combatants that can fire more than 
  one missile per round fire half their missiles (rounded down) 
  in this phase and the others at the end of the melee phase. 
   
  5. Spells and Melee Attacks: Each combatant from the side 
  that has the initiative can make, if in melee range, an attack. 
  Spellcaster not engaged in melee combat can cast spells, 
  which will come into effect immediately. Afterwards, the 
  other side moves. Turning undead and use of psionic powers 
  takes place in this phase as well. 
   
  6. Complete the Round 
  The round is over and the battle continues with phase two. If 
  one side has been killed, fled or surrendered, the fight is over. 
  The Attack Roll 
  If a character attacks an opponent with a weapon, a d20 is 
  rolled to determine if he hits or not. The result is the 
  THACO, the value used To Hit A Combat Opponent. After 
  every bonus and penalty has been taken into account, the 
  THACO has to be equal or higher than the target‘s armour 
  class. If that is the case, the attacks was successful and 
  damage is rolled and subtracted from the target‘s hit points. 
  Monsters attack like characters, but gain their number of hit 
  dice as a THACO bonus. 
   
   
   
  Turning the Undead 
  Clerics and related classes have the ability to turn the undead. 
  A turned undead will flee or be destroyed by the divine 
  power of the cleric‘s god. If a cleric tries to turn one or more 
  undead, the player rolls 2d10. If the result is equal or higher 
  than the number shown in the table below, 2d6 undead 
  within a radius of up to fifteen metres around the cleric will 
  flee for 3d6 rounds. A T indicates the undead are turned 
  automatically. A D indicates they are destroyed and crumble 
  to dust. 
  Clerics associated with dark and malicious deities who do not 
  oppose undead or even support them do not destroy undead, 
  but take control over them instead. Neutral clerics may, 
  depending on the decision of the game master, chose to 
  either turn or destroy the undead.  
  In certain situations, undead cannot be turned easily. The 
  game master can decide that undead henchmen cannot be 
  turned or are turned with greater difficulty if their master is 
  present. Terrain like unhallowed ground or the presence of 
  dark or benevolent power can make turning easier or harder. 
   
  Table 66: Turning the Undead 
  Challenge 
  Level 
  Sample Undead 
  Character Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9+ 
  13+ 
  15+ 
  17+ 
  19+ 
  1 
  Skeleton 
  10 
  7 
  4 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  2 
  Zombie 
  13 
  10 
  7 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  3 
  Ghoul 
  16 
  13 
  10 
  4 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  4 
  Shadow 
  19 
  16 
  13 
  7 
  4 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  D 
  5 
  Wight 
  20 
  19 
  16 
  10 
  7 
  4 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  6 
  Wraith 
  – 
  20 
  19 
  13 
  10 
  7 
  4 
  T 
  T 
  D 
  D 
  D 
  D 
  7 
  Mummy 
  – 
  – 
  20 
  16 
  13 
  10 
  7 
  4 
  T 
  D 
  D 
  D 
  D 
  8 
  Headless Horseman 
  – 
  – 
  – 
  19 
  16 
  13 
  10 
  7 
  4 
  T 
  D 
  D 
  D 
  9 
  Spectre 
  – 
  – 
  – 
  20 
  19 
  16 
  13 
  10 
  7 
  T 
  T 
  D 
  D 
  10 
  Young Vampire 
  – 
  – 
  – 
  – 
  20 
  19 
  16 
  13 
  10 
  4 
  T 
  T 
  D 
  11 
  Mature Vampire 
  – 
  – 
  – 
  – 
  – 
  20 
  19 
  16 
  13 
  7 
  4 
  T 
  T 
  12 
  Elder Vampire 
  – 
  – 
  – 
  – 
  – 
  – 
  20 
  19 
  16 
  9 
  7 
  T 
  T 
  13 
  Lich 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  20 
  19 
  11 
  9 
  4 
  T 
  14 
  Hollow Treant 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  20 
  15 
  11 
  7 
  4 
  15 
  Elemental Lich 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  20 
  15 
  10 
  7 
  16 
  Zombie Niseag 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  19 
  13 
  10 
  17+ 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  16 
  13 
  
  77 
  Special Situations 
  In the heat of battle, not every attack is made against a 
  readied enemy facing his opponent. This section provides 
  rules for special situations. 
   
  Attacking from Behind 
  Attacking an enemy from behind grants the attacker a +2 
  THACO bonus. The thief and related classes get a +4 bonus 
  and can backstab the enemy for additional damage. To get 
  behind the enemy, the thief has to successfully hide in 
  shadows or simply surprise his opponent. 
   
  Critical Hits 
  If and attack roll is made and a player rolls a natural twenty, 
  he hits automatically and the amount of damage the attack 
  does it doubled. A natural twenty occurs if a twenty is rolled 
  directly, without any modifiers. 
   
  Critical Failure 
  The same a natural twenty always hit, a natural one will 
  always miss. 
   
  Fist Fight 
  Instead of weapons, characters can also use their fists to 
  fight. A hit with a fist does 1d2 points of damage. The 
  damage will be subdual in half the cases. Additional damage 
  due to high strength is always subdual. The monk is an 
  exception here. He is a professional fist fighter and does 
  damage linked to his level while using his fists. In addition to 
  or instead of fists, some races have natural weapon that do 
  full damage. A non-horned shield may also be used instead of 
  a fist and follows the same rules 
   
  Guns 
  Guns work mostly like other missile weapons. However, they 
  have a magazine that needs to be reloaded every time it is 
  empty. Reloading takes one round. 
   
  Invisible Opponents 
  Attacks against invisible targets – which includes attacks in 
  total darkness – are made at a -4 THACO penalty. Some 
  monsters with special abilities or monsters with more the 
  eleven hit dice are usually able to see invisible targets anyway. 
   
  Melee Attack 
  Characters no more than three metres apart from each other 
  are considered to be in melee range and can attack each other 
  with melee attacks. 
   
  Missile Attacks 
  An attack with a ranged weapon is considered a missile 
  attack. The attacker adds his missile weapon modifier to the 
  attack roll. The archer and the fighter also get a damage 
  bonus depended on their strength score for missile attacks. If 
  a missile attack is fired at two or more targets in melee, the 
  creature hit is determined randomly. The attack may also hit 
  an ally. Shooting beyond a missile weapon‘s range leads to 
  a -2 THACO penalty. A weapon cannot reach farther than 
  twice its normal range. 
   
  Movement within Melee 
  A combatant blocks an area with a radius of one metre 
  around him. If someone moves through this area, the 
  combatant gets a free attack at the moving character. This 
  free attack can only be made if the combatant is not 
  concentrating on something else, like casting a spell. 
   
  Overwhelming an Opponent 
  To overwhelm an opponent, the attackers have to be in 
  melee range. Each attacker and the defender roll 1d6 for 
  every hit die they have. If the attackers have a higher sum of 
  eyes, the defender is pinned down and can be killed in the 
  next round. If both sums are equal, the struggle remains 
  unresolved and nobody can attack. If the defender wins, the 
  attackers are stunned for a number of rounds equal to the 
  difference between the attacker‘s value and the defender‘s 
  value. 
   
  Retreat 
  If someone retreats from melee combat, the opponent gets a 
  free attack. If the character is turning around as well, the 
  opponent is also granted a +2 THACO bonus for attacks 
  from behind. 
   
  Second Rank 
  Long weapons like spear or lances can reach through the first 
  rank of combat and can be used from the back row. 
   
   
   
  Spells 
  Spellcasters who want to use a spell start casting at the 
  beginning of the combat round. Casters in melee under attack 
  under by an opponent cannot cast spells. Caster within melee 
  range of an opponent not yet under attack can. If a caster 
  suffers damage while casting a spell, the spell is lost. Spells 
  will come into effect in the melee phase of a combat round. 
   
  Subdual Damage 
  Sometimes, it is preferable to beat down an opponent 
  without killing him. In this case, a character inflicts half 
  subdual and half real damage. Subdual damage is subtracted 
  from the hit points as well and recovered at a rate of one hit 
  point per hour. If subdual and real damage combined reduce 
  a character to naught hit points, he falls unconscious. If the 
  real damage alone reduces him to naught hit points, the 
  character has accidentally been killed. Certain creatures, like 
  wild animals or demons, may be not affected by subdual 
  damage. 
  
  78 
  Two-handed Weapons 
  Wielding a weapon with both hands that could also be used 
  with only one hands grants a +1 bonus to damage. This does 
  not apply two weapons which have to be used with two 
  hands anyway. 
   
  Two-weapon fighting 
  A combatant wielding two weapon is more like to hit his 
  opponent and thus gains a +1 THACO bonus. He does not 
  gain an additional attack, but can decide which weapon to use 
  for damage. A shield that can be used as a weapon does not 
  count as a second weapon. 
   
  Underwater Combat 
  Due to the resistance of the water, only piercing or thrusting 
  weapons can be used effectively underwater unless the 
  weapon is magically enchanted to allow free movement. 
  Bows and hurled weapons are also useless. Crossbows can be 
  fired underwater, but their range is halved. 
  Even given the proper weaponry, surface dwellers and other 
  creatures whose natural habitat is not aquatic cannot fight 
  very effectively underwater. When attacking with a melee 
  weapon, they suffer a -4 THACO and initiative penalty. This 
  does not apply to ranged attacks or spellcasting. 
  Unless otherwise stated, fire-based spells or those requiring 
  oxygen have no effect underwater. Lightning spells affect all 
  creatures, including the caster, using the spell‗s range as an 
  effective area with the caster as a point of origin. Summoning 
  spells will summon only underwater creatures. Other spells 
  are modified as seen fit by the game master. 
   
   
  Other Rules 
   
  Time 
  In Grey Matter, time in combat and time in general is handled 
  abstractly. One round, the time in which everyone makes a 
  move, equals one minute, although actual combat is most 
  likely faster. A turn equals ten minutes and can be used 
  outside combat.  
   
  Encumbrance 
  Every piece of equipment a character carries, gold and jewels 
  included, has a certain mass. Obviously, no character can 
  carry an unlimited amount of things without being slowed 
  down. It is possible to define a certain mass for every item, 
  add them together and calculate what strength is needed to 
  carry this mass with that speed. This requires a lot of 
  bookkeeping, though, and does not necessarily add anything 
  to the game. 
  Hence, the default encumbrance system for Grey Matter is an 
  abstract one. Every character can carry a number of medium 
  to large items equal to his strength ability score. For every 
  further item, two points are temporarily subtracted from 
  movement and one from the dexterity score. Small items do 
  not slow down a character. 
  This system is heavily abstracted and requires common sense 
  from both the game master and the players. No character is 
  able to carry a very large amount of small items or a small 
  number of really heavy ones. The group is expected to reduce 
  the number of items a character carries to a reasonable 
  amount with the rules above as a guideline. 
   
  Movement 
  Every player character race and monster has a speed, the base 
  movement rate. It is usually nine or twelve for player 
  character races. Divided by three, it is the distance in metres a 
  creature can move in one combat round without risking to 
  stumble, being hit by free enemy attacks or other direct 
  consequences. Out of combat, the movement rate is doubled 
  and doubled again if a character is running. Creatures which 
  have learned swimming swim at half this speed. Trained 
  swimmers swim at their movement rate, natural swimmers at 
  one and a half times their speed. 
  While in combat but outdoors, movement rates are tripled 
  together with the range of missile weapons. 
  While hiking on a road or on easy terrain, a character can 
  usually make one and a half times his movement rate in 
  kilometres per day. During a forced march, he makes twice 
  his movement rate. The game master can modify the 
  movement rate for difficult terrain like forest, swamps or 
  mountains. 
  It is recommended to keep movement abstract. The rule 
  above just serves to get an idea on how fast the party will 
  move.  
   
  Death 
  If character is hit, the amount of damage is subtracted from 
  his hit points. If he reaches naught hit points, he falls 
  unconscious and cannot perform any actions. The character 
  will lose one hit points per round until he reaches negative hit 
  points equal to his level. At this point, he dies. There are 
  certain divine and magical ways to bring back dead 
  characters, but none of them is easy or cheap. 
  Certain races which are not entirely organic, like the 
  warforged and the modron, have special rules for character 
  death explained in their race description. 
   
   
   
  Healing 
  Magic is one way to quickly restore lost hit points. In addition 
  to that, a character recovers 1d3 hit points per night of full 
  rest. If he rests very comfortable, like in a good inn, he 
  recovers one additional hit point. Likewise, sleeping outside 
  during rainfall may lead to a penalty. A full month of rest will 
  always restore all hit points, no matter how many a character 
  lost. 
   
   
   
  
  79 
  Ability Score Loss 
  Some undead, magic spells or other effects temporarily 
  reduce one or more of a character‘s ability scores. Unless the 
  description of the effects says otherwise, these losses are 
  recovered at a rate of one point per day for each of the six 
  scores, provided the character has at least a full night of rest. 
  If any ability score reaches naught, the creature dies. 
   
  Darkvision 
  Some creatures, mostly subterranean ones, have so-called 
  darkvision. They can see up to twenty metres in darkness, but 
  no magical darkness. 
   
  Elemental Resistance 
  Some items grant the wearer resistance against certain 
  elements. Any damage taken from that element is reduced by 
  a certain percentage (rounded down). Resistance granted by 
  items stacks unless one of the items sets the resistance to a 
  certain value. An attack will always deal at least one point of 
  damage unless the resistance is 100%. 
   
  Inherited Spell- Like Powers 
  Some player character races, monsters and classes have 
  magic-like abilities. In most cases, these work exactly as a 
  certain magic spell and can be used at will, though not 
  necessarily an unlimited number of times. However, while 
  these powers work like spells, they are not magical the way an 
  arcane or divine spell is, but come from another source of 
  power. They can be used while wearing armour, while being 
  in an antimagical field and without uttering a magic formula. 
  The number of hit dice the creature has equals its caster level. 
   
  Magic Resistance 
  Some creatures have magic resistance. Anytime magic is used 
  on them, 1d100 is rolled. If the number is equal to or lower 
  than the monster‘s magic resistance, the magic has no effect. 
  Unless mentioned otherwise, magic resistance can be 
  supressed at will to allow helpful spells. 
   
  Modified Percentile Rolls 
  Some spells, special attacks or items grant a bonus or malus 
  to die rolls. If a percentile roll with the d100 is modified, a 
  bonus or malus of one equals ten per cent unless the 
  description specifically says otherwise. 
   
  Morale 
  Not everyone the characters encounter will fight to the bitter 
  end. The majority of creatures will try to flee, surrender or 
  negotiate if they cannot win the fight. The game master 
  decides how the monsters react. The presence of a strong 
  leader, the creatures believes and other factors come into play 
  here. This also goes for any hirelings the characters have. 
  However, certain creatures will never surrender. These 
  include machine-like creatures like the golem, mindless oozes 
  or destructive undead. 
   
  Structural Points 
  Large structures, like siege weapons, vessels or fortresses do 
  not have common hit points, but so-called structural hit 
  points. Small weapons – that is anything smaller than 
  boulders or siege weapons – do not inflict structural points of 
  damage.  
   
  Temporary Hit Points 
  Some abilities and items grant the user temporary hit points. 
  These hit points can expand the creature‘s maximum amount 
  of hit point, but cannot be healed. Once they are removed by 
  damage inflicted on the creature, they are gone for good. If 
  no damage is taken, they disappear after one night of rest or 
  after twenty-four hours at the latest. 
   
  Twilight Vision 
  Twilight vision works like darkvision, allows the creatures 
  only to see in dimmed light, not complete darkness. 
   
   
   
   
   
  
  80 
  Hirelings 
   
  An adventure‘s most important allies are his companions. 
  Whenever even more manpower is needed, the party can hire 
  so-called hirelings. These are NPCs that serve the player 
  characters for money. They can be everything from common 
  folk paid to carry torches and equipment up to experts for 
  special tasks. Specialists will usually not go on adventures, but 
  rather perform services the player characters cannot do by 
  themselves. The number of specialist hirelings a character can 
  employ is limited by his charisma. Specialists may be bribed 
  with high amounts of money, though. The number of 
  common hirelings is unlimited. Every hireling has a certain 
  upkeep cost. It includes his wage and the money for the 
  material he uses. Torchbearers that enter dungeons together 
  with the party do not cost much, but have a risky job and 
  usually demand a share of the gold the party finds. 
   
  Table 67: Hirelings 
  Hireling 
  Monthly Upkeep (gp) 
  Type 
  Animal Trainer 
  500 
  Specialist 
  Armourer 
  200 
  Specialist 
  Blacksmith 
  40 
  Specialist 
  Engineer 
  1,000 
  Specialist 
  Guide 
  10 
  Common 
  Manservant 
  3 
  Common 
  Sage 
  1,000 
  Specialist 
  Sailor 
  10 
  Common 
  Ship Captain 
  300 
  Specialist 
  Spy 
  500 
  Specialist 
  Torchbearer 
  5 
  Common 
  Worker 
  1 
  Common 
   
   
  Animal Trainer 
  Animal trainer can handle all kinds of common animals. In 
  addition, some of them even have experience with rare 
  creatures like griffins. 
   
  Armourer 
  Armourers know how to make weapons and armour. Good 
  and innovative armourers are rare and sought after. 
   
  Blacksmith 
  A common blacksmith can manufacture everyday metal 
  items, but does usually not know how to make weapons. 
   
  Engineer 
  Engineers are needed for complex buildings like bridges or 
  fortresses as well as for constructing siege machinery. 
   
  Guide 
  A local guide knows shortcuts, save passages and the 
  common hazards of the area he lives in. However, almost 
  everyone can pretend to be a guide. 
   
  Manservant 
  Manservants are needed in every larger household. This job 
  includes butlers, cooks, maidens and similar professions. 
   
  Sage 
  A sage is a true expert in his field. Even if highly specialised, a 
  sage has information way beyond the knowledge of common 
  people. Sages not only have information, they also know 
  where to find it. 
   
  Sailor 
  Sailors a common and can be hired in every two near the 
  coast, but need a good captain to be effective. 
   
  Ship Captain 
  Apart from sailors, every ship  
   
  Spy 
  The spy is a specialist than know how to blend into the 
  crowd, gather information, infiltrate buildings and do 
  missions behind enemy lines. 
   
  Torchbearer 
  Torchbearers can be hired by adventurers to carry torches 
  and equipment. Their job is risky, but can also be rewarding, 
  as torchbearers usually get a percentage of the gold and 
  treasure their adventuring party finds. 
   
  Worker 
  Workers are simply men willing to do physical work for 
  money. They have no special qualifications other than being 
  at least in moderate shape. 
   
   
   
  Table 68: Men-at-Arms 
  Man-at-Arms 
  Monthly Upkeep (gp) 
  Hit Dice 
  Armour Class 
  Weapon 
  Saving Throw 
  Movement 
  Light Infantry 
  2 
  1 
  13 
  Spear (1d6) 
  17 
  12 
  Heavy Infantry 
  3 
  1+2 
  15 
   Long sword (1d8) 
  16 
  9 
  Archer 
  5 
  1 
  12 
  Long bow 1d6 
  18 
  12 
  Crossbowman 
  5 
  1 
  12 
  Heavy crossbow (1d8) 
  17 
  9 
  Light Horseman 
  10 
  1+1 
  13 
  Lance (2d4+1) 
  16 
  18 
  Heavy Horseman 
  20 
  2 
  15 
  Lance (2d4+1) 
  15 
  18 
  Sergeant 
  Special1 
  3 
  14 
  Long sword(1d8) 
  16 
  12 
  Lieutenant 
  Special1 
  3+2 
  15 
  Long sword (1d8) 
  15 
  12 
  Captain 
  Special1 
  4 
  15 
  Long sword (1d8) 
  14 
  12 
  1Sergeants cost twice, lieutenants three times and four times as much as a man-at-arms of the same type 
  
  81 
  In addition to common hirelings and specialists, the party can 
  also hire man-at-arms for fight for them. Most hired soldiers 
  are trained for outdoor military engagements and will not 
  enter dungeons or lairs. Men-at-arms are hired in small 
  platoons. For every ten men of one type, a sergeant is need, 
  for every twenty men a lieutenant and for every sixty men a 
  captain. 
   
  Light Infantry 
  Light infantry is usually equipped with spears and most 
  effective in squads. 
   
  Heavy Infantry 
  Heavy infantry is slower, but also better armoured than light 
  infantry. Heavy infantry is also better suited to fight on its 
  own if necessary. 
   
  Archer 
  Archers have the advantage of the range of their bows, but 
  need protection by other men-at-arms or they will end up as 
  easy targets for fast enemy ground units. 
   
  Crossbowman 
  A crossbow needs longer to reload than a bow, but requires 
  less training and has   
   
  Light Horseman 
  The greatest advantage of horsemen is their speed and ability 
  to scatter non-mounted enemy troops. Horsemen are 
  unsuited for combat in dense vegetation and mountainous 
  areas, though. 
   
  Heavy Horseman 
  Heavy cavalry is feared by every foot soldier. Few armies can 
  afford to maintain large units of heavy cavalry, though. 
   
  Sergeant 
  A sergeant commands ten men of his respective type of 
  military unit. 
   
  Lieutenant 
  For every twenty men of a certain type of men-at-arms, a 
  lieutenant is needed. 
   
  Captain 
  A captain command units with up to sixty men. Most 
  captains can command more than one type of men-at-arms. 
   
   
  
  82 
  Warfare 
   
  Most of the time, adventures will be involved in small-scale 
  battles only. This section deals with large battles involving 
  entire armies. Using the usual combat resolution mechanics 
  for such battles would tedious, so this section presents rules 
  to determine the quality and firepower of both sides and 
  resolve their clash with a single roll. 
   
   
  Basics 
   
  Each army has three scores associated with it. It has a Troop 
  Rating, which measures the experience and innate toughness 
  of the troops, and which varies only when the troops gain in 
  experience; a Quality, which is based on the Troop Rating but 
  includes modifiers for mounts and special or magical abilities 
  which may change between battles; and a Size, which is 
  simply the number of troops in the army. 
  When two armies enter battle with each other, the controller 
  of each army decides on a tactic for the army to use in this 
  battle, and then a Battle Score is calculated for each one. This 
  score is based on the Quality of the army, modified by factors 
  unique to the battle, such as the effectiveness of the tactics by 
  each side against each other, the terrain and location in which 
  the battle is fought, and how much one side outnumbers the 
  other. The results of the battle are found by adding 1d100 to 
  each Battle Score, and seeing which side gets the higher total. 
  The amount by which one side or the other wins determines 
  how many casualties each side takes and whether or not the 
  losing army must retreat or even be routed. 
   
  Multiple Armies 
  If the two sides in a fight have multiple armies that take the 
  field, the armies pair off and battle each other in pairs, with 
  army with the highest Quality score selecting an opposing 
  army to engage, then the unengaged army with the next 
  highest Quality score until all armies are engaged. 
   
  Should one side have more armies than the other – which 
  does not necessarily mean they have more troops – the side 
  with the fewest armies must split one or more of their armies 
  until each side has the same number of armies. Splitting an 
  army in this way does not affect the Quality of the army, only 
  the Size. 
  Then the armies on both sides pair off as normal. After each 
  pair of armies has fought, one army from each pair will have 
  been forced to leave the field of battle. If the armies 
  remaining on the field are all on the same side, then the battle 
  ends. Otherwise, the remaining armies remanoeuvre and pair 
  up again – again this may involve one or more armies 
  splitting up so there are equal numbers of armies on each 
  side. 
   
  Troop Rating 
  The Troop Rating of an army is based on the amount of 
  training, experience, and general toughness that an army has. 
  The Troop Rating of an army may range from Untrained to 
  Elite.  
  For human and most humanoid troops, the initial Troop 
  Rating of a force gathered from peasant militia will be either 
  Poor if comprised of 10% of the peasants in an area or 
  Untrained if comprised of 20% of the peasants. If mercenaries 
  or other professional soldiers are hired, the initial Troop Rating 
  will be Below Average. For each year that the army spends 
  active without disbanding, it gains a level of Troop Rating, to a 
  maximum rating of Average, which is the highest rating 
  available to troops that have not seen combat experience. 
  After the army has won – not merely fought – its first battle, 
  the Troop Rating immediately increases by one level, and can 
  now, by further years of training, reach Elite. Any time an 
  army is routed as the result of a battle, its Troop Rating 
  immediately drops by one level. 
  For humanoid troops significantly different that humans and 
  monstrous troops, the Troop Rating is based on their hit dice 
  
  83 
  Mixing Troops 
  There are three cases when troops of two different Troop 
  Ratings will be combined to form a single army. Firstly, two 
  smaller armies may be being combined into a single army. 
  Secondly, new recruits may be joining an experienced army to 
  replace combat losses. Thirdly, new recruits may be joining 
  an experience army to simply increase its Size. Note that in 
  this latter case, it may or may not be strategically better to 
  keep the recruits separate and maintain two smaller armies 
  with differing ratings than to maintain a single larger army. 
  In each of these cases, the combined army starts at the Troop 
  Rating of its best troops, and loses one rating per 20% of the 
  combined army that has come from the troops with the lower 
  quality. This reduction cannot reduce the army to a lower 
  Troop Rating than the less good troops were before the merge. 
  Additionally, if the troops are human or demi-human and 
  50% or more of the combined army has not yet won a battle, 
  then the whole army is considered to no longer have combat 
  experience and cannot rise above Average until it wins a battle. 
   
   
  Quality 
   
  Each troop rating has a base quality and a bonus. To 
  determine the Quality of the army, start with the base quality, 
  and for each of the following statements that is true, add the 
  bonus: 
   
   
  at least 20% of the army is mounted 
   
  at least 50% of the army is mounted 
   
  at least 1% of the army can fly 
   
  at least 20% of the army can fly 
   
  the average speed of the army is at least 15 per round 
   
  at least 20% of the army can have missile weapons 
   
  at least 20% of the army have missile weapons with a 
  range of at least thirty metres 
   
  at least 1% of the army have magical or special abilities 
   
  at least 20% of the army have magical or special abilities  
   
  100% of the army have magical or special abilities 
   
  at least 5% of the army are spellcasters 
   
  at least 30% of the army are spellcasters 
   
  Table 69: Army Quality 
  Troop Rating 
  Hit Dice 
  Base Quality 
  Bonus 
  Untrained 
  Below 1 
  10 
  1 
  Poor 
  1 
  28 
  3 
  Below Average 
  Up to 2 
  45 
  5 
  Fair 
  Up to 3 
  63 
  7 
  Average 
  Up to 5 
  75 
  8 
  Good 
  Up to 7 
  90 
  9 
  Excellent 
  Up to 9 
  112 
  12 
  Elite 
  More than 9 
  140 
  14 
   
   
  Resolving a Battle 
   
  Once both sides of the battle have ensured that they each 
  have the same number of armies and have sorted out which 
  armies will be engaging one another, the battles between 
  individual armies can commence. Firstly, determine if either 
  side is In Defence. A side is considered to be In Defence if it 
  occupies the battlefield before the other army arrives and 
  waits for the other army to come to it. If both armies meet 
  each other together, then neither is considered to be In 
  Defence. Resolving each battle has three steps: Deciding on 
  tactics, Calculating Battle Score, and then rolling for the battle 
  itself. 
   
  Tactics 
  The commander of each side must decide on the tactic that 
  their armies will use in the day‘s battles. Note that this is a 
  single decision made for all the armies together, not a 
  decision made on an army by army basis. All armies on one 
  side work together to achieve the goals of the tactic decided 
  by the commander. 
   
  The six tactics are: 
   
  Attack: This is the most basic tactic. The armies simply move 
  forward and engage the enemy. Although effective against 
  withdrawing or holding armies, armies using this tactic can 
  find themselves suffering if the enemy tries to envelop them 
  or lure them into a trap. However, overall it is still one of the 
  less risky tactics. 
   
  Envelop: The armies try to surround the enemy and attack 
  from all sides. It is particularly effective against enemies who 
  are holding position, but leaves the armies vulnerable to 
  direct attacks and attempts to overrun. 
   
   
   
  Hold: The armies try to hold position, letting the enemy 
  come to them and engaging them when they do. This tactic is 
  a good defence against a normal attack or an attempt to lure 
  the armies into a trap, but it is easily enveloped and can be 
  counterproductive when the enemy tries to overrun the 
  holding armies. 
   
  Overrun: This is an all-out attack, charging the enemies and 
  attempting to punch through the front ranks to attack the 
  more vulnerable troops. It is great for punching a hole 
  through troops that are trying to envelop you or for running 
  down troops that are trying to withdraw, but it can be a costly 
  tactic in terms of casualties. 
   
  Trap: The armies try to lure the enemy into making costly 
  lunges and flanking manoeuvres, before attacking those 
  troops committed to such manoeuvres. This tactic is effective 
  against attacking troops and can be devastating against troops 
  that are trying to overrun you; but is very weak against armies 
  that are reluctant to engage directly, such as those trying to 
  hold position or withdraw from combat completely. 
   
   
  
  84 
   
   
  Withdraw: This is simply an attempt to leave the battlefield 
  with as little fighting as possible. It is a risky manoeuvre 
  against enemies which are attacking directly or trying to 
  overrun you, but can often avoid a fight completely if the 
  enemy is holding position. 
   
  The player and game master should each write down the 
  tactic that their armies are using, before revealing them 
  simultaneously. The table below shows the effect that each 
  tactic has on the battle, based on the tactic that it is facing. 
  Each side should consult this table separately. The effect will 
  either be a modification in the number of casualties taken, a 
  modification to the army‘s Battle Score, no combat taking 
  place, or no effect. 
   
   
  Battle Score 
  The basic Battle Score of an army is equal to its Quality. This 
  basic score is increased by a fixed amount for each of the 
  following statements that is true: 
   
   
  +15 if the army outnumbers its opponent by at least 1.5 
  to 1 but less than 2 to 1 
   
  +30 if the army outnumbers its opponent by at least 2 to 
  1 but less than 3 to 1 
   
  +45 if the army outnumbers its opponent by at least 3 to 
  1 but less than 4 to 1 
   
  +60 if the army outnumbers its opponent by at least 4 to 
  1 but less than 5 to 1 
   
  +70 if the army outnumbers its opponent by at least 5 to 
  1 but less than 6 to 1 
   
  +80 if the army outnumbers its opponent by at least 6 to 
  1 but less than 7 to 1 
   
  +90 if the army outnumbers its opponent by at least 7 to 
  1 but less than 8 to 1 
   
  +100 if the army outnumbers its opponent by at least 8 to 
  1 but less than 11 to 1 
   
  +110 if the army outnumbers its opponent by at least 11 
  to 1 but less than 16 to 1 
   
  +120 if the army outnumbers its opponent by at least 16 
  to 1 but less than 21 to 1 
   
  +130 if the army outnumbers its opponent by at least 21 
  to 1 but less than 31 to 1 
   
  +140 if the army outnumbers its opponent by at least 31 
  to 1 but less than 41 to 1 
   
  +150 if the army outnumbers its opponent by at least 41 
  to 1 but less than 51 to 1 
   
  +160 if the army outnumbers its opponent by at least 51 
  to 1 
   
  +10 if the army is in the dominion of their liege 
   
  +10 if the army have beaten this enemy before 
   
  +10 if the troop class of the army is at least two levels 
  higher than that of their enemy. 
   
  +30 if ambushing an enemy while the enemy is marching 
   
  -10 if any allied force has routed 
   
  +20 if the battle is at night and the entire army has 
  darkvision 
   
  +20 if attacking from higher ground 
   
  +20 for an army in fields or woods native to it 
   
  +10 for an army in woods or forest native to it 
   
  +10 for an army in hills or mountains native to it 
   
  -20 for mounted troops in mountains, woods, or at a 
  stronghold 
   
  -20 for combat in swamp unless at least half the army can 
  fly 
   
  -10 for combat in snow or sand unless at least half the 
  army can fly 
   
  +10 if the army is In Defence 
   
  +50 if In Defence of a bridge, narrow pass, or gorge 
   
  +40 if In Defence and the attacker must cross deep water. 
   
  +20 if In Defence of mountains, hills, or a town 
   
  +50 if In Defence of a stronghold 
   
  +30 if the army has more or overall better siege weaponry 
  than its enemy does 
   
  +50 if at least 1% of the army is immune to the enemy‘s 
  attacks 
   
  +50 if the whole army is immune to at least 80% of the 
  enemy‘s attacks 
   
  +50 if the whole army is immune to all of the enemy‘s 
  attacks 
   
  -10 if the army has medium fatigue 
   
  -30 if the army has severe fatigue 
   
   
  Table 70: Battle Tactics 
  Tactic Chosen 
  Enemy tactic 
  Attack 
  Envelop 
  Hold 
  Overrun 
  Trap 
  Withdraw 
  Attack 
  +10% Casualties 
  +10 Battle Score 
  - 
  -20 Battle Score 
  +10% Casualties 
  +10 Battle Score 
  Envelop 
  -10 Battle Score 
  - 
  +20 Battle Score 
  +10% Casualties 
  -10% Casualties 
  +10 Battle Score 
  Hold 
  -10% Casualties 
  +20% Casualties 
  No Combat 
  No Combat 
  -10% Casualties 
  No Combat 
  Overrun 
  +20% Casualties 
  +10 Battle Score 
  +20% Casualties 
  +20% Casualties 
  +20% Casualties 
  +20 Battle Score 
  Trap 
  +10 Battle Score 
  -20 Battle Score 
  -20 Battle Score 
  +20 Battle Score 
  - 
  -10% Casualties 
  Withdraw 
  +20% Casualties 
  -10% Casualties 
  No Combat 
  +30% Casualties 
  -10% Casualties 
  No Combat 
  
  85 
  Rolling for the Battle 
  Once both armies who are engaging each other have had 
  their final Battle Scores calculated, the controller of each one 
  rolls 1d100 and adds it to their army‘s Battle Score. Whichever 
  side gets the highest total wins the battle, and the other side 
  loses the battle. The game master subtracts the total of the 
  loser from the total of the winner, and checks on the table 
  below to see what the effect is on each army. It3 has three 
  columns for each army, detailing casualties, location and 
  fatigue. The results for each army work in the same manner. 
   
  Casualties: The size of the army is reduced by the given 
  percentage. Remember that this percentage may be modified 
  up or down by the tactics that the army used. It is not 
  possible for an army to take more than 100% casualties. 
   
  Location: After the battle is finished, this shows the location 
  of the army. It may hold the battlefield, have been forced to 
  retreat one or more kilometres, or have advanced one or 
  more kilometres in pursuit of the enemy. Note that advancing 
  in this manner is compulsory in order to inflict the casualties 
  on the enemy army. Additionally, any army that was using the 
  Withdraw tactic may move an extra kilometre – but only away 
  from the enemy, not towards it. 
   
  Fatigue: This shows how fatigued the battle makes the army. 
  Fatigue affects the Battle Score of the army in future battles 
  that occur on the same day. Fatigue is removed from an army 
  by spending a single day neither moving nor fighting. 
   
  Rout: An army that is routed ceases to exist as a unit. 
  Whichever troops survive the fight will scatter, and slowly 
  return to their homes, arriving 1d10 weeks after the battle. 
   
   
  Aftermath 
   
  When all the pairs of armies involved in the battle have 
  finished fighting, the result will be that some will have held 
  the field and some will have moved away—either in retreat or 
  in pursuit of retreating armies. 
  If all the armies that still hold the field are on the same side, 
  the battle is finished for the day. If armies of both sides still 
  hold the field, the battle continues, with the armies first 
  splitting if necessary to ensure that there are equal numbers 
  on each side once more. 
   
   
   
   
   
   
  Strongholds in Battle 
   
  When a stronghold is under attack, it has the following effect 
  on the battle: When calculating troop ratios to see who gets a 
  bonus to their Battle Score, the defending armies is treated as 
  having four times as many troops as they actually have. 
  Furthermore, the defender only takes half the indicated 
  casualties and ignores Retreat or Rout results. 
   
  The defender only gets these bonuses if they use the Hold 
  tactic. If an attacker chooses to besiege the stronghold 
  instead of attacking, the attacker gains a +5 cumulative bonus 
  to their Battle Score per week of siege, and if the defenders run 
  out of food they will take 10% casualties per week of siege. 
  However, high level clerics can create enough food to feed 
  many people. 
  The besieged defenders can, of course, attack the sieging 
  army at any time using any tactic except Hold. If they choose 
  to do so, they gain a +20 bonus to their Battle Score for the 
  element of surprise. 
   
   
  Table 71: Battle Results 
  Difference in 
  Battle Score 
  Winner 
  Loser 
  Casualties 
  Location 
  Fatigue 
  Casualties 
  Location 
  Fatigue 
  1 – 8 
  0% 
  Hold 
  None 
  10% 
  Retreat 1 
  None 
  9 – 15 
  0% 
  Hold 
  None 
  20% 
  Retreat 1 
  None 
  16 – 24 
  10% 
  Hold 
  None 
  20% 
  Retreat 1 
  Medium 
  25 – 30 
  10% 
  Hold 
  None 
  30% 
  Retreat 2 
  Medium 
  31 – 38 
  20% 
  Retreat 1 
  Medium 
  40% 
  Retreat 1 
  Severe 
  39 – 501 
  0% 
  Hold 
  None 
  30% 
  Retreat 3 
  Severe 
  51 – 63 
  20% 
  Advance 1 
  Medium 
  50% 
  Retreat 4 
  Severe 
  64 – 80 
  30% 
  Advance 1 
  Medium 
  60% 
  Retreat 5 
  Severe 
  81 – 90 
  10% 
  Advance 3 
  None 
  50% 
  Retreat 4 
  Severe 
  91 – 100 
  0% 
  Advance 3 
  None 
  30% 
  Rout 
  Rout 
  101 – 120 
  10% 
  Advance 3 
  None 
  70% 
  Rout 
  Rout 
  121 – 150 
  10% 
  Advance 5 
  None 
  70% 
  Rout 
  Rout 
  151+ 
  10% 
  Advance 5 
  None 
  100% 
  Rout 
  Rout 
  1Maximum possible result if the winner was using the Hold tactic
  
  86 
  Special Combat Rules 
   
  Apart from traditional land-based warfare described in the 
  previous section, there are a few other situations where the 
  common combat rules are probably not the best options to 
  resolve the situation: Siege, aerial, ship as well as mass and 
  space combat. This chapter deals with special rules for these 
  occasions. 
   
   
  Siege Combat 
   
  Siege combat is rather difficult to portray in any simple way, 
  so this section will just portrait a number siege weapons and 
  describe how they can be used.  
   
  Battering Ram 
  The battering ram has a movement rate of one if pushed by 
  four soldiers and can increase this by one for every additional 
  crew member up to a maximum speed of four. It has two 
  structural points and inflicts two structural points of damage 
  per turn. Soldiers under a covered ram are immune to light 
  missile fire.  
   
  Boiling Oil 
  Boiling oil will normally affect an area with a radius of three 
  metres and inflicts 2d6+20 points of damage at the top of the 
  wall. At the bottom, it covers an area ten metres wide and 
  three metres across and inflicts 2d6 points of damage. For the 
  next three turns, the area cannot be crossed. 
   
   
  Heavy Catapult 
  The heavy catapult‘s rate of fire is once every three turns with 
  a full crew of four, and increases by one turn for each crew 
  member fewer than four. The catapult may be loaded with 
  small stones to kill people, or with a single stone to destroy 
  walls. A heavy catapult uses a counterweight rather than 
  relying on rope tension, and is far more accurate than a light 
  catapult, as well as having a longer range. However, it has a 
  higher arc of fire and imparts a lower velocity, so it is better 
  at throwing things over walls than it is at destroying the walls 
  themselves. Destroying walls is thus usually the job of the 
  light catapults with their low arc of fire and high velocity. The 
  movement rate of a heavy catapult is one. 
  Heavy catapults target a particular area within the minimum 
  and maximum range (250 metres to 500 metres). The attacker 
  rolls 1d20 to hit, and if the result is a 10 or greater, the shot 
  will hit the targeted location. Smaller targets such as an enemy 
  catapult will be harder to hit. If the shot misses the targeted 
  location, 1d8 is rolled to find out the direction of the miss, 
  and 1d100 to see how many metres off the target the missile 
  struck. If the missile was a spray of rocks, anyone within 
  twenty metres of the centre point takes 1d100 points of 
  damage. If the missile was a single boulder, and it hits within 
  one metre of a person, that person is killed. Trebuchets inflict 
  two structural points of damage with a direct hit when 
  hurling a single stone instead of a spray of smaller ones. 
  Any sort of catapult that is placed on a high location will 
  increase its range by 20% of the normal top range, but the 
  difference between the minimum and maximum ranges stays 
  the same. 
   
  Ladders 
  Carrying a ladder halves the movement rate. Climbing one 
  takes two rounds with up to five people being able to climb 
  the ladder at the same time. Pushing a ladder with a pole 
  requires a successful strength check at a -3 penalty. 
   
  Light Catapult 
  The light catapult‘s rate of fire is once every two turns with a 
  full crew of four, and increases by one turn for each 
  crewmember fewer than four. The catapult may be loaded 
  with small stones to kill people, or with a single stone to 
  destroy walls. Light catapults operate by storing tension in 
  twisted ropes rather than by using counterweights. They are 
  less accurate than heavy catapults, but inflict more structural 
  damage. The movement rate of a light catapult is two. 
  Light catapults target a particular area within the minimum 
  and maximum range (150 metres to 300 metres). The attacker 
  rolls 1d20 to hit, and if the result is a 12 or greater, the shot 
  will hit the targeted location. Smaller targets such as an enemy 
  catapult will be even harder to hit. If the shot misses the 
  targeted location, 1d8 is rolled to find out the direction of the 
  miss, and 1d100 to see how many yards off the target the 
  missile struck. If the missile was a spray of rocks, anyone 
  within twenty metres of the centre point takes 1d100 hit 
  points of damage. If the missile was a single boulder, and it 
  hits within one yard of a person, that person is killed. Light 
  catapults inflict three structural points of damage with a 
  direct hit. 
  
  87 
  Any sort of catapult that is placed on a high location will 
  increase its range by 20% of the normal top range, but the 
  difference between the minimum and maximum ranges stays 
  the same. 
   
  Mantlets 
  Mantlets are sturdy wooden walls with wagon wheels that can 
  be moved around and provide cover. They have a movement 
  rate of three. 
   
  Rock 
  Dropping a rock deals one point of structural damage. 
  Against soldiers climbing a ladder, it does 3d6 points of 
  damage. The rock attacks the people on the ladder with a +5 
  THACO bonus. 
   
  Siege Tower 
  The siege tower has a movement rate of one if pushed by 
  four soldiers and can increase this by one for every additional 
  crew member up to a maximum speed of four. It has four 
  structural points. Soldiers in the tower are immune to light 
  missile fire. Up to five soldiers per melee round can use the 
  tower to get atop a wall and engage the enemy. 
   
   
   
   
   
  Aerial Combat 
   
  Aerial combat uses hex paper to represent the area where the 
  combat is taking place. Altitudes of the various combatants 
  are tracked using counters of some kind. One hex is 
  equivalent to ten metres, and each increment of altitude is 
  also equal to ten metres. For purposes of aerial combat, a 
  creature has a number of movement points equal to its 
  movement rate, and this is the number of hexes it can move 
  when flying straight and level. Movement points do not all 
  need to be spent in a given round, but they cannot be saved 
  for the next round. A creature‘s turning capability in the air is 
  determined by its size and air resistance, not by its movement 
  rate. 
  If flying ships or similar vessels are involved into aerial 
  combat, the same rules are used. A ship ramming another 
  one is treated like a battering ram. The game master decides 
  when a ship is too small to deal any damage to another vessel 
  and what precisely happens on a critical hit. 
  Table 72: Aerial Mobility 
  Size Category 
  Maximum Course 
  Alterations per Round 
  Minimum Spaces 
  Between Course 
  Alterations 
  Large Bird 
  5 
  1 
  Human 
  4 
  2 
  Griffin 
  3 
  3 
  Wyvern 
  3 
  4 
  Dragon 
  3 
  5 
  Air Ship 
  1 
  6 
   
   
  Movement Actions 
   
  Alter Course 
  The flying creature starts the round moving along a straight 
  path in one of six directions. To turn from one side of the 
  hexagon to the next, clockwise or counter-clockwise, does 
  not use up any movement points, but only a certain number 
  of course alterations (one hex side at a time) can be made in a 
  round, and a certain number of hexes must be moved in 
  between each of these course alterations. 
   
  Climb 
  To climb in altitude, the creature first subtracts the Minimum 
  Spaces Between Course Alterations number from available 
  movement points. Remaining movement points may be used 
  for climbing. The creature must move forward one hex for 
  each hex of altitude gained. Rising one unit of altitude costs 
  two points, and moving forward costs one point. Remaining 
  points can be spend to move forward before or after 
  climbing. 
   
  Descend 
  Unlike climbing, descending costs no movement points for 
  the change in altitude increments. A creature can make turns 
  while descending if it has enough movement points. The 
  number of lost altitude increments cannot be greater than 
  one half of the creature‘s forward movement or the 
  movement will – after that point – turn into an uncontrolled 
  dive, as the creature stalls in the air. 
   
  Table 73: Aerial Missile Fire 
  Attacker‘s Position 
  Relative to Target 
   Die Roll 
  Hit Location1 
  Critical Hit 
  Chance 
  Head-on 
  1 – 2 
  Rider 
  25% 
  3 – 4 
  Head 
  20% 
  5 – 6 
  Wing 
  20% 
  7 – 10 
  Body 
  10% 
  At Side 
  1 
  Rider 
  25% 
  2 – 3 
  Head 
  20% 
  4 – 5 
  Wing 
  20% 
  6 – 9 
  Body 
  10% 
  10 
  Rear 
  0% 
  Overhead 
  1 
  Rider 
  25% 
  2 – 3 
  Head 
  20% 
  4 – 7 
  Wing 
  20% 
  8 – 9 
  Body 
  10% 
  10 
  Rear 
  0% 
  Below 
  1 – 2 
  Rider 
  20% 
  4 – 7 
  Head 
  20% 
  8 – 9 
  Wing 
  10% 
  10 
  Body 
  0% 
  Behind 
  1 – 2 
  Rider 
  25% 
  3 
  Head 
  20% 
  4 – 5 
  Wing 
  20% 
  6 – 8 
  Body 
  10% 
  9 – 10 
  Rear 
  0% 
  1If there is no rider, the mount is hit to the body and vice versa 
   
   
  
  88 
  Dive 
  In a dive, the creature adds 50% to movement points, and 
  drops at a rate of ten altitude increments for every one hex of 
  forward movement. No turns can be made while in a dive. A 
  diving creature, at the beginning of the dive, would spend 
  one forward movement point and drop ten in altitude. It 
  could either continue diving or level off, and could also 
  continue moving forward – but no turns would be allowed 
  because of the dive movement. In an uncontrolled dive, 
  unlike a normal dive, the creature moves one hex forward 
  and drops ten hexes; and may then make a saving throw to 
  avoid diving another ten hexes. The process continues until 
  the creature either succeeds at the saving throw or hits the 
  ground. Once a saving throw succeeds, the creature‘s turn 
  ends. 
   
   
   
  Missile Combat 
  In addition to normal THACO rolls and damage, aerial 
  combat involves the chance of a critical hit which affects the 
  target‘s ability to stay airborne. A missile attack against a rider 
  or mount cannot be specifically aimed at one or the other. 
  The table above is used to determine whether the attack roll 
  is compared to the rider‘s armour class or that of the mount 
  for purposes of actually scoring a hit. The table also 
  determines the location of a hit, which is then used to 
  determine whether there is a critical hit. What the effect will 
  be is determined with the table below. 
   
  Table 74: Result of Aerial Critical Hits 
  Die Roll 
  Rider 
  Critical Hit 
  Head 
  Critical Hit 
  Wing 
  Critical Hit 
  Body 
  Critical Hit 
  1 
  Must 
  Retreat 
  Half Speed 
  Half Speed 
  Half Speed 
  2 
  Must 
  Retreat 
  Must Land 
  Half Speed 
  Half Speed 
  3 
  Must 
  Retreat 
  Must Land 
  Half Speed 
  Half Speed 
  4 
  Must 
  Retreat 
  Must Land 
  Half Speed 
  Must Land 
  5 
  Must 
  Retreat 
  Must 
  Retreat 
  Half Speed 
  Must Land 
  6 
  Must 
  Retreat 
  Must 
  Retreat 
  Must Land 
  Must Land 
  7 
  Must 
  Retreat 
  Must 
  Retreat 
  Must Land 
  Must 
  Retreat 
  8 
  Must 
  Retreat 
  Must 
  Retreat 
  Must 
  Retreat 
  Must 
  Retreat 
  9 
  Must 
  Retreat 
  Fall and 
  Crash 
  Must 
  Retreat 
  Must 
  Retreat 
  10 
  Must 
  Retreat 
  Fall and 
  Crash 
  Must 
  Retreat 
  Fall and 
  Crash 
  Must Retreat: A wound has caused either the mount or the 
  rider a condition that does not allow further flying or 
  fighting. This could include anything from a snapped saddle-
  girth to being knocked hard on the head. The rider and 
  mount are able to fly away, but can no longer engage in 
  combat. If the rider is a player character, the game master 
  may specify whatever penalties to combat or risks of falling 
  would result from staying in combat, letting the character 
  decide whether to retreat or not. NPCs will automatically 
  retreat in this situation unless they are extremely dedicated, 
  brave, stupid, or some combination thereof. 
   
  Half Speed: The mount is wounded (or the vehicle damaged), 
  and its movement rate is reduced to half normal. 
   
  Must Land: A bad condition, like a snapped saddle-girth or a 
  blinded rider requires an immediate landing as fast as 
  possible. 
   
  Fall and Crash: Just like it sounds. Incur 1d6 points of damage 
  per increment of altitude – one equalling ten metres – fallen. 
   
  Hand-to-Hand Combat 
  If an attacker can move within three hexes of a target, it is 
  possible for the two to engage in hand-to-hand combat. A 
  certain amount of swooping and turning is responsible for 
  the range. If the movement is head-on or side to side, both 
  characters and their mounts may attack. If one combatant is 
  behind the other, only the combatant who is behind can 
  make an attack. 
   
   
   
  Ship Combat 
   
  Naval combat is much slower than aerial combat; an air battle 
  taking place in the skies above a naval battle will be resolved 
  long before the ships ever come into range or contact unless 
  the aerial forces are held in reserve to support the actual ship-
  to-ship combat. Aerial combat is conducted in combat 
  rounds, whereas naval combat is resolved in turns. The hexes 
  used for naval combat are thirty metres across, so the scale is 
  three times that of aerial combat. 
   
   
   
   
  
  89 
  Wind Direction and Strength 
  The direction of the wind is determined by rolling 1d8 to 
  represent the primary and secondary points of the compass. 
  Then the hexagonal battle map is aligned so that the wind 
  direction cuts across the flat sides of the hexagon, not across 
  the points. In other words, the hexes have to be aligned so 
  that a ship can be facing directly into the wind. The wind 
  speed is determined with the table below. 
   
  Table 75: Wind Speed 
  Die Roll 
  Wind Speed 
  1 
  Total clam 
  2 
  Light wind 
  3 
  Strong wind 
  4 
  Gale-force wind 
   
   
  Ship Types 
   
  Oared Vessels 
  Oared vessels depend upon the level of exhaustion of the 
  rowers. Each has three speeds: Slow, medium and fast. The 
  faster the speed, the more quickly the rowers will tire. Larger 
  ships cannot be effectively propelled by oars. Galleys and 
  longships have simple sail arrangements allowing them to 
  move more quickly with a tailwind, but not able to tack (also 
  called beating against the wind), and thus gaining no benefit 
  when moving against the wind. 
  The crew of an oared vessel begins with thirty fatigue points. 
  Each turn, the crew loses or gains fatigue points based on 
  speed. A turn of rest regains one fatigue point; a turn spent 
  moving at slow speed costs two fatigue points; a turn spent 
  moving at medium speed costs three fatigue points, and a 
  turn spent moving at fast speed costs ten fatigue points. A 
  ship with a crew that has no more fatigue points cannot 
  move by rowing until the crew regains the needed points by 
  resting. 
  Oared vessels can back oars, meaning, essentially, rowing 
  backward to brake speed. For this reason, an oared vessel can 
  only accelerate slowly, but can reduce speed quickly. An 
  oared vessel can slow down by two factors, but can only 
  increase speed by one factor per turn. Oared vessels can 
  move backward at half the normal speed, but with normal 
  fatigue costs. 
  Galleys cannot operate in the ocean; they will be swamped by 
  waves in the same way as if there were a strong wind. 
   
  Sailing Vessels 
  The main feature of sailing vessels is their relationship to the 
  direction of the wind. In particular, when a sailing vessel 
  comes directly into the wind, its speed moves to naught. This 
  is a special circumstance: it is assumed to be moving across 
  that face of the hex, and in the next turn it will be facing the 
  next hex, able to begin moving again. The ship may not turn 
  back to the original facing in the next turn. There is also a 
  10% chance that the ship will not manage to cross the wind 
  fast enough, in which case it moves backward 1d6 hexes in 
  that turn, and is not allowed to attempt crossing the wind 
  again until it has turned back and made a full circle around. 
  This is not an issue for any type of ship that can use oars. 
   
   
  Combat 
   
  Ramming 
  Galleys equipped with a ram may smash into other ships, 
  provided that the attacking ship is moving at fast speed. The 
  rammed ship has a 25% chance of being breached in the hull; 
  if breached, it will sink in 3d6 turns. Even if the ship is not 
  hulled, the ship will lose 20% of the crew. Patching a hole 
  below the waterline requires ten crew members, and takes 
  five turns to complete. There is a 25% chance that the 
  patching will not hold, in which case the work must begin 
  again for a second attempt. There is usually not time for a 
  third attempt if the first two fail. 
   
  Grappling 
  Ships within one hex may grapple each other. Three attempts 
  may be made per turn, with a 20% chance each to succeed 
  and three attempts to cut the lines by defenders are also 
  permitted per turn, again with a 20% chance each to succeed. 
  Once ships are grappled, neither can move. 
   
  Boarding 
  Boarding and shipboard fighting may be resolved using the 
  mass combat rules or in any other way the game master 
  decides is the most exciting way to handle the battle. 
   
  Catapult Fire 
  Catapult fire against ships is somewhat different than catapult 
  fire in a siege, not just because the ships are moving, but 
  because plunging fire is far more dangerous to a ship than 
  more direct fire. Light catapults are all that a ship can carry. 
  These have a low arc of fire, so they are more accurate in 
  ship-to-ship combat than a heavy catapult; heavy catapults are 
   
  Table 76: Ship Types 
  Ship Type 
  Rowing 
  Speed 
  Wind Directly 
  Behind 
  Wind Indirectly 
  Behind 
  Wind Directly 
  Ahead 
  Wind Indirectly 
  Ahead 
  Hexes Between 
  Course 
  Adjustments 
  Structural 
  Points 
  Large oared vessel 
  15/20/30 
  +101 
  +51 
  No effect 
  No effect 
  10 
  9 
  Small oared vessel 
  10/15/25 
  +10 
  +51 
  No effect 
  No effect 
  5 
  8 
  Rowboat 
  1/5/6 
  +1 
  No effect 
  -1 
  No effect 
  2 
  1 
  Large sailing vessel 
  - 
  Light wind: 25 
  Strong wind: 25 
  Light wind: 20 
  Strong wind: 30 
  Light wind: 0 
  Strong wind: 0 
  Light wind: 10 
  Strong wind: 20 
  15 
  20 
  Small sailing vessel 
  - 
  Light wind: 20 
  Strong wind: 30 
  Light wind: 15 
  Strong wind: 25 
  Light wind: 0 
  Strong wind: 0 
  Light wind: 10 
  Strong wind: 20 
  12 
  15 
  Sailboat 
  10/15/20 
  Light wind: 15 
  Strong wind: 20 
  Light wind: 10 
  Strong wind: 15 
  Light wind: 0 
  Strong wind: 0 
  Light wind: 5 
  Strong wind: 10 
  4 
  2 
  Longship 
  12/18/25 
  Light wind: 30 
  Strong wind: 35 
  +5 
  Light wind: 0 
  Strong wind: 0 
  No effect 
  8 
  10 
  1 10% chance per turn of shipping water in strong winds, 30% chance per turn of shipping water in gale winds. Shipping water reduces speed by 25%, and if a 
  large oared vessel ships water three times, it will sink. Small oared vessel running directly before the wind can avoid the risk of shipping water, and longships 
  are rowed from a higher deck and are thus not at risk 
  
  90 
  very accurate when the range is found, but cannot track to 
  new target locations as easily as a light catapult due to the 
  high arc of fire. Since heavy catapults cannot be carried on 
  ships other than exceptionally rare vessels, heavy catapult fire 
  will only be an issue in ship-to-shore battles. If a heavy 
  catapult hits a ship, the ordinary damage is twice what it 
  would do against a wall, because the shot is plunging through 
  the bottom of the vessel instead of smashing in sideways. 
   
   
   
   
   
  Mass Combat 
   
  If a battle is too large for normal treatment but at the same 
  time not large enough to refer to the rules for warfare, the 
  mass combat rules present below can be used. 
   
  Units of Troops 
  For mass combats, the soldiers are lumped together into units 
  of five or ten, depending on the scale of the combat. All 
  troops in a unit should have the same type of armour. For the 
  unit, add up the hit points of all the soldiers in the unit and 
  treat the unit as if it were a single creature. 
  Stronger creatures, such as giants or dragons, do not need to 
  be grouped into units – although they are each treated as a 
  separate unit for combat purposes – and each individual 
  player characters should be treated as a separate unit as well. 
   
  Initiative and Combat Rounds 
  Combat rounds are five minutes long if troops are grouped 
  into five five-man units, and ten minutes long if they are 
  grouped into ten-man units. At the beginning of the battle, 
  roll for initiative. Whichever side wins the initiative can 
  choose to move first or last, and can also choose whether to 
  attack first or last. All units on one side move or attack at the 
  same time, and then those on the other side. 
   
  Order of Battle 
  Missile attacks and spells are resolved before anything else 
  happens. If archers have a rate of fire of two, only the first 
  shot is resolved at this point; the second shot is resolved at 
  the end of the round. Both sides resolve their missile attacks 
  and spells, in the order chosen by the side with the initiative. 
  Movement is resolved in the order chosen by the side with 
  initiative. If soldiers are charging and make their impact for 
  the first time, the results of the charge are determined 
  immediately during the movement phase: defenders with long 
  weapons will get a first attack, and then the charging soldiers 
  get an attack. Melee combat is resolved in the order 
  determined by the side with initiative. Broken units may 
  attempt to rally. Any final missile fire from archers with a rate 
  of fire of two is resolved, in the order determined by the side 
  with initiative. Initiative is rolled for the next round, and the 
  new round begins. 
   
  Missile and Melee Combat 
  When a unit makes its attack, it makes a single attack roll 
  against the armour class of the opposing unit; in melee 
  combat, the attack can be made only against a unit directly in 
  front of the attacking unit. A unit of five soldiers with one hit 
  die each makes its attack roll as a creature with one hit die, 
  not as a creature with five hit dice. The first hit inflicted 
  against a unit inflicts no damage. After a unit has been hit 
  once, later hits are resolved as follows: Damage is inflicted by 
  rolling once for whatever type of weapon the attackers are 
  using, and multiplying the result by the number of people in 
  the attacking unit. If a unit is attacking a single target – such 
  as a giant or a lone player character – the damage is reduced 
  by half. Keep in mind that monsters retain their abilities; a 
  monster that cannot be damaged by non-magical weapons 
  will not be hurt at all by mundane arrows from a unit of 
  regular longbowmen. There is one special rule here: If a 
  monster, character, or unit cannot be hit because of a good 
  armour class or terrain modifiers, there is still a chance that a 
  unit can inflict some damage. If an attacking unit rolls a 
  natural twenty on its attack roll it will inflict damage (unless 
  the defender is actually immune to normal weapons), but 
  only one-quarter of the damage it would normally inflict. Hit 
  points inflicted on a unit do not actually kill anyone until the 
  unit makes a morale check. When a unit is down to half its 
  original hit points, and any time it is hit after losing half its hit 
  points, the unit must make a morale check. The morale check 
  is made on a d6, with the result being as follows: 
   
  1: Four out of five of the soldiers in the unit are dead. 
  The unit is removed from the board and the 1 or 2 
  survivors are fleeing. 
   
  2: The unit has no casualties, but is forced back one half 
  of its move; the attackers can also move up their troops 
  by the same amount if they choose to do so. The unit is 
  Broken. 
   
  3: The unit remains in place, but is Broken. 
   
  4 – 6: Morale check succeeds, and the unit remains in 
  the combat normally. 
   
  If a unit loses all its hit points, all the soldiers in the unit are 
  considered dead. 
   
   
  Broken Units 
  If a unit is Broken, it means that the unit is thrown into 
  confusion or fright, or that they are simply so battered that 
  they cannot function until they rally themselves. A broken 
  unit cannot attack, but after the melee phase of combat they 
  may attempt to rally. A broken unit can move backward out 
  of combat, but cannot advance toward the enemy. A well-
  trained or experienced unit of regular troops (not 
  mercenaries) has a 75% chance to rally. Well-trained 
  mercenaries have a 50% chance to rally. Levees and militia 
  
  91 
  have a 25% chance to rally. If the unit rallies, it is no longer 
  considered to be Broken and can attack normally again when 
  the time comes. 
   
   
   
  Modifiers 
  Large-scale combat depends greatly upon the terrain, and 
  gaining superior terrain is an important part of such combats. 
  Fighting down a slope or from higher ground is a major 
  factor, perhaps the most important one. However, even if a 
  unit cannot be hit, when an aggressor rolls a natural twenty 
  the attack still inflicts one-quarter of its normal damage. 
   
  A unit fighting from the higher ground has a choice to make 
  each round; it can gain a +4 THACO bonus or it can force 
  all attackers to take a -4 THACO malus against the unit 
  during that round. 
   
  Units fighting inside a forest are immune to missile fire unless 
  they are lined up at the edge, using trees as cover, in which 
  case all enemy attacks are made at a -4 THACO malus. This 
  includes melee attacks; holding the edge of a tree line is an 
  advantage even in close combat. 
   
  Defending from behind a wall causes enemy attacks to be 
  made at a -4 THACO malus. Defenders behind a wall at the 
  edge of a tree line do not get modifiers from both the wall 
  and the trees; only one of these modifiers will be applied to 
  enemy attacks. However, if a unit is on top of a castle wall, 
  defending against archers firing from below, an attack against 
  them might be made at a -8 THACO malus: A -4 malus for 
  the higher ground, and a -4 malus for the wall. 
   
  If a unit is flanking another unit it gains a +4 THACO bonus. 
  A unit attacking another unit from the rear attacks at a +4 
  THACO bonus and also inflicts double normal damage. 
   
  Movement and Turning 
  A unit cannot turn and move in the same round unless it is a 
  mounted cavalry unit. 
   
   
   
   
  Space Travel and Combat  
   
  The space in the Grey Matter universe has distinctive traits that 
  allow slow and fast space travelling, so-called starsailing. 
  Additionally, the space does, while still being dangerous, 
  allows many creatures to travel directly in it. 
   
   
  Space Travel 
   
  Gravity 
  Every body in space has its own gravity. Comparably small 
  objects – this includes large space vessels – do not generate a 
  spherical, but a planar gravity field. Thus people can stand on 
  the deck of a space ship. In theory, they could stand on the 
  underside of the ship as well. This has been shown to be less 
  practical if entering a planet‘s gravity sphere, though, and is 
  also psychologically stressful for many races. 
   
  Air Envelopes 
  Whenever an object or creature with a mass enters space, it 
  will take an air envelope with it – provided it comes from an 
  area filled with air to begin with. For a short time, this 
  envelope will allow creatures not adapted to space to survive 
  in it. Space ships usually have an air envelope large enough to 
  provide its crew and passengers with air for some days. 
   
  Starsailing  
  Ships in space travel mostly with starsailing helms. These are 
  magical devices that convert magic into kinetic energy that 
  pushes a ship forward and allow fast travel between planets. 
  Arcane and divine spellcasters use the helm and act as living 
  engines. The more powerful the caster, the faster the journey 
  will be. 
  Starsailing helms are formed like great chairs and can have 
  any design. A common helm converts magic at a rate of one 
  starsailing level per two class levels of the caster. Other 
  objects – both stronger, weaker and shaped entirely different 
  – exist as well, but are not too common. Some races, 
  especially non-humanoid ones, also use very different 
  methods to travel in space. Using a helm even for a short 
  period of time removes all spellcasting abilities until the 
  caster rests. 
   
   
   
  
  92 
  Space ships work for the large part just as common ships. 
  They still need a crew, as the starsailing caster cannot 
  perform manoeuvres like entering a harbour without help. 
  Regardless of its size and the power of its starsailor, a ship 
  can travel a hundred million kilometres per day in space. This 
  is the general long-distance speed for space vessels. Near 
  space bodies, the ships has to slow down significantly, or in 
  risk crashing into another objects, which – at full starsailing 
  speed – will destroy it and kill all passengers. In gravity fields, 
  the speed will drop to five hundred metres per round per 
  starsailing level. 
   
  Temperature 
  Thanks to planar activity and the presence of the stars, 
  temperature is not an issue for most races. Most places in 
  space are as warm as a moderate summer day in a temperate 
  climate zone. 
   
   
  Space Combat 
   
  Magic in Space 
  Divine and druidic magic works normal in space for the most 
  part. However, there are certain spots in space where the 
  influence of the gods and the forces of nature are weak. In 
  this spot, spells can be used normally, but spells of third level 
  or higher may not be prepared again. 
  Arcane magic works normally for the most part as well. 
  However, the probability of no creatures being present that 
  can be summoned is high. Magical fire works in space, but 
  will not ignite objects or creatures unless there is a lot of air 
  present. Other elemental spells work normally, as their 
  spontaneously create electricity, ice or another element. The 
  exception are that rely on the presence of a certain material, 
  like spells that control wind or weather. 
   
  Space Ship Combat 
  If space ships or similar vessels are involved into space 
  combat, the rules for aerial combat are used. A ship ramming 
  another one is treated like a battering ram. Space ships cannot 
  dive, though, and will always need a starsailing caster to move 
  in controlled manner. 
   
   
  Weightless Melee and Missile Combat 
  To those not accustomed to weightlessness, fighting in space 
  is considered a foreign combat environment. Creatures not 
  used to it suffer a -6 penalty to initiative rolls and a -2 
  THACO malus. Missile fire has truly extreme ranges. Missiles 
  fire outside of a gravity field have almost unlimited range.   
   
  
  93 
  Alchemy 
   
  Alchemy is science and art at the same time. It has influences 
  from many fields, but the travelling alchemist will use two of 
  his abilities more than any other: Brewing extracts and 
  making alchemical bombs. 
   
  Extracts 
  The alchemist can make a certain number of extracts per day. 
  Extracts have spell-like effects and have extract levels just like 
  spells have spell levels. The alchemist needs to reach a certain 
  level to be able to comprehend and use certain formulae. The 
  alchemist can learn an unlimited number of extract formulae. 
  Extracts duplicate the effect of a certain spell, but affect only 
  the drinker. An extract cannot usually be passed to an ally, as 
  it tends to become inert one it leaves the alchemist‘s hands or 
  isn‘t used right away. 
   
   
  List of Extracts by Extract Level 
   
  First-Level Extracts 
  Balance 
  Chameleon 
  Cure Light Wounds 
  Delay Image 
  Detect Illusion 
  Detect Magic 
  Feather Fall 
  Jump 
  Read Language 
  Read Magic 
  Remove Fear 
  Resist Cold 
   
  Second-Level Extracts 
  Acid Skin 
  Alter Self 
  Bark Skin 
  Delay Poison 
  Detect Charm 
  Detect Evil 
  Detect Good 
  Detect Invisibility 
  Feign Death 
  Invisibility 
  Resist Fire 
  Spider Climb 
   
  Third-Level Extracts 
  Cure Blindness 
  Cure Disease 
  Darkvision 
  Detect Psionics 
  Fly 
  Haste 
  Speak with the Dead 
  Tongues 
  Water Breathing 
  Water Walk 
   
  Fourth-Level Extracts 
  Blink 
  Cure Serious Wounds 
  False Face 
  Freedom of Movement 
  Magic Ear 
  Magic Eye 
  Neutralise Poison 
  Pass Plants 
   
  Fifth-Level Extracts 
  Air Walk 
  Cure Critical Wounds 
  Detect Lies 
  Gaseous Form 
  Greater Invisibility 
  Iron Skin 
  Remove Curse 
  Speak with Plants 
   
  Sixth-Level Extracts 
  Fire Path 
  Force Armour 
  Heal 
  Pass Wall 
  Polymorph Self 
  Speak with Monsters 
  Spell Resistance 
  True Seeing 
   
   
   
  
  94 
  Bombs 
  The alchemist‘s main mean of defence is the alchemist bomb, 
  a projectile he can mix quickly and throw at his opponents. 
  Each alchemical bomb requires a glass flask. Every day, the 
  alchemist can make a number of bombs equal to his level. 
  Bombs have to be used the round they are made and inflict 
  1d6 points of fire damage. Another 1d6 point of damage are 
  added every three level starting with level three up to a 
  maximum of 10d6 point of damage. 
   
  Like the alchemist learns new extract formulae, he can also 
  learn new recipes for special bombs. He can learn an 
  unlimited number of such bomb formulae. Formulae are 
  learned like spells and have to written down. Certain 
  formulae are rather complicated and require the alchemist to 
  have reached a certain level before he can comprehend them. 
   
  The secondary effects of special bombs can be avoided with a 
  successful saving throw unless mentioned otherwise. 
   
   
  List of Bomb Formulae 
   
  Antimagical Bomb 
  Required Level: 6 
  This bomb deals no damage, but acts as Dispel Magic. It 
  cannot target a specific spell. 
   
  Blinding Bomb 
  Required Level: 8 
  This bomb contains magnesium and explodes exceptionally 
  bright. A creature hit by it will be blind during the next 
  round. Everyone else looking directly at the explosion 
  receives a -2 THACO malus for one round. Blind creatures 
  are immune to both effects. 
   
  Chaos Bomb 
  Required Level: 8 
  This bomb twists the perception of an opponent. The bomb 
  deals 2d6 points of damage less than a common bomb and 
  put the effect of Confusion on the enemy. 
   
  Concussion Bomb 
  Required Level: 6 
  This bomb explodes with a sharp, high-pitched sound. It deal 
  1d4 point of damage for every odd-numbered level of the 
  alchemist. A creature directly hit is deafened for one round. 
  Naturally deaf creatures are immune to this effect and take no 
  damage. 
   
  Explosive Bomb 
  Required Level: 4 
  This bomb explodes especially violently. Anyone hit failing a 
  saving throw catches fire and takes 1d6 point of damage per 
  round until the fire is extinguished. Extinguishing it takes one 
  round and requires a saving throw. A cumulative +1 bonsu is 
  added to the saving each round. 
   
  Force Bomb 
  Required Level: 8 
  This bomb deals 1d4 points of damage for every odd-
  numbered level of the alchemist. Creatures hit are knocked 
  prone. 
  Frost Bomb 
  Required Level: 3 
  This bomb inflicts cold damage. The target will be staggered 
  for one round and can only attack, defend or move, but not 
  more than one of these. 
   
  Greater Plague Bomb 
  Required Level: 15 
  This bomb works like the plague bomb, but the effect will 
  last until magically cured. Additionally, the victim takes 1d4 
  points of damage per round instead of 1d2. 
   
  Immolation Bomb 
  Required Level: 3 
  This bomb deals its damage over time and not at once. The 
  target takes 1d6 points of damage plus one point of every 
  two levels of the alchemist starting with the second. Each 
  round, one damage die of damage is dealt. 
   
  Inferno Bomb 
  Required Level: 15 
  This bomb affects an area with a radius of six metres. Every 
  creature within the area takes 6d6 points of damage per 
  round from hot ember in the smoke cloud. The effect lasts 
  one round per level. The cloud moves three metres per round 
  away from the direction the flask was thrown from. 
   
  Plague Bomb 
  Required Level: 8 
  The victim of this bomb becomes diseased for 2d6 rounds. It 
  will take 1d2 point of damage per round and receives a -1 
  malus to all die rolls. 
   
  Poison Bomb 
  Required Level: 12 
  This bomb works like Toxic Cloud, but lasts only one turn. 
   
  Shock Bomb 
  Required Level: 1 
  This bomb deals lightning damage. Anyone hit will be 
  dazzled for 1d4 rounds and receives a -1 malus to THACO. 
   
  Smoke Bomb 
  Required Level: 1 
  This bomb conceals and area with smoke and works like Fog 
  Cloud. 
   
  Stink Bomb 
  Required Level: 3 
  This bomb works like the smoke bomb, but anyone in the 
  smoke is unable to perform any other action than moving. 
   
  Tanglefoot Bomb 
  Required Level: 3 
  This bomb entangles the target. It receives a -2 armour class 
  penalty and moves at half its movement rate. The effect lasts 
  one round per level. 
   
  
  95 
  Bard Songs 
   
  The bard has the ability to play mystical songs to inspire his 
  companions, drive fear into his enemies and charm crowds. 
  He knows only a limited number of songs, but can play those 
  whenever he likes. Over time, the bard learns knew songs. 
  Some songs have several ranks, with every additional rank 
  making the song more powerful. Generally, songs granting a 
  bonus or penalty have improved version grating another +1 
  bonus. If not mentioned otherwise, all songs affect an area 
  with a radius of twenty metres. 
   
  Battle March 
  This song grants all allies within a radius of twenty metres a 
  +1 THACO bonus. 
   
  Calming Stornello 
  This song affects only animals. If it is played, all animals 
  within a radius of ten metres around the bard will remain 
  motionless and listen to the song if they fail a saving throw. 
   
  Counter Canzone 
  This song can be played for one round per level of the bard 
  per day. It counteracts all sonic-based hazards, including 
  spoken spell formulae or songs of other bards. The canzone 
  does not remove the effects of a sound that already occurred. 
   
  Dampening Hymn 
  The dampening hymn eases shrugging off the effects of 
  magic. All creatures, allies and enemies alike, within a radius 
  of fifteen metres are granted a +1 bonus to saving throws vs. 
  magic. 
   
  Fierce Crescendo 
  This song makes all magic within a radius of twenty metres 
  more effective and destructive. All spellcasters are granted a 
  +1 bonus to their effective casting level. This bonus affects 
  only the duration, range and effect of the spell. The casters 
  will not gain any additional spells to memorise. The 
  crescendo affects allies and enemies alike. 
   
   
   
  Healing Argismo 
  While this song of divine inspiration plays, all allied divine 
  casters receive a +1 bonus to healing rolls. Paladins and 
  related classes are affected as well. 
   
  Lullaby 
  The lullaby lulls all listeners into a day-dreamy state. They 
  receive a -1 malus to saving throws vs. illusions, charms, sleep 
  and similar effects. 
   
  Nocturne of Deep Rest 
  If played periodically during the night, each allied character 
  will heal an additional hit point. A major interruption spoils 
  the effect. 
   
  Piper’s Allegro 
  The piper‘s allegro clams all animals and magical beasts near 
  the bard. They receive a -2 malus to saving throws to avoid 
  falling under the control of another being or being affected 
  by charms. 
   
  Requiem for the Dead 
  While this funeral song is playing, allied clerics receive a +1 
  bonus to turning the undead. 
   
  Rondo of Vigilance 
  This quiet tune makes all allies within a radius of three metres 
  less likely to be surprised. On rank one, everyone is only 
  surprised on a roll of a one on a d6. With two ranks, the 
  probability is reduced to a one on a d8 and with three ranks 
  on a d10. 
   
  Saltarello of Blood 
  This saltarello boosts the morale of all allies. They receive a 
  +1 bonus to saving throws against morale failure and fear. 
   
  Saltarello of Shiver 
  This other version of the saltarello lowers the morale of all 
  enemies. They receive a -1 malus to saving throws related to 
  morale failure and fear. 
   
  Scherzo of Memories 
  This song allows a spellcaster to recall one spell. To do so, 
  the caster has to meditate for one hour and the bard has to 
  play continuously during this time. The spell level of the spell 
  that can be recalled equals half the bard‘s level or lower. 
  Additional ranks allow the caster to recall more than one 
  spell. 
   
  Sonata of Pertinacity 
  While this song is playing, all allies within a radius of twenty 
  metres gain a +1 bonus to armour class. 
   
  Vivace of Sticky Fingers 
  This vivace is a quiet but fast song. While it is playing, it 
  enhances the concentration of all thieves and members of 
  related classes and grants them a +1 bonus to opening locks 
  or handling devices. 
   
  Wayfarer’s Barcarolle 
  While this song is playing, the bard and his companions will 
  be able to cover 10% more distance during their travels. Each 
  additional rank increases the bonus by 10% up to a maximum 
  of 50%. Despite the additional distance covered, no character 
  will be more tired.
  
  96 
   
  Magic 
   
  Magic is a supernatural power that is omnipresent and hard 
  to understand. Nevertheless, most races have mastered to use 
  it for their purposes in way or the other. Some creatures can 
  even inherently use magic or are immune to it. 
   
   
   
  There are a number of different types of magic. The most 
  common form is arcane magic used by the mage, the 
  necromancer, the sorcerer and a number of others. It does 
  not match well with metal, so most arcane casters are unable 
  to wear armour if they want to use their powers. They can 
  learn spells from scrolls and magic books. Magic is not 
  written down as mere words. To the untrained eyes, magic 
  texts will appear blurry, with the letters constantly shifting 
  and the word being disturbing to the mind. Apart from the 
  sorcerer, who intuitively uses magic, arcane magic users have 
  to memorise spells in order to use them. Once a spell is cast, 
  it vanishes from the caster‘s mind and has to be re-
  memorised. After all spells for the next day have been 
  memorised, the caster has to rest for at least six hours. 
   
  Divine magic is rather similar to arcane magic, but instead of 
  drawing energies from their environment, divine casters are 
  provided with by power by their deity. Instead of memorising 
  spells, divine casters pray to their gods to grant the spells to 
  them. Druids and warlocks do this all well, but have the 
  powers of nature and demonic entities as their sources of 
  power. Like the sorcerer, the oracle is an exception here. The 
  oracle is always exposed to divine influence and can cast 
  spells spontaneously. None of the divine casters has to learn 
  spells from scrolls. In theory, every spell of the spell levels 
  they currently have access to is available to them. However, 
  their deity – represented by the gamer master – decides which 
  spells to grant the divine caster. 
   
  Magic does not exist only in form of spells. There are also 
  magical items, which can have almost any function. Creating 
  magic items is difficult, time-consuming and dangerous, thus 
  few practice it. Some creatures live on magic. They consume 
  it, radiate or are even made completely from magic. 
   
  The following pages contain a list of all spells sorted by their 
  spell level and the class that can use them followed by a 
  description of each spell. Note that some classes use exact 
  same spells than others and have no separate list, like the 
  sorcerer, who can use all mage spells. The spell list of each 
  class is found in the class‘s description. 
   
  The spell description contains the spell‘s spell level and 
  indicates which class can use this spell. Spells levels do not 
  equal class levels, generally develop slower than class levels 
  and range from levels one to nine for arcane and from levels 
  one to seven for divine casters. The spell‘s range shows how 
  far away from the caster the spell can come into effect. The 
  range does not equal the radius of spell, which is mentioned 
  in the spell description text. Lastly, each spell has a 
  duration, which is mostly given in round equal to one 
  minute, turns equal to ten minutes or common units of time. 
  Note that as with combat, round and turns are handled in an 
  abstract way. 
   
  The spell description text does not contain absolutely every 
  possible use of a spell. Many spells are combat-oriented, but 
  can be used out of combat as well. Ultimately, it is up to the 
  game master to decide what exactly a spell does in unusual 
  situations. The game master might also decide that certain 
  high-level spells like Reincarnation or Astral Projection require 
  rare or expensive components, a magic circle, more than one 
  caster or have a long casting time. This way, casters using this 
  spells casually on a daily basis can be avoided – if this is what 
  the gaming group wants. Likewise, the game master can 
  decide that some spells are only available to a divine caster 
  that follows a certain god. 
   
   
   
   
  
  97 
   
  Spell List 
   
  Cleric 
   
  Cleric Level 1 
  Bane 
  Bless 
  Call Upon Faith 
  Cause Light Wounds 
  Command 
  Cure Light Wounds 
  Dead's Rest 
  Deathwatch 
  Detect Evil 
  Detect Poison 
  Detect Magic 
  Entropic Shield 
  Light 
  Protection from Evil 
  Protection from Good 
  Purify Food and Drink 
  Remove Fear 
  Resist Cold 
  Sanctuary 
  Shield of Faith 
   
  Cleric Level 2 
  Altruism 
  Augury 
  Calm 
  Consecrate 
  Damnation 
  Delay Poison 
  Detect Charm 
  Find Trap 
  Greater Bless 
  Hold Undead 
  Holy Chant 
  Melt Resistance 
  Remove Paralysis 
  Resist Energy 
  Resist Fire 
  Silence 
  Snake Charm 
  Speak with Animals 
  Spirit Weapon 
  Zone of Truth 
   
  Cleric Level 3 
  Boon of Fortune 
  Cause Blindness 
  Cause Disease 
  Continual Dark 
  Continual Light 
  Cure Blindness 
  Cure Disease 
  Daylight 
  Detect Lies 
  Divine Aura 
  Enchant Weapon 
  Glyph of Warding 
  Helping Hand 
  Holy Aura 
  Locate Object 
  Remove Curse 
  Speak with the Dead 
  Wall of Wind 
  Water Breathing 
  Water Walk 
   
  Cleric Level 4 
  Air Walk 
  Anyspell 
  Awakening 
  Cause Serious Wounds 
  Charm Monster 
  Create Water 
  Cure Insanity 
  Cure Serious Wounds 
  Dimensional Anchor 
  Divination 
  Grable 
  Greater Protection from Evil 
  Greater Pr. from Good 
  Hold Metal 
  Hunger 
  Neutralise Poison 
  Speak with Plants 
  Sticks to Snakes 
  Tongues 
  Trap Possessor 
   
  Cleric Level 5 
  Atonement 
  Barrier of Retention 
  Cause Critical Wounds 
  Commune 
  Create Food 
  Cure Critical Wounds 
  Dispel Evil 
  Dispel Good 
  Finger of Death 
  Flame Strike 
  Hallow 
  Insect Plague 
  Iron Skin 
  Plane Shift 
  Quest 
  Raise Dead 
  Restoration 
  Slay the Living 
  Sunburst 
  True Seeing 
   
  Cleric Level 6 
  Animate Object 
  Blade Barrier 
  Conjure Animals 
  Energy Drain 
  Find the Path 
  Fire Path 
  Harm 
  Heal 
  Heartseeker 
  Ironguard 
  Mass Cure Serious Wounds 
  Refuge 
  Rock to Magma 
  Speak with Monsters 
  Word of Recall 
   
  Cleric Level 7 
  Aerial Servant 
  Control Weather 
  Dictum 
  Digit of Disruption 
  Earthquake 
  Holy Word 
  Hovering Road 
  Implosion 
  Mass Cure Critical Wounds 
  Mass Raise Dead 
  Part Water 
  Resurrection 
  Symbol 
  Understand Device 
  Wind Walk 
   
   
  Druid 
   
  Druid Level 1 
  Beast Mask 
  Calm Animal 
  Detect Magic 
  Eagle Eye 
  Enchant Club 
  Entangle 
  Faerie Fire 
  Fey Sight 
  Hold Wind 
  Know Direction 
  Locate Animal 
  Magic Fang 
  Mending 
  Pass Animals 
  Predict Weather 
  Puffball 
  Purify Water 
  Resistance 
  Virtue 
  Whispering Ward 
   
   
  Druid Level 2 
  Air Sphere 
  Animal Link 
  Animal Trance 
  Bark Skin 
  Charm Animal 
  Chill Metal 
  Create Water 
  Cure Light Wounds 
  Flame Touch 
  Fortifying Stew 
  Gift of Speech 
  Goodberry 
  Heat Metal 
  Insect Swarm 
  Locate Plants 
  Obscuring Mist 
  Produce Flame 
  Speak with Animals 
  Stumble 
  Warp Wood 
   
  Druid Level 3 
  Adrenaline Surge 
  Air Breathing 
  Body of the Sun 
  Call Lighting 
  Cure Disease 
  Diminish Plants 
  Dominate Animal 
  Greater Magic Fang 
  Hold Animal 
  Ivy Sprawl 
  Meld into Stone 
  Neutralise Poison 
  Plant Growth 
  Protection from Fire 
  Pyrotechnics 
  Shape Stone 
  Shape Wood 
  Snare 
  Tree Shape 
  Water Breathing 
   
  Druid Level 4 
  Animal Sight 
  Call of the Forest 
  Control Temperature 
  Create Food 
  Cure Serious Wounds 
  Dampen Fire 
  Dispel Magic 
  Earth Maw 
  Flash Fire 
  Freedom of Movement 
  Hallucinatory Forest 
  Insect Plague 
  Knurl 
  
  98 
   
  Needlestrom 
  Pass Plants 
  Produce Fire 
  Protection from Lightning 
  Repel Vermin 
  Speak with Plants 
  Summon Animals I 
   
  Druid Level 5 
  Animal Growth 
  Commune with Nature 
  Control Winds 
  Dire Hunger 
  Doom Ward 
  Flesh to Salt 
  Hallow 
  Hold Plant 
  Mud to Rock 
  Plant Door 
  Protection from Plants 
  Rebirth 
  Rock to Mud 
  Shape Clouds 
  Sticks to Snakes 
  Strengthen Stone 
  Summon Animals II 
  Thornwrack 
  Wall of Fire 
  White Beam 
   
  Druid Level 6 
  Antilife Shell 
  Charm Plants 
  Conjure Elemental 
  Druid's Spellstaff 
  Earth Blight 
  Feeblemind 
  Finger of Death 
  Fire Seeds 
  Ironwood 
  Protection from Animals 
  Repel Wood 
  Shrivel 
  Stone Tell 
  Summon Animals III 
  Wall of Thorns 
   
  Druid Level 7 
  Animate Rock 
  Cloud Boat 
  Confusion 
  Control Weather 
  Creeping Doom 
  Dominate Plants 
  Eruption 
  Fire Chariot 
  Firestorm 
  Metal to Wood 
  Path of Virtue 
  Reincarnation 
  Tree Spirit 
  Unwilling Wood 
  Wood to Metal 
  Illusionist 
   
  Illusionist Level 1 
  Alter Self 
  Apparition 
  Auditory Illusion 
  Chameleon 
  Colour Spray 
  Conceal Aura 
  Dancing Lights 
  Delay Image 
  Detect Illusion 
  Detect Magic 
  Detect Psionics 
  Fade 
  False Aura 
  Hypnotise 
  Light 
  Pattern 
  Phantasmal Force 
  Protection from Evil 
  Protection from Good 
  Read Language 
  Read Magic 
  Reflection 
  Shocking Grasp 
  Unseen Servant 
  Wall of Fog 
   
  Illusionist Level 2 
  Blink 
  Blur 
  Chromatic Orb 
  Creeping Fog 
  Darkness Globe 
  Deaf 
  Detect Invisibility 
  Flash 
  Fog Cloud 
  Greater Phantasmal Force 
  Hypnotic Pattern 
  Invisibility 
  Magic Mouth 
  Mirror Image 
  Misdirection 
  Obscure 
  Penumbral Face 
  Phantom Armour 
  Resist Lightning 
  Words of Fire 
   
  Illusionist Level 3 
  Alternate Reality 
  Dancing Shadows 
  Dispel Magic 
  Dispel Phantasm 
  Displace Self 
  Fear 
  Fool's Gold 
  Hallucinatory Terrain 
  Haze 
  Illusory Script 
  Lightning Bolt 
  Magic Ear 
  Magic Eye 
  Nondetection 
  Paralyse 
  Rope Trick 
  Shadow Eye 
  Spectral Force 
  Steam Blast 
  Suggestion 
   
  Illusionist Level 4 
  Bubble Breath 
  Confusion 
  Counterspell 
  Dimension Door 
  Emotions 
  Greater Invisibility 
  Illusiory Strength 
  Mass Morph 
  Minor Creation 
  Phantasmal Killer 
  Protection from Lightning 
  Ring of Invisibility 
  Shadow Door 
  Shadow Monsters I 
  Solid Fog 
   
  Illusionist Level 5 
  Aiming at the Target 
  Chaos 
  Major Creation 
  Mind Fog 
  Phantasmal Door 
  Phantom Hound 
  Project Image 
  Shadow Evocation 
  Shadow Monsters II 
  Summon Shadow 
   
  Illusionist Level 6 
  Death Fog 
  Enchant Item 
  Greater Shadow Evocation 
  Mass Invisibility 
  Mass Suggestion 
  Maze 
  Phase Door 
  Shadow Monsters III 
  True Seeing 
  Veil 
   
  Illusionist Level 7 
  Alter Dream 
  Body Outside Body 
  Contagious Fog 
  Demishadow Evocation 
  Dimension Warp 
  Dramatic Death 
  Hedge Maze 
  Prismatic Spray 
  Prismatic Wall 
  Trick 
  Illusionist Level 8 
  Astral Projection 
  Blind 
  Castle in the Air 
  Fear Ward 
  Ghosts of the Past 
  Greater Demishadow Evoc. 
  Irresistible Dance 
  Kaleidoscopic Strike 
  Lightning Storm 
  Prismatic Beam 
   
  Illusionist Level 9 
  Absolute Immunity 
  Box of Spells 
  Dream Gate 
  Eye of Power 
  Manifest Illusion 
  Nightmare Killer 
  Paradox 
  Permanency 
  Pocket Building 
  Prismatic Sphere 
   
   
  Jester 
   
  Jester Level 1 
  Alter Instrument 
  Amplify 
  Balance 
  Befuddling Pun 
  Bird Charm 
  Charm Person 
  Colour 
  Contortion 
  Delay Image 
  Detect Magic 
  Disarm 
  Giggle 
  Jump 
  Read Magic 
  Sleep 
   
  Jester Level 2 
  Charm Animal 
  Colour Blindness 
  Harlequin's Mask 
  Hypnotic Pattern 
  Invisibility 
  Joke 
  Knock 
  Mirror Image 
  Uncanny Contortion 
  Web 
   
  Jester Level 3 
  Annoying Poke 
  Blasphemous Obscenities 
  Cruel Comment 
  Dispel Magic 
  Fool's Gold 
  
  99 
   
  Hold Person 
  Pyrotechnics 
  Suggestion 
  Taunt 
  Whirlwind 
   
  Jester Level 4 
  Belly Aching 
  Cause Insanity 
  Charm Monster 
  Confusion 
  Dimension Door 
  Emotions 
  Extended Joke 
  Fumble 
  Rope Trick 
  Slow 
   
  Jester Level 5 
  Brutal Comment 
  Feeblemind 
  Grievous Insult 
  Gut Busting Joke 
  Hold Monster 
   
  Jester Level 6 
  Geas 
  Last Trick 
  Laughing Death 
  Mass Suggestion 
  Phase Door 
   
  Jester Level 7 
  Animate Object 
  Charm Crowd 
  Dramatic Death 
  Maze 
  Trick 
   
  Jester Level 8 
  Airball 
  Circle of Blindness 
  Laughing Doom 
  Surelife 
  Teleport Block 
   
  Jester Level 9 
  Absorption 
  Final Joke 
  Mind Blank 
  Prismatic Beam 
  Stasis Clone  
   
   
  Mage 
   
  Mage Level 1 
  Accuracy 
  Adhesion 
  Alarm 
  Burning Hands 
  Charm Person 
  Dancing Lights 
  Delay Image 
  Detect Magic 
  Detect Phase 
  Detect Psionics 
  Disarm 
  False Aura 
  Fascination 
  Feather Fall 
  Feeling Fingers 
  Fist of Stone 
  Floating Disc 
  Hold Portal 
  Icicle 
  Jarring Hand 
  Lasting Breath 
  Light 
  Magic Missile 
  Magic Wings 
  Manipulate Fire 
  Mending 
  Protection from Evil 
  Protection from Good 
  Read Language 
  Read Magic 
  Shield 
  Sleep 
  Stoneflight 
  Sustain Fire 
  Swim 
  Tiger Eye 
  Transform Liquids 
  Unseen Servant 
  Wandbane 
  Warmth 
   
  Mage Level 2 
  Acid Arrow 
  Aerial Acceleration 
  Amnesia 
  Bladethirst 
  Cat's Grace 
  Continual Light 
  Darkness Globe 
  Deflector 
  Detect Invisibility 
  Detect Thoughts 
  Earthen Grasp 
  Filter 
  Insatiable Thirst 
  Invisibility 
  Knock 
  Levitate 
  Magic Mace 
  Magic Mouth 
  Message 
  Protection from Paralysis 
  Pyrotechnics 
  Rejuvenation 
  Scorcher 
  Shatter 
  Silencing Hand 
  Spider Climb 
  Strength 
  Swift Mount 
  Web 
  Wizard Lock 
   
  Mage Level 3 
  Acid Lash 
  Air Bolt 
  Air Breathing 
  Air Sphere 
  Analyse Device 
  Blink 
  Dampen Magic 
  Darkvision 
  Dispel Magic 
  Explosive Runes 
  Fireball 
  Flame Arrow 
  Fly 
  Fundamental Breakdown 
  Greater Protection from Evil 
  Greater Pr. from Good 
  Gust of Wind 
  Haste 
  Hold Person 
  Lightning Bolt 
  Mage's Spellstaff 
  Magic Ear 
  Magic Eye 
  Manyjaws 
  Monster Summoning I 
  Protection from Missiles 
  Slow 
  Squaring the Circle 
  Suggestion 
  Water Breathing 
   
  Mage Level 4 
  Acid Bolt 
  Animal Magnetism 
  Arcane Eye 
  Battering Ram 
  Charm Monster 
  Cloak of Protection 
  Confusion 
  Cook 
  Counterspell 
  Darkening Bolt 
  Dimension Door 
  Extension I 
  Fear 
  Freedom of Movement 
  Fumble 
  Greater Magic Missile 
  Lesser Spell Protection 
  Magic Mantle 
  Monster Summoning II 
  Plant Growth 
  Polymorph Other 
  Polymorph Self 
  Remove Curse 
  Rope Trick 
  Spell Potion 
  Swordfire 
  Unseen Limb 
  Wall of Fire 
  Wall of Ice 
  Wall of Iron 
   
  Mage Level 5 
  Animal Growth 
  Cone of Cold 
  Cone of Force 
  Conjure Elemental 
  Contact Other Plane 
  Control Weather 
  Crimson Scourge 
  Dismissal 
  Dominate 
  Extension II 
  Fabulous Fireball 
  Feeblemind 
  Freezing Hands 
  Hold Monster 
  Improved Blink 
  Interposing Hand 
  Life Field 
  Lower Resistance 
  Magic Jar 
  Monster Summoning III 
  Mud to Rock 
  Music Box 
  Pass Wall 
  Pr. from Mundane Weapons 
  Rock to Mud 
  Telekinesis 
  Teleport 
  Toxic Cloud 
  True Seeing 
  Wall of Force 
   
  Mage Level 6 
  Age Animal 
  Antimagic Shell 
  Barrier Reaver 
  Chain Lightning 
  Control Weather 
  Disintegrate 
  Enchant Item 
  Extension III 
  Flesh to Stone 
  Forceful Hand 
  Freezing Sphere 
  Geas 
  Ghost Grail 
  Greater Spell Protection 
  Improved Haste 
  Invisible Stalker 
  Lower Water 
  Monster Summoning IV 
  Move Earth 
  Part Water 
  Project Image 
  Pr. from Magical Weapons 
  Repulsion 
  Stone to Flesh 
  Sudden Death 
  
  100 
   
  Mage Level 7 
  Basilisk Glare 
  Conjure Demon 
  Crypt Servant 
  Dimension Warp 
  Energy Blade 
  Grasping Hand 
  Greater Arcane Eye 
  Hold Golem 
  Improved Magic Mantle 
  Lurking Fireball 
  Mass Teleport 
  Monster Summoning V 
  Phase Door 
  Resist Magic 
  Reverse Gravity 
  Simulacrum 
  Steal Enchantment 
  Stun 
  Spellsteal 
  Sword of the Stars 
   
  Mage Level 8 
  Afterclap 
  Air Spiral 
  Airball 
  Analyse Magic 
  Blind 
  Bombardment 
  Clenched Fist 
  Devastate 
  Dreadful Desiccation 
  Freedom 
  Incendiary Cloud 
  Mass Charm 
  Maze 
  Mind Blank 
  Monster Summoning VI 
  Permanency 
  Polymorph Object 
  Soul Trap 
  Spell Resistance 
  Symbol 
   
  Mage Level 9 
  Absolute Immunity 
  Alter Beast 
  Astral Projection 
  Box of Spells 
  Crushing Hand 
  Doom 
  Gate 
  Imprisonment 
  Meteor Swarm 
  Monster Summoning VII 
  Prismatic Sphere 
  Shape Change 
  Spell Copy 
  Temporal Stasis 
  Time Stop 
   
  Necromancer 
   
  Necromancer Level 1 
  Augment Undead 
  Blackthorns 
  Colour Blindness 
  Command Undead 
  Corpse Flesh 
  Corpse Flicker 
  Corpse Link 
  Corpse Visage 
  Decay Flesh 
  Detect Undead 
  Detect Magic 
  Exterminate  
  Ghost Arrow 
  Haunting 
  Icicle 
  Locate Remains 
  Poltergeist 
  Read Language 
  Read Magic 
  Remove Stench 
  Skeletal Servant 
  Spectral Sense 
  Spectral Voice 
  Spider Climb 
  Stench of Decay 
   
  Necromancer Level 2 
  Animate Skeletons 
  Blastbones 
  Bloodglass 
  Choke 
  Death Recall 
  Dread Face 
  Embalm 
  Fang Dagger 
  Fireskull Servant 
  Gather Corpses 
  Ghoulish Hands 
  Hear Heartbeat 
  Living Link 
  Maggot Spray 
  Pass Undead 
  Rain of Blood 
  Ray of Pain 
  Resist Turning 
  Scare 
  Zombie Servant 
   
  Necromancer Level 3 
  Animate Zombies 
  Cloak Undead 
  Cripple 
  Dispel Magic 
  Drag from Death's Door 
  Dread Armour 
  Feign Death 
  Flesh to Ectoplasm 
  Fossilise 
  Ghoul Servant 
  Hold Undead 
  Life Drain 
  Necromancer's Spellstaff 
  Ray of Enfeeblement 
  Skull Trap 
  Speak with the Dead 
  Spirit Wrack 
  Stench of Death 
  Summon Undead I 
  Zone of Sinister Silence 
   
  Necromancer Level 4 
  Agitate Wounds 
  Band of Ice 
  Blacksphere 
  Blood Lightning 
  Brainkill 
  Burning Blood 
  Cause Insanity 
  Charm Undead 
  Corpse Feast 
  Corpse Whisper 
  False Face 
  Graft 
  Poison Water 
  Protection from Ice 
  Rot Flesh 
  Speak with Spirits 
  Summon Undead II 
  Unseen Limb 
  Wall of Bones 
  Wall of Ice 
   
  Necromancer Level 5 
  Animate Dead 
  Awake the Beast 
  Bind Undead 
  Call of the Crypt 
  Crimson Scourge 
  Disguise Undead 
  Fear Aura 
  Gaseous Form 
  Ice Storm 
  Interposing Hand 
  Malefic Meld 
  Mummify 
  Pest 
  Poison Food 
  Primal Fury 
  Summon Undead III 
  Tentacle Grip 
  Throbbing Bones 
  Wall of Gloom 
  Zone of Dread 
   
  Necromancer Level 6 
  Animate Dead Monster 
  Asphyxiate 
  Black Steed 
  Blood Rain 
  Blood Sacrifice 
  Bone to Steel 
  Crucify 
  Dead Man Eye's 
  Death's Lingering Shadow 
  Enchant Item 
  Flesh Curse 
  Freezing Hands 
  Ghost Split 
  Grim Reaper's Curse 
  Lesser Organ Transfer 
  Lich Touch 
  Mass Feign Death 
  Spectral Symbiosis 
  Summon Undead IV 
  Teleport Undead 
   
  Necromancer Level 7 
  Black Regeneration 
  Corpse Storm 
  Crypt Servant 
  Death Geas 
  Headless Horseman 
  Necromancer's Touch 
  Ooze Rain 
  Sudden Death 
  Summon Undead V 
  Wound Conferral 
   
  Necromancer Level 8 
  Alter Beast 
  Clenched Fist 
  Clone 
  Death Link 
  Death Shroud 
  Greater Organ Transfer 
  Skeletal Army 
  Spectral 
  Summon Undead VI 
  Tentacle Walls 
   
  Necromancer Level 9 
  Binding Curse 
  Box of Spells 
  Death Ward 
  Life Force Exchange 
  Mass Crucify 
  Permanency 
  Reinstate Soul 
  Summon Undead VII 
  Zone of Death 
  Doom 
   
   
  Shinobi 
   
  Shinobi Level 1 
  Auditory Illusion 
  Chameleon 
  Detect Illusion 
  Fade 
  False Tracks 
  Farseer 
  Feather Fall 
  Find Direction 
  
  101 
   
  Forget 
  Illusion of Clam 
  Jump 
  Knock 
  Lesser Distraction 
  Shadow Face 
  Snake Charm 
   
  Shinobi Level 2 
  Alter Self 
  Creeping Shadows 
  Fast Escape 
  Featherfoot 
  Ghost Sight 
  Mirror Image 
  Part Crowd 
  Spider Climb 
  Shadow Stich 
  Shunt 
   
  Shinobi Level 3 
  Age to Destruction 
  Detect Living 
  Find the Gap 
  Ghost Strike 
  Greater Distraction 
  Merge into Art 
  Shadow Eye 
  Smoke Form 
  Spider Stich 
  Stupor 
   
  Shinobi Level 4 
  Choking Shadows 
  Improved Featherfood 
  Poison Blade 
  Shadow Blade 
  Steal Identity 
   
  Shinobi Level 5 
  Absorb Weapon 
  Force Armour 
  Martyr's Death 
  Shadow Form 
  Stop Heart 
   
  Shinobi Level 6 
  Find the Path 
  Phase Door 
  Poison Food 
  Sense Treason 
  Void Armour 
   
   
  Witch 
   
  Witch Level 1 
  Analgesia 
  Bad Luck 
  Black Fire 
  Burning Hands 
  Cat Fall 
  Charm Animal 
  Chill Touch 
  Control Vapour 
  Detect Illusion 
  Detect Magic 
  Detect Poison 
  Dozy 
  Dream Candle 
  Eternal Fire 
  Faerie Fire 
  Flourish 
  Ghost Arrow 
  Light 
  Loving Heart I 
  Lucky Charm 
  Masque 
  Moon Sense 
  Protection from Elements 
  Reflection 
  Scream 
  Silver Tongue 
  Sleep 
  Sun Blessing 
  Vertigo 
  Witch Sense 
   
  Witch Level 2 
  Acid Skin 
  Agony 
  Alter Self 
  Augury 
  Blind Eye 
  Burning Gaze 
  Calm 
  Command 
  Delay Poison 
  Detect Thoughts 
  Evil Eye 
  Fever 
  Force Field 
  Ghost Blade 
  Hex 
  Invisibility 
  Iron Will 
  Loving Heart II 
  Predict Weather 
  Purity Food and Drink 
  Quicken Healing 
  Read Language 
  Read Magic 
  Scare 
  Scuffle 
  Shape Clouds 
  Snake Body 
  Snake Charm 
  Spell Missile 
  Wither 
   
  Witch Level 3 
  All-Seeing Eye 
  Cause Disease 
  Circle of Respite 
  Cold Light 
  Control Fluids 
  Create Food 
  Create Water 
  Danse Macabre 
  Dispel Magic 
  Dissipate Vapour 
  Dither 
  Feral Spirit 
  Fertility 
  Fresh Air 
  Ghost Ward 
  Hold Animal 
  Lame 
  Locate Thief 
  Loving Heart III 
  Magic Ear 
  Magic Eye 
  Mirror Image 
  Neutralise Poison 
  Phantom Light 
  Puck 
  Remove Curse 
  Toad Curse 
  Transvection 
  Undying Fire 
  Whirlwind 
   
  Witch Level 4 
  Abomination 
  Acid Bolt 
  Animal Growth 
  Arcane Eye 
  Charm Monster 
  Confusion 
  Detect Lies 
  Drought 
  Elemental Armour 
  Emotions 
  Ethereal Projection 
  Hallucinatory Terrain 
  Insect Plague 
  Last Resort 
  Mirror Link 
  Narcolepsy 
  Persona 
  Phantom Dagger 
  Poison Water 
  Purge 
  Retaliation 
  Slasher 
  Slow 
  Speak with the Dead 
  Steal Youth 
  Suggestion 
  Vision 
  Witch Fog 
  Witch Power 
  Withering Touch 
   
  Witch Level 5 
  Animal Curse 
  Animate Dead 
  Blade Dance 
  Bloodletting 
  Break Enchantment 
  Calm Weather 
  Cause Insanity 
  Death Candle 
  Detect Therianthrope 
  Discord 
  Dream Words 
  Eternal Charm Person 
  Eternal Slumber 
  Exhaustion 
  False Vision 
  Feeblemind 
  Greater Ethereal Projection 
  Hold Monster 
  Immunity 
  Magic Jar 
  Nightmare 
  Overlook 
  Poison Food 
  Proliferation 
  Quenching Candle 
  Shriek 
  Telekinesis 
  Teleport 
  True Seeing 
  Witch Bile 
   
  Witch Level 6 
  Animate Object 
  Antimagic Shell 
  Black Steed 
  Control Weather 
  Dark Touch 
  Death Blade 
  Dimension Lock 
  Draw Forth the Soul 
  Enchant Item 
  Ethereal Ban 
  Evaporate Fluids 
  False Memory 
  Find the Path 
  Geas 
  Mass Agony 
  Mass Ethereal Projection 
  Mass Suggestion 
  Mirror Walk 
  Mislead 
  Moon Bow 
  Project Image 
  Repulsion 
  Restore Youth 
  Venom Touch 
  Wall of Roses 
   
  Witch Level 7 
  Aura of Decay 
  Beam of Mutilation 
  Blind 
  Breath of Life 
  Call the Restless Soul 
  Charm Plants 
  Eternal Charm Monster 
  
  102 
   
  Foresight 
  Full Moon Aura 
  Greater Arcane Eye 
  Inversion 
  Magical Conception 
  Mass Morph 
  Sunburst 
  Veneration 
   
  Witch Level 8 
  Astral Projection 
  Damning Stare 
  Discern Location 
  Dreadful Desiccation 
  Greater Mislead 
  Mind Blank 
  New Moon Aura 
  Permanency 
  Pit 
  Polymorph Object 
  Prophecy 
  Sleeping Village 
  Soul Trap 
  Wail of the Banshee 
  Witch Barrier 
   
  Witch Level 9 
  Absolute Immunity 
  Binding Curse 
  Call the Wild Hunt 
  Cursed Earth 
  Death Ward 
  Freedom 
  Imprisonment 
  Polar Midnight 
  Seek 
  Unwilling Wood 
   
   
  Warlock 
   
  Warlock Level 1 
  Cause Light Wounds 
  Chill Touch 
  Command 
  Demonflesh 
  Detect Magic 
  Detect Poison 
  Fiery Eyes 
  Light 
  Magic Missile 
  Protection from Evil 
  Protection from Good 
  Purify Food and Drink 
  Read Magic 
  Resist Cold 
  Unnerving Gaze 
   
  Warlock Level 2 
  Acid Arrow 
  Damnation 
  Delay Poison 
  Demoncall 
  Devil's Eye 
  Find Trap 
  Heat Metal 
  Hold Person 
  Invisibility 
  Knock 
  Resist Fire 
  Silence 
  Spider Climb 
  Spirit Weapon 
  Stunning Screech 
   
  Warlock Level 3 
  Abyssal Might 
  Cause Blindness 
  Continual Dark 
  Continual Light 
  Devil's Ego 
  Dispel Magic 
  Fear 
  Feign Death 
  Flame Arrow 
  Glyph of Warding 
  Insect Swarm 
  Magic Ear 
  Magic Eye 
  Poison Water 
  Speak with the Dead 
   
  Warlock Level 4 
  Cause Disease 
  Cause Serious Wounds 
  Confusion 
  Create Food 
  Detect Lies 
  Greater Protection from Evil 
  Greater Pr. from Good 
  Hellfire 
  Hunger 
  Neutralise Poison 
  Polymorph Self 
  Tongues 
  Trap Possessor 
  Wall of Fire 
  Wall of Ice 
   
  Warlock Level 5 
  Cause Critical Wounds 
  Commune 
  Flame Strike 
  Insect Plague 
  Magic Jar 
  Plane Shift 
  Slay the Living 
  Summon Shadow 
  Toxic Cloud 
  True Seeing 
   
  Warlock Level 6 
  Animate Object 
  Blade Barrier 
  Earth Blight 
  Fiendish Clarity 
  Finger of Death 
  Flesh to Stone 
  Harm 
  Invisible Stalker 
  Utterdark 
  Word of Recall 
   
  Warlock Level 7 
  Astral Projection 
  Blind 
  Conjure Demon 
  Control Weather 
  Death Fog 
  Dread Word 
  Hellfire Storm 
  Implosion 
  Lich Touch 
  Symbol  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  103 
   
  Spell Descriptions 
   
  Abomination 
  Spell Level: W4 
  Range: 10 metres 
   
  This spell manipulates an unborn child in the womb of the 
  woman. The child can be deformed or misshapen children 
  may be healed. The mass of the chid cannot be changed, so 
  manipulations like additional limbs are limited. 
   
   
  Absolute Immunity 
  Spell Level: I9, M9, W9 
  Range: Caster 
  Duration: Five rounds per level 
   
  This spell allows the caster to absorb up to ten spell levels of 
  spells aimed at him. The absorbed energy can be used by the 
  caster to cast memorised spells without forgetting them. The 
  spell level of the spell cast may not exceed the spell levels 
  absorbed so far. 
   
   
  Absorb Weapon 
  Spell Level: S5 
  Range: Touch 
  Duration: One hour per level 
   
  This spell allows the caster to put any weapon no longer than 
  his arm on his arm, where it will be absorbed. The only sign 
  of the weapon will be a weak magic aura. The weapon can be 
  recovered by the caster at will. An intelligent weapon is 
  permitted a saving throw. This spell does not work with 
  weapons in the possession of another creature. 
   
   
  Absorption 
  Spell Level: J9 
  Range: Caster 
  Duration: Five rounds per level 
   
  This spell allows the caster to absorb and redirect magic. Up 
  to ten spell levels of incoming spells can be absorbed. Area-
  based spells no targeted directly at the caster, touch attacks 
  and effects of magical devices cannot be absorbed. At any 
  time during the spell‘s duration, the caster can use the 
  absorbed magic to cast a spell he has memorised without 
  actually wiping it from his memory. The caster can willingly 
  supress the effect of Absorption to receive beneficial spells.  
   
   
  Abyssal Might 
  Spell Level: Wr3 
  Range: Caster 
  Duration: One turn per level 
   
  For the duration of this spell, the caster gains a +2 bonus to 
  strength, constitution and dexterity as well as 1% magic 
  resistance per level. 
   
   
  Accuracy 
  Spell Level: M1 
  Range: Touch 
  Duration: One round per level 
   
  This spell enchants as many missiles as a man can lift. The 
  missiles can now be shot twice as far while being just as 
  accurate. 
   
   
  Acid Arrow 
  Spell Level: M2, Wr2 
  Range: 50 metres plus three per level 
   
  A magical arrow made of acid flies to the target. The arrow 
  deals 2d4 points of damage. For every three levels of the 
  caster, the acid lasts another round and deals another 2d4 
  points of damage in that round. The target is permitted a 
  saving throw for half damage. 
   
   
  Acid Bolt 
  Spell Level: M4, W4 
  Range: 50 metres plus 10 per level 
   
  This spell creates two large drops of acid which can be 
  directed at one or two targets. The drops never miss and 
  cause 4d4 points of damage each. 
   
   
  Acid Lash 
  Spell Level: M3 
  Range: Touch 
  Duration: Three rounds 
   
  This spell creates and immaterial lash for the caster to use. It 
  deals 4d4 points of damage and double damage to undead. It 
  is not made out of real acid and will not corrode anything. 
  The caster can banish it anytime and may not use it together 
  with any item larger than a dagger. Using the lash is easy and 
  grants the caster a +3 THACO bonus. 
   
   
  
  104 
   
  Acid Skin 
  Spell Level: W2 
  Range: Caster 
  Duration: One round per level 
   
  The caster‘s skin becomes highly acidic. Anyone touching or 
  being touched by the caster suffers 2d6 points of damage. A 
  saving throw is permitted for half damage. 
   
   
  Adhesion 
  Spell Level: M1 
  Range: Touch 
  Duration: One turn per level 
   
  This spell causes two solid objects to adhere after the caster 
  touched the junction between them. To separate the objects 
  ahead of time, a force of one ton plus a hundred kilogrammes 
  per caster level is needed. 
   
   
  Adrenaline Surge 
  Spell Level: D3 
  Range: 10 metres 
  Duration: One round per level 
   
  This spell grants and allied summoned creature a +4 bonus to 
  strength. 
   
   
  Aerial Acceleration 
  Spell Level: M2 
  Range: 10 metres 
  Duration: One turn plus one per level 
   
  This spell increases the speed of a flyer by half his regular 
  speed, but makes manoeuvring slightly harder. 
   
   
  Aerial Servant 
  Spell Level: C7 
  Duration: Until completion or insanity 
   
  A powerful creature from the Plane of Air is summoned, 
  ready to fetch one object or creature in sight for the caster. 
  Any creature trying to free itself from the aerial servant‘s 
  grasp has to make a strength check with a -12 malus. The 
  aerial servant can carry up to 250 kilograms. It is hast and has 
  HD, AC and THACO bonus equal to the caster‘s level. If the 
  aerial servant does not manage to fulfil its task, it goes insane 
  an attacks the summoner. 
   
   
  Afterclap 
  Spell Level: M8 
  Range: Three metre per level 
   
  This spell doubles the damage a single creature took in the 
  previous round. Damage rolls, saving throws and ability 
  checks are copied from the previous round. 
   
   
  Age Animal 
  Spell Level: M6 
  Range: Three metres 
  Duration: Permanent 
   
  This spell ages an animal or giant sized animal by a number 
  of years chosen by the caster and up to one year per level of 
  the caster. If the caster fails a saving throw while the spell is 
  cast, the caster ages by a number of months equal to the 
  animal‘s additional years. 
   
   
  Age to Destruction 
  Spell Level: S3 
  Range: One metre per level 
  Duration: Permanent 
   
  This spell lets an object up to the size of a treasure chest age 
  a century. Depending on the material, the object will crumble 
  to dust the next time it is picked up. Magical items are 
  permitted a saving throw according to their owner. 
   
   
  Agitate Wounds 
  Spell Level: N4 
  Range: 20 metres 
   
  This spells reopens wounds causes by a piercing weapon and 
  causes 2d6 points of damage. If the victim does not make a 
  successful saving throw, it suffers further 1d3 points of 
  damage per round until the wound is dressed and bound. 
  Creatures without blood are immune to this spell. 
   
   
  Agony 
  Spell Level: W2 
  Range: 15 metres plus one per level 
  Duration: One round per level 
   
  This spell causes severe physical pain in the target. The victim 
  is stunned for the durations of the spell and loses every 
  dexterity-based bonus. 
   
   
  Aiming at the Target 
  Spell Level: I5 
  Range: Caster  
  Duration: Up to two turns 
   
  This spell allows the caster to move, take damage or make a 
  successful saving throw while he is already casting another 
  
  105 
   
  spell. This spell can be cast while concentrating to maintain 
  another spell. 
   
   
  Air Bolt 
  Spell Level: M3 
  Range: 10 metres 
   
  This spell creates an invisible bolt of air dealing 1d3 points if 
  damage per caster level up to a maximum of 10d3. The target 
  is permitted a saving throw for half damage. Underwater, this 
  spell does double damage and the range is tripled. 
   
   
  Air Breathing 
  Spell Level: D3, M3 
  Range: 10 metres 
  Duration: Two hours 
   
  This spell allows a water-breathing creature to breath air for 
  the spell‘s duration. 
   
   
  Air Sphere 
  Spell Level: D2, M3 
  Range: Caster 
  Duration: Permanent 
   
  This spell creates an air bubble with a radius of five metres 
  around the caster. It can be mentally moved by the caster 
  during the first three turns of its existence at the caster‘s 
  speed. The air created will always be the optimal air for the 
  caster. 
   
   
  Air Spiral 
  Spell Level: M8 
  Range: 20 metres 
  Duration: One round per level 
   
  This spell creates a helix-shaped staircase made of solid air. 
  The staircase is thirty metres high and eight metres in 
  diameter. The caster may choose where he wants to be on the 
  staircase. The staircase moves as fast as the caster and is 
  under the control of the caster. Any creature can climb it and 
  it can penetrate any kind of magic barrier. If used underwater, 
  is allows creatures to breath and makes them immune to 
  attacks based on heat, cold and lighting. The staircase can be 
  used to banish one creature back to its plane and 
  automatically destroys all creatures from the Elemental Plane 
  of Air. 
   
   
  Air Walk 
  Spell Level: C4 
  Range: Touch 
  Duration: One turn per level 
   
  This spell allows the target to tread on air as if it was solid. 
  The target moves with half speed while using this ability. 
  Airball 
  Spell Level: J8, M8 
  Range: 40 metres 
  Duration: Until the ball is broken 
   
  This spell creates a boulder-sized ball of compressed air. If 
  the ball falls more than ten metres of is damaged, it bursts 
  into eight separate blasts, each acting as Gust of Wind. It will 
  also whirl up dust (or water) an limited all sight in the area to 
  three metres for 2d6 rounds. 
   
   
  Airship 
  Spell Level: M7 
  Range: 10 metres 
  Duration: One hour per level 
   
  This spell allows a single ship to fly. The ship has a maximum 
  length of three metre per caster level and still has to rely on 
  wind to fly. When the spell‘s duration ends, the ship gently 
  floats to the ground. 
   
   
  Alarm 
  Spell Level: M1 
  Range: Five metres 
  Duration: Four hours plus one for every two levels 
   
  This spell protects an area with a radius of eight metres. 
  Anyone who enters the area larger than a rat and not having a 
  password defined by the wizard will trigger a loud ringing 
  noise lasting for one round. 
   
   
  All-Seeing Eye 
  Spell Level: W3 
  Range: Touch 
  Duration: One hour 
   
  This spell grants the recipient a 360° view. Spotting traps or 
  creatures will be a lot easier for the spell‘s duration. 
   
   
  Alter Beast 
  Spell Level: M9, N8 
  Range: Touch 
  Duration: Permanent 
   
  This spell allows the caster to manipulate a part of a 
  creature‘s body, like the addition of additional limbs. The 
  effect is permanent, but the target has to make a successful 
  system shock check to survive the procedure. For most 
  creatures, the chances are four to one for survival. The 
  process is painful and takes about a week. 
   
   
  
  106 
   
  Alter Dream 
  Spell Level: I7 
  Range: 30 metres 
  Duration: One turn per level 
   
  This spell allows the caster to enter the target‘s dream and 
  manipulate it. The dream can be controlled like phantasm. If 
  the caster makes illogical or radical changes, the dreamer is 
  permitted a saving throw to realise there is an intruder. 
   
   
  Alter Instrument 
  Spell Level: J1 
  Range: Touch 
  Duration: One turn per level 
   
  This spell temporarily turns one musical instrument into 
  another. The value and quality of the instrument will remain 
  the same. 
   
   
  Alter Self 
  Spell Level: I1, S1, W2 
  Range: Caster 
  Duration: 1d6+10 turns plus one per caster level 
   
  The caster creates an illusion that makes him appear as a 
  different kind of creature. The creature has to have the 
  approximate size and shape as the caster. It is difficult to 
  appear as one specific individual of a species using this spell. 
   
   
  Alternate Reality 
  Spell Level: I3 
  Range: 30 metres 
   
  This spell alters a small aspect of reality and allows the caster 
  or target to re-roll a roll made during the last round. The spell 
  can only affect events that began and ended in that round. If 
  the target is friendly, it may choose between the old and the 
  new roll. A hostile target is forced to take the new roll. 
   
   
  Altruism 
  Spell Level: C2 
  Range: Touch 
  Duration: Permanent 
   
  This spell allows the caster to transfer a specific amount of 
  hit points to a willing, living being. The caster has to keep at 
  least one hit point while transferring life energy. 
   
   
  Amnesia 
  Spell Level: M2 
  Range: 10 metres 
  Duration: One day 
   
  This spell erases the target‘s memories. The time erases is 
  equal to one round plus one round per three level of the 
  caster. The spell affects 1d4 creatures. A saving throw is 
  permitted. 
   
   
  Amplify 
  Spell Level: J1 
  Range: Touch 
  Duration: One hour per level 
   
  This spell creates a magical disc with a diameter of half a 
  meter. It cannot be moved. Whenever a sound enters one 
  side of the disc, it will leave at the other side modified as the 
  caster wishes it. The sound can be one fifth to five times as 
  loud. 
   
   
  Analgesia 
  Spell Level: W1 
  Range: Touch 
  Duration: One turn per level 
   
  This spell renders the recipient immune to all physical pain. It 
  also dumbs pain as a warning signal, though. 
   
   
  Analyse Device 
  Spell Level: M3 
  Range: One metre per level 
  Duration: One round per level 
   
  This spell allows the caster to analyse a mechanical device. 
  For every round the spell lasts, one random detail is revealed. 
  The caster does not necessarily comprehend the mechanism 
  presented. If the device is magical, it might be revealed, 
  though the spell will not indicate what kind of magic it is. 
   
   
  Analyse Magic 
  Spell Level: M8 
  Range: One metre per level 
  Duration: One round per two levels 
   
  This spell works like Analyse Device, but can be used on 
  magical objects or creatures. For every round the spell lasts, 
  one enchantment will be revealed to the caster. Ancient 
  magic might be incomprehensible to the caster. 
   
   
  
  107 
   
  Animal Curse 
  Spell Level: W5 
  Range: 10 metres plus two per level 
  Duration: Permanent 
   
  This spell transforms a creature into an animal with 
  commonly no more than one hit dice. The creature is granted 
  a saving throw vs. magic to avoid the effect and cannot be 
  transformed into a creature living in a completely different 
  environment. If the creature fails a second saving throw vs. 
  paralysis, it loses all its special abilities too. If will always 
  retain its intelligence, hit dice and hit points, though. 
   
   
  Animal Growth 
  Spell Level: D5, M5, W4 
  Range: 30 metres 
  Duration: Two hours 
   
  This spell causes 1d6 animals to grow to giant size. The 
  animals gain all benefits and drawbacks of a giant animal. 
   
   
  Animal Link 
  Spell Level: D2 
  Range: 20 metres 
  Duration: One hour 
   
  This spell allows the caster to gain sensory information 
  through an animal or a giant-sized animal. The creature is not 
  aware of the effect. The caster has no control over it. 
   
   
  Animal Magnetism 
  Spell Level: M4 
  Range: Touch 
  Duration: One breeding season 
   
  This spell is used by wizards carrying out breeding 
  experiments. Is raises the chance of successful mating by 5% 
  per caster level up to a maximum of 95%. It does not make 
  sterile animal fertile. The spell cannot be used on creatures 
  without specific mating seasons. 
   
   
  Animal Sight 
  Spell Level: D4 
  Range: Touch 
   
  This spell gives the caster an image and the approximate 
  direction of either an animal that has attacked another 
  creature or someone who attacked an animal. 
   
   
  Animal Trance 
  Spell Level: D2 
  Range: 15 metres 
  Duration: Until concentration ends 
   
  As long as the caster concentrates, he can fascinate 2d6 hit 
  dice of animals. 
   
   
  Animate Dead 
  Spell Level: N5, W5 
  Range: 10 metres 
  Duration: Permanent 
   
  This spell animates skeletons or zombies from dead bodies of 
  humanoids or animals. 1d6 undead are animated per level of 
  the caster above eighth level. The undead remain animated 
  until they are destroyed. Commands up to a length of twelve 
  words can be given to the undead. 
   
   
  Animate Dead Monster 
  Spell Level: N6 
  Range: 10 metres 
  Duration: Permanent 
   
  This spell allows the caster to animate one humanoid or 
  semi-humanoid skeleton or corpse. The creature has to have 
  at least three hit dice and has to be taller than a human. 
  Telepathic commands up to a length of twelve words can be 
  given to the undead. An animated skeleton will have hit dice 
  equal to the monster it is formed from. A zombie will have 
  one additional hit dice plus one more for every four hit dice 
  the monster has. The animated monster has no special 
  attributes other than those of skeletons and zombies. The 
  monster is turned with a difficulty equal to its hit dice. 
   
   
  Animate Object 
  Spell Level: C6, I7, W6, Wr6 
  Range: 10 metres 
  Duration: One hour 
   
  The caster animates an inanimate object like a piece of 
  furniture or a statue. The object can be commanded to attack 
  as well; the combat attributes are defined by the game master. 
   
   
  Animate Rock 
  Spell Level: D7 
  Range: 10 metres 
  Duration: One hour 
   
  This spell animates about half a cubic metre of rock per level 
  of the druid. The rock can be ordered to attack or perform 
  tasks. If the druid fails a saving throw vs. magic, the rock is 
  out of control. 
   
   
  
  108 
   
  Animate Skeletons 
  Spell Level: N2 
  Range: 10 metres plus one per caster level 
  Duration: One round per level 
   
  This spell animates corpses as skeleton. For each level of the 
  caster, one skeleton can be created. The spell can only be 
  used on humanoid bodies. The skeletons are under the 
  caster‘s control until they are destroyed or the spell‘s duration 
  ends. 
   
   
  Animate Zombies 
  Spell Level: N3 
  Range: 10 metres plus one per caster level 
  Duration: One round per level 
   
  This spell works like Animate Skeletons, but creates zombies 
  instead. 
   
   
  Annoying Poke 
  Spell Level: J3 
  Range: Caster 
  Duration: One turn plus one round per level 
   
  This spell summons a long sewing needle. The needle does 
  one point of damage to a creature. From that point on, the 
  creature takes another point of damage each time the caster 
  makes a thrusting motion. If the creatures reaches naught hit 
  points, if faints and awaken ds after 1d4 rounds. After three 
  pokes, a creature with less than twelve points of intelligence 
  has to make a saving throw. If it fails, the creature has an 
  equal chance of panicking, which means taking the path of 
  least resistance for one round, or becoming enraged, which 
  leads to the creature attacking the caster at all costs and 
  fighting to the death. 
   
   
  Antilife Shell 
  Spell Level: D6 
  Range: Caster 
  Duration: One turn per level 
   
  This spell creates a magical shell with a radius of three metres 
  around the caster. The shell prevents any creature other than 
  undead, outsiders, elementals and constructs from entering. 
  The shell can be left at will. It cannot be used offensively, as 
  it collapses if rammed into a creature that cannot enter it. 
   
   
  Antimagic Shell 
  Spell Level: M6, W6 
  Range: Caster 
  Duration: One hour 
   
  An invisible bubble with a radius of three metres appears 
  around the caster. No spells or magical effects can enter or 
  leave the sphere. 
   
  Anyspell 
  Spell Level: C4 
  Range: Caster 
  Duration: Until the spell cast 
   
  This spell allows the caster to read an arcane spell scroll and 
  cast the spell later. Spells between level one and four can be 
  cast. 
   
   
  Apparition 
  Spell Level: I1 
  Range: Caster 
  Duration: One round per level 
   
  The caster becomes translucent and blurry. Hard to focus on, 
  he gets a +1 bonus to armour class. Furthermore, the caster 
  appears as a ghostly and opponents might react accordingly. 
   
   
  Arcane Eye 
  Spell Level: M4, W4 
  Range: 10 metres 
  Duration: One hour 
   
  The caster conjures an invisible magical eyeball that widens 
  his field of view. The eye moves with a speed of Five metres 
  per minute up to a distance of forty metres away from the 
  caster. 
   
   
  Asphyxiate 
  Spell Level: N6 
  Range: 30 metres 
  Duration: One round per level 
   
  Any humanoids chosen by the caster who fail a saving throw 
  vs. death have to make a constitution check every round or 
  suffer as 1d6 damage. Three failed checks in a row make a 
  victim fall unconscious. 
   
   
  Astral Projection 
  Spell Level: I8, M9, W8, Wr7 
  Range: 100 kilometres 
  Duration: Two hours 
   
  The caster projects his astral image into a different plane. The 
  astral body is invisible to everyone but other travellers on the 
  Astral Plane. If the caster is more than 100 kilometres away 
  from his original body, the link breaks and the caster‘s soul. 
  The caster‘s astral image travels at 100 kilometres per hour.  
   
   
  
  109 
   
  Atonement 
  Spell Level: C5 
  Range: Touch 
  Duration: Permanent 
   
  This spell proselytises a sentient creature and brings it close 
  to the ideals of the deity of the caster. For this spell to work, 
  the subject must either be willing to change or have a 
  significantly weaker will than the caster. 
   
   
  Auditory Illusion 
  Spell Level: I1, S1 
  Range: 20 metres plus two per level 
  Duration: Three rounds per level 
   
  This spell creates the illusion of sounds being present. The 
  spell imitates the voices of four different people at maximum. 
  The listeners are permitted a saving throw only if they are 
  already suspicious. 
   
   
  Augment Undead 
  Spell Level: N1 
  Range: Touch 
  Duration: One round per level 
   
  This spell allows skeletons and zombies to move as fast as 
  normal humans. Additionally, they gain a +1 AC bonus. 
   
   
  Augury 
  Spell Level: C2, W2 
  Duration: One prediction three minutes in the future 
   
  This spell allows the caster to see whether an action will have 
  a good or bad result in the immediate future. It does not 
  predict any long-term results. The base chance of the spell 
  revealing the true result is a roll under fourteen with a d20. 
  Every four levels, a +1 bonus to the roll is gained. 
   
   
  Aura of Decay 
  Spell Level: W7 
  Range: Caster 
  Duration: One round per level 
   
  This spell summons negative energies. All living creatures 
  within a radius of five metres around the caster suffer 2d6 
  points of damage per round. 
   
   
  Awake the Beast 
  Spell Level: N5 
  Range: 10 metres plus two per level 
  Duration: One night 
   
  This spell has no immediate effect on the victim. The next it 
  sleeps, though, it will immediately reawaken as a bloodthirsty 
  psychopath. It will react to everyone and everything even 
  slightly irritating with rage and violence. When the victim is 
  exhausted and falls asleep again, it will wake up later with no 
  memories of the night. The target is permitted a saving 
  throw.  
   
   
  Awakening 
  Spell Level: C4 
  Range: Caster 
   
  This spell spreads bright light within a radius of fifteen 
  metres around the caster. The light awakens sleeping creature, 
  including those put to sleep by magic, released magically held 
  or charmed creatures and spring traps. 
   
   
  Bad Luck 
  Spell Level: W1 
  Range: 50 metres 
  Duration: One day 
   
  This spell gives a -2 malus on all roles a creature has to make. 
  Initially, a saving throw is permitted to avoid the effect. 
   
   
  Balance 
  Spell Level: J1 
  Range: Touch 
  Duration: Two rounds per level 
   
  This spell grants the target enhanced balance. It can work on 
  a rope and perform other feats requiring a good sense of 
  balance. 
   
   
  Band of Ice 
  Spell Level: N4 
  Range: 10 metres per level 
  Duration: Up to two turns 
   
  This spell traps a creature in thick bands of ice. It traps 
  creatures up to one metre of height per three levels of the 
  caster. If the target makes a successful saving throw, it can 
  break free after one round. If the saving throw is not made, 
  the creature is trapped for one turn and is allowed one 
  strength check per round after that to try break free. After 
  two turns, the ice melts, though it might last longer – or 
  shorter – in a cold environment. 
   
   
  Bane 
  Spell Level: C1 
  Range: Caster 
  Duration: One round per level 
   
  All enemies within a radius of fifteen metres around the 
  caster suffer a -1 THACO penalty and a -1 malus to saving 
  throws vs. fear. 
   
   
  
  110 
   
  Bark Skin 
  Spell Level: D2 
  Range: Touch 
  Duration: Three rounds plus one per level 
   
  This spell makes the recipient‘s skin hard as tree bark and 
  raises his armour class by one. He also gains a +1 bonus to all 
  saving throws except saving throws vs. magic.  
   
   
  Barrier of Retention 
  Spell Level: C5 
  Range: Caster 
  Duration: One turn per level 
   
  This spell affects an area of one cubic metre per caster level. 
  The caster can shape the barrier into any rectangular shape. 
  Any creature can enter the barrier, but not leave it if it fails a 
  saving throw. Objects can be carrier, but not hurled through 
  the barrier. 
   
   
  Barrier Reaver 
  Spell Level: M6 
  Range: 10 metres per level 
  Duration: One round 
   
  This spell forces an opening into a magical barrier or 
  conjured physical barrier. The opening has a diameter and 
  length of one metre for every three levels of the caster. It 
  opens at the end of the round the spell was cast and stays 
  open for one round. If it closes and someone is directly in the 
  opening, the creature takes 6d6 points of damage and is 
  expelled at one of the sides. 
   
   
  Basilisk Glare 
  Spell Level: M7 
  Range: Caster 
  Duration: Four rounds 
   
  This spell makes the caster‘s eyes glow with red radiance. 
  Once per round, the caster can look at a creature. The 
  creature does not have to look at the caster. If that creature 
  fails a saving throw vs. paralysis, it suffers 1d4 points of 
  damage and is petrified for the duration of the spell plus 1d3 
  rounds. Equipment is also petrified, but not harmed. If the 
  saving throw fails, the target additionally has to make a 
  system shock survival check or be reduced to 2d4 hit points. 
  While employing the glare, the caster cannot use any other 
  magic and is immune to the stare of a real basilisk and the 
  reflection of his own glare. 
   
   
  Battering Ram 
  Spell Level: M4 
  Range: 20 metres 
  Duration: One round per level 
   
  This spell creates a shimmering violet force shaped like a 
  battering ram with a clenched fist as the ram‘s head. The ram 
  destroys every normal door with one hit, a reinforced door 
  with three hits, a stone door with five hits and has a 50% 
  chance of destroying a metal door. The caster has to remain 
  within twenty metres of the ram. It does not affect creatures. 
  Magically protected doors are permitted a saving throw 
  identical to the one of the mage who casted the protection. 
   
   
  Beam of Mutilation 
  Spell Level: W7 
  Range: Five metres plus one per level 
  Duration:  
   
  This spell forms a two metre-wide beam from the caster‘s 
  hand. The beam twists and tears everything in its way causing 
  12d6 points of damage. All targets are granted a saving throw 
  for half damage. Outsiders, undead, constructs and similar 
  creatures are not affected. 
   
   
  Beast Mask 
  Spell Level: D1 
  Range: Touch 
  Duration: Twelve hours 
   
  This spell transforms the recipient into an animal known to 
  him. The animal size is at one quarter of the recipient‘s 
  original size at minimum and twice his size at maximum. The 
  recipient cannot communicate with animals, but gets their 
  advantages and weaknesses while retaining his intelligence. 
  Real animals will recognise the recipient as one of their own. 
   
   
  Beast Spite 
  Spell Level: D2 
  Range: 20 metres 
  Duration: One hour per caster level 
   
  This spell causes one person to be regarded as hostile by one 
  species of animals. Predators will attack the target, less 
  aggressive animals will avoid it. This spell causes animals loyal 
  to the target to become stressed but they will not turn hostile. 
   
   
  Befuddling Pun 
  Spell Level: J1 
  Range: 10 metres 
  Duration: 1d4 rounds plus one per caster level 
   
  The caster utters a clever pun. If the target fails a saving 
  throw, it will stand inert as it contemplates the esoteric pun. 
   
   
  
  111 
   
  Belly Aching 
  Spell Level: J4 
  Range: 20 metres 
  Duration: 1d6 rounds plus one per caster level 
   
  This spell causes the target to laugh uncontrollable. Victims 
  with at less than four hit dice are permitted a saving throw, 
  which halves the duration of the spell‘s effect. If victims with 
  at least make a saving throw, they are not affected. 
   
   
  Bind Undead 
  Spell Level: N5 
  Range: 10 metres 
  Duration: Two rounds per level 
   
  All corporeal undead with six or less hit dice are curl into a 
  ball which can be rolled around until the spell duration ends 
  or the caster ends the spell early. All incorporeal undead 
  around the caster are slowed down to half speed. Undead 
  with more than six hit dice which fail a saving throw are 
  slowed to half speed as well. 
   
   
  Binding Curse 
  Spell Level: N9, W9 
  Range: Touch 
  Duration: Permanent 
   
  This spell puts a curse or curse-like effect on a victim. The 
  curse has to be the effect of another spell the caster knows. 
  The curse is permanent and cannot be lifted by Dispel Magic 
  or Remove Curse, but only by complicated rituals or 
  intervention of higher powers. To cast the spell, caster and 
  victim have to be on the same plane and the caster needs to 
  touch a hair, fingernail or something similar of the victim. 
   
   
  Bird Charm 
  Spell Level: J1 
  Range: 200 metres 
  Duration: One day 
   
  This spell summons up to three small birds per level of the 
  caster, usually parrots or hummingbirds. The bird can 
  understand rudimentary command of the caster and can 
  repeat three-word messages. The spells works only if there 
  are actually birds around. 
   
   
  Black Fire 
  Spell Level: W1 
  Range: Touch 
  Duration: One hour plus one round per level 
   
  This spell creates a black fire the size of a camp fire. It 
  radiates heat within a three-metre radius, but does not emit 
  any light and cannot be used to ignite anything. 
   
   
  Black Bolt 
  Spell Level: S3 
  Range: 30 metres plus three per level 
   
  This spell creates a black bolt dealing 4d6 points of cold 
  damage. The target is permitted a saving throw for half 
  damage. Every four levels, an additional bolt can be cast. If 
  the bolts are fired at different targets, they have to be no 
  more than ten metres away from each other. 
   
   
  Black Regeneration 
  Spell Level: N7 
  Range: 20 metres 
  Duration: One round per level 
   
  This spells makes 2d8 hit dice of undead creatures 
  indestructible for the duration of the spell. If they are slain, 
  they rise again with 2d8 hit points. Powers like Turn Undead 
  or Disintegrate will permanently destroy the undead. 
   
   
  Black Steed 
  Spell Level: N6, W6 
  Range: 10 metres 
  Duration: One night 
   
  This spell summons a black steed equal to a war horse into 
  the caster‘s service. The steed will serve the caster – and only 
  the caster – for one night. 
   
   
  Blacksphere 
  Spell Level: N4 
  Range: 10 metres plus two per caster level 
  Duration: 2d4 rounds plus one round per level 
   
  This spell creates a force burst with a radius of three metres. 
  Every creature within the radius takes 1d4 points of damage 
  plus one per caster level. Creatures failing a saving throw are 
  additionally trapped in a sphere with a radius of three metres 
  identical to a Wall of Force. Creatures making a successful 
  saving throw are expelled from the sphere, but still take 
  damage. 
   
   
  Blackthorns 
  Spell Level: N1 
  Range: Caster 
  Duration: Six rounds 
   
  This spell summons a thick hedge around the caster. It is as 
  high as his chest. Small creatures cannot move through the 
  hedge, human-sized ones move at half speed. For every 
  round in the hedge, a creature takes 1d8 points of damage. 
  The hedge temporarily grants the caster a +2 armour class 
  bonus against physical attacks. 
   
   
  
  112 
   
  Blade Barrier 
  Spell Level: C6, Wr6 
  Range: 20 metres 
  Duration: 12 rounds 
   
  A swarm of blades with a radius of three metres appears 
  around the recipient of this spell. The blades inflict 7d10 
  points of damage to anybody trying to pass through. 
   
   
  Blade Dance 
  Spell Level: W5 
  Range: 20 metres plus two per level 
  Duration: One round per level 
   
  This spell lets the caster throw a knife at a target area. The 
  knife will spin around the target covering an area with a 
  radius up to ten metres. Anyone trying to pass through the 
  area takes 1d6 points of damage per level of the caster. The 
  knife can harm creatures only vulnerable to magical weapons. 
   
   
  Bladethirst 
  Spell Level: M2 
  Range: Touch 
  Duration: Two rounds 
   
  This spell grants an edged weapon a +3 THACO bonus. For 
  the duration for this spell, the weapon glows blue and is 
  treated as a magical weapon with an additional +3 
  enchantment. If an opponent is successfully struck with the 
  weapon, the spell ends. 
   
   
  Blasphemous Obscenities 
  Spell Level: J3 
  Range: 20 metres 
  Duration: 1d6 rounds 
   
  This spell renders clerics and other divine spellcasters 
  ineffective for 1d6 rounds. To other creatures, it acts like 
  Giggle. 
   
   
  Blastbones 
  Spell Level: N2 
  Range: 15 metres 
  Duration: Until triggered 
   
  This spell allows the caster to shatter any bones not part of a 
  living creature in a violent explosion. The bones of creatures 
  with more than four hit dice are immune to this spell. The 
  spell can be triggered immediately or with a command 
  identical to Magic Mouth. The bones will explode in a blast 
  with a radius of three metres. The spell deals 2d4 points of 
  damage from bone shards. A saving throw is permitted for 
  half damage. If the spell is cast on a creature not allied to the 
  caster, it is permitted a saving throw. 
   
   
  Bless 
  Spell Level: C1 
  Range: Caster 
  Duration: One round per level 
   
  This spell affects all allies within a radius of fifteen metres 
  around the caster. They are granted a +1 bonus to THACO 
  and saving throws vs. fear. 
   
   
  Blind 
  Spell Level: I8, M8, W7, Wr7 
  Range: 40 metres 
  Duration: 1d4 or 2d4 days 
   
  This spell blinds a creature with less than 40 hit points for 
  2d4 days. If it has between 41 and 80 hit points, it is blinded 
  for 1d4 days. Creatures with more than 80 hit points are not 
  affected. Targets are not permitted a saving throw. 
   
   
  Blind Eye 
  Spell Level: W2 
  Range: 20 metres plus two per caster level 
  Duration: One turn per level or until attacking 
   
  The caster is removed from the target‘s perception. While not 
  being invisible, the target will not see the caster unless the 
  caster engages the target. 
   
   
  Blink 
  Spell Level: I2, M3 
  Range: Touch 
  Duration: One round per level 
   
  This spell causes the caster to blink from one point to 
  another at the beginning of every round. Roll 1d8 to 
  determine a random direction the caster moves to. The caster 
  will not move into solid objects or pits. For the duration of 
  the spell, he takes only half physical damage, as he is only half 
  present on his current plane. 
   
   
  Blood Lightning 
  Spell Level: N4 
  Range: Touch 
  Duration: One day or until unleashed 
   
  This spell comes into effect within a turn after the creature it 
  has been cast on starts bleeding. Once the creature bleeds 
  and does not lash out the lightning, it will regenerate 1d4+1 
  hit points. If the spell is released, it manifests itself as a web 
  of red lightning dealing 6d6 points of damage to all creatures 
  within a radius of fifteen metres. A saving throw is permitted 
  for half damage. 
   
   
  
  113 
   
  Blood Rain 
  Spell Level: N6 
  Range: 30 metres 
  Duration: One round per level 
   
  This spell lets blood rain on an area with a radius of two 
  metres per caster level. Every creature in the area but the 
  caster suffers 6d4+6 points of damage per turn. A saving 
  throw for half damage is permitted. 
   
   
  Blood Sacrifice 
  Spell Level: N6 
  Range: Touch 
  Duration: Permanent 
   
  This spell works like Raise Dead, but requires the caster to 
  sacrifice living beings with hit dice equal to the ones of the 
  dead. 
   
   
  Bloodglass 
  Spell Level: M2 
  Range: Five metres per level 
  Duration: Three rounds plus one round per level 
   
  The target of this spell has to make a saving throw at a -2 
  penalty. If the saving throw is successful, a ghostly hourglass 
  will start to float around the target. In case of a fully healthy 
  target, the upper half of the hourglass will be filled with 
  blood while the lower half will be empty. The more damaged 
  the target is, the more blood will drip down to the lower half. 
  The hourglass only shows the relative remaining amount of 
  health, not absolute hit points. 
   
   
  Bloodletting 
  Spell Level: W5 
  Range: 30 metres plus three per level 
  Duration:  
   
  This spell deals 6d8 points of damage to a single target 
  capable of bleeding. An additional two points of damage are 
  dealt for every level of the caster up to a maximum of twenty. 
  If the target fails a saving throw vs. paralysis, it is additionally 
  stunned for 1d4 rounds. 
   
   
  Blur 
  Spell Level: I2 
  Range: Caster 
  Duration: Three rounds plus one per level 
   
  The caster appears blurry to other creatures. All attackers 
  with melee and missile weapons suffer a -2 THACO malus. 
   
   
  Body of the Sun 
  Spell Level: D3 
  Range: Caster 
  Duration: One round per level 
   
  This spell causes bright sunlight to radiate from the caster‘s 
  body. The light has a range of two metres and will damage 
  anyone but the caster for 1d4+1 points of fire damage. A 
  saving throw is permitted for half damage. 
   
   
  Body Outside Body 
  Spell Level: I7 
  Range: Caster 
  Duration: One round per two levels 
   
  This spell allows the caster to create one or more duplicates 
  of himself. Each duplicate will have the ability scores, 
  personality and equipment of the caster, but no magical 
  weapons or abilities. They all possess one quarter of the hit 
  points of the caster. The doubles are obedient to the caster 
  and cooperate, as they share the same mind. Each time a 
  duplicate is created, the caster suffers ten points of damage. 
  When the spell‘s duration ends or a double is slain, it 
  disappears immediately. 
   
   
  Bombardment 
  Spell Level: M8 
  Range: 10 metres per level 
  Duration: One round per four levels 
   
  This spell affects a single creature in spell range. Each round, 
  giants stones appear and bombard the target. A saving throw 
  is permitted for half damage. The stones inflict 10d6 points 
  of damage per round. If the target has magic resistance, the 
  resistance is checked every round. 
   
   
  Bone Dance 
  Spell Level: N3 
  Range: 10 metres per level 
  Duration: Three turns per level 
   
  This spell animates a humanoid corpse as a skeleton or 
  zombie. The caster can control the creature like a puppeteer. 
  However, it is incapable of carrying any independent actions. 
  The spell requires a lot of caster‘s attention. Otherwise, the 
  undead is treated like a common one, though it cannot be 
  turned. Dispel Magic can break the spell and destroy the 
  skeleton. 
   
   
  Bone Seize 
  Spell Level: N4 
  Range: 60 metres 
  Duration: 1d10 rounds 
   
  This spell allows the caster to take control of the target‘s 
  bones. It does not matter whether the target is dead or alive. 
  
  114 
   
  The control is awkward at best. The victim can be forced to 
  walk, lay or sit down, but not to fight. The control can be 
  avoided with a successful saving throw. 
   
   
  Bone to Steel 
  Spell Level: N6 
  Range: Touch 
  Duration: Permanent 
   
  This spell turns the bones of a skeleton under the caster‘s 
  command into steel. The skeleton gains a +6 bonus to AC. 
  All physical attacks do half damage. 
   
   
  Boon of Fortune 
  Spell Level: C3 
  Range: Touch 
  Duration: One round per level of the caster 
   
  This spell allows the target to wield an object it could 
  normally not use. Any penalty, like casters not being able to 
  cast while wearing armour, still applies. 
   
   
  Box of Spells 
  Spell Level: I9, M9, N9 
  Range: Caster  
  Duration: One day per level 
   
  This spell allows the caster to store up to six other spells to 
  be cast later. Casting Box of Spells takes about an hour. The 
  caster temporarily loses 1d4 hit points for each spell which 
  cannot be healed until the last stored spell was cast. The 
  caster can release the spells anytime at a maximum rate of 
  two spells per round. 
   
   
  Brainkill 
  Spell Level: N4 
  Range: Touch 
  Duration: Permanent 
   
  This spell can burn the memory of a creature of a certain 
  place, person or time period of up to one year. The spell 
  works on any intelligent creature and can be avoided by a 
  saving throw. If the saving throw is made, the creature only 
  suffers a headache for 1d4 hours. If it fails, the creature loses 
  some brain tissue, suffers 1d6 points of damage and loses the 
  memory chosen by the caster. 
   
   
  Breach Defences 
  Spell Level: M6 
  Range: 20 metres per level 
  Duration: One round per level 
   
  This spell makes creature that can normally only be damaged 
  by magical weapons, silver weapons or certain weapon types 
  vulnerable to all kinds of weapons. Magic or elemental 
  resistance are not affected. 
   
  Break Enchantment 
  Spell Level: W5 
  Range: Five metres 
  Duration: Permanent 
   
  This spells removes all curses, negative enchantments or 
  transmutations from one creature. If the magic can usually 
  not be removed by Dispel Magic, it works only for effects 
  caused by spell up to 5th level. The spell will not remove 
  curses from cursed items, but will free the creatures from the 
  curse. 
   
   
  Breath of Life 
  Spell Level: W7 
  Range: Caster 
  Duration:  
   
  This spell fills an area with a radius of five metres around the 
  caster with positive energy. The effect works like Heal on all 
  living creatures and like Harm on all undead. The spell 
  restores all unintelligent plants as well. 
   
   
  Brutal Comment 
  Spell Level: J5 
  Range: 15 metres plus one per caster level 
  Duration: 1d6 rounds 
   
  For the duration of this spell, the target suffers a -4 malus to 
  saving throws. 
   
   
  Bubble Breath 
  Spell Level: I4 
  Range: 30 metres plus 10 per level 
  Duration: 1d6 rounds plus one per level 
   
  The caster casting this spell breathes forth 1d6+1 bubbles in 
  the direction of one or more foes. An attack roll has to be 
  made for each bubble. A target successfully hit is instantly 
  coated with a filmy goo. The goo halves the target‘s 
  movement rate and puts a -2 penalty on all combat-related 
  dice rolls. The effect can be avoided with a successfully 
  saving throw. 
   
   
  Burning Blood 
  Spell Level: N4 
  Range: 10 metres per level 
  Duration: Three rounds 
   
  This spell causes the blood on an open wound to burst into 
  flame causing 3d4 points of damage. This will happen thrice 
  in three consecutive rounds. Each time, the target is 
  permitted a saving throw at a -3 penalty. 
    
  
  115 
   
  Burning Gaze 
  Spell Level: W2 
  Range: Caster 
  Duration: One round per level 
   
  This spell makes the caster‘s eyes glow like hot coals. Every 
  creature and object up to ten metres away that the caster 
  looks at for a round has to make a saving throw vs. paralysis 
  or will suffer 1d6 points of fire damage and start burning. 
  Every following round, ignited creatures or objects have to 
  make another saving throw or will suffer 1d6 points of 
  damage again. 
   
   
  Burning Hands 
  Spell Level: M1, W1 
  Range: Caster 
  Duration: One round 
   
  A three metre-long cone of fire shoots from the caster‘s 
  hands in a 120° arc. All creatures in the area affected take one 
  point of damage per round. A saving throw is not permitted. 
   
   
  Call Lighting 
  Spell Level: D3 
  Range: One kilometre 
  Duration: One hour 
   
  The caster calls a thunderstorm. A lighting blast will strike 
  every ten minutes for 8d6 +1 per caster level points of 
  damage. This spell can only be used outdoors when the sky is 
  cloudy. 
   
   
  Call of the Crypt 
  Spell Level: N5 
  Range: Caster 
   
  The caster is teleported without error back to his sanctuary, 
  which must be a crypt, mausoleum or similar place the caster 
  has prepared for this purpose.  
   
   
  Call of the Forest 
  Spell Level: D4 
  Range: 10 metres 
  Duration: Game master‘s decision 
   
  This spells call creatures of the forest to assist the caster. Roll 
  1d10 to determine what creatures show up. The creatures 
  might refuse to do what the caster asks them for depending 
  on the nature of the request. The spell only works outside if a 
  forest is near. The creatures need two rounds to arrive. 
   
  Table 77: Call of the Forest 
  Die Roll 
  Forest Creatures Summoned 
  1 
  1d8 Pixies 
  2 
  1d8 Fire Beetles 
  3 
  1d6 Nixies 
  4 
  1d6 Oil Beetles 
  5 
  1d4 Dryads 
  6 
  12d Owlbears 
  7 
  1 Spotted Owlbear 
  8 
  1d2 Unicorns 
  9 
  1d4 Centaurs 
  10 
  1 Treant 
   
   
  Call the Restless Soul 
  Spell Level: W7 
  Range: 10 metres 
  Duration: Permanent 
   
  This spell calls restless sprits from another world. The spirits 
  will not harm the caster, but attack anybody else blindly. Roll 
  1d6 to determine which spirits appear. 
   
  Table 78: Call the Restless Soul 
  Die Roll 
  Forest Creatures Summoned 
  1-2 
  1d8 Shadows 
  3-4 
  1d6 Wraith 
  5 
  1d4 Spectres 
  6 
  1d2 Ghosts 
   
   
  Call the Wild Hunt 
  Spell Level: W9 
  Range: 20 metres 
  Duration: One night 
   
  This spell summons a pack of 4d6+2 black dire wolves what 
  can be ordered by the caster to hunt one target in sight. The 
  wolves will hunt and kill the target. The spell can only be 
  used at night. Upon having killed and eaten the target or 
  upon sunrise, the black wolves will disappear.  The caster has 
  no control over the wolves after defining the victim. If no 
  target is determined, the wolves will attack the caster. 
   
   
   
  Call Upon Faith 
  Spell Level: C1 
  Range: Caster 
  Duration: One action 
   
  This spell can be cast before the caster performs a certain 
  task. For this one task, the caster is granted a +3 die roll 
  bonus. 
   
   
  Calm 
  Spell Level: C2, W2 
  Range: 20 metres 
  Duration: One day 
   
  This spell calms a creature. The creature is no way under the 
  control of the caster and is permitted a saving throw. 
   
  
  116 
   
  Calm Animal 
  Spell Level: D1 
  Range: 10 metres 
  Duration: One round per level 
   
  This spell clams 2d4 plus one per level hit dice of animals. 
  The animals do not necessarily become friendly to the caster. 
  The spell will not work on animals under direct attack or in 
  similar situations. 
   
   
  Calm Weather 
  Spell Level: W5 
  Range: Caster 
  Duration: Permanent or for one hour 
   
  This spell ends all magical effects changing the weather 
  within a radius of two kilometres around the caster. If the 
  effect originates from a magical object, the effect is supressed 
  for one hour. 
   
   
  Castle in the Air 
  Spell Level: I8 
  Range: 10 metres 
  Duration: One hour per caster level 
   
  This spell creates a door to a semi-real pocket dimension. It 
  can be entered by anyone invited by the caster. Creatures 
  being dragged into the dimension unwillingly are permitted a 
  saving throw. The dimension is a featureless building, which 
  slowly gains shape according to the personality of the caster. 
  Within the pocket dimension, illusionary spells are 
  permanent. After the duration of the spell ends, everyone but 
  creatures native to the pocket dimension will re-appear at the 
  place where they entered the dimension. The dimension can 
  be re-entered by casting the spell once more. 
   
   
  Cat Fall 
  Spell Level: W1 
  Range: Caster 
  Duration: Until the ground is touched 
   
  This spell lets the caster fall from heights without taking 
  damage. It also protects objects the caster carries. The 
  maximum height this spell protects the caster from is five 
  metres plus one per level. If the caster jumps from a greater 
  height, the spell still protects her for a part of the fall. 
   
   
  Cat‘s Grace 
  Spell Level: M2 
  Range: Touch 
  Duration: One hour per level 
   
  This spell grants the recipient a bonus to dexterity. Thief-like 
  creatures temporarily gain 1d8 points of dexterity, fighter-like 
  creatures 1d6 points and spellcasters as well as monstrous 
  creatures and common people 1d4 points. 
  Cause Blindness 
  Spell Level: C3, Wr3 
  Range: Touch 
  Duration: Permanent 
   
  This spell blinds a victim upon touch. The eyes of the victim 
  remain physical intact, though. 
   
   
  Cause Disease 
  Spell Level: C3, W3, Wr4 
  Range: Touch 
  Duration: Until the disease is cured 
   
  This spell magically inflicts one common disease upon one 
  victim. 
   
   
  Cause Insanity 
  Spell Level: J4, N4, W5 
  Range: Touch 
  Duration: Permanent 
   
  The touch of the caster drives the victim permanently insane 
  if it fails a saving throw vs. paralysis. Roll 1d20 to determine 
  to the type of insanity. It is up to the game master to add a 
  modifier to the saving throw. 
   
  Table 79: Cause Insanity 
  Die Roll 
  Type of Insanity 
  1 
  Agoraphobia 
  2 
  Alcoholism 
  3 
  Amnesia 
  4 
  Anorexia 
  5 
  Arachnophobia 
  6 
  Catatonia 
  7 
  Claustrophobia 
  8 
  Delusion 
  9 
  Dementia 
  10 
  Furiousness 
  11 
  Hallucinations 
  12 
  Homicidal Mania 
  13 
  Kleptomania 
  14 
  Manic-Depressive 
  15 
  Megalomania 
  16 
  Melancholy 
  17 
  Paranoia 
  18 
  Pathological Liar 
  19 
  Schizophrenia 
  20 
  Suicidal Mania 
   
  Cause Critical Wounds. 
  Spell Level: C5, Wr5 
  Range: Touch 
   
  This spell causes 3d8+3 hit points of damage. 
   
   
  Cause Light Wounds. 
  Spell Level: C1, Wr1 
  Range: Touch 
   
  This spell causes 1d6+1 hit points of damage. 
   
  
  117 
   
  Cause Serious Wounds. 
  Spell Level: C4, Wr4 
  Range: Touch 
   
  This spell causes 2d6+2 hit points of damage. 
   
   
  Chain Lightning 
  Spell Level: M6 
  Range: 40 metres plus five per level 
   
  The chain lightning initially inflicts 1d6 points of damage per 
  level of the caster up to a maximum of 12d6 points of 
  damage. After that, the lightning arcs to the nearest creature 
  or object. Each jump reduces the damage by 1d6. A saving 
  throw is always permitted for half damage. The chain 
  lightning strikes as many times as the caster has levels or until 
  an object is hit that grounds it. No arc can be greater than the 
  spell‘s range. Creature immune to electricity will take no 
  damage, but still transmit the lightning. 
   
   
  Chameleon 
  Spell Level: I1, S1 
  Range: Touch 
  Duration: Two rounds per level 
   
  This spell makes the recipient blend with the background. He 
  gains a +4 bonus to armour class against missile attacks and 
  is hard to spot from distance. If abruptly changing from one 
  background to another, the spell‘s effect needs one round to 
  adjust. 
   
   
  Chaos 
  Spell Level: I5 
  Range: 40 metres 
  Duration: Until concentration ends 
   
  This spell affects an area with a five-metre radius and 
  confuses all creatures within. The effect works like Confusion 
  to any creature failing a saving throw.  The effect ends if the 
  area is left. 
   
   
  Charm Animal 
  Spell Level: D2, J2, W1 
  Range: 20 metres 
  Duration: One day 
   
  This spell works like Charm Person, but affects animals instead. 
  It also works on intelligent animals, but not on magical 
  creatures. 
   
   
  Charm Crowd 
  Spell Level: J7 
  Range: Two metres per level 
  Duration: Until dispelled 
   
  This spell works like Charm Person, but may affect up to 
  twenty hit dice of people. A saving throw is not permitted. 
   
   
  Charm Monster 
  Spell Level: C4, J4, M4, W4 
  Range: 20 metres 
  Duration: Until the monster breaks free 
   
  This spell works like Charm Person, but works on any living 
  creature. For monsters with three hit dice or less, 3d6 may be 
  affected by the spell. The monsters have one chance per 
  week to break free from the spell. 
   
  Table 80: Charm Monster 
  Hit Dice 
  Weekly Chance to Break Free (d20) 
  0 – 1 
  20 
  2 – 4 
  19 
  5 – 7 
  18 
  8 – 10 
  12 
  11+ 
  4 
   
   
  Charm Person 
  Spell Level: J1, M1 
  Range: 20 metres 
  Duration: One day or until dispelled 
   
  This spell affects humanoids or smaller-sized creatures. If the 
  creature fails a saving throw, it becomes friendly to the caster. 
   
   
  Charm Plants 
  Spell Level: D6, W7 
  Range: 30 metres 
  Duration: One day or until dispelled 
   
  This spells brings a tree, six man-sized plants or twelve 
  smaller plants under the caster‘s control. The plant may make 
  a saving throw to avoid being charmed. 
   
   
  Charm Undead 
  Spell Level: N4 
  Range: 30 metres 
  Duration: Until the undead breaks free 
   
  This spell works like Charm Monster, but works exclusively on 
  undead. 
   
   
  
  118 
   
  Chill Metal 
  Spell Level: D2 
  Range: Touch 
  Duration: Seven rounds 
   
  This spell cools down ten kilograms of metal per level of the 
  caster to room temperature. 
   
   
  Chill Touch 
  Spell Level: W1, Wr1 
  Range: Caster 
  Duration: One touch per level 
   
  The caster‘s touch causes 1d6 points of damage. If the victim 
  fails a saving throw vs. paralysis, it panics for one round and 
  will not attack. Undead are immune to this effect, but still 
  take damage. 
   
   
  Choke 
  Spell Level: N2 
  Range: 30 metres 
  Duration: One round per level during concentration 
   
  A pair of spectral hands chokes the target, which suffers 1d4 
  points of damage per round and gets a -2 THACO malus if it 
  fails a saving throw. 
   
   
  Choking Shadows 
  Spell Level: S4 
  Range: 10 metres plus one per level 
  Duration: One round per level 
   
  This spell creates a cloud of frigid darkness with a radius of 
  eight metres. The cloud covers all sight and is unnaturally 
  cold and kills creatures with less than three hit dice 
  instantaneously. Creatures up to five hit die are permitted a 
  saving throw vs. death or will suffer 1d10 points of damage. 
  The cloud moves with a speed of three metres per round. 
   
   
  Chromatic Orb 
  Spell Level: I2 
  Range: Caster 
  Duration: Two rounds or until thrown 
   
  This spell summons a colourful sphere that can be hurled at 
  an opponent over a distance of up to ten metres. If the target 
  makes a saving throw, the orb has no effect. The caster can 
  chose what colour and effect the orb has, provided he has 
  reached the minimum level for said effect. Death and 
  petrification are permanent. 
   
  Table 81: Chromatic Orb 
  Level 
  Colour 
  Damage 
  Special Effect 
  1 
  White 
  1d4 
  -2 THACO penalty, 1d4 rounds 
  2 
  Red 
  1d6 
  -1 point of STR and DEX 
  3 
  Orange 
  1d8 
  Ignites material around target 
  4 
  Yellow 
  1d10 
  Blindness, 1d8 rounds 
  5 
  Green 
  1d12 
  Slowed to half speed, 1d6+1 
  6 
  Turquoise 
  2d4 
  Magnetised for 1d6 rounds 
  7 
  Blue 
  2d8 
  Paralysed, 2d8+4 rounds 
  11 
  Violet 
  - 
  Petrification 
  12 
  Black 
  - 
  Death 
   
   
  Circle of Blindness 
  Spell Level: J8 
  Range: 240 metres 
  Duration: Three turns plus one round per level 
   
  This spell creates an invisible magical circle with a radius of 
  one metre per caster level. Within the circle, detection spell 
  and spells like Magic Eye will not function. Normal and 
  magical vision are neutralised together with hearing. The 
  circle is immobile and a victim may leave it and no longer be 
  affected. 
   
   
  Circle of Respite 
  Spell Level: W3 
  Range: Touch 
  Duration: Half a day 
   
  This spell creates an invisible circle with a radius of five 
  metres. Animals will not enter the area. Creatures with at least 
  four hit dice are not affected, while creatures will less hit dice 
  have to make a successful saving throw to enter the circle. 
  Everyone sleeping in the area will recover as having rested 
  for an entire day. 
   
   
  Clenched Fist 
  Spell Level: M8, N8 
  Range: Five metres 
  Duration: One round per level 
   
  This spell summons a huge disembodied hand. Each round, 
  the fist may attack an opponent the caster selects. The fist 
  moves as fast as the caster, has AC 10 and as many hit points 
  as the caster. Anybody can attack it. If it attacks, roll 1d20 to 
  determine the effect. 
   
  Table 82: Clenched Fist 
  Die Roll 
  Damage 
  1 
  4d6, stunned for 3 rounds 
  2 – 4 
  3d6, stunned for 1 round 
  5 – 8 
  2d6 
  9 – 20 
  1d6 
   
   
  
  119 
   
  Cloak of Protection 
  Spell Level: M4 
  Range: Caster 
  Duration: Two rounds per level 
   
  This spell affects an area with a radius of fifteen metres 
  around the caster and can protect It protects a number of 
  allies equal to the caster‘s level plus one creature. All 
  creatures protected save vs. magic as the caster, unless their 
  saving throw value is better anyway. Once per round, the 
  caster can split up the damage anyone protected takes among 
  the other creatures affected. Anyone leaving the area is no 
  longer protected, even when re-entering. 
   
   
  Cloak Undead 
  Spell Level: N3 
  Range: One metre per level 
  Duration: Three rounds per level 
   
  This spell makes undead creatures invisible and immune to 
  Detect Undead as long as their stay in a range of three metres 
  per level of the spot where the spell was cast. The undead 
  also cannot be turned until they are detected by the cleric 
  attempting to do so. 
   
   
  Clone 
  Spell Level: N8 
  Duration: Permanent 
   
  The caster creates a clone from a piece of flesh taken from a 
  living creature. He may need a laboratory or additional 
  equipment. If the donor creature is still alive, the clone will 
  seek to kill it. Not being able to do so will drive the clone 
  insane. 
   
   
  Cloud Boat 
  Spell Level: D7 
  Range: One kilometre 
  Duration: One hour per level 
   
  This spell can only be used under a cloudy sky. The spell 
  causes a cloud to descend towards the caster, where it forms 
  a dragon boat. The boat can carry one person for every level 
  of the caster. It moves three times as fast as the caster and 
  can be moves into any direct via the caster‘s telepathic 
  commands. The caster can do anything but casting another 
  spell while controlling the boat. 
   
   
  Cold Light 
  Spell Level: W3 
  Range: Caster 
   
  This spell lets the caster‘s hand glow in blue light until she 
  touches another creature. The touch causes 1d6 points of 
  damage per caster level. If the target fails a saving throw vs. 
  paralysis, it is slowed down to half speed for one round per 
  two levels of the caster. 
   
   
  Colour 
  Spell Level: J1 
  Range: Touch 
  Duration: Permanent 
   
  This spell allows the caster to permanently change the colour 
  of a piece of cloth, leather of a similar substance.  
   
   
  Colour Blindness 
  Spell Level: J2, N1 
  Range: One metre per level 
  Duration: Three turn plus two rounds per caster level 
   
  This spell changes the target‘s vision to black and white. It is 
  not permitted a saving throw. 
   
   
  Colour Spray 
  Spell Level: I1 
  Range: 20 metres 
   
  This spell summons a colourful cone which is ten metres 
  long, one metre wide at the origin and ten metres wide at its 
  end. It affects creatures with hit dice equal to the number of 
  hit dice of the caster. Depending on the hit dice of the target, 
  the cone has different effects. Creatures with six hit dice or 
  more hit dice than the caster are permitted a saving throw. 
  Sightless creatures are immune to this spell. 
   
  Table 83: Colour Spray 
  Hit Dice 
  Effect 
  Fewer than the caster 
  Unconscious for 1d4 rounds 
  Equal to the caster 
  Unconscious for 2d4 rounds 
  Up to one more than the caster 
  Blinded for 1d4 rounds 
  Two more than the caster 
  Blinded for 1d6 rounds 
  Three more than the caster 
  Stunned for one round 
   
   
  Command 
  Spell Level: C1, W2, Wr1 
  Range: Five metres 
  Duration: One round 
   
  The caster gives a one-word command to a creature. The 
  creature will obey to the best of its ability for one round. If it 
  is impossible for the creature to carry out the order, it will 
  remain idle. Creatures with more than five hit dice or very 
  intelligent or smarter creatures are permitted a saving throw. 
   
   
  
  120 
   
  Command Undead 
  Spell Level: N1 
  Range: 20 metres 
  Duration: 1d4 hours 
   
  This spell works like Turn Undead, but allows the caster to 
  take control over the undead. 
   
   
  Commune 
  Spell Level: C5, Wr5 
  Duration: Three questions 
   
  Higher powers grant the caster the answers to three 
  questions. The answers can be cryptic. Higher powers do not 
  like to be asked often, so the use of this spell is limited. 
   
   
  Commune with Nature 
  Spell Level: D5 
  Duration: Three questions 
   
  The powers of nature grant the caster answers to three 
  questions. The spell cannot be used in buildings or 
  underground. The power of nature can only answer the 
  questions to the best of their ability and do not like to be 
  asked too often. 
   
   
  Conceal Aura 
  Spell Level: I1 
  Range: Touch 
  Duration: One day per level 
   
  This spell covers the aura of a magical item and lets it appear 
  as a common once. People holding the item are permitted a 
  saving throw to detect the item as magical anyway. The use of 
  spells able to detect magic or illusions grants a +4 bonus to 
  the saving throw. 
   
   
  Cone of Cold 
  Spell Level: M5 
  Range: Caster 
   
  This spell cools down a cone-shaped area extending two 
  metres per caster level from the caster‘s hands. It deals 
  1d4+1 points of damage per caster level. 
   
   
  Cone of Force 
  Spell Level: M5 
  Range: Caster 
   
  This spell affects a cone-shaped area extending two metres 
  per caster level from the caster‘s hands. It deals 1d4 points of 
  damage per caster level. Anyone hit and failing a saving throw 
  will be knocked off the feet and will need one round to get 
  up again. 
   
  Confusion 
  Spell Level: D7, I4, J4, M4, W4, Wr4 
  Range: 30 metres 
  Duration: Two hours 
   
  This spells confuses people and monsters. Roll 2d6 to 
  determine the exact effect. The effect may shift every couple 
  of rounds. The spell affects 2d8 creatures plus an additional 
  creature of every level above the 8th. Creatures with less than 
  three hit dice automatically get affected. Creatures with at 
  least four hit dice are permitted a saving throw. Creatures 
  with eight hit dice are immune to this spell. 
   
  Table 84: Confusion 
  Die Roll 
  Reaction 
  2 
  Attack caster 
  3 – 5 
  Attack caster and allies 
  6 – 8 
  Remain idle 
  9 – 11 
  Attack each other 
  12 
  Try to run away 
   
   
  Conjure Animals 
  Spell Level: C6 
  Range: 10 metres 
  Duration: One hour 
   
  This spell summons animals into the caster‘s service. It will 
  be one animal larger than a man, three animals the size of a 
  man or six animals smaller than a man. Depending on the 
  environment, the game master decides what animals appear. 
   
   
  Conjure Demon 
  Spell Level: M7, Wr7 
  Range: Three metres 
  Duration: Special 
   
  This spells summons a demon, devil or similar creature from 
  another plane. The spell does not bring the creature under 
  the caster‘s control, so negations or threating the demon is 
  necessary. 
   
  
  121 
   
  Conjure Elemental 
  Spell Level: D6, M5 
  Range: 30 metres 
  Duration: Until dispelled or slain 
   
  This spells summons sixteen hit dice of elementals into the 
  caster‘s service. Roll 1d12 to determine what kind of 
  elementals are summoned. The caster has to concentrate to 
  keep the elementals under his control. 
   
  Table 85: Conjure Elemental 
  Die Roll 
  Druid 
  Mage 
  1 
  Air Elementals 
  Air Elementals 
  2 
  Air Elementals 
  Air Elementals 
  3 
  Earth Elementals 
  Air Elementals 
  4 
  Earth Elementals 
  Earth Elementals 
  5 
  Earth Elementals 
  Earth Elementals 
  6 
  Earth Elementals 
  Earth Elementals 
  7 
  Earth Elementals 
  Fire Elementals 
  8 
  Fire Elementals 
  Fire Elementals 
  9 
  Water Elementals 
  Fire Elementals 
  10 
  Water Elementals 
  Air Elementals 
  11 
  Water Elementals 
  Air Elementals 
  12 
  Water Elementals 
  Air Elementals 
   
   
  Consecrate 
  Spell Level: C2 
  Range: Caster 
  Duration: Two hours per level 
   
  This spell takes one turn to cast and fills an area around the 
  caster with divine energy. All clerics and members of related 
  classes gain a +3 bonus to turning undead. Undead suffer 
  a -1 malus to THACO, damage rolls and saving throws, 
  unless allied with the caster. 
   
   
  Contact Other Plane 
  Spell Level: M5 
  Duration: Number of questions 
   
  The caster makes mental contact with another plane to gain 
  the answer to questions which can be answered with ‗Yes‘ or 
  ‗No‘. The depth of the plane is chosen by the caster an 
  affects the number of answers that can be asked, the chance 
  that the information needed is on the plane, the probability 
  of getting a correct answer and the chance to get temporarily 
  insane. Roll 1d20 to determine the each probability. 
   
  Table 86: Contact Other Plane 
    
  Number of 
  Questions 
  Answer 
  Available 
  Correct 
  Result 
  Avoid 
  Insanity 
  3rd 
  3 
  15 
  14 
  19 
  4th 
  4 
  14 
  12 
  18 
  5th 
  5 
  12 
  10 
  16 
  6th 
  6 
  10 
  8 
  14 
  7th 
  7 
  8 
  7 
  12 
  8th 
  8 
  6 
  6 
  10 
  9th 
  9 
  5 
  5 
  9 
  10th 
  10 
  4 
  4 
  7 
  11th 
  11 
  3 
  3 
  5 
  12th 
  12 
  2 
  2 
  3 
   
   
  Contagious Fog 
  Spell Level: I7 
  Range: 30 metres plus three metres per level 
  Duration: One round per level 
   
  This spell works like Creeping Fog, but will infect anyone 
  touching it and failing a saving throw with a disease. The 
  disease will cause 1d8 points of dexterity damage to the target 
  if it fails a saving throw. This has to be repeated every day 
  until the disease is cured. 
   
   
  Continual Darkness 
  Spell Level: M2, C3, Wr3 
  Range: 20 metres 
  Duration: Until dispelled 
   
  The targeted person radiates darkness in a radius of twenty 
  metres. If not cast on a creature, nobody can see through the 
  darkness with normal or darkvision. 
   
  Continual Light 
  Spell Level: M2, C3, Wr3 
  Range: 20 metres 
  Duration: Until dispelled 
   
  The targeted person radiates bright light in a radius of twenty 
  metres. 
   
   
  Contortion 
  Spell Level: J1 
  Range: Caster 
  Duration: One turn 
   
  This spell allows the caster to magically contort his body. He 
  gains a +8 bonus to armour class. 
   
   
  Control Fluids 
  Spell Level: W3 
  Range: Three metres per level 
  Duration: One round per level 
   
  This spell allows the caster to move ten cubic metres of fluids 
  at a rate of twenty metres per turn. Fluid-based creatures are 
  permitted a saving throw to avoid the effect. 
   
   
  Control Temperature 
  Spell Level: D4 
  Range: Caster 
  Duration: Three turns plus one per level 
   
  The caster can rise or lower the temperature within a three-
  metre radius around him by up to twenty degrees. 
   
   
  
  122 
   
  Control Vapour 
  Spell Level: W1 
  Range: Three metres per level 
  Duration: One round per level 
   
  This spell allows the caster to move ten cubic metres of gases 
  at a rate of twenty metres per turn. Gas-based creatures are 
  permitted a saving throw to avoid the effect. 
   
   
  Control Weather 
  Spell Level: C7, D7, M6, W6, Wr7 
  Range: Game master‘s discretion 
  Duration: Game master‘s discretion 
   
  The caster can disperse clouds, summon rainfall, raise or 
  lower the temperatures or cause similar effects. 
   
   
  Control Winds 
  Spell Level: D5 
  Range: Caster 
  Duration: Six turns plus one per level 
   
  Within a radius of sixty metres, the caster controls the winds. 
  This spells can be used to disperse toxic fumes. 
   
   
  Cook 
  Spell Level: M4 
  Range: Five metres 
  Duration: Permanent 
   
  This spell turns raw ingredients into a delicious meal. The 
  spell affects food for 3d4 people. It cannot be used against 
  living creatures. 
   
   
  Corpse Feast 
  Spell Level: N4 
  Range: Two metres per level 
   
  This spell sucks the last remaining life force out of every 
  fresh corpse of a sentient being around the caster, healing 
  1d4 hit points per corpse for the caster and any undead allies. 
   
   
  Corpse Flesh 
  Spell Level: N1 
  Range: 10 metres 
  Duration: One round per level 
   
  This spell deals 1d4 points of damage to a living target and 
  turns its skin into dead flesh. After the spell‘s duration, the 
  skin will turn back to normal in 1d12 hours. 
   
   
  Corpse Flicker 
  Spell Level: N1 
  Range: 10 metres 
  Duration: One turn per level 
   
  This spell causes one undead or dead body to glow. The light 
  can be as bright as a torch or weaker and has a colour chosen 
  by the caster. The spell affects one giant-sized body or several 
  smaller bodies. 
   
  Corpse Link 
  Spell Level: N1 
  Range: 10 metres 
  Duration: One hour 
   
  Once cast on a non-animated corpse, the casters gains 
  sensory information through the corpse using all five senses. 
   
   
  Corpse Storm 
  Spell Level: N7 
  Range: 100 metres plus five per level 
  Duration: One round per level 
   
  This spell affects and area with a radius of thirty metres. All 
  targets in the area will be bombarded by a rain of four 
  corpses per caster level carried by a black swirl of negative 
  energy. Creatures in the area suffer 3d6 points of 
  bludgeoning damage. If they fail a saving throw, they will 
  panic and only be able to take passive actions for the duration 
  of the spell. When the spell ends, all corpses will shatter into 
  broken pieces. 
   
   
  Corpse Visage 
  Spell Level: N1 
  Range: Touch 
  Duration: One hour 
   
  The caster assumes the face of a fresh corpse. The caster‘s 
  face looks like the very state of the corpse. The spell cannot 
  be ended ahead of time. 
   
   
  Corpse Whisper 
  Spell Level: N4 
  Range: 30 metres initially 
  Duration: Up to one day 
   
  This spell allows the caster to transfer a number of messages 
  equal to half his level to an undead. Initially, the undead has 
  to be no more the thirty metres away from the caster. After 
  that, the messages can be delivered over any distance over the 
  course of one day. Undead are not obliged to follow any 
  orders transmitted unless they are under the caster‘s control 
  anyway. 
   
   
  
  123 
   
  Corruption 
  Spell Level: N3 
  Range: Thirty metres 
  Duration: Two rounds 
   
  This spell temporarily corrupts a creature‘s mind. If the target 
  fails a saving throw, it succumbs to the temptations of dark 
  powers and will be lost among delusions of grandeur. For the 
  duration of the spell, the target is unable to take any actions. 
  After the spell expires, the target has to make another saving 
  throw. Should this saving throw fail, the target will hesitate to 
  attack the caster, his allies and minions for another round. 
   
   
  Counterspell 
  Spell Level: I4, M4 
  Range: Touch 
  Duration: 1d6 rounds plus one per level after activation 
   
  One round after being cast, this spell makes the target 
  immune to one specific spell choses by the caster at the time 
  of the casting. The spell‘s duration is one day if the recipient 
  is not targeted by the specific spell or 1d6 rounds in case an 
  enemy caster casts the specific spell on him. Additionally, 
  there is a percentile chance equal to the caster‘s level that the 
  spell is reflected back to the enemy caster. If a spell is cast on 
  several targets or and area, only the recipient is protected. 
   
   
  Create Water 
  Spell Level: C4, D2, W3 
  Range: Close 
  Duration: Permanent 
   
  This spells creates a one-day supply of drinking water for 3d8 
  men. From 9th level on, it creates water for 6d8 people. 
   
   
  Create Food 
  Spell Level: C5, D4, W3, Wr4 
  Range: Close 
  Duration: Permanent 
   
  This spells creates a one-day supply of food for 3d8 men. 
  From 9th level on, it creates food for 6d8 people. 
   
   
  Creeping Doom 
  Spell Level: D7 
  Range: 20 metres 
  Duration:  
   
  This spell calls insects, worms and other vermin from the 
  ground. The animals will form a swarm within 1d3 rounds. 
  The swarm can be ordered to attack any target within a radius 
  of thirty metres Its consist of 1d10x100 creatures, each of 
  which will inflict one point of damage and then dies. The 
  swarm will always attack any target on its way. 
   
   
  Creeping Fog 
  Spell Level: I2 
  Range: 30 metres 
  Duration: One hour 
   
  This spell creates a fogbank with a radius of three metres. It 
  moves directly forward with a speed of two metres per 
  minute. The fog is so thick that no one can see through it. 
   
   
  Creeping Shadows 
  Spell Level: S2 
  Range: 15 metres 
  Duration: One hour per level 
   
  This spell inconspicuously darkens a medium-sized room 
  over the course of five rounds up the point where it is as dark 
  as possible without raising suspicion. All creatures in the 
  room are permitted a saving throw at a +4 bonus to notice 
  the change. Noticing it will not disrupt the spell. After the 
  spell has taken full effect, the caster gains a +1 bonus for 
  every two levels of experience for hiding ins shadows. 
   
   
  Crimson Scourge 
  Spell Level: M5, N5 
  Range: Touch 
  Duration: Until cured 
   
  This spell infects the target with a terrible curse and can only 
  be used on humans. Other humanoids and creatures are not 
  affected. It can be avoided with a successful saving throw at a 
  -2 penalty. If the saving throw is not successful, the victim 
  suffers 1d2 points of damage per round from severe bleeding. 
  If the victim touches another human and said human also 
  fails a saving throw at a -2 penalty, it will also be cursed. The 
  wounds causes by the curse can only be cured by Cure Serious 
  Wounds or a stronger healing spell. To fully heal the victim, 
  Remove Curse followed by Heal is required. 
   
   
  Cripple 
  Spell Level: N3 
  Range: 20 metres 
  Duration: One to four rounds 
   
  This spell gives an opponent a -4 armour class bonus for four 
  rounds. If the target makes a saving throw, it cannot attack 
  during the next round instead. It still can defend and perform 
  supportive actions. 
   
   
  Crucify 
  Spell Level: N6 
  Range: 15 metres plus one per level 
  Duration: One round per level 
   
  This spell lets a bunch of skeleton hands erupt from the 
  ground. If the target fails a saving throw, the hands form a 
  crucifix and grab the target tightly. It suffers 1d2 points of 
  
  124 
   
  constitution damage per round for the spell‘s duration. After 
  that, it will fall to the ground, exhausted. 
   
   
  Cruel Comment 
  Spell Level: J3 
  Range: 20 metres 
  Duration: 1d4 rounds 
   
  For the duration of this spell, the target suffers a -2 malus to 
  saving throws. 
   
   
  Crushing Hand 
  Spell Level: M9 
  Range: 10 metres 
  Duration: One round per level 
   
  This spell conjures a huge disembodied hand that can grab 
  and squeeze creatures at the caster‘s command. The hand 
  moves as fast as the caster, has AC 10 and as many hit points 
  as the caster. It always hits. The target suffers 1d10 points of 
  damage per round grasped up to a maximum of 4d10. 
  Anybody can attack the hand. 
   
   
  Crypt Servant 
  Spell Level: M7, N7 
  Range: Touch 
  Duration: Permanent 
   
  This spell animates a corpse as a crypt servant. It will only 
  work on corpses in good condition and if cast in the master‘s 
  tome. The crypt servant has to have died prior to master. 
   
   
  Cure Blindness 
  Spell Level: M3 
  Range: Touch 
  Duration: Permanent 
   
  This spell cures blindness. The blindness can be magical or 
  physical. 
   
   
  Cure Disease 
  Spell Level: C3, D3 
  Range: Touch 
  Duration: Permanent 
   
  This spell cures one disease, including magical ones. 
   
   
  Cure Insanity 
  Spell Level: C4 
  Range: Touch 
   
  This spell cures a mental disease. The mental patient has to 
  make a saving throw vs. magic or the process will not be 
  successful. It is up to the game master to add a modifier to 
  the saving throw. 
   
  Cure Critical Wounds. 
  Spell Level: C5, D6 
  Range: Touch 
   
  This spell cures 3d8+3 hit points of damage. 
   
  Cure Light Wounds. 
  Spell Level: C1, D2 
  Range: Touch 
   
  This spell cures 1d6+1 hit points of damage. 
   
   
  Cure Serious Wounds. 
  Spell Level: C4, D4 
  Range: Touch 
   
  This spell cures 2d6+2 hit points of damage. 
   
   
  Cursed Earth 
  Spell Level: W9 
  Range: Touch 
  Duration: Permanent 
   
  This spell affects and area with a radius of two kilometres 
  centred around a spot on the ground the caster touches. All 
  plants in the area produce only half as much food as usual. 
  Creatures of medium size with one hit die or lees will get sick. 
  Every creature of medium size that dies in the area will rise as 
  an uncontrollable rampaging zombie one day later. 
   
   
  Damnation 
  Spell Level: C2, Wr2 
  Range: Touch 
  Duration: One round per level 
   
  This spell gives one living target a -2 malus to THACO, 
  damage rolls and saving throws. The target is permitted a 
  saving throw. 
   
   
  Damning Stare 
  Spell Level: W8 
  Range: Caster 
  Duration: One round per level 
   
  This spell affects any creature the caster looks at up to fifteen 
  metres plus one metre per level away. Creatures with less 
  than six hit dice are destroyed immediately. Creatures with up 
  to nine hit dice are granted a saving throw vs. death. Living 
  creatures which make their saving throw or have at least ten 
  hit dice loos 1d6 ability points from a random ability score. 
   
   
  
  125 
   
  Dampen Fire 
  Spell Level: D4 
  Range: 15 metres 
  Duration: One round 
   
  This spell extinguishes all non-magical fire in an area with a 
  radius of three metres. Magical fire is damped a bit for the 
  duration of the spell. Fire-based creatures take 1d6 points of 
  damage and are permitted not saving throw. 
   
   
  Dampen Magic 
  Spell Level: M3 
  Range: 10 metres 
  Duration: One round per level 
   
  This spell dampens the effect of a magical item. The item 
  does minimum damage or its effect has the shortest possible 
  duration. Saving throws against it are made at a +4 bonus. 
  Ancient artefacts and similar items might be immune to this 
  spell. 
   
   
  Dancing Lights 
  Spell Level: I1, M1 
  Range: 30 metres 
  Duration: Two rounds per level 
   
  This spell creates up to four dancing globes of light or one 
  light with a vaguely humanoid form. The caster can control 
  the lights like a puppeteer, but has to keep them closely 
  together. 
   
   
  Dancing Shadows 
  Spell Level: I3 
  Range: 30 metres 
  Duration: Two rounds per level 
   
  This spell creates a pattern of flickering lights and shadows 
  within an area with a radius of fifteen metres. Every creature, 
  unless a saving throw vs. magic is made, will be disoriented 
  while within the area and for two rounds after leaving it. 
  Disoriented creatures receive a -3 malus to saving throws and 
  attack rolls. Missile weapons fired into the area receive this 
  penalty as well. Thief-like creatures in the area receive a +5 
  bonus if trying to hide in shadows. 
   
   
  Danse Macabre 
  Spell Level: W3 
  Range: 30 metres plus five per level 
  Duration: As long as the dance lasts 
   
  This spell works like Hold Person, but affects all people 
  looking at the witch. The targets get a saving throw every 
  round to break free; otherwise, the effect lasts as long as the 
  witch dances. If a freed target does look at the witch again, it 
  will also be affected again. 
   
  Dark Touch 
  Spell Level: W6 
  Range: 20 metres 
  Duration: Permanent 
   
  This spell affects a number of creatures with a total hit dice 
  no greater than the caster. One creature has to be five metres 
  away from the next at maximum. Every creature which fails a 
  saving throw vs. death is cursed cannot touch another living 
  creature without feeling unbearable pain. Undead are not 
  affected by this spell. 
   
   
  Darkening Bolt 
  Spell Level: M4 
  Range: 50 metres 
   
  This spell creates a bolt so black that anyone but the caster 
  seeing it has to make a saving throw is will go blind for 1d4 
  rounds. The bolt extends twenty metres from the point 
  where it originates from and does 1d6 points of damage per 
  caster level up to a maximum of 10d6 points of damage. A 
  saving throw is permitted for half damage. If the bolt hits a 
  solid surface, it bounces back into the direction of the caster 
  until it has reached its maximum length of twenty metres. 
   
   
  Darkness Globe 
  Spell Level: I2, M2 
  Range: Three metres per level 
  Duration: One round plus one per level  
   
  This spell creates a ball of darkness with a radius of five 
  metres. Spells creating light can counter the magical darkness. 
   
   
  Darkvision 
  Spell Level: M3 
  Range: 10 metres 
  Duration: One day 
   
  The recipient of the spell can see through total darkness. 
   
   
  Daylight 
  Spell Level: C3 
  Range: Touch 
  Duration: One turn per level 
   
  This spell lets a small to medium-sized object shine in light as 
  bright as daylight within a radius of twenty metres. All 
  creatures sensitive to daylight suffer respective penalties. 
  However, the light will not deal damage. It will counter 
  supernatural darkness, though. 
   
   
  
  126 
   
  Dead Man‘s Eyes 
  Spell Level: N6 
  Range: Caster 
  Duration: One round per level 
   
  This spell causes the caster‘s eyes to turn black. For the spell 
  duration, the caster can target one creature in sight no more 
  than ten metres away per round with his deadly view. This is 
  done in addition to other actions the caster can do. Creatures 
  with two hit dice or fewer die outright without a saving 
  throw. Creatures with up to five hit dice are permitted a 
  saving throw vs. death at a -2 penalty. If the throw is made, 
  they suffer 2d6 points of damage. If the throw is not made, 
  they die. Creatures with more than five hit dice suffer 2d6 
  points of damage unless a saving throw vs. death is made. If 
  the caster‘s view is reflected, the caster has to make a saving 
  throw vs. death or will suffer 2d10 points of damage. 
   
   
  Dead’s Rest 
  Spell Level: C1 
  Range: Touch 
  Duration: Permanent 
   
  This spell prevents a corpse to be return as an undead. The 
  spell does not affect already revived undead. The target can 
  be brought back to life later. 
   
   
  Deaf 
  Spell Level: I2 
  Range: 25 metres 
  Duration: 2d8 rounds 
   
  This spell makes the target completely deaf if it fails a saving 
  throw. 
   
   
  Death Blade 
  Spell Level: W6 
  Range: Caster 
  Duration: One round per level after the first attack 
   
  This spell summons a long black dagger. On its first 
  successful attack, the dagger causes 1d8 points of damage, 
  breaks off and remains in the victim. Victims with magic 
  resistance are permitted a die roll to avoid this. The blade 
  causes 1d6 points of damage per round unless the victim 
  makes a saving throw vs. death, which expels the blade 
  permanently. The saving throw gets cumulative -1 malus 
  every round. The blade disappears at the end of the spell‘s 
  duration or after the victim dies. 
   
   
  Death Candle 
  Spell Level: W5 
  Range: Touch 
  Duration: Permanent or until the candle is burned down 
   
  This spell enchants a candle. If the candle burns down while 
  in the possession of a certain person, said person will die. 
  While the candle burns down, the victim temporarily loses 
  constitution points according to the candle‘s length. 
   
   
  Death Fog 
  Spell Level: I6, Wr7 
  Range: 30 metres plus three per level 
  Duration: One round per level 
   
  This spell works like Solid Fog, but additionally deals 2d6 
  points of acid damage per round. 
   
   
  Death Geas 
  Spell Level: N7 
  Range: 10 metres 
  Duration: Until the task is completed 
   
  This spell works like the Quest spell. Should the victim die 
  while performing the quest, it will rise as an undead and fall 
  to rest once the quest is complete. 
   
   
  Death Mark 
  Spell Level: S2 
  Range: 30 metres 
  Duration: Permanent 
   
  This spell is cast on up to a dozen targets. If the caster slays 
  one or more of the targets, a personal mark will be appeara 
  on the corpse. The design of the mark is determined the first 
  time the spell is cast and often reflects the caster‘s character. 
   
   
  Death Recall 
  Spell Level: N2 
  Range: Touch 
  Duration: 10 minutes 
   
  Upon touching a fresh corpse, the caster lives through the 
  last ten minutes of the dead‘s life. 
   
   
  Death Shroud 
  Spell Level: N8 
  Range: Caster 
  Duration: Successful attacks equal to caster level 
   
  The caster summons a dark aura around him. Anybody 
  touching or attacking it must make a saving throw vs. death 
  at a -4 malus or will suffer 2d12 points of damage. 
   
   
  
  127 
   
  Death Ward 
  Spell Level: N9, W9 
  Range: Touch 
  Duration: Permanent 
   
  The caster protects a door or small portal. Anybody stepping 
  throw it must make a saving throw vs. death at a -4 malus or 
  is slain. The ward can kill up to two hit dice of creatures per 
  caster level. 
   
   
  Deathwatch 
  Spell Level: C1 
  Range: 10 metres 
  Duration: One turn per level 
   
  This spell lets the caster know exactly how much damage a 
  living target can still endure before facing death. 
   
   
  Death Smoke 
  Spell Level: N5 
  Range: 30 metres 
  Duration: 1d4+1 rounds 
   
  This spell creates smoke in a sphere with a radius of eight 
  metres. It cannot be burned or blow away. Creatures that 
  need to breathe take 6d4 point of damage per round in the 
  smoke. Everyone in the smoke cloud fights in total darkness. 
  Natural abilities like darkvision or echo-based location do not 
  help. The smoke is heavier than air and seeks the lowest 
  levels. It cannot be affected by natural or magical wind, but 
  will be stopped by physical objects. 
   
   
  Death Link 
  Spell Level: N8 
  Range: 240 metres 
  Duration: One turn per level 
   
  This spell puts the caster and the target in a two-way 
  sympathetic link. Whenever one of the two takes damage, the 
  other one takes the same amount of damage as well. Should 
  the caster die, the target will die as well. However, if the 
  target dies, the caster survives unless the target took enough 
  damage to kill the caster anyway. Healing works accordingly. 
  The spell cannot be ended prematurely unless one of the two 
  leaves the plane both caster and target are on. 
   
   
  Death‘s Lingering Shadow 
  Spell Level: N6 
  Range: 30 metres plus three per level 
  Duration: One hour per level 
   
  This spell summons a dark cloud of negative energy that will 
  linger above the target‘s head and follow it everywhere. 
  Everyone within a radius of one metre per level of the caster 
  around the target suffers one point of painful constitution 
  damage for every minute he spends in the target‘s proximity. 
  Additionally, all damage to people affected and the target will 
  be doubled. Once the spell ends, the target suffers 
  constitution damage for half the caster‘s level and is 
  exhausted. A successful saving throw halves the duration of 
  the spell. The spell has no effect on undead. The spell can be 
  countered by Remove Curse or a stronger spell. 
   
   
  Decay Flesh 
  Spell Level: N1 
  Range: Touch 
   
  Upon touching a living corporal being, this spell inflicts 
  1d6+1 hit points of damage. 
   
   
  Deflector 
  Spell Level: M2 
  Range: Touch 
  Duration: Two rounds per level 
   
  This spell prevents non-magical missiles from hitting the 
  recipient. If the shooter does not make a successful saving 
  throw, the missile flies back to him. 
   
   
  Delay Image 
  Spell Level: I1, J1, M1 
  Range: Touch 
  Duration: Five rounds plus one per level 
   
  The visible image of the target of this spell will always be one 
  second behind it. This grants the target a +2 armour class 
  bonus and a +1 saving throw bonus to saving throws against 
  direct magical attacks as long as it moves. 
   
   
  Delay Poison 
  Spell Level: C2, W2, Wr2 
  Range: Touch 
  Duration: One turn per level 
   
  This spell grants temporary immunity against poisons. It does 
  not cure the poisoning, so the effect continues once the 
  spell‘s duration is over. 
   
   
  Demishadow Evocation 
  Spell Level: I7 
  Range: Depends on spell 
   
  This spell works similar to Shadow Evocation and can mimic 
  Chain Lightning, Freezing Sphere and Wall of Roses. If the 
  intelligence check is made, the spell still does half damage. 
   
   
  
  128 
   
  Demon Wings 
  Spell Level: Wr3 
  Range: Caster 
  Duration: Four rounds plus one per level 
   
  Massive bat wings grow out of the caster‘s back. They allow 
  him to fly, though the caster has to land every round. 
   
   
  Demoncall 
  Spell Level: Wr2 
  Range: Caster 
   
  This spell grants the caster access to forbidden knowledge of 
  the demons. He can judge whether or not an action will have 
  an immediate positive or negative outcome. 
   
   
  Demonflesh 
  Spell Level: Wr1 
  Range: Caster 
  Duration: One round per level 
   
  The caster gains the thick hide of demon. For every five level 
  starting with the first, he gains a +1 bonus to natural armour 
  class. 
   
   
  Detect Charm 
  Spell Level: C2 
  Range: 10 metres 
  Duration: One turn 
   
  This spell reveals if a creature is under the effect of a charm. 
  It does not necessarily indicate who the controller is. 
   
   
  Detect Evil 
  Spell Level: C1 
  Range: Caster 
  Duration: One hour 
   
  The caster can detect any evil people, spirits, enchantments 
  or items within a twenty-metre radius. The aura of evil can be 
  vague if the target is not inherently evil or just hostile. 
   
   
  Detect Illusion 
  Spell Level: I1, S1, W1 
  Range: 10 metres 
   
  This spell allows the caster to sense if an object or creature is 
  real or an illusion. 
   
   
  Detect Invisibility 
  Spell Level: I2, J2, M2 
  Range: Three metres per caster level 
  Duration: One hour 
   
  The recipient can see invisible objects and creatures, even if 
  they are hidden on the Astral or Ethereal Plane. 
   
   
  Detect Lies 
  Spell Level: C3, W4, Wr4 
  Range: 10 metres 
  Duration: One turn plus one per caster level 
   
  This spell allows the caster to detect whether an individual is 
  lying or not. It does not reveal the truth or detects if 
  someone holds back information. 
   
   
  Detect Magic 
  Spell Level: C1, D1, I1, J1, M1, N1, W1, Wr1 
  Range: 20 metres 
  Duration: Two turns 
   
  The recipient of this spell can sense a magical presence on 
  people, objects or places. The signal can be indifferent, if 
  several people or objects are in close proximity. 
   
   
  Detect Phase 
  Spell Level: M1 
  Range: Caster 
  Duration: Two rounds per level 
   
  This spell allows the caster to detect creatures and objects in 
  phase – at the edge of the Ethereal Plane – within a radius of 
  three metres per level around him. 
   
   
  Detect Poison 
  Spell Level: C1, W1, Wr1 
  Range: Touch 
   
  This spell detects poison or a disease in a creature or an 
  object. 
   
   
  Detect Psionics 
  Spell Level: I1, M1 
  Range: 15 metres 
  Duration: One turn 
   
  This spell allows the caster to determine whether a creature is 
  a psion or an item has a psionic aura. 
   
   
  
  129 
   
  Detect the Living 
  Spell Level: S3 
  Range: Caster 
  Duration: Three turns 
   
  This spell allows the caster to sense all living creatures with at 
  least half a hit die within a radius of ten metres plus one per 
  level around him. 
   
   
  Detect Therianthrope 
  Spell Level: W5 
  Range: Caster 
   
  This spell detects all therianthropes within a radius of twenty 
  metres plus three per caster level around the caster. The 
  caster will also know whether the therianthropes are currently 
  in humanoids or beast form. Very strong or very weak 
  therianthropes may give an according signal. 
   
   
  Detect Thoughts 
  Spell Level: M2, W2 
  Range: Caster 
  Duration: One hour 
   
  The caster can hear other people‘s thoughts up to a distance 
  of twenty metres. He still needs to understand the target‘s 
  language and cannot dig into their memories; only current 
  thoughts are detectable. Using this spell on highly intelligent 
  or alien creatures can be dangerous. 
   
   
  Detect Undead 
  Spell Level: N1 
  Range: Caster 
  Duration: Three turns 
   
  This spell allows the caster to sense all undead, corporal and 
  incorporeal, within a radius of twenty metres plus three per 
  level around him. 
   
   
  Devastate 
  Spell Level: M8 
  Range: Caster 
  Duration: One round per level 
   
  This spell makes all of the caster‘s spells more devastating. 
  All targets suffer a -5 penalty to saving throws against the 
  caster‘s spells and all damage die do an additional two points 
  of damage, though they cannot exceed the maximum possible 
  damage of a spell. 
   
   
  Devil‘s Ego 
  Spell Level: Wr3 
  Range: Caster 
  Duration: One round per level 
   
  The caster temporarily gains 1d4+1 points of charisma. 
  Furthermore, he is treated like an outsider for the duration of 
  the spell. 
   
   
  Devil‘s Eye 
  Spell Level: Wr2 
  Range: Touch 
  Duration: One round per level 
   
  This spell grants the target the ability to see thirty metres in 
  darkness, even magical one. 
   
   
  Devil‘s Tail 
  Spell Level: Wr1 
  Range: Caster 
  Duration: One round per level 
   
  The caster grows a tail of one metre length. The tail ends 
  with a spike and deals 1d4 points of damage. If the caster 
  uses both a melee weapon and the tail in one round, he gets a 
  -2 THACO penalty. 
   
   
  Dictum 
  Spell Level: C7 
  Range: 20 metres plus one per level 
  Duration: 2d4 rounds 
   
  This spell affects all hostile creatures in an area with a radius 
  of twenty metres. Creatures will as many or more hit dice as 
  the caster are deafened. Creatures with at least one hit die less 
  are additionally slowed to half speed. Creatures with five hit 
  dice less are additionally paralysed. Creatures with ten hit dice 
  less suffer all effects and are slain. 
   
   
  Digit of Disruption 
  Spell Level: C7 
  Range: One metre per caster level 
   
  This spell hits one creature with a beam of divine energy. 
  Undead are destroyed immediately. If a saving throw is made, 
  they suffer 2d8 points of damage. Malignant outsiders like 
  fallen angels and devils suffer 6d8 points of damage. A saving 
  throw is permitted for half damage. If cast by a dark cleric, 
  the spell affects angels and other benign outsiders instead. 
   
   
  
  130 
   
  Disguise Undead 
  Spell Level: N5 
  Range: Caster 
  Duration: One turn per level 
   
  This spell affects an area of ten square metres and one 
  undead per level of the caster. The undead affected will be 
  disguised and look like healthy individuals. Spells like Detect 
  Undead will still identify them as such. Abilities based on 
  outward appearance will not work while this spell in effect. 
   
   
  Dimension Door 
  Spell Level: I4, J4, M4 
  Range: Five metres 
   
  The caster teleports himself, an object or someone else to a 
  certain place in sight. The place cannot be more than 100 
  metres away. 
   
   
  Dimension Lock 
  Spell Level: W6 
  Range: 10 metres 
  Duration: One round per level 
   
  This spell prevents the target from leaving the plane it is 
  currently on. Leaving the plane is also not possible for the 
  soul or any part of the target. Dead creatures under the 
  influence of this spell cannot be resurrected or raised in any 
  way. 
   
   
  Dimension Warp 
  Spell Level: I7, M7 
  Range: Caster 
  Duration: Three rounds plus one per level 
   
  This spell bends the dimensions the caster exists in and 
  removes the dimension of depth. The caster becomes 
  invisible and immune to damage if being seen or attacked 
  sideways. He takes triple damage from other attacks or area 
  attacks. This form also allows the caster to slit through 
  narrow spaces. 
   
   
  Dimensional Anchor 
  Spell Level: C4 
  Range: 10 metres 
  Duration: One round per level 
   
  This spell lets the target glow with green light. If it fails a 
  saving throw, it will not be able to perform any form of 
  dimensional travel for the duration of the spell. 
   
   
  Diminish Plants 
  Spell Level: D3 
  Range: 50 metres 
  Duration: Permanent 
   
  This spell causes normal plants in an area with a radius of 
  thirty metres to shrink by two thirds and makes them less 
  entangled and bushy. 
   
   
  Dire Hunger 
  Spell Level: D5 
  Range: 10 metres plus one per level 
  Duration: One round per level 
   
  This spell causes the target to be consumed by unbearable 
  hunger. It grows fangs and will attack the nearest living 
  creature and try to eat it after killing it. If the creature does 
  not already have fangs, its natural attack damage is doubled. 
  The target will attack regardless of its relationship to the 
  nearest creature. If no creature is near, it will search for one. 
   
   
  Disarm 
  Spell Level: J1, M1 
  Range: 30 metres 
   
  This spell makes the target drop its weapon or any other 
  object it is carrying. The victim will need one round to pick it 
  up again. If the target is holding the item with both hands, it 
  is permitted a saving throw. 
   
   
  Discern Location 
  Spell Level: W8 
  Range: Unlimited 
  Duration:  
   
  This spell locates a creature anywhere. The caster has to 
  know the creature or have an item that once belonged to it. 
  Only Mind Blank or the intervention of high powers can 
  block this spell. 
   
   
  Discord 
  Spell Level: W5 
  Range: 30 metres plus three per level 
  Duration: One round per level 
   
  This spell causes targets in an area with a radius of ten metres 
  to turn on their allies. Roll 1d6 for every target at the 
  beginning of each round. On a roll of one to three, the 
  nearest ally will be attacked instead of an enemy. The victims 
  of this spell will not kill fallen opponets. 
   
   
  
  131 
   
  Disintegrate 
  Spell Level: M6 
  Range: 20 metres 
  Duration: Permanent 
   
  This spells turns one target about the size of a human into 
  dust. Magical materials are immune; living and undead 
  creatures are permitted a saving throw. 
   
   
  Dismissal 
  Spell Level: M5 
  Range: 10 metres 
   
  This spell sends a creature back to its home plane. If the 
  creature is unwilling, it has to make a saving throw to avoid 
  being banished. The saving throw is made at a bonus or 
  penalty depending on the difference between the caster‘s and 
  the creatures hit dice. There is a 30% chance that the creature 
  is send to a different plane than its home plane instead. The 
  chance is lowered by one per cent per caster level. 
   
   
  Dispel Evil 
  Spell Level: C5 
  Range: 10 metres 
  Duration: 10 minutes 
   
  This spells allows the caster to dispel evil magic. It destroys 
  evil spells and keeps evil entities in check. The chance of 
  success is the caster‘s hit dice divided by the hit dice of the 
  enemy. 
   
   
  Dispel Good 
  Spell Level: C5 
  Range: 10 metres 
  Duration: 10 minutes 
   
  This spell works like Dispel Evil, but affects only good spells 
  and benign entities. 
   
   
  Dispel Magic 
  Spell Level: D4, I3, J3, M3, N3, W3, Wr3 
  Range: 10 metres plus one per caster level 
   
  This spells allows the caster to dispel magic. It destroys spells 
  and temporarily disables enchantments. The chance of 
  success is the caster‘s hit dice divided by the hit dice of the 
  enemy caster. A variety of creatures may be immune to this 
  spell. 
   
   
  Dispel Phantasm 
  Spell Level: I3 
  Range: Three metres per level 
   
  This spell works like Dispel Magic, but affects only illusions. 
  Additionally, illusions created by non-illusionists are 
  destroyed immediately. 
   
   
  Displace Self 
  Spell Level: I3 
  Range: Caster 
  Duration: Three rounds plus one per level 
   
  This spell causes the caster to appear half a metre away from 
  his actual position. Attackers receive a -3 THACO penalty 
  after the initial hit missed. Furthermore, the caster gains a +2 
  saving throw bonus against spells directly targeted at him. 
   
   
  Dissipate Vapour 
  Spell Level: W3 
  Range: 20 metres 
   
  This spell disperses gas in a ten-metre radius. Gas-based 
  creatures are permitted a saving throw or will be destroyed. 
  Some magical creatures might be immune to this spell. 
   
   
  Dither 
  Spell Level: W3 
  Range: 30 metres plus five per level 
  Duration: One turn per level 
   
  The victim of this spell hesitates before all actions. It receives 
  a -2 TAHCO malus for missile attacks and loses all dexterity-
  based advantages. 
   
   
  Divination 
  Spell Level: C4 
  Range: 100 metres 
   
  This spell provides the caster with general information on the 
  area, like the number of people in it or the size of a cave. The 
  base chance for the prediction is to roll under a twelve with a 
  d20. Every five levels, a +1 bonus on the roll is gained. 
   
   
  Divine Aura 
  Spell Level: C3 
  Range: Caster 
  Duration: Following melee round 
   
  This spells affects and area with an eight-metre radius around 
  the caster. All targets inside get a -1 malus to all saving 
  throws with an additional -1 malus for every ten caster levels. 
   
   
  
  132 
   
  Dominate Animal 
  Spell Level: D3 
  Range: 15 metres 
  Duration: One round per level 
   
  This spell allows the caster to take full control over an animal, 
  but not a magical beast. The animal will follow all the caster‘s 
  mental commands as long as the caster is conscious or until 
  the spell‘s duration ends. 
   
   
  Dominate Plants 
  Spell Level: D7 
  Range: 15 metres plus one per caster level 
  Duration: One round per level 
   
  This spell allows the caster to take control of two hit dice of 
  plant creatures per caster level. The plants will follow all the 
  caster‘s mental commands as long as the caster is conscious 
  or until the spell‘s duration ends. 
   
   
  Dominate 
  Spell Level: M5 
  Range: 10 metres per level 
  Duration: One day or more 
   
  This spell allows the caster to control the actions of one 
  other person if said person fails a saving throw at a -2 
  penalty. The control has no range limit other than the plane 
  caster and target are currently on. If the victim is forced to 
  perform an action against its nature, it is permitted a saving 
  throw with a bonus up to +4 depending on the task. Self-
  destructive tasks are never carried out. Every day, the victim 
  is allowed a saving throw to try to break free. Each point of 
  intelligence over fifteen is granted as a saving throe bonus. 
   
   
  Doom 
  Spell Level: M9, N9 
  Range: 40 metres 
   
  This spell kills any creature with less than 50 hit points 
  without a saving throw. Creatures with more than 50 hit 
  points are not affected. 
   
   
  Doom Ward 
  Spell Level: D5 
  Range: Touch 
  Duration: One turn per level 
   
  This spell protects the target from spells and supernatural 
  effects that cause instant death. All secondary effects still take 
  place. 
   
   
  Dozy 
  Spell Level: W1 
  Range: 10 metres plus one per level 
  Duration: One turn per level 
   
  This spell causes the target to become tired, but will not 
  automatically put it to sleep. The target gets a -1 malus to 
  THACO, a -3 malus to dexterity and will have trouble 
  concentrating. 
   
   
  Drag from Death’s Door 
  Spell Level: N3 
  Range: Touch 
   
  This spell is a last-ditch attempt to rescue a single target 
  reduced to or below nil hit points. The target has to make 
  system shock check to survive with a -1 penalty for every hit 
  point below nil. If the saving throw is not made, the target 
  returns as a thinking zombie. 
   
   
  Dramatic Death 
  Spell Level: I7, J7 
  Range: Caster 
  Duration: Three rounds per level 
   
  This spell creates an illusion of the caster dying a death of his 
  choice. Meanwhile, the true caster is cloaked by Greater 
  Invisibility. For the spell‘s duration, the corpse of the caster 
  will remain on the ground as an incorporeal illusion. 
   
   
  Draw Forth the Soul 
  Spell Level: W6 
  Range: 15 metres plus one per level 
  Duration: One round per level 
   
  This spell gives the target a 1d8 penalty to intelligence, 
  wisdom and charisma. The target is permitted a saving throw. 
   
   
  Dread Armour 
  Spell Level: N3 
  Range: Five metres 
  Duration: Two rounds per level 
   
  This spell summons bones from the ground that from an 
  armour around the target by fusing directly to the target‘s 
  bones. The armour provides the target with an armour class 
  bonus equal to half the caster‘s level. Once the spell ends, the 
  target suffers one point of damage per round spend in the 
  armour. For the duration of the spell, the target is treated as 
  an undead. 
   
   
  
  133 
   
  Dread Face 
  Spell Level: N2 
  Range: Touch 
  Duration: One round per level 
   
  This spell transforms the target‘s face into a horrible visage. 
  Unwilling recipients are permitted a saving throw. Anyone 
  looking at the face has a +1 increased chance to be surprised. 
  Creatures with one hit die or less have to make a saving 
  throw or will flee in fright for 1d3 rounds. Both opponents 
  and allies are affected by the face. 
   
   
  Dread Word 
  Spell Level: Wr7 
  Range: Caster 
   
  The caster utters a dreadful word. All creatures in a radius of 
  twelve metres with less than five hit dice immediately perish. 
  Creatures with less than nine hit dice are paralysed for 2d10 
  turns. Creatures with less than thirteen hit dice are blinded 
  for 1d4 turns. Stronger creatures are not affected, but will no 
  doubt notice the divine presence of the caster. Trying to 
  speak the dreadful word without assistance of this spell 
  means instant death before the speaker can finish the word. 
   
   
  Dreadful Desiccation 
  Spell Level: M8 
  Range: 50 metres 
  Duration:  
   
  This spell sucks all moisture out of all living creatures within 
  a radius of twenty metres per level. All creatures suffer 1d8 
  points of damage per caster level up to a maximum of 16d8 
  point of damage. A saving throw for half damage is 
  permitted. Water-based creatures suffer a -2 penalty. 
   
   
  Dream Candle 
  Spell Level: W1 
  Range: Unlimited on one plane 
   
  This spells allows the caster to send a message to another 
  creature known to the caster on the same plane by 
  concentrating on a candle. The message has the form of a 
  dream or daydream and may be vague. 
   
   
  Dream Gate 
  Spell Level: I9 
  Range: 30 metres 
  Duration: One hour per caster level 
   
  This spell opens a gate to the world of dreams. If cast near 
  someone currently dreaming, it allows the caster and his allies 
  to enter that creatures‘ dream. If cast without focus one 
  someone specific, it leads to a random place in the world of 
  dreams. If the gate is opened, dream creatures may appear 
  through it. 
   
   
  Dream Words 
  Spell Level: W5 
  Range: Unlimited 
  Duration: One dream 
   
  This spell allows the caster to appear in a dream of a creature 
  she knows and deliver a message. The message can be as long 
  as the dream the dreamer currently dreams. The recipient 
  cannot communicate verbally with caster during the dream. 
   
   
  Drought 
  Spell Level: W4 
  Range: Caster 
  Duration:  
   
  This spell causes all plants and crops one an area with a 
  radius of one hundred metres to rot away. Plant-based 
  creatures are granted a saving throw or otherwise suffer 2d10 
  points of damage. 
   
   
  Druid‘s Spellstaff 
  Spell Level: D6 
  Range: Touch 
  Duration: Until discharged 
   
  This spell allows the caster to store another prepared spell in 
  a wooden quarterstaff. Only one spellstaff can be used by a 
  caster at any time. The spell can be released by the caster 
  anytime like a normal spell, but does not add to his daily spell 
  limit. 
   
   
  Eagle Eye 
  Spell Level: D1 
  Range: Caster 
  Duration: One round 
   
  This spell allows the caster to see twice as far for every level 
  he has. The side effect of this spell is that everything close 
  will appear blurry. 
   
   
  
  134 
   
  Earth Blight 
  Spell Level: D6, Wr6 
  Range: Caster 
  Duration: 2d4 years plus one decade 
   
  This spell causes the soil in a radius of twenty metres per 
  caster level to become barren within 1d4 days. No new plants 
  will grow there for the duration of the spell. Plant-based 
  creatures entering the area suffer 1d4 points of damage per 
  round. Remove Curse may end the effect. 
   
   
  Earth Maw 
  Spell Level: D4 
  Range: 20 metres 
  Duration: One round 
   
  This spell creates a maw with a diameter of three metres in 
  the ground. The maw can attack one giant creature, two the 
  size of a man or four small creatures. The maw has a 
  THACO equal to the caster. Every victim suffers 1d4 points 
  of damage per caster level. A critical hit means the victim has 
  been swallowed and has to be dug up in four rounds, 
  otherwise it will suffocate. 
   
   
  Earthen Grasp 
  Spell Level: M2 
  Range: 10 metres per level 
  Duration: Three rounds plus one per level 
   
  This spell conjures an arm out of the ground trying to grasp 
  the target. If the target does not make a successful saving 
  throw, it cannot move and receives a -2 malus to armour 
  class and THACO. 
   
   
  Earthquake 
  Spell Level: C7 
  Range: Game master‘s decision 
  Duration: Game master‘s decision 
   
  The caster causes an earthquake in an area of twenty times 
  twenty metres with a depth of five metres. All creatures in the 
  area have a one-in-six chance of falling into a fissure and 
  being crushed. 
   
   
  Elemental Armour 
  Spell Level: W4 
  Range: Touch 
  Duration: One round per level 
   
  This spell forms a suit of armour around the recipient. The 
  armour does not prevent the caster from casting further 
  spells and grants a +4 AC bonus against an element of the 
  caster‘s choice. 
   
   
  Embalm 
  Spell Level: N2 
  Range: Touch 
  Duration: One week 
   
  This spell preserves a corpse for a week in the condition is 
  was when the spell was cast. If reanimated later, the undead 
  gains two hot points per hit die. 
   
   
  Emotions 
  Spell Level: I4, J4, W4 
  Range: 60 metres 
  Duration: 1d6 rounds 
   
  This spell causes strong emotions in everybody in an area 
  with a five-metre radius. Roll 1d6 to determine what 
  emotions are caused. The targets are permitted a saving 
  throw. Certain creatures might be immune to this spell if they 
  have no emotions naturally. 
   
  Table 87: Emotion 
  Die Roll 
  Emotion 
  1 
  Bloodlust: +2 THACO and damage bonus 
  2 
  Deprivation: Will desert 
  3 
  Enemy hate: Hates all enemies 
  4 
  General hate: Hates everybody 
  5 
  Depression: Becomes suicidal 
  6 
  Bravado: Immune to fear or morale loss 
   
   
  Enchant Club 
  Spell Level: D1 
  Range: Touch 
  Duration: One round per level 
   
  The caster‘s club or staff becomes a magical weapon and 
  deals 2d4 points of damage. This effect only applies if the 
  weapon is wielded by the caster. 
   
   
  Enchant Item 
  Spell Level: I6, N6, M6, W6 
  Range: Touch 
  Duration: Permanent 
   
  This spells permanently adds an enchantment to an object or 
  creature. Additional research or ingredients are often required 
  for a permanent enchantment. 
   
   
  Enchant Weapon 
  Spell Level: C3 
  Range: 10 metres 
  Duration: One turn 
   
  This spell causes a weapon to do an additional 1d6 points of 
  damage. It also increases the enchantment level of the 
  weapon by one. 
   
   
  
  135 
   
  Energy Blade 
  Spell Level: M7 
  Range: Caster 
  Duration: One round per level 
   
  The caster summons a sword. The sword hits for 6d4 points 
  of damage and counts as a +3 magical weapon. It always hits 
  on a nineteen or higher and can hit creatures in the ethereal 
  plane or out of phase. If anyone else than the caster uses the 
  sword, it deals only half damage. 
   
   
  Energy Drain 
  Spell Level: C8 
  Range: Touch 
  Duration: One day plus one hour per caster level 
   
  This spell drains 2d4 points of an ability score of the caster‘s 
  choice from an enemy. The target is permitted a saving 
  throw. 
   
   
  Entangle 
  Spell Level: D1 
  Range: 30 metres 
  Duration: One turn 
   
  Vines and other plants shoot out of the ground in an area 
  with a radius of ten metres. Everybody in that area is 
  entangled and unable to move. A saving throw is permitted 
  to be able to move at half speed. 
   
   
  Entropic Shield 
  Spell Level: C1 
  Range: Caster 
  Duration: One round per level 
   
  Protected by this spell, ranged attacks will miss the caster in 
  one out of five cases. 
   
   
  Eruption 
  Spell Level: D7 
  Range: 30 metres plus three per level 
  Duration: One round per level 
   
  This spells opens a small fissure in the ground. Ash, lava and 
  noxious gases will come out. The ash cloud halves everyone‘s 
  vision. Anyone within a radius of ten metres will suffer 1d10 
  points of poison damage per round unless the saving throw is 
  made every round. Initially, the eruption also deals 10d6 
  points of fire damage to everyone in the proximity. A saving 
  throw for half damage is permitted. 
   
   
  Eternal Charm Monster 
  Spell Level: W7 
  Range: 50 metres 
  Duration: Permanent or until dispelled 
   
  This spells works like Charm Monster, but the effect is 
  permanent. The target still gets the initial saving throw, 
  though. 
   
   
   
  Eternal Charm Person 
  Spell Level: W5 
  Range: 50 metres 
  Duration: Permanent or until dispelled 
   
  This spells works like Charm Person, but the effect is 
  permanent. The target still gets the initial saving throw, 
  though. 
   
   
  Eternal Fire 
  Spell Level: W1 
  Range: Touch 
  Duration: Permanent or until dispelled 
   
  This spell causes a candle to burn forever without getting any 
  shorter. 
   
   
  Eternal Slumber 
  Spell Level: W5 
  Range: 20 metres 
  Duration: Permanent 
   
  This spell works like Sleep, but the effect is permanent and the 
  victim can only be awakened by dispelling the spell. During 
  this coma-like sleep, the body functions of the target slow 
  down. It will not need food or water and age only very, very 
  slowly. The caster may additionally define a condition that 
  awakens the target. 
   
   
  Ethereal Ban 
  Spell Level: W6 
  Range: Touch 
  Duration: Permanent 
   
  This spell banns the target to the Ethereal Plane. It cannot be 
  heard and seen on the Material Plane and cannot touch 
  anything, though it sees and hears everything going on there. 
  The victim will remain on the ethereal plain until the curse is 
  broken. 
   
   
  
  136 
   
  Ethereal Projection 
  Spell Level: W4 
  Range: Caster 
  Duration: One turn per level 
   
  This spell sends the caster‘s body to the Ethereal Plane. Her 
  body will stay behind in a comatose state. The caster takes 
  everything she carries with her in form of ethereal copies. 
  The caster‘s body suffers all damage she takes on the 
  Ethereal Plane, just as her ethereal self suffers all damage the 
  body takes. If one is destroyed, the caster‘s soul is lost. 
   
   
  Evaporate Fluids 
  Spell Level: W6 
  Range: 50 metres 
  Duration:  
   
  This spell spontaneously evaporates all liquids in a radius of 
  twenty metres plus one per level. All living targets suffer 1d4 
  points of damage per caster level unless their metabolism 
  does not use water at all. Water-based creatures suffer and 
  additional point of damage per caster level. All fluids 
   
   
  Evil Eye 
  Spell Level: W2 
  Range: Sight 
  Duration: Half a day plus one hour per level 
   
  This spell makes every action of the target difficult. If it fails 
  a saving throw, it will suffer a ±1 penalty on all rolls. Even 
  simple actions demand an ability check while the effect of the 
  spell lasts. 
   
   
  Eye of Power 
  Spell Level: I9 
  Range: Three metres per level 
  Duration: One round per level 
   
  This spell creates an eye akin to a Magic Eye, though it can 
  appear anywhere within spell range. It is visible and flying 
  and spells up to seventh level can be cast through it. The eye 
  is treated like the caster‘s hands if a spell is cast through it. I 
  cannot be destroyed, only dispelled. 
   
   
  Exhaustion 
  Spell Level: W5 
  Range: 20 metres 
   
  This spell renders all creatures but the caster‘s allies in an area 
  with a radius of fifteen metres fatigued. Fatigued creatures 
  cannot run and suffer a -2 malus to strength and dexterity 
  checks. They require one night of rest for the exhaustion to 
  end. 
   
   
  Exorcise 
  Spell Level: C4 
  Range: One metre 
   
  This spell removes a foreign spirit from a body. The chance 
  for the caster to drive out the spirit is the caster‘s hit dice 
  divided by the spirit‘s hit dice. Some entities might be 
  immune to this spell. 
   
   
  Explosive Runes 
  Spell Level: M3 
  Range: Touch 
  Duration: Permanent 
   
  The caster writes down the rune on a piece of paper or 
  similar item. If anyone but the caster tries to read the rune, it 
  explodes and deals 4d6 points of damage to everyone in close 
  proximity. The parchment with the rune turns into dust. 
  Experienced casters can sense runes. 
   
   
  Extended Joke 
  Spell Level: J4 
  Range: Caster 
  Duration: 50% longer than the original spell 
   
  This spell extends the duration of one of the caster‘s spells by 
  50%. Only spells from first to third level are affected. 
   
   
  Extension I 
  Spell Level: M4 
  Range: Caster 
  Duration: 50% longer than the original spell 
   
  This spell lengthens the duration of another spell by 50%. 
  Only first to third level spells are affected. 
   
   
  Extension II 
  Spell Level: M5 
  Range: Caster 
  Duration: 50% longer than the original spell 
   
  This spell lengthens the duration of another spell by 50%. 
  Only first to fourth level spells are affected. 
   
   
  Extension III 
  Spell Level: M6 
  Range: Caster 
  Duration: 50% longer than the original spell 
   
  This spell lengthens the duration of another spell by 50%. 
  Only first to fifth level spells are affected. 
   
   
  
  137 
   
  Exterminate 
  Spell Level: N1 
  Range: Three metres 
   
  This spells instantaneously ends the live of all insects, small 
  rodents and other vermin around the caster. After reaching 
  the 8th level, the caster exterminates all normal animals up to 
  the size of a cat. 
   
   
  Fabulous Fireball 
  Spell Level: M5 
  Range: 50 metres plus 10 per level 
   
  This spell works like Fireball, but allows the caster to choose 
  an explosion radius between one and eight metres the 
  moment the spell is cast. Additionally, the ball can make a 
  number of 45° turns equal to the caster‘s level. Once it 
  touches something, it explodes. Anyone in the spell‘s way is 
  permitted a saving throw to avoid touching it. A second 
  saving throw is permitted for half damage. 
   
   
  Fade 
  Spell Level: I1, S1 
  Range: Caster 
  Duration: One day or until the caster moves 
   
  This spell makes the caster invisible to normal sight. If the 
  caster moves, the effect ends. 
   
   
  Faerie Fire 
  Spell Level: D1, W1 
  Range: 20 metres 
  Duration: One Hour 
   
  This spell makes an object shine in a strange, fey glow. The 
  spell can affect an object up to the size of a horse wagon. 
   
   
  False Aura 
  Spell Level: I1, M1 
  Range: Touch 
  Duration: One day per level 
   
  This spell grants an object a magical aura, even if the object is 
  not magical at all. Anyone touching the object and making a 
  saving throw will realise that the aura is fake. 
   
   
  False Face 
  Spell Level: N4 
  Range: Caster 
  Duration: One hour 
   
  The caster copies the face and voice of another person. The 
  copy is not illusionary, but can be dispelled. 
   
   
  False Memory 
  Spell Level: W6 
  Range: Touch 
  Duration: Permanent 
   
  This spell implants false memories into the target overriding 
  real memories. One minute of casting is required per hour of 
  memories to be manipulated. The maximum number of 
  hours that can be changed is equal to the caster level. The 
  target is allowed an intelligence check to notice something is 
  amiss. The intelligence check gets a penalty or bonus 
  depending on how familiar with the true memories the caster 
  is. 
   
   
  False Tracks 
  Spell Level: S1 
  Range: Touch 
  Duration: One turn per level 
   
  The recipient of this spell leaves tracks of a common animal 
  instead of his real tracks. The false tracks can be dispelled. If 
  this happens, all tracks reveal themselves immediately. After 
  the duration of the spell ends, all tracks revert back to 
  normal. 
   
   
  False Vision 
  Spell Level: W5 
  Range: Touch 
  Duration: One hour per level 
   
  This spell feeds someone looking for information on an area 
  via magic false visions. As long as the caster concentrates, she 
  can manipulate the visions. 
   
   
  Fang Dagger 
  Spell Level: N2 
  Range: Touch 
  Duration: Two rounds 
   
  This spell allows the caster to fire a piercing weapon no 
  longer than the forearm in a straight line to a target up to 
  twenty metres away. The weapon makes one attack per round 
  and returns to the caster‘s hand at the beginning of the next 
  round. The dagger hits with a +1 bonus to damage and a +2 
  bonus to THACO. It counts as a +1 magical weapon. The 
  dagger can be grabbed with a successful dexterity check. 
   
   
  Farseer 
  Spell Level: S1 
  Range: Caster 
  Duration: Four rounds plus one per level 
   
  This spell allows the caster to everything in sight as if it were 
  close. 
   
   
  
  138 
   
  Fascination 
  Spell Level: M1 
  Range: Caster 
  Duration: One round per level 
   
  All intelligent creatures around the caster have to make a 
  saving throw. Everyone who fails will consider his charisma 
  score to be 2d4 points higher and be impressed by the caster 
  or feel sympathy for him. Everyone who succeeds will 
  consider the charisma score to be 1d4 points lower. People 
  who know the caster well are immune to this spell. 
   
   
  Fast Escape 
  Spell Level: S2 
  Range: Caster 
  Duration: One minute per level 
   
  This spell doubles the caster‘s speed. Checks to avoid 
  obstacles are only half as difficult as usual. The effect of the 
  spell ends if an enemy is attacked by the caster. 
   
   
  Fear 
  Spell Level: I3, M4, Wr3 
  Range: 30 metres 
   
  This spell spreads in the shape of a cone and makes every 
  creature in its path flee in terror unless they make a saving 
  throw. About one in two creatures will drop its equipment 
  while fleeing. 
   
   
  Fear Aura 
  Spell Level: N5 
  Range: Caster 
  Duration: Two rounds per level 
   
  This spell causes creatures of two or less hit dice flee I terror 
  at the mere sight of the caster. Creatures with at least two hit 
  dice are permitted a saving throw at a -2 penalty. If they fail, 
  they will be immobilised, receive a -1 armour class penalty 
  and can only defend themselves, but not attack or move. 
  Each turn, they are permitted a saving throw to break free. 
  Creatures with as many or more hit dice as the caster are not 
  affected. 
   
   
  Fear Ward 
  Spell Level: I8 
  Range: Caster 
  Duration: One round per level 
   
  This spell creates a mobile aura with a radius of two metres 
  around the caster. Everyone within the radius is protected 
  from mundane and magical fear. Additionally, the aura 
  protects from special attacks of undead creatures unless they 
  are delivered by touch. 
   
   
  Feather Fall 
  Spell Level: M1, S1 
  Range: Three metres per level 
  Duration: One round 
   
  This spells slows down the falling speed of an object or 
  creature to that of a feather. If the creature lands while the 
  spell is active, it takes no falling damage. The spell affects one 
  hundred kilogrammes per level of the caster. 
   
   
  Feather Float 
  Spell Level: M2 
  Range: Three metres per level 
  Duration: Three round plus one per level 
   
  This spells lets one hundred kilogrammes per level of the 
  caster float on water. Unwilling targets are permitted a saving 
  throw. 
   
   
  Featherfoot 
  Spell Level: S2 
  Range: Touch 
  Duration: Half an hour 
   
  This spell grants the recipient to walk weightlessly at normal 
  speed without leaving any footprints or making noise. If he 
  starts running, the spell‘s duration ends. The recipient also 
  gains a +6 bonus to moving silently. 
   
   
  Feeblemind 
  Spell Level: D6, J5, M5, W5 
  Range: 40 metres 
  Duration: One day 
   
  This spell affects only other casters. If the target fails a saving 
  throw against magic at a -4 penalty, the target becomes 
  mentally exhausted and will not be able to think straight. 
   
   
  Feeling Fingers 
  Spell Level: M1 
  Range: Caster 
  Duration: One hour plus one turn per level 
   
  This spell summons a disembodied hand. It cannot carry or 
  manipulate matter in any way, but has an amazing sense of 
  touch and can be used as an extended sensory organ by the 
  caster. The hand will be destroyed if it receives more than 
  four points of magical damage. It can move away from the 
  caster ten metres plus one metre per level and will not trigger 
  traps. 
   
   
  
  139 
   
  Feign Death 
  Spell Level: N3, Wr3 
  Range: Touch 
  Duration: One turn plus one round per level 
   
  This spell puts a creature into a death-like state. The creature 
  must be willing for this spell to work and may have as many 
  hit dice as the caster at maximum. Even upon close 
  examination, it is it is very difficult to recognise the creature 
  as still living. During the spell‘s duration, the creature feels 
  not pain. 
   
   
  Feral Spirit 
  Spell Level: W3 
  Range: Caster 
  Duration: One hour per level 
   
  This spell grants the witch a physical attack causing 1d6 
  points of damage per attack. Whether the attack is piercing, 
  slashing or bludgeoning usually depends on the caster‘s 
  familiar. 
   
   
  Fertility 
  Spell Level: W3 
  Range: Touch 
  Duration: Up to one month 
   
  This spell ensures that the next time the recipient has sex, she 
  will get pregnant. It does not matter whether one of the 
  partners is sterile or infertile, as long as a pregnancy would 
  theoretically be possible. The spell does not work directly on 
  males. 
   
   
  Fever 
  Spell Level: W2 
  Range: 30 metres 
  Duration: One round per level 
   
  The target of this spell becomes sensitive to heat and suffers 
  two additional points of damage from heat-based attacks. 
  This spell affects targets up to the maximum number of hit 
  dice of the caster. 
   
   
  Fey Sight 
  Spell Level: D1 
  Range: Touch 
  Duration: One hour 
   
  The recipient of this spell sees twice as far in star- or 
  moonlight. Colour and shapes can be distinguished clearly. If 
  the recipient already has darkvision, the range of the 
  darkvision doubles. 
   
   
  Fiendish Clarity 
  Spell Level: Wr6 
  Range: Touch 
  Duration: One turn per level 
   
  This spell allows the caster to see in darkness, including 
  magical darkness, gain darkvision up to twenty metres, see 
  invisible creatures and objects as well judge if a creature is 
  benign or not. 
   
   
  Fiery Eyes 
  Spell Level: Wr1 
  Range: Caster 
  Duration: Three rounds per level 
   
  This spell causes the caster‘s eyes to glow with unnatural fire. 
  The eyes radiate light with a length of two metres. Anyone 
  looking at the caster has to make a saving throw or will be 
  fascinated and hesitate for one round. If looking at 
  combustible material for more three rounds, the caster can 
  ignite it if desired. 
   
   
  Filter 
  Spell Level: M2 
  Range: Touch 
  Duration: One turn per level 
   
  This spell creates an invisible sphere around the caster. It will 
  filter out all noxious elements from gas. The caster only takes 
  damage or other negative effects from spells of fifth level or 
  higher as well as creatures with more than seven hit dice. 
   
   
  Final Joke 
  Spell Level: J9 
  Range: Caster 
  Duration: One day 
   
  If the caster is killed, all hostile creatures within a radius of 
  ten metres plus one per caster level will be killed as well. 
   
   
  Find Direction 
  Spell Level: S1 
  Range: Caster 
   
  This spell gives the caster his current position relative to the 
  four cardinal directions. 
   
   
  
  140 
   
  Find the Gap 
  Spell Level: S3 
  Range: Caster 
  Duration: One round per level 
   
  This spell allows the caster to ignore a target‘s armour, 
  including any magical bonus, one per round. Armour class 
  improvements due to dexterity still apply. 
   
   
  Find the Path 
  Spell Level: C6, S6, W6 
  Range: Caster 
  Duration: One hour plus ten minutes per level 
   
  The caster intuitively finds the shortest way out a building or 
  cave. The shortest way is not necessarily the safest way. This 
  spell will not work in a non-Euclidean maze. 
   
   
  Find Trap 
  Spell Level: C2, Wr2 
  Range: 10 metres 
   
  This spell allows the caster to find, but not disarm, one trap. 
   
   
  Finger of Death 
  Spell Level: C5, D6, Wr6 
  Range: 30 metres 
   
  The caster points his finger at a target. If the victim fails a 
  saving throw vs. death, it will perish instantaneously. 
   
   
  Fire Chariot 
  Spell Level: D7 
  Range: Five metres 
  Duration: Five turns plus one per level 
   
  This spells summons a fire chariot pulled by two ghostly 
  flaming horses. The chariot can carry the caster and up to 
  seven more people. To be immune to the chariot‘s fire, the 
  people have to have touched the caster while he was casting 
  the spell. The chariot can drive and fly. Any stranger touching 
  it receives 1d6 fire damage. The horses have AC 18 and thirty 
  hit points. They can only be damaged by magical weapons 
  and large amounts of water. If they reach naught hit points, 
  they shift back to the plane they originate from. 
   
   
  Fire Path 
  Spell Level: C6 
  Range: Two kilometres per level 
   
  This spell allows the caster to step into a fire and appear in 
  another fire within range. If no other fire is in spell range, 
  nothing happens. If no other fire known to the caster is in 
  range, he will land in a random fire. The spell inflicts 1d 6 
  points of damage on the caster, independently from fire 
  resistance. 
   
   
  Fire Seeds 
  Spell Level: D6 
  Range: Touch 
  Duration: One turn per level or until used 
   
  This spell turns 1d8 acorn or similar fruit into acorn 
  grenades. The acorn grenades deal a total of 1d6 points of 
  fire damage per level of the caster up to a maximum of 20d6 
  points of damage and ignite material in a radius of three 
  metres. 
   
   
  Fireskull Servant 
  Spell Level: N2 
  Range: Touch 
  Duration: One hour per level 
   
  This spells animates a single floating skull for small tasks. The 
  blue fire of the skull provides light, but does not ignite things. 
  The skull has one quarter of the caster‘s total hit points, AC 
  13 and attacks for 1d2 damage. It retains parts of its original 
  personality. Only one skull may be animated at the same time. 
   
   
  Firestorm 
  Spell Level: D7 
  Range: 60 metres 
  Duration: One turn 
   
  The caster summons a magical firestorm filling at least a 
  volume of ten times ten times ten metres. The size can be 
  one metre larger for every level of the caster. Creatures 
  cannot see through the fire. Everybody who tries to pass 
  through suffers 1d6 points of damage for every three metres. 
  Undead suffer double damage. Creatures with three hit dice 
  or less die right away. 
   
   
  Fireball 
  Spell Level: M3 
  Range: 50 metres 
   
  The caster shoots a small ball of fire to the target area, where 
  is immediately explodes. All creatures in an eight-metre radius 
  that fail a saving throw suffer 1d6 points of damage per 
  caster level. 
   
   
  Fist of Stone 
  Spell Level: M1 
  Range: Caster 
  Duration: One round per level 
   
  This spell turns one of the caster‘s hands into stone. For the 
  duration of spell, punching with the stone fist deals 1d4+2 
  damage. The hand also becomes as hard and sturdy as stone. 
  
  141 
   
  Flame Arrow 
  Spell Level: M3, Wr3 
  Range: Touch 
  Duration: One round per caster level 
   
  This spell transforms one arrow or crossbow bolt per level of 
  the caster into a burning projectile. Each projectile deals one 
  additional point of fire damage. After the spell‘s duration, the 
  projectile is burned down. 
   
   
  Flame Strike 
  Spell Level: C5. Wr5 
  Range: 20 metres 
   
  This spell produces a vertical column of divine fire. The fire 
  column is ten metres high and three metres in diameter and 
  deals 6d8 points of damage to the target. A saving throw for 
  half damage is permitted. 
   
   
  Flame Touch 
  Spell Level: D2 
  Range: Touch 
  Duration: One round per level 
   
  The target‘s touch becomes flaming. It deals 1d8 plus one 
  points of damage per two levels of the caster and will ignite 
  objects touched for at least one round. 
   
   
  Flash 
  Spell Level: I2 
  Range: 25 metres 
  Duration: 1d8 rounds 
   
  This spell blinds one victim for 1d8 rounds if it fails a saving 
  throw. The flash is invisible to anyone but the caster and the 
  victim. 
   
   
  Flash Fire 
  Spell Level: D4 
  Range: 15 metres 
  Duration: One round 
   
  This spell causes an area with a three-metre radius to 
  suddenly erupt in flames. All flammable materials may catch 
  fire. Creatures suffer 1d4 points of damage. 
   
   
  Flesh Curse 
  Spell Level: N5 
  Range: 30 metres 
  Duration: Permanent 
   
  This spell causes one creature to become a cannibal. From 
  now on, it can only gain substance by eating members of its 
  own species or a similar species. 
   
   
  Flesh to Ectoplasm 
  Spell Level: N3 
  Range: Touch 
  Duration: One minute per level 
   
  This spells turns a living and willing sentient being 
  translucent and immaterial. The creature cannot attack, but is 
  resistant to non-magical attacks. It can move through five 
  centimetres of material per caster level and gets thieving skill 
  modifiers the game master deems appropriate. 
   
   
  Flesh to Salt 
  Spell Level: D5 
  Range: 30 metres plus one per level 
   
  This spell deals 1d4 points of damage per caster level to a 
  living target up to a maximum of 10d4 points of damage. 
  Should the spell damage the target for more than half of its 
  current hit points, the target will fully crystallise. 
   
   
  Flesh to Stone 
  Spell Level: M6, Wr6 
  Range: 40 metres 
  Duration: Permanent 
   
  This spell turns a living creature into stone if it fails a saving 
  throw vs. paralysis. Certain creatures are immune to this 
  effect. If the creature is turned back later and has not been 
  damaged in the meantime, it will be unharmed but without 
  memories of the petrification. 
   
   
  Floating Disk 
  Spell Level: M1 
  Range: Five metres 
  Duration: One round per level 
   
  This spell creates a disk with a radius of one metre. It can 
  hold up to 250 kilogrammes and always stays about one 
  metre above ground. It floats within a five-metre radius and 
  follows the caster with his speed. 
   
   
  Flourish 
  Spell Level: W1 
  Range: Touch 
  Duration: One week 
   
  This spell enhances the growth of a garden. This includes 
  natural gardens. The garden will grow one fifth faster and 
  also provide one fifth more fruit. The spell affects five square 
  metres per caster level. 
   
   
  
  142 
   
  Fly 
  Spell Level: M3 
  Range: Touch 
  Duration: 1d6 rounds plus one round per two levels 
   
  The recipient of the spell is able to fly at his normal speed. 
  The game master secretly rolls 1d6 to determine when exactly 
  the spell effect ends. 
   
   
  Fog Cloud 
  Spell Level: I2 
  Range: 30 metres plus three per level 
  Duration: One turn per level 
   
  This spell creates fog in an area with a radius of eight metres. 
  The fog reduces the sight of every creature by two thirds. It 
  can be dispersed by moderate wind in four rounds. 
   
   
  Fool’s Gold 
  Spell Level: I3, J3 
  Range: Touch 
  Duration: Six rounds per level 
   
  This spell transforms up to a hundred kilogrammes of 
  copper, brass or bronze into gold. Creatures that encounter 
  the false gold have to make an intelligence check to detect the 
  fraud. The check gets a +1 penalty per level of the caster. 
  Certain creatures will never be fooled by this spell. The gold 
  transforms back upon touching iron. 
   
   
  Force Armour 
  Spell Level: S5 
  Range: Caster 
  Duration: One hour per level 
   
  This spell creates armour made of force around the caster. 
  The armour grants a +6 bonus to armour class and cannot be 
  bypassed by incorporeal creatures. 
   
   
  Force Field 
  Spell Level: W2 
  Range: Caster 
  Duration: One hour per level or until destroyed 
   
  This spell creates an invisible force field around the caster 
  that will absorb ten points of damage independently from the 
  source of the damage. 
   
   
  Forceful Hand 
  Spell Level: M6 
  Range: 10 metres 
  Duration: One round per level 
   
  This spell works like Interposing Hand, but the hand tries to 
  push the enemy back. Creatures that weigh less than 1,000 
  kilogrammes will always be pushed back. Heavier creatures 
  are slowed down to half speed. Creatures heavier than 5,000 
  kilogrammes are not slowed down, but still have to shove the 
  hand aside. 
   
   
  Forget 
  Spell Level: S1 
  Range: 10 metres plus one per level 
  Duration: Permanent 
   
  The target of this spell loses all memories of the past minute 
  if it fails a saving throw. 
   
   
  Fossilise 
  Spell Level: N3 
  Range: Touch 
  Duration: One hour 
   
  This spell turns the bones of a skeleton under the caster‘s 
  command into stone. The skeleton gains a +4 bonus to AC 
  and a +2 bonus to damage. After the duration of the spell, 
  the skeleton crumbles to dust. 
   
   
  Foresight 
  Spell Level: W7 
  Range: Touch 
  Duration: Half a day 
   
  This spell grants the recipient to foresee events endangering 
  him. The recipient senses hazards ahead of time and is 
  granted a +2 armour class and saving throw bonus against 
  them. 
   
   
  Fortifying Stew 
  Spell Level: D2 
  Range: Touch 
  Duration: One hour 
   
  This spell enchants stew for one person per caster level. 
  Someone consuming the stew gets nourishment for one day 
  and 1d4+1 temporary hit points. The temporary hit points 
  will always be the first lost by damage. 
   
   
  Freedom 
  Spell Level: M8, W9 
  Range: 30 metres 
   
  This spell releases someone from a prison dimension. It has 
  to be cast in the area where the victim was originally 
  imprisoned. 
   
   
  
  143 
   
  Freedom of Movement 
  Spell Level: D4, M4 
  Range: Touch 
  Duration: One turn per level 
   
  This spell allows a creature to move freely despite hindrances 
  like paralysis or entangling obstacles, even if these are of 
  magical nature. 
   
   
  Freezing Hands 
  Spell Level: M5, N6 
  Range: Caster 
   
  This spell lets a beam of ice shoot out of the caster‘s hands. 
  The beam is two metres long per level of the caster. The 
  beam deals 1d4 points of damage plus one more per level of 
  the caster. 
   
   
  Freezing Sphere 
  Spell Level: M6 
  Range: Caster 
  Duration: One round per level until explosion 
   
  This spell conjures a sphere of coldness in the caster hands. 
  If throw or at the end of the spell‘s duration, the sphere 
  explodes with a radius of three metres and deals 4d6 points 
  of cold damage to everyone in the area. The sphere will 
  freeze liquids and is generally cold enough to make frozen 
  water surfaces thick enough to walk over them. 
   
   
  Fresh Air 
  Spell Level: W3 
  Range: 10 metres 
   
  This spell affects an area with a radius of three metres plus 
  one metre per level of the caster. The area is filled with fresh 
  air and cleansed from spores or toxic gases. All air-based 
  creatures have to make a saving throw or are expelled from 
  the zone and suffer 1d8 points of damage. 
   
   
  Full Moon Aura 
  Spell Level: W7 
  Range: 30 metres 
  Duration: Two rounds per level 
   
  This spell causes all therianthropes within a radius of ten 
  metres to transform in their beast from. The targets are 
  permitted a saving throw with a -1 malus for every two levels 
  of the witch. If cast on a willing target, the spell automatically 
  works. 
   
   
  Fumble 
  Spell Level: J4, M4 
  Range: Three metres 
  Duration: One round per level 
   
  This spell makes the target terribly clumsy if it fails a saving 
  throw. It will let his equipment fall down or stumble if 
  running. Picking up anything takes one round. If the target 
  makes the saving throw, it still has to concentrate and will 
  move with half speed. 
   
   
  Fundamental Breakdown 
  Spell Level: M3 
  Range: Touch 
   
  This spell reveals the single components an objects is made 
  of. After casting the spell, the caster has to make an 
  intelligence check. If the check is successful, the caster will 
  comprehend the composition of the object and keep the 
  ingredients in mind. 
   
   
  Garble 
  Spell Level: C4 
  Range: Caster 
  Duration: One round 
   
  This spell makes all communication within a radius of fifteen 
  metres around the caster incomprehensible. 
   
   
  Gaseous From 
  Spell Level: N5 
  Range: Caster 
  Duration: One hour 
   
  This spell transforms the caster and his equipment into a 
  cloud of mist. The caster cannot attack and only be harmed 
  by magic. He may pass through cracks or holes. 
   
   
  Gate 
  Spell Level: M9 
  Range: Five metres 
  Duration: One turn until the gate closes 
   
  This spell opens a portal to another plane of existence and 
  summons a powerful creature. The caster has to know the 
  creatures name to summon it, otherwise, nothing specific will 
  come through the gate. The creature is not necessarily 
  friendly. If it has a true name and caster knows it, the creature 
  will follow the caster‘s orders. 
   
   
  
  144 
   
  Gather Corpses 
  Spell Level: N2 
  Range: 30 metres plus three per caster level 
  Duration: One minute per level 
   
  This spell causes one corpse per caster level to move towards 
  the caster at half the caster‘s speed. The corpses may not be 
  more than ten metres away from each other. When the spell‘s 
  duration ends or a corpse is less than three metres away from 
  the caster, it falls to the ground. Animated corpses are not 
  affected. 
   
   
  Geas 
  Spell Level: J6, M6, W6 
  Range: 10 metres 
  Duration: Until the task is completed 
   
  This spells forces a creature to complete a task for the caster 
  if it fails a saving throw. If the victim does not work on the 
  task, he will suffer physically and mentally and will die in the 
  long run. 
   
   
  Ghost Arrow 
  Spell Level: N1, W1 
  Range: 50 metres 
   
  This spells conjures a ghostly arrow that always hits its target 
  and causes 1d6+1 points of damage. A saving throw is 
  permitted for half damage. The arrow causes 1d6 additional 
  points of damage if the target is incorporeal or ethereal. One 
  additional missile is cast for every three levels of experience 
  of the caster. 
   
   
  Ghost Blade 
  Spell Level: W2 
  Range: 10 metres 
  Duration: Two rounds per level 
   
  This spell enchants one weapon. The weapon counts as a 
  slicing weapon for the duration of the spell, even if it has not 
  blade. 
   
   
  Ghost Grail 
  Spell Level: M6 
  Range: Touch 
  Duration: One round per level 
   
  This spell makes the recipient temporarily immune against 
  special attacks from undead creatures, like the banshee‘s 
  scream or the paralysing effect of the lich‘s touch. The 
  attacks still deal physical damage. Spells cast by undead have 
  normal effect. Additionally, the recipient can harm all undead 
  with mundane weapons. 
   
   
  Ghost Sight 
  Spell Level: S2 
  Range: Caster 
  Duration: One round per level 
   
  This spell allows the caster to see incorporeal and ethereal 
  creatures just as he sees normal creatures. 
   
   
  Ghost Split 
  Spell Level: N5 
  Range: 30 metres 
  Duration: One round per level 
   
  This spell separates the target into a living, corporeal body 
  and an incorporeal ghost. For the spell‘s duration, the target 
  will be taunted by the spirit and temporarily lose 2d4 points 
  of wisdom. A saving throw for half wisdom loss is permitted. 
   
   
  Ghost Strike 
  Spell Level: S3 
  Range: Touch 
  Duration: One hour 
   
  This spell allows the recipient to hit incorporeal or ethereal 
  creatures like normal targets. If this spell is cast on a specific 
  weapon instead of a creature, the weapon can hit and be 
  wielded by incorporeal creatures. 
   
   
  Ghost Ward 
  Spell Level: W3 
  Range: Touch 
  Duration: Until the ward is broken 
   
  This spell seals up a medium-sized room against all kinds of 
  astral, ethereal, gaseous or other incorporeal entities. The 
  effect lasts until the door is opened or the room is otherwise 
  breached. 
   
   
  Ghosts of the Past 
  Spell Level: I8 
  Range: 20 metres 
  Duration: Up to one hour 
   
  If this spell is cast at a place of a specific historical event 
  known to the caster, he and up to seven others can envision 
  the past and live through the events. 
   
   
  
  145 
   
  Ghoul Servant 
  Spell Level: N3 
  Range: 10 metres 
  Duration: One week or until destroyed 
   
  This spells summons a ghoul. The ghoul will obey simple 
  commands until it is destroyed. After the spell‘s duration 
  ends, the ghoul will quickly rot away. 
   
   
  Ghoulish Hands 
  Spell Level: N2 
  Range: Touch 
  Duration: One round per level 
   
  The hands of a living creature turn into the claws of a ghoul, 
  enabling two claw attacks for 1d4 points of damage. Targets 
  with natural claws gain a +2 bonus to damage. If a creature 
  struck by the claws fails a saving throw vs. paralysis, it is 
  paralysed for 2d4 rounds. 
   
   
  Gift of Speech 
  Spell Level: D2 
  Range: 20 metres 
  Duration: One turn per caster level 
   
  This spell allows an animal to speak one of the languages of 
  the caster. It does not increase the animal‘s intelligence or 
  affect its reaction. 
   
   
  Giggle 
  Spell Level: J1 
  Range: Caster 
  Duration: 1d4 rounds 
   
  This spell affects all creatures with less than three hit dice 
  within a radius of seven metres around the caster. Creatures 
  which fail a saving throw giggle uncontrollable for 1d4 
  rounds and receives a -2 THACO penalty. 
   
   
  Glyph of Warding 
  Spell Level: C3, Wr3 
  Range: Touch 
  Duration: Until triggered 
   
  This spell wards an object against creatures trying to touch it. 
  Anyone touching the glyph and not authorised by the caster 
  suffers 1d8 points of damage per two levels of the caster. The 
  spell will not work on property of other creatures not allied 
  to the caster. 
   
   
  Goodberry 
  Spell Level: D2 
  Range: Touch 
  Duration: One day per level 
   
  This spell turns 2d4 berries into goodberries, which heal one 
  hit point if eaten. The spell works on poisonous berries as 
  well. 
   
   
  Graft 
  Spell Level: N4 
  Range: Touch 
  Duration: Permanent or 1d6 weeks 
   
  The caster magically attaches a lost (not additional) body part, 
  also from a different person, to the target. If the target fails a 
  system shock check, the new body part falls off after 1d6 
  weeks. 
   
   
  Grasping Hand 
  Spell Level: M7 
  Range: Five metres 
  Duration: One round per level 
   
  The caster creates a huge disembodies hand. The hand moves 
  as fast as he does, has AC 10 and as many hit points as the 
  caster. The hand can grab and hold down a target no heavier 
  than 500 kilogrammes can push objects up to 2000 
  kilogrammes. 
   
   
  Greater Arcane Eye 
  Spell Level: W7 
  Range: 30 metres 
  Duration: One quarter of an hour per level 
   
  This spell works like Arcane Eye, but has unlimited range and 
  can move to other planes via portals or spells. The eye itself 
  cannot do this inherently. 
   
   
  Greater Bless 
  Spell Level: C2 
  Range: Touch, creature not in combat 
  Duration: One hour 
   
  This spell grants a +2 THACO bonus. The recipient has to 
  concentrate to receive the blessing and must not be already 
  engaged in combat. 
   
   
  Greater Command 
  Spell Level: W5 
  Range: 30 metres 
  Duration: One round per level 
   
  This spell works like Command, but may affect one creature 
  per level of the caster with no creature being more than five 
  
  146 
   
  metres apart. Every creature gets the same command and is 
  granted a saving throw at the beginning of each turn to try 
  and break the spell. 
   
   
  Greater Demishadow Evocation 
  Spell Level: I8 
  Range: Depends on spell 
   
  This spell is an improved version of Demishadow Evocation and 
  can mimic Hellfire Storm, Lurking Fireball and Ooze Rain. 
   
   
  Greater Distraction 
  Spell Level: S3 
  Range: Three metre per level 
  Duration: One round per level 
   
  This spell creates a sensation of the caster‘s choice for the 
  target. If the target fails a saving throw, the sensation will not 
  stop distracting it until the target checks it out or deals with 
  it. If the target makes the saving throw, it will feel the 
  sensation for a moment. 
   
   
  Greater Ethereal Projection 
  Spell Level: W5 
  Range: Caster 
  Duration: Permanent 
   
  This spell works like Ethereal Projection, but the effect lasts as 
  long as the caster choses. If the caster‘s body is destroyed 
  while the spell is in effect, the caster turns into an ethereal 
  creature. 
   
   
  Greater Invisibility 
  Spell Level: I4 
  Range: Touch 
  Duration: One hour 
   
  This spell works like Invisibility. The recipient can attack 
  without breaking the spell, however. 
   
   
  Greater Magic Fang 
  Spell Level: D3 
  Range: 10 metres 
  Duration: One turn per level 
   
  This spell grants a creature a +1 bonus per three levels of the 
  caster to THACO and damage if it attacks with its natural 
  weapon. 
   
   
  Greater Magic Missile 
  Spell Level: M4 
  Range: 50 metres plus 10 per level 
  Duration: One round per level 
   
  This spell works like Magic Missile and inflicts 1d6 points of 
  damage per three levels of the caster. Additionally, the target 
  has to make a saving throw at a -2 penalty every round for 
  the duration of the spell. Whenever a save is not made, the 
  target takes an additional 1d6 points of damage. Two such 
  missiles have no cumulative effect. 
   
   
  Greater Mislead 
  Spell Level: W8 
  Range: Caster 
  Duration: Until concentration ends plus one round per level 
   
  This spell works like Mislead, but creates a number of doubles 
  equal to the caster‘s intelligence score. 
   
   
  Greater Organ Transfer 
  Spell Level: N8 
  Range: Touch 
  Duration: Permanent 
   
  This spell works like Lesser Organ Transfer, but an also transfer 
  the brain. If a different organ is transferred, no system shock 
  check is needed. 
   
   
  Greater Phantasmal Force 
  Spell Level: I2 
  Range: 60 metres 
  Duration: Until concentration ends plus two rounds 
   
  This spell works like Phantasmal Force. The caster can move 
  slowly while concentrating, though, and may add noises to 
  the illusion. The illusion lasts two more rounds after the 
  concentration ends and may cause 3d6 points of damage. 
   
   
  Greater Protection from Evil 
  Spell Level: C4, M3, Wr4 
  Range: Caster 
  Duration: One hour 
   
  This spell works like Protection from Evil, but affects an area 
  with a radius of three metres around the caster. 
   
   
  Greater Protection from Good 
  Spell Level: C4, M3, Wr4 
  Range: Caster 
  Duration: One hour 
   
  This spell works like Protection from Good, but affects an area 
  with a radius of three metres around the caster. 
   
  
  147 
   
  Greater Shadow Evocation 
  Spell Level: I6 
  Range: Depends on spell 
   
  This spell works like Shadow Evocation, but can mimic Toxic 
  Cloud, Wall of Fire and Wall of Ice. If the target makes the 
  intelligence check, it still takes 1d4 points of damage. 
   
   
  Greater Spell Protection 
  Spell Level: M6 
  Range: Touch 
  Duration: One round per level 
   
  This spell protects the recipient from spell up to the 4th level. 
  It can be countered with Dispel Magic. 
   
   
  Grim Reaper’s Curse 
  Spell Level: N6 
  Range: 10 metres 
  Duration: Permanent 
   
  If the victim fails a saving throw vs. magic, it is cursed and 
  will rise as an undead of the game master‘s choice after its 
  death. 
   
   
  Grievous Insult 
  Spell Level: J5 
  Range: 30 metres 
  Duration: 2d6 rounds plus one per level 
   
  Half of the time, this spell will cause the target to flee in 
  embarrassment. In the other half of the cases, the victim will 
  be enraged and attack the caster. 
   
   
  Gust of Wind 
  Spell Level: M3 
  Range: Caster 
  Duration: One round 
   
  This spell creates a strong blast of wind. If affects an area 
  three metres long and wide. The area is three metres longer 
  for every level of the caster. The wind blows away small flyer 
  and extinguishes small fire, slows down large flyers and 
  immobilises human-sized creatures. 
   
   
  Gut Busting Joke 
  Spell Level: J5 
  Range: 20 metres 
  Duration: 1d4 plus one round per level 
   
  This spell works like Belly Aching, but additionally inflicts 1d4 
  points of damage per round. 
   
   
  Hallow 
  Spell Level: C5, D5 
  Range: Touch 
  Duration: Permanent 
   
  This spell takes one day and one night to be cast. It requires 
  herbs, oils and incense worth 1,000 gp. Once the spell is cast, 
  an area with a radius of fifteen metres around the caster has 
  been turned into a sacred place. The place is protected from 
  all kinds of evil (or good) the caster stands for. If the caster is 
  a druid or a cleric with a deity opposing undead, undead 
  cannot be created in the place. Existing undead are 1d6 
  difficulty levels easer to turn. Additionally, the caster may 
  choose a single enhancing or encumbering spell. This spell 
  will be permanently in effect at the holy site. 
   
   
  Hallucinatory Forest 
  Spell Level: D4 
  Range: 20 metres 
  Duration: Until dispelled 
   
  The caster creates an imaginary forest. The size is ten square 
  metres per level of the caster. The illusionary forest remains 
  until it is dispelled. Creatures of the forest like treants or 
  other druids will not be fooled by this spell, though 
   
   
  Hallucinatory Terrain 
  Spell Level: I3, W3 
  Range: 20 metres 
  Duration: Until dispelled or toughed by non-allies 
   
  The caster makes a piece of land resemble a certain type of 
  terrain. If the illusion is touched, it disappears. 
   
   
  Harlequin‘s Mask 
  Spell Level: J2 
  Range: Caster 
  Duration: One round per level 
   
  This spell puts painting on the caster‘s face and protects him 
  from being charmed. If the painting is washed off, the spell 
  ends prematurely. 
   
   
  Harm 
  Spell Level: C6, Wr6 
  Range: Touch 
   
  This spell removes all but 1d4 hit points from the victim. 
   
  
  148 
   
  Haste 
  Spell Level: M3 
  Range: 50 metres 
  Duration: Three turns 
   
  All creatures within a twenty-metre radius move twice as fast 
  as usual and are granted a +2 bonus to their initiative roll. 
  The spell can affect 4d6 creatures at maximum. 
   
   
  Haunting 
  Spell Level: N1 
  Range: 20 metres 
  Duration: One hour per level 
   
  The place enchanted will exhibit signs of being haunted by 
  restless spirits. 
   
   
  Haze 
  Spell Level: I3 
  Range: Caster 
  Duration: Two turn per level 
   
  This spell allows the caster to remain undetected by magic or 
  magical items. Magical items the caster himself carries are 
  protected as well. 
   
   
  Headless Horseman 
  Spell Level: N7 
  Range: 10 metres 
  Duration: Until completion 
   
  Using the skull of a slain warrior, the caster summons a 
  headless horseman to accomplish one task. The level of the 
  headless horseman equals the one of the warrior but is never 
  higher than that of the caster. The caster needs the skull to 
  control the headless horseman. If it is lost, the horseman gets 
  a free will. 
   
   
  Heal 
  Spell Level: C6 
  Range: Touch 
   
  This spell heals all points of damage but 1d4. It also removes 
  negative effects like poison or blindness. 
   
   
  Hear Heartbeat 
  Spell Level: N2 
  Range: Caster 
  Duration: One minute per level 
   
  For the duration of the spell, the caster becomes deaf to all 
  sounds but the heartbeat of the creatures around him. This 
  way, he may gain information on the creatures‘ size or type. 
   
   
  Heartseeker 
  Spell Level: C6 
  Range: Touch 
  Duration: One hour per caster level until used 
   
  This spell enchants one piercing weapon or an arrow. If the 
  weapon hits a target, divine energy will search for and stop 
  the target‘s internal organs and kill it. If the target successfully 
  makes a saving throw, it survives, but takes an additional 1d8 
  points of damage. The spell has no effect on undead and 
  creatures without internal organs. 
   
   
  Heat Metal 
  Spell Level: D2, Wr2 
  Range: 10 metres 
  Duration: Seven rounds 
   
  This spells heats up ten kilogrammes of metal that is not 
  magically protected over the course of seven rounds. Anyone 
  who touches the metal in the second or sixth round suffers 
  1d4 points of damage. In the next three rounds, the damage 
  is 1d4+1. If the head is touched, the victim falls unconscious 
  for 1d8 rounds. In the first and seventh round, the metal is 
  hot, but can be touched. The victim may suffer long-term 
  burns as well. 
   
   
  Hedge Maze 
  Spell Level: I6, J7 
  Range: 50 metres 
  Duration: Four rounds per level 
   
  This spell creates a hedge maze out of the natural vegetation 
  or artificial gardens. The maze has a size of a hundred square 
  metres plus twenty square metres per caster level. A high 
  caster level makes the maze more complex and harder to get 
  through. The caster himself and minotaurs will intuitively 
  know the fastest way through the maze. The maze cannot be 
  dispelled and the time a creature need to get out depends on 
  its intelligence. 
   
  Hellfire 
  Spell Level: Wr4 
  Range: 15 metres plus one metre per level 
   
  This spell spreads fire within a radius of three metres. Every 
  creature in the area receives 3d6 points of damage. The fire is 
  diabolic and cannot be countered by mere water or magic 
  protecting from fire. 
   
   
  Hellfire Storm 
  Spell Level: Wr7 
  Range: 30 metres plus two per level 
   
  This spell works like Hellfire, but covers an area with a radius 
  of a radius of ten metres and deals 5d6 points of damage. 
   
   
  
  149 
   
  Helping Hand 
  Spell Level: C3 
  Range: Six kilometres 
  Duration: One hour per level 
   
  This spell can be cast on any creature the caster knows. A 
  ghostly hand will appear near the target and lead it to the 
  caster, if the target is willing to follow it. 
   
   
  Hex 
  Spell Level: W2 
  Range: 15 metres 
  Duration: One hour 
   
  This spell gives the target a -2 THACO malus. When the 
  spell is cast, the victim notices a chilly sensation. 
   
   
  Hold Animal 
  Spell Level: D3, W3 
  Range: 30 metres 
  Duration: One hour plus ten minutes per level 
   
  This spells immobilises up to four animals with hit dice no 
  higher than the caster‘s. The animals are granted a saving 
  throw. If only one animal is targeted, it gets a -2 penalty. 
   
   
  Hold Golem 
  Spell Level: M7 
  Range: 10 metres per level 
  Duration: One round per level 
   
  This spell immobilises a single golem. The golem is not 
  permitted a saving throw to avoid the effect. The spell cannot 
  be ended prematurely and also freezes any attacks made by 
  the golem during the moment it was cast. 
   
   
  Hold Metal 
  Spell Level: C4 
  Range: 30 metres 
  Duration: One round per level 
   
  This spell affects an area with a radius of one metre per level 
  of the caster. All ferrous metal within the area remain 
  immobile for the duration of the spell. 
   
   
  Hold Monster 
  Spell Level: J5, M5, W5 
  Range: 30 metres 
  Duration: One hour plus ten minutes per level 
   
  This spells immobilises 1d4 creatures with hit dice no higher 
  than the caster‘s. The creatures are granted a saving throw. If 
  only one creature is targeted, it gets a -2 penalty. 
   
   
  Hold Plant 
  Spell Level: D5 
  Range: 30 metres 
  Duration: One hour plus ten minutes per level 
   
  This spells immobilises 1d4 plants with hit dice no higher 
  than the caster‘s. Monstrous plants are granted a saving 
  throw. If only one plant is targeted, it gets a -2 penalty. 
   
   
  Hold Person 
  Spell Level: J3, M3, Wr2 
  Range: 30 metres 
  Duration: One hour plus ten minutes per level 
   
  This spells immobilises 1d4 humanoids with hit dice no 
  higher than the caster‘s. The people are granted a saving 
  throw. If only one creature is targeted, it gets a -2 penalty. 
  This spell works only on human-sized or smaller targets. 
   
   
  Hold Portal 
  Spell Level: M1 
  Range: 30 metres 
  Duration: 2d6 turns 
   
  This spells holds a door closed. The effect can easily be 
  neutralised by creatures resistant to magic and does not 
  prevent anyone capable of passing through matter from 
  doing so. 
   
   
  Hold Undead 
  Spell Level: C2, N3 
  Range: 30 metres 
  Duration: One hour plus ten minutes per level 
   
  This spells immobilises 1d3 undead with hit dice no higher 
  than the caster‘s. The undead are granted a saving throw. If 
  only one undead is targeted, it gets a -2 penalty. 
   
   
  Hold Wind 
  Spell Level: D1 
  Range: Touch 
  Duration: One turn per level 
   
  This spell protects the recipient from wind and particles or 
  gas blown at the target. The wind will flow around the 
  recipient, but not touch it. 
   
   
  
  150 
   
  Holy Aura 
  Spell Level: C3 
  Range: Caster 
  Duration: One round per level 
   
  All allies in a twenty-metre radius around the caster gain a +1 
  bonus to saving throws, THACO and damage. Likewise, all 
  enemies get a -1 malus. 
   
   
  Holy Chant 
  Spell Level: C2 
  Range: Caster 
  Duration: Until the caster moves 
   
  All of the caster allies within a radius of fifteen metres gain a 
  +1 bonus to saving throws, THACO and damage. All 
  enemies gain a -1 malus. The effect lasts as long as the caster 
  remains immobile and chants. 
   
   
  Holy Word 
  Spell Level: C7 
  Range: Caster 
   
  The caster utters a holy word. All creatures in a radius of 
  twelve metres with less than five hit dice immediately perish. 
  Creatures with less than nine hit dice are stunned for 2d10 
  turns. Creatures with less than thirteen hit dice are deafened 
  for 1d6 turns. Stronger creatures are not affected, but will no 
  doubt notice the divine presence of the caster. Trying to 
  speak the holy word without assistance of this spell slays the 
  speaker before he can finish the word. 
   
   
  Hovering Road 
  Spell Level: C7 
  Range: Caster 
  Duration: One turn per level 
   
  This spell creates a magical road in front of the caster. It is 
  three metres wide and ten metres long. The road remains for 
  the duration of the spell and will always extend ten metres in 
  front of the caster as long as he moves. The road is half a 
  metre thick, will hover in the air and must originate from a 
  solid surface. The road has AC 0 and is destroyed if it takes a 
  hundred points of damage. 
   
   
  Hunger 
  Spell Level: C4, Wr4 
  Range: 10 metres 
  Duration: One day per level 
   
  The target of this spell no longer gains any sustenance from 
  food and starves slowly. The victim gets a -2 malus on all 
  ability score checks and survives a number of days equal to its 
  constitution score plus three. The spell can be broken by 
  Remove Curse or eating a certain kind of food defined by the 
  caster. 
  Hypnotic Pattern 
  Spell Level: I2, J2 
  Range: 40 metres 
  Duration: 1d6 turns plus one per caster level 
   
  This spell conjures a hypnotic pattern that makes all victims 
  who fail a saving throw remain motionless. It affects 4d6 hit 
  dice of creatures. If a victim is touched, the charm is broken. 
   
   
  Hypnotise 
  Spell Level: I1 
  Range: 10 metres 
  Duration: Until dispelled 
   
  This spell affects bipedal creatures the size of a human or 
  smaller. The caster has to look into the target‘s eyes for this 
  spell to work. If the victim fails a saving throw with a -2 
  malus, it becomes friendly to the caster. 
   
   
  Ice Storm 
  Spell Level: N5 
  Range: 40 metres 
  Duration: One round 
   
  A massive hailstorm with a radius of ten metres hits the 
  target area. All targets in the area suffer 2d10 points of 
  damage. No saving throw applies. 
   
   
  Icicle 
  Spell Level: M1, N1 
  Range: 10 metres per level 
   
  An icicle appears out of thin air and flies at its target. It never 
  misses and inflicts 1d4 points of damage. Fire-based creatures 
  receive double damage. One square metres of ice appears 
  where the icicle hits. Unless the target makes a saving throw, 
  it will be blinded for 1d4 rounds. 
   
   
  Illusion of Calm 
  Spell Level: S1 
  Range: Touch 
  Duration: One round per level 
   
  As long as the recipient of this spell does not make a step, it 
  appears that he stands still, even though he can use his 
  weapon, cast spells or make minor movements. Someone 
  being attacked by the recipient gets a -1 malus to armour 
  class. 
   
   
  
  151 
   
  Illusory Script 
  Spell Level: I3 
  Range: Touch 
  Duration: Permanent 
   
  This spell disguises a text as one written in a foreign or 
  magical language. Only the caster and people designated by 
  him at the time of the casting may read the true text. 
  Anybody else who tries to read the text has to make a saving 
  throw or will have Confusion cast on him. Other illusionist will 
  recognise the text as magically encrypted. Dispel Magic and 
  Read Magic will reveal the true message. 
   
   
  Illusory Strength 
  Spell Level: I4 
  Range: Five metres 
  Duration: Three turns per level 
   
  This spell can make up to four human-sized creatures feel 
  healthier than they are. The creatures seem to have healed 
  half of their maximum hit points if they have taken any 
  damage so far. However, at the end of the spell‘s duration, 
  the illusory hit points are lost in addition to any new damage 
  sustained. 
   
   
  Immunity 
  Spell Level: W5 
  Range: Touch 
  Duration: One turn per level 
   
  This spell grants temporary immunity to all diseases and 
  poisons. 
   
   
  Implosion 
  Spell Level: C7, Wr7 
  Range: 15 metres plus one per caster level 
  Duration: Until concentration ends 
   
  This spells allows the caster to slay one corporeal creature per 
  round as long as he concentrates. Each creature is permitted 
  a saving throw to avoid the effect. Incorporeal and gaseous 
  creatures are not affected. 
   
   
  Imprisonment 
  Spell Level: M9, W9 
  Range: Touch 
  Duration: Permanent 
   
  This spell banishes the target to a small prison dimension. 
  The victim can only be liberated by Freedom. 
   
   
  Improved Blink 
  Spell Level: M5 
  Range: Caster 
  Duration: One round per level 
   
  This spell works like Blink, but lets the caster chose time 
  point, the direction he is facing and the spot where he 
  reappears. At the beginning of a round, the caster has to 
  decide whether to blink before or after an action. 
   
   
  Improved Featherfoot 
  Spell Level: S4 
  Range: Touch 
  Duration: One turn per level 
   
  This spell works like Featherfoot, but additionally allows the 
  recipient to walk over water at least as clam as a slowly 
  moving river. 
   
   
  Improved Haste 
  Spell Level: M6 
  Range: Touch 
  Duration: One round per level 
   
  This spell lets one creature move twice as fast and attack 
  twice per round. It gets two separate initiative rolls for both 
  attacks, with the first one being rolled with a +4 bonus. 
   
   
  Improved Magic Mantle 
  Spell Level: M7 
  Range: Touch 
  Duration: One turn 
   
  This spell protects the recipient with a shimmering mantle. 
  The mantle makes the wearer immune to physical weapons of 
  +1 enchantment or less and to spells of level four or lower. It 
  also grants a +2 bonus to saving throws. If two mantles come 
  in contact, they implode and both wearers suffer 4d10 points 
  of damage. 
   
   
   
  Improved Mirror Image 
  Spell Level: S4 
  Range: Caster 
  Duration: Three rounds per level 
   
  This spell works similar to Mirror Image. The spell creates 1d4 
  images plus one for every three level of the caster. The 
  images can move up to ten metres away from the caster and 
  may perform slightly different actions than he does. If an 
  image is struck down, it will remain on the ground until the 
  start of the next round before it disappears. 
   
   
  
  152 
   
  Incendiary Cloud 
  Spell Level: M8 
  Range: 10 metres 
  Duration: Four rounds plus 1d6 rounds 
   
  This spell creates a hot smoke cloud with a radius of eight 
  metres. It obscures all sight and begins to burn victims after 
  round three dealing points of damage as high as half the 
  caster‘s level in rounds three and five. In round four, it deals 
  full damage. All targets a permitted a saving throw for half 
  damage.  
   
   
  Insatiable Thirst 
  Spell Level: M2 
  Range: 30 metres 
  Duration: One round per level 
   
  The target of this spell is overcome by an uncontrollable 
  desire to drink. If it fails a saving throw, it will drink all 
  drinkable liquids available for the duration of the spell. The 
  target will not drink liquids he knows to be poisonous. 
   
   
  Insect Plague 
  Spell Level: C5, D4, W4, Wr5 
  Range: 150 metres 
  Duration: One day 
   
  One an area of ten times ten metres, a swarm of insects, 
  spiders and other vermin gathers. All creatures with less than 
  two hit dice flee in terror. No saving throw applies. 
   
   
  Insect Swarm 
  Spell Level: D3, Wr3 
  Range: 15 metres 
  Duration: One round per level 
   
  This spell summons a swarm of insects – either flyers or 
  crawling insects – that does two hit points of damage per 
  round. Some engulfed in the swarm may perform no other 
  action than trying to get rid of it. The insects can be 
  commanded to move from one target to another and need 
  one round to do so. They move at twice the speed of normal 
  humanoid. 
   
   
  Interposing Hand 
  Spell Level: M5 
  Range: 10 metres 
  Duration: One round per level 
   
  This spells summons a huge disembodied hand. It floats 
  between the caster and one opponent and prevents both 
  from reaching the other one. The hand is twice as fast as the 
  caster, has AC 10 and as many hit points as the caster. A 
  creature has to weigh at least 1,000 kilogrammes or is slowed 
  down to half speed while trying to push the hand aside. 
   
  Inversion 
  Spell Level: W7 
  Range: 15 metres 
  Duration: Half as long as the original effect 
   
  This spell inverts the effect of one other spell, an action or a 
  small event. The targeted spell will have no or its opposite 
  effect. Healing spells can be turned into harming spells. 
  Transformations to undeath or resurrection of a creature ill 
  not be reversed with this spell. A non-permanent reversed 
  spell will last half as long as the original spell. 
   
   
  Invisibility 
  Spell Level: I2, M2, W2. Wr2 
  Range: 50 metres 
  Duration: One hour or until an attack is made 
   
  The object or creature this spell is cast on becomes invisible 
  to normal sight for a hour. Creatures will become visible if 
  they attack, objects if they are shaken. To attack an invisible 
  creature, the attacker roughly has to know where the target is 
  and gets a -4 THACO malus. 
   
   
  Invisible Stalker 
  Spell Level: M6, Wr6 
  Range: Five metres 
  Duration: Until the task is completed 
   
  This spell creates an invisible stalker who will serve the caster. 
  The caster can give it one task and the stalker will not rest 
  until the task is completed, no matter what it is. Destroying 
  the stalker is the only way to stop it. 
   
   
  Iron Skin 
  Spell Level: C5 
  Range: Touch 
  Duration: 1d6 physical attacks plus one per caster level 
   
  The target of this spell will take no damage from 1d6 physical 
  attacks plus one per level of the caster. Magical attacks inflict 
  damage and reduce the number of remaining blockable 
  attacks as well. 
   
   
  Iron Will 
  Spell Level: W2 
  Range: 10 metres 
  Duration: One hour per level 
   
  The recipient of this spell gets a strong will and receives a +4 
  saving throw bonus against mind-affecting attacks. 
   
   
  
  153 
   
  Ironguard 
  Spell Level: C6 
  Range: 15 metres 
  Duration: One round per level 
   
  This spell protects the caster and 1d12 other creatures from 
  metal. Metal objects, including weapons, will pass through 
  anyone affected if no effect. Pure metal objects can be passed 
  as if illusions. 
   
   
  Ironwood 
  Spell Level: D6 
  Range: Touch 
  Duration: One day per level 
   
  This spell transforms two kilograms per caster level of 
  normal wood into ironwood. Ironwood is a heavy and 
  durable as iron, but will not be affected by magic affecting 
  metal. 
   
   
  Irresistible Dance 
  Spell Level: I8 
  Range: Touch 
  Duration: 1d4+1 rounds 
   
  The victim of this spell feels an urge to start dancing and will 
  do so for the duration of the spell. It cannot attack, use its 
  shield or make saving throws. It also gets a -4 malus to 
  armour class. 
   
   
  Ivy Sprawl 
  Spell Level: D3 
  Range: 10 metres 
  Duration: One hour 
   
  This spell lets ivy grow up a building up to one metre per 
  level. The ivy is thick enough to be used for climbing the 
  building. After the spell‘s duration, the ivy immediately 
  withers. 
   
   
  Jarring Hand 
  Spell Level: M1 
  Range: Five metres 
   
  This spell summons a hand to push an object or opponent. 
  The hand can push one kilogramme per level of the caster 
  and push it half a metre in any direction per level of the 
  caster. Opponents failing a saving throw cannot attack during 
  that round. 
   
   
  Jump 
  Spell Level: J1, S1 
  Range: Touch 
  Duration: One round 
   
  This spell allows the recipient to jump one metre further for 
  every caster level in addition to the distance he can jump 
  without the spell. 
   
   
  Kaleidoscopic Strike 
  Spell Level: I8 
  Range: Five metres per level 
   
  This spell allows the caster to target another caster with a 
  beam of shimmering, kaleidoscopic light shots. The beam 
  drains spells equal to the caster‘s level minus 1d20. The spells 
  are drained randomly, but always start with firs spells of the 
  first level and then work their way up. The spell has no effect 
  on non-spellcasters or creatures with inherited magical 
  abilities. 
   
   
  Knock 
  Spell Level: J2, M2, S1, Wr2 
  Range: Touch 
   
  This spell unlocks all normal locks und unbars gates or 
  portals. Magical locks have to be dispelled first or may be 
  protected against this spell.  
   
   
  Know Direction 
  Spell Level: D1 
  Range: Caster 
   
  This spell allows the caster to discern north, provided he is in 
  a place where cardinal directions are relevant. 
   
   
  Knurl 
  Spell Level: D4 
  Range: Three metres per caster level 
  Duration: One turn per caster level 
   
  This spell turns one arm of the victim into a tree branch 
  without elbow or hand. The arm has all advantages and 
  penalties of a real tree branch. 
   
   
  Lame 
  Spell Level: W3 
  Range: 30 metres plus five per level 
  Duration: One day or until magical healing is received 
   
  This spell renders one limb per five level of the caster useless 
  for the duration of the spell. The spell works only on 
  creatures which actually have real limbs. 
   
   
  
  154 
   
  Last Resort 
  Spell Level: W4 
  Range: Caster 
  Duration: One day 
   
  When this spell is cast, the witch may wail once. If the caster 
  dies within one day after the wail, everybody who heard it but 
  the caster‘s allies will die. 
   
   
  Last Trick 
  Spell Level: J6 
  Range: Caster 
  Duration: One week 
   
  If the caster is knocked unconscious or is killed, one spell he 
  chose while casting this spell will come into effect. 
   
   
  Lasting Breath 
  Spell Level: M1 
  Range: Touch 
   
  This spell allows the caster and up to seven creatures 
  touching the caster while he casts the spell to hold their 
  breath thrice as long as usually possible.  
   
   
  Laughing Death 
  Spell Level: J6 
  Range: 80 metres 
   
  This spell affects all creatures within a radius of twenty 
  metres which can hear the joke. The deadly magical joke 
  causes up to 4d8 creatures with less than nine hit dice to die 
  laughing. A saving throw is allowed to entirely avoid the 
  effect. 
   
   
  Laughing Doom 
  Spell Level: J8 
  Range: 80 metres 
   
  This spell works like Laughing Death, but affects 2d10 
  creatures with any number of hit dice. Creatures with less 
  than nine hit dice that make a successful saving throw still 
  suffer half damage. 
   
   
  Lesser Distraction 
  Spell Level: S1 
  Range: Three metres per level 
  Duration:  
   
  This spell makes the target hear an indefinable noise or see 
  something indistinct in the corner of its eyes. The target is 
  permitted a saving throw with a +4 bonus. The caster can 
  chose the direction of the distraction, but not the exact 
  distance. 
   
  Lesser Organ Transfer 
  Spell Level: N6 
  Range: Touch 
  Duration: Permanent 
   
  This spells transfers an organ from one living creature to 
  another. Both must be alive of the same or similar species 
  and survive a system shock check. The brain cannot be 
  transferred this way. The caster still has to cut both creatures 
  open. 
   
   
  Lesser Spell Protection 
  Spell Level: M4 
  Range: Touch 
  Duration: One round per level 
   
  The recipient of this spell is protected from all spells of 3rd 
  level or lower. It can be countered with Dispel Magic. 
   
   
  Levitate 
  Spell Level: M2  
  Range: Touch 
  Duration: One turn per level 
   
  This spell moves the caster vertically with a speed of twenty 
  metres per turn. The caster cannot move more than five 
  metres per level. The spell does not provide any assistance to 
  horizontal movement. 
   
   
  Lich Touch 
  Spell Level: N6, Wr7 
  Range: Caster 
  Duration: One round per level 
   
  The caster‘s touch inflicts 1d10 points of cold damage and 
  causes permanent paralysis if the victim fails a saving throw 
  vs. paralysis. The paralysis an only be healed magically. 
   
   
  Life Drain 
  Spell Level: N3 
  Range: Touch 
   
  The caster can transfer 1d8 hit points plus one per level of 
  the caster from a living creature to another. The process fails 
  if the victim makes a saving throw vs. death. 
   
   
  Life Field 
  Spell Level: M5 
  Range: Caster 
  Duration: One round per three levels 
   
  This spell can only be used by living creatures and surrounds 
  the caster with a blue aura. Any melee attacks made against 
  undead inflict double damage and one point of damage per 
  
  155 
   
  level of the caster. Undead touching the caster suffer damage 
  equal to the caster‘s level unless a saving throw is made. 
   
   
  Life Force Exchange 
  Spell Level: N9 
  Range: Touch 
  Duration: Permanent 
   
  The caster permanently exchanges the physical abilities of 
  two similar creatures unless one of them makes a saving 
  throw vs. magic at a -6 penalty. 
   
   
  Light 
  Spell Level: C1, I1, M1, W1, Wr1 
  Range: 20 metres 
  Duration: One hour plus ten minutes per level 
   
  The recipient or object this spell is cast on radiates light as 
  bright as a torch with a radius of eight metres. 
   
   
  Lightning Bolt 
  Spell Level: I3, M3 
  Range: 50 metres 
  Duration: Until the bolt has extended 20 metres 
   
  A lightning bolt appears, three metres wide and extends 
  twenty metres, damaging everything for 1d6 points of 
  damage. If something fully blocks its path, the bolt is 
  reflected and continues until it reaches the twenty-metre 
  mark. 
   
   
  Lightning Storm 
  Spell Level: I8 
  Range: 40 metres plus 10 per level 
  Duration: One round 
   
  This spell affects a sphere with a diameter of twenty-five 
  metres. The sphere is filled with electrical discharges and 
  inflicts 6d12 points of damage to everyone in the area. A 
  saving throw is permitted for half damage. The caster is 
  always unaffected by this spell. 
   
   
  Living Link 
  Spell Level: N2 
  Range: 10 metres plus 10 metres per level 
  Duration: One round per level 
   
  The caster gains access to all senses of one living creature, 
  overriding his own senses. The spell can be ended early 
  without a risk to the caster. 
   
   
  Locate Animal 
  Spell Level: D1 
  Range: Caster 
  Duration: One round per level 
   
  The caster can locate all members of one animal species 
  within a radius of twenty metres plus five metres per level. 
   
   
  Locate Remains 
  Spell Level: N1 
  Range: Caster 
  Duration: One hour 
   
  The caster immediately senses the presence of any corpse or 
  corporal undead within a radius of ten metres plus one metre 
  per level. 
   
   
  Locate Object 
  Spell Level: C3 
  Range: Caster 
  Duration: One round per level 
   
  Within a radius of thirty metres around himself, the caster 
  can sense the direction of a certain object. He either has to 
  have seen the object before or look for a category of objects 
  in general. 
   
   
  Locate Plants 
  Spell Level: D2 
  Range: Caster 
  Duration: One round per level 
   
  The caster can locate all members of one plant species within 
  a radius of twenty metres plus five metres per level. 
   
   
  Locate Thief 
  Spell Level: W3 
  Range: Touch 
  Duration: Six hours or until the thief is found 
   
  This spells allows the witch to enchant a coin while 
  visualising a stolen item. The coin will grow warmer or colder 
  while moving towards or away from the thief. The spell does 
  not actually locate the stolen objects, just the thief. 
   
   
  Loving Heart I 
  Spell Level: W1 
  Range: 30 metres 
  Duration: One round per level 
   
  This spell causes the recipient to fall in love with the caster 
  and makes him do everything to protect her. The victim has 
  to be no larger than a human has to have generally fitting 
  sexual preferences, but can be of a different race. The victim 
  is not under the caster‘s control, but will step in the way of 
  
  156 
   
  anyone trying to harm the caster. The target is permitted a 
  saving throw and granted a +2 bonus if in combat while the 
  spell is cast. 
   
   
  Loving Heart II 
  Spell Level: W2 
  Range: 30 metres 
  Duration: One round per level 
   
  This spell works like Loving Heart I, but also affects creatures 
  up to the size of an ogre. 
   
   
  Loving Heart III 
  Spell Level: W3 
  Range: 30 metres 
  Duration: One round per level 
   
  This spell works like Loving Heart I, but also affects creatures 
  up to the size of a giant. 
   
   
  Lower Resistance 
  Spell Level: M5 
  Range: 60 metres 
  Duration: One turn plus one round per level 
   
  This spell lowers the magic resistance of an opponent. The 
  magic resistance of the target works against this spell, but 
  only at half its usual value. No saving throw is permitted. If 
  the spell successfully breaches the opponent‘s resistance, it 
  reduces it by 16% plus one per cent per caster level. 
   
   
  Lower Water 
  Spell Level: M6 
  Range: 60 metres 
  Duration: Two hours 
   
  This spells lowers the depth of water level of rivers, lakes or 
  sewers to half their normal depth. 
   
   
  Lucky Charm 
  Spell Level: W1 
  Range: Touch 
  Duration: One day per caster level 
   
  This spell enchants one ordinary stone and turns it into a 
  lucky charm. If used before an action, it gives a +1 bonus to 
  any die roll. The lucky charm can only be used once and the 
  caster may not possess more than one stone at the same time. 
  If a gem is used instead of an ordinary stone, a +2 bonus is 
  granted. 
   
   
  Lurking Fireball 
  Spell Level: M7 
  Range: 40 metres 
   
  This spell works like Fireball and makes all creatures in an 
  eight-metre radius that fail a saving throw suffer 1d6 points 
  of damage per caster level. However, the caster can delay the 
  explosion by up to ten minutes. If someone steps into the 
  centre of the cast spell, the explosion is triggered 
  automatically. 
   
   
  Mage‘s Spellstaff 
  Spell Level: M3 
  Range: Caster 
  Duration: Three round per level 
   
  This spell creates a magical quarterstaff made of electricity in 
  the caster‘s hands. The staff functions like a common one 
  and deals 1d6 points of damage. For every five levels of the 
  caster, it gains a cumulative +1 bonus to THACO and 
  damage. The staff deals double damage to water-based 
  creatures, no matter how they are normally affected. The 
  spell cannot be passed to someone else and disappears if the 
  caster falls unconscious. If used by a sorcerer, the spell is 
  referred to as the Sorcerer’s Spelltaff, consist of fire instead and 
  deal double damage to flying creatures. 
   
   
  Maggot Spray 
  Spell Level: N2 
  Range: Three metres 
  Duration: One round per level 
   
  The caster spits a stream of maggots. Any target failing a 
  saving throw suffer a -2 malus to THACO and 1d4 damage 
  per round for 2d6 rounds. The targets may use one round to 
  shack off all maggots. 
   
   
  Magic Ear 
  Spell Level: I3, M3, W3, Wr3 
  Range: 10 metres 
  Duration: Two hours 
   
  The caster can hear any sounds within a radius of twenty 
  metres, even if obstacles are in the way. The effect is blocked 
  my metal. 
   
   
  Magic Eye 
  Spell Level: I3, M3, W3, Wr3 
  Range: 10 metres 
  Duration: Two hours 
   
  The caster can see through any objects within a radius of 
  twenty metres. Metal will still block the view of the caster. 
   
   
  
  157 
   
  Magic Fang 
  Spell Level: D1 
  Range: Touch 
  Duration: One round per level 
   
  This spell grants the target a +1 bonus to THACO and 
  damage if it attacks with a natural weapon. 
   
   
  Magic Jar 
  Spell Level: M5, W5, Wr5 
  Range: Touch 
  Duration: Permanent 
   
  The caster puts his soul, life force and spirit into an object, 
  the jar, leaving his body behind in a comatose state. The soul 
  can now possess a body within a range of sixty metres around 
  the jar. If such a body is destroyed, the soul returns to the jar. 
  If the jar destroyed with the soul inside, the soul is lost. If the 
  caster‘s original body is destroyed, the jar becomes the soul‘s 
  new home. It can still possess other bodies. 
   
   
  Magic Mace 
  Spell Level: M2 
  Range: Caster 
  Duration: Three rounds 
   
  This spell creates a magical mace in the caster‘s hands. It 
  deals 1d8+2 points of damage and counts as a +1 magical 
  weapon. Anyone hit by the mace has to make a saving throw 
  vs. magic or will fall unconscious for one round. The mace 
  cannot be passed to someone else. 
   
   
  Magic Mantle 
  Spell Level: M4 
  Range: Touch 
  Duration: Six rounds 
   
  This spell protects the recipient with a shimmering mantle. 
  The mantle makes the wearer immune to non-magical 
  physical weapons and to spells of level two or lower. It also 
  grants a +1 bonus to saving throws. If two mantles come in 
  contact, they implode and both wearers suffer 2d10 points of 
  damage. 
   
   
  Magic Missile 
  Spell Level: M1, Wr1 
  Range: 50 metres 
   
  This spells conjures a magic missile that always hits its target 
  and causes 1d4+1 points of damage. Two additional missiles 
  are cast for every five levels of experience of the caster. 
   
   
  Magic Mouth 
  Spell Level: I2, M2 
  Range: Touch 
  Duration: Permanent 
   
  If cast on object, the magic mouth triggers one certain 
  conditions defined by the caster are met. Once triggered, the 
  magic mouth opens and speaks a message up to thirty words 
  long. 
   
   
  Magic Wings 
  Spell Level: M1 
  Range: 10 metres 
  Duration: One round 
   
  The recipient of this spell receives a pair of translucent wings 
  allowing him to glide four metres horizontally for every metre 
  of elevation. This is severely reduced if the recipient tries to 
  carry someone else or  
   
   
  Magical Conception 
  Spell Level: W7 
  Range: Touch 
  Duration: Permanent 
   
  This spell allows the caster to make a woman pregnant. 
  Casting the spell takes one day and special components might 
  be needed. If the spell is cast on a woman with a true love, 
  the child will inherit genes from both the mother and her 
  love. Otherwise, it will simply be very similar to the mother. 
  The caster can use this spell on herself. 
   
   
  Major Creation 
  Spell Level: I5 
  Range: Touch 
  Duration: Two rounds per level 
   
  This spell works like Minor Creation, but has a longer duration. 
  Furthermore, up to fifty cubic centimetres of material can be 
  created per caster level. 
   
   
  Malefic Meld 
  Spell Level: N5 
  Range: Touch 
  Duration: One day per level 
   
  This spell allows the caster to meld together up to three 
  corpses. No corpse may be more than twice as large as 
  another one used or have more than five hit dice. The 
  resulting undead abomination inherits armour class, hit dice, 
  attacks and movement rate from the original creatures. 
  Additionally, it inherits one special ability of each of the 
  original creatures chosen by the caster. Magical or psionic 
  abilities are not kept. However, for one magical or psionic 
  creature used, the monster receives resistance to mundane 
  weapons, an additional 10% magic resistance for two and also 
  
  158 
   
  immunity to weapons with an enchantment lower than +2 
  for three. 
   
   
  Manifest Illusion 
  Spell Level: I9 
  Range: 30 metres 
  Duration: Permanent 
   
  This spell causes an illusion or phantasm to become real. If 
  the caster had control over the illusion before, he still has it 
  after casting this spell. Creatures or objects can be 
  transformed by this spell. 
   
   
  Manipulate Fire 
  Spell Level: M1 
  Range: Three metre per level 
  Duration: One round per level 
   
  This spell allows the caster to manipulate fire up to a radius 
  of three metres. The fire will be brighter if enlarged, but the 
  heat is radiates will always be that of the original fire. 
   
   
  Manyjaws 
  Spell Level: M3 
  Range: Caster 
  Duration: Six rounds 
   
  This spells summons one pair of disembodied jaws per level 
  of the caster up to a maximum of ten pairs. The jaws move 
  with a speed of fifteen, are mentally controlled by the caster 
  and do 1d4 points of damage per round. A saving throw is 
  permitted for half damage. Magical armour reduces the 
  damage by one point per enchantment level. The jaws cannot 
  move more than two metres per caster level away from the 
  caster. 
   
   
  Masque 
  Spell Level: W1 
  Range: Caster 
  Duration: Two turns per level 
   
  This spell makes the caster appear either more attractive and 
  friendly or malicious and ugly. The effect is a general one and 
  not specific for the environment the caster is in. 
   
   
  Mass Agony 
  Spell Level: W6 
  Range: 30 metres 
  Duration: One round per level 
   
  This spell works like Agony, but can affect put to one victim 
  per caster level. 
   
   
  Mass Charm 
  Spell Level: M8 
  Range: 40 metres 
  Duration: Until dispelled 
   
  This spells works like Charm Person. It can affect up to thirty 
  hit dice of creatures, though, and all saving throws are made 
  at a -2 malus. 
   
   
  Mass Crucify 
  Spell Level: N9 
  Range: 30 metres 
  Duration: One round per level 
   
  This spell works like Crucify, but may affect up to one target 
  per level of the caster. No target may be more than ten 
  metres away from the others. 
   
   
  Mass Cure Critical Wounds 
  Spell Level: C7 
  Range: Caster 
   
  This spell works likes Cure Critical Wounds, but affects up to 
  one creature per level of the caster. All creatures have to be in 
  a radius of fifteen metres around the caster. 
   
   
   
  Mass Cure Serious Wounds 
  Spell Level: C6 
  Range: Caster 
   
  This spell works likes Cure Serious Wounds, but affects up to 
  one creature per level of the caster. All creatures have to be in  
  a radius of fifteen metres around the caster. 
   
   
  Mass Ethereal Projection 
  Spell Level: W6 
  Range: Touch 
  Duration: One turn per level 
   
  This spell works like Ethereal Projection, but may affect up to 
  seven other creatures as well. Unwilling creatures will not be 
  affected. 
   
   
  Mass Feign Death 
  Spell Level: N6 
  Range: 15 metres plus one per level 
  Duration: One turn plus one round per level 
   
  This spell works like Feign Death, but may affect a number of 
  creatures equal to the caster‘s level. No creature may be more 
  than ten metres away from all other creatures. 
   
   
  
  159 
   
  Mass Invisibility 
  Spell Level: I6 
  Range: 50 metres 
  Duration: One day or until an attack is made 
   
  This spell works like Invisibility, but affects 6d20 human-sized 
  creatures. 
   
   
  Mass Morph 
  Spell Level: I4, W7 
  Range: 50 metres 
  Duration: One day or until dispelled 
   
  One hundred human-sized creatures are changed to appear 
  like trees or plants. Forest creatures like dryads will not be 
  fooled by this spell. 
   
   
  Mass Raise Dead 
  Spell Level: C7 
  Range: Caster 
   
  This spell works like Raise Dead, but will raise up to 1d6+1 
  creatures within a radius of fifteen metres around the caster. 
   
   
  Mass Suggestion 
  Spell Level: I6, J6, W6 
  Range: 20 metres 
  Duration: Six turns plus six per level 
   
  This spell works like Suggestion, but can affect one creature per 
  caster level. If used on a single target, that target suffers a -2 
  malus to its saving throw. The caster may not use this spell 
  more than once at the same time. 
   
   
  Mass Teleport 
  Spell Level: M7 
  Range: Touch 
   
  This spell works like Teleport, but can transport the caster as 
  well as up to elven of his companions. 
   
   
  Martyr‘s Death 
  Spell Level: S5 
  Range: Caster 
   
  This spell slays the caster and destroys his body. Every 
  creature within a radius of twenty metres has to make a 
  saving throw vs. death or will be killed. Every creature that 
  makes the throw still suffers 1d12 points of damage per level 
  of the caster. 
   
   
  Maze 
  Spell Level: I6, M8 
  Range: 20 metres 
  Duration: Depends on target intelligence 
   
  The target is tossed into a maze dimension without a saving 
  throw. Depending on how intelligent the creature is, it will 
  need a different number of rounds to escape. 
   
  Table 88: Maze 
  Intelligence 
  Rounds Needed to Escape the Maze 
  None to Low 
  4d6 
  Average to Highly 
  2d4 
  Highly to Genius 
  1d4 
  Supra-Genius 
  1d2 
  Godlike 
  1 
   
   
  Meld into Stone 
  Spell Level: D3 
  Range: Touch 
  Duration: One turn per level 
   
  This spell allows the caster to meld into stone with at least his 
  volume. After the spell‘s duration end or if he decides to end 
  it prematurely, the caster is expelled from the stone.  
   
   
  Melt Resistance 
  Spell Level: C2 
  Range: 10 metres around the caster 
  Duration: One hour or until turning attempt 
   
  All undead around the caster gain a -1 malus to resist being 
  turned. 
   
   
  Mending 
  Spell Level: D1, M1 
  Range: Touch 
  Duration: Permanent  
   
  This spell repairs small objects up to the size of a coat. Any 
  damage will become invisible. The spell does not affect any 
  magical items or creatures. 
   
   
  Merge into Art 
  Spell Level: S3 
  Range: Touch 
  Duration: One round per level 
   
  This spell allows the caster to step into a painting, mosaic or 
  fresco. The caster will look like a part of the artwork and can 
  only be spotted by a keen observer. 
   
   
  
  160 
   
  Message 
  Spell Level: M2  
  Range: 20 metres plus three per level 
  Duration: One round 
   
  The caster can whisper a message to a creature I sight with 
  no obstacles in the way. The recipient may answer the 
  message within the spell‘s duration. The recipient still has to 
  understand the caster‘s language.  
   
   
  Metal to Wood 
  Spell Level: D7 
  Range: 40 metres 
  Duration: Permanent 
   
  This spell transforms metal into wood in an area of three 
  times three metres. Each piece of metal is permitted a saving 
  throw. 
   
   
  Meteor Swarm 
  Spell Level: M9 
  Range: 80 metres 
   
  This spell summons small meteors that explode where 
  desired. If one creature is targeted, it suffers 10d6 points of 
  damage. If an area with a three-metre radius is targeted, 
  everything in if suffers 5d6 points of damage. All targets may 
  make a saving throw for half damage. 
   
   
  Mind Blank 
  Spell Level: J9, M8, W8 
  Range: Caster 
  Duration: One day 
   
  A ten-metre radius around the caster is protected from all 
  kind of magic spying, including crystal balls or spying 
  attempts by minor deities. 
   
   
  Mind Fog 
  Spell Level: I5 
  Range: 80 metres 
  Duration: One hour 
   
  This spell creates a physical block of fog on an area with a 
  radius of one metre per caster level. The fog is not very 
  dense, but all creatures in it suffer a -2 penalty to saving 
  throws against illusions. The effects lasts for 2d6 more 
  rounds after a creature has left the fog. 
   
   
  Minor Creation 
  Spell Level: I4 
  Range: Touch 
  Duration: Six turns per level 
   
  This spell creates an object of non-living organic matter. The 
  volume creates cannot exceed thirty cubic centimetres per 
  caster level. The caster needs a tiny bit of the material to use 
  this spell. 
   
   
  Mirror Image 
  Spell Level: I2, J2, S2, W3 
  Range: Caster 
  Duration: One hour or until all images are hit 
   
  This spells creates 1d4 images of the caster around him. The 
  mirror images move exactly like the caster and attackers 
  cannot distinguish between the images and the caster. If an 
  image is hit by an attack, it disappears. 
   
   
  Mirror Link 
  Spell Level: W4 
  Range: One plane 
  Duration: One turn per level 
   
  This spell allows the caster to create a link between a silver 
  mirror and another mirror on the same plane. For the 
  duration of the spell, visual and verbal information can be 
  transmitted between the two mirrors. No spell can be cast 
  through the mirror. 
   
   
  Mirror Walk 
  Spell Level: W6 
  Range: Caster 
   
  This spell works like Teleport, but allows the caster to jump 
  only from one mirror to another one. The first mirror has to 
  be in the caster‘s possession, whereas the second one has to 
  have been studied thoroughly by the caster. If this has been 
  done, no errors will happen during the teleportation. The 
  caster does not need to know where the second mirror is. 
   
   
  Misdirection 
  Spell Level: I2 
  Range: 10 metres 
  Duration: Half a day 
   
  This spell causes a detection spell to malfunction. The spell 
  will point at the wrong object, area or creature. The caster 
  using the detection spell is permitted a saving throw. 
   
   
  
  161 
   
  Mislead 
  Spell Level: W6 
  Range: Caster 
  Duration: Until concentration ends plus one round per level 
   
  This spell works as Invisible, but additionally creates a double 
  of the caster. As long as the caster concentrates, she will 
  remain invisible and the double will persist. The spell will last 
  one round per level independently from the concentration. 
  The double appears the very moment the caster turns 
  invisible, so it will usually not be noticed. The double will 
  disappear once touch physically. 
   
   
  Monster Summoning I 
  Spell Level: M3 
  Range: Five metres 
  Duration: Six rounds 
   
  The caster summons a bunch of monsters in one turn. The 
  monsters will serve the caster until they are slain or the spell‘s 
  duration ends. 
   
   
  Monster Summoning I 
  Spell Level: M3 
  Range: Five metres 
  Duration: Six rounds 
   
  The caster summons a bunch of monsters in one turn. The 
  monsters will serve the caster until they are slain or the spell‘s 
  duration ends. 
   
  Table 89: Monster Summoning I 
  Die Roll 
  Monsters Summoned 
  1 
  1d6 Giant Rats 
  2 
  1d3 Goblins 
  3 
  1d3 Hobgoblins 
  4 
  1d6 Kobolds 
  5 
  1d3 Orcs 
  6 
  1d3 Skeletons 
   
   
  Monster Summoning II 
  Spell Level: M4 
  Range: Five metres 
  Duration: Six rounds 
   
  The caster summons a bunch of monsters in one turn. The 
  monsters will serve the caster until they are slain or the spell‘s 
  duration ends. 
   
  Table 90: Monster Summoning II 
  Die Roll 
  Monsters Summoned 
  1 
  1d2 Hobgoblins 
  2 
  1d2 Zombies 
  3 
  1d2 Gnolls 
  4 
  1d2 Bugears 
  5 
  1d6 Orcs 
  6 
  1d6 Skeletons 
   
   
  Monster Summoning III 
  Spell Level: M5 
  Range: Five metres 
  Duration: Six rounds 
   
  The caster summons a bunch of monsters in one turn. The 
  monsters will serve the caster until they are slain or the spell‘s 
  duration ends. 
   
  Table 91: Monster Summoning III 
  Die Roll 
  Monsters Summoned 
  1 
  1d4 Bugbears 
  2 
  1d2 Harpies 
  3 
  1d2 Ochre Jellies 
  4 
  1d2 Wererats 
  5 
  1d2 Wights 
  6 
  1d2 Boar 
   
   
  Monster Summoning IV 
  Spell Level: M6 
  Range: Five metres 
  Duration: Six rounds 
   
  The caster summons a bunch of monsters in one turn. The 
  monsters will serve the caster until they are slain or the spell‘s 
  duration ends. 
   
  Table 92: Monster Summoning IV 
  Die Roll 
  Monsters Summoned 
  1 
  1 Gargoyle 
  2 
  1 Ogre 
  3 
  1 Owlbear 
  4 
  1 Shadow 
  5 
  1 Werewolf 
  6 
  1 Wraith 
   
   
  Monster Summoning V 
  Spell Level: M7 
  Range: Five metres 
  Duration: Six rounds 
   
  The caster summons a bunch of monsters in one turn. The 
  monsters will serve the caster until they are slain or the spell‘s 
  duration ends. 
   
  Table 93: Monster Summoning V 
  Die Roll 
  Monsters Summoned 
  1 
  1 Cockatrice 
  2 
  1 Manticore 
  3 
  1 Minotaur 
  4 
  1 Oni 
  5 
  1 Salamander 
  6 
  1 Troll 
   
   
  
  162 
   
  Monster Summoning VI 
  Spell Level: M8 
  Range: Five metres 
  Duration: Six rounds 
   
  The caster summons a bunch of monsters in one turn. The 
  monsters will serve the caster until they are slain or the spell‘s 
  duration ends. 
   
  Table 94: Monster Summoning VI 
  Die Roll  
  Monsters Summoned 
  1 
  1 Chimera 
  2 
  1 Ifrit 
  3 
  1d2 Mountain Giants 
  4 
  1 Flesh Golem 
  5 
  1 Frost Giant 
  6 
  1d2 Hill Giants 
  7 
  1 Seven-headed Hydra 
  8 
  1 Mummy 
  9 
  1d2 Oni 
  10 
  1 Vampire 
   
   
  Monster Summoning VII 
  Spell Level: M9 
  Range: Five metres 
  Duration: Six rounds 
   
  The caster summons a bunch of monsters in one turn. The 
  monsters will serve the caster until they are slain or the spell‘s 
  duration ends. 
   
  Table 95: Monster Summoning VII 
  Die Roll 
  Monsters Summoned 
  1 
  1d2 Chimerae 
  2 
  1 Fire Giant 
  3 
  1 Nine-headed Hydra 
  4 
  1 Iron Golem 
  5 
  1 Lich 
  6 
  1 Purple Worm 
  7 
  1d2 Frost Giants 
  8 
  1 Stone Golem 
  9 
  1 Storm Giant 
  10 
  1 Titan 
   
   
  Moon Bow 
  Spell Level: W6 
  Range: Caster 
  Duration: Until the quiver is empty or the sun rises 
   
  This spell summons a translucent silver composite bow and a 
  quiver. The quiver contains as many arrows as the caster has 
  levels. The bow fires three arrows per round and can 
  automatically and only be used by the caster. The arrows 
  deals 1d8 points of damage each and do double damage 
  against therianthropes. The spell is only effective in 
  moonlight. After being cast, the bow can be carried anywhere 
  until the night is over. 
   
   
  Moon Sense 
  Spell Level: W1 
  Range: Caster 
  Duration: One hour per level 
   
  This spells allows the caster to sense the direction and current 
  phase of the moon. On planets with several moons, the 
  largest or most influential one is chosen. If a therianthrope is 
  near, the caster will sense it. 
   
   
  Move Earth 
  Spell Level: M6 
  Range: 50 metres 
  Duration: Permanent 
   
  This spells moves hills, huge rocks or other non-flat land at 
  the speed of two metres per minute. The spells affects a 
  radius of fifty metres and cannot be used underground. 
   
   
  Mud to Rock 
  Spell Level: D5, M5 
  Range: 40 metres 
  Duration: 3d6 days 
   
  This spells transforms mud into solid ground one can walk 
  on. About a hundred times a hundred metres are affected. 
   
   
  Mummify 
  Spell Level: N5 
  Range: Touch 
  Duration: Permanent 
   
  Using the components needed for a ceremonial embalmment, 
  the caster calls one mummy back to serve him. The caster 
  may control as many hit dice of mummies as he has 
  experience levels. 
   
   
  Music Box 
  Spell Level: M5 
  Range: 10 metres 
  Duration: Permanent 
   
  This spell allows the caster to enchant one object. The object 
  can record music or other sound up to a length of one turn 
  and play it once certain conditions within a radius of thirty 
  metres defined by the caster are met. The cues for the trigger 
  must be visible or audible in nature. Recorded spells or 
  similar sounds with not actually lead to the spell being cast. 
   
   
  
  163 
   
  Narcolepsy 
  Spell Level: W4 
  Range: 15 metres 
  Duration: One hour per level 
   
  The target of this spell has to make a saving throw with a 
  cumulative -1 malus every round. If it fails, it falls asleep for 
  one round per level of the caster. It can only be awakened 
  through pain or massive noise. One round after waking up, 
  the process starts again until the spell‘s duration ends. 
   
   
  Necromancer‘s Spellstaff 
  Spell Level: N3 
  Range: Caster 
  Duration: Three rounds per level 
   
  This spell works like Mage’s Spellstaff, but the staff will be 
  made of ice instead and deal double damage to any fire-based 
  creature, no matter how it is usually affected by ice. 
   
   
  Necromancer‘s Touch 
  Spell Level: N7 
  Range: Touch 
  Duration: One minute per two levels 
   
  This spell grants the target to Animated Dead by touching 
  corpses or skeletons. The maximum number of undead that 
  can be animated is equal to the caster‘s level. After the spell‘s 
  duration ends, the skeletons and zombies fall under the 
  caster‘s control. The undead will crumble to dust after one 
  day. 
   
   
  Needlestorm 
  Spell Level: D4 
  Range: 30 metres 
   
  This spell causes one needle-bearing plant to unleash a 
  barrage of needles. The needlestrom has a radius of half the 
  plant‘s size and inflicts 1d12 point of damage for every three 
  levels of the caster. A saving throw for half damage is 
  permitted. 
   
   
  Neutralise Poison 
  Spell Level: C4, D3, W3, Wr4 
  Range: Touch 
  Duration: Permanent 
   
  This spell neutralises poison. It cannot be used to bring back 
  victims of poisoning, however. 
   
   
  New Moon Aura 
  Spell Level: W8 
  Range: 30 metres 
  Duration: One round per level 
   
  This spell forces 1d6 therianthropes, none more than five 
  metres away from the other, back to their non-beast from. 
  The spell works even during full moon. The therianthropes 
  are permitted a saving throw with a -1 malus for every two 
  levels of the caster. 
   
   
  Nightmare 
  Spell Level: W5 
  Range: 30 metres 
  Duration: One night 
   
  This spell sends nightmares to haunt the victim during its 
  sleep. The nightmares deal 1d10 damage, but leave the victim 
  with at least one hit point. The target will be exhausted the 
  next morning. Spellcaster will not be able to regain spells 
  within the next twenty-four hours. The victim is granted a 
  saving throw. 
   
   
  Nightmare Killer 
  Spell Level: I9 
  Range: Caster 
  Duration: One round per level 
   
  This spell works like Phantasmal Killer, but affects all hostile 
  creatures within a radius of thirty metres around the caster. 
  Furthermore, the nightmares are not turned on the caster but 
  simply disappear if a target makes a successful intelligence 
  check. 
   
   
  Nondetection 
  Spell Level: I3 
  Range: Caster 
  Duration: One turn per level 
   
  The caster and everyone within a two-metre radius become 
  impossible to detect with detection spells or crystal balls. 
   
   
  Obscure 
  Spell Level: I2 
  Range: 40 metres 
  Duration: One hour 
   
  This spell affects one creature or object. In that area, all spell 
  to detect invisibility, magic or other things will malfunction. 
  The caster of the detect spell or ability is allowed a saving 
  throw. 
   
   
  
  164 
   
  Obscuring Mist 
  Spell Level: D2 
  Range: 10 metres 
  Duration: One turn per level 
   
  Magical mist appears at the casting point and covers an area 
  with a radius of ten metres plus three more per caster level. 
   
   
  Ooze Rain 
  Spell Level: N7 
  Range: 20 metres 
  Duration: One round per level  
   
  This spell lets corrosive ooze rain on an area with a radius of 
  seven metres. The ooze deals 1d4 points of damage per 
  round for the first three rounds, 1d6 points thereafter and 
  1d8 points of damage from round seven on. An initial saving 
  throw is permitted for half damage. The ooze can only be 
  removed vinegar or wine. It remains for one additional round 
  after the spell‘s duration ends. Slimes, oozes and similar 
  creatures are immune to this spell. 
   
   
  Overlook 
  Spell Level: W5 
  Range: Touch 
  Duration: One hour per level 
   
  The recipient of this spell will be overlooked by everybody 
  else, even people bumping into him. Creatures specifically 
  looking for the recipient are granted a saving throw. Actions 
  like an attack or failed attempt to steal something will end the 
  duration of the spell. 
   
   
  Paradox 
  Spell Level: I9 
  Range: Caster 
  Duration: Permanent 
   
  This spell allows the caster to change one event of his past no 
  longer than one year ago. This can be used to the caster‘s 
  advantage, but might also have unforeseeable side effects like 
  the loss of equipment. 
   
   
  Paralyse 
  Spell Level: I3 
  Range: 40 metres 
  Duration: 1d6 rounds 
   
  This spell paralyses a number of creatures equal to twice the 
  caster‘s hit dice. The targets are permitted a saving throw vs. 
  paralysis. 
   
   
  Part Crowd 
  Spell Level: S2 
  Range: 30 metres plus three per level 
  Duration: One round per level 
   
  This spell parts a crowd of up to fifty small to medium-sized 
  creatures for the caster. He can take one creature and another 
  one every three level with him. The crowd will immediately 
  close ranks after the caster passed through. The caster can 
  pass the crowd at full running speed. 
   
   
  Part Water 
  Spell Level: C7 
  Range: 50 metres 
  Duration: Two hours 
   
  This spell parts water up to a depth of twenty metres. For 
  every caster level after the 18th, the water is parted an 
  additional ten metres and the effect lasts one hour longer. 
   
   
  Pass Animals 
  Spell Level: D1 
  Range: Touch 
  Duration: One round plus one per level 
   
  The recipient of this spell becomes completely invisible to 
  animals. Very intelligent animals or magical beasts are not 
  affected by this spell. 
   
   
  Pass Plants 
  Spell Level: D4 
  Range: Caster 
  Duration: Three turns plus one per level 
   
  This spells opens a passage through any undergrowth or 
  trees. The passage is up to thirty metres long and can only be 
  accessed by the caster. 
   
   
  Pass Undead 
  Spell Level: N2 
  Range: Touch 
  Duration: One turn per level 
   
  The target becomes undetectable to undead as long it is not 
  hostile to them. Undead with at least five hit dice can make a 
  saving throw to avoid the effect. Undead with more than 
  eight hit dice are immune to this spell. 
   
   
  
  165 
   
  Pass Wall 
  Spell Level: M5 
  Range: Touch 
  Duration: Half an hour 
   
  This spells creates a hole in a wall, large enough for tall 
  humanoid to pass through. The hole closes without a trace 
  after the spell‘s duration. 
   
   
  Path of Virtue 
  Spell Level: D7 
  Range: 10 metres 
  Duration: Permanent 
   
  This spell makes any sentient creature which does not live in 
  balance with nature completely change its world view. People 
  with strong personalities are difficult to convert; others may 
  be driven insane by this sudden change of their personality. 
   
   
  Pattern 
  Spell Level: I1 
  Range: Caster 
  Duration: One round 
   
  This spell allows the caster to see a pattern in chaos like 
  broken glass or overlapping footprints. 
   
   
  Penumbral Face 
  Spell Level: I2 
  Range: 10 metres 
  Duration: Two hours 
   
  This spell slightly alters the recipient‘s face and makes it 
  unremarkable. Others will not pay attention to the recipient. 
  Creatures explicitly looking for the recipient are permitted a 
  saving throw. 
   
   
  Permanency 
  Spell Level: I9, M8, N9, W8 
  Range: Touch 
  Duration: Permanent until dispelled 
   
  This spell makes the effect of another spell permanent. That 
  spell can be dispelled only by another caster of twice the level 
  of the original caster. It is difficult to use this spell more than 
  once on objects or creatures. Additional component may be 
  required. 
   
   
  Permanent Illusion 
  Spell Level: I6 
  Range: 80 metres 
  Duration: Permanent 
   
  This spell works like Spectral Force, but the illusion does not 
  cease to exist of the caster‘s concentration ends. 
  Persona 
  Spell Level: W4 
  Range: 20 metres 
  Duration: One turn per level 
   
  This spell disguises the caster as somebody the target knows. 
  The spell may affect a number of victims equal to twice the 
  caster‘s level. A saving throw is permitted. Undead are not 
  affected by this spell. 
   
   
  Pest 
  Spell Level: N5 
  Range: Touch 
  Duration: One victim per level 
   
  Upon being touched by the caster, the victim is now cursed 
  and carries a contagious disease. Anybody touching the 
  carrier has to make a saving throw vs. death or will become 
  infected and die within 1d6 days. The infection disappears 
  once the carrier is burned or the disease gas claimed one 
  victim per caster level. 
   
   
  Phantasmal Door 
  Spell Level: I5 
  Range: Three metres 
  Duration: One round per level 
   
  This spell creates a mysterious door. If the caster steps 
  through, he becomes invisible and stands next to the door, 
  though it looks like he entered another dimension. Anyone 
  else stepping though the door will believe they enter a small 
  featureless room. 
   
   
  Phantasmal Force 
  Spell Level: I1, M2 
  Range: 50 metres 
  Duration: Until concentration ends 
   
  This spell creates an illusion the size of a human. If it is 
  touched, it disappears, but if the viewer believes that it is real, 
  it can cause up to 2d6 points of damage. Viewers of the 
  illusion are permitted a saving throw. 
   
   
  Phantasmal Killer 
  Spell Level: I4 
  Range: Three metres per level 
  Duration: One round per level 
   
  The caster chooses one target. This spell creates an illusion 
  only visible to target and caster looking like the target‘s 
  deepest fear. The killer attacks the victim at half the caster‘s 
  level. The target has to make an intelligence check. If it fails, 
  the target dies of fear. If it succeeds, the killer is turned on 
  the caster. 
   
   
  
  166 
   
  Phantom Armour 
  Spell Level: I2 
  Range: Caster 
  Duration: Until destroyed or dispelled 
   
  This spell creates a black suit of plate mail covering the 
  caster. The suit absorbs one point of damage per level of the 
  caster. Upon absorbing the last point of damage, the suit 
  disappears and all remaining damage is taken. Creatures 
  actively disbelieving in the armour are permitted a saving 
  throw for their attacks to have cause full damage. 
   
   
  Phantom Dagger 
  Spell Level: W4 
  Range: Touch 
  Duration: One round per level 
   
  This spell creates an invisible dagger with AC 17 and hit 
  points equal to half the caster‘s maximum. The dagger is 
  commanded by the caster and moves at twice her speed. It 
  may not move away more than ten metres from the caster 
  and deals 1d8+1 points of magical damage. 
   
   
  Phantom Hound 
  Spell Level: I5 
  Range: Three metres 
  Duration: Two rounds per level 
   
  This spell summons a phantom hound. The hound guards 
  the area where it was summoned and starts barking if 
  someone else than the caster and his allies approach it. If an 
  intruder turns his back on the dog, it attacks. The caster has 
  to stay within a fifteen-metre radius of the guarded area or 
  else the hound disappears. 
   
   
  Phantom Light 
  Spell Level: W3 
  Range: 10 metres 
  Duration: One hour 
   
  This spells lets up to three metres per level of the caster of 
  outline of objects glow in blue, green or purple light. The 
  caster may not move more than forty metres away from the 
  light. 
   
   
  Phase Door 
  Spell Level: I6, J6, M7, S6 
  Range: Caster 
  Duration: Sevens uses 
   
  This spell creates a phase door. The door is only accessible to 
  the caster. The caster can step though it and cover a distance 
  of up to five metres. The door can only be dispelled by a 
  caster of twice the level of the original caster. 
   
   
  Pit 
  Spell Level: W8 
  Range: 30 metres plus three per level 
  Duration: Permanent 
   
  This spell creates a hole with a radius of ten metres under the 
  target. The target falls three metres per caster level, takes 
  falling damage and is dazed for 1d6 rounds. If it makes a 
  successful saving throw, it can catch the edge of the pit. 
   
   
  Plane Shift 
  Spell Level: C5, Wr5 
  Range: Touch 
  Duration: Permanent 
   
  This spell allows the caster to transport himself or someone 
  else to a different plane or alternate dimension. Up to eight 
  creatures touching each other can be affected by this spell. A 
  saving throw is permitted to any unwilling creature. The 
  group will land on a random place somewhere on the plane. 
  If the caster fails a wisdom check, the group may also appear 
  on another plane close to the one targeted. 
   
   
  Plant Door 
  Spell Level: D5 
  Range: Touch 
  Duration: One hour per level or until exit 
   
  This spell allows the caster to step into a large tree and step 
  out of another tree of the same kind. The caster can cover a 
  distance of up to three kilometres using this spell. Old and 
  large trees allow travelling over a long distance. 
   
   
  Plant Growth 
  Spell Level: D3, M4 
  Range: 60 metres 
  Duration: Permanent until dispelled 
   
  The caster creates a thick layer of thorns and vines in an area 
  of up to 100 square metres. The area can be shaped by the 
  caster. 
   
   
  Pocket Building 
  Spell Level: I9 
  Range: 50 metres 
  Duration: Permanent 
   
  This spell allows the caster to transform a now full-sized 
  miniature building back to miniature from. All objects will be 
  shrunken too. Creatures in the building at the time of the 
  casting appear on the ground. The miniature building may be 
  re-used to create another full-sized building. 
   
   
  
  167 
   
  Poison Blade 
  Spell Level: S4 
  Range: Touch 
  Duration: One hour per level or until delivered 
   
  This spell poisons a blade by touching it. If the weapon 
  successfully hits a target, its deals 1d10 points of temporary 
  constitution damage and 1d10 more points one round later. 
  The constitution is recovered at a rate of one point per day. 
  The target is permitted a saving throw vs. death each time. 
   
   
  Poison Food 
  Spell Level: N5, W5, S6 
  Range: Close 
  Duration: One day 
   
  This spells poisons a one-day supply of food for 3d8 men. 
  From 9th level on, it poisons food for 6d8 people. 
   
   
  Poison Water 
  Spell Level: N4, W4, Wr3 
  Range: Close 
  Duration: One day 
   
  This spells poisons a one-day supply of drinking water for 
  3d8 men. From ninth level on, it poisons water for 6d8 
  people. 
   
   
  Polar Midnight 
  Spell Level: W9 
  Range: 15 metres plus five per level 
  Duration: One round per level 
   
  This spell creates a polar night in an area with a radius of 
  fifteen metres. Illumination drops. All creatures in the area 
  take 5d6 point of damage per round. Every creature not 
  moving for one round will freeze to the ground. All non-
  undead corpses in the area can be raised, but will not be able 
  to move until the temperature rises again. 
   
   
  Poltergeist 
  Spell Level: N1 
  Range: One metre per level 
  Duration: One hour per level 
   
  This spells turns a minor spirit in the area into a poltergeist. 
  The poltergeist has a strength of three and can perform 
  minor task like opening doors. The poltergeist is very light 
  and may no trigger all traps it steps on. 
   
   
  Polymorph Object 
  Spell Level: M8, W8 
  Range: 60 metres 
  Duration: Game master‘s decision 
   
  This spell turns one object into another. The duration of the 
  spell depends on the size of the object and how similar the 
  old and new objects are. 
   
   
  Polymorph Other 
  Spell Level: M4 
  Range: 60 metres 
  Duration: Permanent until dispelled 
   
  This spell allows the caster to turn one creature into a 
  different one. The creature can gain new abilities, but retains 
  its personality, intelligence and hit points. Changing the size 
  of creatures this way is difficult. 
   
   
  Polymorph Self 
  Spell Level: M4, Wr4 
  Range: Caster 
  Duration: One hour 
   
  This spells allows the caster to turn himself into a different 
  creature. The caster may gain additional abilities, but retains 
  his hit points. 
   
   
  Predict Weather 
  Spell Level: D1, W2 
  Range: Caster 
   
  The caster can predict the weather in the surrounding area 
  for the next twelve hours. There is a certain chance that the 
  prediction may be incorrect. 
   
   
  Primal Fury 
  Spell Level: N5 
  Range: 20 metres 
  Duration: One round per level 
   
  This spell lets a creature enter a stage of berserker rage. If the 
  target is unwilling, it is allowed a saving throw to avoid the 
  effect. A creature under the effect of Primal Fury is immune 
  to all forms of fear and mind control. It gains a +2 bonus to 
  THACO and damage and does a second attack every other 
  round. If all its opponents have been slain, the recipient 
  attacks the closest creature until the spell ends, is dispelled or 
  everyone is dead. Spellcasters or other creatures primarily 
  using non-melee attacks will still use those while under the 
  influence of this spell. 
   
   
  
  168 
   
  Prismatic Beam 
  Spell Level: I8 
  Range: Caster 
  Duration: One round per level 
   
  This spell causes a beam of colourful light to emerge from 
  the hand of the caster and hit a target up to thirty metre away. 
  The victim suffers 1d6 point of damage per level of the caster 
  and is knocked back sixty metres. 
   
   
  Prismatic Sphere 
  Spell Level: I9, M9 
  Range: Caster 
  Duration: One turn per level 
   
  A sphere shining in all colours of the visible spectrum 
  appears around the caster. Any creature who wants to reach 
  the caster has to move through the sphere and suffers the 
  effect of every layer of colours. Saving throws are permitted. 
  The outer colour is always red. 
   
  Table 96: Prismatic Sphere 
  Layer 
  Blocks 
  Effect 
  Red 
  Non-magical missiles 
  1d12 fire damage 
  Orange 
  Any missiles 
  1d12 damage 
  Yellow 
  Poison and petrification 
  2d20 damage 
  Green 
  Dragon breath 
  1d12 damage, poison 
  Blue 
  Divine and mental attacks 
  Petrification 
  Indigo 
  Spells 
  Insanity 
  Purple 
  Outsiders 
  Imprisonment 
   
   
  Prismatic Spray 
  Spell Level: I7 
  Range: Caster 
   
  This spell causes a rainbow-coloured beam to spread from 
  the caster‘s hands. The beam is twenty-five metres long, two 
  metres wide at the origin and five metres wide at the terminal 
  end. Creatures with less than eight hit dice exposed to the 
  beam are automatically blinded for 2d4 rounds. Each creature 
  affected is randomly struck by one colour. Roll 1d8 for every 
  creature to determine the colour. 
   
  Table 97: Prismatic Spray 
  Die Roll 
  Colour 
  Effect 
  1 
  Red 
  1d12 fire damage 
  2 
  Orange 
  1d12 damage 
  3 
  Yellow 
  2d20 damage 
  4 
  Green 
  1d12 damage, poison 
  5 
  Blue 
  Petrification 
  6 
  Indigo 
  Insanity 
  7 
  Purple 
  Imprisonment 
  8 
  - 
  Re-roll twice, ignore all further 8s 
   
   
  Prismatic Wall 
  Spell Level: I7 
  Range: Five metres 
  Duration: One turn per level 
   
  This spell works like Prismatic Sphere, except that it creates a 
  wall rather than a sphere. The wall is one metre wide and half 
  a metre high per caster level. 
   
   
  Produce Fire 
  Spell Level: D4 
  Range: 10 metres 
  Duration: One turn 
   
  This spell creates fire on an area of up to three times three 
  metres. The magical fire will burn no longer than three 
  rounds, but will ignite any burnable material in the meantime. 
   
   
  Produce Flame 
  Spell Level: D2 
  Range: Caster 
  Duration: Two turn per level 
   
  A flame appears in the caster‘s hand. It does not harm the 
  caster, but it as hot as real fire. It can be throw over a 
  distance of up to ten metres and ignites flammable material. 
   
   
  Programmed Illusion 
  Spell Level: I6 
  Range: 80 metres 
  Duration: One round per level after being triggered 
   
  This spell functions like Spectral Force, but the illusion triggers 
  only if under circumstances defined by the caster or on his 
  command. 
   
   
  Project Image 
  Spell Level: I5, M6, W6 
  Range: 60 metres 
  Duration: One hour 
   
  The caster summons an image of himself. The image mimics 
  the caster sound and gestures. Any spell cast while the image 
  exists will appear to originate from the image. 
   
   
  Proliferation 
  Spell Level: W5 
  Range: Caster 
  Duration: Permanent 
   
  This spell makes the ground in an area with a radius of ten 
  metres per level of the witch fertile. Infertile creatures in the 
  area gain a higher chance of being able to have offspring one 
  more. 
   
  
  169 
   
  Prophecy 
  Spell Level: W8 
  Range: Caster 
  Duration: Game master‘s choice 
   
  The caster catches a glimpse of the future. The exact things 
  she sees are determined by the game master. 
   
   
  Protection from Animals 
  Spell Level: D6 
  Range: Caster 
  Duration: Two hours 
   
  This spell creates a barrier with a radius of three metres 
  against all kinds of animals (but not magical beats) around the 
  caster. The barrier evaporates if someone inside cast a spell 
  or makes a physical attack. 
   
   
  Protection from Elements 
  Spell Level: W1 
  Range: Touch 
  Duration: One day 
   
  The recipient of this spell and his equipment are protected 
  from temperatures between -20 °C and 60 °C. The spell does 
  not reduce damage from fire- or cold-based attacks. 
   
   
  Protection from Evil 
  Spell Level: C1, I1, M1, Wr1 
  Range: Caster 
  Duration: One hour 
   
  The caster gains a +1 saving throw bonus to attack from 
  malignant creatures. All attackers suffer a -1 THACO malus. 
   
   
  Protection from Fire 
  Spell Level: D3 
  Range: Touch 
  Duration: Three turns plus one per level 
   
  If used on the caster, this spells grants immunity to fire, 
  halves damage from fire weapons and protects against one 
  instance of magical fire. Cast on someone else, it lacks the 
  latter effect, but has the two others. 
   
   
  Protection from Good 
  Spell Level: C1, I1, M1, Wr1 
  Range: Caster 
  Duration: One hour 
   
  The caster gains a +1 saving throw bonus to attack from 
  creatures of good. All attackers suffer a -1 THACO malus. 
   
   
  Protection from Ice 
  Spell Level: N4 
  Range: Touch 
  Duration: Six turns plus one per level 
   
  This spell grants immunity to cold and halves damage of ice 
  weapons. If the caster should be hit directly by magical cold, 
  the spell‘s duration ends. 
   
   
  Protection from Lightning 
  Spell Level: D4, I4 
  Range: Touch 
  Duration: Six turns plus one per level 
   
  This spell grants immunity to lightning and halves damage of 
  lightning weapons. If the caster should be hit directly by a 
  lightning, the spell‘s duration ends. 
   
   
  Protection from Magical Weapons 
  Spell Level: M6 
  Range: Caster 
  Duration: One round per level 
   
  This spell affects the caster and everyone within a radius of 
  three metres around him. For the duration of the spell, the 
  recipients are protected from damage from mundane and 
  magical weapons by a magical barrier. The barrier can be 
  breached by magical creatures, special attacks and spells, 
  though. The barrier can be countered with Dispel Magic. 
   
   
  Protection from Missiles 
  Spell Level: M3 
  Range: Caster 
  Duration: One hour 
   
  The caster becomes invulnerable to non-magical missiles. 
  Very large missiles like boulders will override the spell‘s 
  effect. 
   
   
  Protection from Mundane Weapons 
  Spell Level: M5 
  Range: Caster 
  Duration: One round per level 
   
  This spell works like Protection from Magical Weapons, though 
  the barrier can be breached by magical weapons. 
   
   
  Protection from Paralysis 
  Spell Level: M2 
  Range: Touch 
  Duration: two turn per level 
   
  This spell protects the target from being paralysed, held or 
  slowed down. 
   
  
  170 
   
  Protections from Plants 
  Spell Level: D5 
  Range: Caster 
  Duration: Two hours 
   
  This spell creates a barrier with a radius of three metres 
  against all kinds of plants, also magical ones, around the 
  caster. The barrier evaporates if someone inside cast a spell 
  or makes a physical attack. 
   
   
  Puck 
  Spell Level: W3 
  Range: 10 metres 
  Duration: Permanent 
   
  This spell summons a puck to protect the home of a family. 
  The puck can only be summoned if the family has lived in the 
  house for at least a year. It may not leave the house and will 
  do anything to protect it. If the puck is slain, it will return 
  after 1d12 moths provided the family still lives in the house. 
   
   
  Puffball 
  Spell Level: D1 
  Range: Touch 
  Duration: Two rounds per level 
   
  This spell transforms a normal fungus into a magical puffball. 
  The puffball can be thrown up to ten metres and will burst 
  into a cloud of spores with a radius of three metres. All 
  creatures which fail a saving throw inhale spores and may not 
  attack. The effect ends after 1d4 rounds when the spores 
  settle or after the victim escapes the spore cloud. 
   
   
  Purge 
  Spell Level: W4 
  Range: Caster 
  Duration: One hour 
   
  This spell expels all spirits, undead and outsiders in a radius 
  of twelve metres around the caster. Creatures with less than 
  five hit dice automatically leave the area. Creatures with more 
  hit dice or currently possessing someone get a saving throw. 
  Very powerful creatures may be immune to this spell. 
   
   
  Purify Food and Drink 
  Spell Level: C1, W2, Wr1 
  Range: Touch 
  Duration: Permanent 
   
  This spells purifies food and drink for 3d6 people, removing 
  rot and weaker poisons. 
   
   
  Purity Water 
  Spell Level: D1 
  Range: Touch 
  Duration: Permanent 
   
  This spell purifies twenty-five litres of water. All organism 
  and weaker poisons are removed. 
   
   
  Pyrotechnics 
  Spell Level: D3, J3, M2 
  Range: 60 metres 
  Duration: One hour 
   
  This spell creates a firework or dense smoke from an already 
  existing fire. The exact effect is up to the game master. 
   
   
  Quenching Candle 
  Spell Level: W5 
  Range: Touch 
  Duration: One hour or until the candle is extinguished 
   
  This spell lightens up a candle. All spells or spell-like effects 
  within a three-metre radius around the candle end unless the 
  caster makes a successful saving throw. For new spells to be 
  cast, the caster has to make a saving throw likewise. 
   
   
  Quest 
  Spell Level: C5 
  Range: 10 metres 
  Duration: Until the quest is completed 
   
  If the target of the spell fails a saving throw, the caster may 
  set a task for it. If the victim does not work in completing the 
  task, it will suffer mental pain. If it tries to abandon the quest, 
  it will be cursed as defined by the caster. 
   
   
  Quicken Healing 
  Spell Level: W2 
  Range: Touch 
  Duration: One day per level; up to a week 
   
  The recipient of this spell regenerates twice the amount of hit 
  points per day. The spell also stabilises a dying creature. It has 
  no beneficial or  
   
   
  Rain of Blood 
  Spell Level: N2 
  Range: Caster 
  Duration: One round per level 
   
  This spell lets blood rain in an area with a radius of two 
  metres. All hostile and non-undead creatures have to make a 
  saving throw vs. death or suffer a -2 malus to saving throws. 
   
   
  
  171 
   
  Raise Dead 
  Spell Level: C5 
  Range: Touch 
   
  This spells bring a fresh corpse, usually not older than a 
  week, back as a living being. The victim has to survive a 
  system shock check or will immediately die once more. The 
  spell may not work on every race and depend on how the 
  victim died. 
   
   
  Ray of Enfeeblement 
  Spell Level: N3 
  Range: Three metres plus one per level 
  Duration: One round per level 
   
  This spell weakens the target physically and reduces all melee 
  and missile damage by one quarter. The target is permitted a 
  saving throw. 
   
   
  Ray of Pain 
  Spell Level: N2 
  Range: Five metre per level 
   
  The victim suffers 1d6 +1 per level of the caster points of 
  damage and suffers agony until the end of the next round. If 
  the victim makes a saving throw, it only suffers 1d4 points of 
  damage. 
   
   
  Read Language 
  Spell Level: I1, M1, N1, W2 
  Range: Touch 
  Duration: One or two reading 
   
  This spell allows the caster to read texts, instructions or 
  formulae in a language unknown to him. 
   
   
  Read Magic 
  Spell Level: I1, J1, M1, N1, W2, Wr1 
  Range: Touch 
  Duration: One or two reading 
   
  This spell enables the caster to read magically cyphered or 
  ancient, enchanted texts. It is usually not necessary to cast the 
  spell a second time to re-read the same text. 
   
   
   
  Rebirth 
  Spell Level: D5 
  Range: Touch 
   
  This spells calls a dead person‘s soul back to the world of the 
  living. The person must have died no longer than a week ago 
  and will be reborn as an awakened animal (unless the species 
  is already sentient). The person largely retains its personality, 
  but it may be influenced by the animal body over time. Roll 
  1d10 and 1d6 to determine the animal species. 
   
  Table 98: Rebirth 
  Die Roll 
  (d10) 
  Die Roll (d6) 
  1-2 
  3-4 
  5-6 
  1 
  Nightmare 
  Owlbear 
   Unicorn 
  2 
  Polar Bear 
  Grizzly Bear 
  Black Bear 
  3 
  Panther 
  Winged Bonobo 
  Faerie Cat 
  4 
  Baboon 
  Lion 
  Tiger 
  5 
  Roc 
  Monstrous Rat 
  Giant Slug 
  6 
  Dire Raven 
  Great Eagle 
  Talking Owl 
  7 
  Dire Swan 
  Gorilla 
  Giant Badger 
  8 
  Giant Crab 
  Giant Cobra 
  Giant Spider 
  9 
  Boar 
  Crocodile 
  Wild Horse 
  10 
  Albino Penguin 
  Wolf 
  Worg 
   
   
  Reflection 
  Spell Level: I1, W1 
  Range: 10 metres 
  Duration: One round per caster level 
   
  This spell reflects the gaze of creatures like the medusa. Such 
  creatures are usually immune to their own gaze. 
   
   
  Refuge 
  Spell Level: C6 
  Range: Touch 
  Duration: Permanent 
   
  This spell allows the caster to enchant and object belonging 
  to a creature. If the creature is willing, it and its belongings 
  can be transported to the caster holding the object once over 
  any distance, provided caster and target are on the same 
  plane. 
   
  
  172 
   
  Reincarnation 
  Spell Level: D7 
  Range: Touch 
   
  This spells calls a dead person‘s soul back to the world of the 
  living. The person must have died no longer than a week ago. 
  While its soul remains the same, roll 1d20 and 1d6 to 
  determine the race it reincarnates as. The new body may 
  influence the personality of the person. 
   
  Table 99: Reincarnation 
  Die Roll 
  (d20) 
  Die Roll (d6) 
  1-2 
  3-4 
  5-6 
  1 
  Goblin 
  Bugbear 
  Hobgoblin 
  2 
  Talking Owl 
  Kobold 
  Great Eagle 
  3 
  Cyclops 
  Azer 
  Ettin 
  4 
  Griffin 
  Leprechaun 
  Hippogriff 
  5 
  Myconid 
  Gorilla 
  Treant 
  6 
  Satyr 
  Hill Giant 
  Pixie 
  7 
  Manrat 
  Manwolf 
  Mantiger 
  8 
  Wererat 
  Werewolf 
  Weretiger 
  9 
  Imitator 
  Gnoll 
  Gremlin 
  10 
  Dwarf 
  Dark Elf 
  Gnome 
  11 
  Human 
  Half-Elf 
  Elf 
  12 
  Mul 
  Boggard 
  Halfling 
  13 
  Quickling 
  Buckawn 
  Brownie 
  14 
  Half-Nixie 
  Dryad 
  Nixie 
  15 
  Minotaur 
  Owlbear 
  Centaur 
  16 
  Dragonborn 
  Troll 
  Yeti 
  17 
  Mantis-kin 
  Wyvern 
  Harpy 
  18 
  Doppelgänger 
  Oni 
  Shriekling 
  19 
  Ogrillon 
  Ogre 
  Orog 
  20 
  Lizard-kin 
  Orc 
  Troglodyte 
   
   
  Reinstate Soul 
  Spell Level: N9 
  Range: Five metres 
  Duration: Permanent 
   
  The soul of a being known to the caster is reinstated into a 
  corpse of the caster‘s choice. It comes back as an equivalent 
  of a wight and has the personality and all knowledge it 
  possessed before and after its death. The creature can be 
  hostile to the caster. 
   
   
  Rejuvenation 
  Spell Level: M2 
  Range: Touch 
   
  This spell revives an exhausted creature. The target will feel 
  like it had a good night‘s rest and can go on for another 
  sixteen hours. The spell does not heal hit points, counter 
  hunger and thirst or let the recipient memorise spells. If the 
  target stays awake for more than forty-eight hours, it loses 
  one hit point per additional hour it spends awake. 
   
   
  Remove Curse 
  Spell Level: C3, M4, W3 
  Range: Very close 
  Duration: Permanent 
   
  This spell removes a curse from a creature or object. 
   
  Remove Fear 
  Spell Level: C1 
  Range: Touch 
  Duration:  
   
  This spell gives courage will remove magically induced fear 
  from a victim. To get rid of the fear, the victim is entitled a 
  saving throw with a +1 bonus per level of the caster. 
   
   
  Remove Paralysis 
  Spell Level: C2 
  Range: Touch 
   
  This spell allows the target to move freely again if it was 
  paralysed before. 
   
   
  Remove Stench 
  Spell Level: N1 
  Range: 10 metres 
  Duration: One round per level 
   
  This spells removes scent from one creature or corpse. 
  Ghouls or ghasts may roll a saving throw to avoid the effect. 
   
   
  Repel Vermin 
  Spell Level: D4 
  Range: Caster 
  Duration: One turn per level 
   
  This spell prevents all small insects, spiders and other vermin 
  from entering an area with a radius of three metres around 
  the caster.   
   
   
  Repel Wood 
  Spell Level: D6 
  Range: Eight metres per level 
  Duration: One turn per level 
   
  This spells creates and invisible wall with a length of forty 
  metres and a movement rate of two metres per round. The 
  wall will press all wood aside can only be stopped by the 
  caster. 
   
   
  Repulsion 
  Spell Level: M6, W6 
  Range: Caster 
  Duration: One hour 
   
  Any target closer than ten metres trying to move towards the 
  caster is forces to move away instead. 
   
   
  
  173 
   
  Resist Cold 
  Spell Level: C1, Wr1 
  Range: 10 metres 
  Duration: Six turns 
   
  This spell protects the recipient from non-magical cold. It 
  also grants a +2 bonus against cold-based attacks and reduces 
  their damage by one point. 
   
   
  Resist Energy 
  Spell Level: C2 
  Range: Touch 
  Duration: Six turns 
   
  This spell allows the target to absorb 1d12 points of damage 
  from either fire, lighting, acid or cold. 
   
   
  Resist Fire 
  Spell Level: C2, Wr2 
  Range: 10 metres 
  Duration: Six turns 
   
  This spell protects the recipient from non-magical fire. It also 
  grants a +2 bonus against heat-based attacks and reduces 
  their damage by one point. 
   
   
  Resist Lightning 
  Spell Level: I3 
  Range: 10 metres 
  Duration: Six turns 
   
  This spell protects the recipient from non-magical lightning. 
  It also grants a +2 bonus against electricity-based attacks and 
  reduces their damage by one point. 
   
   
  Resist Magic 
  Spell Level: M7 
  Range: Touch 
  Duration: Two rounds per level 
   
  This spell raises the recipient‘s magic resistance by 50% 
  against spells up to second level and to 25% against all other 
  spells. If the spell is used on the caster himself, the respective 
  values are 65% and 40%. 
   
   
  Resist Turning 
  Spell Level: N2 
  Range: 10 metres around the caster 
  Duration: One hour or until turning attempt 
   
  All undead around the caster gain a +1 bonus to resist being 
  turned by a cleric. 
   
   
  Resistance 
  Spell Level: D1 
  Range: Touch 
  Duration: One round 
   
  This spell grants the target a +1 bonus to saving throws of all 
  kinds. 
   
   
  Restoration 
  Spell Level: C5 
  Range: Touch 
   
  This spell reverses the effect of the energy drain ability of 
  some undead creatures. 
   
   
  Restore Youth 
  Spell Level: W6 
  Range: Caster 
  Duration: Permanent 
   
  This spell rejuvenates the caster by 1d4 years. For the effect 
  to be permanent, the caster has to make a successful system 
  shock check. The spell never makes the witch younger than 
  physical maturity and only removes physical penalties, not 
  psychological ones. The caster also retains all experience she 
  gathered so far. If this spell is used too often in too little time, 
  it may drive the caster insane. 
   
   
  Resurrection 
  Spell Level: C7 
  Range: Touch 
   
  This spell works like Raise Dead, but does not require the 
  target to make a system shock test. 
   
   
  Retaliation 
  Spell Level: W4 
  Range: 30 metres plus three per level 
  Duration: One round per level 
   
  For the duration of this spell, the target of this spell suffers 
  all damage it causes itself as well. The damage type is also the 
  same. 
   
   
  Reverse Gravity 
  Spell Level: M7 
  Range: 30 metres 
  Duration: One round 
   
  This spell reverses gravity in an area of about ten times ten 
  square metres. Everything within the area will fall upwards 
  for the spell duration. 
   
   
  
  174 
   
  Ring of Invisibility 
  Spell Level: I4 
  Range: 50 metres 
  Duration: One hour or until an attack is made 
   
  This spell works like Invisibility. Additionally, everything 
  within a radius of three metres around the caster becomes 
  invisible as well. 
   
   
  Rock to Magma 
  Spell Level: C6 
  Range: 30 metres 
  Duration: 1d4 days 
   
  This spell transforms rock, sand and similar materials into 
  magma. It affects three cubic metres per level of the caster. 
  Everything on or close to the magma has to make a saving 
  throw or will suffer 3d6 points of damage. 
   
   
  Rock to Mud 
  Spell Level: D5, M5 
  Range: 40 metres 
  Duration: 3d6 days 
   
  This spells transforms rock, sand and other forms of earth 
  into mud. About a hundred times a hundred metres are 
  affected. 
   
   
  Rope Trick 
  Spell Level: I3, J4, M4 
  Range: Touch 
  Duration: One hour plus one turn per level 
   
  This spell allows the caster to throw a rope in the air. The 
  caster and up to three more people can climb up the rope, 
  which hangs in the air magically, and enter a pocket 
  dimension. The rope can be left outside or be pulled in. 
  Everyone will fall out of the pocket dimension should the 
  rope be dispelled. 
   
   
  Rot Flesh 
  Spell Level: N4 
  Range: Touch 
   
  Upon touching a living corporal being, this spell inflicts 
  2d6+1 hit points per caster level of damage. 
   
   
  Sanctuary 
  Spell Level: C1 
  Range: Caster 
  Duration: Two round plus on per level 
   
  This spell protects the caster from any direct attacks. Every 
  attacker has to make a saving throw in order to be able to 
  harm the caster. Area effects still affect the caster. The 
  sanctuary does not allow any offensive action. The caster may 
  still cast supportive spells, though. 
   
   
  Scare 
  Spell Level: N2 
  Range: Three metres 
  Duration: 3d4 rounds 
   
  This spell puts fear into the target. The creature will not 
  initiate combat, but retaliate with a -1 THACO malus if 
  attacked. It also gets a -1 malus to all saving throws. 
  Creatures that make a saving throw or have more than six hit 
  dice are not affected by this spell. 
   
   
  Scream 
  Spell Level: W1 
  Range: Caster 
  Duration:  
   
  This spell causes 2d4 points of damage to any creature within 
  a radius of three metres plus one per level that have a sense 
  of hearing. Furthermore, all creatures failing a saving throw 
  are deafened for 1d6 rounds. 
   
   
  Scuffle 
  Spell Level: W2 
  Range: 30 metres 
  Duration: One hour 
   
  This spell brings all negative emotions and prejudices to light. 
  If this spell is cast on a group of creatures, they will almost 
  certainly start to argue and only someone with a strong 
  personality can keep them in check. The spell does not 
  necessarily lead to violence, though. 
   
   
  Seek 
  Spell Level: W9 
  Range: Unlimited 
   
  This spell forces a creature with less hit dice than the witch to  
  Seek her out. The caster must know the creature or have an 
  item that once belonged to it. The creature will approach the 
  caster, but is not forced to take suicidal routes to do so. Once 
  the creature is ten metres away from the caster, the spell is 
  lifted. 
   
   
  Sense Treason 
  Spell Level: S6 
  Range: Caster 
  Duration:  
   
  This spell allows the caster to determine that his clan or 
  group has been deliberately betrayed. This usually happens if 
  a member of the clan or group takes an action benefitting 
  himself and being against the interests of the other members. 
  
  175 
   
  Shadow Blade 
  Spell Level: S4 
  Range: Touch 
  Duration: One round per level 
   
  This spell enchants one weapon. For the duration of the 
  spell, the weapon will pass straight through all armour, 
  including natural armour like hide, and directly hit the target. 
  This only works if the caster is using the weapon.  
   
   
  Shadow Door 
  Spell Level: I4 
  Range: Touch 
  Duration: One round per caster level 
   
  This spell allows the caster to create a door in a wall or a free-
  standing door. If someone steps through the door, he will 
  end up in a small featureless room. Anyone in the room is 
  automatically ejected at the end of the spell‘s duration. 
   
   
  Shadow Evocation 
  Spell Level: I5 
  Range: Depends on spell 
   
  This spell creates an illusionary, quasi-real version of a mage 
  spell. The possible spells include Cone of Cold, Fireball, 
  Lightning Bolt and Greater Magic Missile. These spell have 
  normal effect unless the target makes a successful intelligence 
  check. In that case, the spell deals only one point of damage 
  per caster level. 
   
   
  Shadow Eye 
  Spell Level: I3, S3 
  Range: Caster 
  Duration: One round per level 
   
  This spell elongates the caster‘s shadow up to ten metres per 
  level. The caster can hear, see and speak through the shadow. 
  The shadow has the same armour class as the caster and is 
  immune to mundane weapons. All damage the shadow 
  suffers is suffered by the caster. Light at least as bright as a 
  candle is needed for this spell. 
   
   
  Shadow Face 
  Spell Level: S1 
  Range: Caster 
  Duration: One hour 
   
  While this spell is in effect, everybody looking at the caster‘s 
  face will immediately forget it after having seen it. People on 
  the look for the caster are permitted a saving throw. 
   
   
  Shadow Form 
  Spell Level: S5 
  Range: Caster 
  Duration: One hour or until struck 
   
  This spell creates an exact copy of the caster. For the 
  duration of the spell, the caster has full control over the copy 
  and sees through both his eyes and the eyes of the copy. If 
  the copy takes damage or is dispelled, it disappears and leaves 
  nothing but a handful of leaves behind. 
   
   
  Shadow Hands 
  Spell Level: S2 
  Range: Caster 
   
  This spell causes a three metre-long wave of shadows to leap 
  from the caster‘s hands. Any creature caught suffers 1d6 
  points of damage per caster level up to a maximum of 5d6 
  points of damage. A saving throw for half damage is 
  permitted. 
   
   
  Shadow Monsters I 
  Spell Level: I4 
  Range: 10 metres 
  Duration: One round per level 
   
  This summons semi-real monsters chosen by the caster. The 
  total monster hit die equal those of the caster. The monsters 
  have AC 10 and one fifth of the original monster‘s hit points. 
  They can attack, but have no special abilities unless someone 
  believes they do. The shadow monsters are not undead, but 
  take double damage from silver weapons. 
   
   
  Shadow Monsters II 
  Spell Level: I5 
  Range: 10 metres 
  Duration: One round per level 
   
  This spell works like Shadow Monster I. However, the monsters 
  have AC 12, two fifth of the original monster‘s hit points and 
  their combined hit dice may be one and  a half times the 
  caster‘s hit dice. 
   
   
  Shadow Monsters III 
  Spell Level: I6 
  Range: 10 metres 
  Duration: One round per level 
   
  This spell works like Shadow Monster I. However, the monsters 
  have AC 14, three fifth of the original monster‘s hit points 
  and their combined hit dice may be twice the caster‘s hit dice. 
   
   
  
  176 
   
  Shadow Stich 
  Spell Level: S2 
  Range: Touch 
  Duration: One round per level 
   
  This spell enchants a piercing weapon. If the caster makes a 
  successful attack against a creature‘s shadow, the creature 
  receives a -2 malus to THACO, a -4 malus to dexterity and 
  cannot move from the spot. The effect ends if the spell‘s 
  duration is over or the weapon is pulled from the target‘s 
  shadow. If the target itself wants to pull out the weapon, it 
  has to make a saving throw and suffers the weapon‘s normal 
  damage if the saving throw is successful. The damage will 
  never be lethal. 
   
   
  Shape Change 
  Spell Level: M9 
  Range: Caster 
  Duration: 1d6+10 turns plus one turn per level 
   
  The caster can turn into any creature not excessively larger 
  than the caster himself. For the duration of the spell, he will 
  gain all abilities of the creature. 
   
   
  Shape Clouds 
  Spell Level: W2, D5 
  Range: Line of sight of the caster 
  Duration: One round per level 
   
  This spell allows the caster to form the clouds in the sky 
  above. This works only if clouds are already present. The 
  spell does not affect any gas-based creatures. 
   
   
  Shape Stone 
  Spell Level: D3 
  Range: Touch 
  Duration: Permanent 
   
  This spell allows the caster to from stone into any crude 
  form. Five kilogrammes of stone can be processed per level. 
   
   
  Shape Wood 
  Spell Level: D3 
  Range: Touch 
  Duration: Permanent 
   
  This spell allows the caster to from wood into any form. Five 
  kilogrammes of stone can be processed per level. If the 
  amount of wood is small, the shaping can be very fine. 
   
   
  Shatter 
  Spell Level: M2 
  Range: Caster 
   
  All objects like glass or ceramics in a radius of twenty metres 
  shatter into pieces. Magical objects and objects heavier than 
  five kilogrammes are not affected. Other objects are 
  permitted a saving throw. 
   
   
  Shield 
  Spell Level: M1 
  Range: Caster 
  Duration: Two turns 
   
  This spell creates an invisible shield around the caster. It 
  improves his natural armour class against physical attacks by 
  five. 
   
   
  Shield of Faith 
  Spell Level: C1 
  Range: Touch 
  Duration: One round per level 
   
  This spell grants the target a +2 armour class bonus. For 
  every six levels of the caster, it receives another +1 bonus. 
   
   
  Shocking Grasp 
  Spell Level: I1 
  Range: Touch 
   
  This spell deals 1d8 points of electricity damage plus one per 
  level of the caster. The caster has to touch the target for this 
  spell to be effective, not the target the caster. 
   
   
  Shriek 
  Spell Level: W5 
  Range: Caster 
  Duration:  
   
  This spell works like Fear, but affects all creatures in a radius 
  of fifteen metres plus one per level around the caster. 
  Creatures with at least five hit dice are granted a saving 
  throw. Creatures with at least ten hit dice and deaf creatures 
  are not affected. 
   
   
  Shrivel 
  Spell Level: D6 
  Range: 25 metres 
   
  This spell affects and area with a radius of ten metres and 
  deals 1d6 points of damage per caster level to sentient plants. 
  The plants are permitted a saving throw for half damage. 
   
   
  
  177 
   
  Shunt 
  Spell Level: S2 
  Range: 10 metres plus one per caster level 
  Duration: One round 
   
  This spell forces the target into the Ethereal Plane for one 
  round. It becomes invisible, cannot be damaged by normal 
  means and will returns after one round. If this spell is cast on 
  the Ethereal Plane, the spell forces a creatures to the Material 
  Plane. 
   
   
  Silence 
  Spell Level: C2, Wr2 
  Range: 30 metres 
  Duration: Twelve turns 
   
  An eerie silence dominates a five-metre radius around the 
  caster. Nothing inside the radius can be heard from the 
  outside. 
   
   
  Silencing Hand 
  Spell Level: M2 
  Range: 15 metres 
  Duration: Two rounds per level 
   
  This spell summons a hand that flies to its target in one 
  round and clamp tightly over the creature‘s mouth unless the 
  target makes a successful saving throw. The hand silences the 
  target and cannot be pulled away. It can be dispelled or 
  destroyed by taking six points of magical damage. 
   
   
  Silver Tongue 
  Spell Level: W1 
  Range: Caster 
  Duration: One sentence per three levels 
   
  This spell allows the witch to lie convincingly. The lie must 
  not be too blatant. Certain creatures like demons are immune 
  to this spell. 
   
   
  Simulacrum 
  Spell Level: M6 
  Range: Touch 
  Duration: Permanent 
   
  This spell awakens snow, ice, wax or similar substances with a 
  piece of hair, nail or the like of a person. The mass will turn 
  into a pseudo-duplicate of the original creature with half its 
  hit points and about one third of its memories. The creature 
  remains under the caster‘s command and will melt once 
  reduced to naught hit points. If the caster should die, the 
  simulacrum will try to kill the person it was fashioned after. 
   
   
  Skeletal Army 
  Spell Level: N8 
  Range: 40 metres 
  Duration: One day or until the caster is distracted 
   
  This spell causes up to 1d6 hit dice of skeletons per level of 
  the caster to crawls out of the ground. The caster can 
  command them for one day or until he is severely distracted. 
   
   
  Skeletal Servant 
  Spell Level: N1 
  Range: 10 metres 
  Duration: One round plus one turn per level 
   
  This spells animates one human-sized or smaller skeleton 
  from a dead body. The skeleton will obey simple commands 
  until it is destroyed. After the duration of the spell, the 
  skeleton crumbles to dust. One skeleton per level of 
  experience can be animated. 
   
   
  Skull Trap 
  Spell Level: N3 
  Range: Touch 
  Duration: Permanent 
   
  The caster turns one skull (also of an undead) into a trap. If 
  the skull is touched or damaged, it explodes and causes 2d4 
  plus 1d4 points of damage per caster level. 
   
   
  Slasher 
  Spell Level: W4 
  Range: 30 metres plus three per level 
  Duration:  
   
  This spell deals 5d4 points of damage to a single target 
  capable of bleeding. An additional two points of damage are 
  dealt for every level of the caster up to a maximum of twenty. 
   
   
  Slay the Living 
  Spell Level: C5, Wr5 
  Range: Touch 
   
  This spell slays one living creature. If the creature makes a 
  successful saving throw, the spell still inflicts 3d6 points of 
  damage plus one per level of the caster. 
   
   
  
  178 
   
  Sleep 
  Spell Level: J1, M1, W1 
  Range: 40 metres 
  Duration: One hour 
   
  This spell puts a creature to deep sleep. Depending on their 
  hit dice, one or more creatures can be affected. 
   
  Table 100: Sleep 
  Hit Dice of Victims 
  Number Affected 
  Up to 1 
  4d4 
  Up to 2 
  2d6 
  Up to 3 
  1d6 
  More than 3 
  1 
   
   
  Sleeping Village 
  Spell Level: W8 
  Range: Half a kilometre 
  Duration: One hour per level 
   
  This spell puts creatures with less than four hit dice to sleep. 
  The area affected by the spell has the size of a small village. 
  The sleepers can be woken up by shaking or loud noise in 
  1d4 rounds and will by drowsy for 1d4 rounds after waking 
  up. Taking damage wakes up a creature immediately. 
   
   
  Slow 
  Spell Level: J4, M3, W4 
  Range: 40 metres 
  Duration: Three turns 
   
  In an area with a radius of twenty metres, every creature 
  failing a saving throw will move and attack at half speed. This 
  spell affects 3d8 creatures. 
   
   
  Smoke Form 
  Spell Level: S3 
  Range: Caster 
  Duration: One round per level 
   
  This spell turns the caster into dense black smoke. He 
  receives immunity to fire. All damage done to him is reduced 
  by five points. Material armour does no longer offer 
  protection, but the caster can fly at his normal speed and fit 
  through small openings. 
   
   
  Snake Body 
  Spell Level: W2 
  Range: Caster 
  Duration: One round per level 
   
  The caster becomes agile as a snake and has an easy time 
  escaping bonds or fitting through small openings. 
   
   
  Snake Charm 
  Spell Level: C2, S1, W2 
  Range: 20 metres 
  Duration: 1d4+2 turns 
   
  One hit dice of snakes are charmed by this spell and obey the 
  caster‘s commands. 
   
   
  Snare 
  Spell Level: D3 
  Range: Touch 
  Duration: Until triggered 
   
  This spell allows the caster to enchant a simple trap made 
  from a rope, a vine or similar material. The trap is hard to 
  detect without magic. If a creature triggers the trap, it deals 
  1d6 damage and entangles it for twenty-four hours. To 
  escape, a strength of nineteen is needed. Every four hours, 
  the strength score requires drops by two points, as the trap 
  loses strength over time. 
   
   
  Solid Fog 
  Spell Level: I4 
  Range: 30 metres plus three per level 
  Duration: One round per level 
   
  This spell is similar to Fog Cloud and creates fog in an area 
  with a radius of eight metres. The fog is solid and halves the 
  movement rate of any creature in it. Physical attacks are made 
  at a -2 THACO malus. Ranged weapons are slowed down 
  and their damage is reduced by two thirds. The fog can only 
  be dispersed by strong wind, which takes four rounds. 
   
   
  Soul Trap 
  Spell Level: M8, W8 
  Range: Five metres 
  Duration: Permanent 
   
  This spell forces a creature‘s life force, essence and body into 
  a gem. The creature can only be freed by breaking the gem. 
  For every hit die of the creature, the gem has to be worth at 
  least 1,000 gold pieces. The effect of the spell can be 
  triggered by casting the spell while the creature is present, 
  which enables it to avoid the effect by making a saving throw. 
  An alternative method is to trick the creature into touching 
  the gem after the spell has been cast on it. 
   
   
  Speak with Animals 
  Spell Level: C2, D2 
  Range: Caster 
  Duration: Six turns 
   
  This spell allows the caster to speak with animals. Animals 
  are often helpful towards people who can speak to them. 
  Communicating with animals is not easy, though. 
   
  
  179 
   
  Speak with Monsters 
  Spell Level: C6 
  Range: 10 metres 
  Duration: 3d4 minutes 
   
  The caster can speak with any kind of monster. The monster 
  is not forced to answer. 
   
   
  Speak with Plants 
  Spell Level: C4, D4 
  Range: 10 metres 
  Duration: Six turns 
   
  The caster can communicate with plants. Smaller plants will 
  often move aside at the caster‘s request. Communicating with 
  plants can be difficult. 
   
   
  Speak with Spirits 
  Spell Level: N4 
  Range: 10 metres 
  Duration: One minute per level 
   
  The caster summons the spirit of a dead person to answer his 
  questions. The caster has to speak the spirit‘s language. 
   
   
  Speak with the Dead 
  Spell Level: C3, N3, W4, Wr3 
  Range: Touch 
  Duration: One minute per level 
   
  The caster can ask questions to a corpse. The answers might 
  be cryptic or unclear. The level of the caster determines the 
  age of the corpse he can speak to. The corpse has to be 
  preserved well in any case. 
   
  Table 101: Speak with the Dead 
  Caster Level 
  Maximum Age of the Corpse 
  1 – 6 
  1d4 days 
  7 – 12 
  1d4 month 
  12 – 15 
  1d4 years 
  Higher than 15 
  No age limit 
   
   
  Spectral 
  Spell Level: N8 
  Range: 30 metres 
  Duration: Permanent 
   
  This spell slays a humanoid arcane spellcaster. The target is 
  permitted a saving throw vs. death to avoid the effect. Once 
  slain, the target will return as a spectral after 1d12 hours. It 
  will lose 1d4 levels in the process, but not drop below the 
  fourth level. 
   
   
  Spectral Force 
  Spell Level: I3 
  Range: 80 metres 
   
  This spell works like Greater Phantasmal Force. The illusions last 
  for four rounds after the caster stops concentrating, though. 
  The illusions are realistic, including all senses. 
   
   
  Spectral Sense 
  Spell Level: N1 
  Range: 30 metres 
  Duration: One hour 
   
  The caster gains access to the senses of an animated undead 
  and can see through its eyes, hear through its ears or use any 
  other sense. 
   
   
  Spectral Symbiosis 
  Spell Level: N6 
  Range: Touch 
  Duration: One minute per level 
   
  The target appears as a horrid spirit-like version of itself, 
  though it does not become incorporeal. It is granted a +2 
  bonus to three ability scores of its choice. Anyone not allied 
  to the target has to make a saving throw vs. death if coming 
  closer to the target than ten metres or suffer the effect of 
  Fear. 
   
   
  Spectral Voice 
  Spell Level: N1 
  Range: Five metres per level 
  Duration: One turn per level 
   
  The caster can speak through a corpse or undead. While 
  doing so, he cannot cast other spells. Free-willed undead as 
  strong or stronger as a mummy may make a saving throw. 
   
   
  Spell Copy 
  Spell Level: M9 
  Range: 30 metres plus three per level 
   
  This spell copies the effect of a spell that the wizard has seen, 
  even if he is not aware what spell it actually was. If the caster 
  has a higher level of the experience than the original caster, 
  the spell will be more efficient accordingly. The caster has to 
  remember the spell cast in detail, so spell seen a long time 
  ago are difficult to copy. 
   
   
  
  180 
   
  Spell Potion 
  Spell Level: M4 
  Range: Touch 
  Duration: One hour per level 
   
  This spell allows the caster to put the function of an 
  instantaneous spell into a vial of clear water. Later on, the vial 
  can be drunken and thus the spell comes into effect. The 
  casting of this spell requires the other spell to be cast 
  immediately afterwards. Only spell affecting the caster can be 
  stored this way. 
   
   
  Spell Resistance 
  Spell Level: M8 
  Range: Touch 
  Duration: Four turns per level for one recipient 
   
  The recipient of this spell is protected against mind-affecting 
  spells and gains a +8 bonus for saving throws against them. 
  For powerful spells like Geas, the bonus is reduced as the gam 
  master sees it fit. If cast on more than one target, the 
  duration of the spell is divided equally among the targets. 
   
   
  Spell Missile 
  Spell Level: W2 
  Range: Touch 
  Duration: One round per level or until fired 
   
  This spell allows the caster to put another spell into an arrow 
  or a similar missile. Once the missile hits a target, the effect 
  of the spell is triggered. Only one  
   
   
  Spellsteal 
  Spell Level: M7 
  Range: 10 metre per level 
  Duration: Up to one day 
   
  This spell is stopped by no barrier weaker than the one 
  created by Antimagic Shell. Any arcane spellcaster targeted by 
  it is permitted a saving throw at a -1 penalty. If the saving 
  throw fails, a random spell is transferred to the original 
  caster. Said spell can now be cast anytime within the next 
  twenty-four hours. Spell currently cast cannot be stolen. The 
  caster does not necessarily understand what kind of spell he 
  has just stolen. 
   
   
  Spider Climb 
  Spell Level: M2, N1, S2, Wr2 
  Range: Touch 
  Duration: One round plus one per level 
   
  This spell allows the recipient to climb walls and ceilings if he 
  uses all feet and legs. No spells can be cast while using this 
  ability. 
   
   
  Spider Stich 
  Spell Level: S3 
  Range: Touch 
   
  This spell injects the target with weakening poison. If loses 
  1d6 points of strength right away and 1d4 points of strength 
  one minute later. A saving throw is permitted both times. 
   
   
  Spirit Weapon 
  Spell Level: C2, Wr2 
  Range: Caster 
  Duration: One round per level 
   
  A weapon forms out of thin air in the hands of the caster. It 
  causes 1d6 points of damage plus one point for every three 
  level of the caster starting with level three. It cannot be used 
  by anyone but the caster and does not count as a magical 
  weapon. 
   
   
  Spirit Wrack 
  Spell Level: N3 
  Range: 1o metres 
   
  This spells deals 1d8 damage to a single or 1d4 damage to all 
  incorporeal undead around the caster. All creatures may make 
  a saving throw for half damage. 
   
   
  Squaring the Circle 
  Spell Level: M3 
  Range: Caster 
  Duration: One round per level 
   
  After this spell has been cast, the caster can reshape the area 
  of effect of other spells cast by him afterwards at will. The 
  total area and volume of the spell effect cannot be changed. 
   
   
  Stasis Clone 
  Spell Level: J9 
  Range: Touch 
  Duration: Permanent 
   
  This spell creates a duplicate of the caster that rests in stasis. 
  It is identical to the original, but has one less point of 
  constitution. The clone des not age or require anything to 
  survive. If the caster touches the resting clone later, all 
  memories and experience gathered in the meantime are 
  copied to the clone. If the caster is slain, the clone awakens as 
  a form of reincarnation of the caster. 
   
   
  
  181 
   
  Steal Enchantment 
  Spell Level: M7 
  Range: Touch 
  Duration: Permanent 
   
  This spell allows the caster to transfer an enchantment of a 
  magical item to another one of the same type. The base 
  chance of the spell not functioning is 100% with 5% 
  subtracted per caster level. The spell‘s casting time is one 
  hour. Truly powerful items might be immune to this spell. 
   
   
  Steal Identity 
  Spell Level: S4 
  Range: Touch 
  Duration: One hour per level 
   
  The spell allows the caster to copy the target‘s looks and 
  mannerisms, but not its thoughts and memories. If the target 
  fails a saving throw, it will fall into a coma-like state for the 
  duration of the spell. The creature has to have a size close to 
  that of the caster. 
   
   
  Steal Youth 
  Spell Level: W4 
  Range: Touch 
  Duration: Permanent 
   
  This spell works like Restore Youth, but additionally ages 
  another creature. The creature has to be of a species similar 
  to the one of the caster. The victim can restore the lost years 
  by killing the witch. The spell does not work on creatures that 
  do not age anyway. 
   
   
  Steam Blast 
  Spell Level: I3 
  Range: Caster 
  Duration: One round per two levels 
   
  This spell creates a cloud of hot vapour twelve metres long 
  and three metres wide at the terminus. It inflicts 1d6 points 
  of damage per level of the caster up to a maximum of 10d6 
  points of damage. A saving throw is permitted for half 
  damage. Creatures based on vapour are unaffected by the 
  spell in general. Elemental creatures based on air or water 
  take only half damage. Anyone who fails and additional 
  saving throw passes out for 3d4 rounds and takes one 
  additional point of damage per round until removed from the 
  steam. Everyone else is blinded while in the steam and for 
  1d2+1 additional rounds after leaving it. Underwater, the 
  steam has not effect but its initial damage. 
   
   
  Stench of Death 
  Spell Level: N3 
  Range: 10 metres 
  Duration: One hour 
   
  This spell affects an area with a radius of fifteen metres. The 
  area is filled with a foul smell. Every creature caught within 
  that fails a saving throw vs. paralysation rolls over and will 
  not be able to fight of cast spells. The creature can still move, 
  though. Once outside the affected area, one round of fresh 
  air is needed to be able to be combat-ready again. The effect 
  is magical and the stench cannot be cleared by wind. 
   
   
  Stench of Decay 
  Spell Level: N1 
  Range: Caster 
  Duration: One turn per level 
   
  The caster starts to smell like a rotting corpse. Victims within 
  a ten-metre radius must make a saving throw vs. death or will 
  suffer a -2 malus to THACO for 2d6 rounds. 
   
   
  Sticks to Snakes 
  Spell Level: C4, D5 
  Range: Touch  
  Duration: One hour 
   
  This spell turns up to 2d8 normal sticks into snakes under the 
  caster‘s command. One in two snakes will be venomous. The 
  snakes turn back into stick if slain or after the spell‘s 
  duration. 
   
   
  Stone Tell 
  Spell Level: D6 
  Range: Caster 
  Duration: One round per level 
   
  This spell allows the caster to communicate with worked or 
  natural stone. Communicating with stone is difficult and 
  requires the caster to concentrate. 
   
   
  Stone to Flesh 
  Spell Level: M6 
  Range: 40 metres 
  Duration: Permanent 
   
  This spell can be used to turn petrified creatures back into 
  their living selves. It can also turn regular stones into an 
  amorphous mass of flesh. 
   
   
  
  182 
   
  Stoneflight 
  Spell Level: M1 
  Range: Thirty metres 
  Duration: Three turns per level 
   
  This spell affects three slingers per level of the caster up to a 
  maximum of thirty creatures. The slingers can cast their 
  missiles twice as far and inflict one additional point of 
  damage.  
   
   
  Stop Heart 
  Spell Level: S5 
  Range: Touch 
   
  This spell causes a heart attack and drops a living target to 
  1d6 negative hit points if it fails a saving throw vs. death. 
   
   
  Strength 
  Spell Level: M2 
  Range: Touch 
  Duration: 1d8 hours 
   
  This spell temporally adds 1d8 additional points of strength 
  to a creature. Medium-sized creatures cannot gain an ability 
  score greater than 18 this way. The effect might be limited for 
  small or weak creatures. 
   
   
  Strengthen Stone 
  Spell Level: D5 
  Range: 30 metres 
  Duration: One day 
   
  This spell gives a stone structure a +4 saving throw bonus 
  against physical damage. Stone-based creatures gain a +1 
  armour class and saving throw bonus.  
   
   
  Stumble 
  Spell Level: D2 
  Range: Touch 
  Duration: One turn per level or until triggered 
   
  This spell allows the caster to enchant a small object like a 
  stick, a short rope or something else made of organic 
  material. If anyone, the caster included, steps on the objects, 
  a saving throw is required. A +4 bonus is granted if the target 
  is aware of the trap. If the target fails and is running, it takes 
  1d6 points of damage and is stunned for 1d4+1 rounds if 
  falling hard. If falling soft or not running, it is just stunned 
  for one round.  
   
   
  Stun 
  Spell Level: M7 
  Range: 40 metres 
  Duration: 1d6 or 2d6 turns 
   
  This spell stuns a creature with less than 35 hit points for 2d4 
  days. If it has between 36 and 70 hit points, it is blinded for 
  1d4 days. Creatures with more than 80 hit points are not 
  affected. Targets are not permitted a saving throw. 
   
   
  Stunning Screech 
  Spell Level: Wr2 
  Range: Caster 
  Duration: One round 
   
  The caster emits the piercing shriek of a vrock. Every 
  creature within a radius of fifteen metres that fail a saving 
  throw will be stunned for one round. 
   
   
  Stupor 
  Spell Level: S3 
  Range: Touch 
  Duration: One hour per level 
   
  This spell puts a creature that is already stunned, paralysed or 
  otherwise helpless in a state where is cannot think clearly or 
  take actions. It can be dragged along by other people, but not 
  will not move on its own. The target is permitted a saving 
  throw. 
   
   
  Sudden Death 
  Spell Level: M6, N7 
  Range: 40 metres 
   
  This spell kills up to 2d8 creatures with less than seven hit 
  dice within a radius of twenty metres. 
   
   
  Suggestion 
  Spell Level: I3, J4, M3, W4 
  Range: 20 metres 
  Duration: One week 
   
  The caster makes a magical suggestion to the victim. If it fails 
  a saving throw, it will follow the suggestion, though not 
  necessarily immediately. It is more difficult to suggest things 
  the creature would not do normally. 
   
   
  Summon Animals I 
  Spell Level: D4 
  Range: 10 metres 
  Duration: One hour 
   
  This spells summons a number of animals into the caster‘s 
  service. It will be one animal larger than a man, three animals 
  the size of a man or six animals smaller than a man. 
  
  183 
   
  Depending on the environment, the game master decides 
  what animals appear.  
   
   
   
  Summon Animals II 
  Spell Level: D5 
  Range: 10 metres 
  Duration: Two hours 
   
  This spells summons a number of animals into the druid‘s 
  service. It will be two animals larger than a man, six animals 
  the size of a man or twelve animals smaller than a man. 
  Depending on the environment, the game master decides 
  what animals appear.  
   
   
  Summon Animals III 
  Spell Level: D6 
  Range: 10 metres 
  Duration: Three hours 
   
  This spells summons a number of animals into the druid‘s 
  service. It will be four animals larger than a man, twelve 
  animals the size of a man or twenty-four animals smaller than 
  a man. Depending on the environment, the game master 
  decides what animals appear. 
   
   
  Summon Shadow 
  Spell Level: I5, Wr5 
  Range: Five metres 
  Duration: One round plus one per level 
   
  This spell summons one shadow per three caster levels. The 
  shadows are under the caster‘s full command and remain 
  until slain or until the spell‘s duration ends. 
   
   
  Summon Undead I 
  Spell Level: N3 
  Range: 10 metres 
  Duration: Six rounds 
   
  This spells summons undead into the caster‘s service. Roll 
  1d4 to determine what kind of undead appear. They need one 
  turn to arrive and remain for the spell‘s duration or until 
  slain. 
   
  Table 102: Summon Undead I 
  Die Roll 
  Undead Summoned 
  1 
  1d2 Zombies 
  2 
  1 Zombie, 1 Skeleton 
  3 
  1d2 Skeletons 
  4 
  1 Ghoul 
   
   
  Summon Undead II 
  Spell Level: N4 
  Range: 10 metres 
  Duration: Six rounds 
   
  This spells summons undead into the caster‘s service. Roll 
  1d4 to determine what kind of undead appear. They need one 
  turn to arrive and remain for the spell‘s duration or until 
  slain. 
   
  Table 103: Summon Undead II 
  Die Roll 
  Undead Summoned 
  1 
  1d4 Zombies 
  2 
  1d2 Ghouls 
  3 
  1d4 Skeletons 
  4 
  1 Shadow 
   
   
  Summon Undead III 
  Spell Level: N5 
  Range: 10 metres 
  Duration: Six rounds 
   
  This spells summons undead into the caster‘s service. Roll 
  1d4 to determine what kind of undead appear. They need one 
  turn to arrive and remain for the spell‘s duration or until 
  slain. 
   
  Table 104: Summon Undead III 
  Die Roll 
  Undead Summoned 
  1 
  1d8 Skeletons 
  2 
  1d4 Ghouls 
  3 
  1d2 Shadows 
  4 
  1 Wight 
   
   
  Summon Undead IV 
  Spell Level: N6 
  Range: 10 metres 
  Duration: Six rounds 
   
  This spells summons undead into the caster‘s service. Roll 
  1d4 to determine what kind of undead appear. They need one 
  turn to arrive and remain for the spell‘s duration or until 
  slain. 
   
  Table 105: Summon Undead IV 
  Die Roll 
  Undead Summoned 
  1 
  1d8 Ghouls 
  2 
  1d4 Shadows 
  3 
  1d2 Wights 
  4 
  1 Wraith 
   
   
  
  184 
   
  Summon Undead V 
  Spell Level: N7 
  Range: 10 metres 
  Duration: Six rounds 
   
  This spells summons undead into the caster‘s service. Roll 
  1d6 to determine what kind of undead appear. They need one 
  turn to arrive and remain for the spell‘s duration or until 
  slain. 
   
  Table 106: Summon Undead V 
  Die Roll 
  Undead Summoned 
  1 
  1d6 Shadows 
  2 
  2d12 Skeletons 
  3 
  1d4 Wights 
  4 
  1d2 Mummies 
  5 
  1d2 Wraith 
  6 
  1 Spectre 
   
   
  Summon Undead VI 
  Spell Level: N8 
  Range: 10 metres 
  Duration: Six rounds 
   
  This spells summons undead into the caster‘s service. Roll 
  1d6 to determine what kind of undead appear. They need one 
  turn to arrive and remain for the spell‘s duration or until 
  slain. 
   
  Table 107: Summon Undead VI 
  Die Roll 
  Undead Summoned 
  1 
  1d6 Wights 
  2 
  2d12 Ghouls 
  3 
  1d2 Spectres 
  4 
  1d4 Mummies 
  5 
  1d4 Wraith 
  6 
  1 Greater Mummy 
   
   
  Summon Undead VII 
  Spell Level: N9 
  Range: 10 metres 
  Duration: Six rounds 
   
  This spells summons undead into the caster‘s service. Roll 
  1d6 to determine what kind of undead appear. They need one 
  turn to arrive and remain for the spell‘s duration or until 
  slain. 
   
  Table 108: Summon Undead VII 
  Die Roll 
  Undead Summoned 
  1 
  1d6 Wraith 
  2 
  2d6 Wights  
  3 
  1d4 Mummies 
  4 
  1d2 Spectres 
  5 
  1d2 Greater Mummies 
  6 
  1d2 Vampires 
   
   
  Sun Blessing 
  Spell Level: W1 
  Range: Touch 
  Duration: One round for every two level 
   
  This spell heals 1d4 hit points of damage every round as long 
  as the recipient is directly in sunlight. It does not affect 
  undead. 
   
   
  Sunburst 
  Spell Level: C5, W7 
  Range: 20 metres 
   
  This spell creates a ball of light which burst in a radius of 
  twenty-five metres. All creatures in the area are blinded 
  unless they make a saving throw vs. paralysis and take 6d6 
  points of damage unless they make a saving throw vs. magic. 
  The burst deals double damage to undead. Undead sensitive 
  to light failing their saving throw vs. magic are destroyed. 
   
   
  Surelife 
  Spell Level: J8 
  Range: Caster 
  Duration: 3d4 rounds 
   
  This spell protects the caster from one specific cause of death 
  specified while the spell is cast, even if that effect would 
  otherwise definitely kill the caster. 
   
   
  Sustain Fire 
  Spell Level: M1 
  Range: Five metres per level 
  Duration:  
   
  This spell allows any non-magical fire within a radius of two 
  metres to consume its fuel at one-tenth of the normal rate. 
  The fire still burns as bright and warm as usual. 
   
   
  Swift Mount 
  Spell Level: M2 
  Range: Touch 
  Duration: Two hour plus three turn per level 
   
  This spell allows a mount to run, fly or swim at double speed. 
  After the spell‘s duration ends, the mount will be exhausted 
  and refuse to move on four twenty-four hours. 
   
   
  Swim 
  Spell Level: M1 
  Range: Touch 
  Duration: Three rounds per level 
   
  This spell allows a creature to swim at half its land speed. 
  Creatures who already know how to swim will swim at their 
  land speed unless their swimming speed is already better. 
  
  185 
   
  Sword of the Stars 
  Spell Level: M7 
  Range: Touch 
  Duration: One round per level 
   
  This spell enchants an ordinary sword and turns it into a 
  translucent one. The sword will attack a target of the caster‘s 
  choice and follow it everywhere. The sword has a THACO of 
  eight, armour class eighteen and twenty-two hit points. If can 
  be destroyed or dispelled. If can attack creatures immune to 
  weapons up to an enchantment of +4. The sword moves at 
  twice the caster‘s speed. 
   
   
  Swordfire 
  Spell Level: M4 
  Range: Touch 
  Duration: One round per level 
   
  This spell causes a metal blade to erupt in flames. The 
  weapon is considered a +2 magical weapon, though the 
  wielder gets no direct damage or THACO bonus. The flames 
  inflict an additional 2d6 points of fire damage. Undead suffer 
  an additional 1d12 points of damage on top of the flame 
  damage. The caster can end this spell prematurely at will. 
   
   
  Symbol 
  Spell Level: C7, M8, Wr7 
  Range: Touch 
  Duration: Until triggered 
   
  The magic symbol is a rune written by the caster which acts 
  like a trap. A variety of effects can be triggered if someone 
  touches the rune or passes it. 
   
  Table 109: Magic Symbol 
  Symbol 
  Effect 
  Death 
  Deals eighty points of damage 
  Discord 
  A group of creatures starts arguing and fighting 
  Fear 
  The Fear spell is cast 
  Insanity 
  Up to 100 hit dice of creatures are driven insane 
  Sleep 
  The Sleep spell is cast at twice the effect 
  Stun 
  The Stun spell is cast on up to 150 hit dice of creatures 
   
   
  Taunt 
  Spell Level: J3 
  Range: 50 metres 
  Duration: 1d6 rounds plus one per level 
   
  The caster taunts the target. If the target fails a saving throw, 
  it has to attack the caster and will ignore all other treats. 
  Other creatures will be attack if they try to stop the target. 
   
   
  Telekinesis 
  Spell Level: M5, W5 
  Range: Caster 
  Duration: One hour  
   
  This spell grants the caster the ability to move objects 
  without touching them. The mass of the object can be up to 
  ten kilogrammes per level of the caster. 
   
   
  Teleport 
  Spell Level: M5, W5 
  Range: Touch 
   
  This spell teleports the caster or another person to a location 
  on the same plane known to the caster. If the caster has 
  never been to the location or has not studied it carefully, 
  there is a certain chance that he will die during and his soul is 
  lost. Unwilling targets cannot be teleported. 
   
   
  Teleport Block 
  Spell Level: J8 
  Range: 15 metres plus three per level 
  Duration: Eight hours plus one per level 
   
  This spell affects an area with a radius of twenty metres. 
  Teleport and Teleport-like effects will not work in that area for 
  the spell‘s duration, including Pass Wall and similar spells. 
   
   
  Teleport Undead 
  Spell Level: N6 
  Range: Five metres 
   
  This spell works like Teleport, but lets the caster transport 1d4 
  undead creatures. 
   
   
  Temporal Stasis 
  Spell Level: M9 
  Range: Five metres 
  Duration: Permanent 
   
  The caster has to make an attack roll for this spell to be 
  successful. If the roll is made, the target is frozen in time. It 
  will not move, age or have any memories of the time passed 
  by once the effect is broken. Dispel Magic or similar means to 
  remove the magic are needed to save the victim. A saving 
  throw is not permitted, 
   
   
  Tentacle Grip 
  Spell Level: N5 
  Range: Caster 
  Duration: One round plus one per level 
   
  This spell causes two black, rubbery tentacles spread from the 
  caster‘s hands to two different targets up to thirty metres 
  away. The victims are attacked normally by the caster with a 
  
  186 
   
  +3 THACO bonus. If a tentacle misses, it comes back to the 
  caster and can be used again two rounds later. If it hits, it 
  does 1d4 points of damage plus one per level of the caster. If 
  the target additionally fails a saving throw, it takes double 
  damage and another 2d4 points of damage from constriction 
  until the spell‘s duration ends of the tentacles fades away. 
  There is a 50% chance per round of the tentacle fading away. 
  If the saving throw is made, the tentacle inflicts an additional 
  1d4 points of damage the next round and then fades away. 
   
   
  Tentacle Walls 
  Spell Level: N8 
  Range: Touch 
  Duration: Until all tentacles are destroyed 
   
  This spell allows the caster to enchant a medium-sized room. 
  If anyone not authorised by the caster enters it, six black 
  tentacles emerge from the walls and attack the intruders. 
  Each tentacle has a 50% chance of hitting a target each round 
  and inflicting 1d6 points of damage. The tentacles have AC 0 
  and twenty-fife hit points. If reduced to naught hit points, the 
  fall of and disappear in a puff of black smoke. 
   
   
  Thornwrack 
  Spell Level: D5 
  Range: Touch 
  Duration: One thorn per level 
   
  This spell causes one thorn per turn to painfully pierce the 
  target‘s flesh from within. Each thorn causes 1d3 points of 
  damage. Victims with more thorns than hit dice become 
  paralysed. After the last thorn appeared, the thorn will 
  disappear with a rate of one thorn per turn. Heal eliminates all 
  existing throns. 
   
   
  Throbbing Bones 
  Spell Level: N5 
  Range: 10 metres 
  Duration: One round per level 
   
  This spell causes the bones of the affected creature to throb 
  and pulsate in its body. Only creatures that actually have 
  bones are affected. The creature receives a -2 armour class 
  and THACO penalty, its movement rate is halved and it 
  suffers 1d4 points of damage per round. A single saving 
  throw is permitted for half damage. 
   
   
  Tiger Eye 
  Spell Level: M1 
  Range: Touch 
  Duration: One round per level 
   
  This spell grants a creature twilight vision. Creatures that 
  already have twilight vision gain darkvision. Creatures that 
  already have darkvision can see twice as far. 
   
   
  Time Stop 
  Spell Level: M9 
  Range: Caster 
  Duration: 1d4+1 rounds 
   
  This spell stops the time in a five-metre radius around the 
  caster. Everything else in the area is frozen, but the caster can 
  act freely. 
   
   
  Toad Curse 
  Spell Level: W3 
  Range: 20 metres plus two per level 
  Duration: Two rounds per level 
   
  This spell affects 1d4 humanoids with a maximum of three 
  hit dice per caster level. The targets will think they are toads 
  and behave accordingly. While they will usually not attack, 
  they might try to tackle or eat someone attacking them. 
   
   
  Tongues 
  Spell Level: C4, Wr4 
  Range: Caster 
  Duration: One round 
   
  This spell grants the caster the ability to communicate with 
  any intelligent creature in a fifteen metre radius around him. 
   
   
  Toxic Cloud 
  Spell Level: M5, Wr5 
  Range: 30 metres 
  Duration: One hour 
   
  This spell creates a cloud of poisonous gas with a radius of 
  five metres. It moves directly forward with a speed of two 
  metres per round. Anyone touching the cloud has to make a 
  saving throw vs. death or is immediately killed. 
   
   
  Transform Liquids 
  Spell Level: M1 
  Range: Touch 
  Duration: Permanent 
   
  This spell transforms one kind of liquid into another. The 
  caster can transform up to three litres per level and has to 
  swallow a small cup of the liquid the wants to have before the 
  casts the spell. 
   
   
  Transvection 
  Spell Level: W3 
  Range: Caster 
  Duration: 1d8 turns plus two turns per level 
   
  The caster is able to fly at her normal speed. She intuitively 
  knows when the spell‘s duration will end. If additionally using 
  
  187 
   
  a broom, the caster can fly at twice the normal speed and has 
  a higher manoeuvrability. 
   
   
  Trap Possessor 
  Spell Level: C4, Wr4 
  Range: Five metres 
  Duration: Permanent 
   
  This spell traps a creature that possesses other creatures or 
  can move its mind out of its body in the body it currently has 
  possessed unless it makes a successful saving throw. 
   
   
  Tree Shape 
  Spell Level: D3 
  Range: Caster 
  Duration: Six turns plus one per level 
   
  The caster transforms into a small tree. While in tree form, 
  the caster can observe the area surrounding him. If he moves, 
  is attacked or attacks himself, the transformation ends. The 
  tree species the caster transforms into will always fit the 
  environment. 
   
   
  Tree Spirit 
  Spell Level: D7 
  Range: Touch 
  Duration: Permanent 
   
  This spell links the caster to a tree. The caster will age at one 
  tenth of the usual speed. The caster suffers any damage done 
  to the tree as well, but the tree does not suffer damage done 
  to the caster. When the caster dies with the tree intact, he can 
  only be resurrected near the tree. Otherwise, the caster will 
  reincarnate as a treant 2d10 weeks after his death. 
   
   
  Trick 
  Spell Level: I7, J7 
  Range: 80 metres plus 10 per level 
  Duration: One turn per level 
   
  This powerful illusion enables the caster to exchange his 
  appearance and position with any target within range. The 
  target is not permitted saving throw. Caster and target are 
  teleported unnoticed to each other‘s positions. 
   
   
  True Seeing 
  Spell Level: C5, I6, M5, W5, Wr5 
  Range: Touch 
  Duration: One round per level 
   
  The recipient of this spell sees the world as it really is. He can 
  see through normal and magical darkness and see invisible 
  creatures and objects. Transformed creatures appear in their 
  true form. Some creatures might be immune to this spell. 
   
  Uncanny Contortion 
  Spell Level: J2 
  Range: Caster 
  Duration: One turn 
   
  This spell works like Contortion, but grants a +10 armour class 
  bonus. 
   
   
  Understand Device 
  Spell Level: C7 
  Range: 10 metres 
   
  This spell allows the caster to understand how a device, 
  mechanical or magical, is constructed and how it functions. 
  To use it, practice may still be necessary. 
   
   
  Undying Fire 
  Spell Level: W3 
  Range: Five metres 
  Duration: Permanent 
   
  This spell lets a flame burn forever without consuming any 
  combustible material. The fire cannot be extinguished by 
  magic and will burn without air or underwater. It does radiate 
  heat and can ignite burnable materials. 
   
   
  Unnerving Gaze 
  Spell Level: Wr1 
  Range: 15 metres plus two per level 
  Duration: One round per level 
   
  This spell allows the caster to assume the face of the departed 
  lover or mortal enemy of a specific creature within range. 
   
   
  Unseen Limb 
  Spell Level: M4, N4 
  Range: Touch 
  Duration: One hour per level 
   
  This spell creates and invisible limb. It can replace a missing 
  limb or create and extra one. It functions as a normal limb, 
  but can also become immaterial at will of the recipient of the 
  spell. It bestows not extra senses than touch. 
   
   
  
  188 
   
  Unseen Servant 
  Spell Level: M1 
  Range: Three metres 
  Duration: Six turns plus one per level 
   
  This spells creates an unseen servant, an invisible, mindless 
  force that serves its creator. The unseen servant has the 
  strength of a child and can fetch things, open doors or 
  perform similar tasks. The unseen servant never attack and 
  cannot be slain by normal means, as it is a magical force, not 
  a true being. 
   
   
  Unwilling Wood 
  Spell Level: D7, W9 
  Range: Five metres per level 
  Duration: Permanent 
   
  This spell transforms creatures with total hit dice equal to the 
  caster into trees. The targets are permitted a saving throw and 
  can only be transformed while standing on the ground. After 
  being transformed over the course of three rounds, the 
  victims are trees, but retain their intelligence and memories. 
   
   
  Utterdark 
  Spell Level: Wr6 
  Range: Caster 
  Duration: One hour per level 
   
  Unnatural darkness spreads from the caster with a radius of 
  thirty metres plus ten per caster level. The darkness cannot be 
  countered by magical light. The caster and his allies can see 
  normally in the darkness. Evil creatures have their vision 
  reduced to twenty metres. Everyone else cannot see. 
   
   
  Veil 
  Spell Level: I6 
  Range: Three metres per level 
  Duration: Two turns per level 
   
  This spell alters the appearance of an area of twenty square 
  metres, including the creatures on it. The illusion is perfect to 
  the normal eye, even if touched. All altered creatures resume 
  their true appearance if slain. 
   
   
  Veneration 
  Spell Level: W7 
  Range: 10 metres 
  Duration: Permanent 
   
  This spell permanently changes the attitude of a person 
  towards the caster. The target will always view the caster in 
  the best light. It is not under the caster‘s command, though, 
  and will be confused if the caster suggests things that are 
  against the target‘s character. 
   
   
  Venom Touch 
  Spell Level: W6 
  Range: Touch 
  Duration: One round per level 
   
  This spell renders the recipient immune to all kinds of 
  poisons, but does not neutralise poisons taken beforehand. 
  Furthermore, the recipient can pass the effect of the poison 
  on to any other victim he touches. The victim is permitted a 
  saving throw vs. death to avoid getting poisoned. 
   
   
  Vertigo 
  Spell Level: W1 
  Range: 10 metres 
  Duration: One round per level 
   
  This spell causes the target to have a feeling of vertigo. 
  Unless the target stands still, it suffers a -4 malus to THACO. 
  Creatures like natural flyers are immune to this spell. 
   
   
  Vision 
  Spell Level: W4 
  Range: One week into the future 
   
  This spell works like Augury, but may predict the 
  consequences of an event up to one week into the future. 
  The spell does 
  not consider massive changes of 
  circumstances, so the outcome of an event may be changed 
  after the prediction. 
   
   
  Virtue 
  Spell Level: D1 
  Range: Touch 
  Duration: One round 
   
  This spell grants the target one temporary hit point. It does 
  not work on creatures with negative hit points or undead. 
   
   
  Void Armour 
  Spell Level: S6 
  Range: Caster 
  Duration: One round per level 
   
  This spell creates black armour around the caster. The 
  armour grants a +8 bonus to armour class. It does not hinder 
  the caster, but all spell cast while the spell lasts fail in one of 
  two cases. All creatures touching the armour and failing a 
  saving throw will take 1d10 points of cold damage. 
   
   
  Wail of the Banshee 
  Spell Level: W8 
  Range: Caster 
   
  This spell kills every creature in a radius of ten metres plus 
  one per level around the caster. Allies of the caster and deaf 
  
  189 
   
  creatures are not affected. Targets with more than four hit 
  dice are granted a saving throw vs. death to avoid being 
  killed. If the save is made, the target is still deaf for 1d6 
  rounds. 
   
   
  Wall of Bones 
  Spell Level: N4 
  Range: Three metres per level 
  Duration: One round per level 
   
  An immobile wall of writhing interlocking bones rises from 
  the earth. It is one third of a metre per caster level thick and 
  covers up to an area of 3x3 metres. The wall attacks any 
  hostile target in proximity for 2d4 points of damage. 
   
   
  Wall of Fire 
  Spell Level: D5, M4, Wr4 
  Range: 20 metres 
  Duration: Until the concentration is broken 
   
  The caster summons a wall of fire, which can either be 
  twenty metres long and eight metres high or have a radius of 
  five metres and also be eight metres high. Any creature with 
  less than four hit dice perishes if it tries to pass the wall. Any 
  other creature which passes through the wall suffers 1d6 
  points of damage. Undead suffer double damage. 
   
   
  Wall of Fog 
  Spell Level: I1 
  Range: 20 metres 
  Duration: Until the concentration ends 
   
  The caster creates an immobile wall of fog with a radius of 
  five metres and a height eight metres or similar dimensions. 
  The fog is immobile and remains as long as the caster 
  concentrates. 
   
   
  Wall of Force 
  Spell Level: M5 
  Range: 20 metres 
  Duration: One round plus one per level 
   
  This spell creates an invisible wall made of force immune to 
  all kinds of damage. The wall is half a metre thick and twenty 
  metres long. The wall can be destroyed by Disintegration. 
   
   
  Wall of Ice 
  Spell Level: M4, N4, Wr4 
  Range: 20 metres 
  Duration: Until the concentration is broken 
   
  The caster summons a wall of ice, which can either be twenty 
  metres long and eight metres high or have a radius of five 
  metres and also be eight metres high. It is difficult to see 
  anything through the ice. Any creature with less than four hit 
  dice perishes if it tries to pass the wall. Any other creature 
  which passes through the wall suffers 1d6 points of damage. 
  Fire-based creatures suffer double damage. 
   
   
  Wall of Iron 
  Spell Level: M5 
  Range: 20 metres 
  Duration: Two hours 
   
  The caster summons a wall of iron. It is one metre thick and 
  fifteen metres long and high. 
   
   
  Wall of Gloom 
  Spell Level: N5 
  Range: 20 metres 
  Duration: Six rounds plus one per level 
   
  This spells creates a barrier of pure darkness. It is two metres 
  thick, six metres high and six metres long per level of the 
  caster. Anyone touching the wall who fails a saving throw vs. 
  magic runs away in terror. Anyone who succeeds and tries to 
  pass though the wall must make another saving throw to 
  avoid being paralysed. The caster and undead creatures can 
  pass through the wall without being harmed. 
   
   
  Wall of Roses 
  Spell Level: W6 
  Range: 15 metres per level 
  Duration: One week plus one day per level 
   
  This spell summons a thick wall of roses. The caster can 
  create three metres of roses per level. The roses have a colour 
  of the caster‘s choice and are immune to non-magical fire. 
  The wall if moving constantly, so any creature trying to hack 
  its way through will suffer 2d10 points of damage plus one 
  point per caster level. It takes 1d3+1 rounds to hack through 
  the hedge. When the wall forms, it will move around 
  creatures and not trap them. 
   
   
  Wall of Thorns 
  Spell Level: D6 
  Range: 20 metres 
  Duration: One turn per level 
   
  This spell creates a wall made of thick and nasty thorns. The 
  caster can create three square metres of thorns per level. 
  Every creatures trying to move through the thorns suffers 
  2d8 points of damage per three metres. An edged weapon 
  can destroy three metres of thorns in four turns. Magical fire 
  only needs two turns. 
   
   
  
  190 
   
  Wall of Wind 
  Spell Level: C3 
  Range: 15 metres 
  Duration: One round per level 
   
  This spell creates a wind barrier It is one metre wide and half 
  a metre long per level of the caster and always half a metre 
  thick. Very small creatures cannot pass it, though larger 
  creatures and incorporeal ones can. Missile weapon will be 
  deflected by the wall in one out of three cases. Gas cannot 
  pass the wall. 
   
   
  Wandbane 
  Spell Level: M1 
  Range: 30 metres 
  Duration: 1d8 rounds 
   
  This spell prevents a creature from using wands, staffs or 
  rods. Any items in possession of the target at the time of the 
  casting and handed to someone else will still not work for the 
  duration of the spell. 
   
   
  Warmth 
  Spell Level: M1 
  Range: Touch 
  Duration: Six turns per level 
   
  This spell protects the target from dangerous cold and 
  reduces the damage from cold-based attacks by one point of 
  damage per damage die. 
   
   
  Warp Wood 
  Spell Level: D2 
  Range: 20 metres 
  Duration: Permanent 
   
  This spell warps, twists and bends wood. It affects about one 
  kilogramme of wood per level of the caster. 
   
   
  Water Breathing 
  Spell Level: C3, D3, M3 
  Range: 10 metres 
  Duration: Two hours 
   
  The recipient of this spell can breathe underwater for its 
  duration. 
   
   
  Water Walk 
  Spell Level: C3 
  Range: Touch 
  Duration: One turn per level 
   
  This spell allows one creature per level of the caster to walk 
  on water as if it was solid ground. If a target is engulfed by a 
  wave or any other form of moving water, it will still go under. 
  Web 
  Spell Level: J2, M2 
  Range: 10 metres 
  Duration: 1d10 hours 
   
  Sticky spider webs fill an area with a radius of three metres. If 
  using a sword, torch or similar help, someone will still need a 
  turn to get through. Without any help, it takes at least thrice 
  as long. 
   
   
  Whirlwind 
  Spell Level: J3, W3 
  Range: Touch 
  Duration: Two rounds per level 
   
  This spell causes strong wind to blow around the recipient. 
  All creatures trying to use a missile attack against the recipient 
  get a -3 THACO malus. 
   
   
  Whispering Ward 
  Spell Level: D1 
  Range: Touch 
  Duration: Until triggered or dispelled 
   
  This spell allows the caster to enchant an organic object. If 
  someone touches the objects, a breeze of wind alerts the 
  caster provided he stays within a one-kilometre radius from 
  the object. 
   
   
  White Beam 
  Spell Level: D5 
  Range: Caster 
   
  This spell lets a beam of white light burst from the caster‘s 
  hands. The beam has a range of fifteen metres plus one per 
  caster level and deals 1d4 points of damage per caster level to 
  undead, constructs and other forms of unnatural life. 
   
   
  Wind Walk 
  Spell Level: C7 
  Range: Touch 
  Duration: One day 
   
  The caster and one other person touching him turn into 
  magical mist and are able to pass through walls. They also 
  travel at four times their normal speed. 
   
   
  Witch Barrier 
  Spell Level: W8 
  Range: Caster 
  Duration: One round per level 
   
  This spell protects the caster from damage. The damage 
  absorbed by the barrier is three points of damage per caster 
  
  191 
   
  level. The barrier also grants a +5 bonus to saving throws vs. 
  magic. 
   
   
  Witch Bile 
  Spell Level: W5 
  Range: Caster 
   
  This spell makes a cone-shaped stream of acerbic bile extend 
  two metres per caster level from the caster‘s hands. It deals 
  1d4+1 points of damage per caster level to every creature in 
  the area. 
   
   
  Witch Curse 
  Spell Level: W3 
  Range: 10 metres 
  Duration: Permanent 
   
  This spell puts a curse on the victim. The curse can only be 
  removed by Remove Curse or special circumstances defined 
  by the game master. Roll 1d10 to determine the effect. 
   
  Table 110: Witch Curse 
  Die Roll 
  Type of Curse 
  1 
  The victims feet swell to twice their original size 
  2 
  The target starts stuttering 
  3 
  -5 malus to every non-combat roll 
  4 
  The target always says the truth 
  5 
  -5 malus to a random ability score 
  6 
  All food starts to taste terrible 
  7 
  -3 malus to THACO, saving throws and checks 
  8 
  The victim forgets hoe to use type of weapon 
  9 
  One of the target‘s limbs turns into an animal limb 
  10 
  The target falls in love with someone new every day 
   
   
  Witch Fog 
  Spell Level: W4 
  Range: 50 metres 
  Duration: One turn plus one per level 
   
  This spell summons eerie green fog accompanied by screams 
  and laughter from the ground in an area with a radius of 30 
  metres. Every creature engulfed in the fog has its sight 
  reduced to three metres and gets a -5 malus to THACO. 
  Additionally, all creatures have to make a successful saving 
  throw or will be scared by the fog. Scared creatures do not 
  necessarily flee, but get -2 malus to armour class and saving 
  throws. 
   
   
  Witch Power 
  Spell Level: W4 
  Range: Caster 
  Duration: One round per level 
   
  This spell grants the caster a +1 bonus to TAHCO and 
  damage per level. She also gains one temporary hit points for 
  every level. 
   
   
  Witch Sense 
  Spell Level: W1 
  Range: Caster 
  Duration: one per level 
   
  This spell allows the witch to sense things like water, plants 
  or minerals in a radius of thirty metres plus ten metres per 
  level around her. The spell does not locate specific creatures 
  or objects. 
   
   
  Wither 
  Spell Level: W2 
  Range: Caster 
  Duration:  
   
  This spell instantaneously destroys all minor vegetation in a 
  radius of five metres plus one per caster level around the 
  caster. Larger plant-based creatures suffer 1d6 points of 
  damage per caster level up to maximum of 6d6. 
   
   
  Withering Touch 
  Spell Level: W4 
  Range: Touch 
  Duration: One hour 
   
  This spell temporarily drains 2d8 ability points of the target‘s 
  strength score. The target will deal less damage and can carry 
  less weight accordingly. 
   
   
  Wizard Lock 
  Spell Level: M2 
  Range: Touch 
  Duration: Permanent until dispelled 
   
  This spell works like Hold Portal, but is permanent until 
  dispelled. Creatures resistant to magic can still pass the door 
  without a problem. Knock will open the door once, but not 
  permanently destroy the spell. 
   
   
  Wood to Metal 
  Spell Level: D7 
  Range: 40 metres 
  Duration: Permanent 
   
  This spell transforms wood in an area of three times three 
  metres into random kinds of metal. Each piece of wood is 
  permitted a saving throw. 
   
   
  Word of Recall 
  Spell Level: C6, Wr6 
  Range: Caster 
   
  The caster is teleported without error back to a prepared 
  sanctuary. 
   
  
  192 
   
  Words of Fire 
  Spell Level: I2 
  Range: Caster 
  Duration: One hour 
   
  This spell allows the caster to write fiery letters into the air or 
  on inorganic surfaces other than water. The caster can write 
  up to ten letters per level. The fire is illusionary and cannot 
  ignite anything. Water will not extinguish it. It is not possible 
  to write magical symbols using this spell. 
   
   
  Wound Conferral 
  Spell Level: N7 
  Range: Touch 
   
  Caster can transfer up to three points of damage per level 
  from one creature to the other. The creatures must either be 
  willing, asleep or unconscious. 
   
   
  Zombie Servant 
  Spell Level: N2 
  Range: 10 metres 
  Duration: One turn plus one turn per level 
   
  This spells animates one human-sized or smaller zombie. The 
  zombie will obey simple commands until it is destroyed. 
  After the duration of the spell, the zombie crumbles to dust. 
  One zombie per two levels of experience can be animated. 
   
   
  Zone of Death 
  Spell Level: N9 
  Range: 20 metres 
  Duration: Permanent 
   
  This spell curses the area around the caster. Any living 
  creature who enters the zone suffers 1d4 damage per round. 
   
   
  Zone of Dread 
  Spell Level: N5 
  Range: 20 metres 
  Duration: Permanent 
   
  This spells enchants the area around the caster. Anyone 
  remaining in the area more than half a minute must make a 
  saving throw or is overcome with terror and will leave the 
  area. 
   
   
  Zone of Sinister Silence 
  Spell Level: N3 
  Range: 20 metres 
  Duration: Permanent 
   
  This spells creates an area of eerie silence around the caster. 
  Any creature entering the zone will get the feeling that it 
  would be unwise to make any noise and gets a -2 malus to all 
  saving throws. 
   
   
  Zone of Truth 
  Spell Level: C2 
  Range: Caster 
  Duration: One round per level 
   
  This spell affects an area of eight metres around the caster. 
  Creatures within this zone cannot lie, though they may 
  remain silent or hide a part of the truth. 
  
  193 
   
  Monsters 
   
  The Monster Descriptions 
  Each monster is defined by a stats bock and a short 
  description of its behaviour and special abilities. The values 
  are just the ones for an average individual of the monster‘s 
  race and may differ between individuals. In general, the game 
  master is encouraged to create new monsters and modify 
  existing ones to surprise the players. The stats block contains 
  the following information: 
   
  Hit Dice is the number of hit dice the monster has. To 
  determine the monster‘s hit points, 1d8 per hit dice is rolled. 
  If there is a plus or minus next to the number hit dice, the 
  monster gains or loses additional hit points. Some monsters 
  do not have a full hit die, but just a number of hit points. 
  Other than that, they are treated like a creature with one hit 
  die. Monsters gain their number of hit dice as a bonus to 
  THACO. Additionally, monster with eight or more hit dice 
  can damage creatures usually immune to non-magical 
  weapons. 
   
  Armour Class determines how hard it is to hit the monster 
  in combat. Armour class rules are explained in the rules for 
  combat. 
   
  Attacks are the number of base attacks a monster has and 
  how much damage those attacks do. Special attacks or special 
  effects of base attacks are not included here. A monster hits 
  and opponent if the monster‘s attack roll combined with its 
  number of hit dice is equal or greater than the target‘s armour 
  class. 
   
  Saving Throw is the value defining how good the monster is 
  at avoiding hazards. If the result of a d20 rolled is equal to or 
  lower than the saving throw value, the monster has made its 
  saving throw. 
   
  Magic Resistance indicates how resistant a monster is 
  against the use of magic on them. If someone casts a spell on 
  the monster, 1d100 is rolled. If the number is equal to or 
  lower than the resistance, the spell fails. Magic resistance can 
  be suppressed for helpful spells unless mentioned otherwise. 
   
  Turned is a value mostly for undead creatures. It shows how 
  difficult it is for a cleric to turn or destroy the undead 
  monster. The turning of undead is explained in the rules for 
  combat. 
   
  Movement is the monster‘s movement rate. If more than 
  one value is shown here, the first one usually refers to land 
  speed, whereas the second value is the speed for swimming, 
  flying or other types of movement. 
   
  Intelligence is a value showing how smart an average 
  member of the monster‘s race is. Monsters with a low 
  intelligence will have trouble understanding abstract 
  concepts, but can nevertheless cunning and hard to trick. 
   
  Alignment gives the game master an idea how a monster 
  generally behaves. The alignment shown is the most common 
  one for the monster‘s race. Alignment is explained in detail in 
  the character creation section. 
   
  Challenge Level is a guideline to divide the monsters into 
  categories. It makes it a bit easier to find monsters that are an 
  adequate challenge for the players. Note that challenge level 
  is just an orientation. Depending on the composition of the 
  party, some monster can become a lot more threatening – or 
  be a pushover. A monster will roughly deplete one fifth of 
  the resources of a party of four characters of the same level. 
   
  Experience Points are the points awarded for defeating the 
  monster and one way for players to level up their characters. 
  A monster does not necessarily have to be killed to gain the 
  XP. Tricking monsters or making a deal with them should be 
  rewarded as well. 
   
  
  194 
   
  Aarakocra 
   
   
  Hit Dice: 1+2 
   
   
  Armour Class:  
   
   
  Attacks: Claws (2x1d3) or weapon (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6/36 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 2/30 
   
   
   
  Aarakocra are bird-kin living high up in the mountains. They 
  enjoy peace and solitude and have good relations with most 
  of their neighbours. They look like an anthropomorphic 
  hybrid between eagle and parrot. Aarakocra speak their own 
  language and the language of giant eagles. Due to their fragile 
  bones, they avoid ground combat. An aarakocra shaman can 
  summon an air elemental by chanting and performing a 
  scared aerial dance. 
   
   
  Aasiamar 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Any Good or Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The aasimar are humanoids who have an angel or other 
  divine being somewhere in their bloodline. They look mostly 
  like a normal member of their race, but are charismatic and 
  radiate and aura of good. Aasimar have a +2 saving throw 
  bonus against mind control and similar effects and take only 
  half damage from fire and cold. 
   
   
  Dark Aasimar 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d6), bite (1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Any Neutral or Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Like aasimar, dark aasimar have relations to divine beings. 
  However, their case, it are fallen angels, followers of evil 
  deities and other condemned servants of the gods. Dark 
  aasimar have darkvision and take only half damage from acid 
  and lightning.  
   
   
  Aballin 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: None 
   
   
  Saving Throw: 14 
   
   
  Movement: 6/15 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 4/240 
   
   
   
  In its resting form, the aballin, also called living water, looks 
  like normal water devoid of any creatures or plants. When it 
  attacks, it changes into a gelatinous form and becomes 
  susceptible to blunt weapon, but not other weapons. It is 
  immune to fire, cold, electricity, poison and paralysis. After a 
  successful attack, the aballin starts drowning and later 
  dissolving its victim. A normal humanoid will last 1d6 rounds 
  under such an attack. 
   
   
  Aboleth 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 16 
   
   
  Attacks: Tentacles (4x1d6) 
   
   
  Saving Throw: 6 
   
   
  Movement: 9/12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 12/2,000 
   
   
   
  The aboleth are amphibian abominations the size of a small 
  whale. They one ruled a vast empire which collapsed 
  centuries ago. The aboleth plan to rebuild their empire in the 
  long, but are not in a hurry, as they live very long and are 
  convinced that their time will come again. The tentacles of an 
  aboleth are slimy and may transmit diseases. An aboleth can 
  use Charm Monster and Phantasmal Force thrice a day. Boots of 
  aboleth leader allow the wearer to move through slime 
  without being slowed down. 
   
   
  Adherer 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 16 
   
   
  Attacks: Strike (1d3) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The adherer looks a bit like a mummy with a skull-like head, 
  with folded white skin resembling bandages. It is not undead, 
  however, and secrets an adhesive, sour-smelling substance. It 
  imposes a -4 penalty on its opponents‘ surprise rolls. The 
  adhesive substance is flammable. If attacked by fire, the 
  adherer has to make a saving throw or will suffer double 
  damage. It suffers on half damage from edged or blunt 
  weapons, as these stick to its body. Piercing weapons do full 
  damage, but require on round to be pulled free. In combat, 
  an adherer will attach itself to a victim, use it as a living shield 
  
  195 
   
  and automatically hits it. Two people making a successful 
  strength check are required to pull a victim free. Adherers are 
  territorial and live packs. They sometimes cooperate with 
  large spiders. 
   
   
   
   
   
  Afanc 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (5d4), flipper (3d4) 
   
   
  Saving Throw: 3 
   
   
  Movement: 15 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 16/3,200 
   
   
   
  The afanc is a monstrous fish feared for its ability to create 
  whirlwinds. It has blue and white scales, a sleek and elegant 
  body and is often confused for a whale due to its size. The 
  afanc is intelligent and rumour says some specimen have 
  learned to speak or sing. In water, an afanc has a +2 armour 
  class bonus against missile attacks. Within 1d4+1 rounds, the 
  afanc can create a whirlpool by swimming in a circle. Every 
  round, its armour class vs. missile attacks improves by +1. 
  The afanc will sink a ship in a number of rounds equal to one 
  round per three metres of ship length. 
   
   
  Air Gust 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Wind blast (1d6+1) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The air gust is a minor elemental from the Elemental Plane of 
  Air. Anyone attacked by the air gust, which looks like a tiny 
  tornado, will be lifted off his feet and knocked down in one 
  out of three cases. The unsteady form of the air gust grants it 
  a +2 armour class bonus against ranged weapons. 
   
  Air Swirl 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Debris (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The air swirl, a minor air elemental, manifests as a small 
  zephyr-like breeze. It attacks by whirling up debris and is 
  capable of blowing out torches and scattering small items. 
  Being hit by the air swirl directly will knock a human-sized 
  creature to the ground. A saving throw is permitted. 
  Smothering an air swirl with a human-sized blanket will 
  damage it for 1d3 points of damage. It is immune to regular 
  weapons. 
   
   
  Aka-Name 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Tongue lash (1d6) 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: neutral 
   
   
  CL/XP: 2/30 
   
   
   
  These long-tongued creatures live near wherever humanoid 
  waste might be found, for that is their sustenance. Aka-name 
  travel in nocturnal packs and are remarkably territorial. In 
  combat aka-name fight like a mob using ferocious animalistic 
  cunning. They prefer to concentrate on one foe at a time 
  using their long tongues as whips to slash, disarm or trip their 
  enemy. The tongue of an aka-name does an extra point of 
  damage against targets who are not wearing at least three 
  points of worth of armour. The filthy lifestyle of aka-Name 
  makes them the perfect disease carrier; anyone wounded by a 
  Aka-name must make a saving throw vs. death after the battle 
  or contract a disease. The major symptom is a fever that puts 
  the character out of action for a number of days equal to the 
  hit points lost fighting the creatures. 
   
   
  Akikage 
   
   
  Hit Dice: 6+3 
   
   
  Armour Class: 18 
   
   
  Attacks: Knives (4x1d6) 
   
   
  Saving Throw: 11 
  Turned: 7 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The akikage, also called shadow ninja, is the spirit of an 
  assassin that died on a mission to kill a certain target. It 
  cannot rest until the target has been eliminated. The akikage 
  never talks, but can understand other creatures. It is 
  
  196 
   
  incorporeal and cannot manipulate solid matter, but become 
  invisible at will and pass through walls. An akikage can also 
  use a deadly strike to kill a target with one blow. If it uses this 
  attack, it has to become visible and forfeit all other attacks in 
  this round. The death blow deals 3d6 points of damage to the 
  target. If the victim fails a saving throw vs. death, it will be 
  slain immediately. Akikages can only be damaged by +2 
  magical weapons and are immune to cold-based attacks. 
   
   
  Alaghi 
  Young 
  Mature 
  Elder 
  Hit Dice:  
  3 
  6 
  9 
  Armour Class:  
  15 
  15 
  15 
  Attacks: Strike 
  2d4+1 
  2d6 
  2d8 
  Saving Throw:  
  14 
  9 
  5 
  Movement:  
  12 
  12 
  12 
  Intelligence:  
  Low 
  Low 
  Low 
  Alignment:  
  Neutral 
  Neutral 
  Neutral 
  CL/XP:  
  4/120 
  6/400 
  9/1,100 
   
   
   
   
  The alaghi are a race of forest-dwelling, fur-covered 
  humanoids. They have small horns and look more savage 
  than they actually are. Despite their bulky size, alaghi are 
  good are hiding and sneaking in their natural environment. 
   
   
  Algoid 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 14 
   
   
  Attacks: Fists (2x1d10) 
   
   
  Saving Throw: 12 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The algoid looks like a primitive humanoid, but is actually a 
  semi-sentient colony of algae. If the algoid rolls a nineteen or 
  twenty on an attack, it does full damage and stuns its target 
  for 1d4 rounds. If a weapon is edged, it will only damage the 
  algoid if it is magical. Specific water-affecting spells deal 1d6 
  points of damage per level of the caster to an algoid. Algoid 
  need to live near water and relies on photosynthesis. Dead 
  algoids are black. Algoids living in artic climates are purple. 
   
   
  Algol Soultaker 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 18 
   
   
  Attacks: Claws (2x2d4) 
   
   
  Saving Throw: 9 
  Turned: 9 
   
   
  Movement: 18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The algol are undead jann. In their true form, algol look 
  horrid and rotten, but they usually cover this by 
  polymorphing into attractive humans. Algol lust for power 
  and entertainment and always want to establish control over 
  others. Instead of attacking with its claws, the soultaker can 
  also make an attack at a -3 THACO penalty. If the attack is 
  successful and the target fails a saving throw at a -2 penalty, 
  the soultaker kisses the victim and it will fall under the 
  soultaker‘s control. The control can be broken with Dispel 
  Evil, which will also deal 3d8 points of damage, or Remove 
  Curse. The soultaker can only be damaged by wooden 
  weapons. 
   
   
  Algol Witherer 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 19 
   
   
  Attacks: Claws (2x2d6), touch (1d10) 
   
   
  Saving Throw: 6 
  Turned: 11 
   
   
  Movement: 18 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The algol witherers are slightly taller than their relatives, the 
  soultakers, and, while no less egoistic, less vicious. A number 
  witherers lives as hermits and avoids contact with other races. 
  The withering touch of an algol witherer temporarily adds the 
  damage dealt to the witherer‘s hit points. It also drains one 
  point of strength from the victim and ages it by one year. The 
  strength is recovered at a rate of one point per turn, but the 
  ageing has to be treated magically. 
   
   
  Alguduir 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 13 
   
   
  Attacks: Bill (1d6), front claws (2x1d4+1), rear claws (2x2d2) 
  Saving Throw: 13 
  Magic Resistance: 40% 
   
   
  Movement: 6/21/12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The alugduir is a humanoid reptile. It is covered with oil-
  glistering scales and has bird-like talons as well as cunning 
  yellow eyes. Additionally, the alguduir has two oily feathered 
  wings. It swims twice as fast as it walks. Algudirs are mostly 
  solitary and inhabit fresh- or saltwater marshes. They are 
  natural fighters and can fight underwater as well as in the air 
  and on land. A spell cast at an aluguduir is reflected back at 
  the caster half of the times. If the caster is fully protected 
  against the spell‘s effect, a random target will be hit. Even the 
  alguduir‘s carcass retains this ability for 4d4 turns. 
   
   
  
  197 
   
  Alicorn 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (1d6+1) 
   
   
  Saving Throw: 10 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 5/240 
   
   
   
  The alicorn is the very rare offspring of an elf and a unicorn. 
  Alicorns often fight for right and justice and are very 
  charismatic. An alicorn can cast Cure Light Wounds one per 
  day and Detect Evil at will. 
   
   
  Dark Alicorn 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The dark alicorn is the exceptionally rare child of a dark elf 
  and a black unicorn. Dark alicorns are malicious creatures 
  that can see in total darkness and can use Cause Light Wounds 
  once per day. Dark alicorns take only half damage from cold-
  based attacks. 
   
   
  Allip 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: None 
   
   
  Saving Throw: 13 
  Turned: 5 
   
   
  Movement: 6 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The shadowy, incorporeal allip is the soul of someone who 
  died of insanity. Its voice works like Suggestion, though the 
  suggestions are usually senseless and malicious. The touch of 
  an allip temporarily drains 1d4 points of wisdom. Any 
  intelligent creature that dies due to wisdom drain returns as 
  an allip. 
   
   
  Allosaurus 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d4), bite (5d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 15/2,900 
   
   
   
  The allosaurus is a vicious predator an almost as large as the 
  tyrannosaurus. It eats all smaller creatures as well as carrion. 
  Few other animals are foolish enough to challenge an 
  allosaurus. 
   
   
   
   
   
  Al-Miraj 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 18 
  Magic Resistance: 25% 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/35 
   
   
   
  The al-miraj resembles a large rabbit with long, soft fur and a 
  single black horn on its forehead. Al-miraj are often nervous. 
  If threatened, they become aggressive and vicious. Al-miraj 
  can teleport over a short distance, much like blink dogs. They 
  are immune to all forms of poison. During summer season, 
  al-miraj males use their horns to joust for females. If few 
  predators are present, al-miraj can quickly become a plague in 
  agricultural areas. 
   
   
  
  198 
   
  Golden Ammonite 
   
   
  Hit Dice: 8+3 
   
   
  Armour Class: 13 
   
   
  Attacks: tentacles (10x1d4) 
   
   
  Saving Throw: 8 
  Magic Resistance: 90% 
   
   
  Movement: 1 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The golden ammonite lives deep in the ocean in places 
  without light. It feeds on debris and minerals on the ocean 
  floor. All consumed gold particles are integrated into its shell 
  and let it shine with an eerie beauty. Golden ammonites have 
  eyes to detect light, but rely mainly on their sonar sense. They 
  can shoot a light ball over a distance of ten metres from each 
  eye once per turn. Anyone hit by the light ball suffers a -4 
  THACO penalty. It is reduced to -2 after ten turns but has to 
  be treated with Cure Blindness or Cure Disease to be removed 
  permanently. With its many tentacles, a golden ammonite can 
  attack up to ten opponents at once. Any target hit suffers 1d4 
  points of damage plus damage equal to twenty minus its 
  armour class without dexterity bonus every subsequent 
  round. A strength check is required to break free from a 
  tentacles grasp. Due to its elastic body, the golden ammonite 
  takes half damage from edged weapons. A golden ammonite 
  shell is worth up to 15,000 gp. Because of the alien nature of 
  its mind, the ammonite cannot be mind-controlled in any 
  way. 
   
   
   
  Anchisaurus 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The anchisaurus is a bipedal herbivore and also walks on all 
  four. It will defend itself with a bite, but not start a fight. 
   
  Angels 
  Angels are a race of immortal extraplanar creatures native to 
  the Divine Sphere. They are the servants of the gods, though 
  it is not known whether they were created for this very 
  purpose or were once an independent race. Angels are 
  powerful, but not indestructible. They are guardians, 
  messengers, soldiers and watchers. Almost every god, may he 
  be begin, malicious or indifferent, employ angels. Many of 
  their powers dependent on the support of their deity. Angles 
  can only be hit by magical weapons and are immune to mind 
  control. Their ability scores cannot be drained. They take half 
  damage from electricity and are not affected by gas, poison or 
  death magic. When on a mission outside the Divine Sphere, 
  angels generally assume a less prominent form than their 
  natural one. Angels can speak almost all languages 
  telepathically. Angels can be exiled by their master or 
  abandon the gods and become fallen angels. Some of these 
  even turn into devils. Angels that have not fallen from grace 
  and serve an evil god are usually referred to as dark angels. 
   
   
  Angel, Agathinon 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 19 
   
   
  Attacks: Weapon (1d12+2) 
   
   
  Saving Throw: 7 
  Magic Resistance: 20% 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Any Lawful 
   
   
  CL/XP: 10/1,400 
   
   
   
  Agathions are angelic warriors. They have many different 
  forms and appearances, but generally appear as tall 
  humanoids with shining eyes and a strong aura. When on the 
  Material Plane, agathions usually take the shape of a common 
  humanoid. Once per day, an agathion can use Heal or Harm 
  as well as Bless or Bane. Sometimes, an agathion assumes the 
  form a magical item. This item will grant the wielder the 
  ability to cast a number of divine spells of the first level equal 
  to his hypothetical cleric class level. Clerics will double their 
  number of spells this way. Agathions are stern and 
  unyielding. They will serve their god with all the energy they 
  have, even if that means their destruction in combat. 
   
   
   
  
  199 
   
  Angel, Deva, Astral 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 24 
   
   
  Attacks: Swords (2x3d6) 
   
   
  Saving Throw: 3 
  Magic Resistance: 70% 
   
   
  Movement: 24/48 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Any Lawful 
   
   
  CL/XP: 15/2,900 
   
   
   
  Devas appear as tall, beautiful humanoids with large 
  feathered wings. They are not affected by cold, electricity, 
  mundane fire, paralysis or Magic Missile. Astral devas are the 
  powerful and trusted vanguard of the Divine Sphere. They 
  have golden hair and tanned skin. Good astral devas will have 
  amber eyes, neutral ones green eyes and evil ones red eyes, 
  though only in their natural from. Astral devas are never 
  surprised and can Detect Invisibility and Detect Lies at will. Once 
  pay day, they can use Blade Barrier. If a creature is hit by an 
  astral deva, it has to make a saving throw or will lose an 
  enchantment, if it has one.  
   
   
  Angel, Deva, Monadic 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 22 
   
   
  Attacks: Maces (2x3d4+8) 
   
   
  Saving Throw: 5 
  Magic Resistance: 60% 
   
   
  Movement: 15/36 
   
   
  Intelligence: Highly 
   
   
  Alignment: Any Lawful 
   
   
  CL/XP: 13/2,300 
   
   
   
  Monadic devas have brown skin, jet black hair and stunningly 
  green eyes. They are less elegant, but more bulky and 
  muscular than other angels. A monadic deva‘s mace deals an 
  additional 1d8 points of damage against creatures with an 
  alignment other than its own. Thrice per day, monadic devas 
  can use Hold Monster and Mirror Image. 
   
   
  Angel, Deva, Movanic 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 21 
   
   
  Attacks: Sword (2x3d6) 
   
   
  Saving Throw: 7 
  Magic Resistance: 40% 
   
   
  Movement: 12/30 
   
   
  Intelligence: Very 
   
   
  Alignment: Any Lawful 
   
   
  CL/XP: 11/1,700 
   
   
   
  Movanic devas have white skin, silver hair and black eyes. 
  They are slender and agile. Twice per round, movanic devas 
  attack with a burning two-handed sword. The second attack 
  is always made at the end of the combat round. Once per 
  round, the movanic deva can parry an attack, even if it is 
  magical. Once per fight, a movanic deva can use Antimagic 
  Shell. It regenerates one hit point per round. Movanic devas 
  are privileged angels and are often send to the Material Plane 
  to directly aid mortal followers of their god. 
   
   
   
   
   
  Angel, Planetar 
   
   
  Hit Dice: 14 
   
   
  Armour Class: 26 
   
   
  Attacks: Sword or spear  (3x1d0+10) 
   
   
  Saving Throw: 3 
  Magic Resistance: 75% 
   
   
  Movement: 15/48 
   
   
  Intelligence: Genius 
   
   
  Alignment: Any Lawful 
   
   
  CL/XP: 17/3,500 
   
   
   
  Planetars appear as hairless humanoids with emerald skin. 
  Their eyes are a penetrating blue and they have two pairs of 
  whit-feathered wings. A planetar will always see through 
  illusions and automatically detect lies unless they are spoken 
  by a being of equal power. Planetars take half damage from 
  magical fire, regenerate four hit points per round and cannot 
  be surprised. Once per round, they can use either Bane, Bless, 
  Control Weather, Dispel Evil, Dispel Good, Earthquake, Heal or 
  Raise Dead. Planetars wield divine swords or spear only they 
  can use. 
   
   
  
  200 
   
  Angel, Solar 
   
   
  Hit Dice: 18 
   
   
  Armour Class: 30 
   
   
  Attacks: Sword (4x2d10+12) 
   
   
  Saving Throw: 2 
  Magic Resistance: 85% 
   
   
  Movement: 18/48 
   
   
  Intelligence: Supra-Genius 
   
   
  Alignment: Any Lawful 
   
   
  CL/XP: 20/4,400 
   
   
   
  Solars are the most powerful divine servants. They are mostly 
  employed by good-aligned gods, though dark solars exist as 
  well. Solars appear as tall, muscular, handsome humans with 
  metallic skin and a bright aura. Apart from their supernatural 
  sword, solars also carry a magical bow. At will, they can shoot 
  arrow from it. Every creature hit has to make a saving throw 
  vs. death or will be slain immediately. Creatures with less than 
  six hit dice die right away. Good solars can use all cleric spells 
  up to level four at will and higher spells once per day. Dark 
  solars use warlock spells instead. Neutral solars have access to 
  both spell lists.  
   
   
  Common Animator 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (1d10) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The common animator can enter larger objects like a piano, a 
  stove or a horse wagon and bring them to life. It is more 
  deadly than the minor animator and can deliver messages by 
  scratching them on a surface. Common animators can 
  employ a spell-like power based on the object they possess; 
  like breathing fire from the stove. The power will always be 
  destructive.  
   
   
  Greater Animator 
   
   
  Hit Dice: 13 
   
   
  Armour Class: 19 
   
   
  Attacks: Strike (2d12) 
   
   
  Saving Throw: 3 
   
   
  Movement: 0 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 14/2,600 
   
   
   
  The greater animator is the strongest of its kind. It can 
  inhabit entire buildings or ships. One per day, a greater 
  animator can communicate, usually in a shocking manner. 
  Twice per day, it can use Animate Dead, Control Winds, Hypnotic 
  Pattern and Insect Plague. Once per week, it can employ Control 
  Weather. Animators are immune to mind-control and all 
  forms of poison. The greater animator tends to be more 
  cunning and manipulate and less erratic than other animator 
  subtypes. 
   
   
  Minor Animator 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Animators are evil spirits that possess objects and manipulate 
  them. They cannot infest magical objects. Animators like on 
  strong negative emotions and always try to be near a creature 
  that emits such emotions, their so-called ward. An animator 
  will protect its ward. The true form of animators is unknown, 
  as they are invisible outside an object. The harder the object 
  id that an animator has taken over, the better its armour class 
  will be. Minor animators can possess objects up to the size of 
  a dagger. They are volatile and unpredictable. 
   
   
  Ankheg 
  Young 
  Mature 
  Old 
  Hit Dice:  
  4 
  6 
  8 
  Armour Class:  
  16 
  16 
  16 
  Attacks: Bite 
  3d6 
  3d6 
  3d6 
  Saving Throw:  
  13 
  11 
  8 
  Movement:  
  12 
  12 
  12 
  Intelligence:  
  Animal 
  Animal 
  Animal 
  Alignment:  
  Neutral 
  Neutral 
  Neutral 
  CL/XP:  
  5/240 
  7/600 
  9/1,100 
   
  Ankhegs are large insects and grow up to a size of six metres. 
  They burrow through the ground at half speed using their 
  mandibles and are valued by farmers, as they improve the 
  fertility of agricultural land. Once per day, an ankheg can spit 
  digestive acid for 5d6 point of damage. A saving throw for 
  half damage is permitted. This attack is used only in self-
  defence. The shell of an ankheg can be turned into very light 
  plate mail, but it requires a master blacksmith to do so. 
   
   
  Ankylosaurus 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 19 
   
   
  Attacks: Tail (3d6) 
   
   
  Saving Throw: 6 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The ankylosaurus is an armadillo-like herbivore and is heavily 
  armoured. In combat, it attacks with its knobbed tail. 
   
   
  
  201 
   
  Giant Queen Ant 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 3 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/8000 
   
   
   
  The queen of the giant ants is almost immobile, but tougher 
  than the average ant. If the queen is attacked, all ants will 
  rush to her defence. If she is killed, the hive will be in chaos. 
   
   
   
  Giant Warrior Ant 
  Hit Dice: 2 
  Armour Class: 16 
  Attacks: Bite (1d6, poisonous) 
  Saving Throw: 14 
  Movement: 18 
  Intelligence: None 
  Alignment: Neutral 
  CL/XP: 2/30 
   
  About one in five ants is warrior ant designated to protecting 
  the hive. Anyone bitten by a warrior ant suffers 2d6 points of 
  damage. A saving throw is permitted for only 1d4 points of 
  damage. 
   
   
  Giant Worker Ant 
  Hit Dice: 2 
  Armour Class: 16 
  Attacks: Bite (1d6) 
  Saving Throw: 16 
  Movement: 18 
  Intelligence: None 
  Alignment: Neutral 
  CL/XP: 2/30 
   
  Giant ants live in subterranean hives in almost every climate 
  zone. They can even dig through stone. The ants are 
  absolutely loyal to their queen and will fight to the death to 
  protect her. 
   
   
  Giant Ant Lion 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (5d4) 
   
   
  Saving Throw: 8 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  Giant ant lions inhabit wastelands and the border regions of 
  deserts. They are large enough to a threat to humanoids and 
  larger animals. An ant lion pit is about twenty metres in 
  diameter and often looks like a cave entrance. It is possible to 
  encounter an ant lion while disposing of the remains of its 
  last meal outside its pit. Once it has grabbed an opponent, 
  the ant lion automatically hits until it is killed. 
   
   
  Ao-Nyobo 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 15 
   
   
  Attacks: Claw (1d6) 
   
   
  Saving Throw: 16 
  Turned: 5 
   
   
  Movement: 14/9 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 6/400 
   
   
   
  This female ghoul-like creature can be found lurking in the 
  ruins of old castles. She resembles an old courtly lady with 
  blue skin, blackened teeth, and no eyebrows. As with ghouls 
  and ghasts, a hit from the ao-nyobo causes paralysis if the 
  victim fails a saving throw. The ao-nyobo is capable of flight 
  and prefers to ambush victims from above - often hiding in 
  the rafters of half-ruined buildings to swoop down upon the 
  unsuspecting. In the outdoors, an ao-nyobo will often chase 
  down any escaped prey in a relentless, airborne hunt. 
   
   
  Devil Ape 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 1/15 
   
   
   
  The devil apes are not true apes, but a degenerated inbred 
  race that was once human. Devil apes are only half as tall as 
  humans, but as strong and very hairy. They live underground 
  and come out in the night to hunt. 
   
   
  
  202 
   
   
   
   
  White Ape 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Centuries ago, white apes had a highly developed civilisation 
  in the jungles of the South. Now, their civilisation has 
  crumbled and the white apes live in small bands scattered 
  over the jungle and savannah, sometimes living the ruins of 
  their fallen empire. White apes have blond hair, very pale skin 
  and are smarter than their appearance and way of life 
  suggests. 
   
   
  Apparition 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 19 
   
   
  Attacks: None 
   
   
  Saving Throw: 8 
  Turned: 8 
   
   
  Movement: 24 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  Apparitions are undead from the Ethereal Plane. Twice per 
  day, the can move between the Ethereal Plane and the 
  Material Plane in one round. Apparitions like to use this 
  ability to pop up in front of their opponents. They can also 
  sense intelligent creatures within a radius of thirty metres. An 
  apparition cannot directly harm others. It uses a limited 
  suggestive ability to give a target the impression it is being 
  strangled. If the victim successfully makes an intelligence 
  check at a -4 penalty, it will be immune to further attacks of 
  this particular apparition. If the check is not made, a 
  constitution check is necessary. Success means the victims 
  flees in terror for 1d4 rounds. Failure means it is scared to 
  death and will die unless Remove Fear is cast on it within 1d4 
  rounds. In the meantime, it cannot act. After 3d8 hours, it 
  will rise as an apparition. Apparition killed on the Material 
  plane will return after 1d4+4 days and seek out its killer. Only 
  killing an apparition on its home plane will permanently 
  destroy it. 
   
   
  Aranea 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  An aranea is an intelligent, shapechanging spider with 
  sorcerous powers. In its natural form, an aranea resembles a 
  big spider, with a humpbacked body a little bigger than a 
  human torso. It has fanged mandibles like a normal spider. 
  Two small arms, each about half a metre long, lie below the 
  mandibles. Each arm has a hand with four many-jointed 
  fingers and a double-jointed thumb. A hump on its back 
  houses its brain. Aranea can cast webs at a single opponent at 
  a range up to fifteen metres. A saving throw is permitted.  
  The victim is entangled, but can break free within 1d6 
  rounds.  These horrid creatures are spellcasters, able to cast 
  one second-level and two first-level mage spells. Araneas 
  favour Charm Person, Invisibility and Mirror Image. 
   
   
   
   
   
  
  203 
   
  Arayashka 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: Touch (1d6+1) 
   
   
  Saving Throw: 12 
  Turned: 6 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The arayashka, also called snow wraith, is the spirit of a 
  traveller that died in the cold. It appears as a grey, misty 
  shadow humanoid shadow, often during severe snowfall. The 
  arayashka‘s icy touch is not only damaging, but also drains 
  one point of strength. The strength is recovered at a rate of 
  one point per hour after the arayashka has been destroyed or 
  driven off. An arayashka can only be hit with magical 
  weapons or fire. It cannot be damaged by cold. It can drain 
  heat over a distance of ten metres. This requires 1d4 rounds 
  can take out a camp fire. If the arayashka decides to drain a 
  living creature‘s heat, the creature loses one hit point per 
  round. Real damage is only taken once a victim has lost more 
  than half its total hit points. Until then, the damage can be 
  recovered by absorbing warmth. 
   
   
  Archelon 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (3d4) 
   
   
  Saving Throw: 9 
   
   
  Movement: 3715 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The archelon is an ancient marine turtle with a shell like that 
  of a leatherback turtle. It rarely ventures on land and prefers 
  to stay in water, where it has the advantage thanks to its 
  powerful flippers. 
   
   
   
  Arcane 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 8 
  Magic Resistance: 40% 
   
   
  Movement: 12 
   
   
  Intelligence: Genius 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The arcane are a race of blue giants with elongated faces and 
  fingers. They are a trader race and are specialised in 
  interstellar trade of magical and rare items. They can use 
  Invisibility and Dimension Door thrice per day. The arcane‘ 
  origins are unknown. They seem to be exclusively male. 
  Arcane can communicate via telepathy and employ all kind of 
  other races as henchmen. 
   
   
  Archons 
  Archons are reborn souls in the Divine Sphere. They look 
  like humanoids with animal traits and the primary inhabitants 
  of the realm of the gods. Their appearance is often 
  frightening, but archons are not necessarily evil. Different 
  archons fulfil different roles. They all start as lantern archons, 
  but can gain prestige and gain power by assisting their 
  respective gods other deities allied to their god. In 
  comparison to angels, archons are not born into servitude 
  and often less powerful. Some archons fled the Divine 
  Realms and made another plane their home. Archons can use 
  Continual Light and Darkness Globe once per round. They are 
  immune to electricity and petrification and have darkvision. 
  All archons are immune to mundane weapons. 
   
   
  Hound Archon 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 18 
   
   
  Attacks: Fists (2x1d4), bite (1d6) or weapon 
   
   
  Saving Throw: 11 
  Magic Resistance: 10% 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The hound archon looks like a bulky humanoid with a dog‘s 
  head. They often work as guards and can change into any 
  type of canine creature once per turn. Hound archons have a 
  symbiotic link to lantern archons and will assist them – or call 
  in lantern archons for help.  
   
   
  
  204 
   
  Lantern Archon 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 14 
   
   
  Attacks: Ray of Light (2x1d6) 
   
   
  Saving Throw: 18 
  Magic Resistance: 5% 
   
   
  Movement: 24 
   
   
  Intelligence: Low 
   
   
  Alignment: Any Lawful 
   
   
  CL/XP: 3/60 
   
   
   
  The lantern archon is not even a humanoid yet, but instead 
  appears as a floating sphere of light. Depending on the 
  lantern archon‘s origin, the light can have any colour and can 
  shine warm and bright or cold and eerie. Twice per round, a 
  lantern archon can fire a ray of light over a distance of fifteen 
  metres.  
   
   
  Sword Archon 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 22 
   
   
  Attacks: Wings (4x2d8) 
   
   
  Saving Throw: 5 
  Magic Resistance: 30% 
   
   
  Movement: 12/18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Any Lawful 
   
   
  CL/XP: 12/2,000 
   
   
   
  The sword archon appears as a large feathered humanoid 
  with wings instead of arms. If it is at least thirty metres above 
  its target, it can perform a dive attack which inflicts 2d10 
  points of damage. While diving, the sword archon gains a +3 
  armour class bonus. Sword archons are guards and 
  messengers and often entrusted with delicate tasks. They can 
  use Detect Lies, Hold Metal, Hold Undead and Wall of Wind at 
  will. 
   
   
  Tome Archon 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 23 
   
   
  Attacks: Ray of Light (2x1d10) 
   
   
  Saving Throw: 3 
  Magic Resistance: 40% 
   
   
  Movement: 12/18 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Any Lawful 
   
   
  CL/XP: 14/2,600 
   
   
   
  Tome archons have a hawk-like head and huge feathered 
  wings. In combat, they use rays of light or lightning that 
  shoot from their hands. Such a ray never misses its target. 
  Any target within thirty metres can be hit. A tome archon 
  cannot be lied to. Every other round, they can cast a priest 
  spell up to the fifth level at will, but no spell more than twice 
  per day. They usually use Charm Monster, Dispel Evil, Dispel 
  Good, Holy Aura and Slay the Living. Tome archons can only be 
  hit by +2 magic weapons. Tome archons are fantastic 
  creatures with incredible knowledge and the rarest of all 
  archons. 
   
  Warden Archon 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 20 
   
   
  Attacks: Fists (2x1d8), bite (2d6) 
   
   
  Saving Throw: 8 
  Magic Resistance: 20% 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Any Lawful 
   
   
  CL/XP: 9/1,100 
   
   
   
  The warden archon looks like a huge humanoid bear. If it hits 
  a target with both claws in one round, it grabs the victim and 
  hugs it for 1d10 points of damage per round. Additionally, its 
  bite is made with a +4 THACO bonus. A strength check is 
  required to break free. Warden archons serve as watches and 
  observes. They observe travellers as well as other archons in 
  their sphere. 
   
   
  Argos 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 19 
   
   
  Attacks: Strike (3x1d4) 
   
   
  Saving Throw: 9 
  Magic Resistance: 25%  
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The argos is an amoeba-like being with more than a hundred 
  eyes. If it scores a critical hit, it swallows a victim. The victim 
  takes 2d8 points of damage per round and has to inflict eight 
  points of damage before it will be spit out again. Ten of the 
  eyes have special powers and function like Blindness, Charm 
  Monster, Confusion, Dispel Magic, Flesh to Stone, Fumble, Heat 
  Metal, Hold Monster, Suggestion and Tongues. One eye can be 
  used per round. 
   
   
  Ascallion 
   
   
  Hit Dice: 6+6 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (6d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 18 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The shark-like ascallion is a fearsome predator living in the 
  ocean. It attacks with its powerful jaw and regards all other 
  forms of aquatic live as potential prey. The ascallion‘s 
  nervous system is decentralised and poorly developed. As a 
  result, the ascallion is forced to hunt by sight and smell, but is 
  also immune to all forms of mind control and paralysis. 
   
  
  205 
   
  Ascomoid 
   
   
  Hit Dice: 6+6 
   
   
  Armour Class: 16 
   
   
  Attacks: None 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Ascomoids are huge puffball-like fungi with leathery skin. 
  They move by rolling and can keep on doing so for hours, 
  but need some time to gain momentum. An ascomoid can 
  release a cloud of spores with a diameter of 5d4 metres. The 
  cloud inflicts one point of damage per diameter per round 
  and will blind anyone who fails a saving throw. Everyone 
  exposed will initially cough for 1d4 rounds and will be unable 
  to attack. 
   
   
  Ashcloud 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 15 
   
   
  Attacks: Touch (2d6) 
   
   
  Saving Throw: 7 
  Turned: 8 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP:  
   
   
   
  The ashcloud is a rare undead. It is already reduced to ash 
  and moves like a swarm of malevolent black insects. 
  Ashclouds can only be harmed by magical weapons and is 
  immune to fire. Unlike other undead, it takes full damage 
  from cold-based attacks. After being touched by an ashcloud, 
  the target has to move back or will be engulfed and 
  automatically takes another 2d8 points of damage the next 
  round. If an ashcloud is slain, it explodes and everyone near it 
  takes 1d8 points of damage. A saving throw is permitted for 
  half damage. Ashclouds are deaf, but can sense living 
  creatures. They are thought to be the spirits of people burned 
  alive. 
   
   
  Asperii 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Hooves (2x1d8), bite (1d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 21/42 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 4/120 
   
   
   
  The asperii, also known as wind steed, is a magic flying l 
  horse with white or grey hide and silver hair. Unlike the 
  Pegasus, it does not have wings, but flies using inherited 
  magical abilities. An asperii can see invisible and disguised 
  creatures and is also able to see into the Astral and Ethereal 
  Planes. Asperii fly smoothly enough to allow the rider to cast 
  spells. While an asperii is engaged in combat, its rider cannot 
  participate. It can cast Feather Fall four times a day. Asperii 
  are the mortal enemies of griffins and hippogriffs. 
   
   
  Noble Asperii 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: Hooves (2d1d10), bite (1d8) 
   
   
  Saving Throw: 10 
  Magic Resistance: 25% 
   
   
  Movement: 24/48 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 7/600 
   
   
   
  The rare noble asperii have a shiny hide and read minds. Any 
  creature with less than ten hit dice seeing one has to make a 
  saving throw or will be stunned by the noble asperii‘s 
  charisma for 1d4 rounds. The noble asperii has all the abilities 
  of a common asperii and can additionally cast Heal twice and 
  Reincarnation once per day. 
   
   
  Giant Assassin Bug 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 12 
   
   
  Attacks: Sting (2d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The giant assassin bug is a giant insect that preys on large 
  mammals. Usually, its carapace is translucent, making the bug 
  hard to spot and imposing a -2 penalty on its opponents‘ 
  surprise rolls. As the assassin bugs feasts on the blood of its 
  victims, the blood colours its body. A target bitten by an 
  assassin bug has to make a saving throw vs. paralysis at a +2 
  bonus or will be paralysed for 2d6 rounds. The bug 
  automatically drains 1d4 points of constitution per round 
  from paralysed victims, but does not deal additional damage. 
  If successfully attacked, the assassin bug detaches itself. 
   
   
  Astrophil 
   
   
  Hit Dice: 45 
   
   
  Armour Class: 19 
   
   
  Attacks: Crush (3x5d10) 
   
   
  Saving Throw: 2 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 40/10,400 
   
   
   
  Astrophils are gargantuan beings that live in space. They are 
  living asteroids with their own air envelope and gravity. Most 
  of them are at least a hundred kilometres long. The 
  astrophil‘s sensory organs are hidden in crates spread over its 
  surface.  Thrice per day, an astrophil can use Earthquake, 
  
  206 
   
  Hallucinatory Terrain and Shape Stone. It senses creatures from 
  far away and lets its surface appear as an adequate place to 
  rest before striking with Earthquake. After that, it open up to 
  three mouths and starts attack its prey. Astrophils have no 
  territory and wander through space on search for food. They 
  are probably immortal. 
   
   
  Arak Shee 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d3) or crossbow (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6/15 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Slender and artistic, arak shee have an elegant appearance 
  even for a fairy creature. An arak shee can turn into a bird 
  once per day, but never assumes the form of a bird of prey. 
  The kiss of one has the effect of Charm Person. Once per day, 
  an arak shee can re-roll a failed saving throw. 
   
   
  Athatch 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (2x2d6), bite (1d6+1) 
   
   
  Saving Throw: 6 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 15/4,300 
   
   
   
  The offspring of a demon and a giant, an athatch is a large 
  monster with 1d3 eyes, 1d3 arms, and 1d3 legs. An odd-
  numbered eye is located in its forehead, an odd-numbered 
  arm is located in the middle of its chest, and an odd-
  numbered leg is located behind its haunch. If it has two or 
  more arms, it is ambidextrous and can wield a weapon in any 
  or all of its hands. Athatchs use massive weapons, usually 
  great clubs. An athatch cannot normally bite opponents man-
  sized or smaller in melee, but may toy with its victims by 
  grasping and lifting an opponent with a free hand, which 
  requires an attack roll, and then biting on the following 
  round. The poisonous spit of the athatch requires a saving 
  throw at a -2 penalty or the victim becomes helplessly 
  nauseated for 1d3 turns; the athatch also can spit this poison 
  up to three metres. Because of their demonic heritage, 
  athatch have darkvision and use Darkness Orb, Levitate, and 
  Phantasmal Force once per hour. Once per day an athatch can 
  polymorph self into the form of another giant. They subtract 
  one point of damage per damage die from cold, fire, gas, and 
  lightning attacks against them. 
   
   
  Atomie 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d2) 
   
   
  Saving Throw: 14 
  Magic Resistance: 20% 
   
   
  Movement: 12/24 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Atomies are among the lightest and quickest of all fey. They 
  are even less serious, but also more narrow-minded than 
  most other fey. Once per day, they can use Blink, Insect Swarm 
  and Pass Plants. Once per round, they can use Invisibility. 
  Atomies communicate freely with plants and animals, are 
  never surprised and attack with a +3 THACO bonus. 
   
   
  Aurumvorax 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 20 
   
   
  Attacks: Claws (4x2d4) 
   
   
  Saving Throw: 3 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2,000 
   
   
   
  The aurumvorax is an eight-legged rodent with red-gold fur. 
  It has the size of a large badger, but is incredible dense. The 
  aurumvorax eats gold and other precious metals. It takes only 
  half damage from blunt weapons and fire and is immune to 
  all kinds of gases. An aurumvorax pelt in good shape can be 
  worth up to 10,000 gp. If a dead aurumvorax is burned – 
  which will take about a week – it will leave about a hundred 
  kilogrammes of gold and other valuable metals behind. 
   
   
  Axebeak 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Kick (2x1d3), bite (2d4) 
   
   
  Saving Throw: 15 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The axebeak is a tall, flightless bird, not unlike and ostrich. It 
  has a loud, honking voice and can run for long distances 
  without tiring. Anyone hit by two of the axebeak‘s kicks in 
  succession will be knocked over and needs one round to get 
  up again. 
   
   
  
  207 
   
  Azer 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 17 
   
   
  Attacks: Weapon (1d6+1) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Azers are dwarf-like beings native to the Elemental Plane of 
  Fire. They wear kilts of brass, bronze, or copper, and bear 
  broad-headed spears or well-crafted hammers in combat and 
  have flaming red hair. Their attacks deal additional damage 
  due to their intense heat.  They are immune to fire damage.  
   
   
  Azmyth 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 16 
  Magic Resistance: 40% 
   
   
  Movement: 3/24 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The bat-like azmyth has a crested chest, white pupilless eyes 
  and mauve, emerald or grey skin. It lives on plants and 
  insects and is a solitary wanderer. Sometimes, an azymth 
  becomes the companion of a humanoid. It cannot be 
  influenced like a spellcaster‘s familiar, though. Three times 
  per day, an azmyth can Detect Lies. Twice per day, it can shock 
  an enemy electrically for 1d8+4 points of damage and 
  become Invisible. 
   
   
  Azuki-Arai 
   
   
  Hit Dice: 4+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Touch (1d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12/12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The azuki-arai are a race of diminutive cannibalistic ghosts, 
  who feed on azuki beans when there is no human flesh to be 
  found. They can sometimes be heard by riversides in the 
  forest, washing their beans and singing eerie songs. They 
  appear as tiny old men with yellow eyes, carrying buckets of 
  azuki beans, and they attack to paralyse. Victims are then 
  eaten alive. A saving throw is permitted. Azuki-arai are 
  immune to mundane weapons. 
   
   
  Baboon 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Baboons are vicious pack hunters, usually led by an alpha 
  male stronger than the others.  They might be susceptible to 
  the influence of ancient and evil powers. 
   
   
   
  Dire Baboon 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Giant baboons stand two and a half metres tall on two legs, 
  about twice the size of a normal baboon. They are 
  carnivorous and, as with normal baboons, susceptible to the 
  influence of ancient and evil powers. 
   
   
  
  208 
   
  Badger 
  Hit Dice: 1+2 
  Armour Class: 14 
  Attacks: Claws (2x1d2), bite (1d3) 
  Saving Throw: 17 
  Movement: 6 
  Intelligence: Animal 
  Alignment: Neutral 
  CL/XP: 1/15 
   
  Badgers are short-legged omnivores. They are nocturnal and 
  usually not aggressive unless provoked. 
   
   
   
   
   
  Giant Badger 
  Hit Dice: 3 
  Armour Class: 15 
  Attacks: Claws (2x1d3), bite (1d6) 
  Saving Throw: 14 
  Movement: 6 
  Intelligence: Animal 
  Alignment: Neutral 
  CL/XP: 3/120 
   
  Giant badgers can grow up to the size of a human and defend 
  their territory aggressively, under- as well as above ground. 
   
   
  Bag of Teeth 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  A bag of teeth is a deceptive-looking little critter. At first 
  glance, the creature looks like a pouch of coins. Its insides, 
  seen when one opens the pouch, resemble coins of gold. As 
  one inserts his hand within the creature to retrieve the gold 
  within, the critter‘s razor-sharp teeth spring open around the 
  pouches opening, and clamp down on the victim's wrist. The 
  bite causes 1d6 points of damage, with one hit point being 
  lost for every subsequent round due to continuous damage 
  until the creature is killed. 
   
   
  Bakemono-Toro 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Katana (1d6+1) or claws (1d6) 
   
   
  Saving Throw: 11 
  Magic Resistance: 10% 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Bakemono-toro are slow-witted goblinoids with warty skin. 
  They have the power to take on the appearance of a single 
  large object made of stone, usually a stone lantern. When in 
  stone-form they are indistinguishable from the real item 
  without the use of magic. The transformation from stone to 
  bakemono-toro takes less than a second, so the bakemono-
  toro can often make their first attack with complete surprise. 
  When killed they revert back to their stone item form – along 
  with all their equipment – and it will show the damage caused 
  by the killing blow. Bakemono-toro are immune to all spells 
  and powers who would change their shape, as well as all 
  forms of petrification. 
   
   
  Bakhna Rakhna 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Dagger (1d4) or bow (1d3) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The bakhna rakhna looks not unlike a hunchbacked albino 
  goblin. Bakhna rakhna are curious but lazy and survive by 
  stealing food from nearby farms and settlements. Some of 
  them carry small bow and have 1d6 poisoned arrows. A 
  creature hit by one of these arrows has to make a saving 
  throw vs. paralysis with a +3 bonus or will be paralysed for 
  1d4 rounds. Bakhna rakhna often spare unconscious victims 
  as they fear retaliation, but never leave dead or injured 
  comrades behind. Light will paralyse a bakhna rakhna for 1d4 
  turns unless it makes a saving throw. Some settlements bribe 
  local bakhna rakhna tribes with food. 
   
   
  
  209 
   
  Baluchitherium 
   
   
  Hit Dice: 14 
   
   
  Armour Class: 14 
   
   
  Attacks: Trample (2x5d4) 
   
   
  Saving Throw: 3 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 14/2,600 
   
   
   
  The baluchitherium belongs to an ancient species distantly 
  related to the rhinoceros. It is an herbivore, but will 
  nevertheless not hesitate to charge and trample any other 
  creature it considers a threat. 
   
   
  Bramble 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 17 
   
   
  Attacks: Spikes (1d6) 
   
   
  Saving Throw: 15 
  Magic Resistance: 5% 
   
   
  Movement: 3 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The bramble is a small fairy. It has long wild hair, pointy ears 
  and spikes all over its back. Anyone attacking a bramble with 
  bare hands suffers 1d4 points of damage. The bramble uses 
  the spikes to attack and simply hurls itself at an enemy. Some 
  bramble leaders have poisoned spikes. Anyone hit by one of 
  these has to make a saving throw vs. death or suffers a -2 
  THACO penalty for the duration of the fight. The effect is 
  cumulative. Brambles do not have wings, but wear armour. 
  They do not make this armour themselves, but let other races 
  do this. Sometimes, brambles charm small mammals and use 
  them as mounts. They travel the countryside in bands and do 
  not fear larger races. 
   
   
  Banshee 
  Hit Dice: 7 
  Armour Class: 19 
  Attacks: Claw (1d8) 
  Saving Throw: 9  
  Magic Resistance: 50% 
  Turned: 9 
  Movement: 6 
  Intelligence: Average 
  Alignment: Chaotic Evil 
  CL/XP: 11/1,700 
   
  Banshees look like scraggy witted humans with glowing eyes 
  and long claws. They live in desolate places and will not 
  tolerate any intruders. The banshee can travel over water and 
  any other terrain, but if she travels over running water, she 
  loses her magic resistance for 3d6 hours. The banshee can 
  use the wail of the banshee once per day. Everyone who 
  hears the shriek has to make a saving throw vs. death or die 
  within 2d6 rounds. Only magic or silver weapons can harm a 
  banshee. 
   
   
  Baobhan 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapon (1d4) 
   
   
  Saving Throw: 16 
  Magic Resistance: 25% 
   
   
  Movement: 6/12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The baobhan are a clan of pixies that was cursed centuries 
  ago. They have become cruel and vicious and take joy from 
  the suffering of the weak and the helpless. A baobhan is 
  relatively large for a fey and has the wings of a cicada. It can 
  sue Alter Self and Charm Animal at will. Baobhan have a 
  twisted, infectious laughter and works like Giggle on anyone 
  within a radius of five metres that does not make a saving 
  throw. Baobhan elect their leader, but within a clan or 
  subclan will be a constant struggle for power. Only the most 
  powerful and cruel will maintain control for a longer period 
  of time. 
   
   
   
  Barracuda 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 17 
   
   
  Movement: 24 
   
   
  Intelligence: Animal 
   
   
  Alignment: neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Barracudas are fast, shark-like fish. They are smaller than 
  most sharks, but hunt in groups and are dangerous in large 
  numbers. 
   
   
  
  210 
   
  Basilisk 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  Basilisks are huge lizards whose gaze turns living being into 
  stone unless they make saving throw vs. paralysis every time 
  their look into the basilisk‘s eye. Blind creatures are not 
  affected. Blind-fighting the basilisk leads to a -4 penalty to 
  THACO. Basilisks can stone and rumour says their blood 
  reverses petrification. If the basilisk‘s gaze is reflected back to 
  it, it has to make a saving throw or elsewise is turned into 
  stone in one out of ten cases. Basilisk hide armour will 
  protect the wearer from petrification. 
   
   
   
  Crimson Basilisk 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 15 
   
   
  Attacks: Acidic bite (2d10) 
   
   
  Saving Throw: 10 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  This subterranean basilisk has crimson scales and a stare that 
  causes a creature to lose 1d4 constitution points for the 
  duration of the battle due to massive bleeding. Creatures 
  without blood are not affected. Its bite is acidic and can 
  corrode equipment. If fresh blood is spilled within fifteen 
  metres of the crimson basilisk, it goes into a blood frenzy, 
  fights to the death and gains a +2 bonus to THACO and a -2 
  malus to armour class. Crimson basilisk leather armour 
  protects the wearer from the crimson basilisk‘s gaze. 
   
   
  Desert Basilisk 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d4), spit (1d12) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Desert basilisks appear to be fat cobras, about eight metres 
  long and with four skinny legs that help propel it along the 
  ground, and horns all around the top of its head. These 
  basilisks are extremely poisonous – so much so that even 
  their gaze inflicts 1d6 points of damage unless those meeting 
  its eye make a successful saving throw. In addition, a desert 
  basilisk can spit its poison up to six metres for 1d12 points of 
  poison damage. The desert basilisk's bite inflicts 1d4 points 
  of physical damage and the poison inflicts an additional 1d12 
  points of damage. A saving throw negates the basilisk's 
  poison, but anyone who purposely comes into physical 
  contact with a basilisk‘s hide automatically takes 1d6 points 
  of poison damage. Any weapon that strikes a desert basilisk 
  becomes envenomed and does and additional 1d12 points of 
  poison damage to the next target it hits. Desert basilisks are 
  solitary monsters, indigenous to desert regions, but are 
  sometimes transported elsewhere by wizards looking for 
  exotic guardians. 
   
   
  Bastellus 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 19 
   
   
  Attacks: None 
   
   
  Saving Throw: 13 
  Turned: 6 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The bastellus is an undead creature that feeds on the dreams 
  of its sleeping victims. It supposedly looks like a hulking 
  humanoid shadow with no feature other than a malicious grin 
  in its face. It can only be damaged by +2 magical weapons, 
  and even those inflict only half damage. Weapon with a 
  stronger enchantment inflict full damage. The bastellus is 
  immune to fire, cold and lightning. If Dispel Evil is cast at a 
  bastellus and it fails a saving throw, it will be destroyed 
  immediately. Protection from Evil prevents it from draining a 
  victim‘s dreams. Once per day, a bastellus can use Sleep with a 
  -2 saving throw penalty for its victims. It can also use 
  Darkness at will. If a bastellus eats a creature‘s dreams, the 
  creature will have terrible nightmares and not recover any hit 
  points. Additionally, it will lose one point of each ability score 
  which can only be recovered by destroying the bastellus. 
   
   
  
  211 
   
  Giant Bat 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d10) 
   
   
  Saving Throw: 13 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Carnivorous giant bats do not suck blood, but are still 
  dangerous opponents with a bite deadly for common 
  humanoids. 
   
   
   
   
   
  Monstrous Bat 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (2d8), claws (1d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 18 
   
   
  Intelligence: Animal to Semi 
   
   
  Alignment: Neutral or Chaotic Neutral 
   
   
  CL/XP: 9,/1,100 
   
   
   
  This type of bat is twice the size of a human and attacks with 
  its claws and bite. It is feared by peasants and swoops down 
  on its victims to carry them away. 
   
   
  Sentinel Bat 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 3/18 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 1/15 
   
   
   
  The sentinel bat is a bat that is drawn to powerful undead 
  and serves them. It looks mostly like a common bat, but is 
  often marked by its master in a certain way. If the bat‘s 
  master sees through its eyes, they will glow red. The sentinel 
  bat can only be damaged by silver or magical weapons. Once 
  per turn, the bat‘s master can use a power through the bat. 
   
   
  Sinister Bat 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d4+1) 
   
   
  Saving Throw: 13 
  Magic Resistance: 70% 
   
   
  Movement: 2/21 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The mysterious jet-black sinister bat is very smart and highly 
  resistant against magic. It can fly on a spot for some time and 
  use Hold Monster once per day. Every third round, a sinister 
  bat can use Blacksphere. 
   
   
  Skeletal Bat 
   
   
  Hit Dice: 1d5 hp 
   
   
  Armour Class: 14 
   
   
  Attacks: Claw (1d3) 
   
   
  Saving Throw: 18 
  Turned: 1 
   
   
  Movement: 1/15 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: B/10 
   
   
   
  The skeletal bat is a bat animated by necromancy. Despite 
  lacking wing membranes, it can still fly. This ability makes it a 
  popular henchman among necromancers and sentient 
  undead.  
   
   
   
  
  212 
   
  Vampire Bat 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 11 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  This bird-sized bat is feared for sucking blood and 
  transmitting diseases. It regenerates one hit point with each 
  bite. 
   
   
  Black Bear 
   
   
  Hit Dice: 4+1 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (2x1d3), bite (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Bears are strong predators, but usually not aggressive unless 
  threatened or hungry. If a bear hits and opponent with both 
  claws, it hugs it for an additional 1d8 points of damage. Bear 
  pelt does not grant much protection against weapons, but 
  keeps the wearer warm. 
   
   
   
   
   
  Cave Bear 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d6), bite (1d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neural 
   
   
  CL/XP: 7/600 
   
   
   
  The cave bear belongs to an ancient breed of bears. More 
  than twice the size of a normal bear, it hugs its opponents for 
  1d12 points of damage after a successful attack with both 
  claws. 
   
   
  Ghost Bear 
   
   
  Hit Dice: 5+5 
   
   
  Armour Class: 19 
   
   
  Attacks: Claws (2x1d3), bite (1d6) 
   
   
  Saving Throw: 12 
  Turned: 5 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The ghost bear is the spirit of a bear that died while in an 
  emotionally charged state. It hates all life. Ghost bears can 
  only be hit magic or silver weapons. Being hit by a ghost bear 
  reduces a random ability score by one.  
   
   
  Grizzly Bear 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d6), bite (1d10) 
   
   
  Saving Throw: 11 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Very large brown bears, grizzlies hug for an additional 2d6 
  points of damage if hitting with both claw attacks and can 
  automatically maintain the hold, crushing the victim and 
  continuing attempts to bite as well. 
   
   
  Ice Bear 
   
   
  Hit Dice: 8+4 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d8), bite (2d8+2) 
   
   
  Saving Throw:  
   
   
  Movement: 12/6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The ice bear looks like a giant polar bear, but seems to be 
  closer related to the cave bear. It is a good swimmer, 
  
  213 
   
  aggressive and often foul-tempered. Ice bears are always the 
  most powerful apex predators in their territories – or die 
  while trying to beat an even stronger intruder. If an ice beat 
  attacks an opponent with an attack roll three higher than 
  necessary, it additionally hugs its opponent for 2d6 points of 
  damage. It continues to fight for 1d4 rounds after being 
  reduced to naught hit points. If reduced to nine negative hit 
  points, the ice beat dies straight away. 
   
   
   
   
   
  Polar Bear 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d6), bite (1d10+1) 
   
   
  Saving Throw: 12/3 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  In cold and snowy areas, the polar bear is camouflaged well. 
  His hug attack, usable after it attacked an opponent with both 
  claws, does 1d10 points of damage. The polar bear is an 
  excellent swimmer and his pelt protects well against low 
  temperatures. Both the bear and anyone who wears it pelt 
  suffer one point of damage less from cold-based attacks. 
   
   
  Beastling 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: Melee weapon (1d8) or blowgun (1d2) 
   
   
  Saving Throw: 15 
  Magic Resistance: 80%  
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Beastlings looks like short, slender humanoids covered with 
  green fur. The fur has a strange pattern granting the beastling 
  excellent camouflage. A beastling has a +3 bonus to surprise 
  and initiative rolls. Beastlings are smart, but very primitive. 
  They shun civilisation and live in tribal communities in the 
  wilderness. Some beastlings use blowguns. Anyone hit has to 
  make a saving throw vs. death at a +4 bonus or will die 
  within 2d4 turns. Beastlings are highly resistant against magic, 
  but cannot supress this resistance voluntarily to receive 
  helpful spells. 
   
   
  Giant Beaver 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (4d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6/12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The giant beaver live deep in the wilderness. It moves rather 
  slow on land, but is a good swimmer. Giant beavers build 
  giant dams and are willing to fight over them with humanoids 
  settlers. 
   
   
  Giant Bee 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Sting (1d3) 
   
   
  Saving Throw: 18 
   
   
  Movement: 7 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Giant bee act mostly as normal bees, but are a lot more 
  dangerous due to their size. Near their hives, which are often 
  underground, giant bees will attack almost anyone. Anyone 
  stung by a bee has to make a saving throw vs. death or suffer 
  an additional 1d8 points of damage. If a bee successfully 
  stings an opponent, it will die the next round from the 
  trauma. 
   
   
   
  
  214 
   
  Giant Queen Bee 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 12 
   
   
  Attacks: Sting (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 7 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The queen of giant bees is always the toughest member of 
  her colony. The poison of her sting inflicts 1d10 points of 
  damage. She will not lose her sting after using it.  
   
   
  Arcane Beetle 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: Pincers (2d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: neutral 
   
   
  CL/XP: 7/600 
   
   
   
  A gargantuan beetle with a carapace of mirror-like silver, 
  arcane beetles are ideally suited as mounts for warring against 
  mages and other arcane spellcasters due to their innate 
  antimagical abilities. Any spell cast upon an arcane beetle, be 
  it from spells cast or magic items, is immediately cast back at 
  the wizard. 
   
   
  Bombardier Beetle 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/30 
   
   
   
  The red-black giant bombardier beetle can spray a cone of 
  hot and noxious gases at its opponents. The cone is three 
  metres long and three metres wide at the end. It deals 2d6 
  points of damage. A saving throw is permitted for half 
  damage. The spray attack can be used up to five times per 
  day, but only once every three rounds. The bombardier beetle 
  can use both its bite and the spray attack in one round and 
  suffers no penalty if attacked from behind. 
   
   
  Boring Beetle 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: Mandibles (5d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The boring beetle lives on rotting wood and other dead 
  organic matter. They can be found inside large trees or in 
  underground tunnel complexes and have strong mandibles. 
   
   
  Deathwatch Beetle 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (3d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12/6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The dreaded deathwatch beetle is a large beetle with a black 
  carapace and a white skull-like pattern on it. It can fly, but 
  not very fast and with little manoeuvrability. The deathwatch 
  beetle is not only very stealthy, but can also emit a terrible 
  sound that outrights slays every creature within a radius of 
  fifteen metres that does not make a saving throw vs. death. 
  This ability can be used every 1d4+1 hours. Everyone who 
  makes the saving throw stills suffers 5d4 points of damage. 
   
   
  Dragon Beetle 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 15 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The dragon beetle is a large flightless crimson beetle. It lives 
  in arid climates and hunts in groups. Dragon beetles are not 
  very dangerous to most species, but their poison is highly 
  effective against dragons and related creatures like dragon-
  kin. Against such a creature, the poison deals 2d12 points of 
  damage and leaves a red scar. The target is permitted a saving 
  throw for half damage. One dead dragon beetle can be used 
  to poison 1d4 weapons for a single use. The weapons will 
  deal double damage against dragons in their first successful 
  hit. 
   
   
  
  215 
   
  Fire Beetle 
   
   
  Hit Dice: 1+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d4+2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The fire beetle‘s light glands glow in a red light. If removed, 
  they will continue to glow for 1d6 days in a radius of three 
  metres. 
   
   
  Giant Beetle 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (3d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Giant beetles react slowly and are usually not threat, but may 
  accidentally try to eat resting humanoids or fall under the 
  control of dark powers. 
   
   
  Huhu Beetle 
   
   
  Hit Dice: 1+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9/18 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  This large winged beetle has a brown and yellow-striped 
  carapace, horny black antennae and powerful jaws. Its barbed 
  legs hook relentlessly into the victim's hair, fur or clothing.  It 
  is attracted to light sources.  The pale yellow huhu grubs are 
  extremely nutritious and taste like peanuts. 
   
   
  Oil Beetle 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6+1) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The oil beetle can squirt oil on an attacker once per battle 
  resulting in a -2 THACO penalty. The penalty lasts for one 
  day or until the oil is removed by one hour of cleaning. The 
  beetle‘s oil can be used as lubrication grease. 
  Rhinoceros Beetle 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 17 
   
   
  Attacks: Mandibles (3d6), horn (2d8) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  This uncommon gigantic beetle lives in subtropical areas and 
  is highly dangerous. It attacks not only with its mandibles, but 
  also with its horn. 
   
   
  Slicer Beetle 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 16 
   
   
  Attacks: Slice (2d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Slicer beetles are brown or dark grey, wingless beetles. On a 
  successful natural attack roll of nineteen or twenty, they cut 
  off a random limb from their opponent. After that, the slicer 
  beetle usually tries to run off to its lair with the limb. 
   
   
   
  Stag Beetle 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (4d4), horns (2x1d10) 
   
   
  Saving Throw: 9 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The stag beetle is a forest-dwelling beetle, but is also very 
  fond of crops and sometimes becomes a nuisance in rural 
  areas. It will only fight if attacked or if it finds organic 
  material it identifies as food. 
   
   
  
  216 
   
  Tiger Beetle 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (2d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/120 
   
   
   
  The tiger beetle is a large predator and viciously fast. It preys 
  on everything the size of a human or smaller. Their carapaces 
  are usually of a dark brown with lighter stripes or spots. 
   
   
  Beguiler 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 10 
   
   
  Attacks: Claws (4x1d2), bite (1d4), weapon (1d4) 
  Saving Throw: 16 
   
   
  Movement: 14 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The beguiler is a mouse-like creature the size of a small dog. 
  It has dark fur that is silky to the touch. The fur colour can 
  be changed to fit its surroundings. In combat, the beguiler 
  can use its hairless tail to use a weapon up to the size of a 
  short sword at a -2 THACO penalty. The beguiler lives the 
  warm steppe between East and West. It always sees the world 
  through True Sight, can see invisible creatures and ignores 
  illusions. A cap from beguiler fur gives the wearer grants the 
  wearer True Sight, a cap grants Chameleon. 
   
   
  Behemoth 
   
   
  Hit Dice: 12+2 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (3d6), claws (2x1d10) 
   
   
  Saving Throw: 3 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  The behemoth is a large canine-like creature with two bull 
  horns. It is quadrupedal and has blue or purple skin. 
  Behemoths have enormous physical strength and live in 
  remote mountain areas or in caves. They are usually 
  carnivorous and never tolerate other creatures of equal 
  strength in their territory. The behemoth does not directly 
  use magic of any kind, but if it is attacked by magic, it will 
  retaliate with Fireball. The attack does 6d6 points of damage 
  and does not prevent the behemoth from use its base attacks 
  in that round. 
   
   
  Behemoth King 
   
   
  Hit Dice: 16+4 
   
   
  Armour Class: 19 
   
   
  Attacks: Bite (5d6), claws (2x1d12) 
   
   
  Saving Throw: 3 
  Magic Resistance: 25% 
   
   
  Movement: 15 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 16/3,200 
   
   
   
  It is not entirely clear whether the gargantuan red-skinned 
  behemoth kings are particularly ancient behemoths or an 
  entirely different breed. In any case, their power exceeds even 
  that of a common behemoth. If attacked by magic it, will 
  retaliate with an attack equal to a Fireball going 8d6 points of 
  damage. Once killed, a behemoth king explodes, dealing 6d6 
  points of damage to anyone within a radius of five metres. 
  Targets up to fifteen metres away still take half damage. 
   
   
  Behir 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 3 
   
   
  Movement: 15 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 13/2,300 
   
   
   
  The behir is a serpentine monster that can slither like a snake 
  or use its dozen legs to move with considerable speed. A 
  behir is about a dozen metres long and weighs about two 
  tons. Most are a deep blue colour.  Behirs attack by biting, 
  and will swallow prey whole on a natural roll of twenty.  They 
  also lash their bodies around prey, and on the first round 
  following this attack they can bring six claws into play, each 
  dealing 1d6 points of damage. Behirs also have a breath 
  weapon – they can spit a bolt of lightning once every ten 
  rounds, inflicting two points of damage per hit die. A 
  successful saving throw indicates half damage. 
   
   
  Being of Ib 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d6+1) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12/18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The Beings of Ib are named after the City of Ib their used to 
  call their home before it was destroyed. The Beings of Ib are 
  very intelligent, good swimmers and live above as well as 
  underwater, mostly near freshwater lakes. All members of 
  their community are equal. They look fish-like with skin folds 
  and large eyes. 
   
  
  217 
   
   
  Belabra 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 21 
   
   
  Attacks: Ram (2d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 3/6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The belabra is a large hemispherical shell with a dozen 
  rubbery tentacles on the underside and four eye stalks at the 
  top. The belabra walks slowly, but can kick itself into the air 
  with its tentacles and glide up to twenty metres this way. 
  Apart from ramming a target, the belabra can also entangle it 
  at an attack made at a -4 THACO penalty. If a target is 
  entangled, it loses all dexterity boni and receives a -4 armour 
  class malus. Once per turn, a strength check is permitted to 
  try to escape. Whether or not the roll is successful, the victim 
  suffers 1d4+1 points of damage from the barbs on the 
  tentacles. A tentacle can be severed with one hit of an edged 
  weapon at a -6 armour class malus for the belabra. Whenever 
  a tentacle is cut of, everyone in the proximity has to make a 
  saving throw to avoid getting hit by the spray of white blood. 
  Everyone hit suffers a -2 armour class and THACO malus 
  for 2d4 rounds. Belbras live mainly in temperate forests. If 
  they are hunting, they draw themselves in their shell and 
  remain motionless until prey is near. 
   
   
  Berbalang 
   
   
  Hit Dice: 4+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d4), bite (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6/24 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The demon-like berbalang is an evil creature that spends 
  most of its time in a comatose state while its spirit wanders 
  the Astral Plane. It returns to the Material Plane during nights 
  of the full moon to feed on the flesh of humans. A 
  berbalang‘s projection is immune to sleep spells and cannot 
  be charmed or magically held. If its body is discovered while 
  the projection is on the Astral Plane, it will return in 2d10 
  rounds. Even if on the Material Plane, the berbalang can send 
  out its projection. If the projects, which fights just like the 
  true berbalang, is damaged, it will flee back to the body. If it 
  is destroyed, the berbalang will die from the shock in three 
  out of four cases. 
   
   
  Bhaergala 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d6), bite (1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 15 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The hideous bhaergala looks like crossbreed of hyena and 
  lion with a long horse-like face. The fur of a bhaergala gives 
  of a characteristic odour similar to the one of fresh bread. 
  Bhaergalas can imitate the speech and songs of humans and 
  elves with great skill. They use this ability to lure prey into a 
  trap, preferably attacking from great height. During the first 
  round of combat, a bhaergala will only attack with its claws, 
  but inflict full damage. Four times per day, a bhaergala can 
  reflect a spell back to the caster who casted it. This ability 
  requires the bhaergala‘s full attention. 
   
   
  Bhyakee 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d8) or bite (1d10) 
   
   
  Saving Throw: 10 
   
   
  Movement: 6/24 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The bhyakee are a tall alien race with traits of reptile and 
  insect as well as bat wings. Are immune to cold, do not need 
  to breathe and can travel through the cold vacuum of space. 
  They are sometimes used as mounts by space travellers. If the 
  bhyakee successfully bites an opponent, it will start to suck 
  blood and cause 1d6 point of damage in every subsequent 
  round. 
   
   
  Bi-Nou 
   
   
  Hit Dice: 5+5 
   
   
  Armour Class: 16 
   
   
  Attacks: Strike (2x1d8) 
   
   
  Saving Throw: 11 
  Magic Resistance: 15% 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The bi-nou are a subterranean race of malicious stalagmite 
  like beings. If standing still, their dark eyes and small hands 
  are barely visible and they are hard to distinguish from real 
  stalagmites. Some types of bi-nou are known to be able to 
  walk on the ceiling of caverns. While bi-nou have eyes, their 
  other senses are extraordinary and they are not affected to 
  any effects related to light or darkness. Pass Wall stuns a bi-
  nou for 1d4 rounds. Rock to Mud destroy it instantaneously, 
  
  218 
   
  Stone to Flesh reduces its armour class to ten for 1d6+2 
  rounds. 
   
   
  Bird Maiden 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 12 
   
   
  Attacks: Wings (2x1d6) or weapon (2d6+1) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12/36 
   
   
  Intelligence: Genius 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Bird maidens are females able to transform into birds. Unlike 
  swanmay, they do not require a token and unlike 
  therianthropes, their ability is not a curse. Most bird maidens 
  transform into falcons or eagles. Rumour says that there is a 
  secret place in the mountains called the Crown of All 
  Feathers where all bird maidens meet once per year to 
  celebrate. Most bird maidens can use three cleric spells of the 
  first three levels. 
   
   
  Talking Bird 
   
   
  Hit Dice: 4+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Beak (1d8) 
   
   
  Saving Throw: 8 
   
   
  Movement: 6/18 
   
   
  Intelligence: Genius 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The talking bird resembles a mix between a toucan and 
  parrot. It gets very old, speaks a lot of languages and 
  sometimes has a hint for a group of adventures passing by. 
  Singing birds have a beautiful singing voice. Any sentient 
  creature having a minimal sense for art will be stunned by the 
  talking bird‘s singing voice. Sometimes, a talking bird forms a 
  choir with a singing tree or a swarm of singing birds. 
   
   
  Birhaakamen 
   
   
  Hit Dice: 1+3 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (1d2), beak (1d3) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Birhaakmen are bird-kin, entirely feathered, with beaks and 
  clawed hands at their wing joints.  They live in tribal aeries 
  and are generally not civilized.  They carry javelins, and some 
  of the more civilized aeries arm their warriors with spears and 
  shields. These more advanced bird-kin may wear scraps of 
  armour, increasing their armour class to fifteen.  
   
   
  Blade Grass 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Boring (5d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Blade grass has twisted blade-like leaves that aggressively 
  attack anyone stepping on it. The blade dig though anything 
  softer than metal. After the first round, anyone not having his 
  feet protected by metal or something stronger will be 
  attacked via his natural armour class. Anyone hit additionally 
  has to make a saving throw vs. paralysis or will move at half 
  his usual movement rate for 1d4 days. The blade grass takes 
  full damage only from fire and half damage from everything 
  else. 
   
   
  Blinkling 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d4) or weapon 
   
   
  Saving Throw: 16 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Good 
   
   
  CL/XP: 3/60 
   
   
   
  Blinklings are the offspring of blink dogs and halflings. They 
  look mostly humanoids, but also have canine traits. Blinklings 
  can use Blink every second round in combat. They live 
  together with halflings as well as blink dog packs. 
   
   
  Blood Rose 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Canes (3x1d6) 
   
   
  Saving Throw: 15 
   
   
  Movement: 1 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Blood roses appear as normal rose bushes, but are actually 
  semi-sentient bloodsucking plants with beautiful crimson 
  blossoms. Anyone within a radius of ten metres around a 
  blood rose has to make a saving throw vs. death to resist the 
  rose‘s fragrance. Any creature that fails will drop everything 
  and approach the flower. The saving throw has to be made 
  every round. Each blood rose plant will have up to three 
  whip-like canes studded with thorns with which it can attack. 
  When a cane hits, it wraps around the victim and begins to 
  drain blood, doing 1d6 damage per round. A blood rose 
  which has recently eaten this way will have flowers ranging 
  from pink to deep wine red in colour, which will fade slowly 
  back to white or yellow as the plant digests the blood it has 
  consumed. 
  
  219 
   
   
   
  Blupe 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 11 
   
   
  Attacks: None 
   
   
  Saving Throw: 17 
   
   
  Movement: 9/3 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: B/10 
   
   
   
  The blupe is a small semi-transparent blue entity. It can float 
  and swim and smells like fresh rain. In the dark, it emits dim 
  blue light. Blupes take half damage from fire and can 
  extinguish fire. They can only harm creatures dependent on 
  fire. They are immune to poison, sleep, paralysis and do not 
  need to breathe. 
   
   
   
   
  Boar 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 12 
   
   
  Attacks: Gore (3d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Boar can get aggressive and dangerous if their offspring is 
  endangered. If the boar is reduced two naught hit points, it 
  continues to attack for two rounds before it drops dead. 
   
   
  Ghost Boar 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 19 
   
   
  Attacks: Gore (3d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The aggressive and malignant ghost boar is the spirit of a 
  boar slain by a hunter. Now, it seeks revenge and will attack 
  all living beings it finds. The ghost boar can only be damaged 
  by magic and silver weapons. A creature hit by a ghost boar 
  will lose a point of strength, constitution or dexterity. 
   
   
  Boggle 
   
   
  Hit Dice: 4+3 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4), claws (2x1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Boggles are greasy, slightly deformed and disproportionate 
  humanoids. They are clever thieves and scavengers. Their 
  sense of smell is exceptional and allows them to track 
  invisible creatures, an ability which is sometimes use by other 
  races which keep boggles as pets and guards. Boggles can use 
  Spider Climb at will. Their skin is covered by dark oil that 
  protects them from fire. Boggles take only quarter damage 
  from fire-based attacks, even magical ones. Boggle oil from 
  one dead boggle put on a coat will half fire damage for the 
  wearer for 1d4 days. 
   
   
  
  220 
   
  Boneless 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Slap (2x1d4) 
   
   
  Saving Throw: 14 
  Turned: 3 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Boneless are reanimated corpses from which the bones have 
  been stripped. They appear as lanky humanoids with withered 
  limbs and a shrunken head. Boneless are slow, but move with 
  double speed while crawling on all fours. If a boneless 
  successfully strikes at an opponent with both hands in one 
  round, the victim has been grappled and automatically takes 
  2d4 points of damage in the following rounds. A strength 
  check is required to break free. Anyone who attacks a 
  boneless that has grabbed someone will hit the victim has the 
  time. Blunt weapons do only half damage against boneless. 
  Due to their bonelessness, boneless can work their way 
  through very narrow gaps. Boneless are popular among 
  necromancers, as the bones and the rest of the body can be 
  reanimated as two servants. 
   
   
  Bonesnapper 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d8), tail slap (1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The bonesnapper is a bipedal lizard the size of a human. It is 
  most likely related to dinosaurs and has a powerful jaw. In 
  combat, the bonesnapper likes to target an opponent – just to 
  change its direction in the last second and attack someone 
  else. Bonesnappers are solitary and will always fight to the 
  death. Newt-kin like the tough flesh of the bonesnapper and 
  like to hunt and eat it. 
   
   
  Bonobo 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d4), fists (2x1d2) 
   
   
  Saving Throw: 15 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Bonobos are apes mostly known for their active sex life. They 
  live mainly in jungles, though some communities have settled 
  in the savannah as well. 
   
   
  Winged Bonobo 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d6), fists (2x1d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9/18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Winged bonobos are larger and more muscular than regular 
  bonobos. Most of them have bat wings, though ones with 
  feathered wings are known as well. If a winged bonobo 
  strikes an opponent with both hands, it can lift him up and 
  drop or abduct him. 
   
   
  Boobrie 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d6), beak (2d8) 
   
   
  Saving Throw: 6 
   
   
  Movement: 15/15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The boobrie is a giant bird related to the stork. It is twice as 
  tall as a human and stand on tall, slender legs. They are rather 
  weak in combat, but allow the boobrie to run fast. The 
  boobrie lives on large wetlands organisms and has developed 
  an immunity to all toxins. 
   
   
  Booka 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: None 
   
   
  Saving Throw: 16 
  Magic Resistance: 10% 
   
   
  Movement: 12/18 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Good 
   
   
  CL/XP: B/10 
   
   
   
  The booka is a small fey with a devilish face and colourful 
  butterfly wings. It is very small and closely related to sprites 
  and pixies. Bookas are peaceful, but will defend themselves if 
  necessary. Their bite is quite painful, but does no significant 
  damage to larger creatures. Bookas can become invisible at 
  will. They often use this inherited ability to set traps, their 
  favourite method of retaliation. Bookas live wherever 
  humans live and like to make themselves comfortable in their 
  homes. As payment for the shelter, bookas often dust the 
  house and help their host family against outside threats. A 
  lock of a booka, freely given by one, allows the user to use 
  Invisibility once. 
   
   
  
  221 
   
  Boowray 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12/24 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The boowray is a malevolent spirit that takes delight from 
  corrupting the innocent and inspiring good people to evil 
  actions. Usually incorporeal and invisible, the boowray can 
  appear as a tiny translucent humanoid with greenish skin and 
  mint leaves instead of hair. It can only be harmed by magical 
  weapons and tries to avoid direct combat by flying away. 
  Once pay day, the boowray can use Suggestion. Every time its 
  victim does an act of evil, it is permitted a saving throw to 
  break free from its charm. Dispel Evil will also break it. A 
  boowray usually appears a guardian spirit and sometimes 
  genuinely helps someone – at the cost of others, though. 
   
   
  Giant Botfly 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 17 
   
   
  Movement: 3/15 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Giant botflies feed on carrion and refuse. On a successful 
  attack, they infect larvae into their opponent in one out of 
  two cases. The larvae will hatch after 1d4+1 days and burst 
  out of the victim‘s skin, doing one point of damage per 
  hatchling in the process. The immature botflies cannot attack 
  for one week. Cure Disease can destroy the larvae. If magical 
  fire damages the botfly, its wings burn off and its gets a -3 
  malus to armour class. 
   
   
  Borsin 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (1d4), bite (1d3) 
   
   
  Saving Throw: 13 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The borsin is a creature with the head, arms, and upper body 
  of an ape joined to the body and legs of a hound. A borsin 
  has a savage cunning, and is capable of problem-solving and 
  setting crude traps. They do not use weapons or tools, or 
  carry treasure, although pack leaders will drape themselves in 
  the skins and furs of creatures they have killed – including 
  humanoids. Borsin form packs led by the strongest member. 
  They attack with two claws and a bite, and use pack tactics to 
  drive opponents and prey into traps, kill zones, or natural 
  hazards such as cliffs and ravines. If both its claws hit the 
  same opponent, a borsin can hug and rend for an additional 
  2d6 points of damage. Borsin packs stake out their territory 
  by making small cairns topped with the skulls of their kills, 
  and patrol their borders regularly. Borsin are omnivorous and 
  hardy, capable of surviving on plant matter, yet enjoying a 
  fresh kill. 
   
   
  Bowlyn 
   
   
  Hit Dice: 4+3 
   
   
  Armour Class: 10 
   
   
  Attacks: Strike (1d6) 
   
   
  Saving Throw: 14 
  Turned: 5 
   
   
  Movement: 18 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The bowlyn is a restless spirit that haunts oceangoing vessels. 
  It is usually invisible, but can become visible in form of a 
  half-skeletal, rotting sailor. Bowlyns constantly howl and 
  moan in agony. A creature touched by a bowlyn has to make 
  a saving throw vs. paralysis or suffers a -4 penalty to THACO 
  and saving throws. A healing spell or potion, even a minor 
  one, will cure this condition. A bowlyn is incorporeal and can 
  only be damaged by magic or silver weapons. If the ship the 
  bowlyn haunts is destroyed, the bowlyn will be destroyed as 
  well. 
   
   
   
   
   
  Brachiosaurus 
   
   
  Hit Dice: 36 
   
   
  Armour Class: 14 
   
   
  Attacks: Tail (5d4) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 40/10,400 
   
   
   
  The gargantuan brachiosaurus is not only one of the largest 
  dinosaurs, but also one of the largest creatures in general. If it 
  accidentally steps on a smaller organism, it deals 8d10 points 
  
  222 
   
  of damage. The brachiosaurus likes to dwell in warm swamps 
  and near lakes.  
   
   
  Broken One 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (1d6) or weapon (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Broken ones are unnatural combinations of animals and 
  humanoids. They have twisted bodies, broken souls and are 
  usually the result of a magical experiment gone wrong. 
  Broken ones are tragic creatures and look horrific to others. 
  Some can speak with the animals of the species they partly 
  belong to and almost all inherited some useful abilities. 
  Broken ones heal one hit point per round. 
   
   
  Greater Broken One 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (1d8) or weapon (1d10+2) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Some broken ones are physically superior to their original 
  race, even though their souls are still torn apart. These greater 
  broken ones usually have more than one animal ability and 
  regenerate two hit points per round. They are solitary 
  creatures that do not tolerate authorities of any kind. 
   
   
  Brontosaurus 
   
   
  Hit Dice: 30 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (3d6), tail (1d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 30/8,400 
   
   
   
  The giant brontosaurus spends most of its time in shallow 
  water. If it steps on a smaller creature, it deals 4d10 points of 
  damage. Relative to its size, it has a small head. In combat, 
  the brontosaurus bites and uses its tail as a weapon. 
   
   
  Brownie 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 17 
   
   
  Attacks: Weapon (1d2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Good 
   
   
  CL/XP: 1/15 
   
   
   
  Brownies are small, benign fey who looks a bit like tiny elves. 
  They are peaceful and avoid fighting unless they are attacked. 
  In combat, they sometimes use powers like Dancing Lights, 
  Dimension Door or Mirror Image. 
   
   
   
  Bruja 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 19 
   
   
  Attacks: Claws (2x1d6+6) 
   
   
  Saving Throw: 8 
  Magic Resistance: 25% 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Good 
   
   
  CL/XP: 9/1,100 
   
   
   
  The bruja looks like crone and is – despite her frightful 
  appearance – a benevolent creature. Despite looking frail and 
  having milky, dull eyes, the bruja has extraordinary strength 
  and moves swiftly. She can communicate with wild animals 
  around her home. The reason for the bruja‘s melancholy is 
  that she is cursed to know the time and manner of her own 
  death. Because of this burden, she is helpful and assists 
  others who fight the darkness. Brujas can cast Alter Self, Bless, 
  Detect Good, Invisibility, False Tracks and Pass Undead at will. 
  Once per day, they can use Dispel Evil, Greater Protection from 
  Evil, Heal and Remove Curse. While generally benevolent, 
  brujas also have the ravenous appetite hags have and enjoy 
  eating raw meat. Sometime they feast on the flesh of 
  intelligent creatures that have done them wrong. 
   
   
  
  223 
   
   
   
   
  Buckawn 
   
   
  Hit Dice: 1d6 hp 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Buckawns are close relatives of brownies, but are trickier and 
  less friendly. They distrust other races and avoid contact with 
  them. Buckawns have darker skin and very light hair. They 
  are excellent at hiding and at detect hidden opponents. Once 
  per round, a buckawn can use Alter Self, Auditory Illusion or 
  Invisibility. One daily, it can use Entangle or Insect Swarm. 
   
   
   
   
   
  Buffalo 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (2x1d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Buffalos are dangerous herd animals. If a buffalo charges at a 
  target, it will do 3d4 points of damage. 
   
   
  Bugbear 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (2d4), mace (1d6+2) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 3/120 
   
   
   
  Bugbears are large and hairy relatives of goblins and 
  hobgoblins. Despite his size, the common bugbear is stealthy 
  and surprises its opponents on a roll of one to three on a d6. 
  Bugbears favour the mace, but also fight with many other 
  weapons. 
   
   
  Bulette 
   
   
   
  Hit Dice: 7 
   
   
   
  Armour Class: 21 
   
   
   
  Attacks: Bite (4d12), claws (2x3d6) 
   
   
   
  Saving Throw: 9 
   
   
   
  Movement: 15 
   
   
   
  Intelligence: Animal 
   
   
   
  Alignment: Neutral 
   
   
   
  CL/XP: 9/1,100 
   
   
   
   
   
  Almost twelve metres long and armoured like an armadillo, 
  the bulette is a formidable foe. It digs burrows, but hunts on 
  the surface. Bulettes eat practically everything and like to 
  jump at their prey, allowing them to attack with all four claws 
  at once. The bulette‘s underbelly has AC 13, but is usually 
  only exposed once the bulette has already been wounded. 
  Bulette armour used to make armour is as good as plate mail, 
  but has only half the weight. 
   
   
  
  224 
   
  Greater Bulette 
   
   
   
  Hit Dice: 9 
   
   
   
  Armour Class: 21 
   
   
   
  Attacks: Bite (4d12), claws (2x3d6) 
   
   
   
  Saving Throw: 6 
   
   
   
  Movement: 15 
   
   
   
  Intelligence: Animal 
   
   
   
  Alignment: Neutral 
   
   
   
  CL/XP: 11/1,700 
   
   
   
   
   
  The greater bulette is even larger than the regular bulette and 
  is infamous for eating entire fields of crops or villages. In 
  comparison to smaller bulettes, the greater bulette has a well-
  armoured underbelly. 
   
   
  Bullywug 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12/6 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Bullywugs are anthropomorphic frogs. They are good 
  swimmers and live anywhere where fresh water is found. 
  Bullywugs can perform a hop attack over a distance of ten 
  metres and thus gain a +1 THACO bonus. If they use an 
  impaling weapon at the same time, their chance to score a 
  critical rises to an attack roll of sixteen or higher. 
   
   
  Buopoth 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Ram (1d4) 
   
   
  Saving Throw: 15 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The buopoth is a herd animal native to the Dream World. It 
  has purple for, a trunk, humanoid ears and is generally 
  benign. Buopoth are herbivores and rather shy. They prefer 
  to knock down enemies, which happens after every 
  successful attack unless the target makes a dexterity check, 
  and flee. 
   
   
  Glass Butterfly 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 10 
   
   
  Attacks: None 
   
   
  Saving Throw: 18 
   
   
  Movement: 12/21 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: A/5 
   
   
   
  Glass butterflies are tiny, wizard-made entities, made of 
  coloured glass and resembling butterflies the size of a bird or 
  cat. They were once made as decoration for the noble houses 
  of antiquity, and are usually found in large numbers flitting 
  aimlessly about. Glass butterflies will usually ignore any 
  creature that comes near them, and simply fly a few feet away 
  if attacked. They are constantly in motion, creating a pleasant 
  play of light and colour if there is a light source present, and 
  only touch the ground when destroyed. Being mindless, they 
  are unaffected by spells such as sleep, charm, and hold. They 
  are otherwise extremely susceptible to damage, and can be 
  easily destroyed. However, the magic that animates a glass 
  butterfly is too powerful to be contained in such a frail and 
  simple vessel. When slain, there is a burst of energy with a 
  radius of one metre. This does not cause damage, but has a 
  cumulative chance of causing a random spell effect, equal to 
  5% per glass butterfly destroyed in the past turn. If caught in 
  an area effect, one glass butterfly is destroyed per dice of 
  damage, and one damage die is rolled to determine how many 
  additional glass butterflies are destroyed. Any Light spell cast 
  upon a glass butterfly is increased by 50% in both duration 
  and area of effect. 
   
   
  Vampiric Cactus 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Needles (12x1d2) 
   
   
  Saving Throw: 14 
   
   
  Movement: 1 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The vampire cactus is a desert plant that usually feeds on the 
  blood of small mammals and reptiles. It looks like a century 
  plant with twelve fleshy leaves and twelve needles attacked to 
  the plant via thread. These needles are used to attack prey 
  over a distance of up to three metres and suck out their body 
  fluids. Once a needle has attached itself to a target, it 
  automatically does damage until the plant is killed or the 
  thread destroyed. Each thread has eight hit points 
  independently from the plant‘s core. The vampiric cactus 
  takes double damage from fire attacks, but is immune to 
  electrical attacks. 
   
   
  
  225 
   
  Giant Caecilia 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Caecilia are carnivorous, legless amphibians; they strongly 
  resemble earthworms, but they have bony skeletons and 
  sharp teeth. Caecilia live entirely underground. The giant 
  variety grows up to ten metres long and frequently is found in 
  caverns or dungeons. They are nearly blind, but caecilian are 
  very sensitive to sound and vibrations, and are able to find 
  their prey regardless of light or the absence thereof. A caecilia 
  can swallow a single small humanoid whole. On a natural 
  attack roll of nineteen or twenty, such a victim has been 
  swallowed, assuming that roll does actually hit the victim. A 
  swallowed victim suffers 1d8 points of damage per round, 
  and may only attack from the inside with a small cutting or 
  stabbing weapon such as a dagger. While the inside of the 
  caecilian is easier for the victim to hit, fighting while 
  swallowed is more difficult, so no modifiers to the attack roll 
  are applied. Once a caecilia has swallowed an opponent, it 
  will generally attempt to disengage from combat, going to its 
  lair to rest and digest its meal. 
   
   
  Cadaver 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 9 
   
   
  Attacks: Strike (1d8) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The cadaver is a dead body under control of a zombie fog. It 
  is very similar to a zombie, but no undead and merely a 
  puppet of the zombie fog. The fog has access to the cadavers 
  remaining senses. If the fog is killed, all cadavers fall to the 
  ground and turn into regular corpses. Cadavers struck down 
  while the fog is alive rise after one round with full hit points 
  unless they are completely dismembered. 
   
   
  Cadaver Crawler 
   
   
  Hit Dice: 2+4 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d2), tentacles 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The carrion critter is a huge worm-like creature living 
  underground and eating cadavers. If hungry, the carrion 
  critter is not above eating live food. Anyone attacked by its 
  tentacles has to make a saving throw vs. paralysis or will not 
  be able to move for 2d6 turns. Cadaver crawler tentacles can 
  be used to anaesthetise small to medium wounds. 
   
   
  Camarasaurus 
   
   
  Hit Dice: 20 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (3d4), trample (3d10) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 20/4,400 
   
   
   
  The camarasaurus is a sauropod that dwells in swamps. It 
  lives in herds and sometimes swallows rocks to help its 
  digestion. Sometimes, valuable items are found in the 
  stomach of a camarasaurus. 
   
   
  Camel 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Camels are quadrupeds that can carry up to three hundred 
  kilogrammes of mass. They often have bad dispositions and 
  like to spit at people. 
   
   
   
  
  226 
   
  Pearl Camel 
   
   
  Hit Dice: 5+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d8), trample (2d6) 
   
   
  Saving Throw: 11 
  Magic Resistance: 10% 
   
   
  Movement: 24 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Good 
   
   
  CL/XP: 7/600 
   
   
   
  Pearl camels are gigantic camels that are guardians of good 
  and righteousness. They have white fur, pearly eyes and are – 
  according to legend – indeed made out of a single great pearl. 
  Pearl camels can Curse Disease and Neutralise Poison by licking 
  over a creature‘s face and use Purify Food and Drink thrice per 
  day. Being successfully attacked by a trample attack forces the 
  target to remain prone and grant the camel a +4 THACO 
  bonus to further attacks. Pearl camels can use divine magic 
  up to level five. They favour Command, Detect Evil, Entropic 
  Shield, Finger of Death, Hold Metal, Silence, Wall of Wind and 
  Zone of Truth. 
   
   
  Portal Camel 
   
   
  Hit Dice: 2+4 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d2), kick (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The portal camel is an intelligent and magical creature. It 
  resembles a normal camel, except that it has three humps and 
  two heads. Though not as ill-tempered as actual camels, it 
  does have a high opinion of itself – which it will loudly voice, 
  being capable of speech. While a portal camel can be used as 
  a pack or riding animal, it will demand a higher level of care 
  and pay than any prospective hirelings might seek. As with its 
  normal kin, a portal camel is herbivorous and capable of 
  storing water for extended periods. They can carry two 
  hundred kilogrammes without discomfort. 
  The left head of a portal camel can cast Protection from Evil and 
  Mirror Image each twice per day. The right head of a portal 
  camel can cast Dispel Magic, Haste and Slow each once per day. 
  Three portal camels acting together can cast Dimension Door, 
  although they may bicker and argue about which one will get 
  to use it. The necks of a portal camel are snake-like in their 
  flexibility, allowing it to turn one head back to face a rider – 
  perhaps to nip him on the knee. Portal camels collect stories 
  and legends of the lands and dimensions through which they 
  travel, and often become sages on obscure topics. Their lips 
  are almost as dextrous as human fingers, allowing them to 
  manipulate simple objects. They may be convinced to join an 
  adventuring party or merchant caravan if someone offers to 
  act as guide and interpreter. 
   
   
  Campestri 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The campestri are a race of semi-sentient fungi with purple 
  caps. They have a joyful attitude, are always in a good mood 
  and love to sing. Once per day, a campestri can release a 
  cloud of spores acting like Slow for 1d4+4 rounds. While 
  acting as a group of at least three, the collective intelligence 
  of the campestri rises to low intelligence. 
   
   
  Camptosaurus 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Ram (1d2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The camptosaurus is slow and exceptionally dumb. It is easy 
  prey and a camptosaurus herd will usually not react until one 
  of their number is directly attacked. In a stampede, they will 
  run at double speed. A creature caught in such a stampede 
  has to make a saving throw vs. death or will be crushed to 
  death. 
   
   
  Cantobele 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (4x1d4), bite (3d4), tails (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The cantobele is a sinister creature that is sleek in the way of 
  a great cat. It has a long broad tail and is covered by double-
  coated fur. The cantobele has a deep, soft voice it uses 
  together with its innate abilities Detect Thoughts and Tongues. In 
  combat, the cantobele strikes with four of its six claws, bites 
  and attacks with its tails. Instead of attacking with its tails, it 
  can also attempt to knock and enemy off its feet. To resist, 
  the opponent has to make a dexterity check at a -4 penalty. 
  The cantobele attacks opponents on the ground with a +4 
  THACO bonus. It is immune to cold and can cast Ice Storm 
  once per day. Cantobele never slip and have darkvision. They 
  live in swamps, jungles and wasteland.  
   
   
  
  227 
   
  Carrion Doll 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapon (1d2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The carrion doll looks like a normal doll, but is actually a 
  sentient, sinister creature. It has a hollow, shrill voice and can 
  speak the language of its creator and the one of the image of 
  the race it has been created in. A carrion doll carries a quiver 
  with 2d10 silver needles. A needle has a range of five metres 
  and will paralyse a limb unless a saving throw vs. paralysation 
  is made by the target. If a needle is injected into a humanoid‘s 
  neck, the doll‘s essence will be transferred into the 
  humanoid‘s body and vice versa. After 1d4 rounds, the doll 
  possessing the new body will wake up. The humanoid in the 
  doll‘s body will be unconscious for 1d4 hours. The only way 
  to revoke the transfer is to sting another silver needle in the 
  body‘s neck and have the doll touch it. 
   
   
  Carrion Stalker 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 17 
   
   
  Attacks: tentacles (1d4+5x1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The carrion stalker looks like a horseshoe crab with the 
  tentacles of a jellyfish. It lurks within a decaying dead body 
  and imposes a -2 penalty to its victim‘s surprise and initiative 
  rolls. A target struck by one of the carrion stalkers tentacles 
  has to make a saving throw vs. paralysis or will become 
  entangled. Each tentacle imposes a -1 penalty to THACO 
  and the strength check required to break free. The other 
  tentacles will attack the victim with a +1 THACO penalty. 
  Tentacles that grappled a victim will not strike fully, but 
  nevertheless automatically inflict one point of damage per 
  round. After killing a victim, a carrion stalker will use the 
  corpse as a nest for its larvae. 
   
   
  Cat Lord 
   
   
  Hit Dice: 17 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d6+6), bite (1d8+8) 
   
   
  Saving Throw: 3 
  Magic Resistance: 50% 
   
   
  Movement: 21 
   
   
  Intelligence: Genius 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 18/3,800 
   
   
   
  The cat lord appears as a charismatic, dextrous human with 
  golden eyes, but can also turn into a large feline. Twice per 
  day, the cat lord can use Dimension Door, Hypnotise and Teleport. 
  He is never surprised. If his stare meets a cat – including 
  therianthropes – the creature has to make a saving throw or 
  will fall under the cat lord‘s control. Creatures with more than 
  eight hit dice are immune to this power. Once per fight, a cat 
  lord can summon 3d8 hit dice of cat creatures. Sages are not 
  sure where cat lords come from and how their true form 
  looks like. They are solitary creatures that mostly shun 
  everyone but felines. 
   
   
  Change Cat 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (1d3), bite (2d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The change cat is the result of magical experiments gone 
  awry. In its most common form, it resembles a domestic cat 
  and is like one in all regards. In its true form, however, it 
  looks like a large cheetah-like plains cat. Every third round, 
  the change cat can sprint and double its movement speed. 
  Change cats like humans, elves and half-elves, distrust 
  gnomes and halflings and dislike goblinoids and orcs. Some 
  change cats are still found in the homes of spellcasters or 
  nobles. 
   
   
  Crypt Cat 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 11 
   
   
  Attacks: Claws (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: B/10 
   
   
   
  Undead crypt cats look like they were created by necromantic 
  magic, but they are actually things quite unlike normal 
  animated undead such as skeletons or zombies. These undead 
  cats are possessed of an animal cunning akin to that of ghouls  
  – although with less intelligence – and they are not slow 
  moving as zombies are.  Like ghouls, they tend to form into 
  
  228 
   
  packs.  If a person is scratched more than three times by 
  crypt cats (not necessarily the same one), he must make a 
  saving throw or be paralysed for 1d6 turns.  After the first set 
  of three scratches, every subsequent scratch requires a saving 
  throw. 
   
   
  Elf Cat 
   
   
  Hit Dice: 3+6 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d3), claws (2x1d2) 
   
   
  Saving Throw: 14 
  Magic Resistance: 20% 
   
   
  Movement: 18 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Elf cats are cats domesticated by elves. Over the centuries, 
  they became quite different from wild cats. Elf cat are very 
  stealthy. Their opponents get a -5 penalty to surprise rolls. 
  They speak their own language and the one of elves. Some elf 
  cats live together with sylvan creatures. Twice per day, an elf 
  cat can use Animal Growth on itself. 
   
   
   
  Faerie Cat 
   
   
  Hit Dice: 4+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d8), claw (2x1d6) 
   
   
  Saving Throw: 11 
  Magic Resistance: 10% 
   
   
  Movement: 15 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The faerie cat is a large feline with orange eyes and greenish-
  grey fur. Faerie cats are solitary creatures that hunt they prey 
  by teleporting behind it over a short distance. Faerie cats do 
  not attack sentient creatures unless threatened or very 
  hungry. If their young are attacked, they go into a frenzy and 
  gain a +4 THACO bonus. Faerie cats are said to be either 
  cursed elves or creatures send to protect the elven realms. 
  Even if either is true, the faerie cats have no memories of 
  their past or do not share them. 
   
   
  Midnight Cat 
   
   
  Hit Dice: 3+6 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d2) 
   
   
  Saving Throw: 14 
  Magic Resistance: 25% 
   
   
  Movement: 18 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The midnight cat is a malicious cat that is sometimes found 
  in the company of an evil wizard. Rumour says midnight cats 
  can remove as well as bestow curses. Midnight cat can see in 
  total darkness and even magical darkness. Their natural 
  stealth imposes a -3 penalty on the surprise roll of their 
  opponents. If both of the cat‘s claws strike an opponent in 
  the same round, it will automatically rake with its rear claws 
  for another 1d4 points of damage. Midnights cats survive by 
  devouring the spirits of living beings. They do so by deeply 
  inhaling near the victim‘s mouth. If the victim fails a saving 
  throw, it will be unable to use any magic or inherited abilities, 
  and cannot heal damage or diseases. These symptoms persist 
  until the victim dies or the midnight cat is killed. 
   
   
   
  Moon Cat 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (2x1d2) or bite (1d2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The moon cat is a cat native to the Dream World. Moon cats 
  are very stealthy and have the ability to travel to the moon 
  once per night, usually together with other cats. Moon cats 
  have their own society, understand Common and appear in 
  many colours. 
   
   
  
  229 
   
  Pech Cat 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Claw (1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 15 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The pech cat looks like a domestic cat with golden or black 
  fur. Anyone coming close to the pech cat has a -5 penalty to 
  surprise rolls. If engaged, the cat begins to purr softly. 
  Anyone within a radius of ten metres has to make a saving 
  throw with a -2 penalty every round. If a creature fails, it 
  wants to protect the pech cat and take it along. The pech cat 
  will permit it for 1d4+1 hours. The presence of the pech cat 
  imposes a -2 penalty to saving throws, THACO and ability 
  checks, as the pech cat seems to feed on luck. If the pech cat 
  is not fed with common food within half an hour, it alters its 
  purr. Everyone failing a saving throw will attack the next 
  creature encountered. After another half hour without food, 
  the cat alters the purr once more. This time, everyone will 
  attack the nearest creature, may it be friend or foe, but not 
  the pech cat. The fighting will last for ten rounds. The pech 
  cat will slip away during the fight or after 1d4+1 hours. It 
  generally avoids combat and fights only if cornered with no 
  way to escape. 
   
   
  Phase Cat 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: Tentacles (2x2d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The phase cat is not truly a cat, but is fairly intelligent and 
  resembles a six-legged cat with a long, scaly reptilian spiked 
  whip on each shoulder. All opponents of a phase cat receive a 
  -2 THACO penalty, due to the magical ability of the phase 
  cat to seem to be in a position that is one metre away from 
  where it actually stands. Blink dogs are hated enemies of 
  phase cats, and a phase cat will seek to kill any blink dogs 
  encountered. 
   
   
  Sand Cat 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 11 
   
   
  Attacks: Claws (1d3), bite (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The sand is a desert-dwelling feline slightly smaller than a 
  house cat. It has sandy brown fur and long, pointy ears. It is 
  stealthy and gains a +1 bonus to surprise rolls. Once per 
  round, the sand cat can leap at double speed. If attacked from 
  the rear, it additionally uses its rear claws for a total of 1d2 
  points of damage. Sand cat are usually peaceful and live in 
  small family units. 
   
   
  Skeleton Cat 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d2) 
   
   
  Saving Throw: 18 
  Turned: 1 
   
   
  Movement: 18 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 1/15 
   
   
   
  The skeleton cat is either a cat skeleton animated by 
  necromancer or a vengeful undead cat that has been treated 
  poorly by its master in live. Skelton cats impose a -3 penalty 
  on their opponents‘ surprise roll. They are immune to fire 
  and blunt weapons. If they successfully attack an opponent 
  with both claws in one round, they automatically hit with 
  their rear claws for another 1d4 points of damage.  
   
   
   
   
   
  
  230 
   
  Caterwaul 
   
   
  Hit Dice: 3+4 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d3), bite (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 18 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Caterwauls are malignant feline predators with dark blue fur 
  and a long, furry tail. They have pointy ears and almond-
  shaped eyes. When moving on all fours, a caterwaul gains a 
  +6 speed bonus. Once per turn, the caterwaul can emit a 
  high-pinched sound that deals 1d8 to everyone within a 
  radius of twenty metres that does not make a saving throw. 
  Also once per turn, a caterwaul can double its speed for 2d4 
  rounds, gaining a +4 armour class bonus and attacking twice 
  per round. The caterwaul is almost always solitary, lives in 
  low mountains and likes shiny objects. It has no natural 
  enemies. 
   
   
  Giant Catfish 
   
   
  Hit Dice: 8+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (2d8), feelers (4x1d4) 
   
   
  Saving Throw: 8 
   
   
  Movement: 1/9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  These scaleless, ash-coloured fish are both predators and 
  scavengers. They can attack with their whisker-like feelers 
  and a bite. 
   
   
  Catoblepas 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  These beats resemble giant warthogs, but they are so hideous 
  that their appearance can cause death unless the target makes 
  a saving throw. If the first glance does not kill, each 
  additional round of looking at the beast can still stun the 
  viewer into immobility for 1d3 turns. 
   
   
  Cave Fisher 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Pincers (2x2d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 3 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The cave fisher is an underground insectoid that looks like a 
  mix between lobster and spider. It can easily move along 
  walls and the ceiling and has two powerful pincers. 
  Furthermore, the cave fisher has a long snout it can use to 
  spit an adhesive liquid that acts like Slow. When in its lair, the 
  cave fisher gains a +3 THACO bonus. 
   
   
  Centaur 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Kick (2x1d6), spear (1d8+1) or bow (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 18 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 5/240 
   
   
   
  Centaurs are half man, half horse and usually live in plains or 
  in the forest. They are fierce fighters and will not tolerate 
  intruders in their territory, but have good relations with over 
  sylvan races. 
   
   
   
  
  231 
   
  Centaur Knight 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 17 
   
   
  Attacks: Kick (2x1d6), lance (1d12+2) 
   
   
  Saving Throw: 11 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Some more civilised centaurs have mastered arts like 
  architecture and blacksmithing. Their warriors wear armour 
  can wield lances. During its initial attack, a centaur knight can 
  charge at its enemies and will deal an additional 1d6 points of 
  damage. 
   
   
  Giant Centipede 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 16 
   
   
  Movement: 15 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/240 
   
   
   
  The giant centipede is a big as a human and roams the sewers 
  of large cities. Its poison is lethal, but grants the target a 
  saving throw vs. death at a +6 bonus. 
   
   
   
  Huge Centipede 
   
   
  Hit Dice: 1d2 hp 
   
   
  Armour Class: 10 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 13 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The huge centipede is a venomous arthropod living in 
  forests, but also in larger cities. Anyone who is bitten by a 
  giant centipede and fails a saving throw vs. death with a +4 
  bonus has to endure 1d4 rounds of agony and will not be 
  able to perform any actions. Furthermore, the limb bitten will 
  be almost useless for one day. 
   
   
  Monstrous Centipede 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 20 
   
   
  Attacks: Bite (3d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 18 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The monstrous centipede is surprisingly quick and hunts 
  down even medium-sized mammals. Anyone bitten by this 
  ten metre-long nightmare has to make a saving throw vs. 
  death with a +4 bonus or will be killed by the centipede‘s 
  venom. 
   
   
  Ceratosaurus 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 14 
   
   
  Attacks: Horns (2x1d6), bite (4d4) 
   
   
  Saving Throw: 8 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The ceratoaurus is a horned dinosaur. It is related to 
  allosaurus and tyrannosaurus, but smaller. In combat, it uses 
  two of its three horns – the third one, which only males have, 
  cannot be used – and bites. The ceratosaurus hunts in packs 
  and has a number of characteristic bony plates on its back.  
   
   
   
  Cerement 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: None 
   
   
  Saving Throw: 16 
  Turned: 2 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 2/30 
   
   
   
  This undead is formed by cursed grave wrappings is a roughly 
  humanoid shape. Its touch drains 1d3 points of wisdom from 
  the target. Targets dropping below three points of wisdom go 
  
  232 
   
  insane. The cerement can be turned or destroyed by a cleric, 
  but never be controlled. 
   
   
   
   
   
  Chalkeion 
  Hoplite 
  Sergeant 
  Captain 
  Hit Dice:  
  5 
  7 
  11 
  Armour Class:  
  17 
  17 
  17 
  Attacks: Weapon 
  2x1d6 
  2x1d6 
  2x1d6 
  Saving Throw:  
  12 
  9 
  4 
  Movement:  
  12 
  12 
  12 
  Intelligence:  
  Very 
  Very 
  Highly 
  Alignment:  
  Neutral 
  Neutral 
  Neutral 
  CL/XP:  
  5/240 
  7/600 
  11/1,700 
   
   
   
   
  The proud chalkeion, also called Men of Bronze, are 
  legendary for their martial prowess and ferocity. They appear 
  as normal men, albeit unusually handsome and well-
  proportioned, with a bronze skin tone. The chalkeions are the 
  last remnants of a former age, and those few who remain 
  make their living as mercenaries, for they crave battle above 
  all things. Their flesh is not literally bronze, but it is 
  exceptionally tough, giving them a natural armour class of 
  fourteen. In battle, they usually wear leather armour and 
  shields which improve their armour class by three, carry 
  spears and javelins, and do not typically ride horses. In melee, 
  chalkeions function as berserkers, gaining two attacks per 
  round. Because of their fearlessness and strict discipline, Men 
  of Bronze are highly sought after as mercenaries, but it is also 
  well known thaty place loyalty to their brethren and self-
  preservation above their employers' interests and will not 
  obey orders which they perceive as foolish or suicidal. 
   
   
  Giant Chameleon 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 18 
   
   
  Attacks: Bite (2d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The giant chameleon can grow up to a length of four metres. 
  Emotions will change its colour, though this variant can also 
  do this on purpose to blend into its surroundings. This grants 
  the giant chameleon a +2 bonus to surprise rolls. It can sue 
  its tongue over a distance of six metres. Anyone grabbed is 
  drawn to the chameleon and takes automatic damage from ist 
  bite every round thereafter. 
   
   
  Changeling 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Claw (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Changelings are the offspring of a doppelgänger and another 
  humanoid, usually a human or elf. They are genderless and 
  look androgynous. Changelings can assume the form of 
  another humanoid once per day, but the charade is not as 
  convincing as the transformation of a full-blooded 
  doppelgänger. 
   
   
  Chimera 
  Hit Dice: 9 
  Armour Class: 13 (Goat), 14 (Lion), 17 (Dragon) 
  Attacks: Claws (2x1d3), horns (2x1d4), bites (1d4, 3d4) 
  Saving Throw: 6 
  Movement: 9/18 
  Intelligence: Semi 
  Alignment: Chaotic Neutral or Chaotic Evil 
  CL/XP: 11/1,700 
   
  The chimera has the body of a lion, wings like a dragon and 
  the heads of a goat, a lion and a dragon. The dragon heads 
  can breathe fire thrice a day for 3d8 points of damage. The 
  fire breath has a range of fifteen metres. A saving throw is 
  permitted for half damage. As long as the chimera has one 
  head, the others will regrow. A potion from all three chimera 
  brains cures schizophrenia. 
   
   
  Chitine 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (3x1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 4/240 
   
   
   
  The chitines are small humanoids who build with webbing 
  like other races use wood or stone. They are very thin, have 
  multifaceted white eyes and four arms. They skin secrets 
  special oil that protects from the stickiness of their own 
  webbings. They like to ambush travellers in their territory, 
  usually with web-based traps. Chitines wear light armour 
  
  233 
   
  made of hardened webbing. Without chitine oil, the armour 
  will break in a few weeks and become highly flammable. 
   
   
  Chthonian 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 4 
   
   
  Attacks: Tentacles (4x1d12) 
   
   
  Saving Throw: 5 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Neural Evil 
   
   
  CL/XP: 14/2,600 
   
   
   
  The chthonian resembles are giant squid with a mass of 
  tentacles at one end, though it is land-based. It can, 
  sometimes together with other members of its species, 
  manipulate the crust of the planet in a fashion not 
  understood. The chthonian avoids water, but is completely 
  immune to any form of heat and can even resist lava. Once 
  per day, a chthonian use Earthquake. It is immune to 
  mundane weapons. 
   
   
  Cildabrin 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 14 
   
   
  Attacks: Pincer (2x1d12), stinger (1d6) 
   
   
  Saving Throw: 4 
  Magic Resistance: 20% 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 12/2,000 
   
   
   
  Cildabrins looks like huge, hairy spiders with pincers and 
  stinger of a scorpion. They are solitary creatures that 
  understand many languages, but are unable to speak with any 
  other species due to the anatomical structure of their mouth. 
  If a target it hit with a pincer, it has to make a successful 
  strength check. Unless the check is successful, the victim 
  automatically takes 1d6+6 points of crushing damage the 
  next round until it escapes. A cildabrin can cast Darkness 
  Globe and Zone of Sinister Silence once per day and Web thrice 
  per day. It can walk on walls at will and will itself not be 
  affected by any webs. 
   
   
  Crawling Claw 
   
   
  Hit Dice: 1d4+1 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: B/10 
   
   
   
  The crawling claw – a disembodied animated hand – is a 
  creature often employed by mages and clerics who know the 
  secret of its creation. If it detects an enemy, the claw can leap 
  over a distance of up to five metres. Against unarmoured 
  opponents, the claw deals an additional point of damage. 
  Crawling claws are not undead, but are immune to mind-
  controlling and similar spell like undead are. Common people 
  are often scared by crawling claws. 
   
   
  Cliessid 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 13 
   
   
  Attacks: Pincers (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 9/9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: A/5 
   
   
   
  The amphibious cliessid are small, shelled humanoids with 
  pincers in place of hands, three thick toes on each leg and a 
  mass of writhing tentacles in place of a head. They stand no 
  taller than a man's knee. cliessids live in sluggish rivers, 
  shallow streams, stagnant ponds, and sewer systems, and can 
  move as fast in, or under, the water as on land. Some cities 
  have imported and domesticated these creatures for use in 
  sewer maintenance, but with mixed results, for cliessids are 
  viciously hostile to any who invade their territory. 
   
   
  Cloaker 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The cloaker is an alien creature that dwells deep beneath the 
  surface. It looks like a black cloak with a face on the 
  underside and claws. The cloaker will usually kill anyone 
  entering its lair. It can float and move with blinding speed.  A 
  cloaker can try to engulf a victim. If it does so with a 
  successful attack, it does not need to roll to do future attacks. 
  Additionally, every attack inflicts additional damage equal to 
  twenty minus the victim‘s armour class. Attacks inflict half 
  damage on the cloaker and half damage on the victim. A 
  cloaker can use Dancing Shadows, Shadow Door and Shadow 
  Monsters I thrice per day. 
   
   
  
  234 
   
  Dread Cloaker 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d6) 
   
   
  Saving Throw: 11 
  Turned: 6 
   
   
  Movement: 4/15 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The undead dread cloaker appears as a large decaying cloak. 
  The dread cloaker engulfs a target like the common cloaker, 
  but drains two points of constitution from the new host or 
  anyone touched by the host. A fully drained host dies and 
  rises as a zombie after 1d4 days. If the cloaker is removed 
  with a successfully strength check at a -2 penalty, it dies and 
  drains 1d4 points of constitution beforehand. Raise Dead will 
  slay a dread cloaker unless it makes a saving throw. 
  Sometimes,  a dread cloaker attaches itself to a zombie and 
  uses it to drain energy from other creatures. 
   
   
  Shadow Cloaker 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (2x1d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12/15 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The shadow cloaker appears as a black void in the shape of a 
  great cape. It is mostly identical to the common cloaker, but 
  can fly silently. With a successful attack roll, it attaches itself 
  to a host‘s shadow. Once attached to a victim, it drains one 
  point of constitution per day until the victim dies. Dead 
  victims will rise as a undead shadow. A shadow cloaker can 
  only be damaged by magical weapons. If detected, it will 
  engulf its host like a common cloaker. Continual Light will 
  force a shadow cloaker to leave its victim. 
   
   
  Resplendent Cloaker 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: None 
   
   
  Saving Throw: 11 
   
   
  Movement: 12/15 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The rare resplendent cloaker is a mournful creature that has 
  to alleviate the suffering of others to survive. It attaches itself 
  it a host and heals it wounds. The resplendent cloaker has a 
  white, glowing underside and is – a downside for its host – 
  highly visible. First, the cloaker surprises a potential host with 
  Colour Spray. It can use this ability three times a day. Then it 
  attaches itself to the dazzled victim, which regenerates one hit 
  point per round. It can also engulf a victim. If it does so with 
  a successful attack, the victim is hit by Colour Spray round. If 
  damaged, the cloaker drains hit points from its host. It 
  absorbs two hit points from its host to regenerate one of its 
  own. If forcibly removed, the host has to make a system 
  shock check and the cloaker a saving throw to survive. It is 
  not known how exactly the resplendent cloaker derives 
  nourishment from healing others. 
   
   
  Clockwork Cavalier 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: Sword (1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  A clockwork cavalier is a metallic humanoid, usually plated 
  with tarnished bronze and elaborately forged to resemble a 
  handsome 
  moustached 
  gentleman, 
  with 
  a 
  winding 
  mechanism in its back between the shoulder blades, and 
  armed with a sword extending from its right forearm. Once it 
  has been wound up, the cavalier will wait in place until it can 
  perceive a male humanoid armed with a sword, whom it will 
  challenge to fight a duel to the death. If the opponent 
  declines, the cavalier will accuse him with cowardice, and 
  attack the following round. During combat, the cavalier will 
  mock its opponent with a selection of insults and taunts. Any 
  other combatants striking the cavalier will also become 
  targets. A cavalier never flees from a fight.  
  The cavalier grows slower as it winds down. Each successive 
  round it is in combat it gains a -1 penalty to THACO and to 
  its movement rate. Eventually it comes to a complete halt and 
  is thereafter totally unable to move or fight, although the 
  insults continue for a further 1d4 rounds. Clockwork 
  cavaliers are immune to Sleep and to all non-magical piercing 
  weapons. Any two-handed sword or axe that hits has a one-
  in-six chance of beheading the cavalier - which causes it to 
  halt and then explode within the next round. The burst has a 
  radius of six metres and causes 1d6 points of damage. A 
  saving throw is permitted for half damage. 
   
   
  Clurichaun 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 11 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 15 
  Magic Resistance: 10% 
   
   
  Movement: 18 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Clurichauns are fey creatures, usually portrayed as irrational 
  and possibly quite malevolent – although they have the 
  common fey characteristic of being bound by bargains they 
  make.  They are somewhat magic resistant and are extremely 
  
  235 
   
  elusive.  Clurichauns can become invisible and use Dimension 
  Door at will.  They can also cast Phantasmal Force once per day. 
   
   
   
  Bronze Cobra 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Bronze cobras are magical robots and  similar to iron cobras, 
  built in ancient days by powerful spell casters as mechanical 
  servants using powerful magic.  These jointed snakes are the 
  size of a normal cobra, and follow commands given to them 
  or programmed into them by their creators.  Bronze cobras 
  are not as lethal as iron cobras, being made of softer metal 
  and having a five-dose supply of paralysis poison – lasting 
  3d6 turns – rather than a three-dose supply of lethal poison.  
  They are, however, faster than the similar mechanism created 
  from iron. 
   
   
  Giant Cobra 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Giant cobras are cunning snakes, often with strange patters 
  on their hood. A creature being bitten by a cobra will die in 
  3d4 rounds. If a saving throw vs. death is made, the victim 
  only suffers an additional 1d10 points of damage instead. 
   
   
   
   
   
  Iron Cobra 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 18 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Iron cobras are a type of eldritch mechanism, created by 
  wizards long ago.  They are jointed constructions of iron, the 
  size of a normal cobra, that slither and attack as commanded 
  (perhaps eons in the past) by their makers.  The iron cobra 
  contains a reservoir with three doses of lethal venom.   
   
   
  Spitting Cobra 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 18 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/30 
   
   
   
  Like most snakes, the spitting cobra avoids conflict. 
  However, if it is threatened it will rear up and emit poisonous 
  spittle. A victim is entitled to a saving throw vs. death, and 
  failure indicates the opponent is blinded. Cure Blindness will 
  reverse the effects. The bite of the cobra is venomous. A 
  victim must succeed in a saving throw vs. death or suffer an 
  additional 2d6 points of damage. 
   
   
  
  236 
   
  Cockatrice 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 12 
   
   
  Movement: 6/18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The cockatrice is a rooster with bat wings and s serpentine 
  tail. Anyone bitten by the cockatrice who fails a saving throw 
  vs. paralysis is turned into stone. It is said that the cockatrice 
  is the result of a snake egg incubated by a chicken. The boiled 
  blood of a cockatrice can rescue one human-sized creature 
  from petrification. 
   
   
   
   
   
  Coffer Corpse 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: Weapon (1d6+1) or choke (1d6) 
   
   
  Saving Throw: 16 
  Turned: 4 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  A coffer corpse is an undead that was not properly buried 
  and whose death ritual remains incomplete. It lurks around 
  its burial place and seeks to destroy all living creatures 
  coming close to it. If right at its burial place, it cannot be 
  turned. A coffer corpse will attacks with a weapon if it was 
  buried with one. Otherwise, it will jump at an opponent and 
  try to choke it for. After a successful attack, the choking 
  automatically does 1d6 points of damage per round. To 
  escape the coffer corpse‘s iron grip, a strength check at a -4 
  penalty is required. If a coffer corpse receives more than six 
  points of damage from mundane weapons, it will collapse, 
  but rise in the next round with full hit points. It can only be 
  damaged by magical weapon and takes half damage from all 
  weapons but blunt weapons. 
   
   
  Colour out of Space 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: None 
   
   
  Saving Throw: 9 
   
   
  Movement: 18 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The colour out of space is being consisting of nothing but 
  colour and draining the energy of its environment. It reaches 
  other planets via meteoroids and while it is intelligent, it 
  thinks in multiple dimensions and has an alien mindset. The 
  colour out of space can cast Disintegrate at will, but it rarely 
  does, as it costs a lot of valuable energy. Directly touching 
  one will reduce a random ability score by one point. This loss 
  can only be restored by powerful magic or alchemy. Anyone 
  spending a few hour in the proximity of a colour out of space 
  will temporarily lose two points if two random ability scores. 
  The vegetation around a colour out of space will always 
  slowly wither, as the colour is always hungry for energy. It 
  avoids daylight and any sources of bright light. 
   
   
  Comsognathus 
   
   
  Hit Dice: 1d5 hp 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 18 
   
   
  Movement: 10 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: B/10 
   
   
   
  The comsognathus is a small bird-like dinosaur that hunts in 
  groups. If alone, it usually eats small lizards and insects. In 
  packs, they are brave enough to attack larger creatures. 
   
   
   
  
  237 
   
  Condor 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Beak (1d4+1) 
   
   
  Saving Throw: 14 
   
   
  Movement: 3/24 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Condors are large birds with a wing span of up to six metres. 
  They are often the strongest aerial predators in the area. 
  Condor wing feathers are worth up to one silver piece apiece. 
   
   
  Contemplator 
   
   
  Hit Dice: 13+3 
   
   
  Armour Class: 19 
   
   
  Attacks: Fists (2x2d8) 
   
   
  Saving Throw: 4 
  Magic Resistance: 50% 
   
   
  Movement: 24 
   
   
  Intelligence: Godlike 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 16/3,200 
   
   
   
  Contemplators live in far-off places, sometimes on barren 
  asteroids, thinking about the questions of the universe. They 
  are grey humanoids, twice as tall as human with large brains 
  and most likely immortal. A contemplator can summon up to 
  three arms with twenty-five hit points each from the ground 
  to capture intelligent creatures. Once one creature is 
  captured, the contemplator puts it into a stasis and drains its 
  intelligence at a rate of once point per day. If he is 
  interrupted, he cannot drain that day‘s intelligence point. A 
  contemplator can absorb arcane spells. The will sense any 
  intruder within a radius of two hundred metres and is 
  sometimes willing to let a capture being go in exchange for 
  information. 
   
   
  Coral Clamper 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 17 
   
   
  Attacks: Tentacles (4x1d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 1 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  This mollusc resembles a growth of rock or coral covered 
  with several large, but still normal-looking clams. When a 
  swimmer nears it, however, the clamper lashes out with long, 
  flexible arms of muscle for which the clams are the tips. 
  These appendages encircle and crush prey, with the clam-like 
  tip serving as a viciously biting mouth. A coral clamper 
  normally has four appendages, and these grow to a length of 
  seven metres. The clamper's body is protected by its hard, 
  coral-like shell. If one of the appendages scores a hit, the 
  victim must make a saving throw or be held helpless by the 
  tentacle-like grasp. The clam mouth at the end of the tentacle 
  can attack while a victim is held, but cannot generally reach a 
  victim other than the one held in the tentacle. 
   
   
  Corpse Candle 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: Manipulate fire (1d6) 
   
   
  Saving Throw: 11 
  Turned: 6 
   
   
  Movement: 12/24 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  A corpse candle is and undead spirit named after the 
  flickering light it appears as in the light of it slain body. The 
  corpse candle has been murdered and waits for a champion 
  to avenge it. It appears as a misty flame and is both ethereal 
  and invisible. The corpse candle can send weak mental 
  suggestion to its chose champion and project images of its 
  murderer into flames or smoke. If a chosen champion 
  ignores the candle‘s suggestion for 1d4 days, it will 
  manipulate fire to force the champion into taking action. True 
  Seeing reveals the corpse candle as a ghostly image of the 
  killed person on the champion‘s shoulder. It can be directly 
  attacked with magical weapons and will retaliate with Burning 
  Hands. 
   
   
  Couatl 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12/24 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  Intelligent serpents with feathered wings, couatls can be five 
  metre long or more. Couatls live only in tropics.  Some 
  considers them servitor of the gods They can polymorph 
  themselves, constrict victims for 1d6 hit points, and cast 
  spells up to the third spell level.. They like spell like Magic 
  Missile, Darkness Globe, Web or Hold Person. 
   
   
  Giant Crab 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 16 
   
   
  Attacks: Pincers (1d6+2) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Giant crabs are popular for their tasty meat. However, 
  hunters often underestimate their speed. 
  
  238 
   
   
   
   
   
   
  Crab-kin 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9/15 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Crab-kin are bipedal creatures with a crab-like exoskeleton 
  and a pincer at the end of each arm.  They are tribal creatures, 
  found living near water, including subterranean lakes and 
  rivers. They are not generally hostile, but mistrust strangers 
  on purpose. Crab-kin are good swimmers and sometimes 
  tame large carbs. 
   
   
  Crablegger 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (4x1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6/12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Crableggers are horrible sea creatures resembling man-sized 
  centipedes with four pincers.  They hunt on sea floors and 
  lake bottoms, and can crawl out from the water for hours, if 
  the hunting seems better on land.  The crablegger‘s bite is 
  mildly poisonous, causing paralysis for 1d6 turns unless the 
  target makes a successful save vs. paralysis. 
   
   
  Crayfish 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (2x2d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6/12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The strange crayfish lives only in freshwater. It moves slowly, 
  but is a good swimmer and can move with double speed for 
  1d4+1 rounds if necessary. 
   
   
  Crocodile 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9/12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Crocodiles are patient predators which lay motionless and 
  well-concealed until their prey is in reach. On land, they are 
  surprising fast, but have trouble changing their direction 
  quickly. Crocodile leather is a valuable product. 
   
   
   
  Albino Crocodile 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 13 
  Magic Resistance: 10% 
   
   
  Movement: 12/12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Albino crocodiles live in the sewers of large cities and are said 
  to be descendants of escaped pets of a wizard or alchemist.  
  They are a bit smaller than coloured crocodiles, but 
  nevertheless dangerous. Albino crocodiles can only be 
  harmed by spells with effects that are not themselves 
  maintained by magic. 
  
  239 
   
  Giant Crocodile  
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (3d6) or tail slap (1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 9/12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Giant crocodiles can be up to eight metres long. Opponents 
  slapped by their tail will be knocked back and need one 
  round to get up and going again. The giant crocodile will 
  make a critical hit on a nineteen and a twenty. 
   
   
   
  Bleak Crow 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Beak (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 3/18 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The bleak crow looks like a large, white-feathered crow with 
  a cold, unnerving stare. It is an unnatural creature and has the 
  unique ability to collect souls for its master, usually a 
  powerful devil or demon. The crow can collect the soul of 
  one dead individual within a radius of ten metres that died no 
  less than an hour ago. If the crow does so, it will start to glow 
  and become semi-translucent for a few minutes. It can only 
  carry one soul at a time. If it does so, the body of the dead 
  creature will raise as a zombie with a number of bonus hit 
  points equal to the creature‘s number of hit dice. The zombie 
  will be under the bleak crow‘s control. The crow is physically 
  weak and will try to avoid direct combat. It prefers to stalk 
  people in the wilderness and wait for a good opportunity to 
  steal a soul. Once the soul has been stolen, it has to be 
  recovered before the respective individual can be resurrected. 
   
   
  Crowling 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 10 
   
   
  Attacks: Claws (2x1d4), beak (1d3) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Crowlings are wingless humanoid crows with beaks and 
  clawed hands, who shroud themselves in tattered cowled 
  robes. They tend to be nomadic, often travelling in small 
  group in covered wagons. Crowlings are fond of carousing 
  and many have alcohol problems, quickly becoming morose 
  and violent. These creatures are inherently magical and have 
  the power to use Detect Magic and Dispel Magic thrice per day. 
  The regurgitated food of a crowling often possesses healing 
  properties when applied as a paste over open wounds and 
  will cure 1d4 hit points over a day. Crowlings have gained 
  notoriety as slavers, gamblers, thieves and wastrels. 
   
   
  Crumbler 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 15 
   
   
  Attacks: Throw rock (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 1 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Crumblers are mountain- and cavern-dwelling rock-like 
  humanoids who serve as guardians for important things. 
  They are immune to fire, electricity and direct magical attacks. 
  Cutting weapons inflict half damage. There is a two-in-six 
  chance of non-magical weapons breaking against them. 
  Hammers and maces do normal damage. Crumblers usually 
  attack in groups, rising up out of the rubble surrounding 
  boulder-laden areas. They cannot pursue, being rooted to the 
  earth 
   
   
  Crypt Servant 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (1d4), weapon (1d4) 
   
   
  Saving Throw: 12 
  Turned: 5 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/480 
   
   
   
  The crypt servant is an undead created by the spell of the 
  same name to protect his master‘s tomb. It looks a bit like a 
  zombie, but in much better condition and very rawboned. A 
  crypt servant can be put to final rest with Dispel Magic if it 
  additionally fails a saving throw vs. death. This will not 
  
  240 
   
  destroy the dried-out corpse, though. While their master‘s 
  corpse is not destroyed, crypt servants cannot be turned. 
   
   
  Crypt Thing 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (1d8) 
   
   
  Saving Throw: 11 
  Turned: 7 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The crypt thing is an undead looking like a skeleton. Crypt 
  things usually wear clothes, though, are sentient and more 
  powerful than a common undead skeleton. Crypt things 
  sometimes rise in old tombs to protect the remains of their 
  relatives resting there. They can only be damaged by magical 
  weapons and like to open combat with Teleport. The intruders 
  failing a saving throw are teleported outside the crypt and 
  several hundred metres into a random direction. They will 
  not reappear in solid matter, but possibly above ground level. 
  Within its crypt, a crypt thing cannot be turned. 
   
   
  Crystalline 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The crystallines resemble humanoids whose entire bodies are 
  composed of crystal. When a crystalline reaches naught hit 
  points its body shatters in an explosion of crystal shards. All 
  within a radius of three metres suffer 2d6 points of damage. 
  A successful save halves the damage. Crystallines have 
  learned to use their faceted crystal-like bodies in conjunction 
  with light to temporarily blind their foes. On a failed save the 
  victim is considered blinded and suffers a -4 penalty to hit for 
  the next 1d4 rounds. This ability counts as an action as the 
  crystalline must position it body to capture the light and 
  direct it effectively against a foe. 
   
   
  Gelatinous Cube 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 11 
   
   
  Attacks: Acidic strike (2d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The gelatinous cube is a transduced cube of ooze moving 
  through dungeons and the underground, soaking up debris 
  and organic material on the way. Anyone touching the cube 
  has to make saving throw vs. paralysis or will be paralysed for 
  1d8 turns. The cube is immune to lightning and cold. It often 
  contains skeletons and objects from its former victims. The 
  substance of the gelatinous cube can be boiled and turned 
  into a tincture protecting against cold. 
   
   
  Cyclops 
   
   
  Hit Dice: 13 
   
   
  Armour Class: 15 
   
   
  Attacks: Club (3d10) 
   
   
  Saving Throw: 4 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 13/2,300 
   
   
   
  The cyclops is a close relative of the giants. It has only one 
  and thus suffers a -2 THACO penalty. It can hurl a boulder 
  over a distance of sixty metres for 3d6 points of damage. 
  Cyclopes are solitary and rarely live in groups. Some keep 
  cattle or grow fruit. 
   
   
  
  241 
   
   
   
   
  Dacentrurus 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 15 
   
   
  Attacks: Spiked tail (2d8) 
   
   
  Saving Throw: 5 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The dacentrurus is a relative of the stegosaurus, but has sharp 
  spikes instead of plates on its back and tail. Anyoen doing a 
  melee attack against a dacentrurus will suffer 1d8 points of 
  damage. 
   
   
  Dark Young 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 14 
   
   
  Attacks: Tentacles (4x1d8) 
   
   
  Saving Throw: 7 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  Dark young are the descendants of an ancient evil entity that 
  once roamed the world. They are mostly solitary and feed on 
  the body fluids and internal organs of other creatures. They 
  have three feet, tentacles on their heads, many mouths and 
  are as tall as a tree. If a dark young hits a target with a roll of 
  five or better, it grabs it and does an extra 1d10 point of 
  damage by biting. The victim can continue to attack while the 
  dark one is gnawing on it. The dark young can also trample 
  on creatures as large as humans or smaller, which grants a +4 
  THACO bonus and does 3d6 points of damage. 
   
   
  Darakel 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (3d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 12/12 
   
   
  Intelligence: Animal 
   
   
  Alignment: neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The darakel is a gigantic horse-headed eel, twelve metres long 
  and highly aggressive. It can attack with a nasty fanged bite 
  and tail slap, and three times per day may exhale a cloud of 
  poison from its nostrils within a radius of five metres. It does 
  5d6 points of damage in addition to normal attacks, A saving 
  throw is permitted for half damage.. The darakel can slither 
  about on land at its normal movement rate, and enjoys 
  preying upon farmers and livestock. It is immune to poison. 
   
   
  Darkcreeper 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (1d4) or weapon 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The darkcreeper looks mostly like an ugly, unwashed human. 
  Rumour say that darkcreepers never remove clothing, but 
  simply add new layers as the old ones rot away. They are 
  mostly solitary and rarely live in communities. Most 
  darkcreepers are thieves. They can move silently and use 
  Darkness three times per day. In darkness, creepers suffer no 
  penalties, though they have a -6 armour class penalty in 
  normal illumination. A darkcreeper is always on the lookout 
  for magical items to steal. It can detect them with its innate 
  Detect Magic ability. Darkcreepers speak an incomprehensible 
  language and cloak their well-hidden villages – provided they 
  even live in one – in permanent darkness. These villages are 
  ruled by darkstalkers. 
   
   
  
  242 
   
  Darkmantle 
   
   
  Hit Dice: 1+2 
   
   
  Armour Class: 16 
   
   
  Attacks: Grab (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 3/3 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Darkmantles are flying, octopus-like creatures with skin 
  textured and coloured to resemble limestone.  They ambush 
  prey by sticking to cavern ceilings, and dropping to the 
  attack, as they are clumsy fliers.  If a darkmantle hits, it 
  attempts to suffocate its prey by folding its tentacles and the 
  webbing between said tentacles around the victim‘s head.  If 
  a darkmantle misses its attack, it will flap heavily into the air 
  to make another attempt.  When a darkmantle hits, the victim 
  makes a saving throw to avoid having his head enfolded in 
  the darkmantle‘s octopoid clutches.  If the saving throw 
  succeeds, no damage is inflicted.  If the saving throw fails, the 
  darkmantle has attached and inflicts 1d4 points of damage, 
  continuing to constrict for an automatic 1d4 points each 
  round thereafter.  Darkmantles have the ability to use 
  Darkness Globe once per day. 
   
   
  Darkstalker 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (1d6) or weapon 
   
   
  Saving Throw: 15 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Darkstalkers are the leaders of darkcreepers. They stand tall 
  and are dressed in dark robes with hoods. A darkstalker often 
  uses a short sword dripped in dark liquid to prevent any glint 
  of reflected light. Some of these weapons are poisoned and 
  will inflict an additional 1d4 points of damage unless a saving 
  throw vs. death is made. They have the ability to create 
  Darkness as darkcreepers do and suffer a -6 armour class 
  penalty in sunlight as well. Additionally, they can use Wall of 
  Fog twice per day. Upon death, darkstalkers explode and 
  cause 2d6 points of damage to anyone within a radius of ten 
  metres. A saving throw is permitted for half damage. 
  Darkcreepers fear and obey darkstalkes. No female 
  darkstalker has ever been seen.  
   
   
  Darter 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 11 
   
   
  Attacks: Fang (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 3 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The darter is a small lizard with a tubular snout it can use to 
  shoot fangs over a distance of three metres. Anyone hit has 
  to make a saving throw vs. death or will be paralysed for 4d4 
  rounds. A darter can shoot up to six per day, as its fangs 
  regrow rapidly. Once a target has been paralysed, the darter 
  will start to suck blood from it. Despite its name, the darter is 
  an incredibly lazy reptile. Newt-kin often make use of the 
  darter‘s fangs and use them as projectiles for blowpipes. 
   
   
  Dazzle 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (2x1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12/12 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The dazzle is an evil entity hiding among humanoids in large 
  cities and feeding upon their emotions. It usually appears as 
  an attractive human or elven female. The dazzle likes to 
  absorb anger, greed or hatred. If no such emotions are 
  present, it tries to generate them. The dazzle avoids combat, 
  but tries to have others fight for her. She can fly and usually 
  has a set of disguises and personalities. 
   
   
  Deasic 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 16 
   
   
  Attacks: Smother (2d6) or ice daggers (3x1d4) 
   
   
  Saving Throw: 6 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The deasic, or ice creeper, is a creature of living ice, 
  resembling a long, branching, crystal-like structure. The 
  deasic attacks by stealth, creeping up to living creatures in 
  their sleep, smothering their air passages and draining their 
  life heat. Anyone slain in this manner becomes frozen solid, 
  as the warmth of life is sucked out of them. If discovered 
  before it can complete its attack, the deasic will defend itself 
  with dagger-like shafts of ice. It is immune to fire and cold 
  based attacks, and can cause a burst of icy shards to erupt 
  from its body, three times per day, causing 6d6 points of 
  damage to all targets within a radius of five metres. Deasic 
  apparently have a rudimentary intelligence and society, as 
  
  243 
   
  they have occasionally been observed gathering in large 
  numbers to form gigantic snowflake-shaped structures under 
  the aurora of polar skies in winter. 
   
   
  Death Horror 
   
   
  Hit Dice: 5+5 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d4), bite (3d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 3/18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The death horror resembles a small wyvern with black, 
  reptilian hide, fangs, claws, leathery wings and dimly glowing 
  eyes. When exposed to bright light, it suffers a -1 THACO 
  penalty. Death horrors are animals magically transformed and 
  forced under the control of an evil wizard. While under his 
  control, the death horror is absolutely loyal and fearless. If 
  the death horror‘s original owner – in case there is one – 
  gives it a simple command, it can resist following it with a 
  saving throw vs. magic. Only animal with two hit dice or less 
  are transformed. All death horrors are carnivorous, 
  independently form their true nature. Full daylight and death 
  will transform a death horror back to its original form.  
   
   
  Death Spirit 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 19 
   
   
  Attacks: Scythe (1d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9 
   
   
  Intelligence: Highly 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The grim reaper, also called death spirit, is an entity from the 
  Negative Energy Plane. It sometime appears when a creature 
  is on the verge of death and seems to feed upon its essence. 
  Despite its appearance, the death spirit is not undead. Most 
  of the time, it appears as a skeleton in robes wielding a 
  scythe, but actual from of the grim reaper also depends on 
  the cultural background of the person who sees it. It is not 
  known what the reaper‘s true form looks like. A death spirit 
  will fight only if prevent from feeding on the life essence of a 
  body. It is immune to all elemental attacks and cannot be 
  mind-control in any way. A death spirit can only be harmed 
  by +2 or better magical weapons. In the first round of 
  combat, the grim reaper will attack with its ethereal scythe. If 
  hit, the target has to make a saving throw vs. death or will be 
  slain. In the second round, it gazes at one attacker. The target 
  has to make a saving throw or will run in fear for 1d6 rounds. 
  In the third round, the death spirit attacks with the shaft of 
  its scythe, inflicting 1d4 points of damage. Additionally, the 
  target is affected by Feign Death. The effect will wear off once 
  the death spirit has been defeated. Then the cycle of these 
  three attacks will start again. If the death spirit reaches and 
  touches the original victim, the victim dies permanently and 
  the spirit departs. If the grim reaper is driven off, the victim 
  becomes conscious again and regains 10% of its hit points. If 
  the victim is healed, the reaper is also driven off. Reaper can 
  probably not be killed permanently. 
   
   
   
   
   
  Deep One 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d4) 
   
   
  Saving Throw: 15 
   
   
  Movement: 9/18 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Deep ones are humanoids resembling a cross between frog 
  and fish. They live at the bottom of the ocean and worship 
  ancient dark gods. Sometimes, deep ones come to the surface 
  to trade. Communities trading with deep ones have often 
  made a pact with dark powers and have deep one hybrids 
  among them. 
   
   
  Deep One Hybrid 
   
   
  Hit Dice: 1+2 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12/15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  If communities where deep ones mate with humans from 
  time to time, deep one hybrids appear. They appearance is 
  slightly fish-like, with large eyes and mouths. Over time, such 
  hybrids slowly transform into deep ones over the course of 
  
  244 
   
  their life and will join them eventually. Due to their heritage, 
  the hybrids are natural swimmers. 
   
   
  Deepspawn 
   
   
  Hit Dice: 14 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (3x3d4), slap (3x1d4+1) 
   
   
  Saving Throw: 3 
  Magic Resistance: 75% 
   
   
  Movement: 6/12 
   
   
  Intelligence: Genius 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 2,600 
   
   
   
  The deepspawn is an abomination that looks like a rubbery 
  grey sphere. It has three tentacles with eyes, three arms 
  ending in mouths with sharp teeth and three tentacle-like 
  arms. The deepspawn can use Hold Person every three rounds 
  and Heal once a day. It also regenerates one hit points per 
  turn. Deepspawns live in deep caverns and like to keep pet 
  monsters around. If a deepspawn eats a creature, it can create 
  a spawn of itself with some traits of this creature. 
  Deepspawns may wield a weapon with each of their three 
  tentacle arms. 
   
   
  Deinonychus 
   
   
  Hit Dice: 4+1 
   
   
  Armour Class: 15 
   
   
  Attacks: Talon (2x1d2), bite (2d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 21 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  This fast carnivorous dinosaur uses its speed, sharp teeth and 
  dangerous talons to rip its prey into pieces. If it jumps, the 
  deinonychus gains a +2 speed and THACO bonus. For its 
  size, this dinosaur has a relatively large brain. 
   
   
  Demons and Devils 
   
   
  Demons and devils are malicious creatures from Abyss. Most 
  of them strife for power, pleasure or both. They are 
  occasionally encountered outside of their native plane, 
  sometimes because they were summoned by a mortal. Some 
  have even established permanent communities on the 
  Material Plane. There is no clear distinction between demons 
  and devils, but there are countless variants of both and a lot 
  of other creatures with demonic traits. Many have immunities 
  and few can be subdued by simple magic. 
   
   
  Demon, Achaierai 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d6), bite (2d6) 
   
   
  Saving Throw: 11 
  Magic Resistance: 25% 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 8/800 
   
   
   
  Achaierai resemble hellish birds standing five metres tall on 
  four stilt-like legs with cruel talons.  Three times per day an 
  achaierai can breathe a black cloud of gas, inflicting 1d6 
  points of damage and requiring a saving throw to prevent 
  being affected as if by Confusion. Achaierai are immune to fire. 
   
   
  Demon, Awabi 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Claw (1d6) 
   
   
  Saving Throw: 15 
   
   
  Movement: 12/18 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  Awabi are sea demons that live in salt water and prey on 
  fishermen. They are evil and live in underground sea caves 
  guarded by sharks. They gather large sea shells which are used 
  to house their precious jewels. Awabi appear as fish-like 
  humanoids with webbed feet and hands that end in terrible 
  claws. 
   
   
  Demon, Balor 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 17 
   
   
  Attacks: Sword (1d12+2) 
   
   
  Saving Throw: 6 
  Magic Resistance: 75% 
   
   
  Movement: 6/15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  Balors are a powerful breed of demons. They resemble huge 
  anthropomorphic bulls with fiery wings. In combat, the balor 
  uses its swords as well as a whip. Anyone caught by the whip 
  is drawn to the balor and suffers 3d6 point of damage from 
  its burning aura. Balors cannot be harmed by spellcaster 
  lower than sixth level. At an immense risk, a balor can be 
  forced into the service of a mage or cleric. Body parts of a 
  balor or other demon can be used for all kinds of magical and 
  alchemical experiments. 
   
   
  
  245 
   
   
   
   
  Demon, Dretch 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d4), bite (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The dretch is weaker than most other demons, but still 
  dangerous to common creatures. It looks fat and swollen, 
  with spindly arms and tiny dark eyes. A dretch can use Toxic 
  Cloud, Darkness Globe as well as Teleport once per day. 
   
   
  Demon, Fury 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 17 
   
   
  Attacks: Bronze sword (1d6) 
   
   
  Saving Throw: 11 
  Magic Resistance: 25% 
   
   
  Movement: 12/24 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  Furies are flying female demons with a terrible appearance. 
  Anyone who sees them has to make a saving throw or will be 
  struck by fear. The fury can entangle victims with her whip or 
  paralyse them with a hit of her bronze sword. A saving throw 
  is permitted to avoid both effects. Furies can see invisible 
  creatures and are immune to fire- and cold-based attacks. 
   
   
  Demon, Glabrezu 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 22 
   
   
  Attacks: Pincers (2x1d6), claws (2x1d3), bite (1d4+1) 
   
   
  Saving Throw: 5 
  Magic Resistance: 60% 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  The glabrezu stands four metres tall, has goat horns and a 
  massive body, but no wings. It has four arms, the larger ones 
  with pincers, the smaller ones with claws. A glabrezu can 
  cause fear at will, levitate and polymorph itself. It and is 
  immune to fire. 
   
   
  Demon, Hezrou 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 19 
   
   
  Attacks: Claws (2x1d3), bite (2d8) 
   
   
  Saving Throw: 6 
  Magic Resistance: 50% 
   
   
  Movement: 9/14 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  The hezrou looks like a toad with bat wings. It has immunity 
  to fire, can see invisible creatures and use Darkness Globe 
  twice per day. 
   
   
  Demon, Lemur 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Claw (1d3) 
   
   
  Saving Throw: 14 
   
   
  Movement: 3 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Lemures are fleshly manifestations of lost souls. Their 
  amorphous body is a vaguely humanoid mass of flesh and 
  bones. A lemur regenerates one hit point per round. To 
  completely destroy it, it has to be sprinkled with holy water. 
   
   
  
  246 
   
   
   
   
  Demon, Mane 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (1d2), bite (1d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 5 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 2/30 
   
   
   
  Dammed souls reincarnated as minor demons full of hate, 
  manes look like grey-skinned humanoids with empty eyes. 
  They take only half damage from mundane weapons. 
   
   
   
   
   
  Demon, Marilith 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 22 
   
   
  Attacks: Weapons (1d8), tail (1d8) 
   
   
  Saving Throw: 8 
  Magic Resistance: 80% 
   
   
  Movement: 12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 13/2,300 
   
   
   
  The marilith appears as a female and is cruel as she is 
  beautiful. Her lower body is that of a constrictor snake. She 
  has six arms and can attack with all of her weapons at once. 
  If her tails hits a target, it constricts for automatic damage 
  after the initial hit. Mariliths can use Charm Person, Levitate and 
  Polymorph Self at will. They are immune to fire. 
   
   
  Demon, Nalfeshnee 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 20 
   
   
  Attacks: Claws (2x1d4), bite (1d6+2) 
   
   
  Saving Throw: 4 
  Magic Resistance: 80% 
   
   
  Movement: 9/14 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 12/2,300 
   
   
   
  The nalfeshnee is an enormous demon with the hairy body of 
  an ape, a boar‘s head and cloven hooves. While it looks 
  brutish, it is a lot smarter than generally assumed. Its physical 
  power grants the nalfeshnee a +2 THACO bonus. It is 
  immune to fire and can use Fear, Polymorph Self and Dispel 
  Magic at will.  Nalfshnees are immune to mundane weapons. 
   
   
  Demon, Quasit 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d2), bite (1d3) 
   
   
  Saving Throw: 14 
  Magic Resistance: 25% 
   
   
  Movement: 14 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The quasit is similar to the imp, but has no wings and is less 
  humanoid. Quasites like to polymorph into animals and can 
  become invisible at will. They can use Fear once per day. 
  Anyone being hit by the quasit‘s claws and failing a saving 
  throw vs. death will lose one point of dexterity for 2d6 
  rounds. A quasit regenerates one hit point per round. 
   
   
  
  247 
   
  Demon, Shadow Fiend 
   
   
  Hit Dice: 7+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d6), bite (1d8) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The shadow fiend is an evil creature from the depth of the 
  underworld. It is composed wholly of darkness and looks like 
  a slender humanoid with bat-like wings. Shadow fiends 
  apparently do not communicate with mortals. In dimly 
  lighted areas, shadow fiends are almost invisible. In brightly 
  lit areas, they suffer a -4 armour class malus. In darkness, they 
  gain a +2 armour class and THACO bonus instead. A 
  shadow fiend cannot be harmed by fire, cold or electricity. 
  Light cast on it will cause 1d6 points of damage per caster 
  level. If is surprises its enemies, a shadow fiend can jump 
  over a distance of ten metres and automatically hits with both 
  claws, but cannot bite. Once per day, a shadow fiend can use 
  Darkness Globe and Fear. Shadow fiends enjoy destruction, bot 
  avoid to act in the open. 
   
   
  Demon, Succubus 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 10 
   
   
  Attacks: Claws (2x1d3) 
   
   
  Saving Throw: 11 
  Magic Resistance: 70% 
   
   
  Movement: 12/18 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The succubus is a supernaturally beautiful demon resembling 
  a human woman. She can change her appearance at will, but 
  will always look like a human and cannot cover her horns and 
  demonic wings. The succubus can charm males at will, read 
  minds and use Suggestion. She is immune to non-magical 
  weapons. The male succubus is the incubus, an unearthly 
  handsome male demon. 
   
   
   
   
  Demon, Vrock 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 16 
   
   
  Attacks: Beak (1d6), front claws (2x1d4), rear claws (2x1d6) 
  Saving Throw: 8 
  Magic Resistance: 50% 
   
   
  Movement: 12/18 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The vrock is a vulture-like demon with dark feathers and 
  huge wings. In combat, the vrock goes all-out and tries to 
  shred its opponents into pieces. It is immune to fire and can 
  use Darkness Globe at will. 
   
   
  Denzelian 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 19 
   
   
  Attacks: Strike (5d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 3 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The denzelian is a large, featureless, flat creature that seems 
  to be made of smooth stone, but is actually flexible and can 
  squeeze through tight places. Denzelians eat rocks and are 
  not aggressive. They will fight only if threatened. To attack, 
  the denzelian moves towards an opponent at double speed 
  and makes it fall on it. The denzelian constantly secrets acid 
  that allows it to dig through stone and fight off attackers. A 
  saving throw is permitted for half damage. Denzelians can 
  also burrow through rock at double speed and drop on 
  opponents. A target hit this ways suffers 4d6 points of 
  damage. While defending their young, denzelians always fight 
  to the death. 
   
   
  Dergenue 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 3/60 
   
   
   
  When dungeons and dark temples have bas-reliefs of half-
  naked women carved into their walls, travellers should be 
  aware that some of these provocative decorations may be 
  dergenue, a race of intelligent, mischievous earth elementals. 
  They hide in walls, using their innate ability to phase through 
  earth and stone, and attack by reaching out to grab at unwary 
  trespassers. Their blows cause 1d6 points of damage, and 
  they may drag their victims into the wall to swiftly suffocate 
  and die if the attack roll succeeds by four or more. Earth-
  based magic may cause 1d8 damage per spell level to a 
  
  248 
   
  dergenue, or slay her outright, depending upon the spell. A 
  dergenue takes normal damage from fire, cold, and weapons, 
  but is otherwise immune to almost all other attack forms. If 
  she steps out of a wall, a dergenue must remain in contact 
  with earth or stone or lose one hit point per turn, and they 
  cannot cross a barrier of fire or water. 
   
   
  Dertesha 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12/12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The dertesha are a race of aquatic humanoids dwelling in 
  rivers and lakes. They appear tall, thin, and human-like, but 
  with long tentacles in place of legs. Some are a mottled 
  greenish-blue in colour, and others are reddish-brown; a few 
  have been reported yellowish-white. Dertesha are able to 
  travel above water – on land and through the air – by magical 
  watery spheres, oily and roiling in appearance. The dertesha 
  are slightly translucent, and their bones are sometimes visible. 
  Dertesha disdain physical conflict, being haughty and 
  convinced of their moral and intellectual superiority over the 
  land-dwelling races. They can cause large tentacles to erupt 
  from any surface within, one per round, which restrain any 
  target they strike. A saving throw is permitted to avoid being 
  hit. They may also cast Magic Missile at will. If pressed into 
  close combat, their touch acts as a paralytic poison that can 
  have hallucinatory aftereffects. They may also simply drag air-
  breathing opponents under the water and hold them there to 
  drown. Dertesha have a sophisticated culture unseen by land-
  dwelling races, and they communicate frequently with 
  creatures of elemental air and water. 
   
   
  Dehzik 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Dheziks look rather like dwarves with green skin and yellow 
  eyes. However, they are feral, naked savages who paint swirls 
  on their bodies with the blood of their foes. Their long white 
  hair, eyebrows and moustaches are prehensile, enabling the 
  dhezik to entangle an opponent in close combat unless a 
  saving throw is made, then bite the beard-entwined 
  opponents with their prominent canine fangs. After a fresh 
  kill there is a 15% chance their bloodlust may cause them to 
  attack each other. Dheziks are completely resistant to arcane 
  magic directed at them, due to strange glyphs branded on 
  their shoulders. They are of low intelligence, are infertile, 
  have a pack mentality, and will viciously attack dwarves with 
  a +1 THACO bonus. 
   
   
  Dhole 
   
   
  Hit Dice: 30 
   
   
  Armour Class: 20 
   
   
  Attacks: Bite (3d12) 
   
   
  Saving Throw: 3 
   
   
  Movement: 24 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 30/8,400 
   
   
   
  The dhole is a gargantuan slimy worm-like being of more 
  than two hundred metres of length. His maw is so large that 
  it can swallow anyone within a radius of eight metres unless a 
  successful saving throw is made. The dhole can also spit goo 
  in a radius of ten metres with a range of one kilometre 
  Everyone hit by the goo has to make a strength check to get 
  out and takes 1d4 points of damage while engulfed. 
   
   
  Dilophosaurus 
   
   
  Hit Dice: 8+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Talons (2x2d6), bite (1d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The dilophossaurus likes to jump at its prey, inflict damage 
  with its talons and uses its snaky neck to deliver painful bites. 
  It lives in jungles and other areas with dense vegetation. A 
  male dilophosaurus has two colourful pairs of head crests. 
   
   
  Dimetrodon 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (3d4+3) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12/6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The sail-backed dimetrodon is a carnivorous dinosaur. Its fin 
  works like solar heater that allows it to store energy and hunt 
  at night. It can swam and deliver a powerful bite. 
   
   
  
  249 
   
  Dinichthys 
   
   
  Hit Dice: 10 
   
   
  Armour Class:  
   
   
  Attacks: Bite (5d4) 
   
   
  Saving Throw: 5 
   
   
  Movement: 21 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The dinichthys is a primitive but fearsome fish and roams the 
  oceans since ancient times. On a critical hit, it swallows a 
  victim whole. A swallowed target suffers 4d4 points of 
  damage and can only attack with sharp weapons the size of a 
  dagger or smaller. 
   
   
  Diplodocus 
   
   
  Hit Dice: 24 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (3d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 24/5,600 
   
   
   
  The diplodocus is a large but comparably light sauropod. It 
  lives one water plants and causes 3d10 points of damage if it 
  steps on a smaller creature. 
   
   
  Dobie 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d3) 
   
   
  Saving Throw:  
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Good 
   
   
  CL/XP: 1/15 
   
   
   
  The dobie is a small fey and relative of the brownie. It lives in 
  rural areas together with a humanoid family it protects. 
  Dobies are peaceful, but will defend their property and their 
  adoptive family if necessary. For combat, most dobies have 
  one or two spell prepared, often Auditory Illusion, Hypnotise, 
  Fog Cloud or Ray of Enfeeblement. 
   
   
  Blink Dog 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Righteous 
   
   
  CL/XP: 4/240 
   
   
   
  The blink dog is an intelligent dog who lives and hunts in 
  packs. Blink dogs are usually friendly to neutral to non-hostile 
  sentient species. During combat, they like to teleport over a 
  short distance to attack their prey from behind via the 
  Ethereal Plane. A coat made of blink dog fur enables the user 
  to use Blink once per day. 
   
   
  Death Dog 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (2x1d8) 
   
   
  Saving Throw: 15 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Death dogs are large two-headed dogs. They are encountered 
  solitary as well as in large packs, sometimes lead by a three-
  headed death dog. Anyone bitten by a death dog twice has to 
  make a saving throw vs. death for will catch a disease that is 
  lethal within 4d6 days. On an attack roll of nineteen or 
  twenty, a death dogs knocks its opponent down, who then 
  attacks at a -4 THACO penalty. 
   
   
  Moon Dog 
   
   
  Hit Dice: 9+3 
   
   
  Armour Class: 18 
   
   
  Attacks: Bite (3d4) 
   
   
  Saving Throw: 4 
  Magic Resistance: 25% 
   
   
  Movement: 28 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 11/1,700 
   
   
   
  Moon dogs are large dogs with red eyes and human hands. 
  They look scary, but are actually good-aligned creatures 
  associated with the gods. They hunt evil creatures relentlessly. 
  Some moon dogs are very zealous and will not tolerate even 
  minor sins. Moon dogs are immune to mundane weapons 
  and their howl will dispel evil. They can use arcane and divine 
  magic and favour spells like Air Bolt, Detect Evil, Obscuring Fog, 
  True Seeing, Wall of Iron and Zone of Truth. 
   
   
  
  250 
   
  Silver Dog 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 26 
   
   
  Attacks: Bite (2d12) 
   
   
  Saving Throw: 2 
  Magic Resistance: 90% 
   
   
  Movement: 18 
   
   
  Intelligence: Genius 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  The silver dog is a beautiful nocturnal canine. Silver dogs 
  radiate no heat and are probably from the Dream World. 
  They are said to live on nothing but moonlight and water. 
  Silver dogs are shy and usually flee from combat. Any 
  character that sees a silver dog has to make saving throw. If 
  the save is not made, the character is overwhelmed by the 
  dog‘s grace and will chase it for 1d10+4 rounds to capture, 
  but not harm, it. A captured dog will grant the capturer one 
  wish and will teleport away afterwards. Silver dogs are highly 
  resistant to magic and cannot be harmed by magic that does 
  direct damage. 
   
   
  Skeleton Dog 
   
   
  Hit Dice: 1d5 hp 
   
   
  Armour Class: 11 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 18 
  Turned: 1 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: B/10 
   
   
   
  The skeleton dog is the skeleton of a deceased dog brought 
  back to unlife by necromantic energies. While not able to 
  communicate in any way, it can still bark and howl. Edged 
  and piercing weapon inflict only half damage on skeleton 
  dogs. 
   
   
   
   
   
  War Dog 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (2d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  War dogs are specially trained and have keen senses. They are 
  used for guard duty and tracking. War dogs usually do not 
  attack without cause. 
   
   
  Wild Dog 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Wild dogs can be found almost anywhere. They hunt in packs 
  and avoid attacking humanoids unless drive by hunger. Wild 
  dogs can be tamed if separated from their pack. 
   
   
  
  251 
   
  Dolphin 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 24 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Most humanoids have a positive attitude towards dolphins 
  and sailors consider seeing a group of them as a sign of luck. 
  Dolphins can be more vicious than it is generally assumed, 
  though. 
   
   
  Donkey 
   
   
  Hit Dice: 1+3 
   
   
  Armour Class: 12 
   
   
  Attacks: Kick (1d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Animals 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The donkey is a popular animal of burden and kept by all 
  kinds of surface races. 
   
   
  Doom Guard 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 17 
   
   
  Attacks: Weapon (1d10) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The doom guard is a magically animated suit of armour. A 
  doom guard never speaks and is limited to simple commands. 
  Doom guard have a rudimentary intelligence, but are not very 
  creative. In combat, they simply charge at their opponents 
  and strike with their weapon. Doom guards are not undead 
  and take only half damage from cold and fire. Metal to Wood 
  will immediately destroy a doom guard. 
   
   
  Doppelgänger 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Claw (1d12) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The doppelgänger is a mysterious entity than can assume the 
  form of other humanoids, including clothes and gear. 
  Doppelgänger, also called mirror-kin, are immune to charm, 
  sleep and are granted a +8 bonus to saving throws vs. magic. 
  They can communicate via telepathy, but not with other 
  species. In its true form, the doppelgänger is a pale, hairless 
  and androgynous humanoid. Half a litre of doppelgänger 
  blood will double the duration of any transformation spell. 
   
   
  Greater Doppelgänger 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x2d10) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9 
   
   
  Intelligence: Genius 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The greater doppelgänger does not only copy the outward 
  appearance of another person. By consuming a brain, it can 
  imitate said person‘s personality and gains its memories. This 
  ability allows greater doppelgänger to replace merchants, 
  nobles and military leaders in high positions. Some greater 
  doppelgänger impersonate multiple people at once or control 
  a group of other doppelgänger to take over entire ruler 
  councils or guilds. Eating the brain of a greater doppelgänger 
  gives the consumer access to information on all people the 
  doppelgänger ever copied, but can easily drive him insane. 
   
   
  Doppelgänger Plant 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 13 
   
   
  Attacks: None 
   
   
  Saving Throw: 3 
   
   
  Movement: 0 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 15/2,900 
   
   
   
  The doppelgänger plant looks similar to a melon-bearing 
  crop. It spreads out in a tangle of vines and glossy leaves. The 
  plant has a number of pods equal to its hit dice. The plant 
  itself will not fight physically and depends on its victims. The 
  doppelgänger plant takes only half damage from fire and 
  lightning. Attacks against its leaves inflict one point of 
  damage; attacks against the pods inflict normal damage. Once 
  per round, the plant can attempt to take control over a 
  sleeping or unconscious creature. The target is permitted a 
  saving throw to avoid the effect. Only one creature can 
  actually be taken over per twenty-four hours. The 
  doppelgänger plant can target anyone in a radius of kilometre 
  per hot die. The plant feeds on its slaves and always tries to 
  gather new ones. The slaves will act normally and are not 
  easily identified as what they are. Once transformed in one of 
  the plant‘s pods, a slave serves as the plant‘s source of 
  nourishment and scout. A transformed slave is very light and 
  will neither breathe, have a heartbeat nor have any other 
  normal body function truly living creatures would need. A 
  transformed slave can use all its special abilities. It will be 
  drained by the plant until its body finally disintegrates. 
   
  
  252 
   
   
  Dragons 
  A dragon is about two metres long per age category up to its 
  adult size of ten metres. The dragon‘s age defines how many 
  hit points it has and how strong its fire breath is. A dragon 
  hatchling, youngest of the eight dragon age categories, has 
  one hit point per hit die and its fire breath inflicts one point 
  of damage. For every category, another point is added to 
  both values. The cone-shaped dragon breath usually covers 
  an area half as wide as the dragon‘s hit dice and five times as 
  long, both in metres. A saving throw halves the damage dealt 
  by the breath. For every three hit dice, a dragon gains a 
  spellcaster level and can cast 1d4 spell of that level. Unless 
  stated otherwise, all dragons are flyers and love to hoard 
  treasures. Dragon scales are an excellent material to be turned 
  into armour and usually offer the same protection the dragon 
  enjoys. Sometimes mighty dragons assume humanoid form 
  and create offspring with other races. 
   
   
  Black Dragon 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d4), bite (3d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9/24 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  Black dragons live in swamps and are immune to acid. Their 
  black fire is corrosive and may corrode metal strong enough 
  not to melt. Black dragons are vile-tempered and hard to 
  reason with. 
   
   
  Blue Dragon 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d6), bite (3d6) 
   
   
  Saving Throw: 6 
   
   
  Movement: 9/24 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  The rare blue dragons often dwell in deserts and are immune 
  to electricity. Their blue fire deals double damage to water-
  based creatures or other creatures weak to lighting. 
   
   
  Celestial Dragon 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 22 
   
   
  Attacks: Claws (2x1d8), bite (4d10), tail (1d10) 
   
   
  Saving Throw: 3 
   
   
  Movement: 9/36 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 18/3,800 
   
   
   
  Even for a dragon, the mighty celestial dragon is 
  exceptionally rare. It has red to gold scales, a multi-hued 
  mane, colourful whiskers and can fly without wings. Anyone 
  hit by a celestial dragon‘s tails has to make a saving throw vs. 
  paralysis or will be stunned for 1d4+1 rounds. Celestial 
  dragons breathe golden fire and live on castles in the clouds. 
  They like to eat opals and pearls and favour mortal who give 
  them such delicacies. The celestial dragon can use Pyrotechnics 
  and Suggestion three times and Firestorm once per day. Most 
  celestial dragon are not spellcasters. 
   
   
  Cloud Dragon 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x2d4), bite (1d12+4) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6/32 
   
   
  Intelligence: Supra-Genius 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  Cloud dragons have silver, orange and red scales. They live in 
  the mountains of the East and flightless in their natural form. 
  However, they can turn into a cloud. In cloud form, cloud 
  dragons are vulnerable only spells affecting air. They are 
  immune to cold and like solitude. Cloud dragons breathe cold 
  blue fire. 
   
   
  Deep Dragon 
   
   
  Hit Dice: 14 
   
   
  Armour Class: 19 
   
   
  Attacks: Claws (3d4), bite (3d8) 
   
   
  Saving Throw: 5 
   
   
  Movement: 12/18 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 16/3,200 
   
   
   
  The purple-scaled deep dragon is little known on the surface 
  world. It crawls through the underground, always looking for 
  prey and treasure. Deep dragons can still fly, but do so slower 
  than surface dragons and can see in complete darkness. 
  Sometimes, they assume humanoid form. Deep dragons 
  breathe cold, blue fire and like to use their magic to burry 
  opponents under rocks or make sure that they get lost in the 
  endless tunnels of the underground. A deep dragon can use 
  Rock to Mud, Shape Stone and Stone Tell twice per day. 
   
   
  
  253 
   
  Faerie Dragon 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (1d8) 
   
   
  Saving Throw: 14 
  Magic Resistance: 30% 
   
   
  Movement: 6/24 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Chaotic Good 
   
   
  CL/XP: 5/240 
   
   
   
  Most dragons are large and impressive, even young ones. The 
  faerie dragon, however, is smaller than a halfling. It has 
  butterfly wings and orange or pink scales. Faerie dragons are 
  peaceful and more similar to sylvan creatures than their larger 
  relatives. The can become invisible at will and like to attack 
  with spells. Faerie dragons breathe bright fire, but the flames 
  will never set plants ablaze. 
   
   
  Gold Dragon 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d8), bite (2d10) 
   
   
  Saving Throw: 4 
   
   
  Movement: 9/24 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Good 
   
   
  CL/XP: 13/2,300 
   
   
   
  Gold dragons are noble and intelligent, but no less fascinated 
  by treasure than other dragons. They breathe red fire that 
  does double damage to malicious creatures. 
   
   
  Green Dragon 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d6), bite (2d10) 
   
   
  Saving Throw: 7 
   
   
  Movement: 9/24 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 11/1,400 
   
   
   
  Green dragons are immune to all kinds of poisons. They live 
  in forests and breathe emerald fire. Green dragons are 
  schemers and enjoy secretly manipulating local politicians. 
   
   
  Jade Dragon 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d6), bite (2d8) 
   
   
  Saving Throw: 7 
   
   
  Movement: 9/24 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The jade dragon lives in the East and has scales shimmering 
  in various shades of green. Jade dragons like to talk in riddles 
  and breathe yellow fire. Their roar is so loud that anyone 
  hearing it will be deafened for 1d4 rounds. 
   
   
  Mercury Dragon 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d4), bite (2d8) 
   
   
  Saving Throw: 8 
   
   
  Movement: 18/32 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The mercury dragon is devilishly fast on land was well as in 
  the air. It breathes white fire so bright that everyone looking 
  at it will be blinded for 1d4 rounds. 
   
   
  Mist Dragon 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d4+2), bite (2d6+4) 
   
   
  Saving Throw: 7 
   
   
  Movement: 9/28 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  Mist dragons are philosophers. They like to sit quiet and 
  think for hours. If not in deep thought, mist dragons enjoy 
  conversations with other intelligent beings. Everything set 
  ablaze by mist dragon fire will smoke intensively. 
   
   
  
  254 
   
   
   
   
  Red Dragon 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d8), bite (3d10) 
   
   
  Saving Throw: 5 
   
   
  Movement: 9/24 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 12/2,000 
   
   
   
  Red dragons are feared by the local population. They breathe 
  fire are immune to heat, especially greedy and never tolerate 
  any other being remotely as powerful as they are in their 
  territory. 
   
   
  Silver Dragon 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d6), bite (2d12) 
   
   
  Saving Throw: 3 
   
   
  Movement: 9/24 
   
   
  Intelligence: Genius 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  Silver dragons are very rare. They sometimes live 
  underground and often near settlements, where they secretly 
  watch over the people. Silver dragons can Polymorph at will 
  and breathe silver fire. 
   
   
  White Dragon 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d4), bite (2d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 9/24 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The white dragon is one of the smallest and least intelligent 
  dragons. It lives in cold regions, where its white scales 
  camouflage it well. The white dragon is immune to cold and 
  breathes light blue fire which does not radiate any heat. 
   
   
  Dragon Turtle 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d8), bite (3d10) 
   
   
  Saving Throw: 4 
   
   
  Movement: 3/9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral or Chaotic Neutral 
   
   
  CL/XP: 13/2,300 
   
   
   
  The dragon turtle is a close relative of the dragon, though it 
  does not breathe fire, but a thirty metre-long cone of steam, 
  which is ten metres wide and causes 6d10 point of damage. 
  Some dragon turtles can talk or use low-level magic. They like 
  to attack ships by rising underneath them, which makes about 
  one in two ships capsize. If processed correctly, their shell 
  can be used to build an almost unsinkable boat. 
   
   
  Dragonborn 
   
   
  Hit Dice: 3+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (1d8), dragon breath (2d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The dragonborn are a humanoid race related to dragons. In 
  comparison to dragon-kin, they have no wings or hair. 
  Dragonborn once ruled a mighty empire, but have been 
  scattered all over the world long ago. They have dragon 
  breath, which is either fiery or acidic and take only half 
  damage from their respective element. 
   
   
  Dragonfish 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 15 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The dragonfish is a mindless, flat fish with dragon-like scales. 
  It is covered with spines. The dragonfsh is almost invisible 
  when dormant and waiting for prey. Anyone stepping on it 
  suffers 1d6 points of damage. Unless a saving throw vs. death 
  is made, the victim is also poisoned. For the next 2d12 hours, 
  it will receive an cumulative hourly -1 malus to all rolls. 
  Dragonfish is very tasty, but its liver and gall bladder are 
  highly toxic and kill any creature up to the size of a hill giant 
  straight away. 
   
  
  255 
   
   
  Giant Dragonfly 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 16 
   
   
  Attacks: Sting (4d4) 
   
   
  Saving Throw: 9 
   
   
  Movement: 3/36 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Giant dragonflies are swift and deadly aerial hunters. They 
  will attack any creature their size or smaller. A giant dragonfly 
  has a +3 initiative bonus. If it has the initiative, it can attack 
  and zip out of melee range without giving the enemy a 
  chance to retaliate. It also has a +2 armour class bonus 
  against missiles. 
   
   
  Dragon-kin 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (2x1d6) 
   
   
  Saving Throw: 7 
   
   
  Movement: 9/15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 8/800 
   
   
   
  Dragon-kin are a race of dragon-race humanoids. They face 
  and large wings are draconic, but they also have shaggy 
  manes. Dragon-kin are obsessed by magical items and will 
  always try to gather more of them. Mundane gold and jewels 
  rarely catch their interest and are only collected by tribes 
  trading with other races. Dragon-kin will almost always attack 
  groups with magical items and can use Detect Magic at will. 
   
   
  Dragonling 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 14 
  Magic Resistance: 35% 
   
   
  Movement: 6/24 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Dragonlings are a race of flying lizards. They are closely 
  related to dragons, but are significantly smaller and do not 
  breathe fire. They are playful and have magical powers. 
  Dragonlings have very long tails and communicate via a 
  limited form of telepathy. They can strike very decisively and 
  attack with a +4 THACO bonus, have darkvision and a 
  chameleon-like skin. Once per day, a dragonling can use an 
  inherited magical power that equals a mage spell. 
   
   
   
   
   
  Dragonne 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d8), bite (3d6) 
   
   
  Saving Throw: 6 
   
   
  Movement: 15/9 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The dragonne possess some of the most dangerous qualities 
  of a lion and a dragon. From distance, the dragonne looks 
  mostly like a lion with bronze-coloured reptile wings. A  
  closer looks reveals draconic features. Dragonnes like to fly, 
  but are not the best flyer. While in the air, they gain a +2 
  THACO bonus, but also a -4 armour class penalty. 
   
   
  Dragonnel 
   
   
  Hit Dice: 6+6 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (2d4) or kick (1d8+2) 
   
   
  Saving Throw: 10 
   
   
  Movement: 18/24 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The dragonnel is a graceful quadrupedal dragon-like creature. 
  It has horns and hooves, but dragon scales and wings. 
  Though, simpleminded, dragonnels have high moral 
  standards and sometimes serve paladins as mounts. Once per 
  day, dragonnels can scream. All enemies within a radius of 
  ten metres must make a saving throw or will suffer a -3 
  THACO malus for 1d6 rounds. 
   
   
  
  256 
   
   
   
   
  Fire Drake 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (2d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6/18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The fire drake is often mistaken for a young red dragon, but 
  is neither as powerful nor as intelligent as a true dragon. Five 
  times per day, a fire drake can use its breath weapon. It has a 
  range of twenty metres, is three metres wide at the end and 
  deals 2d8 points of damage. A saving throw is permitted for 
  half damage. Fire drakes always radiate heat and have 
  phosphorous blood that will burn if in contact with air. 
  Creatures successfully attacking a fire drake with a slashing or 
  piercing weapon have to make a saving throw or will suffers 
  1d2 points of damage. Fire drakes are very familiar. Usually, a 
  mated pair and half a dozen young drakes share a cave. 
   
   
  Draug 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d8+2) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The draug are a race of tall, bear-like humanoids with wolf-
  like heads and tails. They are brave warriors and strong 
  drinkers, and their shield-lined longhouses resound to 
  boasting and merriment. The draug fight with spear, axe, 
  dagger, or broad sword, and gain +2 THACO bonus and 
  damage due to their great strength. Any treasure will be in the 
  form of hack-silver jewellery, weapons and shields of fine 
  craftsmanship and exquisite decoration, and kegs of mead. 
   
   
  Dreamling 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d6+1) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Dreamlings are inhabitants of dream world. They look mostly 
  human and have not entered the dream world through a 
  portal. Instead, they originate from a dream bubble. 
  Dreamlings can communicate via telepathy, though they 
  prefer to communicate verbally if possible. Dreamlings sleep, 
  but never dream. 
   
   
  Drider 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 9 
   
   
  Movement: 18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  Driders are spider-centaurs: the body is that of a massive 
  spider, but the torso is that of a delicate humanoid.  Driders 
  can use Dancing Lights, Darkness Globe, Detect Magic and Levitat 
  once per day.  In addition, driders are spellcasters. Males are 
  usually mages, whereas females are clerics. Rumours say that 
  driders are dark elves cursed by a dark god, though is yet to 
  be confirmed. 
   
   
  
  257 
   
   
   
   
  Dryad 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 9  
   
   
  Attacks: Wooden dagger (1d4) 
   
   
  Saving Throw: 16 
  Magic Resistance: 10% 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The dryad is a beautiful female tree spirit bound to a tree. If 
  the tree is damaged, the dryad is damaged as well, but if the 
  dryad is killed with tree being alive, she will be reborn after a 
  month. The dryad can use Charm Person as an inherited ability. 
  Targets have to make a saving throw with a -2 malus or will 
  fall under the dryad‘s control. A potion made of dryad hair 
  will prolong the drinker‘s life, but also make him visibly 
  tainted in the eyes of other sylvan creatures. 
   
   
  Fungus Dryad 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 11 
   
   
  Attacks: Strike (1d6) 
   
   
  Saving Throw: 14 
  Magic Resistance: 15% 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The fungus dryad lives underground. She is as beautiful as 
  surface dryads and has a large mushroom on her head instead 
  of hair. The fungus dryad is associated with a fungus colony 
  like other dryads are associated with a tree and can use Charm 
  Person like they do. Additionally, a fungus dryad can use 
  Dimension Door once per turn and call 2d4 myconids once per 
  battle. 
   
   
  Dryad, Hamadryad 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 14 
   
   
  Attacks: Kick (1d8) 
   
   
  Saving Throw: 12 
  Magic Resistance: 50% 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The hamadryad is not linked to a tree, but is a tree in 
  humanoid form herself. Hamadryads looks mostly like other 
  dryads, but have bronze skin and always light hair. Like all 
  dryads, the hamadryade can sue Charm Person as an inherited 
  ability. If reduced to half her hit points, the hamadryade will 
  transform into a walking tree, gaining a +3 armour class 
  bonus and doing 1d8+4 points of damage. 
   
   
  Dune Stalker 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Sonic beam (2d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The dune stalker is a hairless, gaunt humanoid. It has long 
  claws, an ovoid head and a long nose. Its reddish skin is 
  extremely dry. The dune stalker‘s primary attack is a cone-
  shaped sonic beam with a range of twenty metres and three 
  metres wide at the end. Anyone caught within suffers 2d6 
  points of damage and is deafened for 1d10 rounds. At close 
  range, the dune stalker can deliver its so-called kiss of death. 
  It presses its lips onto the victim‘s bare skin and sucks out all 
  humidity. If the target fails a saving throw vs. death, it is slain. 
  If the save is successful, the victim is unconscious for one 
  round. Creatures without bodily fluids are immune to this 
  attack. The dune stalker, while seemingly a desert creature, is 
  an alien being that is not from the Material Plane. It can track 
  any trail no older than a day. If not on their home plane, 
  dune stalkers are desperately unhappy and vicious. However, 
  little to nothing is known about their home and their society 
  there. 
   
   
  
  258 
   
  Dwarf 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (1d4+1) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Dwarves are short but strong and known for their 
  craftsmanship and knowledge of stone and mining. Even 
  dwarves that are not trained as soldiers often carry a hammer 
  and know who to use it as a weapon. Mountain dwarves are 
  the most common dwarves subrace. 
   
   
  Crypt Dwarf 
   
   
  Hit Dice: 3+12 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (3d4) 
   
   
  Saving Throw: 15 
  Turned: 5 
  Magic Resistance: 25% 
   
   
  Movement: 9 
   
   
  Intelligence:  
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The crypt dwarf is a dwarf that died with the feeling that his 
  final resting place would be disturbed. As a result, he turned 
  into an undead and lies in his coffin, expecting intruders any 
  time. If someone approaches the coffin, the crypt dwarf uses 
  Phase Door to leave has coffin and face the offender. Crypt 
  dwarves can only be damaged by magical weapons. They will 
  tolerate religious ceremonies near their grave. After killing the 
  intruder, having been killed finally or if turned, the crypt 
  dwarf returns to its coffin via Phase Door. 
   
   
  Dark Dwarf 
   
   
  Hit Dice: 1+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapons (2x1d6+1) 
   
   
  Saving Throw: 15 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Dark dwarves are a malevolent breed of dwarves that live 
  deep in the underground, but not as deep as deep dwarves. 
  They have grey skin and sometimes use weapon poison. Dark 
  dwarves are stealthy and impose a -2 malus on their 
  opponent‘s surprise roll. Their saving throw vs. magic is 
  made at a +4 bonus. In daylight, dark dwarves suffer a -2 
  malus to THACO and saving throws. All dark dwarves have 
  Invisibility as an inherited ability and also have the ability to 
  enlarge themselves and their equipment once per day for an 
  hour. Some dark dwarves ride giant spiders. While dark 
  dwarves are xenophobic, take slaves and are hostile to many 
  other races, their community spirit is strong and dark dwarf 
  strongholds are hard to infiltrate. 
   
   
  Deep Dwarf 
   
   
  Hit Dice: 4+1 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Deep dwarves have lived in the deepest corners of the 
  underground for millennia. As a result, they have white skin, 
  are blind and live in complete darkness. Deep dwarves are far 
  from helpless, though. Their hearing and other senses are 
  exceptionally sharp and allows them to fight as competent as 
  a seeing creature. Few deep dwarves have ever seen the upper 
  levels of the underground, let alone the surface world. Deep 
  dwarves are smart, but many things and concepts normal to 
  any other race are completely alien to them. 
   
   
  Ironbeard Dwarf 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d6+1) 
   
   
  Saving Throw: 15 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Ironbeard dwarves have lived near active volcanoes for 
  centuries. They know how to work volcanic rock and are 
  highly resistant against heat. Some of their clans have formed 
  alliances with devils they met underground. Ironbeard 
  dwarves only take half damage from fire. If used by them, 
  their weapons will ignite an opponent in one out of three 
  cases and cause an additional 1d4 points of damage unless the 
  target spends one round to take out the flames. 
   
   
  Dwelver 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Dwelvers were once a race of dwarves that followed their 
  greed to the elemental plane of earth to mine it for its riches. 
  Throughout the millennia they slowly began to change into 
  the very substances they sought. While still resembling 
  dwarves in form, they are made of stone, ores and gems. 
  Dwelvers are malevolent and greedy and will defend their 
  
  259 
   
  claims against all comers. They now exist only to mine worlds 
  of their mineral resources, which they use to create more of 
  their race. Groups of dwelvers are able to summon earth 
  elementals, which will serve them faithfully. At least eight 
  dwelvers are needed to summon a young earth elemental, 
  twelve for a mature and sixteen to summon an elder one. It is 
  also likely dwelvers are able to employ other earthen magic.  
   
   
  Eagle 
   
   
  Hit Dice: 1+3 
   
   
  Armour Class: 14 
   
   
  Attacks: Beak (1d2), claws (2x1d2) 
   
   
  Saving Throw: 17 
   
   
  Movement: 1/32 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Eagles are majestic birds of prey. Their size and wing span is 
  quite impressive. Many cultures respect eagles or even 
  consider them sacred animals. During a dive attack and eagle 
  gains a +2 THACO bonus.  
   
   
   
   
   
  Giant Eagle 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 13 
   
   
  Attacks: Beak (2d6), claws (2x1d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 3/48 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Giant eagles are huge birds; tall enough to carry a humanoid. 
  While diving, a giant eagle gains a +4 THACO bonus and 
  inflicts double damage with its claws. Giant eagles have their 
  own language and also communicate with a form of limited 
  telepathy. They can never be surprised unless asleep or 
  severely distracted. Giant eagles live high up in the mountains 
  and are social animals. Some befriend members of humanoid 
  races. 
   
   
  Earth Snapper 
   
   
  Hit Dice: 1d6 hp 
   
   
  Armour Class: 14 
   
   
  Attacks: None 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The earth snapper is a minor elemental sitting I stone or dirt. 
  Anyone stepping on will get stuck unless a successful saving 
  throw is made. In stone, the earth trapper can only be 
  damaged by blunt weapons. In earth, only edged weapons 
  using to dig it up will harm it. 
   
   
  Eblis 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 16 
   
   
  Attacks: Beak (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12/12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Eblis are intelligent avians known for their cruel nature and 
  evil ways. Their stork-like bodies have grey feathers. Eblis 
  have a black, needle-like beak and are taller than a human. 
  Some eblis can cast Haunting, Hypnotise and Wall of Fog once 
  per day. Eblis like shiny objects, especially jewels. Due to its 
  oily feathers, the eblis has a +1 saving throw bonus against 
  fire-related hazards and takes one point of damage per 
  damage die less from fire-based attacks. Eblis – especially the 
  ones leading a flock – are vicious and take delight in hunting 
  and killing. 
   
   
  Cave Eel 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 1 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Cave eels burrow through stone with sharp teeth, but 
  otherwise look like large eels.  They usually attack by reaching 
  from their burrows in cave walls to bite.  In general, these 
  creatures congregate in groups. 
   
   
  
  260 
   
  Giant Electric Eel 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The giant electric eel can generate an electric shock that 
  causes 3d6 points of damage to anything in the proximity. It 
  is immune against lightning can causes 1d2 points of damage 
  if touched with bare skin or metal. 
   
   
  Giant Moray Eel 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Moray eels like to lurk between rocks. Once prey is near, they 
  dart out and try to kill it with one bite. 
   
   
  Weed Eel 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 11 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 17 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Weed eels live in colonies and are master of camouflage. 
  They are almost indistinguishable from sea weed to the 
  untrained eye and always attack in large groups, automatically 
  surprising their prey. 
   
   
  Effex 
   
   
  Hit Dice: 18 
   
   
  Armour Class: 22 
   
   
  Attacks: Claws (2x1d8), beak (2d12) 
   
   
  Saving Throw: 3 
  Magic Resistance: 25% 
   
   
  Movement: 6/39 
   
   
  Intelligence: Genius 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 20/4,400 
   
   
   
  The effex is a sinister bird and opposed to the phoenix. It has 
  black and red feathers and cold, white eyes. The effex 
  represents a dark interpretation of personal freedom at any 
  cost. It is immune to fire, cold and takes only half damage 
  from lightning. It can use Band of Ice, Cone of Cold, Detect Good, 
  Detect Magic, Dispel Good, Ice Storm and Wall of Ice at will. The 
  effex can stare at inflammable material for one round and let 
  it burst into black flames this way. Like the phoenix, the effex 
  is hard to kill permanently. 
   
   
  Elasmosaurus 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (4d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 15/2,900 
   
   
   
  The aquatic elasmosaurus is known for its long neck. It is 
  carnivorous and highly aggressive. This reptile hunts by 
  keeping its head below and its neck above water before 
  striking quickly. 
   
   
  Elder One 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d4) or weapon (1d8) 
   
   
  Saving Throw: 7 
   
   
  Movement: 15 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The elder ones are an ancient race from outer space that 
  travelled to Galaria millions of years ago. Their once mighty 
  civilisation has collapsed and the elder ones have moved 
  underground or to the bottom of the ocean. Elder ones are 
  twice as tall as a human, have conical bodies, tentacles and 
  leathery wings. They are very intelligent and communicate via 
  telepathy in both directions. It is said that elder ones can 
  switch their bodies or even move into the bodies of a 
  member of a different species.  
   
   
  Elementals 
  Elementals are entities native to the Elemental Planes of Air, 
  Earth, Fire and Water. The most common elementals are 
  barely sentient, but nevertheless ferocious fighters. All 
  elementals are immune to their respective element and do in 
  fact heal three points of damage per round if completely 
  surrounded by it. Powerful magic can summon elementals 
  and force into the service of a spellcaster. This procedure is 
  very risky, though, and renegade elementals are likely to 
  wreak havoc of not under full control. Apart from the 
  elementals from the four planes, there is also a number of 
  other elemental beings from different sources. 
   
   
  
  261 
   
  Air Elemental 
  Young 
  Adult 
  Elder 
  Hit Dice:  
  8 
  12 
  16 
  Armour Class:  
  16 
  16 
  16 
  Attacks: Strike 
  2d8 
  2d10 
  2d12 
  Saving Throw:  
  8 
  5 
  3 
  Movement:  
  36 
  36 
  36 
  Intelligence:  
  Semi 
  Semi 
  Low 
  Alignment:  
  Neutral 
  Neutral 
  Neutral 
  CL/XP:  
  9/1,100 
  13/2,300 
  17/3,400 
   
   
   
   
  Air elementals have the ability to turn into a whirlwind with a 
  radius of five metres. All creatures with one hit die or less will 
  be blown away and most likely killed. The substance of an air 
  elemental can be used to breath underwater for prolonged 
  times. 
   
   
  Blood Elemental 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 19 
   
   
  Attacks: Strike (3d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The blood elemental can be called only from large quantities 
  of blood or water from the lungs of drowned creatures. It has 
  a vaguely humanoid shape and two tentacle-like arms. A 
  blood elemental will always leave a trail of blood behind. If a 
  blood elemental strikes with its tentacles, it will drain blood 
  from the victim and recover 3d6 hit points. Damage rolls 
  against bloodless creatures suffer a -2 penalty per damage die 
  down to a minimum of one point of damage per die. A 
  saving throw is permitted to avoid the blood drain, though 
  the damage is still taken. Additionally, a blood elemental can 
  smother an opponent with a successful attack. A smothered 
  opponent that fails a saving throw vs. death takes 1d8 points 
  of drowning damage per round until the elemental is 
  separated from him. Blood elementals cannot cross open 
  water and will suffer 1d10 points of damage if forced into it. 
   
   
  Earth Elemental 
  Young 
  Adult 
  Elder 
  Hit Dice:  
  8 
  12 
  16 
  Armour Class:  
  18 
  18 
  18 
  Attacks: Strike 
  3d6 
  2d12 
  3d8 
  Saving Throw:  
  8 
  5 
  3 
  Movement:  
  6 
  6 
  6 
  Intelligence:  
  Semi 
  Semi 
  Low 
  Alignment:  
  Neutral 
  Neutral 
  Neutral 
  CL/XP:  
  9/1,100 
  13/2,300 
  17/3,400 
   
   
   
   
  Earth elementals have a vaguely humanoid shape and can 
  move through earth and rock freely. They easily rip walls and 
  buildings apart, but when attacking an opponent not standing 
  on earth or rock, the damage of their attack is halved. The 
  remains of an earth elemental will make about a hundred 
  square metres of earth fertile. 
   
   
  Fire Elemental 
  Young 
  Adult 
  Elder 
  Hit Dice:  
  8 
  12 
  16 
  Armour Class:  
  17 
  17 
  17 
  Attacks: Strike 
  2d6 
  2d8 
  2d12 
  Saving Throw:  
  8 
  5 
  3 
  Movement:  
  12 
  12 
  12 
  Intelligence:  
  Semi 
  Semi 
  Low 
  Alignment:  
  Neutral 
  Neutral 
  Neutral 
  CL/XP:  
  9/1,100 
  13/2,300 
  17/3,400 
   
   
   
   
  Fire elementals look like living flames. They have a tendency 
  to ignite anything they touch. If caught in a bottle quickly 
  enough, the remains of a fire elemental will radiate warmth 
  for one day. 
   
   
  Grave Elemental 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 19 
   
   
  Attacks: Fists (3d8) 
   
   
  Saving Throw: 5 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The eerie grave elemental is a variant of the earth elemental. 
  It has a humanoid shape and is made of cemetery earth with 
  bone fragments and coffin parts. It can move through earth 
  and stone freely and likes to ambush victims from below. 
  Once per hour, the grave elemental can force a victim into 
  the ground magically, provided it stands on earth on stone. 
  To do so, the grave elemental has to make a successful attack 
  against the target. If the target fails a saving throw, it will sink 
  into the ground over the course of one round. Once 
  entombed, the victim remains in stasis until freed. 
   
   
  Mist Elemental 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 19 
   
   
  Attacks: Touch (2d10) 
   
   
  Saving Throw: 6 
   
   
  Movement: 36 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The mist elemental is related to the air elemental, but is also 
  influenced by the Plane of Water. It looks like a cloud of fog 
  and is treated like an invisible creature if surrounded by actual 
  fog. The mist elemental attacks with a chilling touch or can 
  alternatively attempt to move through an opponent. If the 
  mist elemental makes a successful attack and the target fails a 
  saving throw vs. magic, it will be charmed and not attack the 
  elemental. 
   
   
  
  262 
   
  Nature Elemental 
   
   
  Hit Dice: 16 
   
   
  Armour Class: 20 
   
   
  Attacks: Fists (2x4d10) 
   
   
  Saving Throw: 3 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 30/8,400 
   
   
   
  The nature elemental is a gargantuan being composed of the 
  four elements as well another force not identified. It looks 
  like a humanoid composed of the natural materials of the 
  area it was summoned in. Nature elementals can be 
  summoned, but the knowledge for the ritual to do was lost 
  long ago. Whenever they appear, they will start to cleanse the 
  landscape from everything unnatural, which often includes 
  members of sentient races and their property. The nature 
  elemental cannot be stopped by any protective spells and is 
  absolutely fearless. After rampaging one day or after being 
  destroyed, the elemental simply becomes one with the 
  environment. The nature elemental regenerates 16d8 hit 
  points per round unless in vacuum or completely artificial 
  environment. 
   
   
  Pyre Elemental 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 19 
   
   
  Attacks: Strike (3d8) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The wild, dancing pyre elemental is drawn from a funeral 
  pyre or another large burning associated with a funeral. It 
  appears as a slender column of fire similar to a fire elemental. 
  It enjoys destroying and causing havoc. In combat, it uses a 
  whip made of fire. Whenever it hits an opponent, the target 
  needs to make a successful saving throw or its armour will 
  lose one point of armour class. 
   
   
  Water Elemental 
  Young 
  Adult 
  Elder 
  Hit Dice:  
  8 
  12 
  16 
  Armour Class:  
  17 
  17 
  17 
  Attacks: Strike 
  3d6 
  2d12 
  3d8 
  Saving Throw:  
  8 
  5 
  3 
  Movement:  
  6/18 
  6/18 
  6/18 
  Intelligence:  
  Semi 
  Semi 
  Low 
  Alignment:  
  Neutral 
  Neutral 
  Neutral 
  CL/XP:  
  9/1,100 
  13/2,300 
  17/3,400 
   
   
   
   
  Water elementals are dependent on moisture and will dry up 
  if moving too far away from a source of water. The damage a 
  water elemental deals is halved if their opponent is not 
  standing in water. Water elementals are hard to spot in water 
  and can easily turn over smaller boats. Ships will be 
  overturned in 1d4+4 rounds. The remains of a water 
  elemental will provide someone with enough water for 1d4 
  days. 
   
   
  Elephant 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 15 
   
   
  Attacks: Tusks (2x2d4), trample (4d8) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  Elephants are huge herbivorous mammals. They are peaceful 
  and sometimes used as mounts or beast of burden. They are 
  granted a +4 THACO bonus then trying to trample on an 
  enemy smaller than a human. 
   
   
  Elf 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Sword (1d8) or bow (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Eves are similar to humans, but gracious and long-living, 
  more conservative and less tough. Elves favour magic and the 
  use of bows. Other races consider elven societies to be 
  sophisticated, but also a bit sterile. Sylvan elves are the most 
  common elven subraces, even if not all sylvan elves are 
  forest-dwellers anymore. 
   
   
  Aquatic Elf 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Trident (1d8+1) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9/15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The aquatic elves are an elven subrace that lives underwater. 
  They live mostly in the sea, but tolerate fresh water very well 
  and have also founded communities in lakes. Aquatic elves 
  have webbed fingers and favour the trident in combat. 
   
   
  
  263 
   
  Dark Elf 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Sword (1d8) 
   
   
  Saving Throw: 14 
  Magic Resistance: 5% 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  Dark elves have black skin and silver hair. They live 
  underground organised in small empires, though some dark 
  elves sometimes go to the surface for raids. In sunlight, dark 
  elves suffer a -1 THACO penalty. Dark elves have little 
  tolerance for weakness of any kind and are often associated 
  with spiders. Dark elves get 5% magic resistance and a +1 
  bonus to saving throws vs. magic per hit die. 
   
   
  Feral Elf 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d10+1) 
   
   
  Saving Throw: 13 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Feral elves are savage and erratic. They are organised loosely 
  in small communities and live in the wilderness. Feral elves 
  show none of the physical weakness of other elven subraces. 
  There is a number of spellcasters among them, but most of 
  them are wild, aggressive and hardly scholars. Feral elves 
  sometime hunt travellers in their territory for fun. Some 
  people claim that the feral elves openly show what other 
  elven subraces hide behind politeness and elegance. 
   
   
  Silvereye Elf 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (1d8+2) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Silvereye elves have moved away from nature and have built 
  great cities hidden my magic. Though they do not match 
  other races in many fields, they compensate that by their 
  knowledge of the arcane. Silvereye elves are often spellcasters 
  or carry magic items. 
   
   
  Sky Elf 
   
   
  Hit Dice: 3+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d6+2) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9/15 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Sky elves are a race of winged elves living in floating cities in 
  the sky or in remote mountainous villages. It is not clear at 
  which point they acquired their enormous wings. Sky elves 
  usually avoid contact with the surface world, but are polite to 
  friendly travellers visiting their cities. 
   
   
  Ettercap 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (1d3), bite (1d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  Ettercaps are ugly, hairy humanoids that are associated with 
  spiders. They are cruel and like to catch – and kill – other 
  creature with traps. Ettercaps are tall, have thin legs and 
  hunched shoulders. If bitten by an ettercap, a creature has to 
  make a saving throw vs. death or will die in 1d4 turns. 
  Ettercaps live deep in forests and are usually accompanied 
  only by spiders, not by other ettercaps. 
   
   
  
  264 
   
   
   
   
  Ettin 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 16 
   
   
  Attacks: Club (2d8), club (3d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 11/1,400 
   
   
   
  The ettinsFwax are a race of monstrous humanoids related to 
  giants and orcs. They have two heads and can use a weapon 
  with each hand simultaneously with ease. Ettins are less 
  civilised than other humanoid races and destructive to their 
  environment and other creatures. Ettins are only surprised on 
  a roll of one on a d6, as one heads usually keeps watch. 
   
   
  Euparkeria 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d4+1) 
   
   
  Saving Throw: 18 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The euparkeria is a small dinosaur that hunts in groups. If 
  sufficiently hungry, it will even attack large creatures, 
  especially if they already bleed. 
   
   
  Eye Dropper 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 11 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 3 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The dropper is an amorphous mass of gelatinous protoplasm. 
  Over times, it adds the teeth and eyes of the creatures it 
  consumes as new body parts. The eye dropper likes to climb 
  walls and drops on targets from above. 
   
   
  Eyewing 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d6), sting (1d4) 
   
   
  Saving Throw: 15 
   
   
  Movement: 24 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Eyewings looks like a large eyeballs with bat wings, black fur 
  and a scorpion-like tail. They are immune against cold-based 
  attacks. An eyewing can drop a blue tear on a target, dealing 
  2d6 points of damage. If uses for splash damage, the tear 
  attack is made at a -2 penalty and does 2d4 points of damage 
  to up to four targets in close proximity. A saving throw for 
  half damage is permitted both times. After 2d6 hours, an 
  eyewing tear will harden. 
   
   
  
  265 
   
  Fachan 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d4) or weapon (1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9/15 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The fachan is mostly humanoid, but has only one leg, arm 
  and a single eye. It has dark skin and blue-black hair. 
  Surprisingly, fachans can swim. Due to its exceptional 
  hearing, a fachan is only surprised in one out of six cases. 
  Anyone bitten by a fachan has to make a saving throw vs. 
  paralysis at a +2 bonus or will be paralysed for 1d4 rounds. 
  Due to their surreal appearance and maliciousness, fachans 
  are shunned by most civilised races. They have a tribal society 
  and live mostly in swamps. Two fachan feet can be turned 
  into a pair of boots that allows the wearer to jump twice as 
  far as usual. 
   
   
  Faux Faerie 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks:  
   
   
  Saving Throw: 11 
  Magic Resistance: 100% 
   
   
  Movement: 18 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The faux faerie is a notorious liar and enjoys misdirecting 
  others. It can appear as almost any form of fey creature, but 
  is actually a magical, featureless humanoid. Faux faeries 
  especially like to direct travellers into areas with natural 
  dangers such as quicksand and rockslides. If confronted by 
  perceptive creatures, the faux faerie sticks to partial truths 
  and half-truths. Faux faeries are completely immune to all 
  kinds of magic. If a spell is cast at it, it will be absorbed by 
  the faerie‘s aura in form of a cloud of colourful lights. A faux 
  faerie can hold up to 3d8 spells. If more spells are directed at 
  it, a random spell will be released at the caster of the last 
  spell. If a faux faerie is burned, all spells will be released at 
  once. Some wizards have managed to enslave faux faeries and 
  use them as storage batteries for a number of spells. 
   
   
  Seelie Faerie 
   
   
  Hit Dice: 1d3 hp 
   
   
  Armour Class: 15 
   
   
  Attacks: Sword (1d2) or bow (1) 
   
   
  Saving Throw: 16 
  Magic Resistance: 25% 
   
   
  Movement: 6/18 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Seelie faeries are fey that look like tiny humanoids with 
  butterfly wings. Many look like graceful humans or elves, 
  some are more like imps or have animal body parts. Seelie 
  faeries can turn invisible at will and are mischievous and 
  annoying. Each seelie faerie can cast one spell per day. These 
  spells are usually more annoying than truly harmful and 
  include Dancing Lights, Irresistible Dance, Sleep and Slow. Anyone 
  hit by a seelie faerie weapon has to make a saving throw or 
  will fall asleep for 2d4 hours. 
   
   
  Unseelie Faerie 
   
   
  Hit Dice: 1d3 hp 
   
   
  Armour Class: 15 
   
   
  Attacks: Sword (1d2), bow (1d2) or lance (1d4) 
   
   
  Saving Throw: 16 
  Magic Resistance: 25% 
   
   
  Movement: 6/18 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/30 
   
   
   
  Unseelie faeries are the malicious relatives of the seelie 
  faeries. They have twisted faces, long noses and insect wings. 
  Their weapons have the same sleep-inducing effect as those 
  of the seelie faeries and unseelie faeries may also use one 
  specific spell once a day. These spells include Lightning Bold, 
  Maggot Spray, Magic Missile and Toxic Cloud. Unseelie faeries 
  like to murder and torture people. They live in dark forests 
  and have palaces on small pocket dimensions. 
   
   
   
   
   
  
  266 
   
  Faerie Fiddler 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 19 
   
   
  Attacks: Strike (1d2) 
   
   
  Saving Throw: 14 
  Magic Resistance: 25% 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 3/60 
   
   
   
  The faerie fiddler looks like a tiny old human with archaic 
  clothes and a miniature fiddle. There is only one in each fey 
  community. He usually plays to entertain his fey friends, but 
  will also assist in the defence of the fey community if 
  necessary. One of his special tunes allows combatants to fight 
  without tiring. A second tune works like Irresistible Dance and 
  can be used one per round. It will last only five rounds, 
  though, and can be avoided with a saving throw vs. magic. 
  The fiddler‘s third power allows him to force an outside in a 
  fey circle to dance during the night of the full moon. For 
  every hour spend dancing, one year will pass in the outside 
  world. The fey usually use this ability on creatures hostile to 
  them. 
   
   
  Fire Falcon 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 15 
   
   
  Attacks: Talons (2x1d3), beak (1d2), wings (2x1d2) 
   
   
  Saving Throw: 17 
   
   
  Movement: 3/36 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The fire falcon is a small russet-coloured raptor only found in 
  remote areas. When fighting large targets, the fire falcon 
  releases two fire lances from the tips of its wings with a range 
  of fifteen metres that deal 1d6 points of damage to 
  everything in a radius of three metres. A saving throw is not 
  needed for this attack. This attack can be used four times a 
  day. If the fire falcon uses its wings to attack, a target on a 
  mount has to make a dexterity check at a -4 penalty or will 
  fall off. The fire falcon is immune to all forms of fire and 
  Magic Missile. Fire falcons build their nest well-hidden in the 
  mountains or high tundra grass. 
   
   
  Fardarring 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 1/15 
   
   
   
  The fardarring is malicious fey related to the leprechaun. It 
  has red skin and lives on graveyards. The fardarring can 
  telekinetically move corpses within a distance of fifteen 
  metres, one at a time. The corpses fight as cadavers, although 
  they may appear to be zombies. 
   
   
  Fearweed 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: None 
   
   
  Saving Throw: 18 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The fearweed is a rare plant that defends itself with its fear-
  inducing pollen. It is almost indistinguishable from a  
  milkweed plant. If a larger creature comes eight metres or 
  closer to the fearweed, it releases pollen within a radius of 
  eight metres. Anyone within the radius has to make a saving 
  throw vs. death at a -2 penalty. If the save is not made, the 
  victim will be overcome with paranoid fear. Also, whenever a 
  character becomes unconscious or dies, all companions are 
  permitted a second saving throw. If the saving throw is 
  successful, the target realised what happened but is also hit by 
  Confusion. Milkweeds have occasionally been known to turn 
  into fearweeds.  
   
   
  Felikaur 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (1d6), bite (2d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 15/18 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  Felikaur were magically bred from tigers in ancient times, as a 
  battle-beast of the feuding noble houses. Some escaped into 
  the wild and flourished. The felikaur looks like a massive 
  tiger, but with overlapping horn plates instead of fur. They 
  have large bat-like wings sprouting from the shoulders, and a 
  spiky tail. These creatures are intelligent enough to prepare 
  ambushes and use their surroundings to tactical advantage; in 
  the wild, they leap from cover to cover while attacking. In a 
  gladiatorial arena, they are able to take advantage of pit traps, 
  spikes, barriers, or other such tactical obstacles. A felikaur's 
  tail spikes deal little damage, but secrete a paralysing toxin. 
  They can also pick up a humanoid or smaller foe, carry it into 
  the air for a few rounds, and drop it from a height of up to 
  twenty metre. Lastly, the felikaur can spit a glob of corrosive 
  acid to a distance of six metres for 2d6 points of damage. 
  This acid will eat through and ruin clothing, non-magical 
  armour, backpack straps and other items in one round. The 
  means by which the ancients controlled and tamed these 
  beasts is unknown – they cannot be trained. 
   
   
  
  267 
   
  Ferec 
   
   
  Hit Dice: 6+3 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapons (2x1d6), bite (1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 18 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Orange-furred and bushy-tailed with large ears and multiple 
  limbs, the ferec is a mutated fox. It has a long body, with four 
  pairs of legs, and a centaur-like humanoid torso with two 
  pairs of arms. Despite its creative intelligence and expansive 
  vocabulary, the ferec is excitable, superstitious, and easily 
  distracted. It excels in various forms of craftsmanship, and 
  enjoys puzzling out the workings of traps, puzzle boxes, 
  unusual weapons, or other such contraptions. The heightened 
  senses of a ferec, including superior night vision and 
  heightened hearing, ensure it will never be surprised. They are 
  sensitive to sunlight, and prefer a nocturnal lifestyle. 
   
   
  Dire Ferret 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 17 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Dire ferrets are much like their smaller kin, but up to a metre 
  long. They are often trained to hunt giant vermin, but their 
  temperamental personalities make them dangerous, as they 
  occasionally turn on their masters. 
   
   
  Feyr 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 13 
  Magic Resistance: 10% 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Feyrs appear as large brain-like creatures with a number of 
  eyes, mouths and tentacles. They are created from nightmares 
  and the emotions from many people. A successful attack by a 
  feyr will act as Fear unless a saving throw vs. magic is made. 
  The feyr itself is absolutely fearless, but will be destroyed by 
  direct sunlight. Feyr often roam the streets of cities at night 
  and rest in the sewers at night. 
   
   
  Figurines 
  Figurines are artificial creatures similar to golems. They 
  usually have the form of a small animal. Figurines are less 
  powerful than golems, but can be deadly nevertheless. Their 
  abilities reflect the animals they resemble and the material 
  they are made of. Figurines can only be damaged by magical 
  weapons. As nonliving creatures, they cannot be harmed by 
  poisons, cannot be paralysed, charmed or affected by similar 
  effects. If Dispel Magic is cast on a figurine by a caster whose 
  level is higher than that of the figurine‘s creator, the figurine 
  has to make a saving throw vs. death or will destroyed. If the 
  caster level is merely equal, the figurine will reform after 1d12 
  turns. Figurines have a natural hatred for all living things. 
  Should they escape their master‘s control, they will try to kill 
  him and become free-willed creatures. 
   
   
  Ceramic Figurine 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The ceramic figurine often resembles a crocodile, dinosaur or 
  other reptile and is brightly coloured. It is filled with liquid 
  and can spray it an enemy twice per turn. The liquid is often 
  acid that inflicts 1d10 points of damage, but other liquids are 
  possible as well. If it is destroyed by a melee attack, the liquid 
  inside will splash out and harm anyone in the proximity that 
  does not make a saving throw. The ceramic figurine cannot 
  be harmed by fire, cold or electricity, but casting Shatter on it 
  requires it to make a saving throw vs. magic or it will be 
  destroyed. 
   
   
  Crystal Figurine 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The crystal figure is usually shaped like a spider or an insect 
  and employed as a guard or assassin. It can have a number 
  colour and is stylised and beautiful. Shatter will destroy a 
  crystal figurine unless it makes a successful saving throw vs. 
  death. Due to the vibrational properties of crystal, crystal 
  figurines will reflect all light-based spells back on the caster. 
  They can use Chromatic Orb, Dancing Lights and Hypnotic Pattern 
  once per day. 
   
   
  
  268 
   
  Diamond Figurine 
   
   
  Hit Dice: 6+6 
   
   
  Armour Class: 18 
   
   
  Attacks: Bite (1d10) 
   
   
  Saving Throw: 11 
  Magic Resistance: 25% 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The diamond figurine is incredibly expensive and has all the 
  traits of the crystal figurine. If it is hit by a mundane weapon, 
  the weapon will shatter. It cannot be damaged by edged 
  weapons, not even magic ones. 
   
   
  Ivory Figurine 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Ivory figurines are almost exclusively shaped as elephants, 
  with a few hippopotami and mastodons existing as well. 
  Three times per day, an ivory figurine can increase its size to 
  twice the size of a human for one turn. In this form, it does 
  2d8 points of damage and an additional 2d6 points of trample 
  damage on a critical hit. Once while being enlarged, the ivory 
  figurine can – provide it is an elephant – trumpet, which will 
  deafen everyone in a radius of ten metres and deal 2d6 points 
  of damage. A successful saving throw negates the deafness 
  and halves the damage. Cold and lightning will not damage 
  and ivory figurine. 
   
   
  Obsidian Figurine 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 18 
   
   
  Attacks: Strike (1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  In many regards, the obsidian figurine – usually shaped like 
  an ape or monkey – is the weakest of the figurines, but 
  nevertheless dangerous if its opponent does not know what 
  to expect. It has many sharp edges and is sometimes dipped 
  into poison by its master. In this case, anyone hit by the 
  figurine has to make a saving throw vs. death or the melee 
  damage will be doubled. There is enough poison to enhance 
  three melee attacks. Attacking an obsidian figurine with a 
  melee weapon will release a shower of shrapnel within a 
  radius of three metres. Anyone nearby has to make a saving 
  throw or will suffer 1d2 points of damage.  
  Porcelain Figurine 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 18 
   
   
  Attacks: Claws (2x1d4+1), bite (1d10) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The porcelain figurine, always shaped like a great cat, is 
  probably the rarest of all animated figurines. In combat, it will 
  grow to the size of an actual tiger. If it should not do so, it 
  will only bite for 1d4 points of damage and employ no other 
  attacks. Porcelain figurines can only be damaged by +2 magic 
  weapons and are immune to all forms of fire. Three times per 
  day, they can use Air Bolt. Porcelain figurines are employed as 
  guards sometimes gifted to someone who is supposed to be 
  assassinated. Once in the target‘s house, the figurine comes to 
  life can kills the target. 
   
   
  Eyeless Filcher 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d6) 
   
   
  Saving Throw: 6 
  Turned: 7 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 12/1,700 
   
   
   
  An eyeless filcher is the undead body of a criminal maimed or 
  tortured to death in brutal punishment for its crimes; usually 
  these criminals were guilty of particularly heinous crimes 
  during life. These creatures are animated by an extremely 
  powerful undead force, which causes fear and horror in any 
  onlooker: at the sight of an eyeless filcher, anyone failing a 
  saving throw will either flee in terror for 1d12 rounds or be 
  paralysed until the undead is out of sight. As there is precious 
  little flesh left on its bones, the eyeless filcher suffers half 
  damage from edged and pointed weapons. It may be 
  distracted by the sight of symbols of law and justice, such as 
  the insignia of the city watch or the holy symbol of a deity of 
  law, and will break off attacking to focus its rage on this 
  image. An eyeless filcher retains any criminal knowledge and 
  thieving skills it had in life, and will use these to its advantage. 
  In combat, if both of its claw attacks hit, it latches on with 
  inhuman strength, strangling for automatic damage per round 
  thereafter; its deadly grip can only be broken by distracting 
  symbols as above, the death of its victim, or a sincere apology 
  from anyone involved in its own capture, trial, and 
  punishment. If the eyeless filcher manages to kill an officer of 
  the law, whether guard or magistrate or scribe of the court, 
  the unfortunate victim rises from the dead the next day as a 
  zombie with twice the strength of a common one under its 
  control. The eyeless filcher attacks and steals, deliberately 
  causing as much chaos and fear as it can. If a law officer 
  renounces his profession in the creature‘s presence it will sink 
  to the ground, destroyed, with a mocking laugh. 
   
  
  269 
   
  Firbolg 
   
   
  Hit Dice: 6+3 
   
   
  Armour Class: 18 
   
   
  Attacks: Weapon (1d10+4) 
   
   
  Saving Throw: 13 
  Magic Resistance: 10% 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The firbolg are a race of humanoids closely related to giants. 
  They looks mostly like humans, but are significantly taller. 
  Most firbolg have red or blond hair and like to wear it long. 
  They avoid other civilised races, but are on good terms with 
  giants. Firbolg are organised in clans and value family bonds. 
   
   
  Fire Orb 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 13 
   
   
  Attacks: None 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The fire orb is a minor fire elemental and appears as small 
  ball of yellow fire. If under control by someone, it can be 
  ordered to hide inside a torch. The fire orb attacks opponents 
  by ramming them. The victim is ignited and takes 1d2 points 
  of damage per round unless it takes one round to put out the 
  fire. Smothering the fire orb with a cloak or similar object will 
  damage it for 1d4 points of damage. Otherwise, it can only be 
  damaged by cold-based magic. 
   
   
  Firebird 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: Beak (2d6), claws (2x1d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 2/24 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/480 
   
   
   
  Firebirds look similar to giant eagles, but are enveloped by 
  flames. A diving attack grants a firebird a +5 THACO bonus 
  and inflicts and additional 8d6 points of fire damage. The fire 
  envelope burns away mundane small missiles. Firebirds can 
  only be attacked by magical weapons. They live on some 
  planets, but mostly in asteroid fields. Large firebird feathers 
  can be used for brewing potions. A feather can be worth up 
  to 1,000 gp. 
   
   
  Firenewt 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d8), fire breath (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The red-scaled firenewts are distant relatives of newt-in. They 
  are cruel marauders and live in hot regions. Firenewt clerics 
  can use Charm Animal, Faerie Fire, Heat Metal, Predict Weather 
  and Pyrotechnics once per day. A firenewt can breathe fire once 
  per round over a distance of two metres. A saving throw is 
  permitted for half damage. Firenewts make all saving throw 
  vs. fire-based hazards at a +3 bonus. They take one point of 
  damage per damage die less from fire attacks and one more 
  from cold attacks. Many firenewts on the surface ride striders. 
  Firenewts are distrustful creatures that are hostile to 
  everyone, including other firenewt tribes. They will only ally 
  with very powerful evil beings. 
   
   
  Firestar 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 17 
   
   
  Attacks: None 
   
   
  Saving Throw: 16 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Firestars are glowing beings that roam the countryside. They 
  can control their intensity and even become totally dark. Five 
  times per day, a firestar can send out a lightning bolt over a 
  distance of ten metres that inflicts 2d6 points of damage. It 
  can also absorb energy from common and magical fire. The 
  potential damage is added to the firestar‘s hit points. A 
  firestar can gain hit points equal to four times its original 
  amount. A firestar absorbs 2d6 hit points from a camp fire or 
  1d6 hit points from a torch. Small sparks will always be 
  absorbed and may betray the position a blacked-out firestar. 
  Firestar cannot be harmed by fire or electricity. They are 
  immune to most spells, but are affected by Magic Missile and 
  similar spells, cold-based magic and magical communication. 
  A firestar‘s true body is egg-shaped and covered by a black 
  web of nerves. Firestars spend their time dancing together 
  and are attracted by artificial light and magic. They are 
  peaceful and will only fight if attacked first.  
   
   
  
  270 
   
  Greater Firetail 
   
   
  Hit Dice: 9+9 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (4x1d12) 
   
   
  Saving Throw: 6 
  Magic Resistance: 90% 
   
   
  Movement: 21 
   
   
  Intelligence: Genius 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  The greater firetail looks mostly like the lesser one, but has 
  superior flight capabilities. Additionally, it is immune to 
  mundane weapons, fire- and cold-based attacks and can use 
  Feeblemind, Heal, Maze and Remove Curse once per day as well 
  as Fabulous Fireball once per turn. 
   
   
  Lesser Firetail 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (2x1d6) 
   
   
  Saving Throw: 13 
  Magic Resistance: 40% 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The firetail is a fey creature of living flame. It is column-
  shaped and sometimes shows a vague humanoid face. 
  Firetails like to fight and usually take sides in a conflict. They 
  are immune to fire, but take an additional three points of 
  damage per damage die from cold-based attacks. Once every 
  three rounds, a firetail can intensify its heat and inflict 1d12 
  points of damage to everyone within a radius of three metres. 
  Firetails are solitary creatures. They never allow a friend to be 
  harmed and never forget an enemy. 
   
   
  Flawder 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Stone dagger (1d3) or bite (1d2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 3/3 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 2/30 
   
   
   
  The flawder are aquatic, peaceful, nomads. They look like 
  upright snails, with each tribe having a distinctive colourful 
  shell. While using their bite, a flawder suffers a -1 THACO 
  penalty. Flawder shells are exceptionally though. If attacked 
  from any other side than the front, flawders gain a +8 armour 
  class bonus. They cannot breathe air. Flawders can swim, but 
  prefer to move along the ground of their lake. Flawder chiefs 
  sometimes have a familiar, usually a fish or lobster. Flawders 
  are nervous around other sapient races. 
   
   
  Flind 
   
   
  Hit Dice: 2+3 
   
   
  Armour Class: 14 
   
   
  Attacks: Club (1d6), flindbar (1d4) 
   
   
  Saving Throw: 15 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The flind is closely related to the gnoll, but shorter and 
  broader. Flinds are very strong and receive a +1 THACO 
  bonus. If a target is hit by a flindbar – two chain-linked bars – 
  and fails a saving throw, it loses its weapons and will need 
  one round to pick it up again. Flind are rarely found alone 
  and are usually leaders of gnoll packs. 
   
  Flumph 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 19 
   
   
  Attacks: Tentacle (1d8) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 3/60 
   
   
   
  The flumph resembles a white floating jellyfish with eyestalks. 
  Flumphs are peaceful beings that live underground. If 
  attacked from the underside, flumphs receive a -8 armour 
  class penalty. They have a sign language. If a flumph 
  successfully attacks an opponent, the target has to make a 
  saving throw vs. death. If it fails, the target automatically 
  takes another 1d4 points of damage for the next 2d4 rounds. 
  The effect is not cumulative. Furthermore, flumphs can eject 
  a stream of foul-smelling liquid; usually against one or two 
  targets and over a distance of five metres. If a target fails a 
  saving throw, it will be nauseated for 1d4+1 rounds and 
  cannot attack. The flumph uses this time to slip away. 
   
   
  Flumph Monk 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 19 
   
   
  Attacks: Tentacle (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 6 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Good 
   
   
  CL/XP: 4/120 
   
   
   
  A few flumph are organised in monastic orders. Have all the 
  abilities of a common flumph, including the -8 armour class 
  penalty if attacked from below. Additionally, they regenerate 
  one hit point per round and can cast two first and second-
  level cleric spells. Flumph monks favour Cure Light Wounds, 
  Command, Damnation, Entropic Shield and Silence. 
   
   
  
  271 
   
  Carrion Fly 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Spit (2d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 3/18 
   
   
  Intelligence: Animal 
   
   
  Alignment: neutral 
   
   
  CL/XP: 7/600 
   
   
   
  A carrion fly is more than one metre long and resembles a 
  large, white grub with wings and no legs. Its head has large 
  black eyes and a small mouth ringed with four long tentacles. 
  It attacks with its tentacles, attempting to paralyse its prey. 
  The target is permitted a saving throw vs. paralysis to avoid 
  being paralysed. Once its victim is paralysed, it will land and 
  begin vomiting digestive acids to melt the victim into a 
  suitable meal of goo. It can also spit these digestive acids at 
  its target from a distance.  
   
   
  Dire Fly 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9/18 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The dreaded carnivorous dire fly is one metre long. They 
  have markings that make them appear similar to giant killer 
  bees. The fly preys upon these bees, and is immune to their 
  poisonous sting. However, they also prey upon animals and 
  humanoids. These giant flies skulk in shadows, waiting for 
  victims, gaining a +2 bonus to surprise rolls. They sometimes 
  jump to a distance of ten metres to strike and attack by biting 
  victims with their formidable mandibles. 
   
   
   
   
   
  Fomorian 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 18 
   
   
  Attacks: Weapons (2x1d4+8) 
   
   
  Saving Throw: 5 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  The fomorians are a race of hideous giant-like creatures. They 
  are always deformed and live in underground dwellings or in 
  the mountains. Creatures with less than two hit dice will flee 
  in terror if seeing a fomorian. Whenever a fomorian 
  consumes a creature, he gains one of its advantages or 
  abilities for one hour. 
   
   
  Formian Myrmarch 
   
   
  Hit Dice: 6+6 
   
   
  Armour Class: 19 
   
   
  Attacks: Bite (3d12), stinger (2d4) 
   
   
  Saving Throw: 6 
   
   
  Movement: 15 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The myrmarch has dextrous mandibles for fine manipulation. 
  It is twice as large as a normal formian and its paralysing 
  
  272 
   
  poison lasts 1d10 rounds. A myrmarch can become the 
  formian queen‘s companion. 
   
   
  Formian Queen 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 3 
   
   
  Movement: 1 
   
   
  Intelligence: Supra-Genius 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The queen of the formians rules her colony unquestioned. If 
  she is attacked, all other formians will rush to protect her 
  immediately. The queen senses the thoughts of formians 
  within a kilometre around her, but the formians do not have 
  a hive mind. 
   
   
  Formian Warrior 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (2x2d6), stinger (1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The formian warrior is responsible for the defence of its 
  colony. Anyone stung by a warrior has to make a saving 
  throw vs. death for will suffer a -2 THACP penalty for 1d6 
  rounds due to the warrior‘s paralysing poison. 
   
   
  Formian Worker 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 18 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The formians are a race of ant-like beings. They have six hind 
  legs, but also two forearms not used for walking. Formians 
  do not originally come from the Material Plane. Almost all 
  formians are females either workers or warriors. Formian 
  workers fight only if absolutely necessary, and prefer to flee 
  and alert the other formians. 
   
   
  Furious Fountain 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 14 
   
   
  Attacks: Fist (3d8) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 18/3,800 
   
   
   
  A furious fountain resembles a large anthropomorphic stone 
  fountain, usually spraying a jet of water from its mouth. 
  These creatures are similar to golems, but the animating spirit 
  within is an imprisoned water elemental. When standing still, 
  a furious fountain is indistinguishable from any ordinary 
  fountain. A furious fountain may attack with its stony fist, or 
  with a jet of water. The animate fountain can spew out a 
  violent stream of water at a range of sixty metres, three times 
  per day. The target suffers 3d10 points of damage, and is 
  pushed back the full remaining distance of the jet's range. A 
  successful saving throw halves both the damage and the 
  distance pushed back. A second saving throw allows the 
  victim to remain standing and avoid dropping any items held 
  in hand. Like golems, furious fountains are unaffected by 
  non-magical weapons. These magical creatures can only be 
  affected by spells that specifically target water or stone, with 
  appropriate results to be determined by the referee. As a 
  guideline, the fountain will lose, at most, 4d10 hit points from 
  such spells..   
   
   
  Fox Monk 
   
   
  Hit Dice: 2+3 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (1d3) or bite (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The fox monk is a short fox-like humanoid, garbed in a 
  shabby, quilted robe and bearing only a begging bowl and 
  walking stick. Fox monks have taken vows of poverty and 
  transience; they rely upon charity for food and somewhere to 
  sleep, never staying in one area for more than a few days. 
  They may defend themselves with a bite or in unarmed 
  combat. A fox monk‘s strike causes the target‘s nervous 
  system to spasm, causing him to drop any items held and 
  move at half normal speed for 1d4 rounds. The target is 
  permitted a saving throw. Fox monks may also forego all 
  attacks to perform dodging leaps, causing enemies to attack 
  at a -3 THACO penalty. Lastly, a fox monk can cast Protection 
  from Evil and Purify Food and Drink once per day. Despite their 
  vows, these pious beggars are considered troublemakers by 
  most civilized folk. 
   
   
  
  273 
   
  Fremlin 
   
   
  Hit Dice: 3+6 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 13 
  Magic Resistance: 5% 
   
   
  Movement: 6/12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Fremlins are relatives of gremlins. They are similar in 
  appearance, but plumper and less vicious. Occasionally, they 
  will help people, but they are generally lazy and cowardly. 
  Fremlins can only be hit by magical weapon and can become 
  invisible at will. 
   
   
  Dire Frog 
   
   
  Hit Dice: 1+4 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (1d2), Bite (1d4+1) 
   
   
  Saving Throw: 14 
   
   
  Movement: 3 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  About one metre long, giant killer frogs are the product of 
  mad breeding experiments.  They have claws and teeth, and 
  attack relentlessly. They can hop over a distance of forty 
  metres. 
   
   
   
   
  Giant Frog 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 17 
   
   
  Movement: 3 
   
   
  Intelligence: Animal 
   
   
  Alignment: neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Giant frogs are encountered anywhere where fresh water is 
  near. They are slow, but can hop over a distance of thirty 
  metres. Giant frogs can use their tongues to grab prey and 
  haul them to the frog‘s mouth; anyone grabbed in this way 
  takes no damage until the frog begins bites it in the following 
  round, hitting automatically and inflicting maximum damage 
  on that one attack. 
   
   
  Frost 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 15 
   
   
  Attacks: Dagger (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6/24 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The frost, also called snow fairy, inhabits cold to artic 
  climates. It is a white-skinned fey with elven features and bee-
  like wings. Frosts like to play pranks on travellers and can 
  control the temperature within a radius of three metres 
  around them. They are immune to cold and can turn invisible 
  at will. A frost can cast Cone of Cold and Freezing Hands three 
  times per day. Frost are nomadic and can be bribed with 
  gems. 
   
   
  Fungus Creeper 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: None 
   
   
  Saving Throw: 14 
   
   
  Movement: 1 
   
   
  Intelligence: None 
   
   
  Alignment: neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The fungus creeper is a patch of fungi growing upon a 
  boulder or wall, which often appears weathered and strangely 
  corroded. The name comes from its ability to creep along the 
  wall, moving about to follow living creatures. Fungus 
  creepers draw sustenance from minerals found in rock and 
  stone, but supplement their diets with fresh blood. The 
  fungal creeper can sense the warmth of life within a range of 
  twenty metres and reacts by moving closer. It attacks by 
  sinking tiny root-like appendages into exposed flesh, latching 
  on to cause continuous 1d4 points of damage per turn if the 
  attack roll is a nineteen or twenty. It may be distracted by 
  fresh meat, whether in the form of rations no more than one 
  day old or the body of an unconscious combatant. They are 
  scavengers, and will move to feed off carrion as soon as it is 
  detected. 
   
   
  
  274 
   
  Fungus Corpse 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (1d8) 
   
   
  Saving Throw: 15 
   
   
  Movement: 7 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  A fungus corpse is a corpse animated by the spores of a 
  myconid king. It looks like a zombie overgrown with fungi, 
  but is not undead. The fungus corpse will obey the telepathic 
  commands of the myconid king and will go rogue if the king 
  is slain. 
   
   
  Crystal Fungus 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 15 
   
   
  Attacks: Blood drain (1d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  A strange fungus grown from mineral deposits, the crystal 
  fungus appears to be a large, multi-faceted, crystalline lump. 
  It may be mistaken for a massive piece of quartz, as it is 
  usually the size of a human head. The crystal fungus feeds 
  upon minerals found in the bloodstream of humans, warm-
  blooded humanoids, and other intelligent mammals. Despite 
  lacking any discernible sense organs, the crystal fungus can 
  somehow sense life within a radius of thirty, and anyone 
  touching the crystal fungus will suffer an immediate attack. 
  The crystal fungus moves by rolling on its facets, and can 
  bounce off walls, rock faces, and other hard objects to leap a 
  few feet into the air. When it comes into contact with bare 
  flesh, it drains blood at the rate of 1d8 hit points per round. 
  Due to its partly mineral structure, it is heavy and can knock 
  creatures off their feet by rolling and leaping at them. Some 
  crystal fungi learn the tactic of dropping from above onto the 
  head and shoulders of targets. As the target may be knocked 
  senseless by this tactic, the crystal fungus is usually able to get 
  in a few rounds of blood drain before being interrupted by 
  other crystal fungus seeking a free meal. A battle over food 
  between crystal fungi is a strange sight, with combatants 
  rolling and battering against each other. 
  Reptilian and avian creatures lack the minerals the crystal 
  fungi feed upon, thus crystal fungus ignore them. Canny 
  reptilians, such as subterranean lizards and cave-dwelling 
  lizard men, have learned to crack open a crystals fungus and 
  lick out its salty, milk-like juices. The juice of one crystal 
  fungus is sufficient nourishment for one man-sized creature 
  for half a day, or a full day if it contains blood. 
   
   
  Saucer Fungus 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 11 
   
   
  Attacks: Saucer (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The saucer fungus is up to one and a half metres tall and can 
  detach and send its saucer cap at intruders. The saucer cap 
  moves at speed twelve and has 1+1 hit dice. The saucer‘s 
  edge is sharp enough to cut leather or flesh. If it misses its 
  target or takes damage, it returns to the fungus stalk and need 
  to recover for one round before it can move again. If the 
  stalk is destroyed, the saucer drops to the ground. 
   
   
  Jiki-Ketsu-Gaki 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 18 
   
   
  Attacks: Claw (1d8), bite (1d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 15/2,900 
   
   
   
  Gaki are the undead spirits of the wicked dead turned into 
  horrible monsters for their horrid sins. The precise nature of 
  the crimes committed by the gaki in life determines their 
  type. Three kinds are commonly known but they may be 
  more. These creatures are always hungry and thirsty and their 
  needs compel them to commit evil acts. Despite being spirits, 
  gaki have a material form. However, they can only be harmed 
  by magical weapons. All forms of gaki have the powers to 
  turn invisible and walk across walls which can be used up to 
  three times every per day. 
  Always found alone, this gaunt humanoid with sharp fangs 
  and clawed hands is the most feared variety of gaki: A 
  vampire-like creature driven to consume the blood of human 
  victims. If a bite is successful the jiki-ketsu-gaki remains 
  gripped to the victim automatically draining one point of 
  constitution per round not letting go until the victim is slain 
  or it is destroyed. Jiki-ketsu-gaki regenerate one hit point per 
  round and are immune to fire, cold and mundane weapons. 
  They can turn invisible at will. 
   
   
  
  275 
   
  Jiki-Niku-Gaki 
   
   
  Hit Dice: 3 
   
   
  Armour Class:14  
   
   
  Attacks: Claw (1d6) or bite (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 6/400 
   
   
   
  These beings appear identical to jiki-ketsu-gaki but are found 
  in groups and lack some of the powers of that variety. They 
  eat human flesh rather than drink blood and seek to slay and 
  carry their victims away to consume at their leisure. 
  Graveyards and lonely roads or trails are associated with 
  these creatures. 
   
   
  Shikki-Gaki 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: Claw (1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  These gaki are pockmarked by disease and decay. Any 
  creature struck by one must make a saving throw vs. death or 
  contract a deadly fever. The fever manifests in 2d6 turns with 
  delirium and intense chills. The affected person can stumble 
  about but is unable to fight or casts spells.  
  The disease lasts 1d4+1 days during which the person does 
  not heal naturally and loses one hit point per hour. Healing 
  spells will not work and Cure Disease only in half the cases, no 
  matter how many castings are attempted. Remove Curse stops 
  the hourly hit point loss, but the fever will still last the normal 
  number of days. 
   
   
  Galeb Duhr 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 21 
   
   
  Attacks: Punch (2d8), headbutt (4d6) 
   
   
  Saving Throw: 9 
  Magic Resistance: 20% 
   
   
  Movement: 6 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The galeb dur is a curious creature that looks like a boulder 
  with face, hands and feet. They are very large and slow-
  moving. Galeb dur live in family units and collect gems. 
  Several of them can form a choir with deep voices, which are 
  said to cause or prevent earthquakes. Once per day, a galeb 
  dur can use Pass Wall, Shape Stone and Wall of Stone. 
   
   
  Galltrit 
   
   
  Hit Dice: 1d4+1 hp 
   
   
  Armour Class: 18 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6/18 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 1/15 
   
   
   
  The tiny galltrit is related to the gremlin. Galltrits are 
  scavengers and can often be found where people dispose of 
  their waste. The bite of a galltrit will heal one point of 
  damage for the galltrit and is often not felt by the victim. It 
  drains blood and causes one point of constitution damage. 
  Anyone suffering the loss of three or more constitution 
  points this way will falls unconscious for two turns. 
   
   
   
  Giant Gar 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (5d4) 
   
   
  Saving Throw: 8 
   
   
  Movement: 30 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  Unlike smaller gar, giant gar are aggressive hunters. They live 
  only in deep lakes and large rivers. Giant gar swim devilishly 
  fast and will swallow a human-sized opponent whole on a 
  critical hit. A swallowed creature has to inflict damage equal 
  to one quarter of the gar‘s total hit points to break free. Only 
  edged and piercing weapon will significantly damage the gar‘s 
  stomach. 
   
   
  Gaund 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d2), bite (1d6), tail (1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The gaunds are grey subterranean reptiles with glowing red 
  eyes. They can move on their hind legs, but prefer to use all 
  four legs. Gaunds have an excellent sense for vibration and 
  are surprised only in one out of six cases. They are fearless 
  and often fight to the death. If pinned down or attacked from 
  the rear, they will use their hind claws to inflict 3d4 points of 
  damage. These are the only circumstances where they will use 
  this attack. Gaunds live in hot and dry caves and are immune 
  to fire-based attacks. Pulverised gaund egg shells can be used 
  to protect an item from heat and neutralised many acids. 
  Gaunds live a simplistic life and are often mistaken for 
  dangerous, unintelligent predators. 
  
  276 
   
  Gazers 
  Gazers are large floating eyeballs with appendices attached to 
  their thick hide and a mouth full of sharp teeth. They live 
  mostly underground, solitary as well as in hives. Gazers are 
  very intelligent, but have a tendency to become insane and 
  extremely violent. Their eye radiates an antimagical beam, 
  whereas their appendices have spell-like abilities. Gazers have 
  a high mutation rate and many different variants exist. If a 
  gazer with appendices is successfully attacked, an appendix 
  will be destroyed in one out of ten cases. The appendices 
  regrow within a week. 
   
   
  Gazer in the Dark 
   
   
  Hit Dice: 7+4 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (2d8) 
   
   
  Saving Throw: 4 
   
   
  Movement: 12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  This is the most common gazer and probably the gazer as it 
  appeared when it originally entered the Material Plane. 
  Gazers attack by biting and can shoot an antimagical ray from 
  their eye. The ray has a range of ten metres and covers a 
  ninety-degree arc in front of the gazer. No magic, including 
  that of the appendices, will function in this area. The gazer‘s 
  appendices can cast Charm Monster, Sleep, Telekinesis, Flesh to 
  Stone, Fear, Disintegrate, Slow and Cause Serious Wounds. The 
  gazer can only direct 1d6 appendices at targets every round. 
   
   
  Gazer, Asteroid Eater 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 19 
   
   
  Attacks: Bite (2d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 6 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  Generally spoken, gazers are very intelligent. The space-
  dwelling asteroid eater is an exception. It looks like a large 
  gazer, but has tough rock-like skin and no appendices. If its 
  eye and mouth are closed, it can easily be mistaken for an 
  asteroid. If the asteroid eater attacks with a THACO five 
  points higher than it would have needed to hit its target, the 
  target is swallowed whole and suffers 1d6 points of damage 
  from stomach acids per round. The victim can attack the 
  stomach and will be expelled after inflicting twelve points of 
  damage.  
   
   
  Gazer, Crimson Eye 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 15 
   
   
  Attacks: Tentacles (10x1d8) 
   
   
  Saving Throw: 4 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 14/2,600 
   
   
   
  The crimson eye looks like a red mouthless beholder with ten 
  tentacles instead of appendices. The central eye allows the 
  crimson eye to see in total darkness, but it does not have any 
  magical powers. Half of the attack against it will hit a tentacle, 
  paralysing it for 1d4 rounds. 
   
   
  Gazer, Director 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 18 
   
   
  Attacks: Bite (2x1d4), strike (2x1d4) 
   
   
  Saving Throw: 4 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 12/2,000 
   
   
   
  The director is a gazer with insectoid traits. Its eye is multi-
  facetted and it has several limbs. The director fulfils tasks a 
  normal gazer cannot do due to its lack of arms but that are 
  too delicate to be performed by a slave. The director‘s eye 
  deflects attack, halving all damage from frontal attacks and 
  giving all frontal attacks a -2 THACO penalty. 
   
   
  Gazer, Death Watcher 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (2d4) 
   
   
  Saving Throw: 3 
  Turned: 12 
   
   
  Movement: 6 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 13/2,300 
   
   
   
  The death watcher is an undead gazer. Most death watchers 
  are under the control of another creator, but some are 
  independent. Usually half of the appendices of a death 
  watcher are still functional and work like those of a common 
  gazer.  
   
   
  
  277 
   
  Gazer, Eye of the Deep 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6), pincers (2x2d4) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The ocean eye is an aquatic gazer. It has two pincers as well 
  as two appendices which can cast Hold Person and Hold 
  Monster. The central eye emits a bright light that stuns any 
  creature failing a saving throw vs. paralysis for 2d4 rounds. 
  The beam of light has a range of ten metres. The eye of the 
  deep is a silent predator and usually solitary.  
   
   
  Gazer, Panopticon 
   
   
  Hit Dice: 16 
   
   
  Armour Class: 20 
   
   
  Attacks: Bite (5x1d4) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: Genius 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 19/4,100 
   
   
   
  Some gazers live in hives. Each such hive is dominated by a 
  gazer called the panopticon. The panopticon is twice as large 
  a normal gazer and will swallow any creature smaller than a 
  hill giant on an unmodified die roll of twenty. The victim 
  suffers 5d4 points of damage per round, but can escape with 
  a successful attack roll. The panopticon‘s appendices and 
  central eye have the same powers than those of a regular 
  gazer. They are protected by hard skin and cannot be served. 
  A panopticon is always accompanied by a number of smaller 
  gazers. 
   
   
  Gazer, Spectator 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4+1) 
   
   
  Saving Throw: 12 
  Magic Resistance: 5% 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The spectator is a guardian and capable of limited planar 
  travel. If employed, it will serve as a guard for one century. It 
  is very watchful and gains a +2 bonus to surprise rolls. The 
  central eye of the spectator emits no antimagical field, but can 
  reflect one spell per round back at the caster if the spectator 
  makes a successful saving throw. It has four appendices that 
  can be used simultaneous at one target if desired and function 
  like Creature Food, Cause Serious Wounds, Message and Paralyse.  
   
   
  Dire Gecko 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Dire geckos can grow up to a length of three metres. Despite 
  their size, they can walk on walls and the ceiling at full speed 
  to attack prey from above. 
   
   
  Geist 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 20 
   
   
  Attacks: None 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The geist is a relatively harmless undead. It resembles a 
  translucent image of a person at the moment of death. Geists 
  can speak telepathically, but cannot manipulate matter in any 
  way. A creature that sees a geist usually has to make a saving 
  throw or will panic. Geists can become invisible at will. If 
  they are destroyed by magical weapons – spells will not harm 
  them – they will reform shortly afterwards. A geist exist 
  usually because there is some deed left undone. 
   
   
   
   
  
  278 
   
  Greater Geist 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 20 
   
   
  Attacks: None 
   
   
  Saving Throw: 16 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The greater geist is a geist with a very strong personality. It 
  can appear as solid flesh, but will not be able to manipulate 
  anything physically. A greater geist can cast illusions that 
  include sound. However, these illusions always have a 
  transparent quality to them and are commonly not mistaken 
  for real. 
   
   
  Genie, Dao 
   
   
  Hit Dice: 8+3 
   
   
  Armour Class: 16 
   
   
  Attacks: Fist or weapon (2d6+2) 
   
   
  Saving Throw: 8 
   
   
  Movement: 9/15 
   
   
  Intelligence: Low to Very 
   
   
  Alignment: Lawful Evil to Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The dao is a genie associated with the Elemental Plane of 
  Earth. It can move though earth and stone and turn invisible. 
  A dao can stomp on the ground. If it is standing on earth or 
  rock, all creatures in a ten-metre radius have to make a saving 
  throw or will fall down. 
   
   
  Genie, Djinni 
   
   
  Hit Dice: 7+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Fist or weapon (1d10+1) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9/24 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Good to Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The djinni is a genie related to the Elemental Plane of Air. 
  Like all genies, it can create food, water, metals (even money) 
  and many more things. Djinns can also create stunningly 
  realistic illusions, though they always disappear upon being 
  touched. A djinni can turn itself into gas. In this from, it 
  cannot attack or take damage. It also has the ability to turn 
  invisible or into a whirlwind and blow away creatures of one 
  hit die or less. Some very powerful genies can grant wishes to 
  people who summon them. If a genie is killed, it simply 
  dissolves. 
   
   
  Genie, Ifrit 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 17 
   
   
  Attacks: Fist or weapon (3d8) 
   
   
  Saving Throw: 7 
   
   
  Movement: 9/15 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral to Lawful Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The ifrit is a genie connected to the Elemental Plane of Fire. 
  It can turn invisible and is immune to fire-based attacks. 
  Touching an ifrit will burn the one touched for 1d10 point of 
  damage unless the ifrit willingly supresses this ability. The ifrit 
  can us Wall of Fire as an inherited ability. If threatened or 
  provoked, the ifrit can be malicious and cruel. 
   
   
  Genie, Jann 
   
   
  Hit Dice: 5+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Fist or weapon (1d8+1) 
   
   
  Saving Throw: 10 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Good 
   
   
  CL/XP: 7/600 
   
   
   
  Jann are genies associated with all four elements. Their live in 
  tribes, often in deserts, and are generally benevolent beings. 
  Jann can speak with animals and are granted a +5 bonus to 
  saving throws vs. illusions. 
    
   
  Genie, Marid 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 19 
   
   
  Attacks: Fist or weapons (4d8) 
   
   
  Saving Throw: 6 
   
   
  Movement: 9/15/15 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Any Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The marid, most powerful of the elemental genies, is 
  connected to the Elemental Plane of Water. Marids can 
  control water in a twenty-metre radius around them and are 
  excellent swimmers. They can summon fog at will and 
  breathe air as well as water. 
   
   
  
  279 
   
   
   
   
  Gargoyle 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d3), bite (1d4), horn (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9/15 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral to Chaotic Evil 
   
   
  CL/XP: 6/400 
   
   
   
  Gargoyles are winged creatures carved from stone. Over 
  time, gargoyles sometimes come to life and turn into vicious 
  predators. Gargoyles prefer to dwell in old ruins and 
  dungeons. 
   
   
  Gharg 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6), Hooves (1d12) 
   
   
  Saving Throw: 17 
   
   
  Movement: 18 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/240 
   
   
   
  Ghargs are horrid creatures with scabrous skin and long hind 
  legs they use to hop with while moving. They lack noses, but 
  have a mouth full of sharp teeth. Ghargs are sometimes 
  mistaken for undead. They are living creatures, but take 1d8 
  points of damage per round in direct sunlight. They take no 
  damage from dim light or torches. 
   
   
  Undead 
  Undead are versatile creatures that are present on the 
  Material Plane, but do not truly life. Instead, their existence is 
  fuelled by dark powers from the Plane of Negative Energy. 
  Some undead are mindless and destructive, like the zombies, 
  whereas others are fully sentient and even retain some 
  emotions, like the lich and the vampire. Almost all undead 
  share some common traits: Immunity against charming and 
  sleep spells, half damage from cold-based attacks, 
  susceptibility to the cleric‘s ability to turn undead and 
  immunity to effects that only affect living creatures. 
   
   
  Ghast 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d4), bite (1d8) 
   
   
  Saving Throw: 13 
  Turned: 5  
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Ghasts are special breed of undead very similar to ghouls and 
  found mostly together in packs with them. The stench of a 
  ghoul is horrible. Everyone coming as close as three metres 
  to one has to make a saving throw or will attack at a -2 
  THACO penalty for the rest of the fight. Ghasts have the 
  same paralysing ability as ghouls, though their paralysis will 
  last 4d6 rounds. 
   
   
  Ghoul 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d3), bite (1d4) 
   
   
  Saving Throw: 16 
  Turned: 3 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Ghouls look a bit like zombies, but do not rot and have long 
  teeth and fingernails. They hunt in pack and eat corpses. If 
  none are available, fresh meat will do as well. Anyone hit by 
  the ghoul‘s claws has to make a saving throw vs. paralysis or 
  will be paralysed for 2d6 rounds. 
   
   
  
  280 
   
  Green Ghoul 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapon (1d6) or bite (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The green ghoul shares some similarities with the common 
  ghoul, but is no undead. Green ghouls do like almost 
  exclusively from corpses, though. They have green hide, 
  sometimes more, sometimes less humanoid traits, canine 
  features and hoof-like feet. Green ghouls are always hungry 
  and can see in the dark. If a humanoid creature is bitten by a 
  green ghoul, roll 1d20. On a one, the creature is infected. 
  Unless cured, it will transform into a green ghoul over the 
  course of 1d8+1 weeks. 
   
   
  Sheet Ghoul 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (1d3), bite (1d6) 
   
   
  Saving Throw:  
  Turned: 5 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The sheet ghoul looks mostly like a common ghoul, but 
  appears to have a translucent, spider web-like sheet over its 
  face. Instead of attacking directly, the sheet ghoul can also 
  squirt a stream of acid out of its mouth. It has a range of 
  three metre and deals 1d8+2 points of damage. As saving 
  throw is permitted for half damage. The like the common 
  ghoul, the sheet ghouls lives on corpses and has the common 
  immunities and weaknesses of undead creatures. Common 
  ghouls and ghasts do not like sheet ghouls. 
   
   
  Ghoul Lord 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d6), bite (1d10) 
   
   
  Saving Throw: 11 
  Turned: 7 
   
   
  Movement: 15 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The dreaded ghoul lord is a sentient undead that feasts on the 
  flesh of living and dead creature alike. It looks like a common 
  ghoul, but has grey skin, an overly long tongue as well as 
  sharp nails and teeth. Ghoul lords usually control a band of 
  lesser 
  undead 
  with 
  whom 
  they 
  can 
  communicate 
  telepathically. A creature hit by the ghoul lord‘s claws has to 
  make a saving throw vs. paralysis or will be stunned for 
  1d6+6 rounds. Only one saving throw per round is necessary. 
  If bitten by the ghoul lord, a saving throw vs. death has to be 
  made or otherwise the target will catch a terrible disease. It 
  will lose 1d10 hit points per day as well as one point of 
  charisma and constitution. If either of the scores drops to 
  naught, the victim will become a ghoul under the control of 
  the ghoul lord. Ghoul lords can only be harmed by magical 
  weapon. Anyone near a ghoul lord has to make a saving 
  throw vs. death due to its foul odour. Unless the save is 
  made, the victim suffers a -2 THACO penalty for the fight 
  with the ghoul lord. A ghoul lord‘s gang usually consists of 
  2d6 ghasts, each of which controls 2d6 ghouls. 
   
   
  Gibberling 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Gibberlings are naked hunchbacked with grey skin, black hair 
  and canine ears. They live in unorganised hoards and always 
  attack in mass frontal assaults. While in a mass, gibberlings 
  gain a +1 THACO bonus. Gibberlings fear bright light and 
  prefer to attack in the night. They social structure and 
  language is poorly understood by scholars. 
   
   
  Cloud Giant 
   
   
  Hit Dice: 12+3 
   
   
  Armour Class: 17 
   
   
  Attacks: Weapon (6d6) or Boulder (6d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral to Neutral Evil 
   
   
  CL/XP: 13/2,300 
   
   
   
  Cloud giants belong to the strongest of all giants. They are 
  immune to lightning and live in castles in the sky. Cloud 
  giants like to hurl boulders at approaching enemies or send 
  out lesser creatures of the sky to deal with them. The heart of 
  a cloud giant will provide magical devices with energy. 
   
   
  
  281 
   
   
   
   
  Desert Giant 
   
   
  Hit Dice: 13 
   
   
  Armour Class:  
   
   
  Attacks: Fist (1d10) or spear (3d6+7) 
   
   
  Saving Throw: 3 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 13/2,300 
   
   
   
  The desert were once numerous and ruled powerful empires. 
  After being cursed by the gods, their civilisation crumbled 
  and the desert giants started to turn slowly but inevitable into 
  stone. A desert giant‘s eyes turning from blue to brown is 
  considered a sure sign for his impending end. Desert giants 
  can throw their spears over a distance of a hundred metres. 
  Their shamans can temporarily turn 1d6 large rocks into 
  desert giants once per wekk. 
   
   
  Fire Giant 
   
   
  Hit Dice: 11+3 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (5d6) or boulder (5d6) 
   
   
  Saving Throw: 4 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 12/2,000 
   
   
   
  Fire giants enjoy living near active volcanoes. They are 
  immune to fire-based attacks and excellent at blacksmithing. 
  Fire giants have little respect for smaller creatures and prefer 
  to rule by force. A bit fire giant hair mixed with straw makes 
  it fireproof. 
   
   
  Fog Giant 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 18 
   
   
  Attacks: Strike (1d10) or weapon (3d6+3) 
   
   
  Saving Throw: 5 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Good to Neutral Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  Fog giants are closely related to cloud giants and sometimes 
  ally with them. They have long, white hair and white skin. 
  Fog giants like to hunt and are very proud. They like silver 
  jewellery and strong drinks. Fog giants can use Creeping Fog, 
  Solid Fog and Wall of Fog once per day. Fog giant mages are 
  mostly illusionists. 
   
   
   
   
   
   
  
  282 
   
   
   
   
  Frost Giant 
   
   
  Hit Dice: 10+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (4d6) or boulder (4d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  Frost giants live in cold regions in castles partly made of ice. 
  They are not harmed by cold and enjoy solitude. A drop of 
  frost giant blood will instantaneously freeze a bottle full of 
  liquid. 
   
   
  Hill Giant 
   
   
  Hit Dice: 7+3 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (2d8) or boulder (2d8) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 8/800 
   
   
   
  Hill giants belong to the weakest types of giants. They are 
  primitive and live in caves or old ruins. Hill giants are 
  sometime hired by mercenary armies. They are strong, but 
  also lack discipline. 
   
   
   
   
   
  Stone Giant 
   
   
  Hit Dice: 9+3 
   
   
  Armour Class: 20 
   
   
  Attacks: Club (3d6) or boulder (3d6) 
   
   
  Saving Throw: 6 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  Stone giants lives in remote mountain villages. They have a 
  high option of themselves, as they are usually the dominant 
  species in the region. Boots made of stone giant skin will ease 
  climbing for the wearer. 
   
   
  Storm Giant 
   
   
  Hit Dice: 15+3 
   
   
  Armour Class: 18 
   
   
  Attacks: Weapon (7d6) or boulder (7d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 15 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 16/2,300 
   
   
   
  Storm giants, among the strongest of all giants, live in huge 
  palaces in the mountains or on the bottom of the ocean. 
  Storm giants can influence the weather, are often mages and 
  usually have a following of powerful creatures. The eye of a 
  storm giant can be used to either cause or settle a 
  thunderstorm. 
   
   
  
  283 
   
   
   
   
  Giff 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d6+6) 
   
   
  Saving Throw: 13 
  Magic Resistance: 10% 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The giff are a race of anthropomorphic hippopotamus 
  mercenaries. The world they originate from is unknown. 
  Nowadays, giff travel the universe in units called platoons 
  and work for almost anyone who pay well. They are few old 
  giff, as many of them die while trying to proof that they are 
  still as good in combat as their younger relatives. Giff are not 
  the brightest of races and are weapon enthusiasts. Giff do not 
  willingly fight each other. They cannot willingly supress their 
  magic resistance to allow helpful spells. 
   
   
  Gillmonkey 
   
   
  Hit Dice: 1d6 hp 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (1d2), bite (1d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6/12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: B/10 
   
   
   
  Gillmonkeys are nasty, monkey-like creatures that live in the 
  sea.  They have hairless, pinkish-brown skin and short 
  tentacle-like growths on the top of the head.  They attack in 
  packs, sometimes swarming over a ship‘s rail. 
   
   
  Glitterskull 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 17 
   
   
  Attacks: Ram (1d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 13/2,300 
   
   
   
  The glitterskull is a gold-plated skull, with large red gems set 
  into the eye sockets. It flies by magical levitation, and is 
  surrounded by a reddish halo. This halo is of magical flame, 
  and causes a roaring sound when the creature is flying about. 
  It also sheds light in a radius of five metres, and at a distance 
  may be mistaken for torchlight. The skull is that of a wizard, 
  usually, but not always, human. A glitterskull can cast spells 
  and does not require a spell book to regain its daily spells. 
  Being a former wizard, the glitterskull prefers to attack by 
  casting spells, but it may also fly at opponents, ramming into 
  them for 1d6 points of damage. Its fiery halo does not cause 
  extra damage, but may ignite flammable objects. Glitterskulls 
  can only be harmed by magical weapons. They can catch a 
  Magic Missile within their eyes, and hurl it back at the caster 
  the following round or use the spell energy to heal 
  themselves for a number of hit points equal to the potential 
  damage. Glitterskulls are also immune to poison and gas 
  attacks, and take only half damage from fire-based attacks. 
  The glitterskull is capable of speech, and retains much of the 
  intelligence of its former life. While it may parley with strong 
  parties, the mind trapped inside a glitterskull has been warped 
  by the millennia and most utter little more than mocking 
  laughter and scornful commentary.  The gems and gold 
  plating of a glitterskull may be worth up to 1,200 gp, in 
  addition to other treasure. 
   
   
  
  284 
   
  Gloomwing 
   
   
  Hit Dice: 5+1 
   
   
  Armour Class: 19 
   
   
  Attacks: Claws (2x1d3), bite (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 3/18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The gloomwing is a huge moth from another dimension. Its 
  wings show strange, ghostly patterns. Anyone looking directly 
  at a glooomwing has to make a saving throw or will be 
  affected by Confusion for 1d4+4 rounds. Every second round, 
  a gloomwing can emit pheromones in a radius of six metres. 
  Everyone who fails a saving throw vs. death will lose one 
  point of strength each round while exposed to the 
  pheromone. The strength is recovered at a rate of one point 
  per turn 1d4 hours after exposure. The pheromone also 
  attracts other gloomwings.  
   
   
  Glurm 
   
   
  Hit Dice: 3+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (2d4), weapon (1d10) 
   
   
  Saving Throw: 16 
   
   
  Movement: 18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Intelligent frog-like humanoids, glurm can usually be found 
  sitting in meditation or study amid scenes of natural beauty. 
  They wear simple loincloths and will have a bamboo staff 
  within arm‘s reach. Their dwellings are of woven reeds, and 
  contain only a few simple items. If there are several glurm in 
  the area, there will be a so-called place of harmony near a 
  stream or river. This will be a cleared expanse of sand, dotted 
  with boulders to sit upon; the glurm come here to discuss 
  philosophy and practice their martial arts. 
  The spiritual studies of the glurm have given them mystical 
  powers, and they practice martial arts, accounting for their 
  armour class. Glurm are pacifists, and if threatened will 
  attempt to drive off foes with an intimidating display of 
  martial arts. All onlookers within ten metres must make a 
  saving throw or back away for one round. If forced into 
  combat, a glurm's unarmed strikes cause 1d4 damage; 
  opponents of equal or smaller size can only act after the 
  glurm in the following round if the glurm inflicts maximum 
  damage. Armed with a bamboo staff, a glurm can focus its 
  spiritual energy for a +2 bonus to damage; in addition, if the 
  attack roll is four or more higher than required to hit, the 
  glurm may disarm a foe, trip them up, or perform a similar 
  manoeuvre. In an open area, the glurm may also use its staff 
  to make a pole-vault kick against an opponent up to three 
  metres away, possibly knocking them down. Lastly, the glurm 
  can cast cleric spells up to level three. Glurms favour Bane, 
  Cure Light Wounds, Entropic Shield, Light and Shield of Faith. 
  Any treasure possessed by the glurm will generally be in the 
  form of scrolls discoursing on obscure philosophical topics, 
  and finely crafted writing materials. 
  Gnasher 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 15/9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The gnasher resembles a dog, but is actually an entirely 
  different species. Gnashers have razor-sharp teeth, dark fur 
  and eyes burning with a desire to kill. They roam forests in 
  packs and rarely let go of prey once they started to hunt it. 
  Gnashers have thick membranes attached to their forelegs, 
  similar to bat wings allowing them to glide. Gliding grants a 
  gnasher a +2 TAHCO bonus, but also a -1 AC penalty. 
   
   
  Gnoll 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (2d4) or weapon (1d10) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  Gnolls are tall humanoids with head and pelt like a hyena. 
  They live above as well as below ground and sometimes form 
  communities. Gnolls have a demonic touch and are known to 
  be cruel and ferocious. 
   
   
  Gnome 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 18 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Gnomes are a race as short as halflings and almost as burly as 
  dwarves. They live mostly underground and have a positive 
  worldview. Some gnomes are spellcaster, mostly illusionists. 
   
   
  
  285 
   
  Gnoph-keh 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Horn (1d10), claws (2x1d8) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 7/640 
   
   
   
  At first glance, the gnoph-keh looks like a large polar bear. 
  However, it does have six legs instead of four, glowing red 
  eyes, crimson claws and a horn in the centre of is muzzle. 
  Gnoph-keh are cruel creatures.  They do not tolerate any 
  intruders in their territory and attack everything on sight, 
  unless they are sure the enemy is too strong for them. 
  Gnoph-keh live in the North. They radiate cold and take no 
  damage from cold-based attacks. Their first attack is made 
  with a +4 THACO bonus. 
   
   
  Gnophkeh 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (2d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Gnophkeh are a forgotten tribe of degenerate beast-like 
  humanoids living somewhere in the North. Gnophkeh are 
  primitive and have no advanced in the last couple of 
  thousand years. They are cannibals and eat the weak and old 
  of their tribe. The Gnophkeh are named after the Nordic 
  beast of the same name, which their worship. Gnoph-keh 
  tolerate them as long as their receive gifts from them on a 
  regular basis. 
   
   
  Giant Goat 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Gore (2d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Giant goats live in the mountains. They are almost as large a a 
  pony and can be used as mounts. 
   
   
  Goblin 
   
   
  Hit Dice: 1d6 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 18 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: B/10 
   
   
   
  Goblins are slightly larger than kobolds, but smaller than 
  most other goblinoids. They prefer swarming their enemies in 
  masses instead of facing them in smaller numbers. Goblins 
  live in dark woods, underground and suffer a -1 THACO 
  malus in full sunlight. 
   
   
   
   
   
  Belfry Goblin 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (1d6) or weapon (1d6), bite (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 6/12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Belfry goblins appear to be related to the other goblinoid 
  species, but they have wing membranes which run from their 
  arms down their sides, quite similar to flying squirrels. These 
  membranes grant the belfry goblin the ability to glide, and in 
  no way inhibit the ability of their hands to manipulate 
  objects.  Hanging upside down on the ceiling in dark corners, 
  belfry goblins are all but invisible, waiting for their prey to 
  pass by and then attacking with a deadly swooping attack, a 
  javelin in each hand, doing double damage on a successful hit 
  with the swooping attack. If the swoop attack succeeds on a 
  roll of eighteen or better, the belfry goblin strikes with its 
  foot claws for an additional 1d6 points of damage.  A belfry 
  goblin has two attacks per round. The bite of a belfry goblin 
  is dangerous in much the same way as a rat bite; ona critical 
  hit, the victim will contract a disease. Diseased victims will 
  sicken and die within 1d6+1 days, unless a saving throw is 
  made.  
   
   
  
  286 
   
  Vampiric Belfry Goblin 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (1d6) or weapon (1d6), bite (1d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6/12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/120 
   
   
   
  These creatures are physically weaker and lighter in coloration 
  than the standard belfry goblin, but they are able to gain 
  strength from drinking the blood of their victims. On a 
  successful bite attack, the vampiric belfry goblin sucks blood 
  from its victim and causes 1d4 points of damage, wrapping 
  its arms and legs around the victim and holding them fast. 
  Each subsequent round, the victim must break the grip or the 
  vampiric belfry goblin automatically drains more blood and 
  deal an additional 1d4 hit points of damage. A successful 
  strength check breaks the grap. Vampiric belfry goblins gain 
  temporary bonus hit points from blood they drink, gaining 
  two hit points for every successful attack, up to double its 
  normal number of hit points. Once the vampiric belfry goblin 
  exceeds its normal hit points, it gains a +1 bonus to THACO 
  and damage.   
   
   
  Redcap Goblin 
   
   
  Hit Dice: 1d6 hp 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 1/15 
   
   
   
  Redcaps goblins – also called chaos goblins – are goblins 
  driven mad by the insidious effects of raw chaos, reducing 
  them to a bestial state. Utterly devoid of empathy with any 
  living creature, including ordinary goblins, redcaps delight in 
  inflicting pain. Indeed, redcaps derive a strange form of 
  sustenance from doing so. Any successful attack a redcap 
  achieves heals it for an amount equal to the amount of 
  damage it deals to its target. Worse yet, a redcap can double 
  its total hit points in this manner. Though thoroughly insane, 
  redcaps work well with others of their kind, forming 
  predatory packs that attack any creature they can find. 
  Redcaps often take gruesome souvenirs of their victims, such 
  as fingers, ears, and eyeballs, which they use to adorn 
  themselves. Many also use the blood of their prey to dye their 
  tattered clothing, including their hats, the practice of which 
  gave these foul aberrations their common name. 
   
   
  Goblyn 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d6) or weapon (1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Goblyns are goblinoids with slightly bloated heads, pointy 
  ears, glowing red eyes and a long mane of black hair. Goblyns 
  are an unnatural race made from magically transformed 
  humans. They obey their master and there is a certain chance 
  that a goblin is under direct control of its master and 
  telepathically linked to him. Goblyns are nimble and cause 
  a -2 adjustment to their opponent‘s surprise roll. They 
  sometime use weapons, but prefer to attack with their claws. 
  If both claws strike an opponent in one round, the goblyn 
  will cling to its opponent and will bite for 2d6 points of 
  damage. Additionally, the target has to make a saving throw 
  vs. death each round or will suffer and additional 1d4 points 
  of suffocation damage. Having a goblyn at his throat imposes 
  a -2 THACO penalty on the victim and grants other attackers 
  a +2 THACO bonus. If not under the control of a master, 
  goblyn live in tribes. They never sleep and tire only slowly. 
  They feed exclusively on fresh meat and like to drink blood. 
   
   
  Golems 
  Golems are humanoid-shaped constructs animated with 
  magic. They are usually constructed by mages or priests for a 
  certain purpose. All with at least eight hit dice are immune to 
  poison, missiles and piercing weapons and many to non-
  magical weapons in general. Golems cannot be charmed and 
  their magic resistance cannot be lowered in any way. The 
  construction of a golem is expensive and requires expert 
  knowledge, so few people can afford them. Most golems 
  have no intelligence and exist just to serve their master. They 
  are usually immune to magic in general. 
   
   
  Amber Golem 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x2d6), bite (2d10) 
   
   
  Saving Throw: 5 
   
   
  Movement: 18 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  Amber golems are often shaped into animal forms. They can 
  detect invisible beings in a radius of twenty metres and are 
  used for tracking creatures. 
   
   
  
  287 
   
  Beehive Golem 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 16 
   
   
  Attacks: Fists (2x1d10+2) 
   
   
  Saving Throw: 9 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The beehive golem is a large beehive formed into a humanoid 
  shape with wood and beeswax, honeycombs. It contains 
  several swarms of bees that repair and defend the golem. A 
  piercing weapon will get stuck in the golem if it is successfully 
  hit and the attacker does not make a saving throw. A strength 
  check in the next round will set the weapon free. The beehive 
  golem can set 1d4+3 bee swarm free. The swarms have 3d8 
  separate hit points and inflict 1d6 points of damage. Every 
  1d4+1 rounds, the golem can set another swarm free. The 
  swarms heal three hit points per round, the golem one as 
  long as at least one bee swarm is present. The golem is 
  immune to all direct magic effects. 
   
   
  Bone Golem 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 18 
   
   
  Attacks: Weapons (4x1d4) 
   
   
  Saving Throw: 7 
   
   
  Movement: 8 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Bones golems are made of a wild mix of different bones. 
  They have four arms with sharp weapons attacked to each of 
  them. The bone golem is immune to fire, cold, lightning and 
  non-magical weapons. It can easily be mistaken for an undead 
  at first sight. Once every three round, the bone golem can 
  throw back its head and issue a hideous laughter. Anyone 
  who hears it has to make a saving throw at a +3 bonus or will 
  be paralysed for 1d6 rounds. 
   
   
  Bramble Golem 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 19 
   
   
  Attacks: Slam (2d8+6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The bramble golem looks like a patch of vines and foliage 
  when not animated. When moving, it is vaguely humanoid in 
  shape and imposes a -5 penalty to surprise rolls if in dense 
  vegetation. Twice per turn, the bramble golem can use 
  Entangle on all targets within a radius of eight metres provided 
  vegetation is present. Bramble golems are not directly 
  affected by magic. 
  Bread Golem 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: Fists (2x1d4) 
   
   
  Saving Throw: 16 
  Magic Resistance: 10% 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The bread golem is comparably simple to make and relatively 
  weak for a golem. It can be ordered to perform simple tasks 
  and is immune to mind control. The bread golem is normally 
  affected by most other magical spells. 
   
   
  Bronze Golem 
   
   
  Hit Dice: 13 
   
   
  Armour Class: 18 
   
   
  Attacks: Fists (3d10) 
   
   
  Saving Throw: 5 
   
   
  Movement: 24 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 15/2,900 
   
   
   
  Bronze golems are giant humanoids made of bronze. They 
  have molten metal inside. If they get successfully attacked 
  with a piercing weapon, hot metal will gushes forth and deals 
  2d6 points of damage to the attack. A saving throw is allowed 
  to avoid is damage entirely. Touching a bronze golem inflicts 
  1d10 points of damage due to intense heat. 
   
   
  Golem, Burning Man 
   
   
  Hit Dice: 14 
   
   
  Armour Class: 16 
   
   
  Attacks: Fists (2x2d8) 
   
   
  Saving Throw: 3 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 16/3,200 
   
   
   
  The burning golem is a semi-sentient golem made from a 
  wicker man filled with pitch. It looks like a humanoid shaped 
  from glowing red coals. The burning man attacks without 
  strategy and is usually used as a weapon unleashed into the 
  rows of an enemy army. Once per day, the burning man can 
  scream and put Fear into anyone failing a saving throw. If the 
  burning man successfully attacks, his opponent will be 
  showered with cinder and takes one point of damage until the 
  fire is doused. The burning man is immune to weapon with 
  less than a +2 enchantment and cannot be damaged by fire of 
  any kind or lightning. He regenerates one hit point per round 
  and regenerates half of all fire damage taken as hit points. If 
  reduced to naught hit points, the burning man collapses into 
  ash. After 1d4 weeks, the golem comes back unless the ashes 
  are mixed with holy water. Independent burning men are 
  
  288 
   
  savage creatures, usually on a rampage against all other 
  beings. 
   
   
  Cadaver Golem 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 13 
   
   
  Attacks: Fists (2x2d8) 
   
   
  Saving Throw: 5 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  The malignant cadaver golem is a construct similar to the 
  flesh golem. It is made from the collected body parts of 
  various people. Anyone hit by the golem with both fists in 
  one round will be strangulated and suffers 3d8 points of 
  damage every round thereafter. At least two people are 
  needed to break the cadaver golem‘s grip. The cadaver golem 
  is only be affected by spells that do direct damage. It takes 
  only half damage from cold and lightning and no damage at 
  all if it makes a saving throw. Only magic weapons harm a 
  cadaver golem. It heals one point of damage per hour. Only 
  fire or acid will permanently kill a cadaver golem. Cadaver 
  golems are feral, but also cunning and patient if necessary. 
   
   
  Clay Golem 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 12 
   
   
  Attacks: Fist (3d10) 
   
   
  Saving Throw: 5 
   
   
  Movement: 8 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 14/2,600 
   
   
   
  Clay golems are often created by clerics and used as guards or 
  to perform monotonous work. They are immune to all magic 
  but earth-related spells, whose effect is halved. Earthquake 
  immediately destroys a clay golem. For each round in 
  combat, the golem‘s master rolls a d20. On a one, the golem 
  will go berserk and attacking random targets. 
   
   
  Coral Golem 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (2d8+10) 
   
   
  Saving Throw: 4 
   
   
  Movement: 15 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  The coral looks like a statue of a sea creature, often a dolphin 
  or shark, but is actually made of living corals. When a coral 
  golem hits an opponent, shards of coral will remain in wound 
  and lead to a loss of one hit point per round. The effect of 
  multiple wounds is cumulative. Tending a wound for one 
  round will stop the bleeding. If immersed in water, coral 
  golem regenerate two hit points per round. Like many 
  golems, they are immune to most magical effects. 
   
   
  Doll Golem 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (3d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 15 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The doll golem looks like a children‘s toy. Inactive, it has a 
  cheerful appearance, but once it attacks, its features become 
  twisted and horrid. A doll golem is immune against most 
  magical spell. Fire-based magic inflicts only half damage. 
  Warp Wood will slow a doll golem to half speed and Mending 
  will restore it to full hit points. Anyone bitten by the doll 
  golem has to make a saving throw. If the save is not made, 
  the victim starts to laugh uncontrollably and cannot perform 
  any actions. The next round it suffers 1d4 points of damage 
  due to muscle spasms. The damage will be double each round 
  until the victim makes a successful saving throw allowed after 
  taking damage. For the rest of the fight, the victim will still 
  suffer a -1 penalty to THACO and saving throws for each 
  round it laughed. 
   
   
  Doppelgänger Golem 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (2d6) or weapon (1d8+4) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The doppelgänger golem is made of wax and a true 
  masterpiece which exactly resembles a living – even specific – 
  person. It is not generally used for combat, but more so for 
  infiltration and espionage. The doppelgänger golem‘s most 
  important ability is its memory drain. It is always aware of the 
  location of its model. If the golem successfully strikes the 
  model and the model fails a saving throw vs. death, the strike 
  will do no damage. Instead, the victim falls into a coma and 
  the golem gains all its memories and abilities. Every week, the 
  victim has to make a saving throw vs. death or will become 
  insane. If the target is killed, its spirit will break free and the 
  wax golem will soften and melt. A doppelgänger golem 
  cannot be harmed by cold or electricity, but magical fire will 
  melt its features and chase it away. Rumour says that 
  doppelgänger blood is needed to create this golem. 
   
   
  
  289 
   
  Dragon Golem 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (1d6), bite (2d10) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12/24 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  Dragon golems are golems fashioned in the shape of dragons. 
  These powerful constructs are usually used to guard valuable 
  artefacts or vast treasures. A dragon golem is unintelligent 
  and is unaffected by charm spells, hold, sleep or other mind 
  altering spells, as well as gases, cold, and fire. Dragon golems 
  are also immune to all spells of up to fourth level, and to 
  normal and silver weapons.  Dragon golems are able to see 
  the invisible and thrice times per day they may breathe a 
  poisonous cloud over a distance of ten metres. The victim of 
  the poisonous cloud must make a successful saving throw vs. 
  death or will die.   
   
   
  Flesh Golem 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 10 
   
   
  Attacks: Fists (2x2d8) 
   
   
  Saving Throw: 4 
   
   
  Movement: 8 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  Flesh golems can be created from either body parts of dead 
  creatures or from artificially created flesh. A magical weapon 
  with a +1 enchantment is required to hit a flesh golem. Cold 
  and fire slow it down; lightning heals hit points equal to the 
  damage it would have caused normally. Other spells do not 
  affect the flesh golem. 
   
   
  Glass Golem 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 15 
   
   
  Attacks: Glass weapon (2d12) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The glass golem, often appearing as a warrior made from 
  stained glass, is a work of art. It is often build into a glass 
  window of the place it guards. Every three rounds, the glass 
  golem can release Prismatic Spray into all directions. Made of 
  glass, this golem is rather fragile and takes double damage 
  from blunt weapons. However, it is also immune to weapon 
  with less than a +2 enchantment. 
   
   
  Iron Golem 
   
   
  Hit Dice: 18 
   
   
  Armour Class: 16 
   
   
  Attacks: Fists (4d10) or weapon (4d10) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 17/3,500 
   
   
   
  Iron golems belong to the most powerful golems, thanks to 
  the material they are made of. An iron golem can breathe a 
  Toxic Cloud and is immune to anything less than +2 magical 
  weapons. Electricity slows an iron golem, fire heals it and 
  other spells have no effect at all. 
   
   
  Lightning Golem 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 19 
   
   
  Attacks: Strike (4d8) 
   
   
  Saving Throw: 6 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The lightning golem is an automaton being given artificial life 
  by infusion with of an elemental spirit. They look like a 
  golden framework with humanoid shape and can have many 
  forms. Lightning golems cannot speak, obey simple 
  commands and are capable of a minimum of creative 
  thinking when it comes to fulfilling a task. Due to its agility, 
  the lightning golem gains a +2 bonus to initiative rolls. 
  Anyone hit by a lightning golem is permitted a saving throw 
  for half damage. Creatures immune to electricity take only 
  half damage automatically. Once per turn, the lightning 
  golem can use Chain Lightning. It is not only immune to 
  electrical damage, but regenerates any potential damage as hit 
  points. 
   
   
  Magic Golem 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 17 
   
   
  Attacks: Magic blast (3d10) 
   
   
  Saving Throw: 7 
   
   
  Movement: 18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The magic golem is a humanoid creature entirely made of 
  magic. Any spell within a radius of eight metres around the 
  magic golem will be absorbed by it. An Antimagic Shell will be 
  absorbed within six rounds. The golem can only be harmed 
  by mundane weapons and itself attacks with a magical blast. 
  The blast passes through armour, but can be stopped by 
  magic resistance or other means that also protect from spells. 
  Magic golems regenerate hit point equal to the spell‘s spell 
  level if a their aura absorbs a spell. 
  
  290 
   
  Mechanical Golem 
   
   
  Hit Dice: 13 
   
   
  Armour Class: 21 
   
   
  Attacks: Strike (4d10) 
   
   
  Saving Throw: 3 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 15/2,900 
   
   
   
  The mechanical golem is a combination of magic and 
  technology. It is usually humanoid in shape and has a weapon 
  of kind attached to its body. On a critical hit, the golem 
  delivers an electrical shock that inflicts and additional 6d6 
  points of damage. A saving throw is permitted for half 
  damage. A saving throw vs. paralysis has to be made or the 
  victim will be paralysed for 2d4 rounds. Anyone who attacks 
  the golem with a metal weapon and scores a critical hit 
  suffers the same 6d6 points of damage and might get 
  paralysed. Every other round, the mechanical golem can use 
  its lightning aura that inflicts 3d6 points of damage to 
  everyone within a radius of six metres. A saving throw is 
  permitted for half damage. 
   
   
  Mist Golem 
   
   
  Hit Dice: 18 
   
   
  Armour Class: 21 
   
   
  Attacks: fists (2x3d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 19/4,100 
   
   
   
  No mist golem is built on purpose; all of them are the result 
  of an accident made by clerics or mages that did not know 
  what they are doing. A mist golem looks like a vaporous 
  human twice as tall as a real human. Mist golems often 
  resemble their creator. They are invisible in fog, but can 
  become visible if they wish to be. A mist golem cannot truly 
  speak, but utter a dreadful howling that forces everyone 
  within a radius of twenty-five metres to make a saving throw 
  or ill run in panic for 1d4+1 rounds. On a critical hit, the 
  mist golem infused some it its ethereal essence into its target. 
  The target has to make a saving throw vs. death or will be 
  transformed into a mist horror. Ten times per day, the mist 
  golem can employ a magical power equal to Blindness, 
  Contagious Fog, Death Fog, Hold Person, Irresistible Dance, Lich 
  Touch, Slow, Solid Fog, Toxic Cloud or Wall of Fog. No power can 
  be cast twice. Due to its vaporous nature, the mist golem can 
  fit through almost any gaps and can only be harmed by +3 
  magical weapons. Spells doing direct damage will not harm it. 
  In fact, it will regenerate half the damage as hit points. The 
  mist golem has not true purpose and hungers for destruction 
  and death. 
   
   
  Snow Golem 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 18 
   
   
  Attacks: Fists (2x2d12) 
   
   
  Saving Throw: 3 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 13/2,300 
   
   
   
  The snow golem is indeed made of snow, but hardened 
  beyond the consistency of normal snow and appears as a 
  statue made of marble, often in the shape of a frightful 
  warrior or feral animal. A snow golem can only be harmed by 
  +2 magical weapons. It is immune to cold- and water-based 
  attacks and recovers one hit point per damage die from such 
  attacks. Every five turns, a snow golem can breathe a Cone of 
  Cold. Due to the extreme cold of the snow golem‘s body, any 
  mundane metal weapon will shatter if used against the snow 
  golem. Magical weapon will shatter in one out of ten cases. 
  Magical fire will harm a snow golem, but also result in a cloud 
  of steam with a radius of sic metres. Anyone in the cloud 
  receives half as much damage as the snow golem. A saving 
  throw negates all damage. 
   
   
  Stone Golem 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 14 
   
   
  Attacks: Fist (3d8) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 16/3,200 
   
   
   
  Stone golems are immune to magical weapons with less than 
  a +2 enchantment. Fire slows them down and other spells 
  have no effect. Exceptions are Rock to Mud and similar spells, 
  which damage the stone golem for 1d12 point of damage. 
  Mud to Rock heals the golem for the same amount of points. 
   
   
  Wasp Nest Golem 
   
   
  Hit Dice: 6+6 
   
   
  Armour Class: 15 
   
   
  Attacks: Fists (2x2d8+4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 15 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The wasp nest golem is made of paper and mud. It is smaller 
  and quicker than most other golems. A wasp nest golem is 
  always surrounded by wasp and can easily be spotted. Expose 
  to larger amount of water will damage the golem for one hit 
  dice. The golem‘s wasps attack for 1d6 points of damage per 
  round. Whenever the golem loses a hit dice, they go more 
  berserk and inflict and additional point of damage. The effect 
  is cumulative. The wasps also repair two hit points of damage 
  
  291 
   
  per round. The wasp nest golem is never directly affected by 
  magic.  
   
   
  Wax Golem 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Fists (1d8+3) 
   
   
  Saving Throw: 13 
  Magic Resistance: 25% 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Wax golems are among the simplest types of golem to create. 
  Their bodies are carved out of tallow or wax. Unlike their 
  stronger kin, wax golems have no chance of going berserk, 
  nor are they automatically immune to spells. They do possess 
  some magic resistance and cannot be hit by non-magical 
  weapons. Because of the pliable nature of their bodies, wax 
  golems easily absorb the force delivered by blunt weapons 
  and only take half damage from those sources. Slashing and 
  piercing weapons inflict normal damage to wax golems. Fire 
  and heat will inflict twice normal damage. 
   
   
  Wood Golem 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Fists (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The wood golem is significantly weaker than most other 
  golems, but also cheaper to produce. It takes double damage 
  from fire, but only half damage from cold. Wood golems are 
  popular among people scared by the uncanny presence of 
  more powerful golems. They are normally affected by most 
  magical spells other than mind control spells. 
   
   
  Zombie Golem 
   
   
  Hit Dice: 18 
   
   
  Armour Class: 17 
   
   
  Attacks: Fists (2x3d8) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 18/3,800 
   
   
   
  The zombie golem looks a bit like the flesh golem, but emits 
  the foul odour of death. Zombie golems do not truly speak, 
  but roar when they enter combat. They are slow and always 
  move last in combat. The stench of death imposes a -2 
  THACO penalty on all opponents of the golem that do not 
  make a saving throw vs. death. Raise Dead will kill a zombie 
  golem unless it makes a saving throw. Animate Dead will 
  restore it to full hit points. 
   
   
  Goliath 
   
   
  Hit Dice: 6+2 
   
   
  Armour Class: 17 
   
   
  Attacks: Weapon (1d8+4) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The goliaths are a race of tall humanoids related to dwarves 
  and maybe also giants. They have a rock-like appearance and 
  are closely associated with stone. Goliaths live in 
  communities in the mountains. They are not generally hostile, 
  but very pragmatic and not very merciful. 
   
   
  Slithering Goo 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Nonw 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Slithering goo resembles a transparent ooze. It is difficult to 
  spot and will be overlooked in nine out of ten cases by 
  normal people. Slithering goo avoids engaging moving targets 
  and prefers to attack unconscious or sleeping creatures. If it 
  attacks, the target has to make a saving throw vs. paralysis or 
  will be paralyses and sucked dry within five turns. During 
  each turn – one lasting ten minutes – the victim will lose one 
  fifth of its hit points. The goo fits through narrow passages 
  and small cracks. If caught and dried, it turns into 
  hygroscopic power. 
   
   
  Gorbel 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 16 
   
   
  Attacks: Claw (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 1/18 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The gorbel is a strange cyclopean creature. It has two legs, a 
  spherical body with a maw and a single eye as well tentacles 
  with eye-like ends. Gorbles seem to be made of translucent 
  rubbery material. They attack and eat anything that moves. In 
  combat, the gorble uses its flying ability – a poorly 
  understood characteristic – to rapidly drift towards an 
  opponent and cling to it with its claws. Once attached, the 
  gorbel has to be killed to be removed. Additionally, it 
  
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  automatically does 1d6 points of damage per round. If killed, 
  a gorbel explodes and deals 1d4 points of damage to anyone 
  in a radius of two metres. Magic projectiles will also cause a 
  gorbel to explode, regardless of the actual damage caused. 
  Other gorbels are not immune to this explosion. Entire herds 
  can be destroyed by a single explosion. 
   
   
  Iron Gorgon 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 17 
   
   
  Attacks: Gore (2d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The gorgon is a herd animal similar to a bull. It has 
  shimmering scales like a reptile and its breath turns 
  opponents into stone. The breath has a range of fifteen 
  metres and the target is permitted a saving throw vs. paralysis. 
  If turned into leather armour, the scales of a gorgon will grant 
  the wielder a +4 bonus for saving throws to avoid 
  petrification. 
   
   
  Storm Gorgon 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 14 
   
   
  Attacks: Gore (1d8) 
   
   
  Saving Throw: 10 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The storm gorgon is a smaller relative of the iron gorgon. Its 
  breath has a range of ten metres and will electrify targets for 
  2d6 points of damage. A saving throw is permitted for half 
  damage. Storm gorgon scales can be put on metal armour by 
  a skilled smith and will reduce lightning damage by one point 
  of damage. 
   
   
  Gorilla 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d6), fists (2x1d3) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Gorillas are huge apes living mainly in jungles. If a gorilla hits 
  an opponent with both arms, it hugs him for an additional 
  1d6 points of damage. 
   
   
   
   
   
  Albino Gorilla 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d12+2), fists (2x1d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The rare albino gorilla is a solitary hunter and dangerous 
  opponent. It does not tolerate intruders in its territory and 
  will go berserk once having lost half of its hit points. While 
  enraged, it gains a +2 THACO bonus. 
   
   
  Dire Gorilla 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d8), fists (2x1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The dire gorilla is a monstrous ape, towering well over the 
  average human. It is carnivorous and often solitary. Its hug 
  attack deals 1d10 points of damage. 
   
   
  
  293 
   
  Gorgosaurus 
   
   
  Hit Dice: 13 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d3), bite (7d4) 
   
   
  Saving Throw: 3 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 13/2,300 
   
   
   
  The horrid gorgosaurus is a vicious predator and relative of 
  the tyrannosaurus. It is aggressive, moves swiftly and attacks 
  with both its claws and its mighty jaw. 
   
   
   
  Gorse 
   
   
  Hit Dice: 1 hp 
   
   
  Armour Class: 17 
   
   
  Attacks: Sword (1) or bow (1) 
   
   
  Saving Throw: 15 
  Magic Resistance: 5% 
   
   
  Movement: 3/12 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The gorse is one of the smallest fairy creatures. It is less than 
  ten centimetres tall, has butterfly wings and looks like a 
  miniscule human child. Gorse use tiny weapons and attack 
  with a +2 THACO bonus. They live in thorny bushes and 
  tend them. Once per day, they can use Auditory Illusion and 
  Entangle.  
   
   
  Grandfather Plaque 
   
   
  Hit Dice: 6+2 
   
   
  Armour Class: 13 
   
   
  Attacks: None 
   
   
  Saving Throw: 11 
   
   
  Movement: 0 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The grandfather plaque is an immobile guardian that is 
  assigned to secure a particular door. The door is secured as 
  by Wizard Lock and can be opened and closed by the 
  grandfather plaque – usually a stone plaque with the face of 
  an old man – at will. Unless specifically authorised, the plaque 
  will only speak with its master. Once per round, the plaque 
  can use Magic Missile. Once per turn, the grandfather plaque 
  can also use Wall of Ice. Anyone who touches the door and 
  fails a saving throw is affected by a Ray of Enfeeblement. 
   
   
  Gravebird 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d3) or peak (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 3/18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Gravebirds are highly intelligent undead birds – usually 
  ravens or crows – that have been brought back to life 
  through foul magic. Any creature wounded by a gravebird 
  must make a successful saving throw or contract grave fever, 
  a disease similar to mummy rot, which prevents magical 
  healing and causes wounds to heal at one-tenth of the normal 
  rate. Cure Disease will remove the fever. Gravebirds can use 
  Speak with the Dead three times per day. 
   
   
  Greenhair 
   
   
  Hit Dice: 2+4 
   
   
  Armour Class: 0 
   
   
  Attacks: None 
   
   
  Saving Throw: 16 
   
   
  Movement: 0 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Greenhair is a sentient plant that grows in underground lakes 
  or waters. It does not attack prey directly, but seeks to 
  entangle and drown it. Each creature in the area of the 
  greenhair has to make a saving throw at the start of each 
  round. Creatures with heavy load get a penalty according to 
  the size and mass of their baggage. If someone fails a saving 
  throw, he cannot move. A second failure means the target is 
  brought down to its knees. If the victim‘s head is taken 
  underwater, it will suffer 1d6 points of drowning damage per 
  round. Killing a chump of greenhair will free the victim. 
   
   
  Gremishka 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 1/15 
   
   
   
  The gremishka is a diminutive humanoid related to the 
  gremlin. It is wingless, has fur and an overall dog-like 
  appearance. A gremishka has and oversized mouth and large 
  yellow eyes. It never wears armour, but understands the 
  
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  concept of it. Gremishkas are dextrous and commonly speak 
  many languages. They live from stealing from others and 
  avoid combat unless cornered. Against targets larger than a 
  halfling, they attack with a +2 THACO bonus. In groups, 
  gremishkas climb on their opponents with a successful attack. 
  Each subsequent round, they automatically strike without and 
  attack roll. Gremishkas enjoy playing vicious pranks on larger 
  humanoids and eat almost anything. 
   
   
  Gremlin 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 16 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 15 
  Magic Resistance: 25% 
   
   
  Movement: 6/18 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Gremlins are small, winged humanoids and sometimes 
  confused with imps. Most gremlins are chaotic and 
  mischievous. They can only be hit by magical weapons, but 
  are nevertheless weak fighters. Gremlins come from an 
  unknown place and can interbreed with goblinoids, resulting 
  in gremlins with different abilities. 
   
   
  Grick 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 15 
   
   
  Attacks: Beak (1d2), tentacles (4x1d3) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Gricks resemble massive, human-sized worms with 4 
  tentacles surrounding a beaked mouth.  They rear up to 
  attack, focusing on one opponent at a time.  They do not 
  immediately try to feed on dying prey, but if given the chance 
  they will drag unconscious or dead bodies into their lairs to 
  feed.  Blunt weapons do not harm them, due to their thick 
  hides and resilient flesh. 
   
   
   
   
   
  Griffin 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d4), bite (2d8) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12/28 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The griffin has the body of a lion, but the head, foreclaws 
  and wings of an eagle. Like eagles, griffins build their nests 
  high in the mountains. Griffins can be tamed and used as 
  mounts, especially if they are raised by humanoids from 
  fledglinghood on. Griffin eggs can be sold for high prices and 
  are popular among wizards and nobles. 
   
   
  Grig 
   
   
  Hit Dice: 1d4+1 hp 
   
   
  Armour Class: 18 
   
   
  Attacks: Darts (3x1d2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6/6 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 1/15 
   
   
   
  Grigs are tiny fey related to sprites that live in forests. They 
  are mischievous, but always help others in true danger and 
  traditionally warn them from an upcoming threat. Grigs have 
  cricket wings, antennae and hind legs. They do not fear big 
  people and roam the countryside in small bands. 
   
   
  
  295 
   
  Grimlock 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (1d6+1) or weapon (1d8+1) 
   
   
  Saving Throw: 15 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The grimlocks are race of powerful humanoids with long 
  black hair, white eyes and grey skin. They are totally blind, 
  but have excellent senses and can detect anything within a 
  radius of ten metres as if they were able to see. Because of 
  this, grimlocks prefer to live and attack in total darkness. 
  Grimlocks are extremely xenophobic and prefer to eat human 
  flesh. 
   
   
  Grippli 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 11 
   
   
  Attacks: Weapon (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 15 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Grippli are small, intelligent, humanoids frogs. Their culture 
  is primitive, but grippli are not aggressive. Camouflaged well, 
  the grippli imposes a -3 penalty on its opponent‘s surprise 
  roll. Grippli live in small villages in treetops. Due to their 
  high intelligence, grippli adapt quickly and have no trouble 
  using weapons they are not familiar with. 
   
   
  Groll 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 15 
   
   
  Attacks: Tentacles (6x1d4+1) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The groll are a malignant alien race. They look like huge 
  floating brains with a beak, tentacles and no eyes. Groll skin 
  is a lot more sturdy than it looks and extremely hard to 
  penetrate. Some groll are organised in nations, whereas others 
  are wild and roam the underground, always looking for food 
  to devour. Whenever a creature is struck by groll tentacle, it 
  has to make a saving throw at a +4 penalty or will be 
  paralysed for 5d4 rounds. Civilised groll are also capable of 
  using weapons. 
   
   
  Groll Philosopher 
   
   
  Hit Dice: 7+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Tentacles (6x1d4+1) 
   
   
  Saving Throw: 7 
   
   
  Movement: 12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The groll philosophers are exceptionally intelligent groll. 
  They are the leaders and thinker of groll society, although 
  they often appear to be little more than dominating, especially 
  ruthless groll to outsiders. Some philosophers wear rings that 
  grant them a +2 armour class bonus. Groll philosophers can 
  use three spells of levels one to three. Some of them are 
  either mages or necromancers. 
   
   
  Grue 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 6 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,100 
   
   
   
  A grue is a nasty, large being with dark grey or green skin and  
  a huge mouth. Inside its leathery skin, the grue is mostly 
  gelatinous. Grues cannot coexist with light; if they are 
  exposed to a light source, they instantly recede with the 
  darkness. In the dark, however, they are dangerous. If a grue 
  scores a critical hit, it swallows the victim whole; which will 
  satisfy the grue, and it will leave if it is permitted to do so. 
  The swallowed victim will suffocate in 2d4 rounds and then 
  be digested. Grue are non-intelligent, and are immune to 
  blunt and piercing weapons. Swords, axes, and other cutting 
  weapons inflict normal damage. Grues can magically 
  extinguish one normal light source per round at a distance of 
  thirty metres. 
   
   
  Grung 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d3), weapon (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9/12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The grung are highly territorial toad-like humanoids that live 
  in swamps or near lakes. Grungs are only metre tall, but are 
  muscular and agile. A grung‘s skin secrets a dangerous poison 
  which the grung use to for their weapons. Anyone damaged 
  by a grung spear or arrow has to make a saving throw vs. 
  death or suffers another 1d12 points of damage. The grung‘s 
  salvia contains a weaker form the poison. If bitten, the saving 
  
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  throw is done at a +2 bonus and the poisons only deals 1d6 
  additional points of damage if it is unsuccessful. Grung often 
  fight border wars with other grung. As their immune to their 
  own poison, those wars are often long and exhaustive. 
   
   
  Gug 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x2d6) or bite (2d8) 
   
   
  Saving Throw:  
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The gug are a species of shaggy, carnivorous giants. Gug have 
  black for, bulging pink eyes and a terrible mouth splitting the 
  head into two. Gug are said to live in an underground walled 
  kingdom-city. 
   
   
  Gump 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d6+2) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Gumps are large and blubbery humanoids with an overly 
  broad jagged toothed grin and a pair of small, deep-set eyes in 
  an otherwise featureless face. Gumps are motivated by 
  hunger and the deep down joy they feel when murdering a 
  helpless foe. Anyone meeting the gaze of a gump must make 
  a saving throw vs paralysis at +2 or be held in place for 1d6 
  rounds. It is safe to view a gump's reflection in a mirror or 
  other reflective surface. The gump is able to squint in an odd 
  manner which keeps it from holding an ally.   
   
   
  Hags 
  Hags are large, horrid-looking crones. They appear as old and 
  withered, but have supernatural power and can easily crush 
  small creatures and common humanoids. Hags have magical 
  powers, usually similar to those of a witch, and like to change 
  their appearance. All hags are female. They can reproduce 
  with many races, but if they do so with humanoids, the child 
  will be a hag. A hag usually exchanges her child, which will 
  look normal during childhood, with the child of a humanoid 
  family. The real child is eaten. The young hag will begin show 
  signs of violence and malevolence, until she runs away from 
  home. Many young hags join hag covens, loose alliances of 
  three hags. A coven always has greater power than the three 
  hags combined. 
   
   
  Annis Hag 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 18 
   
   
  Attacks: Bite (1d8), claws (2x1d8) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The annis hag is the physically strongest of all hags. If she 
  hits a victim with both claws, the victim is held and will 
  automatically hit by all three attacks thereafter. The annis hag 
  can use Polymorph Self at will and can summon as well as 
  control fog. Annis hags sometimes control tribes of orcs or 
  ogres. The heart of an annis hag can be dried and turned into 
  powder. If sprinkled on a creature, the power will reveal the 
  creature‘s true shape. 
   
   
  Green Hag 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d4), claws (2x1d4) 
   
   
  Saving Throw: 11 
  Magic Resistance: 20% 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 7/600 
   
   
   
  This hag has sickly green skin and despises everything that is 
  beautiful. Green hags live in forests or in rural areas and can 
  use Polymorph Self at will. They like to transform into pretty 
  females to lure males into their lair. 
   
   
   
   
   
  
  297 
   
  Night Hag 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 18 
   
   
  Attacks: Bite (2d6), claws (2x1d12) 
   
   
  Saving Throw: 7 
   
   
  Movement: 12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 12/2,000 
   
   
   
  The night hag has dark blue hair and dark skin. It can become 
  ethereal at will and use Sleep twice per day. Night hags like to 
  haunt people by entering their dreams. A being slain by the 
  night hag in the Dream World will die on the Material Plane 
  as well. If the brain of a night hag is burned and the smoke is 
  inhaled, it allows up to four people to step into the Dream 
  World. 
   
   
  Salt Hag 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 6/18 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The salt hag lives near the sea or in salt marshes. She usually 
  lacks the magical powers of other hags. Salt hags look 
  horrific, even for hags, and force every creature looking at 
  them to make a saving throw. If the saving throw is not 
  made, the target‘s strength score is halved for 1d6 rounds. 
  One a day, the salt hag can slay a victim by simply looking at 
  it. The target is permitted a saving throw vs. death to avoid 
  the effect. A drop a salt hag blood will turn up to a hundred 
  litres of water into salt water. 
   
   
   
   
   
  Spectral Hag 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 19 
   
   
  Attacks: Strike (1d8+3) 
   
   
  Saving Throw: 9 
  Magic Resistance: 35% 
  Turned: 9 
   
   
  Movement: 15 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The spectral hag is the undead spirit of a hag that died during 
  an evil ceremony. Its ethereal state further fuels the hag‘s 
  hatred and disrespect for other living beings and makes her 
  every bit as dangerous as a living hag. Spectral hags can only 
  be damaged by magic weapons and have all advantages and 
  disadvantages of an undead state. They cannot be turned in 
  while in their lair. In daylight, a spectral hag cannot use 
  magical powers. Raise Dead will outright destroy a spectral hag 
  unless she makes a saving throw vs. magic. Once per month 
  during the time of the full moon, a spectral hag can sue her 
  dark powers to transform a female humanoid into a hag. 
   
   
  
  298 
   
  Hainu 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 18/12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The hainu is a ferocious winged wolf-like creature that is 
  known to attack people and livestock. It typically dwells in 
  rugged mountainous terrain. They mate for life and live in 
  family packs of 2d8 hainu, led by an alpha male with four hit 
  dice. 
   
  Halfling 
   
   
  Hit Dice: 1d6 hp 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d4+1) 
   
   
  Saving Throw: 15 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Good 
   
   
  CL/XP: B/10 
   
   
   
  Halflings look similar to humans and gnomes, but are even 
  shorter. They live in communities close to nature as well as 
  alongside many other races. Halflings usually tend to avoid 
  violence and warfare, but know how to use their small size to 
  their advantage if necessary. Hairfoot halflings are the most 
  common subrace of halflings. 
   
   
  Blackshire Halfling 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapon (1d6+1) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  Blackshire halflings are rare and live in isolated villages in the 
  mountains or close to the wilderness. This halflings subrace is 
  known to be xenophobic and is not above raiding villages 
  and eating other sentient species. 
   
   
  Ghostwalker Halfling 
   
   
  Hit Dice: 4+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (1d8+1) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Ghostwalker halflings live in places where the barrier to the 
  afterword is very thin. The presence of the souls of dead has 
  granted these halflings abilities way beyond that of normal 
  members of their species. Ghostwalker halflings can see and 
  strike at invisible and ethereal creatures and switch bodies by 
  touching another member of their subrace. 
   
   
  Harpy 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Talons (1d3), weapon (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 6/18 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The harpy has the upper body of human female, but the 
  lower body and wings of a vulture. Anyone who hears her 
  song has to make a saving throw of will be charmed. Harpies 
  are a pest and the head of one is often worth a bounty. 
   
   
  Harrier 
   
   
  Hit Dice: 7+7 
   
   
  Armour Class:  
   
   
  Attacks: Claws (2x1d4+1), beak (2d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 3/12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The harrier is a humanoid with leathery skin, a long beak with 
  sharp teeth and a thin membrane between arms and knees. 
  These membranes are used to glide from treetop to treetop in 
  the harrier‘s native terrain, the jungle. On one out of four 
  cases, the harrier‘s beak will inject the victim with a poison 
  that causes an additional 2d6 points of damage per round. 
  Every round, a saving throw is permitted to avoid the 
  damage. Harriers have no formal society and meet only to 
  mate. They lay eggs that hatch into larvae. Harrier larvae can 
  be raised and trained as guards. 
   
   
  
  299 
   
  Harrla 
   
   
  Hit Dice: 4+3 
   
   
  Armour Class: 19 
   
   
  Attacks: None 
   
   
  Saving Throw: 12 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The harrla is an enigmatic creature that is naturally and 
  permanently invisible. Creatures that can see invisible things 
  describe it as a vaguely humanoid figure. The harrla is 
  immune to mundane weapons and does not fight physically. 
  Instead, it can inject a sentient being with a strong emotion 
  with a successful attack. These emotions are use hate, passion 
  or fear. The harrla is naturally drawn to those who are 
  emotionally unstable anyway. A saving throw is permitted to 
  avoid the effect. Anyone making a successful save is immune 
  to the harrla for twenty-four hours. If the saving throw fails, 
  the false emotions will last for half an hour. Control by the 
  harrla will also drain life energy and one charisma point from 
  the victim. The point can only be restored by Restoration or 
  stronger magic. The solitary harrla is poorly understood by 
  sages and could be an artificial entity. 
   
   
  Hatori 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (3d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The hatori, also called desert crocodile, is a reptile that has 
  adapted to movement on sand. Its feet have evolved into 
  flipper-like appendages that allow the hatori to swim in sand. 
  On a critical hit, the hatori swallows halfling-sized or smaller 
  target whole. The victim takes 1d12 point of damage and can 
  only be freed if the hatori is killed. 
   
   
  Haun 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Hauns are worms living high up in the North that have 
  psychic powers. A haun looks like a small maggot with purple 
  warts and a grim face. It usually slithers, but can press 
  forwards once per turn and move at triple speed. Once per 
  day, a haun can use psychic powers equal to Invisibility, Scare, 
  Suggestion and Telekinesis. A haun brood is telepathically linked, 
  but cooperates only loosely. 
   
   
  Haundar 
   
   
  Hit Dice: 20 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (2d8) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6/12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 20/4,400 
   
   
   
  The haundar is a gargantuan artic slug. Its body is partly 
  covered by a thick, flexible, white shell. The haundar has to 
  retractable eyestalks. It can use Levitate at will and has 
  relatively weak bite. Every third turn, it spits acid over 
  everything in a radius of three metres that causes 4d8 points 
  of damage. A saving throw is permitted for half damage. 
  Some haundar have lairs connected to the lairs of hauns that 
  sue them as living fortresses. Armour made from a haundar 
  shell is acid resistant. 
   
   
  Haunt 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 20 
   
   
  Attacks: Ghostly touch 
   
   
  Saving Throw: 9 
  Turned: 7 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The haunt is an incorporeal undead similar to the ghost. Like 
  the ghost, the haunt cannot rest until it has finished a certain 
  task. To do so, it takes over the bodies of living creatures. A 
  haunt has to stay in a domain in a radius of twenty metres 
  around the place where it died. In its incorporeal form, the 
  haunt looks similar to a ghost or spectre and is often 
  mistaken for one. A haunt‘s ghostly touch drains 1d3 points 
  of dexterity from a victim. Once the victim‘s dexterity 
  reaches naught, the haunt takes over the body and will try to 
  complete its task. When the task is completed, the haunt 
  enters the afterworld and leaves the target with three points 
  of dexterity. The dexterity is recovered at a rate of oen point 
  per turn of complete rest.  
   
   
  
  300 
   
  Hawk 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Beak (1d2) 
   
   
  Saving Throw: 17 
   
   
  Movement: 1/28 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: A/5 
   
   
   
  Hawks can be encountered in the wilderness quite frequently, 
  but have also been tamed in a number of cultures. 
   
   
  Blood Hawk 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class:  
   
   
  Attacks: Beak (1d4), claw (1d6) 
   
   
  Saving Throw: 15 
   
   
  Movement: 1/24 
   
   
  Intelligence: Animal 
   
   
  Alignment: neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The blood hawk is considerably larger than the common 
  hawk and even attacks humanoids. Blood hawks like to steal 
  gems to impress females and never back down in a fight. 
   
   
  Dire Hawk 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Beak (1d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 1/24 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Dire hawks lack the physical power others giant birds of prey 
  have, but compensate that with cleverness. They like to pick 
  up smaller targets and drop them from height. 
   
   
  Head Hunter 
   
   
  Hit Dice: 5+5 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (2d4) 
   
   
  Saving Throw: 12 
  Magic Resistance: 20% 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The head hunter is a horrid creature that looks like a human 
  head with spider legs. It can spin a web the way a true spider 
  can. Anyone who stumbles into such a web takes 1d10 points 
  of damage, as the fibres are razor-sharp. A target bitten by a 
  head hunter has to make a saving throw vs. death or will 
  suffer an additional 1d8 points of damage every subsequent 
  round for three rounds. The head hunter takes one additional 
  point of damage per damage die from fire attacks. Head 
  hunters despise humanoids in general and elves specifically. 
  After a battle, the head hunter will collect the heads of its 
  victims and transform them into head hunters of the course 
  of 3d4 weeks. 
   
   
   
   
   
  Headless One 
   
   
  Hit Dice: 3+4 
   
   
  Armour Class: 11 
   
   
  Attacks: Weapon (1d6) or strike (1d4) 
   
   
  Saving Throw: 14 
  Turned: 4  
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  A headless one is the headless, undead body of someone who 
  has been decapitated, usually by execution or dungeon trap. 
  The body is animated with a vengeful spirit, and seeks to re-
  enter society by removing someone else‘s head and placing it 
  atop its own neck. Although the headless one's body remains 
  in a relatively preserved state, its stolen heads continue to 
  decay, and the headless one seeks to replace them on a 
  regular basis. Although the headless one can animate its 
  substitute heads, the unnatural grafting of dead flesh to 
  undead flesh is highly imperfect. The head does not attach by 
  magic, so the headless one is required to use a measure such 
  as rope or nails to affix the new head. Moreover, the headless 
  one can only imprecisely animate a stolen head, and while it 
  can cause speech to issue forth, the slurring and twitching will 
  tend to raise suspicion. The headless one can be immediately 
  destroyed by attaching the head it formerly possessed in life, 
  if the head still exists. Any attack against the head stealer may 
  dislodge the stolen head on a natural roll of nineteen or 
  twenty, causing the headless one to receive a -1 THACO 
  
  301 
   
  penalty until it can reattach the head or a replacement. If 
  deprived of a head, it may try to rip one from the torso of an 
  attacker. 
   
   
  Hearth Fiend 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 19 
   
   
  Attacks: Firebolt (3d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 0 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The hearth fiend is a demonic entity from the Elemental 
  Plane of Fire that appears in fireplaces and other open fires. 
  It is almost invisible and can only be seen as face-like pattern. 
  A hearth fiend can grow larger by consuming more material. 
  For each two additional hit dice, it deals and extra 1d4 points 
  of damage with its firebolt. The firebolt has range of two 
  meters per hit dice. A saving throw is permitted for half 
  damage. Only magic weapons can directly harm a hearth 
  fiend. Lightning and fire will not damage it. The hearth fiend 
  can whisper and use Charm Person on a target in sight, but can 
  only charm one creature at a time. Hearth fiends are cruel in 
  nature and like to bring people up against each other. 
   
   
  Hebi-Josei 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Hebi-josei are tall, beautiful females whose bodies are 
  covered in intertwining snake tattoos. Rare and solitary, more 
  than anything else they seek to mate with human males to 
  breed and propagate their species. The child of hebi-josei will 
  always be a hebi-josei herself. A hebi-josei can communicate 
  and control all species of snakes. She can have up to twice 
  her hit dice in ophidian servants and will never be met 
  without a full allotment unless her pets have very recently 
  been slain.  
  Hebi-josei are not warriors and rarely carry weapons, 
  preferring to let their snakes do the fighting. But they do have 
  two useful defences. A hebi-josei that exposes her body can 
  animate her snake tattoos, which move in an hypnotic pattern 
  that captures the mind of onlookers who fail a saving throw 
  vs. magic and thus paralysis them. This entrancement is so 
  potent that only the departure of the hebi-josei, magic or 
  damaging the victim will make him return to reality. The 
  second defensive ability is to cast-off her skin, like that of a 
  snake, when grappled or captured. The captor is left hanging 
  to sheet of human skin while the hebi-josei becomes invisible 
  for 1d4 rounds and takes the opportunity to flee. This trick 
  can only be used once every week. Hebi-josei are immune to 
  all forms of poison and toxins and they also have the power 
  to heal any form of snake venom poisoning. 
   
   
  Hebi-No-Onna 
   
   
  Hit Dice: 14 
   
   
  Armour Class: 19 
   
   
  Attacks: Bite (1d4), snakes (2x1d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 12 
   
   
  Intelligence: Genius 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 14/2,600 
   
   
   
  The hebi-no-onna, also called snake woman, is a supernatural 
  creature that looks like a human female. In comparison to the 
  hebi-josei, it is almost always vicious and selfish. The hebi-
  no-onna has snakes for arms she usually hides under her 
  robes, can communicate with all reptiles and often establishes 
  a cult with her has the high priest. Once per day, she can cast 
  Charm Person, Dancing Lights, Hold Person, Hold Monster, Lesser 
  Spell Protection, Levitate, Protection from Good, Protection from 
  Mundane Weapons and Protection from Missiles. The hebi-no-onna 
  tries to avoid physical combat and prefers to send her 
  followers and minions, often giant snakes, to defend her. If 
  bitten by a snake woman, the victim has to make a saving 
  throw vs. death o will be unable to fight for 1d10+2 rounds 
  due to hallucinations. She can use this bite three times within 
  twenty-four hours. To reproduce, a hebi-no-onna has to mate 
  with a humanoid, usually human, male. The offspring will 
  always be a hebi-no-onna. 
   
   
  Hendar 
   
   
  Hit Dice: 6+6 
   
   
  Armour Class: 14 
   
   
  Attacks: Wings (2d4), bite (1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 6/15/18 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The fearsome, black hendar resembles a large worm with bat 
  wings, a grey mane and a horse-like head. It is a dangerous 
  predator and prefers to live alone in desolate places. White 
  fire burns in its eyes. A hendar can slither, fly and also swim 
  at triple its walking speed. Hendar fear few other creatures 
  and often try to solve conflicts by force. During winter, 
  hendar sleep in their well-hidden lairs. In spring time, they 
  wake up hungry and devour every creature they can find and 
  hunt down. 
   
   
  
  302 
   
  Huecuva 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 16 
   
   
  Attacks: Strike (1d6) 
   
   
  Saving Throw: 16 
  Turned: 4 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The huecuva is an undead priest or monk that failed to hold 
  its holy vow and was cursed to roam the Material Plane as an 
  undead. Huecuvas can only be hit by magical or silver 
  weapons. They usually live in abandoned monasteries or 
  temples or walk the surface world on an endless pilgrimage 
  with no goal. Up to three times a day, a huecuva can 
  polymorph itself, an ability used to appear harmless. 
  Huecuvas cannot speak. 
   
   
  Hinny 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 13 
   
   
  Attacks: Kick (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/15 
   
   
   
  The hinny, also called jennet, is a crossbreed with a male 
  horse and a female donkey as parents. It is rarer than the 
  mule and almost always sterile. 
   
   
  Hippocampus 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 24 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The hippocampus is a mythical seahorse, with the body, 
  head, and forelegs of a horse, but with the rear part of the 
  body tapering to a fish‘s tail.  They are at least as intelligent as 
  a normal land-horse. Some alpha hippocampi might be 
  extremely intelligent indeed. 
   
   
  Hippogriff 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 18/24 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The hippogriff is similar to the griffin, but combines an eagle 
  and a horse instead. Hippogriffs are better suited as mounts 
  than griffins, but harder to tame, as hippogriffs do not lay 
  eggs. 
   
   
  Hippopotamus 
   
   
  Hit Dice: 6+4 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d8) or ram (1d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12/6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Hippopotami are large, mostly herbivorous mammals. They 
  look slow and dull, but can be very aggressive and ill-
  tempered. Anyone rammed by a hippopotamus have to make 
  a saving throw or will be knocked down for 1d4 rounds and 
  attacks with a -4 THACO malus. 
   
   
  Dire Hippopotamus 
   
   
  Hit Dice: 10+4 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (2d10), trample (1d12+2) 
   
   
  Saving Throw: 5 
   
   
  Movement: 12/9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The dire hippopotamus, sometimes also called behemoth, is a 
  true monster. It has more than twice the size of a common 
  hippopotamus and is avoided even by apex predators. Dire 
  hippopotami eat plants, but also other animals foolish 
  enough to come close to them. If it uses its trample attack 
  against an opponent smaller than a human, it gains a +3 
  THACO bonus. 
   
   
  
  303 
   
  Hoard Scarab 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 21 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The hoard scarab is an eyeless, beetle-like creature. Thanks to 
  its size and golden or silver shell, it looks much like a coin 
  while not moving. Hoard scarabs have a shell that is 
  incredible tough to damage. They usually live in a treasure 
  hoard of a dragon and keep its lair and scales free of vermin. 
  In masses, hoard scarabs can be dangerous. If a hoard scarab 
  successfully attacks, it can attempt to dig into the victims 
  flesh in the next rounds. Another successful attack then 
  causes 1d2 points of constitution damage unless the target 
  has at least one free hand and makes a successful dexterity 
  check. 
   
   
  Hobgoblin 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 1/15 
   
   
   
  Hobgoblins are relatives of the goblins. They are larger and 
  slightly smarter, which often makes them the leaders in mixed 
  gangs of both species. Hobgoblins are better craftsmen than 
  goblins a bit more civilised. 
   
   
  Hobgoblin Elite 
   
   
  Hit Dice: 1+4 
   
   
  Armour Class: 14 
   
   
  Attacks: Sword (1d8+1) or bow (1d6) 
   
   
  Saving Throw: 15 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  These hobgoblins have been trained for combat by veterans 
  and are not just the ones to reach adulthood without being 
  crippled. They are more agile and a bit smarter than the 
  average hobgoblin warrior.  
   
   
  Homunculus 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6/21 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  A homunculus is a living, human-like creature created by a 
  powerful spellcaster as a servant.  The precise abilities of a 
  homunculus depend upon the spells and procedures used in 
  its creation, although virtually all are created with wings of 
  some kind.  The most common homunculus has a sleep-
  inducing bite, but others might be created with a poison bite 
  or might have unusual powers of perception instead. Falling 
  asleep after a bite can be avoided by making a successful 
  saving throw. 
   
   
  Hook Horror 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: Hooks (2x1d8), beak (2d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The subterranean hook horror looks like a hybrid between an 
  anthropomorphic vulture and an insect. Instead of hands, it 
  has large hooks. Hook horrors cannot speak common 
  languages, but have an excellent sense of hearing, and are 
  rarely caught off guard. If a hook horror hit a target with 
  both hooks in one round, it automatically hits with its beak in 
  that and every round thereafter until at least one hook is 
  dislodged. Hook horrors use echolocation. 
   
   
  Horgar 
   
   
  Hit Dice: 26 
   
   
  Armour Class: 28 
   
   
  Attacks: Acid (4d20) 
   
   
  Saving Throw: 3 
   
   
  Movement: 3 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 30/8,400 
   
   
   
  The horgar looks like a gigantic black slug while moving and 
  like a lava formation while dormant. It spends its time eating 
  its way through solid rock, forming passageways in its wake. 
  Horgars are not aggressive, but usually fail to notice other 
  smaller creatures. A horgar tunnel will be dangerously hot the 
  first three hours after the horgar has passed, inflicting 2d10 
  points of damage per turn to everyone in it. The horgar is 
  immune to acid, fire, lightning and mundane weapons. If 
  challenged, the horgar will spit acid over a distance of ten 
  metres. Some subterranean races worship horgars as gods, 
  
  304 
   
  other use them as work beats. Few have mastered this art, 
  though. 
   
   
  Giant Hornet 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 14 
   
   
  Attacks: Sting (1d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 6/24 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  In comparison to common hornets, giant hornets are solitary 
  creatures. A giant hornet‘s sting inflicts 1d4 points of damage 
  and, if the target does not make a saving throw vs. death, an 
  additional 5d6 points and paralyses the target for 2d12 
  rounds. A fire-based attack will incinerate the hornet‘s wings 
  until they regrow after 2d6 weeks. 
   
   
  Helmed Horror 
   
   
  Hit Dice: 4+1 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (1d4) or weapon (1d6+1) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12/12 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The helmed horror is empty animated armour. Unless 
  independent, it will obey its master, but is capable of 
  thinking. Helmed horrors use all kinds of weapons. They can 
  levitate at will, are absolutely fearless and are immune to all 
  forms of mind control. 
   
   
  Stinging Horror 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 14 
   
   
  Attacks: Sting (3d4+1) 
   
   
  Saving Throw: 12 
   
   
  Movement: 15 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The stinging horror looks like a purple blub of leathery skin 
  with a sting. It floats silently though the night, looking for 
  blood to drink. Being stung by horror will poison the target 
  and inflict 3d6 additional point of damage unless a saving 
  throw vs. paralysis is made. After a successful saving throw, 
  the target is immune against the poison of that specific 
  stinging horror. Stinging horrors prefer to hunt in the night, 
  in heavy fog or near the coast. Killing a stinging horror with 
  fire will result in a fireball with a radius of eight metres 
  causing 4d6 points of damage. 
   
   
  Horse 
  Draught 
  War 
  Wild 
  Hit Dice:  
  2 
  3 
  3 
  Armour Class:  
  12 
  14 
  13 
  Attacks: Kick 
  1d2 
  1d4 
  1d4 
  Saving Throw:  
  16 
  15 
  12 
  Movement:  
  18 
  21 
  21 
  Intelligence:  
  Animal 
  Animal 
  Animal 
  Alignment:  
  Neutral 
  Neutral 
  Neutral 
  CL/XP:  
  1/15 
  2/30 
  2/30 
   
   
   
   
  The horse has been domesticated by humanoids long ago and 
  can be found in most cultures. Horses are generally 
  benevolent animals, but their size can make them dangerous. 
   
   
  Sable Horse 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d4+1), kick (1d8) 
   
   
  Saving Throw: 12 
  Turned: 5 
   
   
  Movement: 18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The sable horse is an undead horse with pitch-black fur and 
  dead, empty eyes. It is usually the mount of a headless 
  horseman, though other evil creatures have sable horses as 
  well. As long as someone rides it, the horse cannot be turned. 
  It will never allow someone weaker than itself to ride it. 
   
   
  Skeleton Horse 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 12 
   
   
  Attacks: Hooves (2x1d6), bite (1d4) 
   
   
  Saving Throw: 14 
  Turned: 3 
   
   
  Movement: 18 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The skeleton horse is an undead horse animated to serve a 
  necromancer. It sometimes has cold flames flickering around 
  its hooves. Arrows and similar projectile weapons do not 
  damage to skeletal horses. They take only half damage from 
  piercing weapons. Cold and fire will not damage a skeleton 
  horse. If it serves as a mount to a creature stronger than 
  itself, it cannot be turned. In comparison to a live horse, a 
  skeletal horse will never tire. 
   
   
  
  305 
   
  Headless Horseman 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 10 
  Turned: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The headless horseman is an undead usually summoned by a 
  necromancer using the skull of a fallen warrior. The fact that 
  he does not have a head does not hinder him in any way. The 
  horseman looks like he did in life, but more dark and sinister. 
  Upon seeing the horseman, all creatures with less than six hit 
  dice have to make a saving throw or will flee in terror. The 
  headless horseman can be summoned by the spell of the 
  same name for a task. If the horseman fights the target he 
  was ordered to eliminate, the target has to make a saving 
  throw vs. paralysis after every successful attack or will be 
  paralysed for 1d6 turns. The horseman can use Darkness 
  Sphere twice per day. 
   
   
  Hound of Chronos 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (2x1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 18 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Hounds of Chronos, also known as temporal dogs, are canine 
  creatures from the a place between past and future. They 
  possess the innate ability to manipulate time in a limited 
  manner. Temporal dogs hunt in packs that usually consist of 
  two to eight hounds. A Hound of Chronos will always know 
  where, temporally, the other members of his pack are.  
  Hounds of Chronos possess the ability to move forward in 
  time. Twice per day, a Hound of Chronos may jump forward 
  in time. This allows the hound to disappear from the present 
  and reappear 1d4 rounds later. The hounds use this ability in 
  conjunction with surprise to get the drop on their prey. When 
  they re-materialise one to four rounds into the future, their 
  prey will be surprised half the time.  Once per day, a Hound 
  of Chronos may shift backward in time to when it was 
  healthier, returning immediately with full hit points. 
   
   
  Bog Hound 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (3x1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Bog hounds are dog formed from straw and mud and 
  animated by dark magic. They do either originate from a 
  cursed bog or are minions of an evil mage. Bog dogs act 
  mostly like normal dogs. They eat intruders, though they do 
  not need and food. Bog hounds are led by a moor hound. If 
  exposed to direct sunlight, they will be destroyed 
  immediately, though their straw bodies remain. 
   
   
   
   
   
  Fen Hound 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d10) 
   
   
  Saving Throw: 12 
  Magic Resistance: 65% 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  A fen hound pack will only appear in the light of the full 
  moon. A fen hound looks much like a large, muscular 
  mastiff. It has an aura of pale, yellow light. Within their moor, 
  fen hounds can track anyone flawlessly. If directly exposed to 
  moon light, a fen hound can only be harmed by +2 magical 
  weapons. They are immune to light-based spells. If a fen 
  hound is slain, its body turns into shimmering vapour and 
  quickly fades away. The person delivering the death blow will 
  
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  be marked and haunted by a pack of fen hound every night 
  of the full moon. 
   
   
  Headless Hound 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 18/6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 7/600 
   
   
   
  A headless hound appears to be a large black dog, but with an 
  eerie green glow where the head should be. The creature‘s 
  flanks may be lined with scars or torn open, exposing faintly 
  glowing bones and the absence of innards. The headless 
  hound attacks with a ghostly bite that passes straight through 
  clothing and armour to the flesh. Bitten flesh heals at half 
  normal rate unless magic is used. If five or more headless 
  hounds are present, their howling requires a single saving 
  throw to avoid fleeing in fear. The headless hound takes half 
  damage from normal weapons. Despite their spectral nature, 
  headless hounds are not undead. However, they are immune 
  to sleep, charm, and hold spells. They are more properly fey, 
  and according to folklore will cease their haunting and join 
  the wild hunt if it passes nearby. Anyone slain by a headless 
  hound has a chance of returning from the grave as a shadow-
  like spirit, to be pursued nightly by the headless hound pack. 
  The headless hound can float slowy. 
   
   
  Hell Hound 
  Lesser 
  Greater 
  Elder 
  Hit Dice:  
  4 
  5 
  6 
  Armour Class:  
  15 
  15 
  15 
  Attacks: Bite 
  1d6 
  1d6 
  1d6 
  Saving Throw:  
  13 
  12 
  11 
  Movement:  
  12 
  12 
  12 
  Intelligence:  
  Animal 
  Animal 
  Animal 
  Alignment:  
  Neutral 
  Neutral 
  Neutral 
  CL/XP:  
  5/240 
  6/400 
  7/600 
   
   
   
   
  The hell hound is a demonic dog living in the Abyss or deep 
  in the underground. It can breathe fire, which has a range of 
  three metres and inflicts two points of damage per hit die. A 
  saving throw for half damage is permitted. Hell hounds have 
  very low intelligence and are not truly evil, but are savage and 
  hunt their prey relentlessly. 
   
   
  Moor Hound 
   
   
  Hit Dice: 6+4 
   
   
  Armour Class: 18 
   
   
  Attacks: Bite (3x1d6+1) 
   
   
  Saving Throw: 8 
   
   
  Movement: 18 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The moor hound consists of black fog and has glowing red 
  eyes. It always leads a pack of bog hounds and cannot be 
  harmed by non-magical weapons. If the moor hound is 
  damaged, but not destroyed in in one night, it will regenerate 
  overnight. 
   
   
  Phantom Hound 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (3d6) 
   
   
  Saving Throw: 6 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The phantom hound is a phantasmal being summoned by the 
  spell of the same name. It will guard a certain area for its 
  master, provided the summoner does not move too far away. 
  A +3 magical weapon is needed to hit the phantom hound. 
   
   
  Hound of Tindalos 
   
   
  Hit Dice: 5+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6), claws (2x1d8) 
   
   
  Saving Throw: 7 
   
   
  Movement: 15 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The Hounds of Tindalos appear as vaguely canine, skeletal 
  reptilian creatures surrounded by a green or blue shimmer. 
  Their home is said to be Tindalos, a place of horror. Hounds 
  of Tindalos are cruel and always hungry. 
   
   
  
  307 
   
  Human Bandit 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 1/15 
   
   
   
  Bandits thieves acting outside and urban environment, usually 
  in groups. Some bandits form even small armies under the 
  command of robber barons or bandit lords. 
   
   
  Human Barbarian 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Barbarians are wild humans. They fight with astounding 
  ferocity and gain a +2 THACO bonus. They never wear 
  armour heavier than leather armour. 
   
   
  Human Sergeant-at-Arms 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Human sergeants are normally found in command of 1d6+5 
  human soldiers. These are the leaders of city guard units and 
  other small military groups. 
   
   
  Human Soldier 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Human soldiers serve as city guardsmen, mercenaries, and 
  men-at-arms. They are generally armed with leather armour 
  and a mace, sword or spear. 
   
   
  Black Hunter 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Dagger (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Black hunters, also called darklings, are cannibalistic 
  humanoids. They are jet black, hairless, and possess a wiry 
  frame. Attacking a black hunter in dim light incurs a -3 
  THACO penalty. Doing so in total darkness sees the penalty 
  increase to -5. Darklings, for their part, see perfectly in 
  darkness. They may use Darkness Globe twice per day. 
   
   
  Cryohydra 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 14 
   
   
  Attacks: Bites (7x1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The cryohydra has blue to purple scales and live in temperate 
  to artic climates. Each of its heads can breathe a stream of 
  frost six metres long and three metres wide at the end twice 
  per day. The stream inflicts eight points of damage. A saving 
  throw is permitted for half damage. 
   
   
  Hydra 
  Young 
  Adult 
  Queen 
  Hit Dice:  
  5 
  7 
  9 
  Armour Class:  
  14 
  14 
  12 
  Attacks: Bites 
  5x1d6 
  7x1d6 
  9x1d6 
  Saving Throw:  
  12 
  9 
  6 
  Movement:  
  9 
  9 
  9 
  Intelligence:  
  Animal 
  Semi 
  Semi 
  Alignment:  
  Neutral 
  Neutral 
  Neutral 
  CL/XP:  
  7/600 
  9/1,100 
  11/1,700 
   
   
   
   
  The hydra is a legendary multi-headed reptile that lives in the 
  mountains or in swamps. Some can swim. The hydra has one 
  head per hit die and each head has a hit die of its own. It can 
  be killed by either cutting off al heads or destroying the body. 
  A hydra can target a single opponent with up to four heads 
  simultaneously. 
   
   
  
  308 
   
  Lernaean Hydra 
   
   
  Hit Dice: 7+8 
   
   
  Armour Class: 14 
   
   
  Attacks: Bites (7x1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The Lernaean hydra will lose a head every time it suffers eight 
  points of damage, but will also regrow one every 1d4 rounds. 
  A total of twelve heads can be regrown. The only way of 
  preventing regrowth is to seal the stump with fire. The body 
  of the Lernaean hydra is immune to all attacks. 
   
   
   
   
   
  Pyrohydra 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 14 
   
   
  Attacks: Bites (7x1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The red scaled pyrohydra can breathe fire from each of its 
  heads twice per day. The stream of fire has a range of six 
  metres and is three metres wide at the end. It inflicts eight 
  points of damage to everyone hit. A saving throw is 
  permitted for half damage. 
  Hyena 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 17 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Hyenas are pack-hunters and scavengers, known for the eerie 
  laughing sound they make.  They are not normally much of a 
  threat, although they may attack weak-looking foes if they 
  have sufficient numbers. 
   
   
  Dire Hyena 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Giant hyenas stand two metres tall at the shoulder, and are 
  more aggressive than common hyenas.  They serve as mounts 
  for tribes of gnolls in some areas. 
   
   
   
  Giant Iguana 
   
   
  Hit Dice: 6+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (2d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The giant iguana is a large omnivorous reptile that can be 
  found in temperate and subtropical forests. It attacks larger 
  prey only if cornered or very hungry. A giant iguana will 
  swallow a target whole on a roll of nineteen or twenty. The 
  victim will suffocate in a number of rounds equal to one third 
  of its constitution score. Within the stomach, an armed 
  victim can only inflict one point of damage per round. 
   
   
  
  309 
   
  Magma Iguana 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Magma iguanas are large lizards about two metres long, with 
  reddish hide and glowing eyes. They may be of some sort of 
  elemental origin, coupling attributes of fire and earth, for they 
  crawl directly through solid rock without digging, leaving no 
  tunnel behind to mark their passage. They breathe small but 
  intense blasts of fire, in a cone extending eight metres to a 
  width of five metres. Anyone within the cone takes 2d6 hit 
  points of damage. A saving throw is permitted for half 
  damage. 
   
   
  Iguanodon 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: Thumb spikes (2x1d3), tail (2d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The iguanodon is a primitive dinosaur that walks on all fours 
  and likes to eat delicious plants. Iguanodons travel in groups 
  and avoid combat. In if directly attacked, they defend 
  themselves with their thumb spikes and claws. 
   
   
  Imitator 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 11 
   
   
  Attacks: Claws (2x1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The imitator, a relative of the doppelgänger, is a humanoid 
  with the ability to imitate other people. His disguise it not 
  perfect, though, as he can only copy three major traits, like 
  sex, statue, facial looks, voice or skin colour. All other traits 
  will roughly resemble the imitated person, but not entirely 
  convince someone who knows it. If the sexless imitator does 
  not copy the sex of the target, it appears androgynous. The 
  imitator can switch between traits, but it takes one round to 
  do so. Imitator bone powder allows someone who eats it to 
  copy one trait from another person for one hour. 
   
   
  Assassin Imp 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 19 
   
   
  Attacks: Stinger (1d4) 
   
   
  Saving Throw: 9 
  Magic Resistance: 50% 
   
   
  Movement: 6/18 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The assassin imp is a malicious creature that serves the cause 
  of darkness. It is tiny even for an imp, has two bat wings and 
  is dark in colour. Assassin imps can see in darkness and have 
  a scorpion stinger at the end of their tail. At will, the imp can 
  use Detect Invisibility, Detect Magic, Find Trap and Invisibility. 
  Three times per day, it can use either Cause Light Wounds or 
  Knock. Once per day, it can use Command. An assassin imp‘s 
  poison sends the victim into hibernation for 2d4 days. 
  Anyone stung by the imp that fails a saving throw vs. death is 
  affected by it. The hibernation is hard to detect and the 
  victim might be thought dead. Assassin imps cannot be 
  harmed by fire, cold or lightning. Sometimes when a wizard 
  tries to find a familiar, an assassin imps appears.  
   
   
  Bog Imp 
   
   
  Hit Dice: 1d6 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d3) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 1/15 
   
   
   
  Bog imps are dark-skinned, malicious little humanoids. They 
  live in marshes in very loosely organised bands that break 
  apart very often. Bog imps are camouflaged well, resulting in 
  a -4 penalty to surprise rolls for their opponents. They use 
  poisoned darts and blowpipes. The poison drains one point 
  of strength for 1d6+1 turns unless a saving throw vs. death is 
  made. The effect is cumulative. 
   
   
  Garden Imp 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The garden imp is not quite as malicious as other types of 
  imps, but can still be selfish and mean-spirited. They have 
  green skin and elf-like ears. During spring time, flowers grow 
  in a garden imp‘s hair. Garden imps live in abandoned or wild 
  garden, which they consider their personal property. They 
  have limited control over vermin in their proximity and can 
  
  310 
   
  use Insect Swarm once per round as well as Insect Plague once 
  per day. 
   
   
   
   
   
  Wishing Imp 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 19 
   
   
  Attacks: Stinger (1d2) 
   
   
  Saving Throw: 14 
  Magic Resistance: 95% 
   
   
  Movement: 6/18 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The sinister wishing imp appears as a small bat-winged 
  demon. It usually assumes the form of a small statuette, but 
  moves around freely if alone with its master. The wishing imp 
  grants wishes to its owner, but they will always be twisted to 
  evil in some way. In combat, the imp uses its barbed tails to 
  attack. It can only be damaged by stone weapon and fully 
  destroyed only by a blessed stone weapon. Otherwise, the 
  imp will reform after twenty-four hours and return to its 
  owner. The wishing imp can be sold or given away, but the 
  new owner has to be informed that the wishes the imps 
  grants come at a dire cost. The imp fulfils one wish per day. 
   
   
   
  Wood Imp 
   
   
  Hit Dice: 1d6 hp 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d3), bow (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 1/15 
   
   
   
  Wood imps are mischievous little humanoids. They have 
  green skin and twigs and leaves tangled in their wild brown 
  hair. Their mouth is filled with needle-like teeth. Gangs of 
  wood imps rarely face opponents in direct combat and rely 
  on traps and ambushes instead. Wood imps sometimes use 
  large spiders as mounts and use their poison. Anyone hit by a 
  poisoned arrow has to make a saving throw vs. death with a 
  +2 bonus or will become sluggish for 2d4+1 rounds. 
  Sluggish creatures move at half speed and get a -3 penalty on 
  initiative rolls.  
   
   
  Impersonator 
   
   
  Hit Dice: 5+2 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 3 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The impersonator is a strange entity that lives in swamps and 
  other remote places. It appears to be a pool of thick, stagnant 
  water. The impersonator usually assumes a form that makes it 
  welcome among others. It then lures them into a situation 
  where they feel safe, reverts to its true form and attacks. 
  While transformed, the impersonator does not gain any 
  special abilities and will not inflict additional damage. It 
  usually fights while in its true form, as it only then can use its 
  
  311 
   
  paralysing touch. Anyone touched by the impersonator has to 
  make a saving throw vs. death with a +4 bonus or will be 
  immobilised. The effect wears off 1d4 rounds after the 
  impersonator has been destroyed. It can suck blood only 
  from immobilised victims and always wants to avoid spilling 
  it before. The impersonator can remain in a form other than 
  its natural one for one turn only except for when it drained a 
  victim before. In this case, it can assume the form one turn 
  for every hit point it drained. The impersonator is barely 
  sentient, but intuitively takes a form that will not offend 
  intruders in its territory. 
   
   
  Inaed 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 20 
   
   
  Attacks: None 
   
   
  Saving Throw: 13 
  Turned: 3 
   
   
  Movement: 18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Inaed are invisible, intangible spirits that inhabit books, 
  scrolls and any other object upon which words are written. 
  They possess no ability to attack directly; however, they can 
  Sleep, Phantasmal Force, and Suggestion twice per day. Inaed 
  inhabiting a book or other object are entirely impervious to 
  physical attacks, for an attack directed at the inaed only 
  damages the object. If its host book is completely destroyed, 
  the inaed will flee in search of a new book to haunt – 
  including spell books. Though they are not undead, inaed 
  may be cast out of the books they haunt with a successful 
  turning attempt. Books that have been freed of any inaed, 
  and books that have been blessed by a cleric of ninth level or 
  higher, are immune to infestation. Turned or otherwise 
  unbound iInaed immediately seek out the nearest book to 
  inhabit. Entering a book takes 2d4 turns, and it is during this 
  time that inaed are most vulnerable. The creatures are visible 
  during this time – appearing as ghostly apparitions of 
  adolescent human females – and can be physically damaged, 
  although only by magical weapons. 
   
   
  Infester 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 16 
   
   
  Attacks: None 
   
   
  Saving Throw: 14 
   
   
  Movement: 9 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  A parasitic organism that lies dormant inside a human host, 
  an infester can dimensionally shift itself outside of the host's 
  body and return once per day. While outside it can levitate, 
  but remains connected by a two metre-long psychic cord and 
  cannot move further from the host than this. It resembles a 
  smaller version of the host creature, but with a large head, 
  feral features, and an almost vestigial body. The host creature 
  is usually aware that it has an infester, but usually keeps it a 
  dark secret. An infester has strong psionic abilities. It can 
  read minds at will, use Charm Person twice per day and cause a 
  psychic blast at will. It deals 2d6 points of damage to all 
  within a cone of twenty metres length and a width of twenty 
  metres at the end. A saving throw is permitted for half 
  damage. Additionally, it can create a wall of mental force 
  once per day. The wall will be three metres high and wide for 
  every hit die the infester has. If the host creature is killed, the 
  infester dies within 1d6 turns. 
   
   
  Ingundi 
   
   
  Hit Dice: 3+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d6), bite (2d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The ingundi is an intelligent humanoid reptile. It rarely 
  appears in its true form and prefers to fool other by using an 
  inherited ability identical to Alter Self it can use twice a day. 
  The disguise will last for 1d10+2 rounds. Twice per day, the 
  ingundi can also use Charm Person or Charm Monster. It is a 
  highly efficient predator and has no natural enemies. Some 
  ingundi charm giant iguanas and use them as mounts. 
   
   
  Inquisitor 
   
   
  Hit Dice: 6+6 
   
   
  Armour Class: 15 
   
   
  Attacks: Whip (1d4), claws (1d6) 
   
   
  Saving Throw: 10 
  Turned: 8 
   
   
  Movement: 9 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The inquisitors are undead abominations created centuries 
  ago. An inquisitor looks like a zombie, but is thinner and 
  more dried out. Its face is a horrid grimace. Originally, 
  inquisitors were created to question and torture prisoners and 
  gather information. Without a master, they drag random 
  sentient creatures to their lair and ask them questions 
  impossible to answer. Anyone meeting an inquisitor‘s gaze 
  has to make a saving throw vs. paralysis or will be paralysed 
  for 2d8 rounds. Within its lair, an inquisitor gains a +4 bonus 
  to its turning difficulty level. Inquisitors share the common 
  traits all undead have. 
   
   
  
  312 
   
  Ishidzukui-Shishi 
   
   
  Hit Dice: 5+2 
   
   
  Armour Class: 18 
   
   
  Attacks: Stone claw (1d8) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Flanking the entryways to temples and government buildings 
  it is usual to find a pair of stylized lions in protective poses. 
  These are known to become animate and fight to defend the 
  building from intruders. Ishidzukui-shishi suffer only half 
  damage from cutting weapons and none at all from piercing 
  or wooden ones. A natural roll of a one or two on an attack 
  roll using any of those means the weapon beaks as it strikes 
  the stony hide of the ishidzukui-ahishi. These un-living 
  statues are also immune to a host of things that could affect 
  living being, like mind control or any attacks only effective 
  against organic enemies. 
   
   
  Crawling Ivy 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (2x1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Crawling ivy is a mobile, semi-sentient plant that was created 
  in alchemical experiments. The ivy lives on blood and prefers 
  to let its victims come close before it strikes, imposing a -3 
  penalty on its opponent‘s surprise rolls. If someone uses it to 
  climb, it gains a +4 THACO bonus. If both strikes hit a 
  victim in one round, it will get entangled and automatically hit 
  every round thereafter. A strength check is required The 
  crawling ivy is intelligent enough to serve a master in return 
  for food. 
   
   
  Ixitxachitl 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Tail (3d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The ixitxachitl are a small race of intelligent evil manta ray 
  with barbed tails. They like to hide in the sand and ambush 
  their prey. Some ixitxachitl are cleric of dark gods. A larger 
  group of them is always lead by a high priest. 
   
   
  Vampiric Ixitxachitl 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class:  
   
   
  Attacks: Bite (1d4), tail (3d6) 
   
   
  Saving Throw: 13 
  Turned: 4  
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Vampiric ixitxachitl look identical to their living counterparts, 
  but have red eyes and can see even in complete darkness. 
  Their bite drain one point of a random ability score for one 
  day. Unlike some surface vampires, vampiric ixitxachitl are 
  not affected by holy symbols and do not need to rest in a 
  certain place. 
   
   
   
   
   
  
  313 
   
  Jack Frost 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 15 
   
   
  Attacks: Icy touch (2d4) or bite (1d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12/18 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  A jack frost is a malignant ice spirit that lives in the cold. It 
  sometimes travels in group and can appear as a male or 
  female. Jack frosts can turn into beautiful snowflakes and fly, 
  but appears as gauzy humanoids most of the time. In 
  snowflake form, they have the effect of Hypnotic Pattern, are 
  immune to mundane weapons and gain a +4 armour class 
  bonus. A jack frost‘s bite will renders the bitten part numb. 
   
   
  Jack-in-the-Box 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 14 
   
   
  Attacks: Dagger (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 2/30 
   
   
   
  At first glance, this critter appears as a brightly decorated box 
  with a rotating handle at its side. With surprising quickness, a 
  jester-like creature mounted on a spring springs from the box 
  attacking and maiming. If concealed within its box, a jack-in-
  the-box has a 50% chance of surprising its foes. This chance 
  increases to 70% if the Jack-in-the-Box is released from the 
  box via the rotating handle. When enclosed within its box, 
  the jack-in-the-box is granted a +2 armour class bonus. A 
  jack-in-the-box may only move by hopping, carrying its cubic 
  abode with him. 
   
   
  Jackal 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: A/15 
   
   
   
  Small, dog-like scavengers, jackals present no significant 
  threat to a well-armed party of humans. 
   
   
  Tomb Jackal 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 13 
  Turned: 6 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  These creatures resemble jackals with black fur, limned with a 
  black fire that sheds no light and burns black when the jackal 
  emerges from the darkness. They haunt long-abandoned 
  tombs, possibly being shackled to them as guardians by 
  ancient magic. The relation of the jackals to their tomb-lairs is 
  not known. They seem to be undead, in that they can be 
  turned, but do not appear to rot, nor do they seem to be 
  incorporeal in any way. The black fire around the jackal acts 
  almost like an independent creature; when the jackal is in 
  combat, the black fire streams forth and can envelop one 
  opponent within fifteen metres of the jackal, causing one hit 
  point of damage per round. The jackal can move the black 
  fire where it wishes. 
   
   
  Jarbo 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 24 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: A/5 
   
   
   
  The jarbo resembles a large kangaroo rat with long, thin hind 
  legs and a long tail. It is mostly harmless and usually flees 
  from larger creatures. Jarbos can sense water over large 
  distances. 
   
   
  Mustard Jelly 
   
   
  Hit Dice: 9+14 
   
   
  Armour Class: 16 
   
   
  Attacks: Strike (5d4) 
   
   
  Saving Throw: 4 
  Magic Resistance: 10% 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  The mustard jelly is the result of a failed magical experiment. 
  Anyone near the jelly has to make a saving throw vs. death 
  every round or will be slowed to half his movement rate for 
  1d2 rounds. The effect is cumulative. The mustard jelly is 
  immune to non-magical weapons and electricity. It takes only 
  half damage from cold and can eat wooden weapons. If hit 
  by a Magic Missile, it takes no damage but gains the potential 
  damage as hit points. The mustard jelly can split at will into 
  
  314 
   
  two smaller jellies that move at twice its movement rate, but 
  have only half its hit points and do half damage. 
   
   
  Ochre Jelly 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 11 
   
   
  Attacks: Acidic strike (3d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 3 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Ochre jelly is amorphous ooze moving throw the 
  underground. It dissolves everything in it way an absorbs it 
  afterwards. A creature killed by an ochre jelly will be 
  dissolved and cannot be resurrected by Raise Dead. 
   
   
  Symbiotic Jelly 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: None 
   
   
  Saving Throw: 16 
   
   
  Movement: 1 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The symbiotic jelly is a distant relative of the gelatinous cube 
  and looks similar to a jellyfish. It is small and not easy to 
  spot. A symbiotic jelly can use Charm Monster telepathically to 
  try and take over a creature, usually a large carnivorous 
  mammal. If the creature is successfully charmed, it will 
  remain around the jelly and attack other creatures that 
  approach it. The symbiotic jelly also creates the illusion that 
  the monster is much weaker than it actually is. The jelly 
  drains energy from its victim. If the charmed creature is killed 
  in a fight, it tries to take over the victor. A jelly has 6d6 
  tendrils, each having one hit point. If one is destroyed, the 
  chance of the jelly losing control over its host creature is the 
  remaining number of tentacles divided by the maximum 
  number. 
   
   
  Death‘s Head Jellyfish 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 13 
   
   
  Attacks: Tentacle sting (24x1d4) 
   
   
  Saving Throw: 11 
  Magic Resistance: 10% 
   
   
  Movement: 3 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The death‘s head jellyfish is named after the skull-like pattern 
  on its body and considered a bad omen by sailors. Its body is 
  five metres in diameter and glow in a fluorescent green. 
  Anyone stung by a death‘s head jellyfish has to make a saving 
  throw vs. death or will stuff 2d10 points of damage instead of 
  the usual 1d4. The jellyfish can engage up to four opponents 
  at once and attack each with 1d6 tentacles. 
   
   
  Giant Jellyfish 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 10 
   
   
  Attacks: Tentacle Sting (40x1d10) 
   
   
  Saving Throw: 13 
   
   
  Movement: 1 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The giant jellyfish has a diameter of three metres with 
  tentacles up to a length of thirty metres. It is nearly 
  transparent and hard to see in water and thus its opponents 
  get a -5 penalty to surprise rolls. The giant jellyfish can only 
  use 1d4 tentacles against a single opponent, but can engage 
  up to ten opponents simultaneously. Anyone stung failing a 
  saving throw vs. paralysis is paralysed for 1d10 rounds. 
  During this time, he will be automatically damaged by 1d4 
  tentacles per round. A tentacle can be severed by a single hit 
  of an edged weapon, but this will not damage the jellyfish 
  main body. 
   
   
  Hypnotic Jellyfish 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 11 
   
   
  Attacks: Sting (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 3 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The colours of a hypnotic jellyfish are so soothing that 
  anyone viewing this undersea predator must make a saving 
  throw or fall into a dreamlike trance for 1d6 turns.  The 
  jellyfish is very large, about the size of a man. 
   
   
   
  
  315 
   
   
  Marauder Jellyfish 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 11 
   
   
  Attacks: Tentacle sting (16x1d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/640 
   
   
   
  The marauder jellyfish is a fast swimmer and deadly surface 
  combatant. It can target four opponents at once with four 
  tentacles for each of them. The jellyfish can also shot a 
  stream of poison over a distance of eight metres. Anyone hit 
  has to make a successful saving throw vs. paralysis or will be 
  stunned 
  for 
  2d4 
  rounds. 
  Paralysed 
  opponents 
  are 
  automatically hit. On a critical hit, the marauder hits and 
  opponent‘s eye. The target will be blinded for 3d4 rounds. 
   
   
  Jermlaine 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 13 
   
   
  Attacks: Melee weapon (1d4) or dart (1d2) 
   
   
  Saving Throw: 17 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: B/10 
   
   
   
  The jermlaine are a diminutive subterranean race of 
  humanoids. They are related to gnomes and gremlins, but are 
  thinner and lack wings. Jermlaine are cowards and only attack 
  in overwhelming numbers. In combat, they usually prefer to 
  use their darts, which have a range of thirty metres unless 
  they are forced into close combat. Jermlaine live in clans and 
  like to eat live prey. 
   
   
  Jikininki 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 16 
  Turned: 3 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Similar to the gaki in appearance, these undead originate from 
  greedy, selfish or impious individuals who are cursed after 
  death to seek out and eat human corpses. They do this at 
  night, scavenging for newly dead bodies and food offerings 
  left for the dead. Jikininki look like decomposing cadavers, 
  with sharp claws and glowing eyes.  
  Unlike the gaki they are fully material beings affected by 
  normal weapons, but they two powerful abilities. Any mortal 
  witnessing their horrifying sight, finds himself frozen in fear 
  for 2d6 rounds if he fails a saving throw. They can also to 
  magically disguise themselves with an illusion to pass as 
  normal human beings, some even lead normal lives, but this 
  illusion only works during daytime and after nightfall a 
  jinkininki has to way to conceal its true appearance. 
   
   
  Jinshin-Mushi 
   
   
  Hit Dice: 5+4 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9/3 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  This species of giant beetle prowls forests and fields looking 
  for meat, which forms its main diet, and has been known to 
  attack people and cattle. In combat, jinshin-mushi bite with 
  their powerful mandibles. Their most feared trait however is 
  the ability to generate small earthquakes. By striking their 
  abdomen on the ground it can send tremors which grow to 
  the effects of an Earthquake after 1d4+1 rounds. At that point 
  the insect takes to the air to avoid the consequences of the 
  trembling ground.  Those attacking a jinshin-mushi in melee 
  while it is causing tremors must make one saving throw per 
  round or fall to the ground. Getting back on one‘s feet 
  requires a dexterity check. 
   
   
  Jolly Rodger 
   
   
  Hit Dice: 6+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 11 
  Turned: 7 
   
   
  Movement: 9/12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The jolly roger is an undead pirate that died at sea. Jolly 
  rogers haven often been captains in life and command a crew 
  of pirate zombies in undeath. A jolly roger looks similar to a 
  zombie, but is more agile, a good swimmer and has shiny 
  eyes. Anyone hearing the jolly roger‘s nerve-grating chuckle 
  has to make a saving throw or will laugh uncontrollably for 
  1d4+2 rounds. Once per turn, the jolly roger can touch a 
  victim. If it fails a saving throw vs. death at a +3 bonus, it will 
  start to laugh and die of muscle spasms after 1d4 rounds. In 
  the meantime, it can be saved with Dispel Evil, Dispel Magic or 
  Remove Curse. A saved victim still takes 1d6 points of damage. 
  A jolly roger can only be hit by +2 magical weapons. 
   
   
  
  316 
   
  Jorogumo 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Jorogumo are large, ancient spiders than can take the shape 
  of a beautiful woman. They typically make their homes in 
  deep pools or near waterfalls, though they are not confined to 
  water. In spider shape, these shapechangers use entangling 
  webs to drag victims into their underwater lairs. In the form 
  of a woman, the jorogumo can cast Charm Person twice a day. 
  A jorogumo‘s web attacks are treated as missile weapons with 
  a range of ten metres; anyone hit by a web must make a 
  saving throw to avoid becoming stuck. Once a victim is 
  entangled, the jorogumo drags it two metres per round. The 
  victim can make a saving throw each round to break free. 
  The web can be attacked as an object with AC 10 and foru 
  hit points – but not by the entangled victim. The bit of a 
  jorogumo is poisonous. Anyone bitten who fails a saving 
  throw vs. death will suffer an additional 2d6 points of 
  damage. 
   
   
  Jubokko 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 13 
   
   
  Attacks: Branches (4x1d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The jubokko, also called vampire trees, grow on battlefields 
  or other scenes of bloody carnage, where so much human 
  blood may be shed on the ground that it is sucked up in great 
  quantities by the roots of nearby trees. These trees grow up 
  nourished by this blood, and knowing no other sustenance, 
  they begin to thirst for the blood of human beings. They will 
  wait motionless, appearing as a normal tree, until some 
  unsuspecting person passing beneath is snatched up by its 
  branches and murdered, the trees then feast upon their 
  victims blood. If the jubokko hits with two of its branches 
  against a single victim, that victim becomes immobilized and 
  cannot fight or cast spells until freed by his companions. 
  Such a victim is attacked with AC 10 for further attacks by 
  the jubokko. 
   
   
  Kaeru-ningen 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapon (1d6) or claws (1d4) 
   
   
  Saving Throw: 19 
   
   
  Movement: 3/18 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Kaeru-ningen are an amphibious frog-like race of humanoids. 
  They dwell deep in the heart of dismal swamps and reed 
  plains, making their homes in bamboo huts built atop 
  platforms five metres above the water line. They use their 
  powerful legs to leap into these huts without the need for a 
  ladder or stairs. They typically keep giant toads as pets and 
  guard animals. They are most often armed with spears and 
  attack by leaping at their opponent, this attack gives a +1 
  THACO and damage bonus. If unarmed they will still 
  attempt a leap attack using their claws 
   
   
  Kalin 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 15 
   
   
  Attacks: Mandibles (2d6), slash (2x1d10) 
   
   
  Saving Throw: 8 
   
   
  Movement: 18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The kalin resembles a mix between an ant and a spider. It 
  lives underground and has large eyes glowing yellow. The 
  kalin can walk and walls and is very stealthy. Its opponents 
  get a -2 malus to surprise rolls. If it attacks an opponent 
  successfully with the mandibles, the opponent is held and 
  automatically attacked by all three attacks the following 
  rounds. The kalin will not defend in the meantime unless sit 
  loses more than half of its hit points. 
   
   
  Kech 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d4+1), bite (1d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The kech is a forest fiend with a monkey-like appearance that 
  preys on all kinds of creatures, including humanoids. Kechs 
  are equally at home on the ground and in the trees and climb 
  at half speed. Kechs can Pass without Trace and prefer to use 
  traps and pitfalls before engaging in direct combat. They 
  roam the countryside in bands and sometimes take over 
  remote villages by taking out the villagers one by one. 
   
   
  
  317 
   
  Keeper of the Well 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 17 
   
   
  Attacks: Fist (2d8) 
   
   
  Saving Throw: 6 
  Magic Resistance: 75% 
   
   
  Movement: 0 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  Keepers of the well are semi-intelligent water spirits that 
  enter the material world at the behest of a powerful cleric. 
  These spirits willingly enter into a contract with the spiritual 
  leader who brought them forth, agreeing to be bound to a 
  particular well or spring and defend it from all creatures not 
  part of the local village or temple. In return for its service, the 
  keeper of the well is freed from the slave-like existence it 
  would normally have on its home place or in the spirit world. 
  A village's keeper of the well is often worshipped as a minor 
  deity. A keeper of the well appears as a large, snake-like 
  column of water rising out of the opening of the well that it 
  defends. They cannot leave the well, though they can 
  manifest themselves from any opening tied to the local water 
  system, instantly appearing at the desired location. Keepers of 
  the well are immune to fire. Spells that specifically affect 
  water – such as Part Water – can be used to damage or affect 
  a keeper of the well with results that may vary from the spell's 
  normal operation. 
   
   
  Kenku 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d4), bite (1d6) 
   
   
  Saving Throw: 14 
  Magic Resistance: 30% 
   
   
  Movement: 6/18 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The kenku are a race of anthropomorphic hawks capable of 
  flight. They have a pair of wings as well humanoid arms and 
  are rather tall. It is unclear where the kenku come from, 
  whate agenda they have or whether thy all belong to one 
  organisation or not. They are very secretive, can use Invisibility 
  at will and Fool’s Gold once per day. Kenku apparently 
  communicate via telepathy. They are popular servants if 
  raised from hatchlinghood on. However, whenever a kenku 
  discovers an enslaved member of its race, it will do anything 
  to free him and punish its owner. 
   
   
  Kentrosaurus 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 17 
   
   
  Attacks: Spiked tail (4d4) 
   
   
  Saving Throw: 4 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The kentrosaurus is related to stegosaurus and dacentrurus. It 
  has bony plates on its back and dangerous spikes on its tail. If 
  attacked from the rear, the kentrosaurus suffers a -3 armour 
  class penalty, but deal 1d10 points of damage to a successful 
  attacker. 
   
   
  Khargra 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 22 
   
   
  Attacks: Bite (3d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 3/15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The khargra is a creature from the Elemental Plane of Earth. 
  It looks like a metallic cylinder with fins. Khargra live on 
  metal and can move through rock at five times their usual 
  speed. Sometimes, they use this to pop up right behind 
  potential prey, imposing a -5 penalty on surprise rolls. On an 
  attack roll of seventeen or better, the khargra bites off and 
  opponent metal weapon, provided it‘s not magical. Fire and 
  cold do not damage a khargra, though Heat Metal inflicts 
  maximum damage. Khargra live in herds lead by a single 
  dominant member. 
   
   
  Kheph 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 16 
   
   
  Attacks: Scimitars (2x1d8) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The kheph are jackal-headed humanoids with a sleek black 
  covering of body fur.  Below the neck, the form of a kheph‘s 
  body is very much like that of a muscular and well-
  proportioned human being, although they are larger.  The 
  kheph are an ancient species, older than mankind, and they 
  revere evil gods forgotten or never known by most living 
  races.  Their supernatural link to planes of existence beyond 
  material reality is very strong, and kheph leaders are said to be 
  able to shift between planes of existence with ease. 
   
   
  
  318 
   
  Killmoulis 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d2) 
   
   
  Saving Throw: 18 
  Magic Resistance: 10% 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Good 
   
   
  CL/XP: B/10 
   
   
   
  The killmoulis are relatives of the brownies. They live in a 
  symbiotic relationship with the owner of the houses they live 
  in, usually humans, and help them with housekeeping. 
   
   
   
  Kingfisher 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 14 
   
   
  Attacks: Beak (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 1/36 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The kingfisher is a large bird with a crested head, blue to grey 
  feathers and a white chest. It lives in flocks and is usually 
  found in subtropical and tropical areas. If one kingfisher is 
  attacked, the entire swarm will retaliate. 
   
   
  Kirin 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 23 
   
   
  Attacks: Hooves (2x2d4), horn (3d6) 
   
   
  Saving Throw: 3 
  Magic Resistance: 90% 
   
   
  Movement: 24/48 
   
   
  Intelligence: Genius 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 13/2,300 
   
   
   
  The kirin is a noble creature that roams the skies to assist 
  good and punish evil creatures. It looks like an aerial horse 
  with golden scales, a red mane and a unicorn-like horn. Kirin 
  can communicate with almost all creatures telepathically and 
  cast four mage spells of levels one to seven. 
   
   
  Kizoku 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 19 
   
   
  Attacks: Slam (1d10) 
   
   
  Saving Throw: 5 
  Magic Resistance: 20% 
   
   
  Movement: 12/18 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 12/1,700 
   
   
   
  The kizoku is an evil creature in form of an irresistibly 
  handsome man. He courts beautiful woman, leading them 
  into betraying and murdering their husbands. Eventually, the 
  kizoku will devour the spirit of his victims. He always appears 
  as cultivated, elegant and confident. The only part of its 
  appearance that a kizoku cannot change is a mark in the 
  shape of a black crescent somewhere on his body. Once per 
  day, a kizoku can cast Alter Self, Charm Person, Darkness Globe, 
  Dimension Door, Greater Phantasmal Force, Hold Person, Hold 
  Portal, Hypnotism, Shadow Door and Slow. Only piercing the 
  heart of a kizoku with a wooden stake will kill it beyond 
  recovery. He can suck a woman‘s life force with a passionate 
  kiss. 
   
   
  Knight of Chaos 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 19 
   
   
  Attacks: Touch (1d6) or sword (1d8+8) 
   
   
  Saving Throw: 5 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 14/2,600 
   
   
   
  The knight of chaos appears to be a faintly glowing, ghostly 
  suit of animated armour. It seems insubstantial, but has a 
  definite physical presence. There are no features to be 
  discerned within its helm, save for a dim blue glow. Intense 
  cold radiates from the knight; any fire within a radius of five 
  metres will be dampened or doused, and liquids will cool and 
  turn to ice. The mere touch of a knight of chaos is freezing 
  cold, chilling those it touches to the bone. It wields a sword 
  in melee, drawing upon otherworldly might to inflict extra 
  damage. By concentrating for one round, the knight of chaos 
  may pass through solid objects such as a wall, leaving an icy 
  outline where it has done so. It can cast Wall of Ice, cause 
  shafts of ice to erupt from the ground, and open a portal 
  similar to a Dimension Door. All these powers can be used 
  thrice a day. The portal remains open for up to ten rounds, 
  and anyone looking at it will see a kaleidoscopic passage of 
  jagged energy bolts and whirling, ever-changing elemental 
  matter. Any being other than the knight of chaos that passes 
  through the portal suffers ten points of damage per round. 
  The knight of chaos may pass back and forth between the 
  two end-points of the portal at will. It may also use Telekinesis 
  once per day, and invoke a random spell effect twice per day. 
  The knight of chaos is immune to mind-affecting magic, as 
  well as attacks from non-magical weapons. Sacred weapons 
  can damage the knight of chaos. 
   
  
  319 
   
   
  Dread Knight 
   
   
  Hit Dice: 8+4 
   
   
  Armour Class: 20 
   
   
  Attacks: Sword (2d6+3) 
   
   
  Saving Throw: 3 
  Magic Resistance: 75% 
  Turned: - 
   
   
  Movement: 12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  The dread knight is a paladin or other defender of 
  righteousness cursed by higher powers for betraying the code 
  of honour it held in life. It appears as a skeleton in dark 
  armour radiating and aura of evil with a voice that sends a 
  chill down the spine of common creatures. The dread knight 
  enjoys nothing more than destruction and has little concern 
  for its own safety. It can use Detect Invisibility, Detect Magic and 
  Wall of Ice at will and cast Blind, Fireball, Harm and Stun once 
  per day like a spellcaster- For this purpose, the dread knight 
  is considered to have sixteen hit dice. Dread knights have the 
  common traits of all undead, but cannot be turned. They are 
  often bound to their former stronghold. If challenged to a 
  one-on-one duel, a death knight will always accept. 
   
   
  Silent Knight 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 17 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The silent knight is an undead creature resembling a heavily 
  armoured zombie armed with knightly weapons. These rather 
  powerful creatures are quite intelligent in a malign, inhuman 
  way. Their presence is in some way commanding to lesser 
  forms of undead such as skeletons and zombies, and when 
  encountered in tombs or other houses of the dead they are 
  often accompanied by battalions of these creatures that have 
  abandoned their original commands to mindlessly follow the 
  silent knight. The most distinguishing feature of the silent 
  knight, though, is that they radiate utter silence in a huge area, 
  a radius of approximately sixty metres. The silence is blocked 
  by stone, but creeps down open corridors, often providing 
  warning of the silent knight's approach with his horde of 
  undead minions. Within the area of the knight's silence, it is 
  impossible to turn undead or to cast most spells due to the 
  absence of sound. 
   
   
  Koalinth 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d8+1) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9/15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The koalinth are ocean-dwelling goblinoids. They are closely 
  related to hobgoblins and share their militant society. 
  Koalinth have green skin and gills. Sometimes, they raid 
  coastal villages. 
   
   
  Kobold 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 18 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: A/5 
   
   
   
  Kobolds are small dog-like humanoids living underground. 
  They are weaker than goblins and hobgoblins and are often 
  bossed around by them. They suffer a -1 THACO malus 
  while fighting in full sunlight. 
   
   
  Kobold Commando 
   
   
  Hit Dice: 1d4+1 hp 
   
   
  Armour Class: 14 
   
   
  Attacks: Short sword (1d6), bow (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: B/10 
   
   
   
  Kobold commandos are kobolds trained for special tasks. 
  They are often hired by mercenary organisations and suffer 
  no penalty in sunlight. If a target is hit by an arrow and fails a 
  saving throw, it takes an additional 1d4 points of fire damage. 
   
   
  Kohaai 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d6) or tongue (1d4) 
   
   
  Saving Throw: 15 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Kohaai are large, six-legged lizards covered in fine scales that 
  coruscate with varying hues of blue. They are normally found 
  in tropical climates where they are used as riding animals and 
  
  320 
   
  beasts of burden by the local populace. Kohaai possess long, 
  powerful tongues that they can use to make a whip-like 
  attack. In addition to suffering the damage done by the strike, 
  the victim of this attack must make a saving throw at a -2 
  penalty or become entangled. Entangled characters are unable 
  to use their arms to cast spells or wield weapons.  
  The bite of a kohaai is mildly poisonous, doing 1d3 points of 
  damage on a failed saving throw. Additionally, saving throws 
  against this poison are made at a +2 bonus. The skin of any 
  creature who has sustained three or more kohaai bites within 
  a week takes on a discernible bluish cast that lasts for 3d8 
  weeks. After six successful saves against kohaai poison the 
  body develops a permanent immunity to the damaging effects 
  of the bite. After twelve successful saves against kohaai 
  poison the body begins to treat the poison as a mild 
  amphetamine, providing a +1 to attack rolls and saving 
  throws for 1d4+2 hours after being bitten. 
   
   
  Koi-kin 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 12 
   
   
  Attacks: Slap (1d3) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9/12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Good 
   
   
  CL/XP: 2/30 
   
   
   
  The Koi-kin are brightly coloured humanoid goldfish, 
  peaceful and amphibious peasants of Eastern lands, and 
  generally pleasant to be around, if somewhat dull company. 
  They are simple-minded and easily led; often prey to bullies 
  like the yurmp or haughty local nobility. Some monks will 
  occasionally attempt to teach the koi-kin martial arts, and 
  instil the drive to stand up for themselves, only to give up in 
  frustration at these creatures‘ blank-faced placidity. 
   
   
  Komodo 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 6 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Komodo are very large lizards with a poisonous bite. Unless a 
  saving throw vs. death is made after being bitten by one, the 
  victim takes and additional 1d12 points of damage after 1d4 
  rounds. 
   
   
  Giant Komodo 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Giant komodo look mostly like larger versions of the 
  common komodo. Their bite is poisonous and deadly. Death 
  from the poison takes place in 1d4 turns after the bite, but 
  can be avoided with a saving throw vs. death. 
   
   
  Koro-pok-guru 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 18 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: b/10 
   
   
   
  The koro-pok-guru are a human-like race short of stature, 
  agile, and skilled at fishing. They live in pits with roofs made 
  from butterbur leaves. They are typically armed with crude 
  spears and hand axes. 
   
   
  Korred 
   
   
  Hit Dice: 6+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (1d2+4) or weapon (1d4+4) 
   
   
  Saving Throw: 9 
  Magic Resistance: 25% 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The korred is a tiny fey. It has a humanoid torso, goat legs 
  and long, black, shaggy hair. They love to dance and are on 
  good terms with satyrs, centaurs and other creatures of the 
  forest. Korred are way stronger than their size suggests and 
  can hurl a boulder over a distance of thirty metres causing 
  2d8 points of damage. They can weave their hair into ropes 
  with five hit points and a movement speed of three. Anyone 
  attacked by such a rope has to make a saving throw or will be 
  entangled and cannot move and only defend. Thrice a day, a 
  korred can use magical laughter. Everyone within a radius of 
  twenty metres has to make a charisma check or will be 
  stunned for 1d4 rounds. 
   
   
  
  321 
   
  Kubi-no-nai-bushi 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 20 
   
   
  Attacks: Black katana (1d8+1) 
   
   
  Saving Throw: 4 
  Magic Resistance: 50% 
  Turned: 11 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 13/2,300 
   
   
   
  The kubi-no-nai-bushi, a headless warrior, is a particularly 
  rare and powerful form of undead that is sometimes created 
  when the spirit of a honourable samurai that was unlawfully 
  or unjustly forced to commit sepukku returns from the grave 
  in search of vengeance. Regardless of the samurai‘s previous 
  station in life, kubi-no-nai-bushi always take the form of a 
  suit of of ritual o-yori armour of the best quality, without a 
  kabuto, and with a torch-sized bluish ball of flame burning 
  where the head is supposed to be. They carry a large black 
  katana of incredible sharpness, said to have been forged by 
  the demons of the underworld; always eager to spread chaos 
  in the lands of men  
  The kubi-no-nai-bushi appears near his grave every sunset 
  and dissipates at dawn, where ever he may be. These undead 
  have a general feel for the location of their quarry and will 
  unwaveringly march in that direction, stopping only to cut 
  the heads of any human they meet in the way, man, woman 
  or child. This might mean whole communities can be wiped 
  out before the vengeful undead finally gets to his target. 
  Kubi-no-nai-bushi can be defeated in a fight but unless the 
  spirit is laid to rest it will re-appear on the following nightfall. 
  Only a powerful exorcism at the burial site or the demise of 
  the culprits for the samurai‘s suicide will make the spirit go 
  away permanently. Kubi-no-nai-bushi are immune to 
  mundane weapons. 
   
   
  Kurok 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 13 
  Turned: 4 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  A kurok is a non-human spirit that manifests as a ghostly 
  crocodile, limned with a transparent grey fire. Kuroks can 
  only be damaged by silver weapons or magic. Anyone within 
  melee attack range of the creature must make a saving throw 
  vs. paralysis or be paralysed by the ghostly flames around the 
  spirit‘s crocodile body. When the kurok bites an opponent, 
  the bite causes the temporary loss of 1d4 constitution points 
  if a victim‘s constitution drops to naught as the result of a 
  kurok‘s bite, he dies and the spirit takes his soul to eat. 
   
   
  Kyojin 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 16 
   
   
  Attacks: Club (1d6+1), fist (1d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  These hulking giants stand at over four metres tall. They have 
  thick, craggy hide has a pebbly texture and a tawny grey 
  complexion. Its heavily muscled arms end in fists like 
  boulders, which drag on the ground. Kyojin are dim and 
  slow, but monstrously strong and durable. Their hunting 
  parties roam the hills and valleys searching for prey, in 
  general, they do not kill wantonly, but when food is scarce or 
  they feel threatened they will fight savagely. Kyojin eat large 
  game like deer, but have been known to feed on cows and 
  horses, bringing them into conflict with humans. The females 
  of the species are physically larger and largely responsible for 
  the hunt. Kyojin are able to let out a terrible roar which can 
  be heard for miles. In combat this sound can stun opponents 
  that fail a saving throw for one round. The kyojin‘s rocky 
  hide is prized as an herbal medicine. It is believed, when 
  mixed in tea, to be a cure for impotence. They save at a +2 
  bonus against all forms of poison and toxins. 
   
   
  Kyonshi 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (1d6), bite (1d6+1) 
   
   
  Saving Throw: 8 
  Turned: 7 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  Kyonshi, also called hopping vampires, are one of the most 
  fearsome forms of undead, such are the dread stories told 
  about these creatures that everyone seeing one for the first 
  time must make a saving throw or run to a place of hiding 
  and safety.  Sometimes when a body is buried improperly or 
  in an inauspicious location, it reanimates with a hunger to kill 
  mortals and consume their life force. The corpse retains the 
  rigidity of death so the creature hops about rather than 
  moving normally. The return from death gives the hopping 
  vampires a greenish tint to their skin, fangs in their mouths, 
  and razor-sharp fingernails that are virtual claws.  
  In combat a kyonshi uses both claws and fangs ravenously 
  for a total of two attacks. They take only half damage from 
  normal weapons; fire-based attacks inflict normal damage.  
  Kyonshi locate human prey by sensing their breath. By 
  holding their breath and covering their nostrils, characters 
  can become virtually invisible to a vampire. This is easier said 
  than done however, particularly during a fight when the need 
  to breath is prominent. On each round a character wishes to 
  hold his breath roll 1d20 and add number of previous rounds 
  he has been doing so; if the result is above the character‘s 
  
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  constitution score he cannot hold his breath any longer and 
  must breathe becoming visible to any kyonshi in the area.  
  Anyone who suffers damage from a kyonshi runs the risk of 
  becoming a vampire in turn. Exactly how this occurs is a 
  mystery, but most sages agree it is a form of curse. Those 
  who succumb to the curse slowly turn into vampires 
  themselves, growing fangs and long fingernails and becoming 
  more and more bestial. The process a number of days equal 
  to the victim‘s constitution score minus 1d6 and usually only 
  becomes evident after a couple of days have passed. To stop 
  the transformation, Remove Curse must be cast on the victim.  
  Upon becoming a vampire a victim cannot be changed back 
  without the intercession of a major spirit or god. The fear of 
  kyonshi is one of the reasons why cremation is the most 
  popular form of funerary rite in areas were kyonshi appear. 
   
   
  Kzaddich 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 27 
   
   
  Attacks: Weapons (2x2d8) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 6/400 
   
   
   
  This weird but benevolent race exists outside of the normal 
  concept of time. They may come from the distant future, but 
  could just as easily hail from the distant past or from an 
  alternate reality altogether. When encountered, they are 
  generally working to defy the plans of their arch-enemies, the 
  tsalakians, another trans-dimensional race of beings, and to 
  organise resistance against them. The kzaddich always appear 
  as human-sized figures, completely covered by cloaks. Their 
  own speech sounds not unlike wind chimes. When dealing 
  with sentient creatures, they use their native telepathy. Their 
  true form defies immediate description; uncloaked, they 
  appear as an amalgamation of shifting, softly glowing spheres 
  in a rough approximation of a bipedal form. The kzaddich 
  can slip in and out of the time stream at will, and as a result 
  they are exceedingly difficult to harm. They can anticipate the 
  future actions of their opponents, resulting in their uncanny 
  ability to avoid strikes. Moreover, take half or no damage 
  from damage-causing spells that allow saving throws, and are 
  allowed a saving throw against spells that normally do not 
  allow one – whether these spells cause damage or not. They 
  are immune to all spell charming or holding creatures and 
  cannot be affected by spells that affect time. Indeed, kzaddich 
  can ignore the effects of these spells and even interrupt and 
  share any beneficial effects of such magic. Kzaddich are 
  loathe to engage in combat, but if forced, they have the 
  innate ability to Haste themselves at will. If faced with certain 
  capture or death, a kzaddich can, at will, simply slip into the 
  far future or past to avoid the situation. Kzaddich have 
  considerable mental powers. They can heal all damage they 
  have suffered five times per day, levitate at will, communicate 
  telepathically within thirty metres with any creature, and read 
  psychic impressions left upon objects. The kzaddich do not 
  perceive time the way others do; they can perceive the 
  outlines of the future. Kzaddich can never be taken by 
  surprise. Twice per day, a kzaddich have the ability use 
  Time Stop with a duration of two rounds. A kzaddich can 
  share the time stop with another creature with which it is in 
  physical contact. Almost nothing is known of the kzaddich 
  culture; they vie against the machinations of the tsalakians on 
  a scale that mortal creatures cannot comprehend, in a vast 
  war that spans time and dimensions. 
   
   
  Laerti 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d6) or weapon (1d8+1) 
   
   
  Saving Throw: 13 
   
   
  Movement: 18 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Laerti are desert-dwelling lizard people. They work as 
  mercenaries or bandits and live in tribes. Laerti are very agile 
  and never wear armour heavier than leather armour. They 
  have no issue eating other sentient races and prefer to eat the 
  internal organs. Laerti are stealthy and get a +2 bonus to 
  surprise rolls as well as a +1 bonus to initiative rolls. 
   
   
  Lambeosaurus 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (2d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  The lambeosaurus, also called the duckbilled dinosaur, is an 
  odd-looking two-crested dinosaur. It is a herbivore and has 
  exceptionally good senses of hearing and smelling. 
   
   
  Lamia 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d6), tail (1d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Lamias are a race of creatures with the torso of human and a 
  serpent lower body. They have long black hair and can 
  magically conceal their tail. Only creatures able to see 
  invisibility will be able to see through their masquerade. 
  Lamias can use their tail to entangle victims. After a 
  successful attack, the target will not be able to attack for one 
  round. 
   
   
  
  323 
   
  Lammasu 
   
   
  Hit Dice:7+7  
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d6) 
   
   
  Saving Throw: 9 
  Magic Resistance: 30% 
   
   
  Movement: 12/24 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Good 
   
   
  CL/XP: 8/800 
   
   
   
  The lammasu is a benevolent winged feline with a human 
  head, a long mane and often a long beard too. All lammasu 
  seems to be male. Lammasu are kind and often assist other 
  good creatures. They can use Dimension Door at will and 
  radiate Greater Protection from Evil. Lammsu can use two cleric 
  spells of the first four levels and will use those before going 
  into melee combat. Settlers value the lammasu as they protect 
  frontier settlements. 
   
   
  Lamp Eft 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 13 
   
   
  Attacks: None 
   
   
  Saving Throw: 18 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: A/5 
   
   
   
  The lamp eft is a salamander-like creature that glows in the 
  dark. It has flattened paws and tail, allowing it to float. Lamp 
  efts are not affected by a vacuum live in the upper 
  stratosphere, but may come down to the surface at night. If a 
  spellcaster is touched by a lamp eft, he will lose a memorised 
  spell. 
   
   
  Giant Lamprey 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Giant lampreys are slow-moving eels with a toothy, 
  sphincter-like mouth.  Once the monster scores a hit, it 
  fastens to the victim and bites and drains blood automatically 
  each round thereafter until the victim is dead.   
   
   
  Lightning Lamprey 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 17 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Lightning lampreys are floating creatures about one metre 
  long that feed upon powerful electrical currents and lightning.  
  Schools of them drift along in the wake of storm clouds.  
  They are not normally encountered away from electrical 
  storms, though some may sniff their way down from higher 
  altitudes if lightning is actually striking the ground.  However, 
  they might be found in unusual magical environments where 
  electrical discharges or lightning is plentiful.  Their bite 
  inflicts damage from the sharp teeth, but also delivers an 
  electrical shock of doing 1d6 points of lightning damage.  
  Their bodies are extremely good electrical conductors. The 
  lamprey itself is fully immune to electricity. 
   
   
  Laraken 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 18 
   
   
  Attacks: Strike (1d4+1) 
   
   
  Saving Throw: 4 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 14/2,300 
   
   
   
  The laraken is a strange creature from an alternate Material 
  Plane. It appears as a glowing yellow sphere with 
  pseudopods. It can be found in the South; mostly in swamps 
  near places radiating magic. A laraken lives on magic. If it hits 
  a spellcaster, it will drain one spell. If it is hit by a magical 
  weapon, it will reduce the weapons enchantment by one. For 
  each drain, the laraken gains a +1 bonus to TAHCO and 
  damage. 
   
   
  Lashweed 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Tendrils (4x1d4) 
   
   
  Saving Throw: 13 
  Magic Resistance: 20%  
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The lashweed is a walking plant. It looks like a collection of 
  veiny stems coiled around a central stalk. The lashweed can 
  move through the thickest vegetation without being slowed 
  down. While hunting, it emits a drum-like pounding thought 
  to function like echo-based localisation of potential prey. 
  Once per fight, a lashweed can spit out a clone of black 
  
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  poison three metres long and two metres wide at the end. 
  Anyone hit by the poison has to make a saving throw or will 
  be blinded for 1d4 days. Sometimes, lashweeds like in patches 
  of up to two dozen plants. 
   
   
  Giant Leech 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The giant leech lurks in lakes and shallow rivers waiting for 
  prey to drink or pass through. One it made a successful 
  attack, it starts to suck blood and drains one point of 
  constitution per round. The constitution is recovered with a 
  rate of one point per day. 
   
   
  Sorcery Leech 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: None 
   
   
  Saving Throw: 18 
  Magic Resistance: 99% 
   
   
  Movement: 1 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Sorcery leeches are often used by mages to subtly deplete an 
  arcane foe‘s magical arsenal. If a sorcery leech attaches itself 
  to someone, it will slowly siphon off the spells pressed into 
  the spellcaster‘s mind. For each round a sorcery leech 
  remains attached to a spellcaster, it may deplete one level 
  worth of memorized spell. To drain a spell higher than first 
  level, the leech has to remain attached for a number of 
  rounds at least equal to that spell‘s level. The damage inflicted 
  by the leech's siphoning is so negligible that the spellcaster is 
  usually unaware that something is amiss until he attempts to 
  cast a siphoned spell. Sorcery leeches affect only arcane 
  spellcasters. 
   
   
  Leopard 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (1d3), bite (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Leopards are small, roaring great cats, standing about half a 
  metre tall at the shoulder.  They are not quite as fast as the 
  other great cats, but they are stealthy hunters. 
   
   
  Lephane 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 13 
   
   
  Attacks: Trunk (2d4), bite (1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The lephane is a semi-aquatic relative of the elephant, 
  adapted for dwelling in rivers and lakes. The main body, 
  resembling a boulder, is a shrivelled and shrunken mass, 
  although it is still almost the size of a normal elephant's. The 
  head is barely recognizable as an elephant‘s, as the ears are 
  atrophied lumps; the trunk is much longer than that of a 
  normal elephant. The lephane attacks by grabbing and 
  constricting with its long, muscular trunk from underwater. 
  Once it has struck, it can apply continuous damage per round 
  and can drag victims underwater. If the lephane manages to 
  drag its prey all the way to its mouth, it can also bite for 1d6 
  points of damage. In general, any creature attacking it while it 
  is in the water will suffer a -2 THACO and damage penalty; 
  except with spears or other good underwater weapons. 
  Breaking free from the lephane‘s trunk can be managed with 
  a successful strength check. The lephane is an accomplished 
  swimmer, but lazy. It prefers to walk along a river bottom, 
  poking the tip of its trunk above the water to breathe. Like its 
  land-bound kin, it has ivory tusks that will fetch a fine 
  reward: Up to 400 gp per tusk. Unlike its land-bound kin, the 
  lephane is omnivorous; it can survive on roots and leaves, but 
  it prefers fresh meat. 
   
   
  Leprechaun 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (1d6) 
   
   
  Saving Throw: 12 
  Magic Resistance: 80% 
   
   
  Movement: 15 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Leprechauns are tiny folk who are found in fair, green land. 
  They enjoy working magic, smoking tobacco and causing 
  harmless mischief. There seem to be way more male than 
  female leprechauns. Leprechauns are peaceful by nature, can 
  turn invisible at will, polymorph small to medium nonliving 
  objects and cause all kinds of illusions. Fool’s Gold is one of 
  their favourite spells. Leprechauns have a +3 bonus to 
  surprise rolls and like to hoard gold, even though they never 
  use gold as currency among each other. They are fond of 
  wine, which is one of their few weaknesses. 
   
   
  
  325 
   
  Leucrota 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (3d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The leucrota has a badger‘s head and a lion‘s body, but with 
  cloven hooves instead of claws.  Its toothy mouth stretches 
  from ear to ear and delivers a deadly bite. It is said to hate 
  both humans and dogs. 
   
   
  Leviathan 
   
   
  Hit Dice: 30 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (4d10) 
   
   
  Saving Throw: 3 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 30/8,400 
   
   
   
  The leviathan is a gargantuan sea monster and a legend 
  among sailors. It has incredible hard scales and can sink a 
  small ship with one hit. On a roll four higher than needed to 
  hit or on a critical hit, the leviathan will swallow its opponent. 
  Anyone swallowed will die within two hours and be digested 
  within a day. If leviathan scales are used to strengthen a ship‘s 
  hull, the ship will become almost unsinkable. 
   
   
  Lhiannan Shee 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 12 
  Turned: 7 
  Magic Resistance: 90% 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The lhiannan shee is a vampiric spirit that appears a beautiful 
  woman. She is a seductress and especially fond of bards and 
  other charismatic men. A lhiannan shee can become invisible 
  at will. Bright light will make her less physically stable and less 
  abel to affect physical objects, but also grant the lhiannan 
  shee a +3 armour class bonus. Darkness has the opposite 
  effect. If a male humanoid is touched by a lhiannan shee, he 
  has to make a saving throw at a -6 penalty or will fall under 
  her control. Only Remove Curse or the destruction of the 
  lhianna shee will break the charm. Each night, the lhiannan 
  shee permanently drains one hit point from her victim. The 
  victim will not notice the loss, but becomes pale and fragile. 
  The hit points can be restored by Heal at a rate of one hit 
  points per spell. Dispel Evil, Heal and Remove Curse used 
  together restore 2d6 hit points. A lhiannan shee is physically 
  weak, but will be defended by her lover. She can only be hit 
  my magic weapons and has the common undead traits. 
  Interestingly, while under the lhiannan shee‘s influence, a 
  bard will be twice as talented as usual. 
   
   
  Lich 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 20 
   
   
  Attacks: Lich touch (1d10) 
   
   
  Saving Throw: 3 
  Turned: 13 
   
   
  Movement: 6 
   
   
  Intelligence: Genius 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 15/2,900 
   
   
   
  Some powerful spellcasters, often but not only necromancers, 
  fear death and do everything to remain on the Material Plane. 
  One way to do so is to perform an ancient ritual and 
  transform into a lich. The lich has the same number of hit die 
  as the original caster and all its magical powers. Lichs often 
  command other undead. Creatures with less than five hit dice 
  will be paralysed by the lich‘s fearsome presence. Anyone 
  suffering the lich‘s cold touch is paralysed. A saving throw is 
  not permitted. Lichs store a part of their essence in a magical 
  object. Unless this object is destroyed alongside the lich, the 
  lich will always reform if slain in battle. 
   
   
  Bonfire Lich 
   
   
  Hit Dice: 14 
   
   
  Armour Class: 20 
   
   
  Attacks: Ram (5d8) 
   
   
  Saving Throw: 4 
  Magic Resistance: 30% 
  Turned: 12 
   
   
  Movement: 15 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 17/3,500 
   
   
   
  The bonfire lich is a wizard who prepared himself for 
  lichdom and then died by fire. As a result, he was turned into 
  a huge disembodied head and has to live through endless 
  agony. Bonfire lichs are desperate and aggressive, trying to 
  destroy everything in their path. They are healed by fire and 
  suffer not additional damage from cold-based attacks. 
  Bonfire lichs cannot cast spells. 
   
   
  
  326 
   
  Dread Lich 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 19 
   
   
  Attacks: Lich touch (1d12) 
   
   
  Saving Throw: 4 
  Turned: 13 
   
   
  Movement: 6 
   
   
  Intelligence: Supra-Genius 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 14/2,600 
   
   
   
  The dread lich is connected to strange elemental incarnations, 
  namely the grave, blood, mist and pyre elementals. They have 
  studied these elementals in life and like to surround 
  themselves with these elementals in addition to undead 
  servants. The dread lich‘s touch is not paralysing. 
  Additionally it has four elemental attacks. The grave touch 
  requires the victim to make a saving throw vs. death. If the 
  save is made, it only takes 1d10 points of damage. If it is not 
  made, its bones are shattered and Heal has to be applied 
  within one turn or the victim will die. Pyre touch incinerates 
  the target deals 1d10 points of damage per round until the 
  fire is extinguished with Dispel Magic or a spell to control fire. 
  Blood touch deals 1d10 points of damage and requires a 
  saving throw vs. paralysis. If the save is not made, the victim 
  starts to bleed and loses 1d4 hit points per round until the 
  effect is dispelled. For every twelve points of damage, a 
  random ability score will drop by one until magically restored. 
  Mist touch will bring a victim directly under the lich‘s control 
  unless a saving thro vs. death is made. Remove Curse will end 
  the domination. A dread lich can only be harmed by magic 
  weapons. It is immune to cold and lightning and has 
  spellcasting abilities equal to a mage with its hit dice. 
   
   
  Dry Lich 
   
   
  Hit Dice: 13 
   
   
  Armour Class: 22 
   
   
  Attacks: Dehydrating touch (1d12) 
   
   
  Saving Throw: 3 
  Turned: 14 
   
   
  Movement: 9 
   
   
  Intelligence: Genius 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 16/3,200 
   
   
   
  The dry lich lives in extremely dry places. Many dry lichs are 
  clerics of a divine entity related to the desert. The dry lich‘s 
  touch dehydrates the victim and drains 1d4 points of 
  constitution. The constitution points can only be recovered 
  by drinking lots of water. The touch is twice as effective 
  against water-based creatures. The dry lich takes only half 
  damage from fire, but any water used against it will function 
  as holy water. It can polymorph at will. 
   
   
  Elemental Lich 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 20 
   
   
  Attacks: Lich Touch (1d12) 
   
   
  Saving Throw: 3 
  Turned: 16 
   
   
  Movement: 6 
   
   
  Intelligence: Supra-Genius 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 18/3,800 
   
   
   
  The elemental lich was once a wizard specialised in the study 
  of magic and its relations to the elements. As a result, the lich 
  is immune against fire, lightning and cold. If it touches a 
  creature, roll 1d4 to determine whether the attack will be 
  based on fire, lightning, cold or poison. The victim will catch 
  fire and suffer 1d6 points of damage per round, be stunned 
  for 2d6 rounds, slowed down to half speed for 1d8 turns or 
  suffer a -2 THACO and damage malus for due to poisoning. 
  An elemental lich can only be hit my magical weapons, is 
  immune to mind-affecting attacks, death magic and all spells 
  below spell level three. 
   
   
  Master Lich 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 21 
   
   
  Attacks: Lich Touch (2d8) 
   
   
  Saving Throw: 3 
  Magic Resistance: 20% 
  Turned: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Supra-Genius 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 16/3,200 
   
   
   
  The master lich has no true body, but stores his essence in a 
  host body. The host body gains a dried-out look, leathery 
  skin and ages three times as fast. Taking over a body takes 
  one turn and can be avoided with a saving throw vs. death at 
  a -2 penalty if the target is conscious. Any creature with less 
  than five hit dice looking at the lich has to make a saving 
  throw vs. death or will die. If the save is made, the creature is 
  still paralysed in terror for 1d4 rounds. Anyone touched by 
  the lich has to make a saving throw vs. paralysis or will be 
  paralysed for one day or until the effect dispelled. In any case, 
  the touch inflicts 2d8 points of damage, ignoring any armour. 
  A master lich can only be hit my magical weapons, is immune 
  to mind-affecting attacks, death magic and all spell below 
  level three. 
   
   
  
  327 
   
  Lilith 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d6+2) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12/18 
   
   
  Intelligence: Genius 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The lilith are an artificially created race of aquatic, fish-like 
  humanoids. They have bald heads, large hands and all seem 
  to be female. It is said that the lilith were made by a renegade 
  god, only to be later destroyed by other gods – not 
  successfully, it seems. They can only be harmed by iron 
  weapons or weapon containing large quantities of iron. 
   
   
  Lion 
   
   
  Hit Dice: 5+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d4), bite (1d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The lion is a feline predator. Lions generally have males with 
  manes, though some types have less distinguishable genders. 
  Old lion are often solitary, whereas younger ones may lead a 
  pride. 
   
   
  Dire Lion 
   
   
  Hit Dice: 7+3 
   
   
  Armour Class: 13  
   
   
  Attacks: Claws (1d8), bite (1d12) 
   
   
  Saving Throw: 10 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  Uncannily fast and monstrously huge, the dire lion is a 
  merciless hunter and not above hunting other predators. Its 
  roar is unnatural and will scare away other animals with less 
  than six hit dice or at least prevent them from engaging the 
  dire lion for 1d6 rounds. 
   
   
  Ghost Lion 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 19 
   
   
  Attacks: Claws (2x1d3), bite (1d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The ghost lion appears as a semi-translucent lion with white 
  fur and empty eyes. It can only be damaged by magic or silver 
  weapons. Being hit by the ghost lion will reduce one random 
  ability score of the target by one. 
   
   
  Stone Lion 
   
   
  Hit Dice: 8+3 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d8), bite (1d10) 
   
   
  Saving Throw: 8 
   
   
  Movement: 21 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 9/1,100 
   
   
   
  The stone lion is an animated statue that serves as a protector 
  and guardian. Once every three rounds, it can utter a roar that 
  acts like Scare. The stone lion can remain completely 
  motionless as long as it likes. 
   
   
  Lithonnite 
   
   
  Hit Dice: 5+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d4), bite (18) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  Lithonnites are huge mollusc-like creatures, about one ton in 
  weight, living in subterranean and surface environments. The 
  front of a lithonnite‘s body is encased in a powerful shell, 
  even to the rock-like eyelids. When the rest of the lithonnite‘s 
  body is concealed in a grotto or under water, the shell 
  appears like a boulder or other natural rock. It is not possible 
  for the lithonnite to draw its soft body entirely into the shell. 
  In combat, the lithonnite reaches around its shell with two 
  slug-like tentacles to attack. The creature‘s frontal portion, 
  protected by the shell, can be attacked by any sort of weapon; 
  behind the shell, the soft body has AC 13, but cannot be 
  affected by blunt weapons due to its boneless consistency. 
   
   
  
  328 
   
  Giant Gliding Lizard 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d10) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9/15 
   
   
  Intelligence: Animal 
   
   
  Alignment: neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The giant gliding lizard has skin flaps it can use to glide over 
  short distances. They can stay in the air for a maximum of 
  three rounds in a row. 
   
   
  Fire Lizard 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d8), bite (2d8) 
   
   
  Saving Throw: 5 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The fire lizard does not look unlike a wingless red dragon. 
  Both species probably have a common ancestor. In addition 
  to its physical attacks, the fire lizard can breathe a cone of fire 
  five metres long and three metres wide at the end which 
  inflicts 2d6 points of damage to everyone hit. A saving throw 
  is permitted for half damage. The fire lizard is immune to all 
  forms of heat and does in fact regenerate 1d4 hit points per 
  damage die of fire damage. Fire lizard eggs are worth more 
  than 3,000 gp on the free market. 
   
   
  Giant Lizard 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Giant lizards have many colours and live in all kinds of 
  terrains. They look like common, albeit large, lizards. Giant 
  lizards are sometimes domesticated by lizard-kin, who use 
  them as mounts, beasts of burden and food. 
   
   
   
  Ice Lizard 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 18 
   
   
  Attacks: Claws (2x1d3), bite (1d6) 
   
   
  Saving Throw: 14 
  Magic Resistance: 80% 
   
   
  Movement: 9/15 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The winged ice lizard is a relatively large lizard with white 
  scales that can easily be mistaken for a very young white 
  dragon. Three times per day every third round, it can breathe 
  ice in a cone ten metres long and three metres wide at the 
  end. It inflicts 2d8 points of damage. While the ice lizard has 
  a high magic resistance, it is not very smart and also suffers a 
  -2 penalty to saving throw vs. charming and immobilising 
  spells. Ice lizards usually live in underground ice caverns by 
  themselves. It collects treasures and will use its hoards to 
  attract females. 
   
   
  Lightning Lizard 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (1d4), bite (1d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Lightning lizards stand almost two metres in height and may 
  reach a length of five metres. Their scales are a shimmering 
  blue and sparks of lightning constantly crackle around their 
  maw. Lightning lizards have sometimes been used as mounts 
  for powerful orc chiefs or other tribal lords. A lightning lizard 
  may spew a crackling Lightning Bolt to assault its foes twice per 
  day. A successful save halves the damage. Lightning lizards 
  are immune to electricity-based attacks. 
   
   
  Lizard-kin 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d2), weapon (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Lizard-kin are a race of humanoid lizards. They are quite 
  intelligent, but technologically not very advanced. As they are 
  no mammals, a lot of other sentient races and their 
  behaviours seems alien to them. Lizard-kin live mostly in dry 
  areas and form tribes. 
   
   
  
  329 
   
  Minotaur Lizard 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x2d6), bite (3d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The minotaur lizard is named after its minotaur-like horn. 
  They are not used in combat, but thought to attract mates. 
  On a critical hit, the minotaur lizard traps its target in its 
  mouth and automatically does 3d6 points of damage every 
  round thereafter. 
   
   
  Lizard Samurai 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 16 
   
   
  Attacks: Katana (1d8) or bow (2x1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Lizard samurai come from some unknown race of bipedal 
  lizards, possibly from the spirit world, possibly from another 
  dimension, possibly from another planet. They are only 
  encountered in elaborate armour, bearing sharp katanas and 
  sometimes with longbows. Lizard samurai follow a strict code 
  of combat, but consider humans of non-fighting social class 
  to be animals virtually beneath their notice. When venturing 
  into human lands, they are normally formed into well-
  organised military units, sometimes with members of some 
  other race serving as auxiliary troops. These military units 
  generally consist of at least twenty of the lizard samurai, and 
  are always led by a captain with six hit dice. 
   
   
  Shocker Lizard 
   
   
  Hit Dice: 1d6 hp 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Shocker lizards are large lizards living in hot and temperate 
  climates. They deliver an electrical shock by touch, and 
  anyone hit by the shock must make a saving throw or be 
  stunned for 1d3 rounds.  If anyone is hit by two or more 
  shocks in a single round, the second shock may kill the victim 
  unless a saving throw vs. death is made. 
   
   
   
  Locathah 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d8+1) 
   
   
  Saving Throw: 14 
   
   
  Movement: 3/12 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The locatha are fish-like humanoids living in tropical waters. 
  They are opportunists and cooperate with almost anyone if 
  the alliance is advantageous. Locathah move very slowly on 
  land and avoid leaving the water. Locatha are smart and good 
  weapon manufacturers and architects. 
   
   
  Giant Cave Locust 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d2), bump (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6/18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Giant cave locusts are pale, cricket-like creatures that live 
  underground. They are eyeless, depending on their sound-
  sensitive antennae, vibration-sensitive feet and a variety of 
  touch-sensitive hairs-like structures on their legs to sense the 
  environment around them. These creatures eat subterranean 
  fungi as well as carrion; they are not predators, but if 
  disturbed they will attack, shrieking loudly, biting, jumping 
  wildly around, or spitting nasty goo. 
  All giant cave locusts in a group will shriek when disturbed, 
  attracting wandering monsters. A giant cave locust can leap 
  up to twenty metres horizontally, or up to ten metres up. If 
  one of these creatures is not engaged at the beginning of the 
  round, it will leap toward one of the opponent creatures. If 
  the attack hits, the target creature takes 1d4 points of 
  nonlethal damage from the impact. Finally, a giant cave locust 
  can spray greenish-brown goo up to three metre. Each giant 
  cave locust can perform this attack just once per encounter. 
  This spit attack will usually be reserved until their situation 
  becomes dire, in which case all remaining giant cave locusts 
  will spit at their nearest opponent, and then all will attempt to 
  flee in the next round. While spitting, an opponent‘s armour 
  class boni from equipment is ignored. If the attack hits, the 
  target must make a saving throw vs. death or be unable to do 
  anything for 3d6 rounds due to the horrible smell. 
   
   
  
  330 
   
  Loxo 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (2d6), weapon (2d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The loxo are a race of anthropomorphic elephants with two 
  trunks and blue to grey skin. They are seminomadic and 
  travel the grasslands of their home region in small clans 
  consisting of family units. If a clan becomes too large, it splits 
  into two smaller clans. Loxo are honest and value family ties 
  and traditions. Some loxo warriors can go into blood rage. 
  They suffer a -2 penalty to THACO and armour class, but 
  deal double damage. An enraged loxo can remain so for 4d4 
  rounds, after which he will fall unconscious. 
   
   
  Giant Lungfish 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (3d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 6/15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Commonly mistaken for a lizard, the giant lungfish is actually 
  related to the shark and similar species. On land, the lungfish 
  is slow, but can defend itself well with its powerful bite. To 
  defend itself, it can cast Entangle up to six times per day. 
  Giant lungfish live in small schools, but only those on a hunt 
  are commonly encountered. They breed whenever their 
  swamp is flooded once during the year. 
   
   
  Ceiling Lurker 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 13 
   
   
  Attacks: Crush (1d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 1/7 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The ceiling lurker resembles a floating manta ray. It has grey 
  skin and is hard to detect when lurking under a ceiling of a 
  cave or dungeon. With a successful attack, the lurker engulfs 
  a victim. The victim takes 1d6 points of damage per round 
  and will suffocate in 1d4 rounds unless the ceiling lurker is 
  killed. 
   
   
  Giant Lynx 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d2), bite (1d6) 
   
   
  Saving Throw: 15 
   
   
  Movement: 12/9 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The giant lynx prefers to live in the forests of the north, but 
  is sometimes also seen further south. It is a lot smarter than 
  most animals and exceptionally cunning. The giant lynx 
  speaks its own language, is a good swimmer and climbs at 
  half speed. It gains a +3 bonus to surprise and initiative rolls. 
   
   
  Giant Macaw 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 14 
   
   
  Attacks: Beak (1d10) 
   
   
  Saving Throw: 12 
   
   
  Movement: 6/21 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Giant macaws are not predators, but they are highly territorial 
  and very dangerous, being as large as a tall human.  They 
  have brilliant green, blue, or red plumage, and are generally 
  found in tropical regions.  The giant macaw attacks with a 
  wickedly powerful beak.  They are ordinarily found in mated 
  pairs, and their feathers can usually be sold for a tidy sum. 
   
   
  Maedar 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Fists (2x2d4) 
   
   
  Saving Throw: 10 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The maedar is the rare male counterpart to the medusa. 
  Maedar look like tall, muscular humanoids and often have 
  many tattoos. They lack a medusa‘s petrifying gaze, but are 
  immune to it, medusa poison as well as paralysis and 
  petrification in general. Every three turns, a maedar can use 
  Stone to Flesh. If a maedar‘s medusa bride is killed, he will not 
  rest until the responsible ones have been killed. 
   
   
  
  331 
   
  Maelephant 
   
   
  Hit Dice: 8+2 
   
   
  Armour Class: 19 
   
   
  Attacks: Claws (2x1d6), trunk spike (2d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The maelephant is a malignant bipedal beast with fur and a 
  pachyderm‘s head. Its trunk ends in a vicious barb it uses in 
  combat. If the maelephant hits a target with both claws in 
  one round, the target suffers 1d3 points of crushing damage 
  per round and the trunk spike automatically hit each round 
  thereafter. While charging into combat, the maelephant‘s 
  speed increase to eighteen and its gains a +2 THACO bonus. 
  Three times per day, it can release a noxious cloud from its 
  trunk ten metres long and three metres wide at the end. 
  Unless a saving throw at a +2 bonus is made, the cloud 
  causes complete memory loss. The loss can be cured with 
  Neutralise Poison. Once per day, the maelephant can also use 
  Blade Barrier. Maelephants come from the Abyss, but also 
  appear on the Material Plane as guardians summoned by dark 
  wizards. Whenever two maelephants see each other, they will 
  fight to the death, not matter under whose control they are. 
  The only exception are magically controlled maelephants. 
   
   
  Maggog 
   
   
  Hit Dice: 5+1 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d6), sting (1d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12/18 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 7/600 
   
   
   
  Maggogs are bat-winged stone creatures closely related to 
  gargoyles. They can utilize magic; usually four spells of first, 
  two of second and one of third level. Typically they are found 
  deep in the bowels of the earth. Maggogs are related to 
  demons too, but aren't guardians of the underworld. Their 
  terrible claws can inflict damage, along with a barbed tail, 
  which is used as a stinger. 
   
   
  Malcarna 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: Tail (1d8), weapon (3x1d8) 
   
   
  Saving Throw: 12 
  Magic Resistance: 25% 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  Malcarnae are female creatures with a four-armed human 
  torso and the lower body of a great, writhing serpent, five 
  metre long. These horrible creatures are one of the many 
  possible hybrids that may result from human congress with 
  demons. In some cases, they may also be hatched from 
  clutches of eggs laid by marilith demons following events too 
  hideous to contemplate. When they are born into any but the 
  most depraved human societies they are usually killed at birth, 
  so they are seldom found upon the material planes. 
  Malcarnae generally arm themselves with a shield and three 
  weapons, and can also attack with their lashing tails. Despite 
  the horrible shape of these creatures, they are obscenely 
  beautiful; creatures of fewer than four hit dice cannot attack 
  them, and opponents with four or more hit dice must make a 
  saving throw to succeed with any attempted physical attack. 
  They are immune to normal weapons other than silver ones. 
  The human parentage of the malcarnae prevents them from 
  being turned by a cleric. Some malcarnae may have clerical 
  spell casting ability. 
   
   
  Mamenchisaurus 
   
   
  Hit Dice: 18 
   
   
  Armour Class: 12 
   
   
  Attacks:  
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 18/3,800 
   
   
   
  The mamenchisaurus is a long sauropod. With its long neck, 
  it can reach the top of almost any tree. Sages claim that this 
  dinosaur has the longest neck of all creatures. It will strike 
  only in defence and causes 3d8 points of damage if it 
  accidentally steps on a smaller creature. 
   
   
  Green Man 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (2x1d8) 
   
   
  Saving Throw: 16 
   
   
  Movement: 3 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Green men, also called clawed ones, are tall, pale green 
  humanoids. Their legs are short stumps and their hairless 
  facial features carry a distinctive frog-like cast: Large, bulbous 
  eyes and a wide mouth. The green man has absurdly long 
  arms which end in long, viciously sharp claws. The arms 
  themselves extend to one and a half metres, with the claws 
  reaching one metre. With such a long range, the green man is 
  not limited to attacking foes directly in front of it, but may 
  also attack those up to two metres away. Although green men 
  can inflict devastating damage on their foes by way of their 
  vicious claws, they are slow critters, and are penalized with 
  a -1 malus to initiative rolls. Without the digits required for 
  fine manipulation, green men are unable to employ weapons 
  of any kind. 
   
   
  
  332 
   
  Man of Leng 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 15 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The Men of Leng are a race of humanoids with horns, a wide 
  mouth and brown fur. Superficially, they are not unlike satyrs. 
  The Men of Leng are slavers sailors. They like to raid coastal 
  towns, abduct their inhabitants and sell them as slaves. Men 
  of Leng also keep cattle and grow crops, but are not very 
  efficient at it. 
   
   
  Man of Wounds 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 10 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The man of wounds is a cursed humanoid with weapons 
  sticking in his body. Each weapon makes him stronger, but 
  also adds to his never-ending agony. A man of wounds 
  usually has at least two weapons stuck in his body when 
  encountered. Each additional weapon provides him one more 
  hit die with hit points according to the damage the weapon 
  does. If the man of wounds is successfully attack, the weapon 
  will get stuck in his body and add to his hit die. A weapon 
  can be pulled out with a bare-handed attack roll against 
  AC 14. One all weapons are gone, the man of wounds will 
  fall to the ground, bleeding to death. 
   
   
  Manni 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Beak (1d6), weapon (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9/18 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The manni, also called black ones or crow folk, are a race of 
  anthropomorphic crows that haunt the corners of steppe and 
  wasteland. They do not have arms, but hand-like claws at the 
  end of their wings, that allow them to use a weapon. 
  Additionally, a manni can use its wings to buffet an enemy. 
  This attack causes 1d2 points of damage and stuns the 
  opponent for one round. However, it requires the manni to 
  very close to its opponent and allows an attack of 
  opportunity, so it is usually only used if the manni are in 
  retreat. Manni live in flocks of up to thirty individuals and 
  fear humans. A soon as a young manni can wield a weapon, it 
  is treated as an adult. 
   
   
  Manscorpion 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d4+1), tail (1d4) 
   
   
  Saving Throw: 6 
  Magic Resistance: 20% 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The manscorpion has the upper torso of a bald red-skinned 
  human and is a scorpion from the waist on. Anyone stung by 
  their tail sting has to make a saving throw vs. death or will die 
  in 2d4 turns. If the tail is not used to attack, it weavers behind 
  the manscorpion and checks for opponents and obstacles. 
  Manscorpions live in cities and are ruled by warrior-priests 
  and sorcerers. 
   
   
  Mantari 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 12 
   
   
  Attacks: Sting (1d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 1/18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Mantari are a race of land-based flyers and look very similar 
  to marine rays. They hunt small mammals and vermin by 
  flying over their prey and lashing with their tail. Mantari live 
  in packs and prefer dark, damp places. If hit by a mantari, the 
  target has to make a saving throw or will lose one point of 
  strength and dexterity. The loss recovers at a rate of one 
  point per hour. If captures shortly after birth, mantari can be 
  turned into loyal pets. 
   
   
  Manticore 
   
   
  Hit Dice: 6+4 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d3), bite (1d8), tail spikes (6x1d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12/18 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The manticore has the face of a human, the body of a lion 
  and a scorpion‘s tail with twenty-four spikes. Some 
  manticores also have bat wings. The manticore can fire up to 
  six spikes per round with a range of sixty metres. Wielding a 
  mantle made of manticore fur allows the owner to 
  understand the language of manticores and sphinxes. 
   
  
  333 
   
   
  Giant Praying Mantis 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 16 
   
   
  Attacks: Grab (1d12) 
   
   
  Saving Throw: 8 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The giant praying mantis is three metres long, with a bark-like 
  exoskeleton which makes it blend well into forest terrain.  
  The huge insect attacks with blinding speed, usually by 
  surprise, reaching forth with its jointed, serrated front limbs 
  to grab prey.  If the mantis hits, and the victim fails a saving 
  throw, the forearms not only do damage but pull the victim 
  close to the mantis‘ mouth.  The victim is held thereafter – 
  not helpless, but unable to pull away – with the mantis doing 
  automatic damage with the serrated forearms and also 
  attacking with its bite for an additional 1d12 points of 
  damage if the bite hits. 
   
   
  Mantis-kin 
   
   
  Hit Dice: 6+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (2x2d4), weapon (1d6+1) 
   
   
  Saving Throw: 11 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Mantis-kin are intelligent insectoid humanoids. Mantis-kin do 
  not form nations and live for hunting and survival, their 
  primary goals in life. They are often underestimated by other 
  races. 
   
   
  Mantrap 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 13 
   
   
  Attacks: None 
   
   
  Saving Throw:  
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The mantrap resembles a giant Venus flytrap. It attracts prey 
  by scent and dissolves it with acid. During daytime, the 
  mantrap continuously releases pollen in an area with a radius 
  of twenty metres around it. Anyone entering the area has to 
  make a saving throw vs. death or will enter one of the 1d4+1 
  leaf traps on the plant- To free the victim, the plant has to be 
  destroyed. The entrapped creature takes damage per round 
  equal to twenty minus its armour class without any dexterity 
  adjustments and at least one point of damage per round. The 
  effect of the mantrap‘s pollen is strong and needs twenty-four 
  hours to wear off.  
  Mara 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 15 
   
   
  Attacks: Fists (2x3d4), headbutt (1d6) 
   
   
  Saving Throw: 5 
  Magic Resistance: 25% 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  Mara are malicious spirits that inhabit gigantic bodies of 
  stone. In these bodies, they haunt cold regions at night and 
  kill everyone who crosses their path. During daytime, they 
  hide. A mara has a broad body and a bird-like face with a 
  beak. It can be used to emit cries. If it hits an opponent with 
  both claws in one round, the headbutt will automatically hit 
  and do double damage. If hit by direct sunlight, a mara‘s 
  body will be immobilised and the mara itself will be exiled to 
  its home plane. Though not undead, a mara has all 
  immunities undead have. It is not clear how and why mara 
  come to the Material Plane. The process is long and difficult, 
  though, and a mara hit by sunlight or whose body was 
  destroyed is rendered harmless for quite a while. 
   
   
  Marrshi 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d2), arrows (1d8+2 or 1d6+2) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12/27 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The marrashi are a race of evil spirits of pestilence. They have 
  the wings of a vulture, a jackal‘s head, a humanoid body and 
  parrot claws. A marrashi is always armed with bow and 
  arrows. It is physically weak and prefers to use barbed arrow, 
  which do 1d8+2 points of damage, or diseased arrows, which 
  do 1d6+2 points of damage. Anyone hit by a diseased arrow 
  has to make a saving throw vs. death or will catch a disease 
  and die in 1d20+1 days. To increase their number, marrashi 
  sometimes use a special diseased arrow. It works like the 
  common ones, but does not kill the victim. Instead, the 
  victim is transform into marrashi itself. Cure Disease and Dispel 
  Evil are both needed to prevent this. Marrshi are not native to 
  the Material Plane, but can be summoned with powerful 
  magic. 
   
   
  
  334 
   
  Massospondylus 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (3d4) 
   
   
  Saving Throw: 9 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The massospondylus is a seemingly peaceful dinosaur. If 
  attacked, it bites with its long, sharp teeth and then runs off. 
  Its claws look like weapons as well, but are only used to 
  gather food. 
   
   
   
   
   
  Mastodon 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 16 
   
   
  Attacks: Tusks (2x2d6), trample (4d8) 
   
   
  Saving Throw: 3 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 15/2,900 
   
   
   
  The mastodon is a relative of the elephant. It has long shaggy 
  hair protecting it from temperatures in the cold climates it 
  lives in. When attacking a target smaller than a human with its 
  trample attack, the mastodon gains a +4 THACO bonus. 
   
   
  Maun-Ge 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: Dagger (1d4) 
   
   
  Saving Throw: 19 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The maun-ge are transparent-skinned humanoids. They live 
  alone among humans in remote settlements, usually wearing 
  lacquered wooden masks and an enveloping outer garment 
  that cloaks the entire body. All maun-ge are female and will 
  eventually mate with a human male to produce a sole 
  maun-ge child. They are able to commune with the spirits of 
  their ancestors who offer guidance, praise and censure to 
  their descendant. With the ability to draw upon the 
  knowledge and experience of their forebears, the maun-ge are 
  revered as sages and storytellers. Those who interact with 
  them at length come away feeling somewhat enlightened and 
  are granted a +1 bonus to wisdom for 2d4 days. The maun-
  ge know the True Names of all men, which has the effect of 
  Geas, using this knowledge to command humans to play a 
  part in their schemes to increase and perpetuate their 
  bloodline‘s influence, status and power. 
   
   
  Meazel 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 11 
   
   
  Attacks: Claws (2x1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The meazel is a subterranean creature that preys on other 
  dwellers of the underground. It is smaller than a human, has 
  thick waxy hair, a leprous skin and partially webbed fingers 
  and toes. Meazels can strangle a victim human-sized or 
  smaller with a cord provided they make a successful sneak 
  attack. The victim will die within two rounds unless it frees 
  itself with a successful strength check made at a -2 penalty. 
  Meazels are greedy and hate almost everyone else roaming 
  the underground. 
   
   
  Medusa 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The medusa has a female‘s supper body, but hair of snakes 
  and the lower body of a serpent. Anyone who looks into the 
  medusa‘s eyes is turned into stone if he fails a saving throw 
  vs. paralysis. If the medusa gets very close to a target, her 
  snakes can bite it once per round. If the target fails a saving 
  throw vs. poison, he will be injected with lethal poison. 
   
   
  
  335 
   
  Megaloceros 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Gore (2d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 11 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The megaloceros is a giant ungulate related to the moose. It 
  stands more than twice as tall as a human. The megaloceros is 
  a peaceful herbivore, but will stand and fight if threatened. 
   
   
   
  Megalosaurus 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d3), bite (3d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The megalosaurs is a carnosaur related to allosaurus and 
  tyrannosaurus, but is smaller. It can travel on two feet, but 
  usually prefers to move on all fours. Its claws do only 
  incidental damage, while its jaw is rather dangerous. 
   
   
  Megatherium 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x2d6) 
   
   
  Saving Throw: 4 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The megatherium is gigantic ground-dwelling sloth. It is more 
  than six metres tall. While herbivorous, it also has three 
  dangerous claws at each forepaw. 
   
   
   
   
   
  Melgara 
   
   
  Hit Dice: 3+2 
   
   
  Armour Class: 12 
   
   
  Attacks: Staff (2d4) or wand (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The melgara are a humanoid race from an alternate world. 
  They appear to be tall, slender, blue-skinned women, dressed 
  in silvery-grey robes and sandals, with long pale hair, and slit 
  eyes. They have six digits per extremity, plus an extra thumb 
  on the left hand, and live for up to three hundred years. All 
  members of the melgara race are mystical and introspective 
  by nature, given to meditating upon philosophy, cosmology, 
  and emotional awareness. They consider most other races to 
  be psychologically impaired, and will communicate with them 
  as condescending parents or teachers to slow or stunted 
  children. A melgara wand deal damage and additionally slows 
  down the target to half speed or stuns it for 2d4 rounds. A 
  saving throw is permitted to avoid the effect. Using their 
  crystal staff, melgara can channel their mental energy thrice 
  per day and use either Charm Monster, Paralyse or Sleep. 
   
   
  
  336 
   
  Melhukiskata 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d6-1) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The hunters of the northernmost forests share that terrain 
  with many strange and dangerous beasts. One such predator 
  is the melhukiskata. So stealthy is the melhukiskata that it is 
  rare for one to be spotted on the move. Those who have seen 
  them report that its body is three feet long, shaped like a 
  weasel or badger, but can walk like a bear. It is covered with 
  shaggy, grey-brown fur all over, down to the tip of its two-
  foot long tail. Its mouth is elongated and oddly eel-like, while 
  its feet are wickedly taloned. The most unusual features of 
  the beast, though, are its fingers – for instead of forepaws, 
  the melhukiskata has fingered hands. Odder still, the fingers 
  are long and stiff, and grow out like antlers. The sap on the 
  hands holds fast anyone touched and also is a weakening 
  contact poison. Anyone touched who fails a saving throw vs. 
  death will lose 1d6 points of strength per round. The strength 
  will not drop under two, but the target will fall unconcious. 
  Anyone so held can be automatically bitten each round and 
  will be held until the melhukiskata is killed, the adhesive is 
  burned away, or is washed off with vinegar or alcohol. All 
  lost points of strength will be regained in 1d6 hours. 
  Tracking the melhukiskata is difficult, for when it does travel 
  it often walks backwards, dragging its huge fingers behind it 
  as if to sweep away its trail. Perhaps because of this so many 
  folktales describe the melhukiskata as a clever animal. More 
  likely, such behaviour is instinctive. In no other regard does it 
  appear to be smarter than a dog. 
   
   
  Mephits 
  Mephits are malicious humanoid creatures related to devils 
  and demons. They look thin winged humanoid a bit smaller 
  than humans with exaggerated facial features, like hooked 
  noses, pointy ears and wide eyes. Mephits are associated with 
  a certain material they are created from. Once per hour, a 
  mephit can open a dimensional gate and call in another 
  mephits. The type of mephit called in usually close to the 
  mephit opening the gate. In the Abyss, mephits serve as 
  messengers and henchmen. Each mephits has a breath 
  weapon that is five metres long and half a metre wide. 
  Anyone hit is permitted a saving throw for half damage. 
  Mephits are immune to their respective element, but do not 
  suffer additional damage from attack based on opposing 
  elements. 
   
   
  Fire Mephit 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d3) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12/24 
   
   
  Intelligence: Average 
   
   
  Alignment: Any Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The fire mephits is mischievous and likes to play vicious 
  pranks on other mephits. To other creatures, it is even 
  crueller. Touching a fire mephit deals one point of damage.  
  It can also breathe fire that deals 1d8+1 points of damage. 
  Additionally, it can use Magic Missile and Heat Metal once per 
  day.  
   
   
  Ice Mephit 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d2) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12/24 
   
   
  Intelligence: Average 
   
   
  Alignment: Any Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The ice mephit is slightly crystal-like and has translucent, ice-
  blue skin. Ice mephits are torturers and shun all other 
  mephits but mist mephits. A successful attack by an ice 
  mephits reduces that target‘s THACO by one. The effect 
  lasts one turn and is cumulative. The ice mephits breathes 
  sharp ice shards that deal 1d6 points of damage. 
   
   
  
  337 
   
   
   
   
  Lava Mephit 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6/12 
   
   
  Intelligence: Low 
   
   
  Alignment: Any Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The lava mephit is slow and not very smart, but physically 
  strong. It can breathe heat for 1d6 points of damage. The 
  lave mephit looks black with red cracks constantly shifting 
  over its body. Exposure to large quantities of water will half a 
  lava mephit‘s speed.  
   
   
  Mist Mephit 
   
   
  Hit Dice: 3+2 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (2x1d2) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12/24 
   
   
  Intelligence: Average 
   
   
  Alignment: Any Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Mist mephits are often used as spies and consider themselves 
  of extraordinary importance. They are more serious than 
  other mephits and just as merciless. Once per turn, the mist 
  mephit can breathe green smoke that causes 1d4+1 points of 
  damage and blinds of 1d4 rounds. Additionally, they can 
  create a Wall of Fog once per day. 
   
   
  Smoke Mephit 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d2) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12/24 
   
   
  Intelligence: Average 
   
   
  Alignment: Any Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Smoke mephits are arrogant and lazy. They like to spend the 
  day sitting around smoking pipe weed. Every other round, 
  the smoke mephit can breathe a sooty ball that automatically 
  hit a target within a range of ten metres. It causes 1d4 points 
  of damage and blinds the target for 1d2 rounds. No saving 
  throw is permitted. Once per day, a smoke mephit can use 
  Invisibility and Dancing Lights. Upon death, a smoke mephit 
  explodes into a flash of flame that deals one point of damage 
  to everyone within a radius of three meters. 
   
   
  Steam Mephit 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (2x1d4+1) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12/24 
   
   
  Intelligence: Average 
   
   
  Alignment: Any Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Physically a bit stronger than other mephits, the steam 
  mephits fancy themselves the overlords of all mephits. They 
  leave a trail of near-boiling water wherever they walk. The 
  breath weapon is a stream of boiling water that deals 1d3 
  points of damage and stuns a target that does not make a 
  saving throw. If can be used every other round. Once per 
  day, a steam mephit can rain down boiling water on an area 
  with a radius of six metres. Everyone in the area takes 2d6 
  points of damage. 
   
   
   
   
   
   
  
  338 
   
  Merfolk 
   
   
  Hit Dice: 1+3 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 3/15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Merfolk have the upper body of a human and the lower body 
  of a fish. They live in the ocean and are very curious, 
  especially regarding land-based creatures. 
   
   
   
   
   
  Mi-Go 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12/12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The mi-go are large fungoid, crustacean-like beings. They are 
  immune to cold and not affected by vacuum. These traits 
  allow them travel freely, even if exposed to the coldness of 
  outer space. The mi-go are a race of scientist with vast 
  knowledge about natural sciences and engineering. Some mi-
  go carry strange devices allowing them to create fog, shock 
  their opponents with electricity or keep the brains of other 
  creatures alive in a glass jar. Some are also mages or clerics of 
  alien gods. 
   
   
  Mimic 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 12 
   
   
  Attacks: Smash (2d6) or tentacle (3d4) 
   
   
  Saving Throw: 9 
   
   
  Movement: 3 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  Mimics are formless creatures that imitate surrounding 
  features they have seen.  In subterranean settings, they might 
  be disguised as an archway, treasure chest, door or something 
  similar. When touched, they glue themselves to the victim 
  with a strong adhesive, while striking with a suddenly-formed 
  tentacle. 
   
   
  Greater Mimic 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 15 
   
   
  Attacks: Slam (6d4) 
   
   
  Saving Throw: 3 
  Magic Resistance: 10% 
   
   
  Movement: 1 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 15/2,900 
   
   
   
  The greater mimic is a mimic that survived for more than a 
  century. It is large enough to occupy entire rooms for small 
  buildings. Anyone encountering a greater mimic gets a -6 to 
  surprise rolls. If attacked from the outside, the mimic receives 
  a +3 armour class bonus. Once it has lured its prey inside, the 
  mimic releases glue that reduces everyone‘s movement rate to 
  one and attacks by slamming its pseudo-walls together. Once 
  a day, a greater mimic can Nondetection, Greater Phantasmal Force 
  and Suggestion. It can use Auditory Illusion and False Aura at 
  will. 
   
   
  Killer Mimic 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (2d8) or tentacle (4d4) 
   
   
  Saving Throw: 6 
   
   
  Movement: 3 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The killer mimic is similar to the common mimic, but only 
  dimly self-aware and very aggressive. It will never let anyone 
  close to it escape and uses the same tactics as the common 
  mimic. Wizards who use killer mimics as guards have 
  sometimes found them to be less enthusiastic about their job 
  than originally expected. 
   
   
  
  339 
   
  Space Mimic 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 13 
   
   
  Attacks: Smash (3d4) 
   
   
  Saving Throw: 4 
   
   
  Movement: 18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  Space mimics are the result of magical experiments. They can 
  change their shape at will and like to disguise themselves are 
  valuable space debris. Space mimics have two eyes and can 
  sense heat over a distance of a hundred metres. In its true 
  form, the space mimic is pitch black. It speaks its own 
  language and some other languages as well. Twice a day, a 
  space mimic can use Auditory Illusion, Greater Phantasmal Force, 
  False Aura, Haunting, Hypnotic Pattern and Invisibility. 
   
   
  Mind Eaters 
  Mind eaters are a deep-dwelling, chthonic race of ancient and 
  very evil beings. They are sexless and have a tentacled, 
  cephalopodic head upon a tall but human-like body coated in 
  protective slime.  This race considers all other intelligent 
  races as nothing more than a source of slaves and of the 
  mind eaters‘ food source – brains. Mind eaters are probably 
  from another planet, if not another dimension. They are 
  highly intelligent, but their numbers are comparably small and 
  most mind eater communities are only loosely allied, if at all. 
  A mind eater community is led by a cephaloid, a huge brain-
  like entity with alien mental powers. 
  Thanks to their own mental abilities, mind eaters gain a +1 
  bonus to saving throws against psionic attacks for every two 
  hit dice they possess. They have a so-called mind blast. This 
  power can be used once per day. If used on two or less 
  creatures, the blast stuns for 3d6 turns on a failed and causes 
  panic for 1d10 rounds on a successful saving throw. If used 
  on three to four creatures, it causes panic for 3d6 turns on a 
  failed and confusion for 1d10 on a successful saving throw. 
  To more than four creatures, it inflicts confusion for 1d6 
  turns on a failed or 1d6 rounds on a successful saving throw. 
  Failing a saving throw means death for creatures with less 
  than one hit die. Panicked creatures will flee using the easiest 
  route for the duration of the panic. 
   
   
  Mind Eater 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 14 
   
   
  Attacks: Tentacles (4x1d4) 
   
   
  Saving Throw: 8 
  Magic Resistance: 80% 
   
   
  Movement: 12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 12/2,000 
   
   
   
  Common mind eaters attack with their four face-tentacles.  If 
  even one of these hits, it worms its way toward the victim‘s 
  brain, yanking it forth from the skull in 1d4 rounds.  In 
  addition, the mind eater uses a powerful mental blast; a cone 
  with a length of twenty metres; one metre wide at the point 
  of emanation and six metres wide at the end. Mind eaters can 
  read the mind of one other creature if they concentrate and 
  use Levitate and Charm Monster at will. They can also move 
  small to medium objects with psychokinesis within a radius 
  of five metres. 
   
   
  Greater Mind Eater 
   
   
  Hit Dice: 12+4 
   
   
  Armour Class: 16 
   
   
  Attacks: tentacles (6x1d6) 
   
   
  Saving Throw: 3 
  Magic Resistance: 95% 
   
   
  Movement: 12 
   
   
  Intelligence: Genius 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 15/2,900 
   
   
   
  Every once in a while, an exceptional mind eater is born. It 
  will bear six tentacles instead of four and is completely 
  immune to any psionic abilities of being with less than twice 
  its hit dice. These greater mind eaters are the leader of their 
  community and answer only to the cephaloid. They have 
  darker skin than common mind eaters and all their abilities. 
  Every saving throw against the mental blast of a greater mind 
  eater is made at a -4 penalty. 
   
   
  Mind Eater Lich 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 20 
   
   
  Attacks: Tentacles (4x1d8) 
   
   
  Saving Throw: 3 
  Magic Resistance: 90% 
  Turned: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Supra-Genius 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 18/3,800 
   
   
   
  Despite their exceptional intellect, only a few mind eaters 
  become spellcasters. Of those who do, many chose lichdom 
  as their path to power. A mind eater lich looks mostly like a 
  common mind eater, but is of darker colour and has dry 
  instead of slimy skin. They retain all their magical abilities and 
  can paralyse a victim for 2d6 turn with the cold touch of their 
  tentacles. However, the victim is permitted a saving throw vs. 
  paralysis. 
   
   
  
  340 
   
  Sundered Mind Eater 
   
   
  Hit Dice: 6+4 
   
   
  Armour Class: 14 
   
   
  Attacks: Tentacles (2x1d6+4) 
   
   
  Saving Throw: 13 
  Magic Resistance: 50% 
   
   
  Movement: 15 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The sundered mind eaters are a degenerate subrace of the 
  common mind eaters. They have lost many mental powers 
  their race once possessed, but retained their powerful 
  tentacles and mental blast. However, due to their weakened 
  mind, sundered mind eaters can use the blast only intuitively. 
  It will work about 40% of the time. Sundered mind eaters 
  cannot read minds, but move small objects via psychokinesis. 
  They looks mostly like common mind eaters, but have a 
  chameleon-like skin that changes depending on environment 
  and emotions. 
   
   
  Vampiric Mind Eater 
   
   
  Hit Dice: 10+4 
   
   
  Armour Class: 19 
   
   
  Attacks: Tentacles (4x1d4+2), strike (1d6+6) 
   
   
  Saving Throw: 6 
  Magic Resistance: 85% 
  Turned: 12 
   
   
  Movement: 15 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 15/2,900 
   
   
   
  It is not clear how mind eaters become vampires. The bite of 
  a common vampire does not seem to affect a mind eater, so 
  some sages suspect eating the brain of a vampire does. In any 
  case, the vampiric mind eater needs both brains and blood to 
  survive. It is a feral but cunning predator possessing little of 
  the brilliance live mind eaters have. The vampiric mind eater 
  can use the mental blast only at half range. Additionally, it 
  drains blood with its tentacles. Each hit temporarily drains 
  1d4 points of constitution and restores 1d8 hit points for the 
  mind eater. It will suck out brains only from dead victims. A 
  vampiric mind eater has all common undead traits and is 
  completely immune to any form of psionic manipulation. 
   
   
  Minotaur 
   
   
  Hit Dice: 6+4 
   
   
  Armour Class: 13 
   
   
  Attacks: Head butt (2d4), bite (1d3), weapon (1d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 6/400 
   
   
   
  Minotaurs are savage humanoid bulls. They physical strength 
  is impressive. Minotaurs eat anything, including other 
  humanoids. They never get lost in mazes and Maze has no 
  effect on them. If pulverised and consumed, a minotaur‘s 
  horn halves the time the consumer needs to get out of a 
  maze. 
   
   
  Mirror Fiend 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 16 
   
   
  Attacks: Mirror weapons (3d4) 
   
   
  Saving Throw: 8 
  Magic Resistance: 50% 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 12/1,400 
   
   
   
  Mirror fiends inhabit mirrors. They appear as emotionless 
  humans staring out of the reflective surface to the world 
  beyond. If a mirror fiend locks his gaze with someone 
  looking into the mirror, the victim must make a successful 
  saving throw or have his soul sucked into the mirror, while 
  his body remains motionlessly staring at himself in the 
  mirror. While within the mirror, the victim's actions are 
  controlled by his immobilized self as the mirror fiend attacks 
  the victim's mirror-self. The victim's mirror-self suffers -4 
  THACO penalty to his first attack due to being unfamiliar 
  with the mirror image environment, but the penalty is 
  reduced by one in each subsequent round. Should the 
  immobilised victim's gaze be moved away from his mirror-
  self, he will no longer be able to control his movements 
  within the mirror, and the mirror-self will become a 
  motionless target for the mirror fiend. Slaying the mirror 
  fiend will restore the victim's soul to his body, but shattering 
  the mirror will forever trap the soul within the mirror. Mirror 
  fiends are immune to attacks from normal weapons. 
  Weapons used from outside will likely shatter the mirror, and 
  spells used from the outside will reflect back upon the caster 
  rather than enter the mirror-realm. 
   
   
  
  341 
   
  Crimson Mist 
   
   
  Hit Dice: 13 
   
   
  Armour Class: 20 
   
   
  Attacks: Strike (3d10) 
   
   
  Saving Throw: 3 
  Magic Resistance: 95% 
   
   
  Movement: 12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 14/2,600 
   
   
   
  The crimson mist a malignant vaporous entity that feeds on 
  the blood of its victims. It is hard to see if hungry but 
  becomes slightly red and more visible after feeding. A fully 
  fed crimson mist moves at half its moving speed and has a -4 
  armour class malus. The crimson mist attacks with vaporous 
  tentacles and can be hit only by magical weapons. If killed, it 
  immediately evaporates and the drained blood rains down in 
  a shower. 
   
   
  Crystal Mist 
   
   
  Hit Dice: 10 (45 hp) 
   
   
  Armour Class: 12 
   
   
  Attacks: Beam of light (1d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,700 
   
   
   
  The crystal mist is a hive entity. A solitary crystal mist looks 
  like a snowflake drifting in the air and collecting sunlight. If 
  threatened, crystal mists gather and form a sphere about half 
  a metre in diameter. A crystal mist swarm attacks with a beam 
  of light with a range of eight metres. If the attack roll is made 
  with a number three higher than necessary, the beam is 
  additionally reflected and hit another target. Another attack is 
  roll is not needed to hit, but rolled to determine if the beam is 
  reflected once more. Anyone wearing ignitable material will 
  have it set on fire and suffers 1d4 points of damage per 
  round until the fire is extinguished. While a magical light 
  source is present – like a spell – the beam of light does 
  double damage. The crystal mist is not affected by any mind-
  controlling spells or similar effects. 
   
   
  Vampiric Mist 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 26 
   
   
  Attacks: Touch (1d8) 
   
   
  Saving Throw: 5 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The vampiric mist is a gaseous monster that preys on all 
  living creatures. A saturated mist is crimson whereas a hungry 
  one is paler. Vampiric mists can communicate via telepathy 
  and can smell blood – even if not spilled - over a distance of 
  thirty metres. Their touch causes 1d8 points of damage and 
  lowers the target‘s constitution by one point unless a saving 
  throw is made. For every successful hit, the mist regenerates 
  1d8 hit points until its hit dice are maximised. Unfed, it loses 
  one hit point per hour. After being saturated, the vampiric 
  mist becomes partly substantial. Its armour class is halved 
  and it can be damaged mundane weapons for 1d6 turns. 
  Otherwise, it can only be affected by magical weapon and 
  magic affecting air. 
   
   
  Mist Ferryman 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d6), bite (1d8) 
   
   
  Saving Throw: 13 
  Turned: 4 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The mist ferryman is a frightful beats. It looks like a 
  humanoid skeleton with sharp teeth and is sometimes 
  confused with the death spirit. While in fog, the ferryman 
  moves with double speed. It is carnivorous and prey on 
  travellers. A target bitten by the mist ferryman has to make a 
  saving throw vs. death or will catch a disease that drains one 
  point of constitution per week. After the disease has been 
  cured, the constitution is regained at a rate of one point per 
  day. Usually solitary, mist ferrymen sometimes band together 
  to hunt. Some say that a they serve a stronger, more sinister 
  power. 
   
   
  Mist Horror 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (2x2d6) 
   
   
  Saving Throw: 12 
  Magic Resistance: 5% 
  Turned: 10 
   
   
  Movement: 15 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The vaporous mist horror is a magical creature that is most 
  likely artificial. It is often found in magical fog that conceals 
  an area and is considered invisible while surrounded by very 
  dense fog. The mist horror will always look vaguely like 
  something the viewer is afraid of. It can appear differently to 
  different observers at the same time and needs 1d4 rounds to 
  assume a form. Only then, the mist horror can attack. Only 
  magical weapon can harm the mist horror. Its magic 
  resistance protects not only the mist horror itself, but also an 
  area with a radius of six metres around it, which becomes 
  antimagical in regard to spells and spell-like abilities. Magic 
  items are not affected. Mist horrors contain the soul of a 
  dead creature and can be turned, but are not comparable to 
  other undead in many regards. They are not affected by spells 
  
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  designed to for undead and are bound to a place and cannot 
  move very far away from it. 
   
   
  Wandering Mist Horror 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 19 
   
   
  Attacks: Strike (2x2d6) 
   
   
  Saving Throw: 11 
  Magic Resistance: 50% 
  Turned: 12 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP:  
   
   
   
  The wandering mist horror is not bound to a certain place. 
  They are locked into a single shape and appear as dark 
  spectre, visible in fog if it attacks. A wandering horror‘s shape 
  is based on an evil deed it did in life. Once per day, it can use 
  Suggestion telepathically and use a horror blast with a range of 
  twenty metres. Everyone within a radius of ten metres hit by 
  the blast has to make a saving throw at a -2 penalty or will be 
  affected by supernatural fear and run away in a random 
  direction. The wandering horror likes to use this power to 
  scatter a group of creatures it wants to attack. It has all the 
  benefits of the common mist horror, including the 
  antimagical aura.  
   
   
  Mite 
   
   
  Hit Dice: 1d5 hp 
   
   
  Armour Class: 11 
   
   
  Attacks: Dagger (1d3) 
   
   
  Saving Throw: 17 
   
   
  Movement: 3 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: A/5 
   
   
   
  Mites are tiny humanoids that waylay travellers and dungeon 
  adventures for fun and profit. They have purple to grey warty 
  skin, large bat-like ears and a long hooked nose. Before 
  attacking with their favourite weapon, the dagger, they use pit 
  traps that cause 1d6 points of damage or nets that require a 
  saving throw vs. paralysis to avoid being caught. They also 
  use trip wires. Anyone running over a trip wire has to make a 
  dexterity check to avoid tripping over. Mites build extensive 
  tunnel networks that are so large that anyone larger than a 
  gnome fighting in them has a -4 armour class penalty. Mites 
  hut vermin and other pests and, for some reasons, are abelt o 
  eat iron. 
   
   
  Mogura-Jin 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Claw (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Mogura-jin are a race of subterranean humanoids descended 
  from a group of villagers who resorted to cannibalism during 
  a particularly fierce winter and were cursed by the gods. They 
  are squat beings, slightly shorter than humans with pale skin, 
  small beady red eyes, no body hair, and nails overgrown to 
  claws. Like their animal namesake, the mole, they are 
  proficient tunnelers and their preferred method of attacking 
  their victims is to tunnel under them and emerge from the 
  ground in a swarm attack to surprise them.  Mogura-jin can 
  see perfectly well even in total darkness; however their over-
  sensitive eyes are easily blinded by bright lights. In daylight, 
  they fight at a -2 THACO penalty. 
   
   
  Mongrelfolk 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Mongrelfolk combine features of many other races, including 
  humans, dwarves, goblins, gnolls, orcs and bullywugs. No 
  two mongrelfolk look alike, but they are always misshapen 
  and ugly. They are rejected by most societies and often 
  enslaved. It tolerated, they usually do not have equal rights. 
  Mongrelfolk have infinite patience and an unswerving believe 
  that justice will eventually come and their oppressors be 
  punished. They have a tradition of bizarre and disturbing 
  literature and music and are survivalists. 
   
   
  Spire Monkey 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (3x1d3) 
   
   
  Saving Throw: 16 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The spire monkey is a two-headed, six-armed monkey that 
  lives on roofs (spires and minarets are preferred) and high in 
  the treetops. In some tropical countries they are tolerated in 
  cities as messengers of the gods, and roam temples with 
  impunity. Omnivorous and foul-tempered, they race from 
  rooftop to rooftop and steal food – and occasionally loose 
  
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  coins or trinkets – from the streets below. Spire monkeys 
  attack by clawing, as well as by throwing rocks or other small 
  objects, such as roof tiles, and can divide their attacks 
  between two opponents. They can climb as fast as they can 
  run, and leap from tree to tree or building to building. 
   
   
  Monkey Spider 
   
   
  Hit Dice: 1 hp 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 18 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: A/5 
   
   
   
  The monkey spiders are an ancient species. A monkey spider 
  looks like an eight-legged monkey. They are actually rather 
  intelligent, but often overlooked by other races due to their 
  diminutive size. Monkey spiders are physically powerful for 
  their size and also like to spit at opponents. A creature hit by 
  monkey spider salvia has to rub its eyes for one round cannot 
  attack. Monkey spiders live in large family units, are excellent 
  climbers and are native to the jungles of the South. Some of 
  them can be found in urban environments as well. 
   
   
  Monoclonius 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 8 
   
   
  Attacks: Strike (2d8) 
   
   
  Saving Throw: 8 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The single-horned monoclonius is a herbivorous dinosaur. 
  Head and neck are protected by a bony shield. If threatened, 
  a monoclonius herd will charge, with each dinosaur 
  automatically inflicting 2d8 points of damage. 
   
   
  Moonbeast 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (1d6+2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  Moonbeasts resemble grey frog with a blunt, vague snout and 
  a bunch of tentacles for a head. They have no skeletons and 
  are thus very flexible. Moonbeast have an affinity for the sea 
  and are sailors and pirates. Many moonbeast communities 
  have enslaved Men of Leng and let them work for them. 
   
   
  Moor Man 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 11 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Moor men are a race of humanoid that lives only in the most 
  dangerous fens. They are completely hairless, have oversized 
  eyes and are usually tattooed. If they wear any clothing at all, 
  it will be made from the skin of their victims. Moor men have 
  heat vision, but also suffer a -4 THACO penalty in bright 
  light. Because of this weakness, moor men tend to spend the 
  day half-buried and hunt at night. A moor man tattoo is not 
  just decoration, but has mystical powers. Most moor man 
  tribes know six tattoos. The defence tattoo grants a +1 bonus 
  to saving throws and armour class. The lucky tattoo allows a 
  moor man to re-roll one die roll per encounter. The dark 
  tattoo protects from the light of the sun. The shield tattoo 
  lets the wearer absorb the first attack in a battle. The 
  berserking tattoo doubles the number of attack and lets the 
  moor man fight on for two more rounds after he reached 
  naught hit points. The dazzling tattoo is a moving tattoo that 
  renders anyone looking at it motionless if he fails a saving 
  throw vs. magic. Another throw is permitted once per round. 
  The effect also ends if the moor man is slain. 
   
   
   
   
   
  
  344 
   
  Mordling 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 10 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The mordlings are a race of evil humanoids that live hidden 
  among humans and are often employed by dark powers. 
  Mordlings 
  look 
  very 
  attractive 
  and 
  are 
  almost 
  indistinguishable from humans. Mordlings are physically 
  weak and prefer employ their death touch. With a successful 
  attack, they touch an exposed bit of skin. If the victim fails a 
  saving throw vs. death with a +4 bonus, it will die. If the save 
  is made, it still suffers 1d4+6 points of damage. On a critical 
  hit, the save has to be made without any bonus and the touch 
  inflicts double damage. If a mordling kisses a victim on the 
  mouth, the saving throw is rolled with a -4 penalty and the 
  victims suffers 3d10 points of damage otherwise. While 
  mordlings are powerful, they cannot touch living creatures 
  without killing them and are denied physical pleasures. This 
  drives many mordlinsg mad in the long run and raises the 
  question how mordlings actually reproduce, as their deathly 
  touch works against other members of their kind as well.  
   
   
  Morin 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (6x1d2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The morin is small ovoid creature that lives in the steppe. Its 
  mouth and eyes are barely visible, so head and rear are hard 
  to distinguish. The morn has six legs it uses in combat. 
  Morins always appear in swarm, jump at potential prey and 
  bring it down together. For every eight morins present, each 
  individual gains a +2 THACO and a +1 damage bonus. 
  Morins dig at half speed and prefer to stay in underground 
  colonies during daytime. 
   
   
  Morkoth 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 16 
   
   
  Attacks: Beak (1d10) 
   
   
  Saving Throw: 9 
   
   
  Movement: 3/18 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The aquatic morkoth has a kraken-like lower body, but a 
  torso like a fish with inectoid arms. It lives in underground 
  lakes and is matched by few other creatures in malice and 
  cruelty. The morkoth attacks primarily with its octopus-like 
  beak. Any spell targeted at the morkoth is reflected back at 
  the caster. If a spell is cast together with Dispel Magic, it is 
  reflected only with a 50% chance, though the morkoth is 
  permitted a saving throw vs. magic to avoid the effect. A 
  morkoth lives in a chamber with several interconnecting 
  spiralling tunnels leading to it. The tunnels have a pattern that 
  works like Hypnotic Pattern and require a saving throw every 
  turn. The morkoth can use Charm Monster once per turn and 
  will always open a fight by using it. 
   
   
  Morlock 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d6+1) 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 1/15 
   
   
   
  Morlocks are a degenerate race of subterranean humans. 
  They are all albinos, and have developed a carnivorous diet 
  that favours the meat of other humanoids. They only venture 
  to the surface at night, and if caught in the daylight they 
  suffer a THACO penalty of -2. Their subterranean existence 
  has given them darkvision. These foul degenerate people 
  wield any sort of weapon, but favour spears and swords. 
  Morlocks lair deep within caverns or labyrinths, where a 
  typical community will have a population of 5d10 individuals. 
  In this community, there is usually a stronger individual in 
  charge. Morlocks are enemies of dwarves, gnomes and other 
  subterranean races, but they sometimes join groups of orcs 
  and goblins. Like neanderthals, morlocks sometimes tame 
  albino apes. 
   
   
  Mosasaurus 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (4d8) 
   
   
  Saving Throw: 4 
   
   
  Movement: 3/15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The mosasaurus is a marine dinosaur, but has to surface to 
  breathe. It travels slowly on land, but is a fast swimmer. It 
  prey an all forms of marine animals and easily cracks bones 
  and shell with its jaw. 
   
   
  
  345 
   
  Fire Moth 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: None 
   
   
  Saving Throw: 17 
   
   
  Movement: 6/18 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The fire moth is attracted by fire and light, but in comparison 
  to other insects, it is completely immune to it. The fire moth 
  is constantly emitting an oily, flammable substance. If it 
  catches fire, the moth can ram a target for 1d6 points of 
  damage or drip burning oil on a target for 1d3 points of 
  damage. Fire moth oil can be used for a torch or oil lamp and 
  will burn for one full day. 
   
   
  Brown Mould 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 10 
   
   
  Attacks: None 
   
   
  Saving Throw: 17 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Within three metres of a patch of brown mould, the mould 
  drains body heat from living creatures other than creatures 
  which use magical cold. The heat drain inflicts 2d8 points of 
  damage.  If fire comes in contact with the mould, the mould 
  grows to cover an area twice its original size, boiling forth 
  into new areas and beginning to suck heat from them in the 
  following round.  Growths of brown mould can only be 
  killed by the use of magical cold. 
   
   
  Chromatic Mould 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 10 
   
   
  Attacks: None 
   
   
  Saving Throw: 15 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The many-coloured chromatic mould lives in warm, damp 
  caverns. Everyone looking at its colourful patters has to make 
  a saving throw vs. paralysis or will be affected by Fascination. 
  Once near the mould, it releases a spore cloud causing 
  Confusion on a victim no larger than a human if a saving 
  throw vs. death is failed. Over the next 2d12 hours, the 
  victim will be eaten by the spores. Hold Plant stops the 
  process for 1d12 hours, Cure Disease eliminates the spores. 
   
   
  Death Mould 
   
   
  Hit Dice: 3+2 
   
   
  Armour Class: 11 
   
   
  Attacks: Creep (1d8) 
   
   
  Saving Throw: 15 
  Magic Resistance: 15% 
   
   
  Movement: 3 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The death mould is semi-sentient creatures well camouflaged 
  in caves and tunnels. It is feared by subterranean races. The 
  death mould can breathe spores of a distance of twenty 
  metres in a cone ten metres wide. The spore cloud can be 
  used once per turn. Everyone in the spore cloud suffers 2d8 
  points of damage. If a saving throw is failed, a target falls 
  unconscious for 1d4 rounds and will be attacked by the 
  mould directly. The death mould can only be damaged by 
  healing magic. 
   
   
  Deep Mould 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: None 
   
   
  Saving Throw: 16 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The grey deep mould releases a cloud of spore with a radius 
  of three metres if a creature steps on it. The spore cloud deals 
  1d10 points of damage per round and reduces the target‘s 
  strength by 1d2 points for 1d10 turns. Both effects can be 
  avoided by one successful saving throw vs. paralysis. The 
  deep mould is stunned for 1d4 rounds by fire- and cold-
  based attacks, but suffers damage only from acid and alcohol. 
   
   
  Russet Mould 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: None 
   
   
  Saving Throw: 17 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Russet mould has a red-brown colour and can be mistaken 
  for rust from distance. If in contact with a living creature, the 
  mould emits a cloud of spores within a radius of one metre. 
  Everyone in the area suffers 5d4 points of damage per round 
  in the cloud. Creatures failing a saving throw will be paralysed 
  for 5d4 rounds. Creatures killed turn into mouldmen. The 
  russet mould can only be killed with Cure Disease, Continual 
  Light or stronger light-based spells. 
   
   
  
  346 
   
  Yellow Mould 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: None 
   
   
  Saving Throw: 17 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The yellow mould is an underground fungus. It does not 
  move or attack actively, but if poked or struck, half of the 
  time it will release a cloud of poisonous spores with a radius 
  of three metres. Anyone who fails a saving throw will suffer 
  2d8 points of damage. Creatures who do not breathe are not 
  affected. Attacking the mould with fire or lighting will not 
  trigger the spores. 
   
   
  Mouldman 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (1d6) or weapon 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Low 
   
   
  CL/XP: 3/60 
   
   
   
  Mouldmen are humanoid fungus creatures. They live in 
  underground communities and often use shriekers to guard 
  their lair. Mouldmen are immune to all forms of mould 
  spores and plant-based poison. They can Speak with Plants 
  thrice a day and sometimes cooperate with sentient plants or 
  with myconids. A mouldmen leader can breathe a cloud of 
  spores as a melee attack once per turn. Anyone hit failing a 
  saving throw vs. death will be paralysed and die within 5d4 
  rounds unless cured by Cure Disease. Dead victims will rise as 
  a mouldmen after 2d12 hours join the mouldman tribe. 
   
   
  Bone Mound 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 16 
   
   
  Attacks: Claw (1d4), kick (1d4), bite (1d4) 
   
   
  Saving Throw: 5 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  When a shard of pure chaos ends up in the Material Plane, 
  the result can be a bone mound, a jelly-like creature that 
  exudes a sticky film from its pores. At first glance, a bone 
  mound appears to be a massive heap of bones and broken 
  skeletal remains, for it picks up osseous material that sticks to 
  the monster‘s blob-like form, giving it the appearance of a 
  pile of bones. This bone-collecting slime possesses a 
  secondary ability that makes it a truly dangerous foe. In 
  addition to the adhesive film it exudes, the piece of pure 
  chaos at the bone mound's core gives it an innate ability to 
  animate, partially, the bones that stick to it. The effects of this 
  spell-like ability extend up to half a metre away from the 
  creature's body. The bone mound can animate 1d6 of the 
  bony remains that have adhered to it each round. Each of 
  these animated body parts may attack once, inflicting 1d4 
  points of damage. A cleric may turn these newly living bits of 
  skeletal remains as if they were skeletons. The bone mound 
  may shift its animate dead power from one set of bones to 
  another at any time. The chaos shard inside the mound, 
  which looks like a bit of charcoal, is quite dangerous - it 
  dissolves instantly into anyone who touches it, and the victim 
  must make a saving throw at -2 or the shard will re-form 
  inside his body and he will become a bone mound himself in 
  1d6 days. 
   
   
  Shambling Mound 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 18 
   
   
  Attacks: Fists (2x2d8) 
   
   
  Saving Throw: 9 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The shambling mound is a bipedal plant. It consists of slimy 
  vegetation and is so wet that it is immune to fire. They take 
  only half damage from cold and mundane weapons. 
  Lightning damage adds one hit die to the shambling mound. 
  If it hits an opponent with both fists, the target is enfolded 
  into the mound and will suffer 2d4 points of damage until 
  freed. 
   
   
  Monstrous Mouth 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (4d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 6 
   
   
  Intelligence:  
   
   
  Alignment:  
   
   
  CL/XP: 8/800 
   
   
   
  A bulbous body four metres in diameter, resting atop tiny 
  legs, a monstrous mouth is almost entirely a huge, gaping 
  maw equipped with rows upon rows of sharp, pointed teeth. 
  Atop the strange creature's body, two short eyestalks allow it 
  to see its prey, even in total darkness. Each of these eye-stalks 
  can discharge a sleep ray, causing potential prey to fall into a 
  deep slumber. This requires a successful attack roll by the 
  monstrous mouth, but no saving throw is permitted. The 
  slumber is identical to Sleep, but affects creatures with any 
  number of hit dice. Each eyestalk can use a sleep ray only 
  once per day.  
  Another even stranger ability is the monstrous mouth's 
  capacity to inhale with such force that a specific target up to 
  ten metres away may be sucked into the creature's toothy 
  maw. A successful attack roll by the monstrous mouth, 
  followed by a failed saving throw on the part of the victim, 
  will result in the victim being sucked into the creature's 
  
  347 
   
  mouth. Once the victim is sucked in, the monstrous mouth 
  constricts its interior to pin the victim, suffocating him in 
  1d4+2 rounds. A successful saving throw is required to 
  escape. Each round spent trapped within a monstrous mouth 
  will inflict 1d6+3 points of damage. The damage is reduced 
  by the target‘s body armour‘s enchantment bonus. 
   
   
  Gibbering Mouther 
   
   
  Hit Dice: 4+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (6x1d2) 
   
   
  Saving Throw: 11 
   
   
  Movement: 3 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The gibbering mouther is an amoeboid mass of flesh with a 
  huge number of mouths and eyes. It is completely amoral and 
  aims for eating everything it can digest. Whenever the 
  gibbering mouther eats another creature, its eyes and moth 
  are added to the mass. Every now and then, a gibbering 
  mouther splits into two. The mouther has a strange ability 
  named gibbering. If it uses said ability, every creature within a 
  radius of twenty metres has to make a saving throw. Failure 
  will cause a victim to be affected by Confusion. On a critical 
  hit, a mouther will swallow a victim whole, which will kill it in 
  2d8 rounds. 
   
   
  Muckdweller 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 17 
   
   
  Movement: 6/12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: B/10 
   
   
   
  Muckdwellers are race of intelligent bipedal amphibians with 
  brown to orange scales and fins on their back. They ambush 
  prey by squirting water at it over a distance of twelve metres. 
  Anyone failing a saving throw is blinded for one round. 
  Surprised victims are not permitted a save. Muckdwellers are 
  tribal and have underwater lairs. Some muckdweller tribes 
  serve a newt-kin tribe. 
   
   
  Mudman 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 10 
   
   
  Attacks: None 
   
   
  Saving Throw: 15 
   
   
  Movement: 3 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Mudmen are unintelligent being that form where mud is 
  exposed to large amount of magic. Mudmen have no goal 
  beyond survival and protection of their mud pool. In combat, 
  a mudman will throw mud at its opponent, slowing it down 
  by one with each hit. Every creature is considered to have an 
  armour class of ten for this purpose. A mudman can also 
  throw itself at a victim. Success means death of the mudman 
  and a slowdown of four. A immobilised target is covered by 
  mud entirely and suffers 1d8 points of damage per round. 
  Mud to Rock kills a mudman right away. 
   
   
  Mule 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Kick (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The mule is a crossbreed of a female horse and a male 
  donkey. They are usually sterile. 
   
   
  Mummy 
   
   
  Hit Dice: 6+4 
   
   
  Armour Class: 16 
   
   
  Attacks: Strike (1d12) 
   
   
  Saving Throw: 11 
  Turned: 7 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 7/600 
   
   
   
  Mummies are the persevered remains of long-deceased 
  people. Some are natural mummies, others have been 
  specially treated. Mummies can only be hit by magical 
  weapons, and even those only deal half damage. Anyone who 
  is touched by a mummy and fails a saving throw vs. death will 
  be cursed. His healing rate is reduced by three-quarters. Cure 
  Disease brings the healing rate to one-half normal and Remove 
  Curse completely lifts the mummy‘s curse. 
   
  
  348 
   
   
   
  Greater Mummy 
   
   
  Hit Dice: 8+4 
   
   
  Armour Class: 18 
   
   
  Attacks: Strike (3d6) 
   
   
  Saving Throw: 8 
  Magic Resistance: 10% 
  Turned: 9  
   
   
  Movement: 9 
   
   
  Intelligence: 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  Greater mummies have been powerful individuals in life and 
  are fearsome opponents in undeath. Most greater mummies 
  are decorated with jewels and other grave goods. They can 
  speak and have control over lesser mummies nearby. They 
  radiate evil and everyone facing a greater mummy has to 
  make a saving throw to avoid running away in terror. Greater 
  mummies curse other creatures like other mummies and can 
  use Detect Lies, Hold Metal, Silence and Slay the Living twice per 
  day. 
   
   
  Myconid 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 10 
   
   
  Attacks: Strike (4x1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Myconids are a race of humanoid fungi. They live mostly 
  underground and are no expansionists. If left alone, 
  myconids are mostly harmless. Myconids are stronger than 
  they thin bodies suggest. In case of an emergency, a myconid 
  can release a cloud of spores which will immobilise one target 
  if it fails a saving throw. The effect lasts 1d6 rounds. During 
  that time, the target remains totally passive and only observes. 
  Myconid King 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (3d8+2) 
   
   
  Saving Throw: 6 
   
   
  Movement: 6 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The myconid king is the ruler of a colony of myconids. He 
  has twice the size of a normal myconid and is shaded blue 
  rather than brown or orange. In additional to the paralysing 
  spores, the myconid king can resurrect any dead humanoid or 
  larger animal as a fungus corpse under his control. 
   
   
  Abyss Naga 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d6), strike (1d8) 
   
   
  Saving Throw: 4 
   
   
  Movement: 18 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 13/2,300 
   
   
   
  The abyss naga is a serpent creature which can be up to ten 
  metres long. It has a human had and often a long mane of 
  hair too. If they strike a target, they automatically coil and the 
  target suffers 1d8 points of damage every round thereafter. 
  They poisonous bite is lethal to anyone failing a saving throw 
  vs. death. An abyss naga can cast Hold Person and Ring of 
  Silence once per battle. They can heal 1d6 points of damage at 
  will, but have to sacrifice an attack to do so. Worn all night, 
  abyss naga skin allows the wielder to recover two additional 
  hit points per night of sleep. If might draw small serpents, 
  though. 
   
   
  Bone Naga 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d4), strike (3d4) 
   
   
  Saving Throw: 8 
  Turned: 9 
   
   
  Movement: 12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The bone naga is the skeleton of a naga animated by a 
  necromancer. It appears like a skeletal worm with a human 
  skull and glowing red eyes. Bone nages can cast one spell per 
  round, often Cause Blindness, Magic Missile or Lightning Bolt. 
  Bone nagas have the benefits and weaknesses of all undead. 
   
   
  
  349 
   
  Dark Naga 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d4), tail sting (2d8) 
   
   
  Saving Throw: 4 
  Magic Resistance: 15% 
   
   
  Movement: 13 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  The dark naga has a human face, but the body of a black 
  mamba. They attack with a bite and their venomous sting. 
  Anyone who is stung and fails a saving throw vs. death falls 
  into a deep sleep for 2d4 rounds after one round and takes 
  1d2 points of damage while unconscious. A dark naga has 
  four mage spells of the first and two of second and third 
  level. Dark nagas are immune against acid and poison. Their 
  mind cannot be read, but they constantly read the minds of 
  everyone within a radius of five metres. Dark nagas are 
  schemers and often cooperate with other evil races. 
   
   
  Hanu Naga 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d6), tail (1d6) 
   
   
  Saving Throw:  
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  Hanu nagas are a predominantly tropical and subtropical 
  form of naga, less magical than the human-headed variety. 
  Rather than a human-headed giant snake, hanu nagas have a 
  feral monkey head upon a great serpentine body. These nagas 
  lair in jungles and rainforests, haunting forgotten temples and 
  ancient ruins, where many are worshipped by tribes of wild 
  monkeys or apes. The most intelligent of hanu nagas may 
  have followings of tribesmen or cavemen. The stylised, 
  writhing dance of a hanu naga allows it to exert a mystic 
  control over apes and monkeys within a radius of one 
  hundred metres. These controlled creatures will act at the 
  naga‘s mental command. It is not necessary for the apes to 
  actually see the naga‘s dance to fall under its control; indeed, 
  when a hanu naga begins its dance, up to twenty simian 
  creatures within one kilometre will immediately begin moving 
  at top speed to the dancing naga‘s presence. The naga may 
  dance and attack at the same time. The bite of a hanu-naga is 
  poisonous and inflicts 1d12 additional points of damage 
  unless the target makes a saving throw vs. death. If the naga 
  hits with its constricting tail attack it will inflict automatic 
  damage of 1d6 per round until the victim killed. 
   
   
  Spirit Naga 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 6 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The spirit naga is a malicious scavenger that lives mostly 
  underground. It has dark scales and its gaze has the effect of 
  Charm Person. Spirit Naga can use Magic Missile, Silence and 
  Mirror Image at will. While wielding a mantle made from spirit 
  naga skin, the wielder will be able to cast spells even if 
  silenced. The mantle will smell of death for some weeks. 
   
   
  Water Naga 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12/20 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  Water naga are solitary but curious naga. They live in water 
  and need to water their skin once a day to survive. Their 
  poison is no less lethal than that of the abyss naga. Water 
  naga skin can be turned into leather armour. The armour is 
  very light an offers only a +1 bonus to armour class, but 
  protects the wielder from being charmed. It needs to be 
  watered once a day. 
   
   
  Giant Nautilus 
   
   
  Hit Dice: 14 
   
   
  Armour Class: 22 
   
   
  Attacks: Tentacles (20x1d8), bite (5d4) 
   
   
  Saving Throw: 3 
  Magic Resistance: 20% 
   
   
  Movement: 18 
   
   
  Intelligence: Genius 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 17/3,500 
   
   
   
  The giant nautilus is native to the Elemental Plane of Water, 
  but is also encountered in oceans of other planes. It is a 
  gargantuan creature maintaining the balance of nature in the 
  underwater world. A giant nautilus can communicate with all 
  creatures via telepathy. In combat, it uses it many tentacles. 
  Up to three tentacles can be used against a single opponent 
  simultaneously. A character hit by more than one tentacle is 
  pinned down and can be bitten by the nautilus. The giant 
  nautilus is immune to all form of mind control and can use 
  Charm Animal, Charm Person, Detect Evil, Detect Good, Part 
  Water, Monster Summoning I, Monster Summoning II or Monster 
  Summoning III once per round. It is on good terms with most 
  underwater races, including evil ones, and often fulfils the 
  
  350 
   
  role of a judge or negotiator. A nautilus shell can be 
  transformed into a roomy submarine. 
   
   
   
   
   
  Neanderthal 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: Weapon (2d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  These demihumans are cousins to humans. They often are 
  assumed to be brutish, due to their large brow ridges, 
  receding chins, and slightly shorter, denser bodies. However, 
  though they live a primitive lifestyle, they are as intelligent as 
  humans. Neanderthals typically attack with spears and 
  weapons with stone blades. A neanderthal band usually 
  consists of 1d4x10 individuals. Neanderthals are led by only 
  the strongest of their kind. The lair will often have albino 
  apes as trained pets and guardians. Neanderthals revere cave 
  bears, and will hunt them for rites of passage and religious 
  purposes. They despise kobolds, goblins, and morlocks, but 
  enjoy the company of gnomes and dwarves. 
   
   
  Necrophidius 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The necrophidius, also known as the death worm, is a 
  construct similar to a golem. It consists of the skeleton of a 
  long snake with a humanoid skull and is created for a single 
  purpose, like guarding a place or assassinating someone. 
  Anyone bitten by a necrophidius has to make a saving throw 
  vs. paralysis or will be paralysed for 1d4 rounds. The 
  necrophidius can also perform a strange dance called the 
  Dance of Death. It requires anyone looking to make a saving 
  throw or be affected by Hypnotic Pattern. 
   
   
  Needleman 
   
   
  Hit Dice: 3+4 
   
   
  Armour Class: 13 
   
   
  Attacks: Slap (3d4), needles (1d6x1d2) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The needleman shares some similarities with a zombie, but is 
  in fact a humanoid plant creature. Needlemen change colour 
  depending on seasons. Physically, a needleman is not very 
  strong, but due to the countless needles covering its body, its 
  slap does considerable damage. It can also fire needles over a 
  distance of six metres. Needlemen are very vulnerable to 
  magic. They suffer triple damage from magical attacks, but 
  are permitted a saving throw to avoid this and only take 
  normal damage. Needleman rely on sun light as well as flesh 
  and are especially fond of elven and horse meat. 
   
   
  Neogi 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: Strike (2x1d3), bite (1d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 6 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The small neogi look like a mix between wolf spider and 
  moray eel. They are a race of slavers and have mastered space 
  travel. Neogi are xenophobic  and universally hated Races 
  that would otherwise never cooperate have forged alliances to 
  protect themselves against neogi. Neogi are not very strong, 
  but have armies of slaves. Every neogi can mind-control 1d6 
  creatures and has a couple of tunnel brute servants. The 
  tunnel brutes have been raised to serve their ―small masters‖ 
  and are loyal to the end. Neogi have an extravagant lifestyle 
  and are notorious gamblers. Anyone bitten by a neogi has to 
  make a saving throw vs. death or will be affected by Slow for 
  1d8 rounds. 
   
   
  
  351 
   
  Neogi Old Master 
   
   
  Hit Dice: 18 
   
   
  Armour Class: 15 
   
   
  Attacks: None 
   
   
  Saving Throw: 3 
  Magic Resistance: 10% 
   
   
  Movement: 3 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 19/4,100 
   
   
   
  If a neogi becomes old, he will be affected by dementia and 
  his slaves will become unruly. In this case, the other neogi of 
  the community may choose to poison the old neogi all at 
  once and thus transform him into an old master. The old 
  master can barely move and only lives to eat. After three 
  months, he will burst open and 2d10+20 young, barely 
  sentient neogi will come out. They will start to fight and eat 
  each other. Only 1d4+4 of them will survive. Anyone 
  swallowed by an old master suffers 1d12 points of damage 
  per round. If attacked by sharp weapons, an old master will 
  release 2d4 young neogi to defend himself. Blunt weapon will 
  not pierce the skin of an old master and not bring forth 
  young. 
   
   
  Nereid 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 10 
   
   
  Attacks: Kick (1d2) 
   
   
  Saving Throw: 13 
  Magic Resistance: 50% 
   
   
  Movement: 12/12 
   
   
  Intelligence: Very 
   
   
  Alignment: Any Chaotic 
   
   
  CL/XP: 6/400 
   
   
   
  The neireid appears as a human female, but is actually a 
  creature from the Elemental Plane of Water. Nereids are 
  good swimmers and are almost invisible in water, as they take 
  human form only if in contact with air. If a male sees a 
  neireid, he will be unable to harm her unless he makes a 
  saving throw. A neried‘s kiss will also drown a male unless he 
  makes a saving throw at a -2 penalty. They will sometimes be 
  accompanied by water creatures and can Water Walk at will 
  and Poison Water once per day. 
   
   
  Newt-kin 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d3), bite (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9/12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Newt-kin are amphibious humanoids which usually live in 
  tribal societies in swamps. They are excellent swimmers and 
  can hold their breath long. Newt-kin are traditionalists and 
  more proficient with magic than with technology. 
   
   
  Nezumi 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: Weapon (1d6), bite (1d4) 
   
   
  Saving Throw: 19 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  Nezumi are short humanoid rats. Although not much of a 
  threat individually, they attack in packs and can transmit 
  diseases. Sometimes, they are accompanied by giants rats or 
  swarms of common rtas. 
   
   
  Night Hunter 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d2), bite (1d4), tail (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 2/18 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The night hunter is a bat-like predator that roams the 
  underground in packs and is always active. At night, they will 
  fly to the surface to search for creatures to feast on. Once per 
  fight, a night hunter can swoop down on an opponent. In 
  that case, its tail attack will do 3d4 points of damage. 
   
   
  Nightgaunt 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d6) or tail (1d8) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12/12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Nightgaunt are tall humanoids with greasy grey skin and bat-
  like wings. They have a spiked tail and paws dextrous enough 
  to hold weapons. Their face is just flat, lacking nose, eyes or 
  mouth. Nightgaunt roam the skies looking for children or 
  elderly to abduct as food for their family. 
   
   
  
  352 
   
  Nightmare 
   
   
  Hit Dice: 6+2 
   
   
  Armour Class: 17 
   
   
  Attacks: Hooves (2x1d8), bite (1d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 24 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The nightmare is a black horse with flames trailing from its 
  nostrils and wreathing its hooves. It is a devilish creature and 
  sometimes serves evil beings as a mount. The nightmare is 
  immune against all form of mind control, takes no damage 
  from fire and is fearless. 
   
   
  Nightshade 
   
   
  Hit Dice: 1+4 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (1d4+1) or weapon (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  Nightshades are elemental spirits associated with poisonous 
  plants. They live in dark, unhallowed forests. They resemble 
  dwarves, but are slightly smaller, always have silver hair and 
  darker skin. Nightshades are immune to all poisons and can 
  speak with plants. They use mostly wooden equipment, but 
  sometimes also bronze. Nightshades use poison on their 
  weapons. Unless a saving throw vs. death is made, it 
  temporarily reduces dexterity by one. The poison becomes 
  ineffectual after being exposed to air for ten rounds. They 
  live on blood and bone marrow and value potions and items 
  with direct practical use, but not gold or gems. Nightshades 
  can use Entangle and Warp Wood once per day. 
   
   
  Niseag 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (2d12) 
   
   
  Saving Throw: 3 
   
   
  Movement: 1/20 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 17/3,500 
   
   
   
  The niseag is a serpent-like monster living in lakes, though 
  some have been sited at sea as well. Niseags can grow up to a 
  length of twenty metres and will swallow medium-sized 
  victims whole on a roll five higher than necessary to hit or on 
  critical hits. Anyone swallowed will die within an hour and be 
  digested within a day. It is not clear how niseags survive in 
  lakes, as many reported as habitats of these monsters seem 
  too small to sustain such a large organism. Spilled into water, 
  niseag bile will attract fish and other water creatures. 
   
   
  Dread Niseag 
   
   
  Hit Dice: 13 
   
   
  Armour Class: 19 
   
   
  Attacks: Strike (3d8) 
   
   
  Saving Throw: 3 
  Turned: 16 
   
   
  Movement: 1/20 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 18/3,500 
   
   
   
  This undead niseag is a rare sight. It is not entirely clear how 
  niseag become undead, as they seem to be independent and 
  are usually not controlled by a necromancer. Dread niseags 
  do not swallow their victims, but can lock their law around an 
  opponent if their score more than ten points of damage. 
  After that, they will attempt to drown the victim. The dread 
  niseag is immune to non-magical weapons and can use Toxic 
  Cloud thrice a day. Everyone who sees a dread niseag has to 
  make a saving throw or will be stunned for one round. 
   
   
  Nixie 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 18 
   
   
  Movement: 9/12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: B/10 
   
   
   
  The nixie is a minor water spirit related to the dryad. One in 
  five nixies can use Charm Person. If the victim fails a saving 
  throw at a -2 malus, it will walk into the water and be the 
  nixies‘ slave for one year. Dispel Magic works only in three out 
  of four cases. The chance drops to one out of four cases if 
  the victim is already underwater. Nixie hair glitters beautifully 
  and is popular among the females of many cultures. 
   
  
  353 
   
   
   
   
   
  Ice Nixie 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Ice dagger (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9/15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 1/15 
   
   
   
  The ice nixie is cruel and malicious. It originates from polar 
  regions, but will move to temperate areas as well. Ice nixies 
  can freeze up to one cubic metre of water per round and are 
  immune to cold damage. They can throw ice darts with a 
  range of ten metres for 1d3 points of damage. The ice nixie 
  can charm other creatures. The target will react positively to 
  the nixie, but become cold-hearted and egoistic. The nixies 
  will or death are the only ways to free the victim. Drinking 
  half a litre of nixie blood will prevent the consumer from 
  freezing for half a day. 
   
   
  Norker 
   
   
  Hit Dice: 1+2 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d6), bite (1d3) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 2/30 
   
   
   
  Norkers are aggressive and belligerent goblinoids. They skin 
  is shaded from red to grey and completely hairless. Norkers 
  have canine teeth and never wear armour, as their skin 
  already very tough. In combat, they like to use swarming 
  tactics and strike with bludgeoning weapons. A norker tribe is 
  organised like a bunch of thugs. The strongest norker rules, 
  but only as long as he can prove that he is still superior to 
  everyone else. Norkers will negotiate with strong opponents, 
  but will always looks for a way to double-cross them. 
   
   
  Nosferatu 
   
   
  Hit Dice: 8+3 
   
   
  Armour Class: 18 
   
   
  Attacks: Slam (1d6+4) 
   
   
  Saving Throw: 7 
  Turned: 11 
   
   
  Movement: 12/18 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The nosferatu are a special breed of vampires. During the 
  night hours, a nosferatu looks like a normal, if rather pale, 
  member of its race. At sunrise, the nosferatu falls into a 
  coma-like sleep. If it fed within the last hours, it will look 
  slightly flushed. During this sleep, its skin will slowly turn 
  grey. The nosferatu have all the strengths and weaknesses of 
  the common vampire, but always drain points of constitution. 
  A nosferatu will only drain weakened or charmed victims and 
  usually drain one point of constitution per round. While 
  draining, it can defend itself only with its gaze. A nosferatu‘s 
  victim regains one point of constitution every two days. If 
  killed by the drain, it will rise as a zombie under the 
  nosferatu‘s control. If within a hundred metres, a nosferatu 
  can charm a victim it once drained telepathically. Remove Curse 
  will break this dark bond. Nosferatu sleep in coffins and 
  usually maintain three or four hiding places. If a nosferatu 
  does not drain at least three points of constitution, it will lose 
  one hit die. If half its hit dice are lost, it ceases to decline 
  further, but will go berserk if near a potential victim. 
   
   
  Nothosaurus 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (5d4), flippers (2x1d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 3/18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The nothosaurus is a particularly aggressive marine dinosaur. 
  It dwells in the seas of the South and likes to sun itself on 
  rock between hunts. If reduced to half its maximum hit 
  points, it will go into a frenzy and also strike with its flippers. 
   
   
  Nue 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Bites (2x1d8) 
   
   
  Saving Throw: 7 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  A nue looks like a large tiger with simian features, large pupil-
  less eyes and a long snake for a tail. The snake‘s bite can 
  strike any enemy on the sides or back of the nue‘s body. 
  
  354 
   
  Despite its large size and weight a nue is remarkably agile and 
  fast, it can jump ten metres long or five metres high easily 
  from a standing position.  Since a nue has a pair of eyes on 
  each end of its body it is nearly impossible to flank or sur-
  prise. A nue also has another ability: At nigh time, when lying 
  perfectly still it can become a dark silhouette which is only 
  noticed in one out of ten cases of the time. The invisibility is 
  only dispelled if the creature is exposed to direct moon 
  beams or injured. Naturally, nue prefer moonless or overcast 
  nights to hunt. Some legends speak of a special kind of nue, 
  the dai-nue, who can maintain their invisibility even while 
  moving and are immune to normal weapons. 
   
   
  Nymph 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 11 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 14 
  Magic Resistance: 50% 
   
   
  Movement: 12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  A nymph is a fey that appears as a strikingly beautiful female 
  with a perfect body. Any living creature looking at a nude 
  nymph has to make a saving or will die instantly. Once per 
  day, nymphes can use Call Lightning, Call of the Forest, 
  Dimension Door and Obscuring Mist. They despise anything ugly. 
   
   
   
   
  Grain Nymph 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (1d2) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The grain nymph is a nymph living in a cornfield. Grain 
  nymphs usually have blond hair and fair skin. They care for 
  the animals in their field and are mostly harmless if left alone. 
  Cornfields with a grain nymph will produce more and better 
  grain, so farmers have a very positive attitude to these 
  nymphs. If a grain nymph‘s field is burned down, she will die. 
  A grain nymph can use Charm Animal and Speak with Animals 
  at will. She can also use Dominate Animal and Summon 
  Animals II twice per day, but only once per turn.  
   
   
  
  355 
   
  Obliviax 
   
   
  Hit Dice: 1d2 hp 
   
   
  Armour Class: 10 
   
   
  Attacks: None 
   
   
  Saving Throw: 18 
   
   
  Movement: 0 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: B/10 
   
   
   
  Obliviax is malignant moss that causes memory loss. It can 
  sense sentient creatures within a radius of twenty metres. If a 
  caster is present, it will be attacked preferably. Every time the 
  moss attacks, the target has to make a saving throw vs. magic 
  to avoid the loss of all memories from the last twenty-four 
  hours. The target will not necessarily know what is going on. 
  Once the memories have been drained, the obliviax will 
  defend itself by casting the stolen spells. To regain the 
  memories, the target has to eat the moss and make a saving 
  throw vs. death. If the save is successful, all memories are 
  regained and additional ones of other creatures may be gained 
  as well. If the save fails, the target becomes ill for 3d6 turns 
  instead. 
   
   
  Gargantuan Octopus 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 12 
   
   
  Attacks: Arms (8x1d4), beak (2d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 3/12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The cunning and malicious gargantuan octopus is a semi-
  sentient being that enjoys drowning shipwrecked sailors and 
  picking people from the deck of their ship. The octopus 
  usually uses six arms to attack and two at attach itself to the 
  ship. Anyone hit by an arm automatically suffers damage until 
  the octopus is killed or the arm severed. Targets close to the 
  beak will also be attacked by that. Each arm has eight hit 
  points independently from the octopus‘s hit dice. If more 
  than half its arms have been cut off, the octopus is likely to 
  retreat. The arms will regrow over the course of 1d4 weeks. 
  To cover its retreat, the octopus can release an ink cloud with 
  a radius of fifteen metres that lasts for 3d4 rounds. 
   
   
  Giant Octopus 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Tentacles (8x1d3) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The giant octopus is a menace to all sailors crossing its 
  territory. It does not have a very sturdy skin, but enough 
  strength to drag small boats underwater. If the vessel is too 
  large, the octopus sticks to picking sailors and drowning 
  them. After the initial hit, a tentacle automatically does 1d6 
  points of damage each following round until the victims is 
  freed. In emergency situations, the octopus can jet out water 
  to triple its swimming speed or use an ink cloud to obscure 
  its true position. 
   
   
  Ogre 
   
   
  Hit Dice: 4+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d10+1) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The ogre is a huge but rather dumb humanoid with some 
  similarities to the orc. Its lack of imagination is compensated 
  by determination and enormous physical power. Ogre form 
  simple communities and sometimes ally with orcs or 
  goblinoids. 
   
   
   
  Merrow Ogre 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d6), bite (2d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9/15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The merrow ogre is an aquatic ogre that lives in fresh and salt 
  water. Some merrow ogres have ivory horns. They are 
  smarter than land-dwelling ogres, but ignorant and 
  superstitious. They sometimes raid coastal villages and are on 
  good terms with sea trolls. 
   
   
  
  356 
   
  Swamp Ogre 
   
   
  Hit Dice: 6+1 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d6), bite (2d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 6/12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  Swamp Ogres are larger, semi-aquatic cousins of common 
  ogres. They range in colour from mouldy green to yellowish-
  brown, and they have huge heads that protrude forward from 
  their enormous, hunched shoulders. Their great arms are able 
  to rotate around completely, allowing them to easily reach 
  anywhere on their backs and shoulders. Swamp ogres are 
  often covered in moss, swamp grass, and mud, which 
  facilitates their favourite mode of attack: Surprise. Swamp 
  ogres sit or lie down in the muck so that just their great 
  shoulder hump protrudes above the mire; when still, they 
  need to breathe only once each hour. While in this position, a 
  swamp ogre waits until someone or something sets foot upon 
  its shoulders, whereupon its arms move with lightning speed 
  to grab its victim and pull it down into the mire to be eaten. 
  If the swamp ogre hits with both hands, it drags the 
  opponent completely below the mire to drown in 1d4+2 
  rounds. If the swamp ogre hits with only one hand, it drags 
  the opponent under on the following round, unless eight 
  points of damage is dealt to its hand or it is otherwise forced 
  it to loosen its grip. Once its opponent is underneath the 
  mire, the swamp ogre uses its conventional claw and bite 
  attacks on the unfortunate victim. If a swamp ogre scores a 
  critical hit with its bite attack against a human-size or smaller 
  opponent, it swallows that opponent whole. A swallowed 
  opponent suffers 1d8 point of damage each round from 
  stomach acid, cannot attack with anything larger than a 
  dagger, and ultimately suffocates in 2d4 rounds. 
   
   
  Tusken Ogre 
   
   
  Hit Dice: 6+4 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (1d12) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment:  
   
   
  CL/XP:  
   
   
   
  The tusken ogres have a pale bluish tint to their skin, and 
  powerful tusks protruding from their mouths. They are 
  somewhat more intelligent than normal ogres, and are often 
  found in the service of an evil wizard. Tusken ogres that are 
  not minions often inhabit crude but human-like residences. 
  They dress in silk garments taken from victims or merchants, 
  and usually fight with pole arms or outsized swords. They are 
  inveterate slavers, and their lairs will often contain human 
  prisoners, especially women. A tusken ogre has one magical 
  ability, which is to create a single Mirror Image of itself at the 
  beginning of a battle. The illusory double will disappear when 
  it is hit. 
   
  Ogrillon 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d8+2) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The ogrillon is the result of a union of a female orc and a 
  male ogre. Orgillon are fierce combatants and violent by 
  nature. If they have not been in a fight for some time, they 
  will become restless and nervous. Ogrillon are sterile, but 
  nevertheless sometimes form gangs with other ogrillons 
  instead of orcs or ogres. Most ogrillons are only slightly taller 
  than orcs, so their strength is often misjudged. 
   
   
  Oliphant 
   
   
  Hit Dice: 10+5 
   
   
  Armour Class: 16 
   
   
  Attacks: Trample (4x3d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 15 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The oliphant is a rather intelligent relative of the mastodon. It 
  is very agile for its size and can attack up to four targets at 
  once. 
   
   
  Omgoth 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Omgoths were once holy men who, through betrayal of their 
  faith, now suffer from a curse that has given them a rotting, 
  ghoulish appearance. They look so much like a ghoul that 
  they are often mistaken as one. Their bodies are in always in a 
  continuous state of decay and they must regularly feed on the 
  living to replenish their lost flesh or the curse with consume 
  them. Omgoths exude an aura of corruption that causes 
  healing magic employed in their presence to damage the 
  intended recipient instead of healing; be they from spells, 
  potions or magical items. Though they may be found in the 
  company of undead, they are not themselves undead and 
  cannot be turned. 
   
   
  
  357 
   
  Oni 
   
   
  Hit Dice: 5+4 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (1d12) 
   
   
  Saving Throw: 10 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The oni is a distant relative of the ogre. Oni originate from 
  the East, but can be found in many other places as well, as 
  they like to travel a lot. Oni are very intelligent and often use 
  magic. They can use Darkness Globe, Charm Person and Sleep 
  once a day. Their magic blast has a range of ten metres and 
  causes 8d6 points of damage to anyone caught within. A 
  saving throw for no damage is permitted. Even outside the 
  Eats, oni like to use the katana and other weapons from their 
  home region. Some oni have blue skin, brown skin or ivory 
  horns. 
   
   
  Crystal Ooze 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (3d4) 
   
   
  Saving Throw: 113 
   
   
  Movement: 1/3 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The translucent and colourless crystal ooze has adapted to an 
  aquatic lifestyle. It is almost invisible underwater and gains a 
  +4 bonus to surprise rolls. The crystal ooze is immune to 
  fire, cold, acid and poison. Anyone hit by a crystal ooze has 
  to make a saving throw vs. paralysis or will be paralysed for 
  4d4 rounds. The crystal ooze‘s poison does not affect metal, 
  but will slowly destroy wood and clothing. 
   
   
  Grey Ooze 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (2d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 1 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Grey ooze is extremely slow, but also undistinguishable from 
  wet rock. It dissolves carrion and prey with its acidic 
  secretions. Grey ooze cannot be harmed by spells, cold or 
  fire. All mundane metal weapons touching the ooze have to 
  make a saving throw or will corrode quickly. Blunt weapons 
  do only one third of their regular damage to grey ooze. If 
  diluted one to ten with water, the acid of the grey ooze can 
  be used to polish armour and weapons. 
   
   
  Grim Ooze 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (5d4) 
   
   
  Saving Throw: 4 
  Magic Resistance: 15% 
  Turned: 10 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The mysterious grim ooze is an undead ooze creature. It is 
  unclear whether the grim ooze is a distinct species or just a 
  reanimated dead ooze. Usually, oozes do not rise from the 
  dead. The grim ooze will destroy any wood it touches 
  immediately and leather or similar material in 1d4 rounds. It 
  can be harmed only by silver or magic weapons. 
   
   
  Ooze Man 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 18 
   
   
  Attacks: Strike (2x3d4) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 7/600 
   
   
   
  Ooze men are vicious, intelligent ooze creatures. They live 
  mostly underground and serve enigmatic ancient entities. 
  Sages are not sure if these old beings are of divine nature or 
  not. An ooze man can take any shape, but prefers to appear 
  as an attractive human. He can move on walls and on the 
  ceiling as well. Anyone hit by an ooze man has to make a 
  saving throw vs. paralysis at a +2 bonus or will be paralysed 
  for 2d6 rounds. Ooze men take no damage from blunt 
  weapons and are immune to poison. Thrice per day, they can 
  use their gaze as Charm Person, though the victim has to look 
  at them for this to be effective. 
   
   
  Ophidian 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1x1d3), weapon (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9/18 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Ophidians are snake-like humanoids. They can change their 
  skin colour at will and brown or green in their natural form. 
  Ophidians live in primitive tribes. If a humanoid is bitten by 
  one and fails a saving throw vs. death, it will transform into 
  an ophidian. The transformation will start after 1d4+1 days 
  and takes two weeks. After that, the victim will have lost its 
  memories and run off to join the next ophidian clan it finds. 
  Cure Disease and Remove Curse halt the transformation for one 
  
  358 
   
  day, though Heal is required to reverse it. Ophidians 
  sometimes worship a naga, dragon or other powerful reptile. 
   
   
  Aqueous Orb 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Tail (1d4) 
   
   
  Saving Throw: 15 
   
   
  Movement: 3 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Aqueous orbs are bubble creatures that levitate above the 
  surface of the water, leaving a long, tube-like feeding tail 
  dangling into the water below. Liquid and nutrients are pulled 
  up through the tail to the bubble-like body, which thrives on 
  rotting carrion in the surrounding water. An aqueous orb 
  glows with green luminescence when attacking: those who 
  fail a saving throw will walk toward the orb, enter the water, 
  and most likely drown. The feeding tail can also be used as a 
  weapon, piercing foes for 1d4 hit points of damage and 
  inflicting 1d4 points of damage automatically thereafter, as it 
  sucks blood from the victim. An aqueous orb is immune to 
  all but piercing weapons; the feeding tail is immune to all but 
  slashing weapons. 
   
   
  Orc 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 14 
   
   
  Attacks: Spear (1d6) or scimitar (1d8) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 1/15 
   
   
   
  Orcs are brutish humanoids with green skin. Most live in 
  tribal societies, but some are organised in cities or whole 
  empires. Many orcs live underground and prefer to attack 
  during the night. Orcs value bravery and strength and do not 
  tolerate cowardice or any other form, especially not among 
  their leaders. 
   
   
  Origami Warrior 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 14 
   
   
  Attacks: Yari (1d6) 
   
   
  Saving Throw: 15 
  Magic Resistance: 10% 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The origami warrior is a creation made of intricately folded 
  paper, in the shape of a full sized human warrior. They move 
  fast and blunt weapons inflict only half damage against them. 
  Piercing weapons pass through the paper construction 
  without causing any damage at all, but cutting weapons inflict 
  one additional point of damage. Fire inflicts double damage. 
  Origami warriors wield normal spears. They are generally 
  found in the service of powerful sorcerers. 
   
   
  Ornitholestes 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (2d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 24 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The ornitholestes is an exceptionally fast carnivorous 
  dinosaur. It eats insects, eggs and creatures its own size. Due 
  to its speed, it is difficult to actually hit an ornitholestes. 
   
   
  Orog 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d6+2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The orog is the offspring of a female ogre and a male orc. In 
  comparison to the ogrillon, he has more mental capabilities 
  and less uncanny aggressiveness. Orogs are disciplined and 
  live usually among other orcs. They are sometimes referred to 
  as great orcs. In gang or battalions of orcs, orogs easily 
  become the leaders. 
   
   
  Orpsu 
   
   
  Hit Dice: 1+6 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d3), horn (1d4+3) 
   
   
  Saving Throw: 18 
   
   
  Movement: 2/15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The orpsu is a nocturnal flyer native to the East. It has sharp 
  teeth, a rat-like tail and four bony horns. These horns are 
  winged and are actually legs. Orpsus hunt in swarms and can 
  see in darkness. Once per day, an orpsu can use Hold Monster, 
  but may only target a single creature. If a target successfully 
  saves against the effect, it is affected by Slow. Wounds caused 
  by an orpsu bite continue to bleed and result in a loss of one 
  point of constitution per turn until the wound is treated. 
  Orpusus hunt a night and rest in caves or ruins during 
  daytime. They cannot be charmed. 
   
  
  359 
   
   
  Osquip 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 14  
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The osquip is a dog-sized rat-like rodent with grotesquely 
  oversized teeth and up to four pairs of legs. It has pale yellow 
  hide. The osquip‘s teeth can dig through stone. It digs fast 
  enough to come out of the floor quickly and surprise its prey.  
   
   
  Dire Ostrich 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  If raised by humanoids from birth on, dire ostriches are large 
  enough to be ridden as mounts, and might be for sale in 
  southern lands or large cities. 
   
   
  Giant Otter 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (3d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9/18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Giant otters dwell in lakes or rivers. They love to play and are 
  not very dangerous, but will fight ferociously if cornered or 
  threatened. Giant otter pelts in good shape are very valuable 
  and sell for up to 1,000 gp. 
   
   
  Otyugh 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 16 
   
   
  Attacks: Tentacles (2x1d8), bite (1d4+1) 
   
   
  Saving Throw: 9 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  Otyughs live underground, hiding in piles of refuse, for they 
  are scavengers.  These bizarre creatures are slightly larger 
  than a human, a mass of flesh mounted on three squat, 
  elephant-like legs.  The otyugh has a sensory-organ stalk, and 
  two rough, bone-ridged tentacles used for attacking enemies.  
  Anyone bitten by an otyugh‘s mouth and failing a saving 
  throw vs. death will catch a terrible disease and die in 3d6 
  days. Although they are relatively stupid, otyughs use 
  rudimentary telepathy to communicate with each other and 
  other telepathic beings, if they are encountered. 
   
   
  Neo-Otyugh 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 19 
   
   
  Attacks: Tentacles (2x1d10), bite (1d8) 
   
   
  Saving Throw: 6 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  Neo-otyughs are larger, more developed relatives of the 
  otyughs. They share the same telepathic language. 
  Additionally, the neo-otyugh‘s sensory organs are so 
  advanced that it‘s impossible to surprise one. 
   
   
  Owl 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 14 
   
   
  Attacks: Beak (1d2), Claws (2x1d2) 
   
   
  Saving Throw: 17 
   
   
  Movement: 1/24 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Owls are nocturnal birds of prey. During night time, they are 
  hard to spot and fly silently, resulting in a -4 malus to surprise 
  rolls for its opponents. 
   
  
  360 
   
   
   
   
  Giant Owl 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 13 
   
   
  Attacks: Break (1d4+1), claws (2x2d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 3/18 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Giant owls look mostly like a larger version of the common 
  owl, but are way more intelligent and have their own 
  language. Giant owls are as stealthy as common ones, 
  resulting in a -4 malus to surprise rolls for its opponents.  
  The giant owl is a symbol of wisdom in some cultures, a sign 
  of imminent death in others. 
   
   
  Talking Owl 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 17 
   
   
  Attacks: Beak (1d2), Claws (2x1d4) 
   
   
  Saving Throw: 15 
  Magic Resistance: 20% 
   
   
  Movement: 1/32 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Good 
   
   
  CL/XP: 4/120 
   
   
   
  Talking owl are rare and magical creatures. They can sense 
  the presence of other beings near them and are impossible to 
  surprise. Talking owls are very wise and immune to spells 
  causing fear or resulting in control over them. Sometimes, 
  talking owls aid heroes on dangerous quests. They know 
  many languages and can Detect Good at will. 
   
   
  Owlbear 
   
   
  Hit Dice: 5+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Paws (2x1d6), bite (2d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The owlbear resembles a cross between a bear and an owl. It 
  might be product of a magical experiment gone bad. Foul-
  tempered and territorial, owlbears are a menace to anyone 
  crossing their territory and not being prepared. If the owlbear 
  manages to hit an opponent with both paws in one round, it 
  hugs it for another 2d8 points of damage. The smell of an 
  owlbear pelt will keep regular bears away, but attracts owls. 
   
   
  Kaiser Owlbear 
   
   
  Hit Dice: 8+2 
   
   
  Armour Class: 16 
   
   
  Attacks: Paws (2x1d12), bite (2d10) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral to Chaotic Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  Twice as tall as the common owlbear, with grey feathers and 
  eyes glowing red in the dark, the kaiser owlbear is feared by 
  every peasant living even remotely close to its territory. Its 
  hug causes 3d8 points of damage. The kaiser owlbear‘s roar 
  makes creatures with less than three hit dice flee in terror. 
  Creatures with more hit dice have to make a saving throw or 
  will be stunned for one round. 
   
   
  Spotted Owlbear 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 11 
   
   
  Attacks: Paws (2x1d4), bite (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The spotted owlbear is a dextrous climber and lives in the 
  mountains. It likes to jump at its prey, which deals 1d10 point 
  of damage. The pelt of spotted owlbears is very popular and 
  worth at least 450 gp. 
   
   
  
  361 
   
  Winged Owlbear 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Paws (2x1d6), bite (2d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12/18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  In comparison to the regular owlbear, the winged owlbear 
  can actually use its wings. They allow it to glide towards its 
  prey and ram it once for 2d8 points of damage. Surprising to 
  many, the winged owlbear can run up steep solves and walls. 
  Some wizards tried to tame winged owlbear, but there is no 
  successful attempt known. 
   
   
  Ox Sorcerer 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 12 
   
   
  Attacks: Fist (1d6) or weapon (1d8+2) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  An ox sorcerer may at first glance be mistaken for a 
  minotaur. It is a member of a race of humanoid oxen, gifted 
  with magical abilities, clad in an embroidered silken robe, 
  taller than humans, and bearing long curving horns capped 
  with tassels. All ox sorcerers have the spell abilities of a mage 
  of the fifth level. Twice per day they may catch a weapon 
  aimed at them and cause it to rot or rust away within seconds. 
  Each morning they consult their horoscopes for favourable 
  signs, and so once per day may add a +2 bonus to any one 
  dice roll. However, if they neglect to observe their chosen 
  taboo – not drinking alcoholic beverages, for example, or 
  making an offering of incense to nature spirits – they suffer 
  a -2 penalty to all dice rolls relating to their spells on that day. 
  Lastly, anyone who speaks with an ox sorcerer for more than 
  one turn will act as if affected by Charm Person. Having the 
  strength and stamina of an ox, an ox sorcerer is willing to 
  undertake hard work if he should fall upon hard times, and 
  one of them can easily perform the work of three average 
  humanoid labourers. 
   
   
  Paka 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d6) or weapon 
   
   
  Saving Throw: 11 
  Magic Resistance: 20% 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The paka are a race of feline shapeshifters. They live among 
  humans as they pass for one and sometimes are not 
  discovered for years. If a paka‘s eyes are caught in light, they 
  shine red. A paka‘s true form looks like a feline humanoid, 
  not unlike a werecat‘s hybrid form. It has retractable claws in 
  either from. Common felines can be telepathically 
  commanded by a paka. Some paka packs are in turn lead by a 
  cat lord. By licking its wounds clean, a paka can heal 2d4 
  additional hit points per day. Pakas are strictly carnivorous 
  and can sometimes be identified due to this habit. Canines 
  and therianthropes will notice that something is amiss if they 
  met a paka, but not necessarily identify one as a paka. 
   
   
  Paleocinthus 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 22 
   
   
  Attacks: Tail (2d6) 
   
   
  Saving Throw: 6 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The paleocinthus is a walking dreadnought related to the 
  ankylosaurus. It attacks with its spiked tail and fears few 
  other creatures. A predator trying to bite a paleocinthus will 
  suffer 3d4 points of damage due to its spiny, plated skin. 
   
   
  Palimpset 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 10 
   
   
  Attacks: Paper cut (1d3) 
   
   
  Saving Throw: 14 
  Magic Resistance: 10% 
   
   
  Movement: 3 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The palimpsest is a magically awakened sheet of parchment. 
  It usually lives in libraries and other places where common 
  parchment can be found as well. The palimpsest waits until a 
  victim is near and then attacks by cutting it. If the attack roll 
  is a critical hit or at least four higher than needed, the victim 
  will be absorbed. Absorbing takes two rounds. Once 
  absorbed, the victim is visible on the parchment. The 
  Palimpset can absorb other objects as well, though they are 
  not nutritious. To free a victim, it has to be animated with 
  
  362 
   
  Remove Curse, cut out of the paper with Restoration and 
  reanimated with Raise Dead. 
   
   
  Panther 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d4), bite (1d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 21 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The panther, most well-known for its variant with black fur, 
  is a cat of prey. It is smaller than some other felines, but can 
  reach and impressive speed and rarely lets its prey escape. 
   
   
  Pech 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 17 
   
   
  Attacks: Weapon (1d8+3) 
   
   
  Saving Throw: 13 
  Magic Resistance: 25% 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 5/240 
   
   
   
  The pech are a race of benevolent humanoids with ties to the 
  Elemental Plane of Jedi. They are small, but have great 
  strength. Once per day, a pech can use Shape Stone and Stone 
  Tell. Four pech can use Wall of Stone or Stone to Flesh at a level 
  equal to their combined hit dice. 
   
   
   
   
   
  Pegasus 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 13 
   
   
  Attacks: Hooves (2x1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 24/48 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The pegasus is a winged horse. It is smarter than a normal 
  horse and can be tamed to be used as a mount. Taming an 
  adult pegasus is very difficult. 
   
   
  Pembling 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: B/5 
   
   
   
  Pemblings are mindless lesser creatures from the Elemental 
  Plane of Earth. They look like fist-sized rocks when dormant. 
  Once awakened, they roll towards their target and attack by 
  leaping and biting. Pemblings have a mouth full of sharp 
  teeth and are immune to edged pointed weapons. They take 
  only half damage from normal fire was well. 
   
   
  Albino Penguin 
   
   
  Hit Dice: 1+2 
   
   
  Armour Class: 12 
   
   
  Attacks: Beak (1d6+1) 
   
   
  Saving Throw: 17 
   
   
  Movement: 6/15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Albino penguins moved underground millennia ago, when 
  dangers from the surface drove them into caves. They have 
  no eye, but excellent senses of smell and hearing and are 
  good swimmers. They take one point of damage less from 
  every damage die of cold-based attacks. 
   
   
  
  363 
   
  Dire Penguin 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Beak (1d8+2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12/21 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/15 
   
   
   
  Dire penguins are almost as large as a human and have 
  glowing red eyes. They usually appear in groups and let they 
  prey approach before they start the assault. During their 
  initial attack, they gain a +2 THACO bonus and will knock 
  over a human-sized or smaller target in one out of two cases. 
   
   
  Pentaceratops 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 15 
   
   
  Attacks: Horns (2x1d10), bite (1d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  The pentaceratops is a quadrupedal dinosaur. It has three 
  horns and two horn-like cheekbones. If in panic, it will 
  trample on smaller creatures and inflict 2d10 points of 
  damage. 
   
   
  Pernicon 
   
   
  Hit Dice: 1 hp 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1) 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: A/5 
   
   
   
  The pernicon resembles a colourful wingless grasshopper. It 
  is mostly peaceful, but will attack in large numbers if 
  threatened. Pernicons attack in swarms of at least ten 
  individuals. Blunt weapons can kill more than one pernicon 
  at once. Fur each five points of damage done by pernicons, a 
  victim will suffer the loss of one point of constitution due to 
  the water that these insects suck out of the bodies of their 
  targets. Pernicons live in underground colonies in desert 
  regions. They are expert water finders and much requested by 
  folk travelling the deserts. 
   
   
  Peryton 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 13 
   
   
  Attacks: Antlers (2d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9/24 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  Perytons have the body of a giant eagle, the head of a stag 
  (but with sharp teeth), and cast the shadow of a human.  
  They eat the hearts of their victims, and lair in high mountain 
  aeries.  A magical weapon is required to hit a peryton. 
   
   
  Phantom Stalker 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12/24 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/500 
   
   
   
  The phantom stalker is a creature from the Elemental Plane 
  of Fire. On the Material Plane, it is only found as a servant 
  for powerful wizards. It is humanoid in shape, with a large 
  elongated head with oversized, empty eyes. Phantom stalkers 
  are known to appear in other forms as well, though. The 
  stalker is immune to fire, but suffers one additional point of 
  damage per damage die from cold-based attacks. It can lower 
  its body temperature to touch things without incinerating 
  them right away. If reduced to naught hit points, the 
  phantom stalker explodes in a Fireball. For some reason, 
  phantom stalkers are not fond of their existence on the Plane 
  of Fire and are grateful to anyone who summons them to a 
  different plane. If a phantom stalker‘s summoner is killed, it 
  will shift to the Ethereal Plane to look for the killer and do 
  everything to track him down. 
   
   
  Phoenix 
   
   
  Hit Dice: 18 
   
   
  Armour Class: 22 
   
   
  Attacks: Claws (2x1d8), beak (2d12) 
   
   
  Saving Throw: 2 
  Magic Resistance: 50% 
   
   
  Movement: 6/39 
   
   
  Intelligence: Genius 
   
   
  Alignment: Chaotic Good 
   
   
  CL/XP: 20/4,400 
   
   
   
  The phoenix is a legendary bird. It has a wing span of more 
  than twelve metres and multi-colour feathers. Phoenixes are 
  benevolent beings and defenders of freedom. A phoenix will 
  always open a fight with a shriek that will give all creatures 
  with less than thirteen hit dice a -3 malus to initiative rolls. It 
  is immune to fire and can use Detect Evil, Detect Magic, Dispel 
  Evil, Fire Path, Flash Fire, Manipulate Fire, Produce Fire, 
  
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  Pyrotechnics, Reincarnate, Sustain Fire and Wall of Fire at will. If 
  slain, the phoenix will be reborn after 4d4 weeks. It is unclear 
  how a phoenix can be killed permanently. 
   
   
   
   
   
  Phororhacos 
   
   
  Hit Dice: 7+7 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d4), bite (1d2) 
   
   
  Saving Throw: 9 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The phororhacos is a flightless bird with a powerful beak. 
  This species has roamed the surface world for millions of 
  years already. The phororhacos is a fearless killer and will 
  attack even if outnumbered. In combat, it will emit a fierce 
  battle cry that is also used to scare away other males. It can 
  use a jumping attack that allows it to inflict double damage 
  with its claws.  
   
   
  Giant Pike 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (4d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 24 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Giant pike inhabit deep lakes and are aggressive predators. If 
  hungry, they do not hesitate to attack creatures larger than 
  they are. They are granted a +2 bonus to surprise rolls and 
  are sometimes tamed by nixies. 
   
   
  Giant Pillbug 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 17 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Giant pillbugs are heavily armoured for an insect and are 
  usually found among their smaller specimen. If a giant pillbug 
  loses more than half of its hit points, it rolls up into a ball and 
  tries to escape. Rolled up, it gains a +4 bonus to armour class 
  and saving throws as well as a +3 bonus to speed. 
   
   
  Piranha 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 11 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: A/5 
   
   
   
  Piranhas have large, sharp teeth and attack prey in large 
  swarms. They are mostly harmless unless trapped in small 
  water compounds during the dry season. 
   
   
  Dire Piranha 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 16 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  These giant fish live in warm, moving water, and can reach a 
  length of one and a half metres. They will attack nearly 
  anything that moves, and if blood is scented they will feed at 
  
  365 
   
  a feverish pace and fight to the death. As many as eight giant 
  piranhas may attack a single victim at a time. 
   
   
  Pixie 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 15 
   
   
  Attacks: Pixie sword (1d4), pixie bow (1d3) 
   
   
  Saving Throw: 17 
  Magic Resistance: 25% 
   
   
  Movement: 6/12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Pixies are small fey. They live in forests, look like tiny elves 
  with very long ears and have silver wings similar to that of a 
  moth. Pixies use small swords and bows. Apart from normal 
  arrows, they sometimes carry a special arrow that deals only 
  one point of damage, but erases the victim‘s memories of the 
  last three days unless a saving throw is made. Family and 
  community loyalty is very important to pixies. 
   
   
  Plateosaurus 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (1d8) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  Plateosaurus is a heavy herbivorous dinosaur. If attacked, it 
  will try to flee and defends itself actively only if cornered. 
   
   
  Plesiosaurus 
   
   
  Hit Dice: 20 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (6d6), flippers (2x2d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 20/4,400 
   
   
   
  The plesiosaurus is an aquatic dinosaur with a long neck and 
  four flippers. It tends to very aggressive and considers and 
  larger creature coming near to it a challenge. In combat, it 
  uses its powerful jaw as well as its fore flippers. 
   
   
  Podokesaurus 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1), bite (1d4+1) 
   
   
  Saving Throw: 16 
   
   
  Movement: 21 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The podokesaurus is a swift carnivorous dinosaur. Though it 
  is more than three metres long, it is very light. In dire times, 
  the podokesaurus will turn on its fellows. 
   
   
  Poltergeist 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 10 
   
   
  Attacks: None 
   
   
  Saving Throw: 15 
  Turned: 15 
   
   
  Movement: 6 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The poltergeist is the spirit of a restless dead. It is similar to a 
  haunt, but more malicious. A poltergeist will terrorise the 
  living by howling and throwing furniture around. It is often, 
  but not always, bound to a certain place. Poltergeists are 
  invisible. Those who can see invisible creatures describe them 
  as a ghostly image of their former self with twisted features. 
  Poltergeists attack by throwing objects around and gain a +5 
  THACO bonus while doing so. Anyone hit has to make a 
  saving throw or will flee in terror for 2d12 rounds. A 
  successful throw renders the target immune to that 
  poltergeist‘s powers. Poltergeists can only be hit by silver or 
  magical weapons. They are said to be the spirits of people 
  that committed great crimes that remained unpunished. 
   
   
  Flying Polyp 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 18 
   
   
  Attacks: 2d6 Tentacles (2d6x1d8) 
   
   
  Saving Throw: 4 
   
   
  Movement: 9/15 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 15/4,300 
   
   
   
  Flying polyps are floating abominations several metres tall. 
  They consist of a semi-corporeal mass of flesh that constantly 
  changes, extruding and reabsorbing organs, creating tentacles 
  and sloughing off dead matter. Flying polyps can turn 
  invisible at will and control wind to knock off everybody off 
  their feet within a radius of ten metres who does not make a 
  saving throw. Flying polyps once had a mighty empire with 
  cities made of grey, windowless towers. Nowadays, their 
  numbers are diminished and they are waiting patiently for 
  their time to come again. 
  
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  Giant Polyp 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 13 
   
   
  Attacks: Tentacles (24x1d2) 
   
   
  Saving Throw: 9 
   
   
  Movement: 0 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The tree-like giant polyp is a semi-sentient malignant plant 
  creature similar to the sea anemone. It attacks with tentacles 
  attached to a strong core. The average polyp has twenty-four 
  tentacles, but their position makes it impossible to use more 
  than three of them at once against a single opponent. Every 
  time a tentacle hits, a saving throw vs. paralysis at a +2 bonus 
  has to be made or the target will be paralysed for 2d4 rounds. 
  During this time, the polyp will drag the helpless victim to its 
  concealed mouth. A target will be fully digested within 4d4 
  rounds. Four points of cutting damage will sever a tentacle. 
  The polyp‘s trunk is covered by razor-sharp spikes. Anyone 
  engaging the polyp in melee suffers 1d4 points of damage per 
  round. 
   
   
  Pony 
   
   
  Hit Dice: 1+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Kick (1d3) 
   
   
  Saving Throw: 18 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Ponies are smaller than horses, but also a bit cheaper and 
  popular among short races. 
   
   
  Dire Porcupine 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (2d4+1), quills (1d8x1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The dire porcupine is not very smart, but easily defends itself 
  is threatened. It can bite, but usually prefers to shoot quill 
  over a distance of up to ten metres at its enemies. The 
  porcupine‘s quills are up to two metres long. Anyone coming 
  that close to it suffers 1d4 points of damage per round. 
   
   
  Powrie 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (1d2), weapon (1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6/12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The powries, also called redcaps, are sadistic evil fey allied to 
  the unseelie. They are specialised in espionage and 
  assassination. Powries have snake-like slit eyes and wasp 
  wings. A powrie can assume the form of a wasp for three 
  hour per day. Direct exposure to sunlight deals 1d4 points of 
  damage per turn. A powries grin is so malicious that anyone 
  who sees it has to make a saving throw or will ebs truck by 
  Fear. 
   
   
  Pteranodon 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 12 
   
   
  Attacks: Beak (2d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 3/15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The pteranodon, a flying dinosaur, usually hunts marine 
  creatures, but will attack other creatures that seem to be easy 
  prey as well. It has no teeth, but a dangerous beak. The 
  pteranodon can carry creatures up to the weight of a human. 
   
   
  Pterosaurus 
   
   
  Hit Dice: 6+6 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (3d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 3/12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The pterosaurus looks ghastly and has a very long, snake-like 
  tail. It swoops down from the sky to attack, imposes a -3 
  penalty on its opponent‘s surprise rolls and inflicts double 
  damage. It can carry a creature up to the weight of two 
  humans. 
   
   
  
  367 
   
  Puck 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d4) 
   
   
  Saving Throw: 15 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 1/15 
   
   
   
  A puck is a small fey protecting a house and its inhabitants. It 
  can be summoned via the spell of the same name. If slain, it 
  return after 1d12 months provided the family has not moved 
  on. A puck can use Auditory Illusion, Haunting and Invisibility 
  thrice per day. 
   
   
  Black Pudding 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 13 
   
   
  Attacks: Acidic strike (3d8) 
   
   
  Saving Throw: 5 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The acidic black pudding is an amorphous blob living 
  underground. It is immune to cold-based attacks and divides 
  into two black puddings if struck by lightning. Any metal 
  getting into contact with the black pudding dissolves. Objects 
  as heavy as plate mail may take two hits before they are 
  destroyed. 
   
   
  Blood Pudding 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (2d10) 
   
   
  Saving Throw: 13 
   
   
  Movement: 3/18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The blood pudding is a blob-like bloodsucker that lives in 
  space as well on various planets. It crawls slowly and prefers 
  to float. Blood pudding can detect warm-blooded victims and 
  move silently. Victims suffer a -1 malus to initiative rolls. If a 
  blood pudding kills a victim, it automatically sucks out its 
  brain fluids as well, together with the target‘s memories and 
  identity. Unless the blood pudding‘s fluid is poured over the 
  victim before a resurrection, it will lose its identity. Catching 
  the blood pudding later may open up other ways to restore 
  the personality. 
   
   
  Grey Pudding 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (2d10) 
   
   
  Saving Throw: 9 
  Magic Resistance: 20% 
   
   
  Movement: 6 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 8/800 
   
   
   
  Like other puddings, the grey pudding lives mostly 
  underground. It is mildly magic resistant and ignores any 
  armour while attacking striking at an opponent. It does not 
  corrode equipment, though. 
   
   
  White Pudding 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 12 
   
   
  Attacks: Acidic strike (7d4) 
   
   
  Saving Throw: 6 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The white pudding has adapted to a live in artic regions and is 
  almost invisible on snow or ice. It prefers to eat animals or 
  plants, but can also filter massive amounts of snow and live 
  on the few nutrients it provides. A white pudding‘s attack will 
  eat a whole in leather or similar material if successful. It is 
  completely immune to any kind of cold. 
   
   
  Pyrolisk 
   
   
  Hit Dice: 6+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 6/18 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The pyrolisk is a relative of the cockatrice and looks almost 
  identical to it short of its reddish feathers. The pyrolisk 
  enjoys spreading mayhem. Its gaze will set everyone looking 
  at it ablaze and causes 1d12+1 points of damage. Anyone 
  making a saving throw is immune to the gaze of that 
  particular pyrolisk thereafter. Once per round, the pyrolisk 
  can use Pyrotechnics. 
   
   
  
  368 
   
  Giant Python 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The giant python attacks first with a bite, and on a successful 
  hit it is also able to constrict a victim for an additional 2d4 
  points of damage. The constriction continues on subsequent 
  rounds. 
   
   
  Quaggoth 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Fists (2x1d4) or weapon (1d8+1) 
   
   
  Saving Throw: 15 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Quaggoths are humanoids with long, shaggy, white hair that 
  live underground or in the mountains. They are very 
  territorial and sometimes carry crude weapons, but never 
  wear clothes. If reduced to one quarter of its maximum hit 
  points, a quaggoth will go into berserker rage. It gains a +2 
  bonus to THACO and damage and will not stop fighting 
  until all enemies are dead or out of sight. 
   
   
  Quasit 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d2), bite (1d4) 
   
   
  Saving Throw: 9 
  Magic Resistance: 25% 
   
   
  Movement: 6/15 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The quasit is a malicious little creature and looks like an imp 
  with bat wings. Each quasit can assume to other forms. 
  Mostly common are bat, giant centipede, wolf or frog. 
  Anyoen struck by a quasit‘s claws has to make a saving throw 
  vs. death or will lose one point of dexterity. A quasit can use 
  Invisibility, Detect Good and Detect Magic at will and regenerates 
  one hit point per round. Quasites sometimes serve evil 
  wizards or priests as familiars. 
   
   
  Quickling 
   
   
  Hit Dice: 1+4 
   
   
  Armour Class: 21 
   
   
  Attacks: Weapon (3x1d4) 
   
   
  Saving Throw: 8 
   
   
  Movement: 48 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The blue-skinned quicklings are fey related to brownies and 
  buckawns. A long time ago, quicklings sought dark and 
  dangerous magical power too strong for them. It may be that 
  they intended to use them for good, but the evil magic as too 
  strong and corrupted them. Quicklings are cruel and 
  devilishly fast. Their speed allows them to attack thrice per 
  round and makes them almost impossible to hit. If not 
  moving, a quickling is invisible. Quicklings age fast and 
  sometimes use poisoned weapons. Once per day, they can 
  use Flame Touch, Flash, Levitate and Shatter. 
   
   
  Quickwood 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 15 
   
   
  Attacks: Roots (3d4) 
   
   
  Saving Throw: 9 
   
   
  Movement: 1 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Quickwood, also called the spy tree, looks like an oak, but 
  closer inspection reveals a twisted humanoid face. 
  Quickwood has darkvision and cannot be surprised. It attacks 
  with one of its 1d6+6 roots. A root is destroyed if it takes ten 
  points of damage independently from the quickwood itself. 
  The quickwood will retreat if more than five of the roots are 
  destroyed. It is immune to fire, lightning, poison and gasses 
  as well as most spell that do not affect plants specifically. 
  Blunt weapons do no damage to quickwood, piercing 
  weapons only one point. Edged weapons do full damage. A 
  qucikwood can control 2d4 common oaks and use them to 
  gather information. If controlled by another creature and 
  used as a guardian, the quickwood can emit a drumming 
  sounds that can be heard over a distance of up to one mile. 
   
   
  Rakshasa 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 23 
   
   
  Attacks: Claws (2x1d3), bite (1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 12/2,000 
   
   
   
  Rakshasa are tiger-headed demonic beings from another 
  plane. They have the natural ability to change their shape to 
  hide their true form. The rakshasa are immune to non-
  
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  magical weapons and spell of levels lower than seven. 
  Weapons blessed by benign gods grant a +3 THACO bonus 
  against rakshasa. Many rakshasa are spellcasters. Magic Missile, 
  Mirror Image, Web and Fly belong to their usual spell 
  repertoire. 
   
   
  Rastipede 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 15 
   
   
  Attacks: Melee weapon (2x1d10) or bow (1d12) 
   
   
  Saving Throw: 12 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The rastipede is an intelligent insectoid. It looks not unlike 
  mantis-kin and has a vaguely humanoid upper body with two 
  arms as well as a lower body with six legs. Due to their 
  appearance, rastipedes are often referred to as insectoid 
  centaurs. Rastipdes are born underground from eggs laid by 
  their queen, but like to explore the surface world. They are 
  very cultivated, good mathematicians and mostly peaceful. 
  Rastipdes are the favoured henchmen of the arcane and many 
  are traders themselves. 
   
   
  Giant Rat 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: A/5 
   
   
   
  Giant rats are a tough breed of rats and can be dangerous in 
  swarms. About one in twenty rats transmits a disease, so 
  wounds caused by rats should be handled with care. The 
  disease will half the victim‘s rate of regeneration for 3d6 days. 
   
   
  Lab Rat 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 16 
  Magic Resistance: 5% 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Wizard's lab rats are giant rats that have been subjected to 
  any number of strange scientific or magical experiments, and 
  have acquired one of a variety of permanent conditions. A lab 
  rat will either move at double speed, score double damage, be 
  able to walk on walls, be immune to fire, immune to ice or a 
  +3 THACO bonus. A character bitten by a lab rat has with a 
  critical hit will gain the lab rat's condition for 1d6+1 turns. 
   
   
  Monstrous Rat 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d3) ,bite (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 4/240 
   
   
   
  Monstrous rats are often the result of magical accidents or 
  alchemical experiments. They grow as large as a fox and 
  sometimes lead groups of smaller rats.  
   
   
  Slither Rat 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d6+1) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12/9/24 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Slither rats are a bizarre variant of the giant rat, sometimes 
  found in places with heavy crystalline mineral deposits.  
  These rodents have a long snakelike body covered in fur, 
  with four almost vestigial legs on each side.  The long body 
  tapers into a rat-like tail at the end.  The head, although large, 
  is clearly that of a giant rat; but the long front teeth glitter, for 
  they are made of thin, sharp diamond.  Because the teeth are 
  so hard and sharp, slither rats attack with a +1 bonus to 
  THACO and inflict 1d6+1 point of damage.  These strange 
  creatures use their teeth to dig through earth and solid rock 
  when they encounter such obstacles, but they pass through 
  crystal at double speed as if it were not even present, leaving 
  no trace of their passage.  The diamond teeth from a single 
  slither rat are worth 250 gp. 
   
   
  Vapour Rat 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12/6 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Vapour rats look like large grey rats and live on the 
  substantial cloud islands where cloud giants build their 
  homes.  If a vapour rat is killed, it turns into vapour. Anyone 
  within a radius of two metres has to make a saving throw vs. 
  death or will be unable to attack for 1d4+1 rounds. Vapour 
  rats can also assume a gaseous form, which grants them a +2 
  
  370 
   
  armour class bonus and makes them invulnerable to 
  mundane weapons and any effects that do not affect vapour. 
   
   
  Ratling 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment:  
   
   
  CL/XP: 2/30 
   
   
   
  Being no taller than one and a half metres, ratlings – as their 
  name implies – resemble humanoid rodents. Although not 
  much of a threat individually, ratlings tend to attack in packs 
  of 4d6 individuals. Ratlings dealing damage via a bite may 
  infect their victims with a disease. The disease will half the 
  victim‘s rate of regeneration for 3d6 days. 
   
   
   
  Raven 
   
   
  Hit Dice: 1d2 hp 
   
   
  Armour Class: 13 
   
   
  Attacks: Beak (1d2) or claw (1d2) 
   
   
  Saving Throw: 17 
   
   
  Movement: 1/32 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: A/5 
   
   
   
  Ravens are large black bird. Many people consider them to be 
  bearers of bad news. Common ravens are actually quite 
  intelligent and have their own limited language. When scoring 
  a critical hit, a raven will peck out one of its opponent‘s eyes. 
   
   
   
  Great Raven 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 14 
   
   
  Attacks: Beak (1d2+1)or claw (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 1/28 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The great raven is a good deal larger than the common raven 
  and a popular familiar of witches, wizards and other 
  spellcasters. The great raven peaks out its opponent‘s eye on 
  a roll of a natural nineteen or twenty. 
   
   
  Dire Raven 
   
   
  Hit Dice: 3+2 
   
   
  Armour Class: 16 
   
   
  Attacks: Beak (1d4+2) 
   
   
  Saving Throw: 14 
   
   
  Movement: 3/18 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Dire ravens are huge. They are large enough to carry a 
  halfling or gnome, but can be used a mounts only be even 
  smaller races. Dire ravens are malicious creatures. They like 
  to swoop down on enemies and carry them away to separate 
  groups of humanoids or animals they attack. 
   
   
   
   
   
  
  371 
   
  Zombie Raven 
   
   
  Hit Dice: 1d6 hp 
   
   
  Armour Class: 11 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 18 
  Magic Resistance: 5% 
  Turned: 1 
   
   
  Movement: 1/18 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: B/10 
   
   
   
  Zombie ravens are the rotting, undead bodies of ravens. They 
  are tougher but also slower as living ravens. 
   
   
  Raven-kin 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Peak (1d3) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6/27 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 3/60 
   
   
   
  Raven-kin are a race of anthropomorphic ravens. They never 
  wear clothes, but sometimes jewels. On an attack roll of 
  nineteen or twenty, a raven-kin will peck out the target‘s eye. 
  Half-blind targets fight with a -2 THACO penalty. Only a 
  spell like Heal or stronger magic cast shortly afterwards will 
  restore the eye. Raven-kin can employ three mage spells of 
  the first level. About one in five is a full spellcaster with three 
  mage spells of levels one to three. Raven-kin live in isolated 
  communities and avoid stranger unless they get directly 
  contacted. They are omnivorous, but rarely bother to hunt. A 
  raven-kin community is usually accompanied by several 
  hundred crows. The raven-kin cannot directly control the 
  crows, but train them as sentries and messengers and – so 
  rumour says – see through their eyes. 
   
   
  Sting Ray 
   
   
  Hit Dice: 1d6 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Sting (1d3) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Sting rays are common in tropical and subtropical waters 
  around the world. They are very difficult to see on the ocean 
  floor.  They have a poison sting which they use to defend 
  themselves when danger comes near.  Sting ray poison causes 
  paralysis for 3d6 turns and also inflicts 3d6 points of damage. 
  A successful saving throw vs. death avoids all effects from 
  the poison. 
   
   
  Razor Thorn 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Whips (2x1d3) 
   
   
  Saving Throw: 16 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The razor thorn is a plant with sharp points all over its vines. 
  If approached, the vines will lash out at random. Opponents 
  with no armour receive a -2 armour class penalty. The razor 
  thorn is immune against blunt, piercing and missile weapons. 
  After a successful hit, a thorn will stick in the victim‘s flesh 
  and cause one point of damage per round until plugged out. 
   
   
  Razor Wing 
   
  Hit Dice: 1 
  Armour Class: 12 
  Attacks: Beak (1d4) and claw (1d4) or razor wing (1d6) 
  Saving Throw: 17 
  Movement: 9/12 
  Intelligence: Animal 
  Alignment: Neutral 
  CL/XP: 2/30 
   
  Razor wings get their name from their razor sharp wings, 
  which they use to bring down potential prey. Razor wings 
  resemble large crows with shinning steel-like feathers tipping 
  their wings. They attack in groups, swarming over prey from 
  above. Razor wings will swoop down from above with such 
  swiftness that anyone acting after the Razor wings initiative is 
  unable to engage it in hand-to-hand combat. 
   
   
  Reaver 
   
   
  Hit Dice: 4+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x2d6), bite (2d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6/18 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The reavers are a race of evil fish-like humanoids that live in 
  the sea. They have scales, webbed fingers and toes, a needle-
  filled mouth and fish-like eyes. On a successful attack with 
  both claws, the reaver grapples its opponent and does an 
  additional 1d6 points of damage with its sharp scales each 
  round. A strength check is required to escape. On a 
  successful escape, the victim still takes 1d4 points of damage. 
  On an unsuccessful roll, it takes 1d6 points of damage. 
  Reavers live in schools and consider all other sentient beings 
  in their territory hostile, even if their own lair was established 
  later. Sometimes reavers are exiled from their school and 
  forced to leave the sea. They often establish themselves in 
  inland bodies of freshwater.  
   
  
  372 
   
   
  Recurser 
   
   
  Hit Dice: 5+10 
   
   
  Armour Class: 18 
   
   
  Attacks: Entropic touch (3d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 9 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Recursers are intelligent entities from a chaotic dimension. 
  They are never encountered randomly, but are drawn to the 
  Material Plane by those who try to alter space or time 
  through the use of magic. Recursers appear as shimmering 
  spheres of black electricity, which seem to absorb light rather 
  than emit it. When a recurser appears, it will begin moving 
  towards the one responsible for its appearance immediately, 
  and cannot be diverted. Recursers attack their victims by 
  absorbing them with an entropic touch, which passes through 
  armour or any magical protection as if the target was 
  completely unprotected. Recursers can only be hit by magical 
  weapons. These creatures – or manifestations – are essentially 
  mindless, and exist purely to destroy anyone or anything that 
  attempts to alter the course of fate. They do not bargain, nor 
  will they surrender. The sight of a recurser is terrifying, and 
  anyone who observes one must make a saving throw or be 
  paralyzed by fear for 1d3 rounds. Recursers do not need food 
  or sleep, and will track the object of their attention tirelessly 
  until they are successful or defeated. There can never be 
  more than one recurser on the Material Plane at any time. 
   
   
  Rhagodessa 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (2d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 15 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/480 
   
   
   
  The rhagodessa is a nocturnal carnivorous arachnid that 
  closely resembles a spider, but has immense crushing 
  mandibles. They have a chestnut-coloured thorax and are tan 
  or mustard-coloured on their remaining bodies. These 
  monsters have shorter legs than spiders, but are able to climb 
  walls. The rhagodessa‘s front legs have suction pits that do 
  not deal damage, but on a successful hit they can pull an 
  opponent to the mandibles that deal 2d8 hit points of damage 
  on the second round, with no extra attack roll needed. 
   
   
  Rhaumbusun 
   
   
  Hit Dice: 1+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The rhaumbusun is a reptile distantly related to the basilisk. It 
  has dorsal spikes and eight legs. To defend itself, the 
  rhaumbusun relies on its paralysing glare. Once per round, it 
  can paralyse a creature for 3d4 turns over a distance of eight 
  metres unless it makes a saving throw. The rhaumbusun‘s 
  gaze has to meet the victims for the gaze to work. A 
  rhaumbusun can be paralysed if its own gaze is reflected back 
  to it, but will not be paralysed by the gaze of another 
  rhaumbusun. Rhaumbusun are usually encountered as mated 
  pairs. They have their own simple language and are 
  sometimes kept as guards by powerful wizards. 
   
   
  Rhinoceros 
   
   
  Hit Dice: 6 
   
   
  Armour Class:  
   
   
  Attacks: Butt (2d4) or trample (2d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The rhinoceros is infamous for its bad temper and willingness 
  to charge intruders. They deal double damage after charging. 
  A herd of these beasts will stampede if threatened, in any 
  direction to be determined randomly. 
   
   
   
   
   
  
  373 
   
  Woolly Rhinoceros 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 12 
   
   
  Attacks: Butt (2d6) or trample (2d12) 
   
   
  Saving Throw: 10 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The woolly rhino is a rhinoceros that is larger and covered in 
  a dense, coarse hair. It takes one point of damage less from 
  every damage die from cold-based attacks. 
   
   
  Reef Walker 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 13 
   
   
  Attacks: Arm (1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  Reef walkers are a cluster of anemones with a rudimentary 
  intelligence, shaped into a large bipedal body covered all over 
  in the stinging tentacles characteristic of anemones. They 
  walk slowly through coral reefs, stopping often to flatten out 
  into a less threatening shape and wait for schools of fish to 
  approach. Their random meanderings sometimes take them 
  onto land, where they can survive for up to two hours or so, 
  and they continue hunting along the coastline before 
  returning to their reefs. If a reef walker should stumble upon 
  a coastal village, it may return several times to find more prey, 
  for a village full of humans is an excellent hunting ground. If 
  a reef walker hits an opponent, its stinging tentacles inject a 
  paralytic poison. The poison paralyses the target for 4d6 
  rounds, but can be avoided by a saving throw vs. paralysis at 
  a -3 penalty. 
   
   
  Remorhaz 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 19 
   
   
  Attacks: Bite (5d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  Remorhaz live in arctic regions, burrowing tunnels into the 
  snow and ice.  They resemble massive centipedes with fan-
  like rudimentary wings and a body length of up to ten metres.  
  They generate intense internal heat. The top of a remorhaz 
  glows red with heat, and will melt non-magical weapons and 
  also dealing 2d10 points of damage to anyone touching it. If 
  attacked at the head or underside, remorhaz receives a -2 
  armour class penalty. 
   
   
  Greater Remorhaz 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 19 
   
   
  Attacks: Bite (6d6) 
   
   
  Saving Throw: 4 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 14/2,600 
   
   
   
  The greater remorhaz has all the capabilities and downsides 
  of its smaller relative and additionally swallows a victim on a 
  critical hit. The greater remorhaz is so hot inside that it kills 
  anyone swallowed in 1d4 rounds. 
   
   
  Retriever 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 20 
   
   
  Attacks: Claws (4x1d8) 
   
   
  Saving Throw: 5 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  Retrievers are massive mechanical spiders built of metal.  
  Some claim that these infernal devices are actually built in the 
  Abyss and underworlds, which is not certain, but the malign 
  intelligence built into them is unquestionably evil and 
  destructive. If one of the retriever‘s claws hits on a natural 
  roll of twenty, it holds the victim and crushes for automatic 
  damage in future rounds. Every third round, the retriever can 
  shoot a magical ray from its eyes. The ray requires a normal 
  attack roll. It can either do 4d6 points of fire, cold or 
  lightning damage. In any case, a saving throw is permitted for 
  half damage. It may also work as Flesh to Stone, but can be 
  entirely avoided with a saving throw vs. paralysis. The effect 
  the ray will have is always random. 
   
   
  Revenant 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 10 
   
   
  Attacks: Strike (2d8) 
   
   
  Saving Throw: 7 
  Turned: 8 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The revenant looks similar to a zombie and is indeed an 
  undead creature with the common traits all undead share. 
  However, it is an angry and vengeful spirit that has risen to 
  avenge its death and has not been animated by dark powers. 
  Thus, a revenant is not necessarily evil. Anyone hit by a 
  revenant has to make a saving throw vs. paralysis or will be 
  stunned for 2d4 rounds. Against his murderer or the person a 
  revenant considers to be responsible for its death, it gains a 
  
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  +2 THACO bonus and does double damage. If a revenant‘s 
  body no longer exists at the moment of its return from 
  afterlife, it can take over the body of another dead creature 
  nearby. Nevertheless, the revenant‘s target will always 
  recognise it. A revenant‘s body decays very slowly. Once it 
  has fulfilled its mission, its soul will rest and the body 
  disintegrates immediately. If a part of a revenant‘s body is cut 
  off, it will act independently and will only stop if reduced to 
  small pieces. 
   
   
  Aquatic Revenant 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 19 
   
   
  Attacks: Touch (1d4) 
   
   
  Saving Throw: 14 
  Turned: 4 
   
   
  Movement: 36 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The aquatic remnant is the spirit of a humanoid that has died 
  and was throw into an unconsecrated, aquatic grave. Left like 
  this, the remnant remains in a state of sorrow and haunts the 
  area around its resting place. An aquatic remnant will never 
  communicate with anyone without using magic. A remnant‘s 
  touch drains one point of dexterity. To attack, the remnant 
  has to become semi-ethereal. While in this state, it has a -6 
  armour class penalty and can be damaged by magic or silver 
  weapons. Aquatic remnants are not always hostile, but tend 
  to attack members of the race that caused their misery. Once 
  per hour, they can even draw a creature partly into the 
  Ethereal Plane with an effect equal to Water Breathing.  
   
   
  Roc 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x2d6), bite (3d12) 
   
   
  Saving Throw: 3 
   
   
  Movement: 3/30 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  The roc is a tremendously huge bird from the South. It is 
  large enough to prey on most other animals, including large 
  mammals like elephants. Rocs can be trained as mounts and 
  their eggs or fledglings are worth high sums of money.  
   
   
  Rock Hermit 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 10 
   
   
  Attacks: Kick (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The rock hermit is a large crab-like crustacean with a body 
  looking like a rock. If it rests, it legs and eyes are hidden and 
  it is hard to distinguish from an actual rock. If prey 
  approaches, the rock hermit attacks once and then starts 
  running around, attacking its victim further while trying to 
  avoid getting hit itself. Every now and then, it additionally 
  squirts a stream of foul liquid for 1d6 points of damage. A 
  saving throw is permitted for half damage. All attackers get a 
  -2 THACO penalty against the rock hermit unless they use a 
  bludgeoning weapon. 
   
   
  Giant Rockfish 
   
   
  Hit Dice: 5+5 
   
   
  Armour Class: 13 
   
   
  Attacks: Spines (4x1d4) 
   
   
  Saving Throw: 9 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/480 
   
   
   
  These giant fish are passive but deadly. They closely resemble 
  the rocky sea surface that they call home, and blend in well 
  since there is only a 30% chance that an observer will 
  recognise the fish is present. The giant rockfish will attack if 
  threatened, and its deadly spines are also poisonous, requiring 
  a saving throw versus poison, or the victim dies. Should a 
  being touch a rockfish due to mistaking it for its 
  surroundings, it is struck by all four spines with no attack roll 
  required. 
   
   
  Dark Rohch 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (6x1d6), bite (1d2) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The rohch is a horrid magical crossbreed between wolf and 
  beetle. It has four two six legs and two or more claws. No 
  two rohches look alike, but all display features of wolf and 
  beetle. They are naturally vicious and eat everything that 
  crosses their path. The solitary dark rohch is largest and most 
  dangerous rohch subtype. They have six claws. Victims bitten 
  by a dark rohch have to make a saving throw vs. death or will 
  
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  catch a disease. The disease will drain one point from each 
  ability score per day until it is cured.    
   
   
  Killer Rohch 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 11 
   
   
  Attacks: Claws (2x1d4), bite (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The killer rohch is less common and more dangerous than 
  the wood rohch. Killer rohches roam forests in packs and are 
  especially fond of humanoid flesh. Once they tasted it, they 
  will search the area thoroughly to find more. 
   
   
  Swamp Rohch 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d6), bite (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12/9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Swamp rohches have adapted to swamps and marshes. They 
  can swim and rather smart. One of their favourite tactics 
  includes staying submerged and then attacking their prey 
  from all sides. 
   
   
  Wood Rohch 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: Claws (2x1d2), bite (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Wood rohches live in forests in large packs. They help to 
  keep the local vermin population in check, but are a bane to 
  livestock farms. Thanks to their fur, wood rohches are able to 
  withstand extreme climates. Apes and gnomes are especially 
  fond of rohch meat. 
   
   
  Roper 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 19 
   
   
  Attacks: Bite (2d10)  
   
   
  Saving Throw: 5 
   
   
  Movement: 3 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  Ropers are shapeless but extremely tough-skinned organisms, 
  with about the body mass of a hill giant.  They look very 
  much like stone, and can shape themselves to resemble a 
  natural pillar, stalagmite, lump, or any other simple rock 
  formation.  To attack, the roper hurls out long tendrils with a 
  range of twenty metres (one per round); the roper can use as 
  many as six of these tentacles at a time.  If the tentacle hits, it 
  grabs the victim and draws him three metres per round 
  toward the roper‘s huge, tooth-filled mouth.  The victim 
  must make a saving throw or lose half his strength points due 
  to the secretions on the tentacle for 3d6 turns.  A successful 
  strength check breaks the roper‘s hold. Ropers are immune to 
  electricity and take only half damage from cold, but they are 
  susceptible to fire, taking one additional point of damage per 
  damage die inflicted by fires 
   
   
  Rot Grub 
   
   
  Hit Dice: 1d2 hp 
   
   
  Armour Class: 9 
   
   
  Attacks: None 
   
   
  Saving Throw: 19 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: A/5 
   
   
   
  Although rot grubs can be found in animal waste and other 
  foul refuse, they prefer to consume tissue that is still alive. 
  Upon contact with a living being, rot grubs will begin to 
  vigorously burrow deep into the body. Fire must be applied 
  to the site of contact at once in order to prevent the rot grubs 
  from burrowing further. This application of flame inflicts 1d6 
  hit points of damage per instance. If not stopped 
  immediately, within 1d3x10 rounds the rot grubs will find the 
  heart and kill their victim. Cure Disease will destroy the rot 
  grubs in a victim‘s body. 
   
   
  
  376 
   
  Rothran 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (1d6) 
   
   
  Saving Throw: 12 
  Magic Resistance: 90% 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 7/600 
   
   
   
  Strange ursine humanoids from a dark dimenion, rothran 
  often inhabit ruins and dungeons where they seek out magical 
  treasures, which draw them as honey draws earthly bears. 
  Rothran show a strong animosity towards arcane spellcasters. 
  So consumed are they by this vicious hostility that they will 
  seek out spellcasters in combat whenever possible, even to 
  the extent of leaving themselves vulnerable to other attackers. 
  Rothran are extraordinarily resistant to magic, can Detect Magic 
  at will and receive a +2 THACO bonus against arcane 
  spellcasters . 
   
   
  Rusalka 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 14 
  Turned: 5 
   
   
  Movement: 12/18 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 7/600 
   
   
   
  Rusalka are undead maiden-witches that haunt the cold rivers 
  and lakes in which they drowned. In appearance, rusalka first 
  appear to be comely maidens, clad only in fog. Upon close 
  inspection, however, they are cadaverous with dishevelled 
  hair and eyes that shine with evil green fire. Anyone who 
  gazes into the rusalka‘s eyes must make a saving throw vs. 
  magic or fall under the effect of a Charm Person. The rusalka 
  then leads her charmed individuals under the cold water to 
  drown. Drowning victims will awaken from the charm, but 
  take 2d8 points of damage first. The touch of a rusalka 
  paralyses for 1d4 turns, but can be avoided with a saving 
  throw vs. paralysis. Paralysed victims are carried down to the 
  monster‘s underwater lair to drown. Magic weapons are 
  needed to strike a rusalka. Once per day, a rusalka may create 
  a Wall of Fog. Females slain by a rusalka will themselves rise as 
  rusalkas the next night, and will serve the rusalka who slew 
  them until that rusalka herself is destroyed. Rusalkas are 
  repulsed by holy symbols and by the herb absinth. 
   
   
  Rushlight 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (3d4) 
   
   
  Saving Throw: 11 
  Magic Resistance: 30% 
   
   
  Movement: 18 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/600 
   
   
   
  The rushlight is a malevolent fire spirit. It appears as a 
  floating ball of fire with the hands and face of a tortured soul. 
  Rushlights are usually invisible. They can only be seen from 
  the corner of the eye. Anyone who attempts to look directly 
  at one will see nothing. Thus, a creature attacking a rushlight 
  suffers a -2 THACO penalty. Anyone struck by the rushlight 
  will be ignited and suffer another 2d4 points of damage per 
  round. Only Dispel Magic or a similar spell will extinguish the 
  fire. Immersion in water will only temporarily stop it. 
  Rushlights are immune to fire, cold and mind-controlling 
  effects. They can only be hit by magical weapons. Rushlights 
  are said to be the vengeful souls of people burned alive. 
   
   
  Ruster 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (1d4+1) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The body of this monster resembles a giant armadillo, and it 
  has a long scaly tail. The hide of these creatures varies in 
  colour from a yellowish tan underside to a rust-red upper 
  back. A ruster‘s prehensile antennae can rust metals on 
  contact, as can their hide when struck with metal weapons. 
  All ordinary metal armour and weapons either struck by 
  antennae or contacting a ruster‘s hide instantly becomes 
  utterly and permanently useless from severe rusting. Due to 
  this effect, ordinary metal weapons do not harm rusters. 
  Magic items will first lose their enchantments, one at a time, 
  until they are ordinary items of their type. Any subsequent 
  contact will then rust the item. Each enchantment grants the 
  item a 10% probability of surviving contact unscathed. A 
  ruster feeds upon the rust it creates in this manner. 
   
   
  
  377 
   
  Sahuagin 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d2), rear legs (2x1d4), Weapon (1d4) 
   
   
  Saving Throw: 15 
   
   
  Movement: 12/18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Sahuagin, also called sea devils, are a race of evil fish-like 
  beings. They resemble anthropomorphic piranhas. Sahuagin 
  are hated my most other aquatic races as well as by 
  sailors,whose ships they like to capture. Sahuagin form small 
  kingdoms and tribes. Sahuagin are sensitive to light and fight 
  at a -2 THACO penalty in bright light. They are fierce 
  fighters and can attack with their teeth, their rear legs and a 
  weapon almost at the same time. 
   
   
  Fire Salamander 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (1d6), weapon (1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The fire salamander is an intelligent creature from the 
  Elemental Plane of Fire. It has a serpent body and head, two 
  arms and moves upright. Fire salamanders are not always 
  hostile, but have little tolerance for intruders in their territory. 
  The various fire salamander nations differ greatly and can be 
  savage tribes as well as civilised empires. It combat, a 
  salamander likes to its opponents with its tail. Apart from 1d6 
  initial points of damage, the victim suffers 2d8 points of 
  damage per round due to constriction and the heat the 
  salamander radiates. Targets immune to fire suffer only half 
  damage. Salamander scales can be turned into leather armour 
  offering a +1 bonus to armour class and reducing fire 
  damage by one point. It also keeps the wearer warm at night. 
   
   
  Saltweed 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: None 
   
   
  Saving Throw: 12 
   
   
  Movement: 9/12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The saltweed is animate seaweed that can take the rough 
  form of a sea creature. Once per day, it can charm a male 
  humanoid. The target is permitted a saving throw at a -2 
  penalty. If it fails, the victim will think the saltweed is a 
  desirable female. The saltweed will wrap itself around the 
  target and drown it for 2d10 points of damage. Saltweed 
  takes only half damage from fire or none if a saving throw is 
  made.  
   
   
  Sand Screamer 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 16 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The sand screamer is a reptilian ferret-like creature the size of 
  a pony, with a long slender body and sandy scales. They can 
  burrow about under the surface of loose sand, leaving a trail 
  like a desert mole, as fast as they dart about when in the 
  open. Sand screamers feed upon tiny creatures hiding from 
  the hot sun, whether in the sand or up a palm tree, and gain 
  their name from the excited hissing noise they make when 
  bursting from the sands. Sand screamers can be trained as 
  mounts for small desert-dwelling humanoids, but they have 
  unpredictable tempers and selective loyalty. 
   
   
  Sandling 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 16 
   
   
  Attacks: Strike (2d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The sandling is a solitary life form not based on carbon. It 
  appears as a vaguely humanoid mass of sand and is not 
  aggressive unless provoked. If enough water is purred on a 
  sandling, it will move at half speed and do half damage. 
  Sandlings live only on minerals and can move underground at 
  half speed. 
   
   
  Sandman 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/480 
   
   
   
  The sandman is an elemental from the Plane of Earth. On 
  the Material Plane, sandmen usually appear as servants of 
  slavers. Sandmen live on minerals on are not very strong. 
  They consist of sand hold together by energy from the Plane 
  of Earth. They communicate only telepathically are made of 
  sand, so projectiles will pass straight though them and fall to 
  the ground. Anyone within a radius of three metres of a 
  
  378 
   
  sandman has to make a saving throw or will falls sleep 
  straight away. Slavers appreciate this ability, as it allows them 
  to easily take slaves without risking to kill them. 
   
   
  Satyr 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 15 
   
   
  Attacks: Horns (2x1d4) 
   
   
  Saving Throw: 1 
  Magic Resistance: 50% 
   
   
  Movement: 18 
   
   
  Intelligence: Very 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Satyrs are a fey race that appears as a mix between goat and 
  human. They have brown, rarely red, fur and often live near 
  centaurs. They are exclusively male and can have offspring 
  with other fey. Quite a few satyrs play the pan flute. They can 
  use it to put Charm on attractive females, Sleep on offenders 
  or Fear on truly hostile creatures. A bard playing another 
  instrument nullifies the effect of the pan flute. Anyone who 
  made a saving throw vs. a pan flute is immune against that 
  particular flute. Satyrs love wine and like to celebrate with 
  dryads, nymphs, centaurs and other sylvan creatures. 
   
   
   
   
  Grave Scarab 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (4d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The grave scarab is a huge scarab beetle that lives 
  underground. It can bury at half speed and sometimes buries 
  still-living victims for later consumption. 
  Scarecrow 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 10 
   
   
  Attacks: Strike (2x1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Scarecrow can be animated by malign magic and given the 
  task to destroy a target. An animated scarecrow has glowing 
  eyes and will chase its victim relentlessly. Scarecrows are 
  immune to all forms of sleep and mind control. They take 
  double damage from fire, but only have damage from cold 
  and cannot be poisoned. After killing its target, a scarecrow 
  will collapse to dust. There is a small chance that a scarecrow 
  awakens and becomes sentient. In that case, it will go north, 
  as it tolerates cold well, and kill any target on the way. 
   
   
  Dread Scarecrow 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (1d8), scythe (1d6+1) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 6/400 
   
   
   
  While some scarecrows are animated tools, others contain the 
  spirits of a vengeful dead. The dread scarecrow ill not rest 
  until it has either destroyed those who wronged it in life or is 
  destroyed itself. Dread scarecrows have all the immunities of 
  the animated scarecrow, takes only half damage from 
  lightning-based attacks and take one additional point of 
  damage per damage die from fire-based attacks. Once per 
  round, the scarecrow can glare at a creature. If that creature is 
  currently looking at the scarecrow, it has to make a saving 
  throw or will freeze. The target remains motionless for 2d6 
  rounds or until it is damaged.  
   
   
  Scathe 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d4), beak (2d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 3/24 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The scathe is a slightly reptilian humanoid with a milky-white 
  skin. A thin membrane stretches between its arms, body and 
  knees. In snow, scathes are hard to spot. They cannot be 
  damaged by cold-based attacks and have darkvision. If a 
  scathe hit a target with its beak, the target has to make as 
  saving throw at a +3 bonus or will suffer an additional 2d6 
  points of damage as well as a cumulative -1 THACO malus 
  
  379 
   
  for the duration of the fight. Scathes move slowly, and thsu 
  prefer to glide into combat and surprise their enemies. 
  Scathes live on icy plains in small bands and lay eggs. In a 
  warm environment, scathes become lethargic. They move at 
  half speed and do only half damage. 
   
   
  Spectral Scavenger 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 18 
   
   
  Attacks: Sword (1d8) 
   
   
  Saving Throw: 8 
  Turned: 10 
   
   
  Movement: 12 
   
   
  Intelligence: Avenger 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  The spectral scavenger is an undead creature appears as a 
  dark, billowing, wraith-like creature, with a skull for a head 
  and bony claws for hands. It can attack with its bony claws, 
  but will generally attack with any magical weapons it has, or 
  with its spell-like powers noted below. These creatures can 
  use any magical sword to hurl a Lightning Bolt thrice per day. 
  A spectral scavenger can also cause bony hands to erupt from 
  the ground, twice per day completely restraining 1d3 targets. 
  This attack has a range of fifteen metres and can be avoided 
  by a saving throw. Being of a wraith-like nature, these 
  monsters cannot be damaged by weapons of a non-magical 
  nature. They regenerate at the rate of two hit points per 
  round, except from damage caused by holy water, fire, acid, 
  or spells. If one slays an opponent with a magical sword, it 
  additionally regenerates 1d8 hit points in that round. A 
  spectral scavenger will usually possess a magical sword. 
   
   
  Giant Scorpion 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d8), sting (1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  These aggressive giant scorpions are about two metres long. 
  Any time that a claw successfully strikes, the sting attack 
  receives a +2 THACO bonus. If stung, a victim needs to 
  succeed at a saving throw vs. death or die. Giant scorpions 
  can be found in labyrinths, rock shelters, ruins, and hot 
  environments. 
   
   
   
  Sea Lion 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 3/24 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Sea lions resemble huge seals, but are fierce predators with a 
  dangerous bite.  Normally, they feed on penguins and fish.  
   
   
  Sea Spawn Master 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d6), bite (1d10) 
   
   
  Saving Throw: 5 
   
   
  Movement: 9/9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The sea spawn is an evil creature from the ocean. It infests 
  coastal settlements with its minions and takes over the minds 
  of the villagers. The master looks like a large humanoid with 
  black, pupilless eyes, claws and a generally fish-like 
  appearance. It has webbed hands and scales. Outside water, a 
  sea spawn master will asphyxiate in 1d6+10 rounds. Twice 
  per day, a master can use Monster Summoning IV to summon 
  aquatic creature. Anytime someone is bitten by a master, he 
  has to make a saving throw vs. death. If the save is not made, 
  the wound will be infected and will not heal until treated with 
  Cure Disease or equal treatment. Sea spawn master are born 
  from sea spawn minions that somehow manage to get back 
  into the sea. They apparently need consume land-based prey 
  at least every once in a while. 
   
   
  
  380 
   
  Sea Spawn Minion 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 17 
   
   
  Movement: 3/3 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 1/15 
   
   
   
  Sea spawn minions are tiny slug-like creatures send out by a 
  sea spawn master to infest the skull of a humanoid, take over 
  the body and provide its master with fresh flesh. Unless the 
  target makes a saving throw vs. paralysis, the bite of a minion 
  will paralyse a victim for 1d4 turns. Being infested by a 
  minion results in a change of personality. Cure Disease or 
  stronger magic will drive out a sea spawn minion, though it 
  will cause 3d6 points of damage in the process. Minions 
  communicate telepathically and will lower the intelligence 
  score of their victims by one per day of infestation. 
   
   
  Selkie 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d6) or weapon (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12/36 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 4/120 
   
   
   
  Selkies are seal-like beings that can turn into humans. In seal 
  form, they are almost indistinguishable from common seals, 
  but can be identified by their vaguely human-like hands and 
  facial features. Selkies are humane, but rather conservative 
  and not very innovative. They sometimes react violently to 
  unexpected change. 
   
   
  Feathered Serpent 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12/24 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The feathered serpent is an evil creature with a snake-like 
  winged body a human head. They reach a body length of up 
  to five metres and have a seductive voice. The lair of a 
  feathered serpent will usually be well-hidden and trapped. All 
  feathered serpent can cast two illusionist spell of the first 
  level, often Alter Self, Auditory Illusion, Dancing Lights or Wall of 
  Fog. They can use Hypnotise at will instead of attacking. 
  Anyone bitten by one has to make a saving throw vs. death 
  or will fall asleep for 2d4 rounds. Feathered serpents are 
  usually found alone, sometimes with a partner and always 
  with a number of slaves. The scent glands of a feathered 
  serpent can be used to make perfume that increases the user‘s 
  charisma value by one for twenty-four hours. 
   
   
   
  Herald Serpent 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (2x1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 24 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 6/400 
   
   
   
  The black-gold herald serpent is a swift-moving reptile. It has 
  sapphire-coloured as and serves as a messenger for higher 
  beings. The herald serpent usually tried to avoid combat and 
  prefers to talk is way out of trouble. It can cast Hypnotise, 
  Hypnotic Pattern, Invisibility, Silver Tongue and Tongues once per 
  day as a spellcaster. 
   
   
  Hoard Serpent 
  Copper 
  Silver 
  Gold 
  Hit Dice:  
  1 
  2 
  3 
  Armour Class:  
  15 
  15 
  15 
  Attacks: Strike 
  1d6-1 
  1d6-1 
  1d6 
  Saving Throw:  
  17 
  16 
  14 
  Movement:  
  6 
  6 
  6 
  Intelligence:  
  Semi 
  Semi 
  Low 
  Alignment:  
  Neutral 
  Neutral 
  Neutral 
  CL/XP:  
  1/15 
  2/30 
  3/60 
   
   
   
   
  The hoard serpent is a spirit that guards a treasure hoard and 
  punishes anyone too greedy to keep away from it. The hoard 
  serpent looks like snake formed out of coins with two gems 
  as eyes. The gems are worth ten gold pieces per hit die of the 
  serpent. It attacks with either a dagger in its jaw or a sword at 
  its tail. The hoard serpent is immune to missile weapons and 
  fire. One killed, it drops to the ground and shatters into 
  normal treasure. 
   
   
  
  381 
   
  Serpent-kin 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6), tail (1d6) or weapon (1d8+1) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The serpent-kin are a race of immortal upright serpents with 
  arms and legs. They are very sophisticated and like to wear 
  robes. Their scales are green, brown or black. Serpent-kin live 
  in isolated settlement, though they once rules over vast 
  kingdoms. Many serpent-kin are spellcasters. Their bite is 
  poisonous and will half the movement rate of a victim bitten 
  and failing a saving throw vs. death for 1d12 rounds. 
   
   
  Shadow Serpent 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4+1) 
   
   
  Saving Throw: 14 
  Magic Resistance: 40% 
   
   
  Movement: 4/21 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The shadow serpent resembles a black-scaled snake with 
  leathery wings. It has amber eyes that turn red if the shadow 
  serpent is hungry or angry. Despite its looks, it is not related 
  to any serpents from the Material Plane, but a fey creature. 
  Shadow serpents can use Darkness Globe at will. They prefer 
  to hide in the artificial darkness and swoop down on prey. A 
  bite from a shadow serpent requires a saving throw vs. death. 
  If the save is made, the target takes only half damage from 
  subsequent bites from any shadow serpent, but has to make a 
  saving throw to avoid side effects nevertheless. If the save is 
  not made, 1d6 is rolled. On a one, the victim flees for 1d4 
  rounds. On a two, victims will less than eight hit dice fall into 
  a coma for 2d4 turns, whereas victims with more hit dice are 
  unaffected. On a three, the target is stunned for 1d6 rounds, 
  but can still defend itself. On a four, the target suffers double 
  damage. Rolling a six has no effect. An opponent can only 
  suffer from one of these effects. Once bitten, future saving 
  throw are permitted for half damage. 
   
   
  Sylvan Serpent 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (2d8) 
   
   
  Saving Throw: 6 
   
   
  Movement: 24/12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 13/2,300 
   
   
   
  The sylvan serpent is a huge snake living deep in the forest. It 
  hoards treasure like a dragon and hates beauty. It can swim 
  and is invisible to animals. They can cast Pass Plants at will 
  and Sticks to Snakes thrice a day. 
   
   
  Teak Serpent 
   
   
  Hit Dice: 8+8 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (1d6), constriction (2d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The teak serpent is a large snake – almost ten metres long – 
  that lives in tropical forests. It is well-camouflaged while 
  preying in trees and puts a -2 penalty on its opponents‘ 
  surprise roll. If is successfully attacks a target with its 
  constriction attack, it automatically squeezes the opponent 
  for 2d6 points of damage each round thereafter. A 
  successfully strength check by two people – the target can be 
  one of them – is required to break free. Using the skin of a 
  teak serpent while casting Bark Skin adds a +2 armour class 
  bonus. 
   
   
  Winged Serpent 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12/18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Winged serpents are colourful snakes that live in the jungles 
  in the south. They are very agile and get a +3 bonus to 
  initiative. The winged serpent is venomous. Its corroding 
  venom has an onset time of round and inflicts 2d4 points of 
  damage in the two round thereafter. A saving throw vs. death 
  is permitted each time for half damage. Additionally, winged 
  serpents can breathe a shower of sparks once per turn that 
  inflicts 2d8 points of damage to everyone in a line of four 
  metres. A winged serpent that is attacked by fire and fails a 
  saving throw at a -2 penalty has its wings incinerated. It won‘t 
  be able to fly or use its spark attack until the wings grow back 
  in 2d4 weeks. 
   
  
  382 
   
  Serpent Vine 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d12), constriction (4d4) 
   
   
  Saving Throw: 6 
  Magic Resistance: 5% 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral to Neutral Evil 
   
   
  CL/XP: 12/2,000 
   
   
   
  The huge serpent vine a magical crossbreed of a constrictor 
  snake and a plant. It has leaves all over its body and is well-
  camouflaged, gaining a +2 bonus to surprise rolls. Once per 
  day, a serpent vine can use Charm Person, Hold Person, Mass 
  Suggestion and Suggestion. Three times per day, it can use Spectral 
  Force; usually to make its tree appear as a nice fruit tree. 
  Serpent vines provide to the ecosystem by killing more prey 
  than they eat and providing others with food. However, as 
  they like to eat tasty gnomes and halflings, they are often 
  hunted by druids and rangers. 
   
   
  Shaaz 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d4) or weapon (1d6) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The shaaz are a race of incetoid humanoids that live in artic 
  regions. They have fluffy white down that protects them 
  from cold weather. A shaaz has a humanoid torso and head, 
  but six insect legs. The shaaz have a hierarchical society with 
  all shaaz warriors being male. They can use bows with a -2 
  THACO penalty. Being bitten by a shaaz – which is not the 
  preferred way shaaz attack – causes 1d6 points of damage 
  each round until a saving throw vs. death is made. Shaaz 
  queens and leader are spellcasters. They reside in hives dug 
  into glaciers. The shaaz queen is rumoured to live several 
  centuries. 
   
   
  Shade, Ethereal 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 18 
   
   
  Attacks: Icy touch (2d6) 
   
   
  Saving Throw: 8 
  Turned: 9  
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  An ethereal shade resembles a mass of black, wispy smoke, 
  which billows and contracts as it floats about. Ethereal shades 
  are undead. At night, or in darkness, they become nearly 
  invisible. Battling an ethereal shade in dimly illuminated 
  environments incurs a -4 THACO penalty. The ethereal 
  shade inflicts damage by use of its icy touch. Ethereal shades 
  are immune to damage from non-magical weapons. By 
  wrapping itself around a victim‘s head, the ethereal shade may 
  momentarily distract and befuddle its foe. The effects are 
  similar to Confusion and last as long as the ethereal shade 
  remains wrapped around the victim's head. Any damage 
  inflicted upon the creature while it is wrapped around a foe 
  will result in the ethereal shade taking half the damage, and its 
  engulfed victim taking the other half. 
   
   
  Shadow 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 12 
   
   
  Attacks: Touch (1d4) 
   
   
  Saving Throw: 14 
  Turned: 4 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The shadow is an incorporeal undead. It resembles and actual 
  shadow, but is of almost unnatural blackness. Shadows can 
  only be harmed by magical weapons or magic. Their touch 
  drains energy from a living victim and lowers their strength 
  score by one. Anyone drained to naught strength by a 
  shadow will turn into one. Otherwise, the strength point will 
  be restored after two hours. 
   
   
  Arch Shadow 
   
   
  Hit Dice: 7+4 
   
   
  Armour Class: 15 
   
   
  Attacks: Lich touch (1d8) 
   
   
  Saving Throw: 6 
  Turned: 9 
   
   
  Movement: 6 
   
   
  Intelligence: Genius 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  Contrary to what the names suggests, the arch shadow is not 
  a greater shadow, but a spellcaster that failed to fully 
  transform into a lich. Most of those who fail simply die, but 
  the arch shadow survived and turned into a weaker undead, 
  even if still with extraordinary powers. Against its paralysing 
  touch, targets are permitted a saving throw. It can only be hit 
  by magical weapons and is a spellcaster, most often a 
  necromancer. Most arch shadows are bitter being frustrated 
  by their failure to become a full lich. To compensate, many 
  search for alternate way to gain more power. 
   
   
  
  383 
   
  Shadow Asp 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The shadow asp is an artificially created snake made of 
  darkness. It is completely silent and imposes a -4 penalty on 
  its opponent‘s surprise rolls. Unless a saving throw vs. death 
  is made, the bite of a shadow asp will inject the victim will so-
  called shadow venom. The victim will gradually turn into a 
  shadow over the course of 1d6 turns. Remove Curse or Dispel 
  Magic will halt the change. Light-based spell cast directly on a 
  shadow asp will kill a single one of these creatures. Shadow 
  asps are usually used as guardians by clerics. 
   
   
  Shadow Mastiff 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d6+1) 
   
   
  Saving Throw: 14 
   
   
  Movement: 18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Shadow mastiffs are large dogs with glossy black coats and 
  powerful jaws.  They are hunters of the night, almost invisible 
  in shadowy places In bright light, however, their movement 
  rate is halved and they immediately lose 1d6 hit points. The 
  baying of shadow mastiffs causes panic in anyone failing a 
  saving throw vs. death, causing anyone affected to drop 
  everything and run for 3d6 turns. 
   
   
   
  Creeping Shadow 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 11 
   
   
  Attacks: Touch (1d4) 
   
   
  Saving Throw: 13 
  Turned: 5 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The creeping shadow is an undead creature that looks like an 
  amorphous blob of blackness. It seems to grow and shrink in 
  size while moving and can assume vague shapes if it wants. 
  Creeping shadows impose a -6 penalty on its opponent‘s 
  surprise rolls. With a successful attack, the shadow attaches 
  itself to its target and inflicts 1d4 points of cold damage per 
  round until either the shadow or the victim is dead. A 
  creeping shadow also halves the target‘s movement speed. 
  Additional shadows will half the speed again. The creeping 
  shadow can only be damaged by magical or silver weapons. It 
  has the common advantages and downsides of all undead and 
  is additionally immune to cold and lightning damage. It 
  cannot be charmed or immobilised in any way. Creeping 
  shadows roam the world where the layer between Material 
  Plane and afterworld is thin. They are probably cursed 
  humanoids damned to exist between both planes. 
   
   
  Shantak 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d8), trample (2d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12/18 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The shantak is a huge, red scaly dragon-like being. Like the 
  wyvern, it has two legs and wings, but no arms. It lives in 
  mountains and deserts.  Some species tame shantaks and use 
  them as mounts. For some reason, shantaks fear nightgaunts. 
   
   
  Bull Shark 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (2d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Bull sharks are so named because of their stocky, broad build. 
  They are able to tolerate fresh water, and often travel up 
  rivers in search of prey. 
   
   
  Great White Shark 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 19 
   
   
  Attacks: Bite (2d10) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  Great white sharks range from four to five metres in length 
  on the average, though specimens ranging up to ten metres in 
  length have been reported. They are apex predators. Great 
  white sharks have the ability to sense the electromagnetic 
  fields of living creatures, allowing them to find prey even 
  when light or water clarity are poor, and are able to smell 
  blood at great distances. 
   
   
  
  384 
   
  Mako Shark 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Mako sharks are fast-moving predators found in temperate 
  and tropical seas. They average two to six metres in length 
  and weigh up to eight hundred kilogrammes. Mako sharks are 
  known for their ability to leap out of the water; they are able 
  to leap up to six metres in the air. 
   
   
  Shedu 
   
   
  Hit Dice: 9+9 
   
   
  Armour Class: 16 
   
   
  Attacks: Hooves (2x1d6) 
   
   
  Saving Throw: 6 
  Magic Resistance: 25% 
   
   
  Movement: 12/24 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Good 
   
   
  CL/XP: 10/1,400 
   
   
   
  The shedu are a race of equine beings with a human head and 
  feathered wings. They live in arid climates and can travel to 
  either the Astral or Ethereal Plane once per day. A shedu 
  always radiates Greater Protection from Evil. Shedu are immune 
  against psionic attacks and cannot be mind-controlled. About 
  one in three shedu is a sorcerer with four spells of levels one 
  to four. 
   
   
  Sheet Phantom 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 16 
   
   
  Attacks: None 
   
   
  Saving Throw: 14 
  Turned: 5 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The sheet phantom appears as a floating rectangular, 
  translucent sheet. It has to greenly glowing eyes, but those are 
  only visible shortly before it attacks a victim. With a 
  successful attack, the sheet phantom envelopes a victim. 
  From the second round on, the victim suffers 1d4 points of 
  damage due to suffocation. One human-sized being or two 
  halfling-sized beings can be enveloped at the same time. A 
  successful strength check as well as a failed saving throw by 
  the phantom sheet are needed to break free. If the victim 
  dies, the sheet merges with its body and creates a sheet ghoul. 
   
   
  Shocker 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 19 
   
   
  Attacks: Touch (3d6) 
   
   
  Saving Throw: 6 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The shocker appears as a living suit of armour surrounded by 
  cracks of blue lightning. It is not a construct, though, but a 
  curious alien being that loves to walk around the Material 
  Plane and examine its flora and fauna. If the shocker attacks 
  with its electric touch, protection by metal armour is ignored. 
  Against metal-coated opponent, the shocker also attacks with 
  a +2 THACO bonus. Every other round, the shocker can sue 
  Chain Lightning. It will lose a hit die when doing so, though. If 
  attacked by metal weapons, the shocker receives a -8 armour 
  class malus. An attack with a metal weapon will also shock 
  the attacker for 3d4 points of damage, though. Against fire- 
  and cold-based attack, the shocker is permitted a saving 
  throw. If the save is made, it takes no damage. Lightning-
  based attacks directly restore the shocker‘s hit points. 
  Shockers are immune to immobilisation, poison, mind 
  control and similar effects. If a shocker is killed, it will 
  crumble to dust. Fine gems worth 50d100 gp will be left 
  behind. 
   
   
  Shoggoth 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 16 
   
   
  Attacks: Pseudopods (2x2d4) 
   
   
  Saving Throw: 8 
   
   
  Movement: 6/9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The shoggoth is a slimy amorphous blob laced with 
  pseudopods, eyes and several mouths. Shoggoths constantly 
  change and were artificially created by the elder ones as slave 
  workers. They can live on land as well as in water. Sharp 
  weapons afflict only half damage on a shaggoth. I can try to 
  swallow a human-sized target whole if their opponent fails to 
  make a saving throw vs. death. It can also spit poison over a 
  distance of ten metres. The poison will blind a target for 1d8 
  rounds. 
   
   
  
  385 
   
  Shrangaathi 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 19 
  Turned: 3 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: B/10 
   
   
   
  Shrangaathi are malevolent river spirits that spend most of 
  their time in the form of almost transparent river fish. In this 
  form, they pose no threat. However, when a school of 
  shrangaathi encounters a village that does not have some sort 
  of shrine or spirit to protect it, they will wait until nightfall, 
  change form, and attack the unprotected settlement. When 
  attacking on land, the shrangaathi become small humanoids 
  with white, opalescent skin, needle-like teeth, and spindly 
  limbs. They swarm ashore like a school of predatory fish, 
  often stopping to feed on prey that have fallen in battle 
  against them – a single shrangaathi can devour a human to 
  the bones in four rounds and then look for more to eat. 
  Shrangaathi are affected by turning, although they are not 
  truly undead. If successfully turned, up to 1d10 of them must 
  make a saving throw or flee back to the river, never to return 
  to that settlement for 1d6+10 days. 
   
   
  Giant Shrew 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (2x1d6) 
   
   
  Saving Throw: 18 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Giant shrews are rodents, and in some ways resemble giant 
  rats. However, shrews have slightly longer snouts and are 
  burrowing animals with reduced eyesight. They can jump up 
  to two metres. Giant shrews are able to echolocate in a 
  fashion not unlike bats, by emitting small squeaks. With this 
  kind of vision they are able to see twenty metres far. A 
  deafened – and thus blinded – giant shrew has an effective 
  AC 8 and suffers a -4 penalty to attack rolls. Giant shrews are 
  insectivores, and are highly territorial. They will attack 
  trespassers, and are extremely fast. They automatically have 
  initiative on the first round of combat, and have a +1 bonus 
  on the second round. Giant shrews are fearsome, vicious 
  fighters and they are extremely intimidating. Any opponent 
  with three hit dice or fewer must succeed in a saving throw 
  vs. death or flee. 
   
   
  Shrieker 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: None 
   
   
  Saving Throw: 14 
   
   
  Movement: 1 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The shrieker is a large mushroom with a tough, fibrous body. 
  If light shines on it or it is disturbed in a different way, it will 
  start to shriek in a high-pinched voice. The noise will deal 
  one point of damage per round to anyone not deaf and failing 
  a saving throw within a radius of twenty metres. 
  Furthermore, the noise is likely to attract other creatures in 
  proximity. Shriekers taste bitter, but are nutritious and not 
  poisonous. 
   
   
  Simpathetic 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Beak (1d4) 
   
   
  Saving Throw: 16 
  Magic Resistance: 90% 
   
   
  Movement: 3/18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The simpathetic looks like a relatively large ordinary bird, but 
  is actually not related at all to real birds. Something about it 
  indicates that there is something sinister and alien behind the 
  bird-like appearance. Simpathetics try to avoid physical 
  combat, but a simpathetic couple will always defend their 
  nest to the death. If benevolent humanoids are nearby, the 
  simpathetic pretends to be an injured bird. The target has to 
  make a saving throw vs. magic at a -5 penalty or will be 
  charmed. Unaligned or evil characters are immune to this 
  charm. Someone that makes the save will be immune to the 
  charm in the future. A charmed character will take the 
  simpathetic along for 1d4 rounds. Each round, another 
  saving throw is required. If it is successful, the jinx is broken. 
  If it is not made, the victim becomes more and more evil. 
  Reversing this process will require powerful magic or divine 
  power. Simpathetics are immune to all kinds of fire. 
   
   
  Sinewy Mugger 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 15 
   
   
  Attacks: Braches (6x1) 
   
   
  Saving Throw: 16 
   
   
  Movement: 3 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The sinewy mugger is a corrupted offshoot of the treant. It 
  resembles a twisted tree stump with six branch-like two 
  
  386 
   
  metre-long appendages. The sinewy mugger can use all 
  appendages at once. Each tentacle requires two points of 
  cutting damage to sever. Muggers are carnivorous but 
  relatively weak and prefer to attack small solitary mammals. 
   
   
   
   
   
  Siren 
   
   
  Hit Dice: 5+2 
   
   
  Armour Class: 17 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 11 
  Magic Resistance: 20% 
   
   
  Movement: 12/24 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Sirens are aquatic fey that look like beautiful human females. 
  They have pale blue skin and blue or black hair. Sirens are 
  often solitary and antisocial. They can breathe water and air 
  and have darkvision. Once per day, sirens can use Charm 
  Person, Improved Invisibility, Fog Cloud and Polymorph Self. They 
  are immune against gas attacks. Sirens live to sing and often 
  sit on rocks and sing about the ocean and old legends 
  connected to it. 
   
   
  Sith 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Rapier (2x1d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 18/18 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The sith are fey creatures almost as tall as a human. They 
  always have white hair, black wings and like to wear white 
  robes. In battle, sith use their unnatural speed. They gain a 
  +2 bonus to initiative rolls and strike twice with their 
  weapon. Sith always whisper and can assume the form of a 
  natural shadow. While in shadow form, they cannot attack. 
  Direct sunlight deals 1d3 points of damage to a sith. 
   
   
  Skarusoi 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d8+2), arm shields (2x1d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The skarusoi are a race of insectoid bipeds from another 
  world or dimension. Tall and brown, they have shield-like 
  carapaces on their forearms and long feelers sprouting from 
  their heads. They make a muted chittering noise, but seem to 
  communicate with each other through a series of gestures 
  and feeler flicks. A skarusoi can leap fifteen metres and attack 
  in the same round. The skarusoi also possess strange mental 
  powers. If it foregoes a melee attack, a skarusoi may cause 
  Cone of Force, Force Armour, Force Field or Wall of Force. The 
  attack are mental attacks and not magical. The Skarusoi may 
  use the above mental powers a total of five times per day. In 
  addition, three or more Skarusoi concentrating together can 
  summon an Insect Swarm. The Skarusoi are believed to be a 
  mercenary race in a dimensional war that has left countless 
  worlds in ruin. When encountered, they are likely to be upon 
  some mission relating to this war, pursuing tactical objectives 
  incomprehensible to other humanoid races. 
   
   
  Skeleton 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 11 
   
   
  Attacks: Strike (1d6) 
   
   
  Saving Throw: 17 
  Turned: 1 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 1/15 
   
   
   
  Humanoid skeletons are often animated by necromancers to 
  serve them as guards or workers. Sometimes, the presence of 
  
  387 
   
  dark energies is enough to raise skeletons, which will then 
  haunt the area in packs. Skeletons take only half damage from 
  piercing weapons. 
   
   
   
  Skeleton Archer 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bow (1d6) or strike (1d6) 
   
   
  Saving Throw: 16 
  Turned: 2 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 2/30 
   
   
   
  If a blooded arrowhead is placed on a skeleton‘s forehead 
  before it is animated, it can be turned into a skeleton archer. 
  During the reanimation, the arrowhead fuses with the 
  skeleton‘s skull. Skeleton archers take only half damage from 
  piercing weapons. Their arrows will damage creature usually 
  immune to mundane weapons. 
   
   
  Bloody Skeleton 
   
   
  Hit Dice: 1+2 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (1d6) 
   
   
  Saving Throw: 17 
  Turned: 2 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 2/30 
   
   
   
  This skeleton is covered with a thick layer of red blood. The 
  blood allows the bloody skeleton to regenerate one hit point 
  per round. They collapse after losing all hit points, but have 
  to be reduced to 1d4 negative hit points before being 
  destroyed. 
   
   
  Burning Skeleton 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (1d8) 
   
   
  Saving Throw: 16 
  Magic Resistance: 20% 
  Turned: 3 
   
   
  Movement: 15 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The burning skeleton is permanently ablaze, but never burns 
  down. Rumour says that burning skeletons are the remains of 
  creatures burned alive on purpose. They are immune to any 
  form of fire, common and magical, but not protected from 
  cold, like other undead. If a burning skeleton is killed, it will 
  explode and everyone within a radius of three metres takes 
  1d6 points of damage. A saving throw is permitted for half 
  damage. 
   
   
  Skeleton Fury 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (2x1d6), gore (1d6) 
   
   
  Saving Throw: 14 
  Turned: 3 
   
   
  Movement: 12/12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The skeleton fury is an undead creature created from the 
  skeleton of a horse, with claws or talons grown from the 
  hooves, horns or antlers grown from the skull, the bones of 
  large bat-like wings grown from the shoulders, and a red glow 
  burning in the eye sockets. Silhouetted against the moon or 
  illuminated by moonlight, faint wispy material seems to line 
  its bones, creating the illusion of ghostly flesh. They are not 
  completely 
  mindless 
  and 
  sometimes 
  display 
  equine 
  mannerisms, such as pawing at the ground or tossing their 
  heads, in a twisted mockery of life. Any attempt to read or 
  contact the mind of a skeletal fury that is under the control of 
  a spellcaster may result in a brief mental image of the 
  controlling wizard. 
   
   
  
  388 
   
  Giant Skeleton 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 16 
   
   
  Attacks: Strike (1d12) 
   
   
  Saving Throw: 12 
   
   
  Movement: 15 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The giant skeleton is created from the remains of a dead 
  giant. Powerful magic is needed to animate such a large 
  skeleton. Between the giant skeleton‘s ribs, a bright but cold 
  fire burns. Every six turns, it can use this fire to throw a 
  Fireball that deals 8d6 points of damage. Giant skeletons take 
  only half damage from piercing weapons and have the usual 
  undead traits. They are immune to fire-based attacks as well. 
   
   
  Fossilised Skeleton 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 2/30 
   
   
   
  Fossilised skeletons are normally found only in underground 
  caverns or complexes that have been left undisturbed for 
  millennia, although they might also be found in inter-
  dimensional pockets, or in areas where the fossilisation has 
  been deliberately induced.  In some limestone caverns where 
  the mineralised water is in constant contact with the bones, 
  skeletons might also fossilise relatively quickly – over the 
  course of a hundred years rather than a thousand.  Older 
  fossilised skeletons may even show pre-human features. Since 
  fossilised skeletons are effectively made of rock rather than 
  bone, they are harder to hit and harder to kill than normal 
  skeletons. 
   
   
  Monstrous Skeleton 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapon (1d10+2) 
   
   
  Saving Throw: 11 
  Turned: 6 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 6/400 
   
   
   
  A monstrous skeleton is a reanimated monstrous humanoid. 
  It usually attacks with an oversized weapon, but is otherwise 
  identical to other common skeletons. 
   
   
  Obsidian Skeleton 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (2x1d6) 
   
   
  Saving Throw: 13 
  Turned: 5 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The obsidian skeleton has black, shiny bones and an obsidian 
  on its forehead. The obsidian has six hit points and AC 4. 
  Obsidian skeletons have to drain life energy from their 
  environment to survive. If reduced to naught hit points, an 
  obsidian skeleton collapses. The next round, it drains all life 
  energy within a radius of three metres, turning all vegetation 
  into ash, and rises with full hit points. Any living creature in 
  the proximity has to make a saving throw or will suffer a -3 
  initiative penalty on their next initiative roll. Striking the 
  skeleton while it is inert has no effect. Only destroying the 
  obsidian will put it to rest. 
   
   
  Thinking Skeleton 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 14 
  Turned: 4 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 2/30 
   
   
   
  While most animated skeletons are mindless beings, some 
  manage to regain their sentience. These skeletons are cunning 
  and malicious. Their often lead packs of other skeletons. 
   
   
  Skeleton Warrior 
   
   
  Hit Dice: 8+4 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (2d10+2) 
   
   
  Saving Throw: 6 
  Magic Resistance: 90% 
  Turned: 8 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  Skeleton warriors are fallen soldiers resurrected by dark 
  powers. They have retained their fighting skills and are taller 
  than the average skeleton. Additionally, they wear armour. 
  Skeleton warriors are highly resistant to magic and take only 
  half damage from piercing weapons. 
   
   
  
  389 
   
  Skin Thief 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (2x1d6), bite (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Skin thieves are bizarre beast-like humanoids that steal the 
  skin from their victims and assume their identity. In their true 
  from, they are furred and bear-like. Skin thieves have no 
  language of their own, but speak a mix of a dozen different 
  languages instead. If a skin thief wear someone‘s skin, the 
  disguise is superficially perfect. However, if the skin thief is 
  hit in combat, it has to make a saving throw or the skin will 
  be damaged and reveal the true nature of its wearer. Skin 
  thieves are nomadic an avoid staying in one place too long. 
   
   
  Skulk 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Dagger (1d4) or short sword (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Skulks are a race of evil humanoids with the chameleon-like 
  ability to blend with the background. They have blue eyes, 
  graceful limbs and are completely devoid of hair. Bands of 
  skulks survive at the edges of civilisation by theft and murder. 
  A skulk moves with absolute silence and imposes a -3 penalty 
  of its opponent‘s surprise roll. Skulks prefer to backstab their 
  enemies. If doing so, they gain a +4 THACO bonus and do 
  triple damage. In the wilderness, skulks pass almost without 
  trace. A common tactic of skulk gangs is to disrupt a society 
  by murdering a local politician, cause discord and use the 
  trouble to continue murdering and looting. 
   
   
  Skull Creeper 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 18 
  Turned: 1 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: A/15 
   
   
   
  The skull creeper consists of two hands attacked to one skull. 
  It is usually created by a necromancer to serve as a scout or 
  to fit in narrow passages. After the skull creeper has 
  successfully bitten target, it will try to crawl onto it. If it 
  makes another successful attack one round later, it will start 
  strangling the victim for 1d6 points of damage per round. 
  Skullbird 
   
   
  Hit Dice: 6+6 
   
   
  Armour Class: 17 
   
   
  Attacks: Beak (3d4), claws (2x1d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 6/15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 7/600 
   
   
   
  Skullbirds are large carrion birds named for their bony, skull-
  like heads. They live on space as well as on a number of 
  plants. Sailors consider sight of a skullbird to be a bad omen. 
  If no carrion is available, skullbirds all also attack live prey. 
  They have oily feather that keep them confortable during 
  flight and protected them against weapons. However, the oil 
  is also flammable and the skullbird takes two additional hit 
  points of damage per damage die from fire-based attacks. 
  Skullbird meat is edible, but tastes foul. 
   
   
  Skullmural 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 3 
   
   
  Intelligence:  
   
   
  Alignment:  
   
   
  CL/XP: 3/60 
   
   
   
  The skullmural appears to be a horrifying skull-like design 
  carved into a wall. It is in fact a bizarre amoeboid creature, 
  suffused with dark mystical power. It may seep slowly along 
  walls, ceilings, and other surfaces, positioning itself for attack, 
  which can cause adventurers to think they have made a 
  mistake in mapping. If anyone touches the skullmural, the 
  creature gains a free attack at a +4 THACO bonus. The 
  skullmural attacks by fastening tiny protoplasmic hooks and 
  suckers into flesh to drink the victim's blood and other juices. 
  Once attached, it drains 1d6 points per round and does not 
  stop until killed or driven off with flame, alcohol, or melted 
  butter. If blood is poured out near a skullmural, it will occupy 
  itself with the blood rather than attacking humanoids. A sated 
  skullmural changes to a reddish colour and bloats slightly, 
  seeping back to its original position. 
   
   
  Skum 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (2d8) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6/15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The skum are a race of fish-like being bred by the aboleth as 
  servants. Apparently, they originate from various humanoids 
  races mixed with sea creatures. Skum have a long tail and 
  
  390 
   
  four strong limbs. In combat, they prefer to concentrate on 
  one enemy at a time. On land, they suffer a -2 THACO 
  penalty. Skum are bred to be susceptible to mind control and 
  thus suffer a -4 penalty to saving throws against Charm or 
  similar spells. 
   
   
  Giant Skunk 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Giant skunks spray a horrible-smelling musk at anyone 
  attacking them, and it is so much more powerful than the 
  musk of normal-sized skunks as to actually be corrosive.  The 
  cloud of spray fills a cone twenty metres long and twenty 
  metres wide at the end.  Any cloth or unprotected paper in 
  this area dissolves.  Leather items will dissolve in one out of 
  five cases.  Living creatures are overcome by nausea for 1d6 
  turns unless a successful saving throw is made, and may also 
  be blinded for 3d6 turns which can be avoided by a second 
  saving throw. Nausea puts a -2 THACO and armour class 
  malus on a creature. The stench remains forever until 1d6 
  days of washing are completed. 
   
   
  Skuz 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 19 
   
   
  Attacks: Fists (2x2d6) 
   
   
  Saving Throw: 4 
  Turned: 11 
   
   
  Movement: 1/15 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 11/1,400 
   
   
   
  The skuz is a powerful undead that haunts lakes, swamps and 
  other bodies of stagnant water. Like many undead, they hate 
  life and will try to drag other creatures into their watery grave 
  whenever possible. A skuz does not fear daylight and appears 
  as a slimy, algae-like coating and shape its body to take 
  humanoid form. In combat, it uses two pseudo-arms. Twice 
  per day, the skuz can use Animate Dead, Mirror Image, Reflection 
  and Suggestion. It can only be harmed by +2 magical weapons 
  or better, is immune to fire-based attacks and takes 2d10 
  points of damage from Lower Water and Part Water. Raise Dead 
  will immediately kill it. A skuz does not leave is pond. 
  Sometimes a group of skuz cooperates and uses its abilities to 
  appear as a group of drowning people. If a water bodies 
  becomes too crowded with skuz, some will crawls out slowly 
  and search for a new lair. 
   
   
  Skyfisher 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 16 
   
   
  Attacks: Beak (1d8+3), claws (2x1d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 3/24 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The huge vulture-like carnivorous skyfisher is a relative of the 
  kingfisher. Every time it attacks someone with its claws, the 
  target has to make a dexterity check. If the check is not made, 
  the victim is carried away for 1d4 rounds. Afterwards, it will 
  be dropped and suffers 1d6 points of damage for every round 
  it was in the air. The skyfisher will also drop the victim if it 
  receives ten points of damage or more. 
   
   
  Walking Slime 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: Fist (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/120 
   
   
   
  These vaguely humanoid monsters slop their way through 
  underground passages in search of living flesh to eat. They 
  attack by smacking prey with their large oozing fists, 
  attempting to cover them and turn them into living slimes as 
  well. On a natural roll of fifteen or more, the victim must 
  make a saving throw or begin transforming into a walking 
  slime in 1d4 days. Walking slimes are harmed only by fire or 
  extreme cold, but cannot be harmed by normal weapons. 
   
   
  Sloorg 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Touch (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Sloorgs are a form of animate filth. Lumpy brown and oozing 
  constantly, with distended vaguely human-like features at one 
  end, they seem to arise spontaneously from poorly 
  maintained sewers and midden heaps. Missiles are ineffective 
  against them, adding mass to the body instead of damaging it. 
  Any hand-held weapon striking it may be added to the body 
  if the wielder fails a saving throw. The sloorg gains one hit 
  point for each item accidentally added to it, often making a 
  low rumbling sound like a mockery of laughter when it does 
  so. The sloorg flows through semi-permeable barriers such as 
  gratings, chairs, and hasty barricades, and might pause to 
  spend a round adding the obstacle to its mass. Anyone within 
  
  391 
   
  a radius of six metres must make a saving throw or suffer a -2 
  penalty to all dice rolls from nausea. Anyone coming into 
  contact with it – whether attacking or attacked – must make a 
  saving throw to avoid contracting a non-fatal but debilitating 
  disease. Sloorg take 1d6 points of damage per level of the 
  caster if Cure Disease, Neutralise Poison, Locate Object or Purify 
  Food and Drink is cast on them. All physical attacks against a 
  sloorg cause minimum damage. 
   
   
  Giant Slug 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 11 
   
   
  Attacks: Bite (1d12) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 13/2,000 
   
   
   
  A giant slug can grow up to thirty metres long. Its skin is so 
  leathery that it takes only half damage from blunt weapons. 
  The giant slug has surprisingly sharp teeth and can spit acidic 
  salvia. The salvia has a range of twenty metres and does 6d6 
  points of damage. The targets are permitted a saving throw 
  for half damage. 
   
   
  Meat Slug 
  Hit Dice: 2 
  Armour Class: 10 
  Attacks: Bite (1d4) 
  Saving Throw: 16 
  Movement: 6 
  Intelligence: Animal 
  Alignment: neutral 
  CL/XP: 1/15 
  The meat slug lives in the underground and is especially 
  common in pantries or waste deposits of underground races. 
  Anyone stepping on the meat slug‘s slime trail will stop 
  moving and needs one additional round to get free. If the 
  slug is struck for maximum damage or with critical hit, the 
  attacker‘s weapon will get stuck. One round is required to get 
  it free. 
   
   
  Sword Slug 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 14 
   
   
  Attacks: Strike (3d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The sword slug looks like a huge normal slug, but has one 
  distinctive ability: It can create magnetic fields. The field has a 
  reach of ten metres around the slug and affects all but very 
  small quantities of metal. The objects will approach the 
  sword slug with an average speed of three metres per round. 
  The objects never strike the slug, but from a Blade Barrier 
  instead. 
   
   
  Slurg 
   
   
  Hit Dice: 7+3 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d4), kicks (2x2d8), bite (2d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 6 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The slurg are a race of tall demonic anthropomorphic frogs. 
  While slurg live on the Material Plane, they are thought to 
  originate from a hellish dimension. They can use Polymorph 
  Self twice per day and sometimes appear as human males. 
  Once per fight, a slurg can use a loud croak to petrify 
  everyone nearby who fails a saving throw vs. paralysis for two 
  rounds. More powerful slurg can open a dimensional gate 
  twice per day can call 1d3-1 additional slurg.  
   
   
  Snapper Saw 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 14 
   
   
  Attacks: (1d4+2x1d4+1) 
   
   
  Saving Throw: 12 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The snapper saw, also called the forester‘s bane, is a 
  dangerous plant. The snapper saw has white fruit that smell 
  delicious as well as several large dark green leaves that hide 
  1d4+2 purple saw-like stalks. A creature near the plant will be 
  attacked by the leaves. The attack ignores any armour class 
  bonus from armour and traps the victim if successful. A 
  successful strength check is required to break free. Every 
  round, even if the victim manages to break free right away, 
  the saw stalks will attack the victim and hit automatically. 
  They can also attack other target, which requires a regular 
  attack roll. 
   
   
  Snyad 
   
   
  Hit Dice: 1d5 hp 
   
   
  Armour Class: 22 
   
   
  Attacks: None 
   
   
  Saving Throw: 12 
   
   
  Movement: 21 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Snyads are distant relatives of mites. They are obsessed by 
  treasures and shiny things in general and will go long ways to 
  steal them. Snyads never fight and rely on their unnaturally 
  
  392 
   
  quick reflexes to avoid being hit. They always surprise their 
  enemies and successfully steal things in nine out of ten cases. 
   
   
  Soulspinner 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 7/600 
   
   
   
  These spirit creatures inhabit ghostly planes of existence, but 
  often hunt in the material planes – often making their lairs in 
  dark or desolate places. They resemble spiders, but their eight 
  eyes are human rather than insectoid. They are insubstantial, 
  and can only be hit by magical or silver weapons; they are 
  affected normally by spells. The soulspinner spins an 
  incorporeal web, and can shoot these out as a cone fifteen 
  metres in length and to a width at the end of the cone. 
  Anyone entering these webs – which are visible but ghostly – 
  must make a saving throw or become enervated, operating at 
  a -2 malus to all ability scores. Clerical spells cannot be cast 
  through the webs, although arcane spells operate normally for 
  a webbed character. The webs adhere to anyone entering the 
  webs, but their effects wear off after 1d6 hours. If a 
  soulspinner bites a victim, the victim must make a saving 
  throw or be affected in the same way as if caught in the webs. 
  The effect of  the bite is cumulative. Anyone killed by a 
  soulspinner, if raised from the dead, will gain a malicious 
  personality unless or until some additional magical remedy is 
  provided, such as Remove Curse. The soulspinner is not 
  undead. 
   
   
  Spectral 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 18 
   
   
  Attacks: Touch (1d4) 
   
   
  Saving Throw: 5 
  Turned: 9 
   
   
  Movement: 12/15 
   
   
  Intelligence: Genius 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The spectral is a ghostly wizard that has retained its ability to 
  cast spells in undeath. It appears as it did during life, but its 
  colours seem washed out and it is slightly translucent. The 
  spectral is incorporeal. In bright light, it is almost invisible, 
  but in darkness, it emits and eerie glow. If fought on the 
  Ethereal Plane, the spectral gets a -6 armour class penalty. 
  Being touched by a spectral will paralyse a random limb for 
  2d4 rounds unless a saving throw vs. paralysis is made. It can 
  float, is immune to mundane weapons and has all the abilities 
  and weaknesses of an undead. Spectrals use all kinds if spell 
  and favour Magic Missile, Sleep, Air Bolt, Lighting Bolt and Wall 
  of Fire. 
   
   
  Spectre 
  Hit Dice: 7 
  Armour Class: 12 
  Attacks: Touch (1d10) 
  Saving Throw: 9 
  Turned: 9 
  Movement: 12/30 
  Intelligence: Average 
  Alignment: Chaotic Evil 
  CL/XP: 8/800 
  The spectre is an incorporeal undead similar to the wraith. 
  Forced to wander on the Material Plane, it is full of dark 
  thoughts and hatred for all living beings. The spectre is 
  immune to mundane weapons. Its dark touch causes the 
  victim to lose 1d3 points of a random ability score. The lost 
  points can only be restored by divine magic or powerful 
  magical items. 
   
   
  Parasitic Spectre 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (1d8) 
   
   
  Saving Throw: 9 
  Turned: 10 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  Tortured by their insubstantial existence, parasitic spectres 
  hunger to obtain corporeal bodies by possessing humanoid 
  creatures. Possessed creatures are under the total control of 
  the spectre, although they are somehow unable to cause 
  direct harm to themselves. The victim of a parasitic spectre 
  may make a new saving throw each round to expel the 
  spectre; success deals 1d8 points of damage both to the 
  victim and to the spectre, and expels the spectre. If a 
  possessed creature is slain, the corpse will instantly transform 
  into an undead creature, having abilities identical to those of a 
  wight. If such a wight is destroyed, the spectre is expelled, 
  taking 2d8 points of damage in the process. Non-magical 
  weapons cannot harm a parasitic spectre. Note that parasitic 
  spectres can possess corpses as well as living beings, and 
  transform them immediately into wight form, but they cannot 
  possess corpses that have been dead more than a few 
  minutes. 
   
   
  
  393 
   
  Sphinx, Androsphinx 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 18/24 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 15/2,900 
   
   
   
  The noble androsphinx has the bearded head of a man, the 
  body of a lion, and the wings of an eagle.  The roar of an 
  androsphinx is mythic: the first roar causes Fear within a 
  hundred metres, the second roar causes paralysis for 1d4 
  rounds within eighty metres, and the third roar causes the 
  loss of 2d6 points of strength, within fifty metres. The 
  strength points recover at a rate of one point per round.  
  Creatures within ten metres of the third roar must also make 
  a saving throw or be stunned for 2d6 rounds. The 
  androsphinx can roar thrice a day. All effects of the roar can 
  be avoided with a successful saving throw. 
   
   
  Sphinx, Astrosphinx 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 16 
   
   
  Attacks: Horns (2x1d6), bite (4d6), claws (2x1d6) 
   
   
  Saving Throw: 6 
  Magic Resistance: 25% 
   
   
  Movement: 18/24 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 12/2,000 
   
   
   
  The bizarre astrosphinxes are a malevolent breed of sphinxes 
  scattered over asteroids and sparsely populated planets. An 
  astrosphinx has a lion‘s body with bronze scales, but often 
  stands upright and is twice as tall as a human. It has bat wings 
  and its head resembles the skull of a goat. Astrosphinxes like 
  to challenge all intruders in their territory to a contest of 
  riddles, much like gynosphinxes. However, astrosphinxes are 
  insane by common standards and their riddles are illogical 
  and unanswerable. In the rare case that someone answers a 
  question correctly – the chance being one in a hundred – the 
  astrosphinx will kill itself. If not, the sphinx breathes narcotic 
  gas that works like Sleep and attacks the answerer and his 
  companions. The astrosphinx can use Lightning Bolt once per 
  turn. 
   
   
   
   
   
  Sphinx, Criopshinx 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d8), head butt (2d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 18/24 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The criosphinx has the head of a ram, the body of a lion, and 
  the wings of an eagle.  This variety of sphinx is neutral with 
  regard to humanoid affairs, and they have a tendency to 
  create impromptu toll roads. 
   
   
   
   
   
  Sphinx, Gynosphinx 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 18 
   
   
  Attacks: Claws (2x1d8) 
   
   
  Saving Throw: 8 
   
   
  Movement: 18/24 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  A gynosphinx has the head and upper torso of a woman, the 
  body of a lion, and the wings of an eagle.  The female human 
  arms become lion legs by the point of the forearm.  
  Gynosphinxes are probably smarter than other varieties of 
  sphinx and enjoy riddles, but they are quite willing to 
  consider humanoids as prey.  The gynosphinx can use Dispel 
  Magic three times per day. They also have considerable 
  powers of divination, being able to answer most questions 
  posed to them – but for a hefty price. 
   
   
  
  394 
   
   
   
   
  Sphinx, Hieracosphinx 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (1d6+1), bite (1d10) 
   
   
  Saving Throw: 7 
   
   
  Movement: 9/30 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The hieracosphinx has the head and forelegs of a hawk, with 
  the hindquarters of a lion.  This variety of sphinx is decidedly 
  malevolent in temperament. 
   
   
  Bone Spider 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 8 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 18 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The bone spider is well-known for the bone-shaped pattern 
  on its back. While not as large as some of its relatives and not 
  venomous, it is dangerous in swarms. 
   
   
  Giant Spider 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 11 
   
   
  Attacks: Bite (1 hp) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Giant spiders are not only quick and dextrous, but also 
  poisonous. Anyone bitten by one who fails a saving throw vs. 
  death with a +2 bonus will suffer 1d6 points of damage per 
  round until healed. Giant spider eyes are popular components 
  used by spellcasters or alchemists. 
   
   
  Leng Spider 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 6 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  Leng spiders are purple arachnid monstrosities which live in 
  the same realms as the Men of Leng. Their cunning and 
  intellect distinguishes them from common spiders. The Leng 
  spiders have webbed whole valley with their web. They never 
  stop growing and can reach a gargantuan size over decades. 
  Thrice a day, they can launch a poisonous bite doing 3d6 
  additional points of damage to a target. A saving throw for 
  half damage is permitted. They can also shoot a web over a 
  distance of ten metres to paralyse a target for 1d4 rounds. 
   
   
  Monstrous Spider 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The monstrous spider is a threat to every cattle owner or 
  traveller happening to pass its territory. Anyone who is bitten 
  by one has to make a saving throw vs. death with a +1 bonus 
  or will be poisoned and suffer 1d8 points of damage per 
  round. This spider is stealthy and will surprise its prey on a 
  roll of one to five on a d6. 
   
   
  Phase Spider 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 16 
   
   
  Attacks: 1d8+2 
   
   
  Saving Throw: 16 
   
   
  Movement: 18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The phase spider is not poisonous, but dangerous 
  nevertheless. It can move to the ethereal plane at will, only to 
  reappear later, preferably behind its prey. 
   
   
  
  395 
   
  Sword Spider 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6+2) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The sword spider is malicious and cunning. It often 
  commands a number of weaker spiders and rules a huge 
  spider web. Anyone trying to walk on the web has to make a 
  saving throw. If successful, the one can walk on it with half 
  speed. The sword spider‘s bite requires a saving throw to 
  avoid being poisoned; otherwise, the victim will suffer 1d10 
  points of damage per round. Sword spider web can be turned 
  into extremely stable rope by a ropemaker. 
   
   
  Spiderweed 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Thorn slashes (2x1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Spiderweed is an ambulatory plant that has adapted to mimic 
  the appearance of giant spiders as a means of defence. A 
  single spiderweed is usually about the size of a dog, although 
  they can grow much larger in the wild. In conditions of poor 
  light, such as in a dungeon or a dense forest, one will appear 
  to be a giant spider.  If it is attacked, spiderweed responds by 
  lashing out with two of its thorny appendages. These cause 
  1d4 damage, and secrete a sticky, poisonous sap. This sap will 
  stick to flesh and clothing, unless thoroughly washed off. It 
  inflicts no damage, but causes a very painful rash for 4d4 
  hours that causes a penalty of -2 to all die rolls. The sap can 
  be avoided with a successful saving throw. Goblins are 
  immune to spiderweed rash. 
   
   
  Spouter 
   
   
  Hit Dice: 5+7 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d4+1) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12/12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The spouter looks a bit like a gargoyle, but is more of a 
  sentient automaton that an animated being. Spouters remain 
  as rain gutters on the roofs of the building they have been 
  assigned to. If someone else than their master or someone 
  authorised passes by, they attack by spitting acid over a 
  distance of two metres. It can be used every four rounds and 
  deals 2d20 points of damage. A saving throw is permitted for 
  half damage. The spouter itself cannot be damaged by acid. 
   
   
  Spriggan 
   
   
  Hit Dice: 8+4 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (2d8+7), throwing knife (1d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The spriggan is small, muscular and ugly. It usually has the 
  size of a gnome, but is able to become giant-sized at will. 
  Spriggans have no hair but facial hair and always carry some 
  throwing knife. If a spriggan decides to enlarge himself, its 
  equipment will grow with it. When small, it can use Scare and 
  Shatter at will and backstab opponents for triple damage. 
  Spriggans never form long-term alliances and prefer to work 
  as mercenaries or bandits, moving to new places often. 
  Spriggans despise other humanoids generally and gnomes 
  specifically. 
   
   
  Meadow Sprite 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapon (1d3) 
   
   
  Saving Throw: 15 
   
   
  Movement: 9/18 
   
   
  Intelligence: Very 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Meadow sprites are shy and reclusive fey. Most have elven 
  features and small, translucent wings. Sprites hate evil and 
  ugliness, but first and foremost care about the balance of 
  their natural environment. Nevertheless, they prefer to live in 
  areas with a low density of aggressive or dangerous creatures. 
  Druids are known to cooperate with meadow sprites. 
  Meadow sprites can become indivisible at will, which grants 
  them a +2 THACO bonus. They can also Detect Good and 
  Detect Evil within a radius of fifteen metres whenever they 
  like. All sprites have these abilities in common. 
   
   
  Sea Sprite 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Melee weapon (1d3) or crossbow (1d3) 
   
   
  Saving Throw: 15 
   
   
  Movement: 6/24 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Sea sprites have no wings, but webbed fingers and toes, 
  cheerful faces and fish-like eyes. Their crossbow bolts are 
  treated with a toxin that puts anyone hit who fails a saving 
  
  396 
   
  throw to sleep for 1d4 hours. They have the same special 
  abilities all sprites have in common and additionally use Water 
  Breathing once per day. 
   
   
  Squeaker 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 10 
   
   
  Attacks: Strike (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Squeakers are tiny fairy creatures created by a failed magical 
  experiment. They do not have to eat, but reproduce very 
  quickly. Their high numbers are balanced by carnivorous 
  animals and monsters. They like to molest people and prefer 
  to throw rocks over a distance of up to ten metres, which 
  grants them a +2 THACO bonus and does 1d2 poinst of 
  damage. Squeakers are hairless, have an oversized head, large 
  blues ears and blue feet. 
   
   
  Squealer 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d6+6), fists (3x1d4+1) 
   
   
  Saving Throw: 5 
   
   
  Movement: 9/18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The squealer is tall, ferocious creature and with a boar-like 
  face as well as three arms and two legs. It is an excellent 
  climber and climbs twice as fast as it runs. The most 
  distinctive feature of the squealer is its talent to imitate all 
  kinds of voices and noises, which it uses to lure prey into a 
  trap. The squealer can attack while hanging from a branch or 
  something similar with one hand or may grab an opponent 
  with two hands with two successful attacks rolls. In this case, 
  the opponent loses all dexterity-based benefits and receives a 
  -2 malus to armour class and THACO. 
   
   
  Giant Squid 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16/12 
   
   
  Attacks: Tentacles (10x1d3) 
   
   
  Saving Throw: 11 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  Giant squids are feared by sailors and known for their large 
  appetite as well as their many tentacles. The tentacles have 
  AC 12, whereas the main body has AC 16. After the initial hit 
  of tentacle, it will do 1d6 points of damage each following 
  round until the target manages to free itself. In one out of 
  four cases, a tentacle manages to immobilise one limb of a 
  target. In emergency situations, the giant squid can use a jet 
  of water to triple its swimming speed. A giant squid can 
  destroy a medium-sized ship in ten rounds. 
   
   
   
  Giant Aerial Squid 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 12 
   
   
  Attacks: Tentacles (8x1d8+1), beak (5d4) 
   
   
  Saving Throw: 3 
   
   
  Movement: 21 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 14/2,600 
   
   
   
  Giant aerial squids are cousins of the normal giant squid, but 
  their bodies are filled with lighter-than-air gases that allow 
  them to float in the air.  In general, they are found in 
  mountains, where they pick mountain goats and goblins off 
  the slopes as food.  Giant aerial squid can grow up to twenty 
  metres in length.  The squid‘s tentacles constrict for 1d8+1 
  points of damage after the first hit, and they are used to pull 
  food to the sharp beak.  When a tentacle hits, roll 1d6. The 
  result equals the limbs being held by the squid, with a result 
  of one or two meaning that no limb is held at all The 
  tentacles can take ten points of damage before being severed, 
  but attacking tentacles does not affect the squid‘s actual hit 
  point total – only attacks to the body and head affect the 
  squid‘s true hit points.  The squid‘s main body is granted a +4 
  armour class bonus. These creatures are not good mounts, 
  for they have a tendency to reach back and eat their riders. 
   
   
  
  397 
   
  Black Squirrel 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d8+1) 
   
   
  Saving Throw: 14 
  Magic Resistance: 5% 
   
   
  Movement: 18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The malicious black squirrel is most likely an unnatural 
  creature. It moves with uncanny speed and likes to steal shiny 
  objects from careless individuals. 
   
   
  Giant Squirrel 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 15 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Giant squirrels are very agile and much larger than common 
  squirrels. They mainly eat plants, but are not above preying 
  on smaller animals. 
   
   
  Giant Flying Squirrel 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6/12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: B/10 
   
   
   
  These squirrels, larger than normal flying squirrels, are 
  carnivorous.  They may attack humanoids if provoked, 
  enchanted, or in sufficient numbers to feel confident of 
  success. 
   
   
  Stag 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Hooves (2x1d3), antlers (2d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 24 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Stags are the males of a deer herd. They are usually docile and 
  passive, but can be very aggressive if threatened or cornered. 
  A stag‘s antlers can be worth up to 25 gp. 
   
  Ghost Stag 
   
   
  Hit Dice: 3+2 
   
   
  Armour Class:19  
   
   
  Attacks: Hooves (2x1d3), antlers (2d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 24 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The ghost stag is the vengeful spirit of a stag slain while 
  defending its herd. It is immune to all weapons but silver and 
  magic ones. A creature hit by a ghost stag loses one point of a 
  random ability score. 
   
   
  Giant Stag 
   
   
  Hit Dice: 5+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Hooves (2x1d4), antlers (4d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 21 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Giant stags look like common stags, but are huge. As even 
  predator other than giant ones avoid them, they usually do 
  not fear humanoids or other sentient beings. 
   
   
  White Stag 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 19 
   
   
  Attacks: Hooves (2x1d6), antlers (1d12) 
   
   
  Saving Throw: 5 
  Magic Resistance: 20% 
   
   
  Movement: 21 
   
   
  Intelligence: Highly 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  Every once in a while, the forces of nature decide to create a 
  guardian. If this creature is a stag, it will be a white stag with 
  powers way beyond that of a normal animal. The white stag 
  can communicate via telepathy. It is a preserver of natural 
  balance and not necessarily friendly toward humanoids. A 
  white stag can move through dense undergrowth without any 
  penalty, use Call of the Forest once, Bless thrice per day and 
  communicate with animals at will. If a white stag is slain, its 
  body dissolves immediately. For one month, the killers will 
  be marked appear tainted to any creature close to nature. 
   
   
  
  398 
   
  Invisible Stalker 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 16 
   
   
  Attacks: Strike (4d4) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The invisible stalker is almost always created by the mage 
  spell of the same name. It can fly and follows a single 
  command of the caster. 
   
   
  Archer Statue 
   
   
  Hit Dice: 4+5 
   
   
  Armour Class: 13 
   
   
  Attacks: Arrow (1d10) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The malicious archer statue is an animated statue usually 
  formed like a winged angel or a ferocious amazon. It shoots 
  magical stone arrows over a distance of thirty metres with a 
  +1 THACO bonus and is employed as a guardian. If found 
  in the wilderness, the archer statue will be on an endless hunt 
  against all living beings it encounters. The archer statue can 
  only be hit by magical weapons. 
   
   
  Living Crystal Statue 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 16 
   
   
  Attacks: Fists (2x1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Living statues are magically animated. They are true 
  automatons, though, unlike golems, which are solely 
  animated by magic. While this means that living statues have 
  no chance of going berserk, it also means that they may only 
  perform simple programmed activities. They may not be 
  commanded in any meaningful fashion. They make very 
  effective guards for tombs, treasure rooms, and similar 
  places. Living statues can be crafted to resemble any sort of 
  living creature, but most commonly are made to look like 
  humanoids. Crystal living statues have no particular special 
  powers, unlike those made of iron or stone. 
   
   
  Living Iron Statue 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 18 
   
   
  Attacks: Fists (2x1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  If struck by a non-magical metal – even partially metal – 
  weapon, the weapon may become stuck in the monster. If 
  this happens, it cannot be removed until the statue is 
  destroyed. The wielder is allowed a saving throw vs. magic to 
  avoid this. 
   
   
  Living Stone Statue 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Lava spray (2d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 4 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  A stone living statue attacks by spraying molten rock from its 
  fingertips. The range of the spray is three metres. It takes 
  only half damage from edged and piercing weapons. 
   
   
  Marrosian Statue 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 18 
   
   
  Attacks: Stone weapon (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Neutral 
   
   
  Alignment: None 
   
   
  CL/XP: 5/240 
   
   
   
  Marrosian statues are animated statues of human warriors 
  created from a rare, magical marble-like stone frequently used 
  by a lost civilization. Marrosian statues move with a silent, 
  fluid grace that belies their inorganic nature. Creatures 
  damaged by a marrosian statue must make a saving throw or 
  suffer from a deep, soul-chilling cold that radiates outward 
  from the wound. Failure results in a -2 malus to all 
  subsequent saving throws and combat rolls. This penalty 
  dissipates over the course of the following twenty-four hours. 
  Marrosian statues are partially immune to damage from 
  slashing and piercing weapons, taking only half damage from 
  these sources. 
   
   
  
  399 
   
  Living Steel 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 20 
   
   
  Attacks: Strike (2x1d10) 
   
   
  Saving Throw: 3 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  The living steel is a creature made of shiny liquid steel. It 
  moves in fluid motions and often takes a humanoid form, 
  turning its hands into razor-sharp blades if necessary. The 
  living steel is not necessarily aggressive, but shows no mercy 
  if threatened. It can change its form at will and squeeze 
  through narrow gaps. The transformation takes one round, 
  during which the living steel gets a -5 malus to armour class. 
  It is immune to lighting and any fire. Cold-based attacks 
  inflicting more than ten points of damage reduce its speed by 
  half and limit it to one attack per round for 1d4 rounds. If 
  two living steel meet, they will always fight to the death. The 
  winner will absorb the loser. 
   
   
  Stegosaurus 
   
   
  Hit Dice: 11+4 
   
   
  Armour Class: 17 
   
   
  Attacks: Tail (2d8) or bite (1d6), trample (2d8) 
   
   
  Saving Throw: 4 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  Although fearsome looking, the stegosaurus is actually a 
  peaceable creature and will only fight in self-defence, either 
  biting, trampling, or using its spiked tail, depending on where 
  the opponent is standing in relation to the dinosaur. A 
  stegosaurus cannot use its tail and bite attacks against the 
  same creature in the same round. 
   
   
   
   
   
  Dire Stegosaurus 
   
   
  Hit Dice: 18 
   
   
  Armour Class: 17 
   
   
  Attacks: Spiked tail (5d4) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 18/3,800 
   
   
   
  The dire stegosaurus is a gigantic, not very smart herbivorous 
  dinosaur and a larger subtype of the common stegosaurus. It 
  defends itself and its herd aggressively. The stegosaurus is 
  mainly found in plains and jungles. 
   
   
  Stirge  
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 12 
   
   
  Attacks: Proboscis (1d3) 
   
   
  Saving Throw: 17 
   
   
  Movement: 3/18 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Resembling small, feathered, winged anteaters, stirges have a 
  proboscis which they jab into their prey to drain blood.  After 
  a stirge‘s first hit, it drains blood automatically and inflicts 
  1d4 points of damage per round. 
   
   
  Stoneflower 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 18 
   
   
  Attacks: Hurled stones (1d6x1d3) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  A stoneflower resembles a pile of rock about one and a half 
  metres in diameter, covered with exquisitely realised carved 
  flowers. In actuality, these beasts are from some other 
  dimension, or possibly the Elemental Plane of Earth. The 
  whole growth, including the rock, is a sentient predator that 
  can morph through stone walls, flowing along quite rapidly as 
  long as it is touching stone. They cannot cross water or 
  wooden surfaces. The flowers of the growth are its weapons; 
  they can eject rocks at very high speeds, causing 1d3 points 
  of damage. In any combat round, the stoneflower can eject 
  1d6 such missiles. The growth is also extremely magnetic. 
  Any metal weapon touching the stoneflower will stick to it 
  until the creature is killed. Creatures with a strength score of 
  at least fifteen can get the weapon free in one round. 
   
   
  
  400 
   
  Giant Strider 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d8) or kick (1d10) 
   
   
  Saving Throw: 16 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The giant strider is an ostrich-like featherless bird with orange 
  and white skin that lives in hot climates. Firenewts train and 
  breed striders and use them as mounts. Giant striders attack 
  with the beak or a kick and usually target the last enemy that 
  attacked them. They are immune to all forms of fire, gain a 
  +2 saving throw bonus against fire-based attacks and 
  regenerate 1d6 hit points from extensive heat. Liquids throw 
  at a strider cause 1d2 points of damage. Drinking larger 
  amount of water will kill it. Giant striders live in volcanic 
  reasons and breathe smoke from their beak. They mature fast 
  and have a short life expectancy. 
   
   
  Struthiominus 
   
   
  Hit Dice: 6+3 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d2), bite (2d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The struthionimus is an omnivorous dinosaur. It has no 
  quarrel attacking humanoids smaller than humans and lives in 
  areas with tall grass. 
   
   
   
   
   
   
  Dire Sturgeon 
   
   
  Hit Dice: 10+2 
   
   
  Armour Class: 19 
   
   
  Attacks: Bite (2d10) 
   
   
  Saving Throw: 7 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  These immense grey scaly fish can reach a length of ten 
  metres. If their attack roll is equal to or greater than eighteen, 
  a victim is swallowed. A being that is swallowed takes 2d6 hit 
  points of damage per round inside the dire sturgeon belly. In 
  addition, if a victim does not succeed in a saving throw vs. 
  paralysis, he is paralysed. Otherwise, he may attack the 
  sturgeon from the inside. 
   
   
  Stwinger 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: None 
   
   
  Saving Throw: 15 
   
   
  Movement: 6 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: A/5 
   
   
   
  Stwingers are tiny humanoid fey that look like nauseate cute 
  females. All they want is to have fun. Stwingers occasionally 
  annoy others, but prefer to have fun together with them. It 
  can use Mirror Image thrice per day and Charm Person an 
  unlimited number of times, but only on one person at a time. 
  Stwingers like dwarves and occasionally ally with them. Every 
  couple of years, they give birth to a child. Should they give 
  birth to multiples, then those will be liked via telepathy. A 
  stwinger has wings that allow it to leap over short distances, 
  but not stay in air for a prolonged period of time. 
   
   
  Styracosaurus 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 16 
   
   
  Attacks: Strike (2d8) 
   
   
  Saving Throw: 6 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 9/1,100 
   
   
   
  The styracosaurus is an aggressive herbivore. It will charge at 
  anything it considers a threat. Anyone attacking the 
  styracosaurus from the front suffers 1d8 points of damage 
  from sharp spikes. 
   
   
   
  
  401 
   
  Su 
   
   
  Hit Dice: 5+5 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (4x1d4), bite (2d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The su looks like a thin grey monkey. It can attack while 
  hanging from the ceiling with the help of its tails, using all 
  four claws and its sharp teeth. Su are immune to telepathic 
  attacks. Their minds cannot be read. Once per turn, a su can 
  crush the mind of an opponent in sight. If the target fails a 
  saving throw, it will attacks random targets for 1d4+1 
  rounds. Su sometimes hunt in packs. If they do so, it will 
  always be during dawn or sunset. 
   
   
  Sull 
   
   
  Hit Dice: 6 
   
   
  Armour Class:  
   
   
  Attacks: Ram (1d4) or bite (4d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 18 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The sull is a strange creature. It looks like a fleshy sphere with 
  a radius of three metres, a dome atop and a mouth with sharp 
  teeth below. Their otherwise featureless body is light blue. A 
  sull attacks by ramming its opponent or, if it can get atop of 
  one, by biting it with its powerful jaw. It may also release 
  noxious gases. Anyone nearby has to make a saving throw vs. 
  death or will suffer a -4 THACO penalty while exposed to 
  the gas. Sulls are secretive and conceal their true intelligence. 
  They are sometimes forced into the servitude of other beings 
  and used as aerial platforms. 
   
   
  Giant Sundew 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 13 
   
   
  Attacks: Tendrils (6x1d3) 
   
   
  Saving Throw: 8 
   
   
  Movement: 1 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The giant sundew is a tall mound of grey and green tangles 
  and rags. The air around one is always infested with flies and 
  holds thick, sweet odour. The sundew has mobile hair-like 
  roots and attacks with up to six tendrils per target. The plant 
  has hundreds of tendrils, so it is unlikely for an attack to be 
  repelled by hacking them all off. If a tendril successfully 
  attacks a victim, it attaches itself to it. Per three tendrils, the 
  target receives a -1 armour class malus. Each tendril has to be 
  removed with a separate strength check. 
  Survivor 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 10 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 4 
   
   
  Movement: 1 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  Survivors are highly intelligent humanoids who have been 
  trapped in space for years, maybe centuries, in a stasis. It is 
  unclear why some creatures become survivor whereas most 
  others simply die. Survivors have grey skin, but look 
  otherwise normal. If found and taken aboard a ship, they will 
  appear weak and awaken only for a few minutes or hours per 
  day. If surrounded by humanoids, the survivor gradually 
  starts to take control of them, starting with the least 
  intelligent one. One creature per day is taken over, but 
  permitted a saving throw at a -2 penalty. After a week, 
  controlled creatures will become emotion- and humourless. 
  The survivor hungers only for sensory input and can control 
  a number of people equal to ten times his intelligence score. 
  The control can be broken with Dispel Magic. 
   
   
  Sussurus 
   
   
  Hit Dice: 10+6 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x3d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 13/2,300 
   
   
   
  The sussurus is a plant creature that looks like a large 
  humanoid pile of rotting bamboo. It moves on all four limbs. 
  Anyone struck by both of the sussurus‘s front claws will be 
  impaled and suffers an additional 3d8 points of damage. The 
  sussurus is immune to lighting and suffers only half damage 
  from all weapons but piercing weapons. It can only be found 
  in warm regions with a lot of rainfall and dense vegetation. 
   
   
  Dire Swan 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Beak (1d4), wing slap (2d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6/24 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The dire swan has the beauty and elegance of a common 
  swan, but is more aggressive and also carnivorous. Being 
  slapped by its wings can be absolutely lethal for an 
  unsuspecting victim. A creature hit by a wing has to make a 
  saving throw vs. paralysis or will be stunned for 1d4 rounds 
  and can only defend, not attack. 
  
  402 
   
   
   
   
   
   
  Great Swan 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Beak (1d6), wing slap (2d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6/36 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 5/240 
   
   
   
  Great swans look like normal swans, but are much larger and 
  intelligent. They are generally benevolent, but can have quite 
  a nasty temper if not treated well. Great swans will knock 
  over a human-sized or smaller target with a slap of their 
  wings in one out of four cases. Some humanoids, mainly 
  elves, tame great swans and use them as mounts, which 
  halves their flying speed. 
   
   
  Swanmay 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Fists (1d2), kick (1d3) or weapon (1d8) 
   
   
  Saving Throw: 12 
  Magic Resistance: 15% 
   
   
  Movement: 15/21 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Swanmays are human females that can assume swan form 
  with the help of a magical token. They are guardians of 
  nature and can only be hit by magical weapons. New 
  swanmays are recruited by a local swanmay circle after they 
  have been observed for months. A swanmay can only be 
  created by existing swanmays and requires the attention of 
  several of them. A token will only work for one specific 
  swanmay. Without it, she will be trapped in her current form. 
  In swan form, the token usually melts with the swanmay‘s 
  body. A common token among swanmays is the faux skin of 
  a swan.  
   
   
   
   
   
  Sycorex 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The sycorex is a flying, feathered lizard, vast in size, which 
  prefers warmer climates and is a voracious carnivore. Sycorex 
  are only slightly smaller than black dragons, but they are not 
  related to dragon-kind, having a long, straight beak with 
  sharp teeth, and feathers rather than hard scales. They have 
  an ear-piercing shriek that is typically heard as they enter a 
  hawk-like dive from out of the sun, deafening their prey and 
  relying on the sunlight to partially blind them as well. The 
  shriek of a sycorex functions as Hold Person. It is rumoured 
  that humans in some areas may have tamed the sycorex, and 
  ride them into battle. 
   
   
  
  403 
   
  Sylph 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 11 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 14 
  Magic Resistance: 50% 
   
   
  Movement: 12/36 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 4/120 
   
   
   
  The sylph looks like a small human female with dragonfly 
  wings. Sylphs are partly translucent, have colourful hair and 
  are apparently related to nymphs and air elementals. They are 
  exclusively female reproduce with elves as well as humans 
  and halflings. Sylphs can become invisible at will and 
  summon an air elemental once per week. They are 
  spellcasters and like spells like Air Bolt, Magic Missile, Sleep, 
  Unseen Servant, Wall of Ice and Web. 
   
   
   
  Tabaxi 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d3), bite (1d3) or axe (1d8) 
   
   
  Saving Throw: 15 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Tabaxi are anthropomorphic leopards. They are clever and 
  organise and get a +2 bonus to surprise rolls. Tabaxi live 
  mostly in the jungles and swamps of the south, but 
  sometimes move further north to trade or raid caravans. 
  Some tabaxi use obsidian magical axes that ignore an 
  opponent‘s armour class bonus from armour. 
   
   
  Tabaxi Lord 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d4), bite (1d10+1) 
   
   
  Saving Throw: 8 
   
   
  Movement: 18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The tabaxi appears as a giant leopard. Some say tabaxi lords 
  are a distinct species, other claims they are cursed tabaxi. 
  Tabxi lords are mostly solitary, but sometimes take over a 
  tabaxi tribe temporarily. During this time, they mate, the 
  offspring always being a male tabaxi lord. Tabaxi lords can 
  use Blind, Detect Evil, Detect Good, Detect Invisibility and Hypnotise 
  at will. 
   
   
  Taer 
   
   
  Hit Dice: 3+6 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6), weapon (1d8+1) 
   
   
  Saving Throw: 14 
   
   
  Movement: 18 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The nomadic taer are a race of shaggy humanoids living in 
  cold climates. Superficially, they have traits from apes and 
  cave men. Some taer use throwing spears with a +1 bonus to 
  THACO and a +3 bonus to damage. Anyone near a taer has 
  to roll a saving throw or will be nauseated by the smell of its 
  pores. The pores secrete a greasy substance that coats the 
  taer‘s fur. Taer are superstitious by nature and distrust metal. 
  Some taer clans worship stone idols, powerful creatures like 
  dragons or true gods. 
   
   
  Tako 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapons (4x1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12/18 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Tako appear rather like human-sized octopi, but they are 
  actually intelligent and use tool and weapons. They generally 
  live underwater, either fresh or salt, but are fully amphibious 
  and can breathe on land as well as underwater. Tako walk on 
  four of their eight legs and use the other four as arms. In 
  combat, tako use various combinations of four weapons. 
  They do not typically use pulled bows, but may occasionally 
  make use of crossbows. Due to their wide-set eyes and 
  multiple arms, it is virtually impossible to flank a tako or 
  successfully attack one from behind.  
  
  404 
   
  Tako are attracted to shiny objects and often carry a number 
  of items of jewellery with them as prized possessions. Tako 
  are renowned for their mechanical abilities, and a tako lair is 
  typically a very dangerously trapped location. Tales of magic-
  using tako are often told, but have yet to be verified. 
  Depending on the source, it is also reported that tako are ei-
  ther outright hostile towards or firmly allied with salt hags. It 
  is possible, of course, that different groups of tako may have 
  different allegiances. 
   
   
  Tanystropheus 
   
   
  Hit Dice: 6+6 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d8+4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 6/18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The tanystropheous resembles a snake with thin, projecting 
  legs with the rear set being webbed for swimming. Its jaw is 
  filled with many sharp teeth. The tanystropheous lurks at 
  river banks and is stealthy, imposing a -6 penalty in its 
  opponents‘ surprise roll. 
   
   
  Tao-Kun 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (1d4+1), weapon (1d8) 
   
   
  Saving Throw: 15 
   
   
  Movement: 9/18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The tao-kun are an ancient subterranean race of aquatic fish-
  like humanoids. Once, they ruled a mighty empire, but 
  inbreeding and decadence lead to its decline. Now, the tao-
  kun are shattered and divided into clans. Nevertheless, they 
  are highly intelligent and often haver between brilliance and 
  craziness. Some tao-kun carry shields with a sticky glue, 
  which grants them a +2 armour class bonus. Every second 
  missed attack against such a tao-kun will result in the attacker 
  losing its weapons. 
   
   
  Tasloi 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d3) or weapon (1d6) 
   
   
  Saving Throw: 18 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  Tasloi are flat-headed humanoid with long legs. They walk in 
  a crouching way and have greenly skin. Tasloi like to hide in 
  tree tops and drop down on unwary prey. They like to use 
  nets. A strength check at a -2 penalty is required to escape a 
  net. Tasloi live in loosely organised family units. They 
  sometimes train huge spiders or giant bees. 
   
   
  Tarrasque 
   
   
  Hit Dice: 34+30 
   
   
  Armour Class: 22 
   
   
  Attacks: Claws (2x2d6), bite (10d5), tails (2d12) 
   
   
  Saving Throw: 2 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 40/10,400 
   
   
   
  The legendary tarrasque is a monstrosity native to the 
  Material Plane. It is truly gargantuan and it is said that only 
  one tarraque exist at a time. The tarrasque resembles a scaly 
  biped with a long tail. Once per turn, it can charge, doing 
  4d10 of trample damage to everything in its path and 
  inflicting 3d10 poinst of damage with its horns to one target. 
  The tarrasque is immune to fire, psionics and mundane 
  weapons. It regenerates one hit point per round. Every once 
  in a while, the tarraque awakens and will eat every plant and 
  life form in a large area around it. Killing a tarraque is very 
  difficult, as it can regrow from any body part left. 
   
   
  Tatzelwurm 
   
   
  Hit Dice: 1d6 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 18 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  These curious creatures inhabit cold alpine peaks. In 
  appearance, they look like silvery fat-bodied lizards lacking 
  hind legs. They can move surprisingly fast, slithering on their 
  stomachs, and can leap up to three metres. They are 
  notoriously aggressive and will not hesitate to attack larger 
  creatures that intrude upon their territory. When leaping to 
  the attack, they gain a +1 bonus to THACO. The bite of a 
  tatzelwurm is deadly, and a victim must successfully save vs. 
  death or will die in 1d4 days. These cold-loving reptiles save 
  at +1 against cold-based attacked, and such damage against 
  them is reduced by one hit point per damage die. They are 
  not weak against fire. 
   
   
  
  405 
   
  Tcho-toch 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d6+2) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The tcho-tcho are a race of short humanoids with bald heads 
  and red eyes. They originate from jungles of the East, but 
  secretly live among human nowadays. Tch-tcho are extremely 
  violent and run secret operations to destroy the sanctuary of 
  deities opposed to their own strange gods. 
   
   
  Temnodontosaurus 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (5d4) 
   
   
  Saving Throw: 5 
   
   
  Movement: 24 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The temnodontosaurus is a dinosaur-like large reptile. If 
  attacked from behind, it can use its tail to attack in addition 
  to its bite for 2d6 points of damage. 
   
   
  Tempest 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 17 
   
   
  Attacks: Wind buffet (2d8) 
   
   
  Saving Throw: 5 
   
   
  Movement: 24 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 13/2,300 
   
   
   
  The tempest is a sentient storm. It appears as conglomerate 
  of dark clouds and sometimes a vaguely humanoid or bestial 
  face can be seen in its centre. Tempests are very territorial 
  and consider any violation of their airspace a direct challenge. 
  Once per round, a tempest can use Wall of Wind or Guest of 
  Wind instead of attacking directly. Additionally, it can also 
  create a whirlwind with an average diameter of eight metres. 
  One round is needed to create it. It blows away and kills all 
  creatures with less than three hit dice and inflicts 2d6 points 
  of damage to everyone else. Flying creatures that do not 
  make a saving throw vs. paralysis will drop to the ground. 
  Once per round, a tempest can also use Lightning Bolt or Chill 
  Touch. It is immune to mind control and wind-, gas- and 
  water-based effects and takes only half damage from 
  electricity and cold. Tempests can only be hit by +2 or better 
  magical weapons and can cause rainfall. 
   
   
   
   
   
  Arctic Tempest 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 18 
   
   
  Attacks: Wind buffet (2d10) 
   
   
  Saving Throw: 3 
   
   
  Movement: 28 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 15/2,900 
   
   
   
  The malicious arctic is only found in cold regions. It is similar 
  to the common tempest, but causes snowfall instead of rain. 
  Anyone within a radius of ten metres suffers 9d4+9 points of 
  damage from unnatural cold. A saving throw is permitted for 
  half damage. Once per round, an artic tempest can also use 
  Ice Storm instead. In addition to one of these cold-based 
  attacks, it can also use Guest of Wind or attack with its wind 
  buffet. 
   
   
  Tengu 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapon (1d6+1) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9/24 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Tengu are humanoid creatures with the head and beak of a 
  crow, and crow wings sprouting from their back. They are 
  skilled swordsmen, and capable spellcasters. 
   
   
  
  406 
   
  Tentamort 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 18 
   
   
  Attacks: Tentacles (2x1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 1 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The tentamort is a dungeon- and swamp-dwelling creature 
  related to the squid. It consists of a main body, a fleshy 
  sphere covered with chitinous plates, as well as eight 
  tentacles. Six of these serve as feet and can attach themselves 
  to almost any surface. The other two are used for attacking 
  prey. Each tentacle has eight hit points and is attacked at a -3 
  armour class penalty. A severed tentacle will regrow after 2d6 
  days. A tentamort can only be killed by destroying the main 
  body.  
   
   
  Teratosaurus 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d3), bite (3d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,700 
   
   
   
  The teratosaurus is a fierce carnivorous dinosaur that lives on 
  the plains. It will only hunt on dry land and is rather heavy 
  for its size. 
   
   
  Terror from Beyond 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Tendril (2d8) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The terrors from beyond are entities that only partically exist 
  on the Material Plane. Their main part is their own strange 
  dimension. They are usually invisible, but anyone who can see 
  them will see them as blobs of semi-translucent flesh. If a 
  victim under attack by a terror from beyond falls 
  unconscious, it will be dragged into the terror‘s dimension, 
  though its items will remain on the Material Plane. 
   
   
  Therianthropes 
  Infected by a mysterious disease, therianthropes are people 
  forced to transform into a hybrid form of man and beast at 
  full moon. The transformation clouds the mind, but over 
  time, therianthropes can gain some control over their curse 
  and transform at will. If someone loses more than half of his 
  hit points to a therianthrope, the disease is transmitted. A 
  rarer breed of therianthropes are manbeats. The manbeast‘s 
  natural form is that of the animal hybrid. They turn into 
  humanoids only at full moon or if they wish to do so. 
  Depending on the planet and plane a therianthrophe is on, 
  those rules may change. Therianthropes can only be damaged 
  by magical or silver weapons. 
   
   
  Therianthrope, Loup de Noir 
   
   
  Hit Dice: 6+3 
   
   
  Armour Class: 17 
   
   
  Attacks: Claw (2d6) or weapon (1d8+2) 
   
   
  Saving Throw: 7 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The loup de noir is a therianthrope that can change into a 
  wolf by donning the skin of a wolf. Without the skin, the 
  loup de noir cannot become a wolf, not even a full moon. 
  The loup de noir has to transform at least once every three 
  days, or else it will be driven insane by the desire to assume 
  beast form. The loup de noir is usually a loner. It passes 
  down its ability to its descendant, but can also transmit the 
  curse by biting other humanoids. In beast from, the loup de 
  noir retains its human intelligence. 
   
   
  Therianthrope, Lowland Loup Garou 
  Hit Dice: 6+4 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d4+1), bite (2d4+2) 
   
   
  Saving Throw: 11 
  Magic Resistance: 20% 
   
   
  Movement: 15 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The loup garou is a powerful cousin of the common 
  werewolf. It can assume wolf, werewolf or humanoid from 
  and is a dangerous opponent in all forms. A loup garou can 
  only be hit by magical or silver weapons and imposes a -2 
  malus on its opponent‘s surprise and initiative rolls. 
   
   
  
  407 
   
  Therianthrope, Mountain Loup Garou 
  Hit Dice: 9+6 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d4+2), bite (2d6+2) 
   
   
  Saving Throw: 6 
  Magic Resistance: 40% 
   
   
  Movement: 18 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 12/20400 
   
   
   
  The mountain loup garou is even mightier than its lowland 
  relative. It can only be harmed by gold or magical weapons 
  and regenerates two hit points per round. This loup garou has 
  dark fur and red glowing eyes.  
   
   
  Therianthrope, Manjackal 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (2d4) or weapon (1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  A manjackal is an evil spirit with the body of a jackal, but it 
  can also assume a human form.  Manjackals can make a 
  victim fall asleep by looking deeply into its eyes for a few 
  moments unless the target makes a successful saving throw.   
   
   
  Therianthrope, Manwolf 
   
   
  Hit Dice: 5+3 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (2d6), weapon (1d8) 
   
   
  Saving Throw: 11 
  Magic Resistance: 10% 
   
   
  Movement: 15 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The manwolf is a vicious and cruel creature. In comparison 
  to a werewolf, its natural from is that of an anthropomorphic 
  wolf and the full moon transforms it into a humanoid of 
  great physical beauty. Additioally, it can also turn into a large 
  wolf. Only cold iron or magical weapon will damage a 
  manwolf. Manwolves are usually solitary and use their 
  charisma to lure humanoid prey, but some have formed 
  communities that can appear as humanoid settlements if 
  necessary. 
   
   
  Therianthrope, Greater Manwolf 
   
   
  Hit Dice: 8+2 
   
   
  Armour Class: 18 
   
   
  Attacks: Claws (2x1d6), bite (2d8), weapon (1d8+6) 
   
   
  Saving Throw: 7 
  Magic Resistance: 50% 
   
   
  Movement: 18 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  The dreaded greater manwolf is a bane to everything near its 
  territory. Cunning and powerful, it tolerates no other strong 
  creatures in its area and will hunt and kill any trespassers 
  without mercy. Greater manwolves usually lead packs of dire 
  wolves or other manwolves. They despise werewolves and 
  attack them on sight. 
   
   
  Therianthrope, Werebat 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d4) 
   
   
  Saving Throw:  
   
   
  Movement: 9/15 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Werebat appear either as a humanoid, a giant vampire bat or 
  a winged hybrid. True werebats born to werebat parents, 
  have all three form; infected werebats have only two of them. 
   
   
  Therianthrope, Werebear 
   
   
  Hit Dice: 7+3 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d4), bite (1d8) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  Werebears are often found in temperate forests. Humans and 
  orcs are very susceptible for this specific kind of 
  therianthropy. 
   
   
  Therianthrope, Wereboar 
   
   
  Hit Dice: 5+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The wereboar likes to live in the wilderness far away from 
  civilisation. Many wereboars are cursed dwarves or gnomes. 
  
  408 
   
  Therianthrope, Werepanther 
   
   
  Hit Dice: 5+1 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d4), bite (1d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12/18 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The black werepanthers live in isolated communities in the 
  jungles of the South. Their claws are very sharp. On a critical 
  hit, the werepanther will leave a permanent scar on the 
  victim. Werepanthers do not transmit their curse. Only the 
  panther lord, the strongest member and leader of a 
  werepather community, does so. If the panther lord is killed, 
  all other werepanthers will turn back into their original 
  humanoid form. 
   
   
  Therianthrope, Wererat 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d3), weapon (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 4/120 
   
   
   
  In comparison to many other therianthropes, wererats are 
  frequently found in cities. The wererat often lives in sewers 
  or is associated with the local guild of thieves. It can control 
  swarms of rats and will surprise its opponents on a one to 
  four on a d6. 
   
   
  Therianthrope, Wereraven 
   
   
  Hit Dice: 5+3 
   
   
  Armour Class: 13 
   
   
  Attacks: Beak (2d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 3/28 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Wereraven belong to the oldest of all therianthrope types. 
  They are very secretive and avoid infecting too many other 
  humanoids with their disease. Wereravens can only be hit by 
  silver weapons or weapons with a +2 enchantment. 
   
   
  Therianthrope, Wereshark 
   
   
  Hit Dice: 10+3 
   
   
  Armour Class: 19 
   
   
  Attacks: Bite (5d4) 
   
   
  Saving Throw: 4 
   
   
  Movement: 12/18 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  Weresharks are usually of human and sometimes of sahuagin 
  origin. They have no hybrid form and appear either as bulky 
  humanoid or as a giant white shark. In human for, the 
  wereshark will tear off an opponent‘s limb on a critical hit 
  inflicting more than twenty-five point of damage. In shark 
  form, the opponent will be swallowed whole on a critical hit 
  and suffer 3d6 points of damage per round. In the stomach, 
  the victim can attack with any weapon no larger than a short 
  sword. If the wereshark loses half its hit points, the victim 
  will be spit out. Weresharks sometimes command common 
  sharks. 
   
   
  Therianthrope, Weretiger 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d4), bite (1d10) 
   
   
  Saving Throw: 11 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Weretigers live deep in the South, but also appear in regions 
  with a more temperate climate. They are very fast and 
  cunning. Some native tribes worship weretigers and consider 
  them higher beings. 
   
   
  Therianthrope, Wereweasel 
   
   
  Hit Dice: 3+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d6+1), weapon (1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Wereweasels tend to be aggressive, cruel and vicious. In their 
  lycanthrope form, they are sleek and quick, biting for 2d4  
  points of damage in addition to any weapons they may wield. 
  They continue to drain blood after a successful bite, inflicting 
  an additional 2d4 points of damage per melee round until 
  slain or until they release their prey. These lithe creatures are 
  fast, gaining a +1 bonus on initiative rolls. Wereweasels are 
  often found with 1d4 giant weasels, which obey their 
  commands. In human form, wereweasels tend to be thin and 
  wiry, dark of aspect with sharp features. 
   
   
  
  409 
   
   
   
  Therianthrope, Werewolf 
   
   
  Hit Dice: 4+4 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (2d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Werewolves are probably the most common among the 
  therianthropes. Most of them live as eremites and avoid 
  contact with humanoids, whereas others live in communities 
  undetected. In some cases, werewolves form packs and live 
  alongside normal wolves. 
   
   
  Thornslinger 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 12 
   
   
  Attacks: Thorns (2d4), acid (1d3) 
   
   
  Saving Throw: 13 
   
   
  Movement: 1 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The thornslinger is a spidery carnivorous plant with pale 
  white blossoms. It can shoot thorns over a distance of ten 
  metres. The plant shoots so many thorns at once that victims 
  are hit automatically. Victims hit with a strength of thirteen 
  ore more can break free from the adhesive sap on the thorns, 
  everyone else is trapped and cannot break free without help. 
  Once a victim is dead or trapped, the thornslinger slowly 
  crawls to it can starts to digest it. 
  Thylacine 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d6+1) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Commonly known as the lemurian wolf or ekaru, thylacines 
  are carnivorous marsupials with a body somewhat like a 
  wolf's, although they are not related to wolves or dogs. 
  Thylacines are found in all climates, but prefer forested hills 
  to open areas. Hunters have killed thylacines that measured 
  more than two metres from the tip of the nose to end of the 
  tail. The thylacine's most dangerous attribute is a large 
  powerful 
  jaw 
  that 
  can 
  be 
  overextended 
  for 
  a 
  disproportionately large bite. They hunt at night in groups 
  similar to wolf packs. When agitated a thylacine will rear up 
  on its hind legs and secrete a musky odour before leaping on 
  the intended victim. Though they have a poor sense of smell 
  their eyesight is very sharp. Their keen intellect and pack 
  hunting instincts see them employed as guards in certain 
  noble‘s or wizard‘s gardens.   
   
   
  Giant Tick 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 3 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Giant ticks are dangerous, as they suck huge amounts of 
  blood and may transmit diseases. After the initial hit, a giant 
  tick temporarily drains one point of constitution per round. It 
  can only be remove by fire or by killing it. 
   
   
  Tiefling 
   
   
  Hit Dice: 6+1 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (2d8+2) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  Tieflings are humanoids with demonic blood. They often 
  show some devilish traits in their appearance and radiate and 
  aura of evil, even if there are not malicious. Tieflings can use 
  Darkness Globe once per day and take only half damage from 
  fire and electricity. Many tieflings are spellcasters. They rarely 
  form communities and are often travellers. 
   
   
  
  410 
   
   
   
   
  Tiger 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d6), bite (1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Tigers are strong and dangerous animals, feared by 
  humanoids living in jungles. Their pelt is a popular trophy 
  and decorative object and can be sold for several hundred 
  gold pieces. 
   
   
   
   
   
  Sabre-Tooth Tiger 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d8), bite (2d8) 
   
   
  Saving Throw: 7 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The sabre-tooth tiger has a monstrous size, even for a cat of 
  prey. Its distinguishing feature is its two sabre-like teeth, 
  though. 
   
   
  Snow Tiger 
   
   
  Hit Dice: 7+1 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d6), bite (1d10) 
   
   
  Saving Throw: 8 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The snow tiger lives in the north. It looks like a large tiger 
  and, like other animals of subartic regions, changes its colour 
  depending on the season. Once during combat, a snow tiger 
  can concentrate its powers and move at double speed for 1d4 
  rounds. 
   
   
   
   
  
  411 
   
  Titan 
   
   
  Hit Dice: 24 
   
   
  Armour Class: 21 
   
   
  Attacks: Weapon (7d6+14) 
   
   
  Saving Throw: 3 
  Magic Resistance: 50% 
   
   
  Movement: 21 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Any Lawful 
   
   
  CL/XP: 24/5,600 
   
   
   
  Titans are muscular and charismatic humanoids that tower 
  over almost all other creatures. They radiate a divine aura and 
  are indeed close to the gods. Titans use arcane as well as 
  divine magic and usually have two cleric spells prepared for 
  each level up to the seventh. Nondivine beings with less than 
  fifteen hit dice cannot harm a titan. 
   
   
  Titanothere 
   
   
  Hit Dice: 12+8 
   
   
  Armour Class: 15 
   
   
  Attacks: Butt (2d6), trample (3d8) 
   
   
  Saving Throw: 3 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  Titanotheres are a huge animals and an ancient species. They 
  resemble the rhinoceros, but have large, forked horns rather 
  than the pointed horns of rhinos. Like rhinos, they are herd 
  animals, and males aggressively defend the herd; females only 
  enter combat if the males are defeated or the attackers are 
  very numerous. If a single titanothere is encountered, it will 
  be a rogue male; they are bad tempered and prone to 
  attacking smaller creatures that enter their territory. 
   
   
   
   
   
  Thunder Child 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 20 
   
   
  Attacks: Strike (2d8) 
   
   
  Saving Throw: 9 
   
   
  Movement: 6/18 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The thunder child is a malicious creature from another 
  dimension. It appears as a shiny black, gaunt humanoid with 
  slender limbs and a pair of glowing eyes. If a creature is 
  successfully attacked by a thunder child, it has to make a 
  saving throw or will receive another ten points of lighting 
  damage. Every three round, the thunder child can cast either 
  Chain Lighting, Darkness Globe, Fog Cloud or Gust of Wind. 
  Thunder children can also turn into a small black cloud and 
  fly. They like to terrorise people during thunder storms and 
  can sense fear. Each round a victim is scared by a thunder 
  child, it has to make a saving throw vs. paralysis or will lose 
  one point of wisdom. If all points are lost, the target goes 
  insane.  Lightning does not damage a thunder child. Some 
  thunder children dwell in hollow clouds similar to those 
  clouds which storm giants use to build their homes on. 
   
   
  Claw Toad 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Claws (1d2) 
   
   
  Saving Throw: 16 
   
   
  Movement: 3/12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Claw toads are levitating amphibians with the body of a very 
  large toad but with long, clawed front legs and no back legs at 
  all. The hind end of a claws toad is a tail, like that of a 
  tadpole; the full length of a claw toad is one metre.  These 
  bizarre creatures move by lashing through the air with their 
  tadpole-like tails, and attack by swooping in at opponents, 
  scratching with their tiny claws and lashing out with their 
  long tongues. A claw toad's tongue does no damage, but if 
  the attack succeeds the tongue has whipped around the 
  character's neck.  If this happens, the claw toad lands at the 
  back of the victim's neck; it holds tight with its tiny claws and 
  begins to strangle the opponent, using its muscular tongue as 
  a garrotte. When a claw toad is attached in this way, the 
  strangling character will find it difficult to reach around and 
  attack. Each round, a constitution check has to be made to 
  avoid unconsciousness. The check is made at a cumulative 
  +1 malus every round. Once the character passes out, the 
  toad strangles him to death in three rounds. 
   
   
  
  412 
   
  Giant Toad 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Giant toads are about the size and weight of a human.  They 
  are predators, willing to attack creatures as large as common 
  humanoids.  Giant toads can attack at the end of a hop, 
  which is in addition to the toad‘s normal move. They can hop 
  over a distance of ten metres. 
   
   
  Fire Toad 
   
   
  Hit Dice: 4+1 
   
   
  Armour Class: 10 
   
   
  Attacks: Bite (1d2) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The fire toad is a large read toad covered with purple warts. 
  While its bite is very weak, the fire toad can also throw a ball 
  of fire over a distance of ten metres with a blast radius of two 
  metres that deals 2d8 points of damage. A saving throw is 
  permitted for half damage. The fire toad is immune to heat. 
  Water will no damage it, but cause it to retreat immediately. 
  During the retreat, the toad will spit two more fireballs at the 
  assailant. 
   
   
  Ice Toad 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d10+2) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  These large, bizarre creatures are as intelligent as humans and 
  use their long, unwebbed foretoes to carve structures and 
  tunnels in the ice.  They use tools, but do not bother with 
  weapons, for their toothy mouths are quite deadly.  An ice 
  toad can radiate intense, damaging cold within a radius of 
  three metres once every second round, causing 2d6 points of 
  damage.  They can also hop over a distance of three metres 
  to attack, as giant toads do.  In the wilds of the arctic regions, 
  in the deserts of snow and ice, there may be entire cities of 
  these unusual beings, perhaps even civilizations remaining 
  from times before known history. 
   
   
  Toxic Toad 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Giant toxic toads bite with dangerous poison, and their skin 
  is also poisonous to the touch. They are about the size of a 
  large dog, and can attack at the end of their ten-metre hop, 
  just as non-poisonous giant toads do.  These toads can 
  sometimes be brightly coloured in vibrant reds and greens. 
  Their poison inflicts 2d12 points of damage unless a saving 
  throw vs. death is made. 
   
   
  Toadstool Man 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Fist (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Standing one and a half metres in height, toadstool men 
  resemble humanoid toadstools endowed with both arms and 
  legs. Toadstool men are usually found in natural caves, 
  caverns, and underground passages. Toadstool men are 
  initially created by magic. Once given life through magic they 
  reproduce by way of spores. When a toadstool men dies, it 
  releases 1d6 spores which grow into toadstool men with one 
  hit die less than the parent within 1d4. Those with only one 
  hit die do not produce spores. The spores have two hit points 
  before becoming fully formed toadstool men. 
   
   
  Todawan Master 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 18 
   
   
  Attacks: Staff (d6) or kick (1d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  Todawan masters are an enigmatic race of solitary giant toads 
  that have achieved mystic enlightenment. They wear robes 
  and carry a staff. Living solitary lives in the depths of 
  dangerous swamps, todawan masters do not accept students 
  but occasionally answer questions about the future when 
  worthy individuals seek them out.  
  Unfortunately, some todawan masters go bad. These subtle 
  servants of chaos and ruin may assemble bands of minions, 
  often yurmp, and begin to act as evil masterminds. Such 
  todawan masters do not often leave their swamps, but their 
  
  413 
   
  influence can be felt far and wide through the use of 
  assassins, spies, and soldiery. Any todawan master is a for-
  midable foe. In combat, provided they have at least twelve 
  metres for the jump, they can leap into battle and deliver a 
  tremendously powerful kick with their hind legs for 2d8 
  points of damage. The victim must make a saving throw or 
  be hurled back three metres to lie prone on the ground, 
  stunned for 1d4 rounds. Todawan masters can block missile 
  weapons with their whirling staffs, with a 75% chance to 
  deflect incoming missiles before the to-hit roll is even made.  
  Their mental discipline is such that they take only half 
  damage from fire and cold. They are immune to all forms of 
  mental control and illusion. Once per day, a todawan master 
  can make a powerful mental attack, suggesting that the victim 
  not follow some course of action. If the victim fails a saving 
  throw made at a -4 penalty, he will become unable to force 
  himself to follow whatever course of action the todawan 
  master has prohibited. The skin of a todawan master is 
  coated in an extremely hallucinogenic substance. 
   
   
  Toro-Aka 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 19 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 1/15 
   
   
   
  The toro-aka are short, scaly humanoids with small horns on 
  their slightly pointed heads. They have coarse black hair, and 
  coal black eyes. These evil beings are known to raid villages 
  to steal slaves and cattle. They are typically armed with clubs 
  and whatever weapons they can steal. These toro are said to 
  be born of fire in the pits of the earth, as such they are almost 
  impervious to fire damage, suffering only half normal damage 
  from any fire based attack. 
   
   
  Toro-Kage 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 1/15 
   
   
   
  The toro-kage are short, black-skinned humanoids with large 
  pale eyes. They dwell in dark caves and deep bamboo 
  thickets. They detest bright lights and suffer a -1 penalty to all 
  rolls in daylight. Their natural coloration and keen night 
  vision allows them to excel in the dark, they never suffer pen-
  alties in complete darkness, and can become almost invisible 
  if there is no light. 
   
   
  Toro-Yama 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d6+1) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The toro-yama are large, grey-skinned humanoids with short 
  tusks protruding from their mouths. They dwell in remote 
  mountain caves and forgotten ruins. They often prey upon 
  merchants and travellers that pass through their territories, 
  and are typically armed with such weapons as they can take 
  from their victims. They wear an assortment of armour that is 
  often misused, but still functional. These large toro bully, and 
  sometimes make slaves of the lesser toro. 
   
   
  Torpor Remora 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 11 
   
   
  Attacks: Bite (1d2-1) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: B/10 
   
   
   
  The torpor remora lives in shallow and murky water. It lives 
  on smaller fish, but also attacks the feet of people moving 
  through its terrain. It has a knack for hitting soft spots, 
  halving the target‘s armour class. After an attack, the remora 
  attaches itself to the victim. If the target fails a saving throw 
  vs. death, it is slowed to half speed for one hour. One save is 
  required per round. It is likely not notice the bite straight 
  away. If two different remoras bite a target and it fails both 
  saving throws, it will be paralysed for one hour. 
   
   
  Trachodon 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 14 
   
   
  Attacks: Tail (1d4) 
   
   
  Saving Throw: 4 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 11/1,700 
   
   
   
  The trachodon is a duckbilled dinosaur that is mostly 
  peaceful. It is heavy and will flee rather than fight. If cornered 
  or if its family is threatened, it will attack with its tail. 
   
   
  
  414 
   
  Slithering Tracker 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: None 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence:  
   
   
  Alignment:  
   
   
  CL/XP: 6/400 
   
   
   
  Slithering trackers are a form of transparent slug, possibly 
  related to gelatinous cubes.  They are very difficult to see. 
  Unless they are starving, they do not attack moving prey. 
  Instead, they follow the potential prey until it sleeps or 
  camps.  They can ooze under doors and through fairly small 
  cracks, so even a barricaded room with a closed door is 
  probably not safe.  When it attacks, the victim must make a 
  saving throw or be paralyzed by the tracker‘s secretions.  A 
  paralysed victim will be sucked dry of all body fluids in five 
  turns, losing one fifth of its hit points per turn. 
   
   
  Trapper 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 16 
   
   
  Attacks: None 
   
   
  Saving Throw: 4 
   
   
  Movement: 1 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  The trapper is a creature similar to manta ray that lurks for 
  prey on stone floors of dungeons and caves, well concealed 
  due to its grey skin. If someone steps on the trapper, it folds 
  around the victim and asphyxiates it within seven turns. 
  Killing the trapper will release the victim. The trapper is 
  immune to cold and takes only half damage from fire. A coat 
  made of trapper skin will grants the wearer a +5 bonus to 
  Hide in Shadows, provided the environment is dungeon-like. 
   
   
  Treant 
  Young 
  Adult 
  Hit Dice:  
  7 
  10 
  Armour Class:  
  17 
  17 
  Attacks: Strike 
  2x2d6 
  2x3d6 
  Saving Throw:  
  9 
  5 
  Movement:  
  12 
  12 
  Intelligence:  
  Average 
  Very 
  Alignment:  
  True Neutral 
  True Neutral 
  CL/XP:  
  7/600 
  10/1,400 
   
   
   
  The treant is a sentient tree-like creature and protector of the 
  forest. It is sometimes benevolent, but will never tolerate any 
  disturbance of the forest. Treants like to cooperate with 
  druids and sylvan creatures. Treant wood burns very long and 
  is suitable for building rafts, though the fresh smell of a 
  recently killed treant will be noticed by other creatures of the 
  forest. If set on fire, a treant takes 1d4 or more additional 
  points of damage per round. 
   
  Dark Treant 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (2x2d6) 
   
   
  Saving Throw: 7 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The dark treant is a malicious treant that gives nothing about 
  the balance of nature. Often corrupted by dark powers, the 
  dark treant terrorises everyone in its territory. A dark treant 
  can animate 1d3+1 trees as treelings. In comparison to 
  normal treants, dark treants do not photosynthesis, but are 
  carnivorous instead. 
   
   
  Elder Treant 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 18 
   
   
  Attacks: Strike (2x4d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: True Neutral 
   
   
  CL/XP: 13/2,300 
   
   
   
  The elder treant leads a group of treants and carefully 
  watches over the life in its forest. If the elder treant 
  successfully attacks an opponent twice in one round, the 
  opponent is entangled for 1d6 rounds and unable to move. 
  Elder treants can animate 1d6+1 trees around them as 
  treelings. 
   
   
  Hollow Treant 
   
   
  Hit Dice: 11 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (2x3d8) 
   
   
  Saving Throw: 3 
  Turned: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 12/2,000 
   
   
   
  The hollow treant is a dark treant that did not accept that its 
  many years would come to an end soon and chose to 
  continue to exist as an undead. Some are also treants 
  reanimated by necromantic energies. The strike of a hollow 
  treant will knock a victim unconscious for 1d6 rounds on a 
  natural roll of a nineteen or twenty. A hollow treant is 
  immune against cold, but takes double damage from fire. It 
  can animate 1d4+1 dead trees as undead treelings. Every 
  three rounds, a hollow treants can sting a victim close to it 
  with its poisonous roots. Anyone hit by the roots failing a 
  saving throw vs. poison will suffer 1d4 points of damage per 
  round. 
   
   
  
  415 
   
  Treacherous Treasure 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 16 
   
   
  Attacks: Slam (3d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  At first glance, a treacherous treasure appears to be an 
  envious pile of riches. In reality, a treacherous treasure is a 
  large, slime-like creature that exudes a sticky film from its 
  pores. Throughout its life span, the slimy critter gathers up 
  various coins, gems, and riches found within most dungeons. 
  These objects stick to the slime's adhesive secretion, giving it 
  the appearance of a pile of treasure. Once the slimy beast is 
  slain, it will take 1d4 weeks for the adhesive film to lose its 
  bonding properties. Only then may the adventurers claim the 
  slime beast's hoard. 
   
   
  Arrow Tree 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 13 
   
   
  Attacks: Needles (1d4x1d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 1 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The arrow tree is a walking pine tree. Some of its needles are 
  extremely long, though that is hard to notice. The arrow tree 
  can fire 1d4 of those needles per round on a target up to 
  thirty metre away. If anyone hot by a needle fails a saving 
  throw vs. paralysis, he will be paralysed for 2d8 turns. 
   
   
  Corpse Tree 
   
   
  Hit Dice: 5+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 7/600 
   
   
   
  These stunted, gnarled trees look like worn down, time 
  ravaged tree trunks ranging in height from two to three 
  metres, with a corpse-like shape, arms stretched forth, 
  budding from the trunk. Every corpse tree has a tree ghost 
  that is part of it. Corpse trees are created when a vampire or 
  wraith kills a dryad; the dryad's tree becomes the corpse tree 
  and the dryad herself becomes a tree ghost. At the base of the 
  tree is an opening leading to a strange chamber beneath, 
  where the corpse tree‘s victims are slowly digested. The 
  corpse-like part of the tree animates to keep anyone but the 
  tree ghost and her victims from entering the tree's chamber. 
  A corpse tree can only harmed by magic and silver weapons. 
  Magic fire will affect the tree but ice, electricity, and acid will 
  have no effect, nor will normal fire. The tree ghost instantly 
  knows of any harm coming to the corpse tree, and she can 
  teleport to the tree to defend it against harm. If either the 
  corpse tree or the tree ghost dies, the other will die as well. If 
  the corpse tree hits an opponent with both fists, it will hug 
  him for another 2d6 points of damage. 
   
   
  Tree Ghost 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (1d3) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  Tree ghosts are the undead form of a dryad associated with 
  the corpse tree. They are gaunt and emaciated ghostly 
  horrors, with fingers ending in thorn-like claws, reeking of 
  rotting plant matter. Vines of thorn and briar grow from a 
  tree ghost's body, writhing around her like snakes. Tree 
  ghosts are partially incorporeal, and are invisible until they 
  attack. In close combat, a tree ghost uses her claws to tear at 
  victims, but she can also hurl a spray of thorns from her 
  serpentine thorn-vines to attack a single opponent at a 
  distance of up to twenty metres. Both the thorns and the tree 
  ghost's claws carry a virulent sap; anyone hit by one of the 
  tree ghost's attacks must make a saving throw or become ill 
  with a strange delirium that drains away his willpower. The 
  victim loses 1d4 points of charisma per hour, and once his 
  charisma reaches naught he becomes a servant of the tree 
  ghost's will. He will follow her back to the corpse tree and 
  begin sprouting runners and twigs, becoming absorbed into 
  the corpse tree. The victim loses 1d4 points of constitution 
  per day, and upon reaching a constitution of naught becomes 
  part of the tree. If the corpse tree or the tree ghost is killed, 
  anyone under the tree ghost's power who has not started the 
  absorption process will regain lost charisma points at a rate of 
  1d4 per hour, and will suffer no other effects. Those that 
  have already started to become absorbed into a corpse tree 
  will need to rest of a week and be treated with Remove Curse 
  daily to regain recover. Tree ghosts are immune to normal 
  weapons and can only be harmed by silver and magical 
  weapons. Magic fire affects them, but ice, electricity, and acid 
  have no effect, nor does normal fire. If a tree ghost is killed, 
  but her corpse tree is not, the tree ghost will be reborn 
  twenty-four hours after being killed. A tree ghost can use 
  Insect Plague once per day and Warp Wood at will. 
   
   
  
  416 
   
  Hangman Tree 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 16 
   
   
  Attacks: Limbs (4x1d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 0 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Hangman trees are horrible, semi-animate creatures that 
  fertilise themselves with dead bodies. A hangman tree has 
  four animated limbs that can wrap around the necks of living 
  creatures that pass beneath, strangling for 1d6 points of 
  damage per round. These limbs are arranged evenly around 
  the tree in most cases, and generally no more than one limb 
  can attack any single creature at a time. The roots of this tree 
  are also animated; they do not attack, but they do pull dead 
  bodies below the surface of the ground for digestion. 
   
   
  Singing Tree 
   
   
  Hit Dice: 12+4 
   
   
  Armour Class: 13 
   
   
  Attacks: Leaves (1d100+20x1) 
   
   
  Saving Throw: 4 
   
   
  Movement: 0 
   
   
  Intelligence: Neutral 
   
   
  Alignment: Semi 
   
   
  CL/XP: 12/2,000 
   
   
   
  The singing tree is a rare tree that lures creatures to rest in its 
  shadow and then drains their blood. Every leaf of the singing 
  tree sings in a beautiful voice, with the tree itself adding the 
  bass. The tree has a humanoid face, but can conceal it to 
  avoid suspicion. When the tree sings, everyone within 
  proximity of a hundred metres has to make a saving throw or 
  will be tempted to rest under the tree. The tree can send out 
  as many leaves at it has hit points, but usually sends out no 
  more than 1d6 leaves to avoid notice. The leaves will each 
  drain blood, cause one point of damage and then float back 
  to the tree. Each leave has one hit point. If attacked, the tree 
  sends out all leaves to attack. Everyone surrounded by the 
  whirlwind of leaves gats a -2 THACO penalty. Singing trees 
  are sometimes kept as guardians or to enrich a garden, as 
  some races seem to be immune to its charm. 
   
   
  Treeling 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (1d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 3 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/75 
   
   
   
  Treelings are trees awakened by an elder treant. They move 
  very low and are sometimes called by the treants to protect 
  the forest in case of an emergency. Treelings will turn back 
  into normal trees if there is no treant round to command 
  them. 
   
   
  Tren 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d3) and bite (1d6+1) or weapon 
   
   
  Saving Throw: 14 
   
   
  Movement: 12/9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Tren are crossbreeds of troglodytes and newt-kin. They 
  generally hate warm-blooded creatures and dwarves 
  specifically. Tren possess a chameleon-like ability to blend 
  with their background. As long as their do not move and 
  nobody looks directly at them, such tren are considered 
  invisible. In case of an emergency, a tren can secrete foul-
  smelling oil. Every creature nearby has to make a saving 
  throw vs. death or will lose 1d6+1 points of strength for 
  1d10 rounds. Tren live in loosely organised clans, sometimes 
  with a shaman. 
   
   
  Triceratops 
   
   
  Hit Dice: 16 
   
   
  Armour Class: 17 
   
   
  Attacks: Horns (2x1d12), ram (1d8) 
   
   
  Saving Throw: 3 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 16/3,200 
   
   
   
  The triceratops is a large, horn-faced dinosaur. Of all 
  ceratopians, it is the most aggressive. Triceratops males use 
  their horns to defend themselves or fight for dominance in 
  the herd. Creatures rammed by a triceratops that are smaller 
  than a human take double damage. 
   
   
  Trickster 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (1d2) 
   
   
  Saving Throw: 14 
   
   
  Movement: 15 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The tricksters are a versatile race of intelligent mammals. 
  They are very cunning, have a fast tongue and appear as small 
  humanoids similar to rabbits, foxes or other animals. They 
  can use Alter Self, Auditory Illusion and Dancing Light at will. 
  The trickster avoids open combat and prefers to distract a 
  target and the take its stuff. 
   
   
  
  417 
   
  Trifleur 
   
   
  Hit Dice: 2+8 
   
   
  Armour Class: 11 
   
   
  Attacks: Enzymes (2d4), tendrils (1d6) 
   
   
  Saving Throw: 16 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The trifleur is a huge plant with trumpet-shaped blossoms in 
  three colours: Orange, yellow and red. The orange one sends 
  out 2d4 venomous tendrils. Anyone hit by one has to make a 
  saving throw vs. death or will fall into a coma for 1d4 hours. 
  The yellow one sends out tendrils to find the victim and 
  shakes down a shower of enzymes over it that do 2d4 points 
  of damage until washed off. The red blossom extends its 
  tendrils into the victim and drains body fluids for 1d6 points 
  of damage per round. 
   
   
  Triton 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Trident (1d8+1) 
   
   
  Saving Throw: 14 
  Magic Resistance: 90% 
   
   
  Movement: 1/18 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Tritons are almost indistinguishable from mermen, but for 
  their nobler appearance. They are, however, a much more 
  magical race entirely. They are, for instance, almost entirely 
  resistant to magic. Their leaders carry conch horns that 
  summon giant sea horses and panic normal sea animals aiding 
  enemies of the tritons. Many triton leaders also have spell 
  casting powers. 
   
   
  Troglodyte 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d4), bite (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  These reptilian humanoids are green, scaly, and have a bony 
  spine along the centre of the top of their heads, backs, and 
  backs of their arms. Troglodytes are malicious and warlike, 
  and will attempt to slay any creatures that cross their paths. 
  They have the ability to blend into their environment like a 
  chameleon, and are granted a +2 bonus to surprise rolls. 
  Their bodies are covered in small glands that produce a 
  stinky, slimy coating on their scaly hide. All humanoids that 
  come near a troglodyte are required to make a saving throw 
  or suffer a -2 THACO penalty due to the disgusting, horrid 
  stench. 
   
   
  Troll 
   
   
  Hit Dice: 6+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d6), bite (1d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The troll is a fearsome and savage creature. It sharp teeth, a 
  long nose and is as tall as an ogre. Trolls regenerate three hit 
  points per round and can regrow entire limbs or even their 
  head. Fire or acid are the only methods to surely kill a troll. 
  Any troll skin leather armour grants a +2 AC bonus and lets 
  the wearer regenerate one hit point per hour. 
   
   
  Desert Troll 
   
   
  Hit Dice: 7+7 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d4+2), bite (1d8+2) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  Desert trolls are immune to heat and cold and regenerate 
  three hit points per round. Acid and magical fire will 
  damaged them permanently. Pure water will do so as well, 
  dealing 1d4 points of damage per bottle. Desert trolls are 
  often solitary and live near the edges of populated areas, 
  waylaying travellers and poisoning sources of water. 
   
   
  Giant Troll 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (2d8+8) or claws (1d8+2) 
   
   
  Saving Throw: 5 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 12/2,000 
   
   
   
  The hideous giant troll is probably a crossbreed between hill 
  giant and troll. It resembles a giant common troll with 
  reddish skin and glowing red eyes. The giant troll‘s favoured 
  weapon is a spike club. It will attack with its claws only if 
  disarmed. Sometimes, a giant troll will grab an opponent and 
  use it as a club. A successful attack is necessary to do so. 
  Each successful attack also deals 1d6 points of damage to the 
  opponent used as a weapon. A giant troll regenerates five hit 
  points per round. 
   
   
  
  418 
   
   
   
  Ice Troll 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: Claws (2x1d6) 
   
   
  Saving Throw: 15 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 3/75 
   
   
   
  Ice trolls are smaller than trolls from temperate areas, but no 
  less aggressive. They prefer to attack in groups and regenerate 
  two hit points per round. The ice troll takes double damage 
  from fire-based attacks and can only be killed irrevocably 
  with acid or fire. 
   
   
   
   
   
  River Troll 
   
   
  Hit Dice: 5+5 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d4+1), bite (3d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 3/12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The river troll, also called scrag or freshwater troll, is a gilled 
  troll. It has very thin and fragile arms, but a large mouth with 
  many sharp teeth. A river troll regenerates three hit points 
  per round if emerged in water. River trolls can be killed 
  permanently only with acid or by keeping them away from 
  water for at least twenty-four hours. 
   
   
  Sea Troll 
   
   
  Hit Dice: 6+12 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d4), bite (1d8+8) 
   
   
  Saving Throw:  
   
   
  Movement: 6/12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The pale sea troll, also called salt scrag, is similar to the river 
  troll. Sea trolls have webbed toes and fingers and regenerate 
  three hit points per round if emerged in saltwater. They have 
  lairs near the coast or below city docks and sometimes leave 
  the water to hunt for humanoid flesh. 
   
   
   
   
   
  Snow Troll 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d6), bite (1d4+1) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The snow troll is smaller than a troll from temperate areas, 
  but larger than an ice troll. It is pale and partly covered with 
  white fur. Snow trolls regenerate two hit points per round. 
  Once a year, all snow trolls in an area gather to mate. Snow 
  trolls fight a perpetual war with ice troll over territory. As 
  both species can only be killed permanently with fire or acid, 
  these wars have few actual casualties. 
   
   
  
  419 
   
  Spectral Troll 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 19 
   
   
  Attacks: Claws (2x1d4+2), bite (1d8+2) 
   
   
  Saving Throw: 7 
  Turned: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The spectral trolls, also called troll wraith, is a ghostly troll 
  tormented by the memories of its former life. It can only be 
  harmed by silver or magical weapons and regenerates three 
  hit points per round. Anyone killed by a spectral troll will 
  return as one three days later unless properly buried, even if 
  the victim was not a troll in life. Only a blessed weapon can 
  permanently kill a spectral troll. In sunlight, a spectral troll 
  will fade away. It will not be damaged, but merely disappears 
  from view and will return during night time. 
   
   
  Two-Headed Troll 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d6), bites (2x1d10) 
   
   
  Saving Throw: 10 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  Some trolls are born with two heads. This does not 
  necessarily provide them with more intelligence, but with a 
  conflicting personality. Two-headed trolls are tougher than 
  their single-headed brethren and, like other trolls, can only be 
  killed for sure by fire or acid. Two-headed trolls regenerate 
  two hit points per round. 
   
   
  War Troll 
   
   
  Hit Dice: 7+4 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d12+2), bite (1d8) 
   
   
  Saving Throw: 9 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 9/1,1000 
   
   
   
  War trolls are not only the largest and most brutal members 
  of their race, but often smarter than most other trolls too. 
  The war troll wears armour and fights with a weapon. Many 
  war trolls work as mercenaries and acquire their equipment 
  from other races, as very few trolls do manufacture weapons. 
  War trolls regenerate four hit points per round and only die 
  surely from fire or acid. 
   
   
  Zombie Troll 
   
   
  Hit Dice: 8+2 
   
   
  Armour Class: 17 
   
   
  Attacks: Claws (2x1d4+4), bite (1d8+4) 
   
   
  Saving Throw: 11 
  Turned: 6 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  This undead troll has grey skin and hollow, black eyeholes. It 
  is even more sinister than the common troll and exists only 
  to cause destruction and chaos. A zombie troll regenerates 
  four hit points per round and can only be destroyed 
  permanently by burning it with blessed fire. A zombie troll 
  has the common traits all undead share. It never makes a 
  noise while moving. 
   
   
  Tunnel Brute 
   
   
  Hit Dice: 8+8 
   
   
  Armour Class: 18 
   
   
  Attacks: Fists (2x3d4), bite (1d10) 
   
   
  Saving Throw: 8 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  Tunnel brutes are insect-like, bulky humanoids that live 
  underground. They have strong mandibles and can dig at half 
  speed. Tunnel brutes like to dig close to a tunnel wall and 
  jump out if prey passes by. They automatically gain the 
  initiative if doing so. Looking into a tunnel brute‘s eyes 
  causes Confusion to anyone not making a saving throw. Tunnel 
  brutes fight to the death only if cornered. They are tribal, but 
  have no known culture. 
   
   
  Tunnel Prawn 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 15 
   
   
  Attacks: Pincers (1d2) 
   
   
  Saving Throw: 17 
   
   
  Movement: 6 
   
   
  Intelligence: None  
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Tunnel prawns are scavengers resembling very large lobsters, 
  with a hard, rocklike shell. These creatures wander through 
  subterranean caverns eating bugs and fungi from the wall, 
  floor, and ceiling. A tunnel prawn can scale walls and move 
  along ceilings with no more difficulty than walking along a 
  floor. These dungeon vermin are easily antagonized, and will 
  attack any living beings venturing near. One tunnel prawn 
  can provide the equivalent of a day‘s rations. The meat is 
  tough and very chewy, and keeps for only one day, but is 
  actually quite delicious. 
   
  
  420 
   
   
  Giant Sea Turtle 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (4d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 3/12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 15/2,900 
   
   
   
  Giant sea turtles do not hunt humanoids, but they are 
  aggressive in their territory, and are large enough to capsize 
  small ships. Occasionally, they leave the sea and visit the 
  beach to lay eggs. 
   
   
  Giant Snapping Turtle 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (4d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 4/9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  Giant snapping turtles are massive, having a shell with a 
  diameter of almost three metres.  Their shells are incredibly 
  thick. A physical attack hitting a snapping turtle does only 
  half damage.  
   
   
  Tyrannosaurus Rex 
   
   
  Hit Dice: 18+12 
   
   
  Armour Class: 23 
   
   
  Attacks: Bite (8d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 18/3,800 
   
   
   
  The tyrannosaurus rex is a bipedal carnivorous dinosaur. 
  Despite its enormous size and six tons of weight, a 
  tyrannosaurus is a swift runner. Its head is nearly three metres 
  long, and its teeth are up to fifteen centimetres in length. It is 
  slightly more than ten metres long from nose to tail. A 
  tyrannosaurus pursues and eats just about anything it sees. Its 
  tactics are simple – charge in and bite. 
   
   
   
   
   
  Dire Tyrannosaurus Rex 
   
   
  Hit Dice: 24+16 
   
   
  Armour Class: 25 
   
   
  Attacks: Bite (6d12) 
   
   
  Saving Throw: 2 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 24/5,600 
   
   
   
  The dire tyrannosaurus rex is even larger than the common 
  tyrannosaurus and its size and power easily rivals that of an 
  adult dragon. This immense predator is very rare. The roar of 
  a dire tyrannosaurus will make every creature with less than 
  six hit dice flee in terror for 3d4 rounds.  
   
   
  Giant Tuatara 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Claws (2x1d4), bite (2d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Giant tuataras are large and heavily built. They are predators 
  with a powerful shearing bite. Giant tuataras are more 
  resistant to cold than most lizards, and are thus sometimes 
  found hunting deep underground. They are also known to 
  hibernate in cold weather. 
   
   
  Tween 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The tween is a parasitic creature from the Ethereal Plane. On 
  its native plane, it appears as a short, ugly, squat humanoid. A 
  
  421 
   
  tween can only attack on the Ethereal Plane. With a 
  successful attack on the Material Plane, it can bind itself to 
  host and appears as a vague grey shadow around it. A tween 
  can see a few seconds into the future and manipulate light 
  amount of matter. Thus, its host gets two attacks per round. 
  However, it also drains luck from everyone else within a 
  radius of twenty metres. Whenever a creature in this area 
  makes a die roll, it makes tow and takes the less 
  advantageous. A tween cannot voluntarily break the bond to 
  its host. If the host or the tween is killed, a system shock 
  survival check is required for the remaining creature to 
  survive. 
   
   
  Twilight Bloom 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: None 
   
   
  Saving Throw: 16 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The twilight bloom is a huge flower with purple blossoms. It 
  has a pleasant scent. Anyone with a sense of smell within a 
  radius of ten metres has to make a saving throw or will be 
  drawn to the plant. Once close, the plant drips poison on the 
  victim. If an attack roll is successful and the victim fails a 
  saving throw vs. death, it will die in 1d6 turns and its corpse 
  will be consumed by the plant later on. 
   
   
  Tyrg 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d12), forepaw (1d4) 
   
   
  Saving Throw: 9 
   
   
  Movement: 18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The tyrg is a predator with canine and feline features. It is as 
  watchful as a dog and can stalk like a tiger. It has white fur 
  with grey and black spots. A tyrg pack will open combat with 
  a mildly stunning howl that imposes a -2 penalty on initiative 
  rolls and THACO of their opponents for the following three 
  rounds. If an opponent is overborn due to being attacked by 
  more three or more tyrgs or otherwise prone on the ground, 
  the tyrgs will additionally attack with their forepaws. Tyrgs 
  are a young race that reproduces quickly. It is not known 
  where they originally come from. 
   
   
  Umpebly 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The umpebly is a tall humanoids entirely covered by long 
  brown fur. It is mostly peaceful and ignorant, but loves to 
  collect precious metals and gems. The umpebly can store 
  electricity in its body and unleash up to fifty points of 
  lightning damage per day. However, it usually attacks by only 
  dealing 1d8+8 points of electrical damage at once. The 
  umpebly is immune to all kinds of lighting damage. If bribed, 
  it sometimes allies with adventures. Blue dragons consider 
  the umpebly a delicatessen. 
   
   
  Unicorn 
   
   
  Hit Dice: 4+5 
   
   
  Armour Class: 17 
   
   
  Attacks: Hooves (2x1d8), horn (1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 24 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 5/240 
   
   
   
  The unicorn is a mystical horse, almost always white, with a 
  horn on its forehead. Unicorns are benevolent and shy, but 
  will intervene to help innocent creatures in danger. Once a 
  day, they can teleport over a distance of a hundred metres 
  and cure 1d8 points of damage. Unicorn horn is a valuable 
  ingredient for all kinds of potions and rituals and is said to 
  have healing powers. However, many races considers taking a 
  unicorn‘s horn, even that of a unicorn which died of age, a 
  great sin. 
   
   
   
   
   
  
  422 
   
  Shadow Unicorn 
   
   
  Hit Dice: 6+4 
   
   
  Armour Class: 17 
   
   
  Attacks: Hooves (2x1d8), bite (1d12) or horn (3d12) 
   
   
  Saving Throw: 9 
   
   
  Movement: 24 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The shadow unicorn is a terrifying creature that always seeks 
  to cause pain and suffering. It looks mostly like the common 
  unicorn, but can have a number of fur colours. Some shadow 
  unicorn are even white, but can be identified by their black, 
  menacing eyes. Despite its size, a shadow unicorn always 
  moves silently. If it makes a hammering sound with its 
  hooves on purpose, all creatures with less than three hit dice 
  will flee in panic. Creatures with less than eight hit dice need 
  to make a saving throw or will flee as well. Terrified victims 
  have a 5% of their hair turning permanently white. The horn 
  of a shadow unicorn causes horrible wounds, but cannot be 
  used in the same round as hooves and bite. Three times per 
  day, a shadow unicorn can use Blink. It cannot be harmed by 
  poison, be mind-controlled, affected by death magic or held 
  magically. 
   
   
  Urchin 
  Black 
  Green  
  Red 
  Hit Dice:  
  1+1 
  2+1 
  3+1 
  Armour Class:  
  15 
  16 
  17 
  Attacks: Spines 
  2x1d4 
  2x1d6+1 
  3x1d8 
  Saving Throw:  
  17 
  16 
  14 
  Movement:  
  6/6 
  6/6 
  6/6 
  Intelligence:  
  Semi 
  Semi 
  Semi 
  Alignment:  
  Neutral 
  Neutral 
  Neutral 
  CL/XP:  
  1/15 
  2/30 
  3/60 
   
   
   
   
  Urchins are semi-sentient marine creatures that, like oysters, 
  are hunted for the valuables stones found in their bodies. 
  They resemble a sphere with a diameter of about one metre 
  covered with thousands of spikes. Urchins can fire these 
  spikes at their opponents with a +2 THACO bonus. 
  Attacking an urchin with bare fists deals an equal amount of 
  damage. Each urchin has gems worth 1d4 gp multiplied with 
  its hit points. 
   
   
   
  Land Urchin 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 16 
   
   
  Attacks: Spines (6x1d2) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The land urchin is a distant relative of the sea urchin that 
  lives strictly on land. Land urchins move on tiny legs and are 
  very shy. They spines contain paralytic poison that paralyses 
  anyone who for 1d8 turns unless a saving throw is made. 
  Land urchins contain 2d6 pearls worth 100x1d6 gp. 
   
   
  Urd 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 11 
   
   
  Attacks: Strike (1d3) or weapon (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 6/15 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  The urd is a small, winged humanoid and a distant relative of 
  the kobold. It has reddish skin and two ivory horns. Like 
  kobolds, urds prefer to attack their victims in overwhelming 
  numbers. One of their favourite tactics is dropping rocks on 
  unexpecting prey. 
   
   
  Urgoblin 
   
   
  Hit Dice: 2+4 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 16 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Urgoblins seems to be hobgoblins at first glance, but are 
  actually a mutant subspecies. They can reproduce with 
  hobgoblin females and regenerate two hit points per round. 
  Some hobgoblin tribes consider urgoblins an abomination, 
  and kill them whenever they can be identified. Other 
  hobgoblin tribes employ them as bodyguards for the 
  chieftain, and accord them great honour. There are even 
  rumours of a tribe entirely made up of urgoblins, with 
  kidnapped hobgoblin females as their mates; reportedly they 
  slit the throats of all infants born to their mates, so that only 
  those who have the power of regeneration survive. 
   
   
  Uruak 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d10) 
   
   
  Saving Throw: 16 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  Uruak, also known as scrap gnolls, are a race of hyena-like 
  humanoids, similar to gnolls in appearance, but much more 
  intelligent. They are civilised and fanatically obsessed with 
  mechanical devices and inventions. Scrap gnolls spend most 
  of their time creating and testing tools and devices, for they 
  are instinctively gifted artificers. Many scrap gnolls are skilled 
  in alchemy, clockwork, mining and smithing, and they may 
  
  423 
   
  possess crude explosives or firearms. Any weapons they make 
  will be finely crafted and lovingly cared for. In a group of six 
  or more scrap gnolls, there will be a leader with arcane spells 
  and the vision to direct the gnolls in working together 
  towards a major task, as well as a pet snake or scorpion as 
  their mascot. For every male actively inventing, scrounging, 
  or repairing, there will be a female of close kin seeing to the 
  more mundane domestic tasks. 
   
   
  Vampire 
  Young 
  Mature 
  Elder 
  Hit Dice:  
  7 
  8 
  9 
  Armour Class:  
  17 
  17 
  17 
  Attacks: Slam 
  1d8 
  1d10 
  1d12 
  Saving Throw:  
  Turned:  
  9 
  10 
  8 
  11 
  6 
  12 
  Movement:  
  12/18 
  12/18 
  12/18 
  Intelligence:  
  Average 
  Average 
  Average 
  Alignment:  
  Any Evil 
  Any Evil 
  Any Evil 
  CL/XP:  
  9/1,100 
  10/1,400 
  11/1,700 
   
   
   
   
  Vampires are powerful blood-sucking undead. They are 
  immune to non-magical weapons and will return to their 
  coffin as a gas cloud after slain in battle. Vampire regenerate 
  three hit points per round and can turn into a gaseous form 
  or a giant bat at will. They can also summon 4d6 bats or 2d8 
  wolves. Anyone who looks directly into a vampire‘s eyes has 
  to make a saving throw at a -2 malus or will be charmed. A 
  vampire slam attack drains energy and causes a loss of 1d4 
  points of a random score. Vampire develop their abilities 
  with age, so creature turned into vampires not too long ago 
  may lack some of the abilities mentioned above. Vampire can 
  be killed for good by exposing them to direct sunlight, 
  immersing them in running water or driving a wooden stake 
  though their heart. Garlic and symbols of gods opposing 
  undeath will repel a vampire. 
   
   
   
  Fire Vampire 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (2d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The fire vampire is a being composed of living fire, but does 
  not originate from the Plane of Fire. Only +2 magical 
  weapons or water may harm a fire vampire. A bucket of 
  water deals 1d6 points of damage to it. Magic spell, unless 
  fire-based, harm them normally. Fire vampires are sentient. If 
  summoned, they appear as flaming meteors in the sky. A 
  swarm of fire vampires is a beautiful as it is destructive. 
   
   
  Star Vampire 
   
   
  Hit Dice: 6+2 
   
   
  Armour Class: 16 
   
   
  Attacks: Trunks (2x1d10) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The star vampire is a huge mass of pulsing, moving jelly with 
  dozens of scarlet tentacular trunks. It is an alien creature and 
  can apparently survive in outer space. It is usually invisible, 
  but if it drinks blood, it becomes partly visible, as the star 
  vampire lacks the ability to hide the drunken blood. Being hit 
  by the trunk of a star vampire means blood loss leading to 
  temporary loss of one point of constitution. If an opponent 
  of the star vampire falls unconscious, it will drain it within 
  1d4+1 rounds. 
   
   
  Vampire Dwarf 
   
   
  Hit Dice: 9+3 
   
   
  Armour Class: 19 
   
   
  Attacks: Slam (1d12+2) or weapon 
   
   
  Saving Throw: 6 
  Turned: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 11/1,700 
   
   
   
  Vampiric dwarves have silver beards, are short and stocky 
  and look mostly like they did in life. As living dwarves, they 
  enjoy fighting and often challenge opponents for sheer love 
  of combat. A vampire dwarf attacks with a +1 THACO 
  bonus and have a +5 bonus to saving throws vs. magic. It 
  can only be damaged by +2 or stronger magical weapon. 
  Other weapons will just pass through it. Vampire dwarves 
  regenerate four hit points per round and have all the abilities 
  of human vampires. They can walk through stone at will, but 
  cannot cross a line of powdered metal. Only driving a 
  
  424 
   
  stalactite or stalagmite through its heart will permanently kill 
  a dwarf vampire. 
   
   
  Vampire Elf 
   
   
  Hit Dice: 7+3 
   
   
  Armour Class: 17 
   
   
  Attacks: Slam (1d6+2) 
   
   
  Saving Throw: 9 
  Magic Resistance: 25% 
  Turned: 10 
   
   
  Movement: 15 
   
   
  Intelligence: Genius 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The vampire elf is a tragic creature. Unlike others of its kind, 
  it cannot move along its race freely. Its face is twisted and 
  horrid; the more beautiful it was in life, the uglier it will be in 
  undeath. Vampire elves attack with a +1 THACO and a +2 
  damage bonus. They have the benefits of human vampires, 
  can only be damaged by magical weapons and regenerate two 
  hit points per round. Anyone who sees the twisted face of a 
  vampiric elf has to make a saving throw or will be paralysed 
  for 1d4 rounds. A vampire elf lives on vital, creative energy. 
  A hit by a vampire elf drains two points of charisma which 
  can only be regained by slaying the vampire. Unlike other 
  vampires, vampire elves rest at night and roam the woods 
  during daytime. They command the creatures of the forest – 
  even against their will – and cannot cross a line of flowers. 
   
   
  Vampire Gnome 
   
   
  Hit Dice: 6+3 
   
   
  Armour Class: 20 
   
   
  Attacks: Claws (2x1d8) 
   
   
  Saving Throw: 11 
  Turned: 9 
   
   
  Movement: 15 
   
   
  Intelligence: Genius 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  Vampiric gnomes are enigmatic, devilishly fast creatures. 
  They attack with a +4 THACO bonus and are immune to 
  mundane weapons. A vampire gnome regenerates two hit 
  points per round can turn its face into a horrible grimace 
  once per turn. This ability functions like Belly Aching. It has 
  the traits of a human vampire, but cannot change it shape 
  without using magic. Vampiric gnomes can use Spider Climb at 
  will. They usually live in deep caverns. Sometimes they 
  abduct other humanoids and drain their youthfulness, which 
  is the essence they live on. 
   
   
  Vampire Halfling 
   
   
  Hit Dice: 5+4 
   
   
  Armour Class: 16 
   
   
  Attacks: Slam (1d4) 
   
   
  Saving Throw: 10 
  Magic Resistance: 20% 
  Turned: 8 
   
   
  Movement: 9 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  When halflings become vampires, they abandon the joyful life 
  they had and become malignant, aggressive creatures that try 
  to forget. Anyone hit by a halflings vampire loses one point 
  of strength and constitution that can only be regained by 
  burning the vampire. Halflings vampires share most of the 
  benefits of human vampires and regenerate one hit point per 
  round. They are immune to mundane weapons unless 
  wooden weapons. While attacking with missile weapons, 
  vampiric halflings have a +3 THACO bonus. Vampire 
  halflings radiate an aura of lethargy. Anyone coming six 
  metres or closer to one has to make a saving throw will suffer 
  a -3 THACO penalty for the duration of the fight. Three 
  times per day, a vampire halfling can use Create Food and 
  Create Water.  
   
   
  Vampire Thorn 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 15 
   
   
  Attacks: Tendril (1d4) 
   
   
  Saving Throw: 8 
   
   
  Movement: 1 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 10/1,400 
   
   
   
  The vampire thorn appears as a patch of thorny vines. If 
  warm-blooded prey comes near, a two metre-long vine lashes 
  out and attacks a victim. The vampire thorn holds the victim 
  and drain one quarter of its maximum hit points per round. 
  Initially, a system shock survival check is required or the 
  victim will fall unconscious due to intense pain. 
   
   
  Vampyre 
   
   
  Hit Dice: 8+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Claws (2x1d4), bite (1d6) 
   
   
  Saving Throw: 8 
   
   
  Movement: 12 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 9/1,100 
   
   
   
  The vampyre is an evil creature that lives on the blood of its 
  victims. It is not undead, though, and has none of the 
  weaknesses or advantages of an undead. Vampyres are 
  physically beautiful and looks mostly like humans. Anyone 
  bitten by a vampyre – who prefers a victim of the opposite 
  
  425 
   
  gender – has to make a saving throw vs. death or will be 
  charmed. For every two points of damage done by the bite, 
  the saving throw is modified by a -1 penalty. Vampyres live in 
  packs of a dozen individuals of both genders. Rarely, they in 
  other packs in a feast of murder and blood-spilling. During 
  this time, members of both packs will also mate with 
  members of the other pack. Vampyres age slower than 
  humans and preserve an attractive appearance even longer. 
   
   
  Vapour Crane 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d4+5) 
   
   
  Saving Throw: 12 
   
   
  Movement: 5/12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Vapour cranes make their homes where geysers spews and 
  hot springs make great boiling pools, arranging their rock 
  nests so that they fill with boiling water. Strangely, they do 
  not eat, but draw their sustenance from the steaming waters 
  they inhabit. They will attempt to fly away if they are 
  endangered but they will fight to the death if cornered. 
  Touching a vapor crane without the proper precautions can 
  be deadly, for their bodies are boiling hot and inflict 1d6+5 
  points of damage if touched. They are also able to spew 
  clouds of steam from their nostrils as both an offensive and a 
  defensive measure and will use this ability to flee, unless 
  guarding a nest. The steam cloud can be used thrice a day in 
  one of two ways. If the crane is attacking, it blows the steam 
  in a cone ten metres long and wide at the end, inflicting 
  1d6+5 points of damage. When used defensively, the crane 
  surrounds itself with the cloud in a radius of five metres, 
  which not only inflicts damage but also obscures the bird 
  from sight. In normal combat, a vapour crane attacks with its 
  beak, which is filled with needle-sharp teeth. 
   
   
  Vargouille 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Vargouilles are demonic creatures, a horrid head, bearded 
  with small, writhing tentacles, with bat wings protruding from 
  the back.  Their bite is deadly. Unless a saving throw is made, 
  the hit point loss from their bite can only be recovered by 
  resting, but by potion, healing magic or other means. 
   
   
  Verbeeg 
   
   
  Hit Dice: 5+5 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d6+4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 18 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral to Neutral Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The verbeeg are a race of tall humanoids related to humans 
  and hill giants. They are smart and often in charge of gangs of 
  hill giants and ogres, which sometimes include goblins and 
  worgs as well. The verbeeg‘s favourite weapon is his spear. 
   
   
   
   
   
  Assassin Vine 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 14 
   
   
  Attacks: Vine (1d6+1) 
   
   
  Saving Throw: 9 
   
   
  Movement: 1 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The assassin vine is a semi-mobile plant that feeds on dead 
  animals it crushes itself. The plant consists of a main vine, 
  about six metres long, and a number of smaller vines 
  
  426 
   
  branching off. The assassin vine can animate plants within a 
  radius of ten metres. The plants will entangle anyone who 
  fails a saving throw. 
   
   
  Hungering Vine 
   
   
  Hit Dice: 8 
   
   
  Armour Class: 10 
   
   
  Attacks: Strike (4d10) 
   
   
  Saving Throw: 8 
   
   
  Movement: 15 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  The hungering vine live in darkness, with a ravenous hunger 
  that can only be satiated by blood and flesh. This creature 
  resembles a writhing mass of vines coming together at a 
  trunk, supported by four huge roots. Many eye-stalks jut 
  from the trunk, peering about for food; the hungering vine is 
  almost never surprised. The vines pull fresh carrion under its 
  roots, where there is a huge mouth that consumes the plant's 
  victims. The vine can move surprisingly fast in a shambling 
  gait, once it pulls its roots from the ground or rock into 
  which it has settled. It takes one round for its vines to push it 
  from the earth and allow it to move. The hungering vine 
  attacks any and all creatures that stray within a distance of 
  three metres for 1d8 points of damage, or will twist its vines 
  into a tail, which can batter a single target for 4d10 points of 
  damage. Any target hit by the tail will be knocked down and 
  backward 1d8 metres. The hungering vine can also Darkness 
  Globe once per turn. It takes only half damage from lighting-
  based attacks. A saving throw is required each combat round 
  to resist the horror of the hunger radiating from the vine. If a 
  character fails his saving throw, he is paralysed by horror and 
  unable to act that round. 
   
   
  Strangling Vine 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: None 
   
   
  Saving Throw: 16 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The strangling vine is carnivorous plant consisting of a maw 
  and a mass of vines. The twines lash out at random if the 
  vine is approached. If they hit on a multiple of four, the 
  target takes 1d4 points of damage on that round and each 
  subsequent one. Otherwise, the vines will merely entangle the 
  victim‘s limbs. Per limb, the victim gets a cumulative -2 malus 
  to THACO and armour class. The twines are not harmed by 
  blunt or missile weapons. 
   
   
  Javelin Viper 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Impale (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  These snakes can be found anywhere that they may obtain a 
  position where they can fall upon their intended victims. 
  They strike as a thrown javelin with a +3 THACO bonus. 
  The points of their heads are very sharp. These snakes are 
  very fond of wine and will go out of their way to obtain 
  some, thus wine merchants are often the targets of their 
  attacks. One of their most distinguishing features is their 
  three-pronged tongue. 
   
   
  Pit Viper 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  This grey-green snake is one and a half metres long and the 
  pits on its head are able to sense heat to a distance of twenty 
  metres. Pit vipers are extremely fast, and will automatically 
  have initiative every round. They have a venomous bite that 
  requires a successful saving throw vs. death, or the victim 
  suffers and additional 2d6 points of damage. 
   
   
  Voadkyn 
   
   
  Hit Dice: 6+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Weapon (1d10+3) 
   
   
  Saving Throw: 13 
   
   
  Movement:  
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Good 
   
   
  CL/XP: 6/400 
   
   
   
  The voadkyn, sometimes also called wood giants, are a race 
  of muscular, hairless humanoids closely related to giants. 
  They are proficient with bow and sword and have a long face 
  and pointy ears. Voadkyn are very rarely surprised by enemies 
  if in their native environment, the forest. 
   
   
  
  427 
   
  Volt 
   
   
  Hit Dice: 2+1 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The volt is a curious but bad-tempered creature. It appears as 
  floating little sphere with spikes of bristly grey hair and a 
  single eye. Volts are surrounded by an aura of electricity and 
  emit a low humming sound. They locate prey by detecting 
  electric neuronal activity. If bitten by a volt, the target has to 
  make a saving throw or will be shocked for an additional 2d6 
  points of damage. Electricity heals volts. 
   
   
  Voormis 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 12 
   
   
  Attacks: Claw (1d4) or weapon (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The voormis are race of humanoids covered with brown fur 
  that communicate with dog-like howls. They are most likely 
  related to humans, but were separated from them during an 
  early stage of their development. Voormis are primitive, 
  brutal and live in caves. Gnophkehs and voormis are bitter 
  enemies, though the two group do not meet two often, as the 
  voormis live in more temperate climates. 
   
   
  Vorlog 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Slam (1d4+4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 7/600 
   
   
   
  Transforming a chosen living humanoid into a companion is 
  an exhausting process for a vampire and requires a lot of 
  passion and blood. For about one hour after the 
  transformation, the vampire will be unconscious. If it is slain 
  during this time, the bride‘s or groom‘s transformation will be 
  interrupted and the creature will turn into a vorlog. A vorlog 
  looks like normal member of its race, but has long fangs 
  visible when it speaks. It can use Charm Person at will. A 
  vorlog is not truly undead, but can nevertheless only be 
  harmed by magic or silver weapons and is immune to poison, 
  sleep, charm and mind control. A strike of a vorlog requires 
  the victim to make a saving throw vs. death or it will lose 1d2 
  points of wisdom. The wisdom points are regained at a rate 
  of one per hour. A vorlog regenerates one hit point per hour. 
  If near a charmed victim, the rate increases to one hit point 
  per round. If reduced to naught hit points, a vorlog will melt 
  into a pool of tears and try to escape to a safe place to 
  regenerate. It is not bound to a coffin or specific resting 
  place. 
   
   
  Vulture 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: Beak (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 3/15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Vultures are scavenging birds, often with featherless heads 
  and necks. They usually do not attack live prey, but may do 
  so if they are very hungry. 
   
   
  Dire Vulture 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Beak (1d4) 
   
   
  Saving Throw: 16 
   
   
  Movement: 3/15 
   
   
  Intelligence: Animal 
   
   
  Alignment: neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The dire vulture has twice the size of a normal vulture and do 
  not only live on dead creatures. Additionally, they attack 
  weakened live prey. If dire vultures target a group of 
  creatures, they will always go for the most injured individual. 
   
   
  Vurgens 
   
   
  Hit Dice: 7+7 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (2d6) or tail slap (3d4) 
   
   
  Saving Throw: 9 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The vurgnes is is a deep sea predator. It looks like an eel with 
  an oversized head and a detachable jaw with bony ridges. Its 
  bite radius is two metres. The vurgens can prefers to swallow 
  a victim whole. A target the size of a human or smaller will be 
  swallowed if it is successfully attacked and does not make a 
  saving throw. A creature in the stomach of the vurgens 
  suffers 4d4 points of acid damage per round. The vurgens is 
  always on an endless journey through the ocean looking for 
  other creatures to eat. 
   
   
  
  428 
   
  War Mech 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 17 
   
   
  Attacks: Machine gun (8x2d6), mortar (4d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 19/4,100 
   
   
   
  The war mech is a war machine created by an ancient 
  civilisation. The knowledge needed to create one is long-lost, 
  though some war mechs still exist here and there. They are 
  up to six metres tall. They tend to be sleek in design and most 
  highly advanced. These heavy combat machines have 
  machine guns for hands, each making four attacks per turn, a 
  chest-mounted mortar that damages all in a radius of two 
  metres of the target, and can fire a cone of heat from its head 
  that is thirty metres long and ten metres wide at its end. It 
  inflicts damage equal to thrice the robot's initial hit dice. A 
  saving throw is permitted for half damage. 
   
   
  Giant Wasp 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 15 
   
   
  Attacks: Sting (1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 6/21 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Giant wasps are as large as humans, and are incredibly 
  aggressive.  Their sting paralyzes for 1d4+1 days at the end of 
  which time, wasp larvae eat the victim from the inside out.. A 
  saving throw vs. paralysis is allowed to avoid this. Cure 
  disease will kill the larvae.  The wasp wings are paper-thin, 
  and flammable. 
   
   
  Water Bubble 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 12 
   
   
  Attacks: None 
   
   
  Saving Throw: 18 
   
   
  Movement: 9/15 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The water bubble is a minor water elemental. It appears a 
  head-sized bubble of water and moves by hopping over the 
  ground. It will jump at an opponent. Its corrosive nature 
  reduces the armour class bonus of a random piece of 
  equipment by one unless a saving throw is made. After 1d3 
  rounds, it reaches the target‘s head and starts drowning it for 
  1d6 points of damage unless another saving throw is made. 
  The water bubble can only be damaged by hand-held impact 
  weapons or lighting-based magic. 
   
   
   
  Giant Water Strider 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 6/12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The giant water strider walks on water with the help of a 
  vicious substance it produces. It can spit the substance over a 
  range of five metres at enemies for 1d4 points of damage. 
  Giant striders clearly prefer moving on water over being on 
  land. If no water is accessible, it will try to climb up 
  something to have an advantage. Turbulent water will half the 
  giant strider‘s movement rate.  
   
   
  Water Weird 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Strike (1d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The water weird is a malicious creature from the Elemental 
  Plane of Water. While dormant, the water weird is invisible in 
  water. When prey is near, it takes the form of a serpent and 
  attacks. Anyone hit who does not make a saving throw vs. 
  paralysis is dragged into the water and will drown in 1d6 
  rounds. The water weird takes one point of damage from 
  sharp and full damage from blunt weapons. Fire does only 
  half damage. Cold-based attacks half its moving speed for 
  1d6 rounds. If in contact with larger amount of water, the 
  water weird reforms in 1d6+2 rounds after being killed. Lower 
  Water, Part Water and Purify Water will kill a water weird 
  permanently. 
   
   
  Dire Weasel 
   
   
  Hit Dice: 4+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 13 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 47120 
   
   
   
  These creatures are three metres long and brown, tan, or 
  white. They are fierce hunters, and when they successfully 
  attack with their bite they cling to the victim, sucking blood 
  for 2d4 points of damage each round. They cannot be 
  removed, and will cling until either the victim has dies or the 
  weasel has been killed. These creatures can see in the dark 
  
  429 
   
  with twilight vision, and have a very keen sense of smell that 
  they use to track prey. These burrowing creatures live in the 
  tunnels they create in the earth, and will sometimes venture 
  or burrow into labyrinths. 
   
   
  Rock Weasel 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 17 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 13 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  Rock weasels are large weasels that have come into contact 
  with potent transmutative magic, becoming attuned to the 
  elemental earths. This magical attunement manifests itself in 
  the form of a breath attack; rock weasels can spit forth a 
  three metre-long cone of rock shards and pebbles, inflicting 
  eight points of damage to all within this area. The attack can 
  be avoided with a successful saving throw. Rock weasels emit 
  low, grumbling vocalisations reminiscent of stone grinding 
  against stone, and their eyes are black as coal. Their earthy 
  nature makes them slower than dire weasels, but sturdier 
  opponents in close combat. 
   
   
  Living Web 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 10 
   
   
  Attacks: Touch (1d4) 
   
   
  Saving Throw: 17 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  The living web is a small, amorphous creature that resembles 
  filaments of dusty cobwebs. Touching one delivers am 
  electrical shock that deals 1d4 points of damage. Living webs 
  are immune to electrical damage and permanently gain a hit 
  dice for every eight points of lightning damage. They inflict 
  and additional 1d6 points of damage for every two additional 
  hit points. Living webs are unaffected by fire, cold, acid and 
  water attacks. Blunt weapons deal only half damage to them. 
  If a living web has four or more hit dice, a successful attack 
  by an edged weapon will cut it into two smaller creatures. 
  Living webs roam the underground and dark forests looking 
  for vermin an small animals to consume. 
   
   
  Memory Web 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 17 
   
   
  Attacks: Choke (1d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 3 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The memory web is a sentient shiny web six metres in 
  diameter that can roll itself together into a tight ball and 
  perform a jump attack over a distance of up to thirty metres. 
  It will unfold in mid-air and automatically catch anyone 
  below it. All targets are choked and suffer 1d6 points of 
  damage. The memory web suffers half damage from 
  mundane weapons and fire. The memories of every killed 
  victim will be absorbed into the web. If the web is killed, it 
  will send out a telepathic shockwave with a radius of thirty 
  metres that contains memories of its last victims, often 
  incomprehensible. 
   
   
  Wemic 
   
   
  Hit Dice: 5+8 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (2x1d4), weapon (1d8) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  A wemic is a centaur-like being with a leonine body, a human 
  torso and a long mane. Wemic live in tribes and attack with 
  both their front claws and their weapon. Some carry shields 
  that grant them a +1 armour class bonus. Wemic are 
  traditionalists, very proud and also superstitious. Sometimes, 
  wemic tribes fall under the control of a renegade wizard or 
  shaman. Despite their human-level intelligence, wemic do not 
  know how to work metal and are centuries behind other 
  cultures technologically. 
   
   
  Wenelian 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class:  
   
   
  Attacks: Calcite dart (1d8) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 2/30 
   
   
   
  The wenelians are a race of floating leech-like being that raids 
  other worlds through portals. They shot calcite dart from 
  their snouts over a distance of up to fifteen metres and use 
  Obscuring Mist once per day, usually to cover their retreat. The 
  wenelians are thought to be native to the Dream World. 
   
   
  
  430 
   
  Killer Whale 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d20) 
   
   
  Saving Throw: 12 
   
   
  Movement: 24 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  These immense whales typically reach a length of eight 
  metres. They prefer colder waters of the North or extreme 
  South. They prey on many different animals of the sea. They 
  will swallow any creature of a size less than a human if their 
  attack roll result is a critical hit. A creature that is swallowed 
  suffers 1d6 points of damage each round, and drowns after 
  ten rounds. 
   
   
  Whale, Narwhal 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (2d6), horn (1d8) 
   
   
  Saving Throw: 8 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  These large whales prefer colder waters of the North or 
  extreme South. They are rather intelligent for an animal and 
  have a magic horn on their heads that resembles the horn of 
  a unicorn. Some say that this horn, even when severed, will 
  vibrate in the vicinity of evil creatures. Even if this rumour is 
  false, the horns are valuable for their ivory, fetching up to 
  3,000 gp. 
   
   
  Sperm Whale 
   
   
  Hit Dice: 28 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (3d20) 
   
   
  Saving Throw: 4 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 30/8,400 
   
   
   
  These gigantic whales typically reach a length of twenty 
  metres. They will swallow any creature of a size equal to or 
  less than a human if their attack roll result is at least four 
  higher than the attack roll required to strike. A creature that is 
  swallowed suffers 3d6 hit points of damage each round. 
  When a sperm whale encounters a sea vessel, it usually leaves 
  it undisturbed, but may decide to attack. A sperm whale can 
  slam into a ship with its immense head, sinking medium-sized 
  ships with three hits. 
   
   
  Whipweed 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Whips (2x1d10) 
   
   
  Saving Throw: 13 
   
   
  Movement: 3 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The whipweed is twice as tall as a human and has two stalks 
  with whip-like appendages. The whipweed‘s base has small 
  legs and neuronal system that is very advanced for a plant. If 
  the whipweed is killed, its whips go berserk continue to attack 
  for one round. In this round, each whip attacks three times 
  and inflicts double damage. 
   
   
  Red Widow 
   
   
  Hit Dice: 6+3 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d3) 
   
   
  Saving Throw: 11 
   
   
  Movement: 9 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The red widow is a malicious shapechanger. Her first from is 
  that of a beautiful human female. Her second from, a giant 
  red spider with a black hourglass on its back, is only assumed 
  of the red widow is about to kill a victim. Anyone watching a 
  red widow transform has to make a saving throw for will be 
  stunned by the shock for one round. If the red widow was 
  holding her victim tight before the transformation, a strength 
  check is required to escape her grab. Anyone held is 
  automatically bitten. The bite is weak, but the red widow‘s 
  poison requires a saving throw vs. death or the target faces 
  immediate death. Alternatively, she can throw a web that 
  functions as Web. The red widow herself is never affected by 
  webs in any way and can move as if affected by Spider Climb 
  and can summon 10d10 hit dice of spiders once per day. She 
  survives by drinking the blood of at least one human per 
  week. 
   
   
  Wight 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (1 hp) 
   
   
  Saving Throw: 14 
  Turned: 5 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The wight is an undead living in tombs or on graveyards. It is 
  a twisted reflection of the living creature it once was. Wights 
  can be hurt only by magical or silver weapons. Anyone killed 
  by a wight turns into one and joins the other wrights. The 
  
  431 
   
  attack of a wight drains energy and the target loses one hit 
  die. The hit die can be regained by Restoration. 
   
   
  Will-o‘-the-Dawn 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 25 
   
   
  Attacks: Strike (1d4) 
   
   
  Saving Throw: 11 
   
   
  Movement: 18 
   
   
  Intelligence: Exceptional 
   
   
  Alignment: Chaotic Good 
   
   
  CL/XP: 6/400 
   
   
   
  The will-o‘-the-dawn is a begin will-o‘-the-wisp variant. It 
  appears at dawn and sometimes helps travellers. The will-o‘-
  the-dawn will only fight to defend itself or protect others. In 
  combat, it rarely attacks and prefers to use Colour Spray and 
  Hypnotic Pattern, which it can do at will. Darkness will stun a 
  will-o‘-the-dawn for 1d6 rounds. Darkness Globe will stun it 
  and, if it fails a saving throw vs. death, kill it. It is immune to 
  all other spells. 
   
   
   
   
   
  Will-o‘-the-Deep 
   
   
  Hit Dice: 5+3 
   
   
  Armour Class: 19 
   
   
  Attacks: Sparks (4x1d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The subterranean will-o‘-the-deep is a small flickering 
  creature made of energy. It is a malignant being that prefers 
  to lure others into traps and engages in direct combat only if 
  necessary. Sometimes, it is found in small groups or clans. 
  Additionally, the will-o‘-the-deep sometimes purposefully 
  causes cave gas explosions, which usually inflict 1d10 points 
  of damage within a radius of three metres. They might also 
  cause cave-ins. Will-o‘-the-deeps can become invisible at will. 
  They are vulnerable to common weapons, but can only be 
  harmed by electricity-based spells. 
   
  Will-o‘-the-Mist 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 25 
   
   
  Attacks: Shock (2d8) 
   
   
  Saving Throw: 9 
   
   
  Movement: 18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  The will-o‘-the-mist can only be found in the mountains or 
  other misty areas, but never in swamps. Usually icy blue, the 
  will-o‘-the-mist sometimes also appears in colours ranging 
  from light gold to green. When it uses its shock against an 
  opponent, a saving throw is permitted for half damage. 
  Targets wearing metal armour gain a +4 bonus to their rolls 
  due to the metal‘s grounding effect. Any spells and magical 
  barriers do not affect will-o‘-the-mist. According to sages, the 
  will-o‘-the-mist feeds on the electrical energy generated by 
  humanoid brains. 
   
   
  Will-o‘-the-Sea 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 23 
   
   
  Attacks: Lighting bolt (10d6) 
   
   
  Saving Throw: 5 
   
   
  Movement: 21 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 13/2,300 
   
   
   
  The will-o‘-the-sea appears as a long, shifting cascade of 
  glowing energy. It lives on and around the sea and is 
  especially prevalent during thunderstorms. Unlike other will-
  o‘-the-wisp variants, the will-o‘-the-sea cannot turn invisible, 
  but instead take the shape of objects and lure ships into 
  deadly traps. Only cold-based spells will affect a will-o‘-the-
  sea. It can use its shock every third round, but will use it only 
  to stop escaping sailors of a successfully sunken ship. Victims 
  of the will-o‘-the-sea seem to be more likely to return as 
  undead. 
   
   
  Will-o‘-the-Wisp 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 27 
   
   
  Attacks: Shock (2d6) 
   
   
  Saving Throw: 6 
   
   
  Movement: 18 
   
   
  Intelligence: Highly 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The will-o‘-the-wisp is a malicious entity that looks like a 
  sphere of eerie light glowing the darkness. It likes to lure 
  travellers into swamps or quicksand. Touching a will-o‘-the-
  wisp electrocutes the victim. It is immune to lightning 
  damage. 
   
   
  
  432 
   
  Black Willow 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 17 
   
   
  Attacks: Branches (8x1d4) 
   
   
  Saving Throw: 3 
   
   
  Movement: 0.5 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 12/2,000 
   
   
   
  The black willow appears a common willow of especially dark 
  colour, but is actually a malignant sentient tree. Treants will 
  identify black willows immediately, but even druids will have 
  trouble doing to right away. In combat, the willow relies on 
  its whip-like branches. If a creature touches the black willow, 
  it can but it to sleep by causing magical drowsiness. A saving 
  throw is only permitted for creatures that are not tired 
  anyway. No action will be visible on the side of the black 
  willow. The willow will absorb unconscious victims into its 
  hollow trunk and start to digest them. The victim suffers 1d4 
  points of damage per round and will be completely digested 
  when reaching twenty negative hit points. Only weapons 
  smaller than a short sword can be used within the willow. A 
  black willow regenerates one hit point per round and cannot 
  be harmed by electricity as long as it is grounded. Black 
  willows usually reside in areas where common willows are 
  found as well. They drain nutrients from the ground, but 
  have to eat flesh too to survive. 
   
   
  Wind Walker 
   
   
  Hit Dice: 6+3 
   
   
  Armour Class: 12 
   
   
  Attacks: Whirlwind cut (3d6) 
   
   
  Saving Throw: 10 
  Magic Resistance: 15% 
   
   
  Movement: 18 
   
   
  Intelligence: Very 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  The wind walker is an ethereal creature from the Elemental 
  Plane of Wind. It can only be hit by magical weapons and is 
  able to use its whirlwind cut on all creatures in melee range. 
  Calm Weather and Control Weather will kill a wind walker 
  instantaneously. Haste will reduce it to half hit points, but also 
  doubles its attack speed. Hold Wind deals 1d6 points of 
  damage, Control Winds 2d8 points of damage. One the 
  Material Plane, wind walkers usually live high in the 
  mountains or on cavern deep under the surface. 
   
   
  Withered One 
   
   
  Hit Dice: 1+2 
   
   
  Armour Class: 11 
   
   
  Attacks: Weapon (1d6) 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Withered ones are a degenerated slave race of humanoids 
  breed to fatstock for their masters, most likely a race of 
  aberrations. Withered ones walk upright and wear crude 
  clothes, but have intelligence slightly above that of animals. 
  Their behaviour will always complement that of their 
  opponent. If approached friendly, they will react with hatred. 
  If attacked right away, they will submit or try to escape. 
  Withered ones may even cooperate with other creatures, but 
  will ultimately always look for a way to overwhelm and eat 
  them. 
   
   
  Witherweed 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 11 
   
   
  Attacks: None 
   
   
  Saving Throw: 12 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The witherweed appears as a large, dried-out patch of weed. 
  Anyone on the weed will be attacked and suffers 1d4 points 
  of dexterity damage. A saving throw is permitted for half 
  damage. Targets suffering the full four points of damage will 
  additionally be stunned for one round. The witherweed takes 
  only half damage from blunt weapons. Burning witherweed 
  produces toxic smoke. Anyone near the smoke suffers 1d8 
  points of damage per round. 
   
   
  Wolf 
   
   
  Hit Dice: 2+2 
   
   
  Armour Class: 12 
   
   
  Attacks: Bite (1d4+1) 
   
   
  Saving Throw: 16 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  Wolves are carnivorous pack hunters. Significantly larger 
  creatures are the only ones they will avoid – and if they are 
  very hungry, not even those. If the alpha wolf of a pack is 
  killed, either the second strongest wolf will take over or the 
  pack will flee. 
   
   
  
  433 
   
   
   
   
  Dire Wolf 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d6+1) 
   
   
  Saving Throw: 13 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The dire wolf is twice as large as a regular wolf, stronger and 
  more cunning. Pack of dire wolves always dominate their 
  territory and will hunt down any other large carnivores trying 
  to settle there. Dire wolf pelt is soft and well-suited to be 
  turned into warm clothes. 
   
   
  Ghost Wolf 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 19 
   
   
  Attacks: Bite (1d4+1) 
   
   
  Saving Throw: 14 
  Turned: 5 
   
   
  Movement: 18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The ghost wolf is vengeful spirit of deceased wolf. It can only 
  be harmed by magic or silver weapons. A creature bitten by a 
  ghost wolf loses one point of a random ability score. 
   
   
  Mist Wolf 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (2d6) 
   
   
  Saving Throw: 14 
  Magic Resistance: 10% 
   
   
  Movement: 18 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Good 
   
   
  CL/XP: 3/60 
   
   
   
  Mist wolves are intelligent, magical wolves with light fur and 
  completely black eyes. They are benevolent creatures, but 
  their fearsome appearance leads to many humanoids not 
  trusting them anyway. Mist wolves can Detect Evil at will and 
  exhale a Wall of Fog twice per day. The fog lasts five rounds 
  and does not require the wolf‘s concentration.  
   
   
  Winter Wolf 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d6+2) 
   
   
  Saving Throw: 10 
   
   
  Movement: 18 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 5/240 
   
   
   
  The winter wolf lives in artic regions. It is not as malicious as 
  the worg, but a dangerous beast nevertheless. The winter 
  wolf can unleash a stream of frosty air from their lungs, doing 
  4d4 points of damage to anyone within a range of three 
  metres. A saving throw is permitted for half damage. Winter 
  wolves are immune to cold, but take one additional point of 
  damage per die of damage from fire. The winter wolf‘s silver 
  pelt shimmers beautifully. In good condition, such a pelt can 
  be worth up to 2,500 gp. The ice-blue eye of a winter wolf 
  will extinguish a medium-sized fire. 
   
   
  Vampiric Wolf 
   
   
  Hit Dice: 6+4 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (2d6+1) 
   
   
  Saving Throw: 9 
  Turned: 7 
   
   
  Movement: 21 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 8/800 
   
   
   
  Vampiric wolves are wolves corrupted by a blood ritual as 
  puppets. They are led by the cleric who turned them into 
  vampiric wolves. If their leader shows any weakness, they will 
  turn on him, kill him and make on of their own their new 
  alpha wolf. If a target is bitten by a wolf and fails a saving 
  throw vs. paralysis, if falls over. Vampiric wolves are only 
  surprised on a roll of one or two on a d6. They have no 
  coffin, but are destroyed in direct sunlight. With their master 
  within a range of thirty metres, the wolves gain a +2 bonus to 
  their turning difficulty. 
   
   
  
  434 
   
   
   
   
  Zombie Wolf 
   
   
  Hit Dice: 3+2 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d6+1) 
   
   
  Saving Throw: 12 
  Turned: 3 
   
   
  Movement: 15 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 4/120 
   
   
   
  Zombie wolves are either servants of an evil spellcaster or 
  raises by dark forces infesting the place where they died. They 
  look much like normal wolves, but have empty eyes and 
  sometimes missing body parts. They have the same traits as 
  other undead and roam their territory in packs half as small as 
  regular wolf packs. Zombie wolves are immune to cold. 
   
   
  Wolverine 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d6+3) 
   
   
  Saving Throw: 14 
   
   
  Movement: 12 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Wolverines are vicious and tough, living in arctic regions of 
  the world.  Its musk is not dangerous, but the smell remains 
  for days, and it spoils food. They attack with a +4 THACO 
  bonus for their ferocity. 
   
   
  Dire Wolverine 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 14 
   
   
  Attacks: Claws (2x1d4), bite (1d6) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 7/600 
   
   
   
  Dire wolverines are larger than their normal cousins, and 
  some of them may be possessed of a malign intelligence.  
  Like common wolverines, dire wolverines attack with a +4 
  THACO bonus. 
   
   
   
  Worg 
   
   
  Hit Dice: 6+2 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d8+2) 
   
   
  Saving Throw: 11 
   
   
  Movement: 18 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 6/400 
   
   
   
  Worgs are monstrous, intelligent and evil wolves. Their packs 
  have a strict hierarchy. If the leader shows any weakness, it 
  will be killed by the rest of the pack and replaced by the 
  second-strongest worg. Among some evil races, worgs stolen 
  as pups are used as mounts. 
   
   
  Fire Worm 
  Young 
  Adult 
  Elder 
  Hit Dice:  
  3 
  5 
  9 
  Armour Class:  
  14 
  15 
  16 
  Attacks: Strike 
  2x1d6 
  2x2d6 
  2x3d6 
  Saving Throw:  
  14 
  13 
  12 
  Movement:  
  6 
  6 
  6 
  Intelligence:  
  Animal 
  Animal 
  Animal 
  Alignment:  
  Neutral 
  Neutral 
  Neutral 
  CL/XP:  
  4/240 
  6/400 
  10/1,400 
   
   
   
   
  The fire worm is a serpent-like creature with a size between 
  two and twelve metres. The fire worm has blue and orange 
  segments and a hard hide. Through the segments, one can see 
  their flaming bodies. Fire worms alive in jungles or 
  underground and are immune to heat. Sometimes, hoards of 
  
  435 
   
  them roam and burn the landscape, only for them not to be 
  seen again in decades. 
   
   
  Giant Blood Worm 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: Bite (1d8) 
   
   
  Saving Throw: 11 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  The giant blood worm is dark green in colour with a brown 
  underbelly. If hungry or stepped on, it automatically attaches 
  itself to its target and deals 1d8 points of damage until killed 
  or removed. Removing a blood worm requires a successful 
  strength check and deals an additional 1d4 points of damage. 
  To re-attach, the worm has to make a successful regular 
  attack.  
   
   
  Book Worm 
   
   
  Hit Dice: 1d2 hp 
   
   
  Armour Class: 18 
   
   
  Attacks: None 
   
   
  Saving Throw: 17 
   
   
  Movement: 12 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: A/5 
   
   
   
  Book worms can change their normal grey colour to match 
  their surroundings and impose a -6 malus to their opponent‘s 
  surprise roll. A book worm will dig through dead wood, 
  leather and paper at half speed and is feared by librarians. 
   
   
  Great Lantern Worm 
   
   
  Hit Dice: 30 
   
   
  Armour Class: 12 
   
   
  Attacks: Acid spray (3d4) 
   
   
  Saving Throw: 3 
   
   
  Movement: 6 
   
   
  Intelligence: Animal 
   
   
  Alignment: neutral 
   
   
  CL/XP: 30/8,400 
   
   
   
  Great lantern worms are huge megadriles that grow thirty 
  metres or more in length, exceeding three metres in width. 
  They are subterranean, chewing tunnels in rock before 
  swelling to fit the tunnel. Almost their entire length is taken 
  up by the empty stomach, with their organs on the exterior, 
  covered by a tough membrane of earthen hue. At the rear of 
  the worm's long gut is a photophore, a light-emitting organ 
  used as a lure for prey. Once the prey has travelled halfway 
  down the stomach, the worm's mouth will close and acid will 
  be sprayed from various points along the gut wall, requiring a 
  saving throw each round to dodge. Should the entrapped 
  prey try to cut their way out, any weapon that succeeds in 
  hitting the stomach wall has a chance of dissolving.  The 
  chance for a non-magic weapon to dissolve is 15%, the oen 
  for magic weapons 10%.  Each time a weapon avoids being 
  dissolved, 5% is added to the chance of dissolving upon the 
  next hit. If a victim manages to stay alive long enough to 
  return to the mouth, he can attempt to force it open with two 
  strength checks. Victims are digested within 1d6 hours. 
   
   
  Purple Worm 
   
   
  Hit Dice: 15 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (2d12), sting (1d8) 
   
   
  Saving Throw: 3 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 17/3,500 
   
   
   
  The purple worm is a giant subterranean worm which can 
  grow up to a length of fifteen metres. Its jaws are strong 
  enough to dig tunnels into the rock. On a roll four higher 
  than or on a critical hit, the purple worm swallows its 
  opponent whole. It can swallow anything up to the size of a 
  horse. Anyone stung by the purple worm has to make a 
  saving throw vs. death or will suffer 1d8 points of damage 
  per round from poison. Purple worm teeth can be turned 
  into excellent tools that can dig though almost anything. 
   
   
  Ring Worm 
   
   
  Hit Dice: 1 hp 
   
   
  Armour Class: 17 
   
   
  Attacks: None 
   
   
  Saving Throw: 18 
   
   
  Movement: 1 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: A/5 
   
   
   
  The ring worm looks like a plain gold ring. If analysed, it 
  appears to be a magical ring granting a +1 armour class 
  bonus. When worn, the ring worm begins to drain magic. An 
  arcane caster wearing the ring loses one spell level per. The 
  spell of the lost levels will simply vanish after being 
  memorised. After all spell levels have been drained – or if the 
  wearer is not a spellcaster – the worm begins to drain magical 
  items. All magical items the wearer carries have a daily 
  cumulative chance of 10 % to fail. To remove the worm, 
  Dispel Magic is needed as if cast against a creature with six hit 
  dice. The ring worm can only be harmed by +2 magical 
  weapon or magical fire. If attacked by fire, it detaches itself 
  and tries to escape. Once the worm has left the wearer, all 
  spell levels and magical items recover within twenty-four 
  hours. 
   
   
  
  436 
   
  Sky Worm 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Bite (1d6), tail lash (1d4) 
   
   
  Saving Throw: 14 
   
   
  Movement: 6/18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  Sky worms are spiny worms three metres long, with bat wings 
  sprouting from behind a monstrous head. They are generally 
  dark purple-grey in colour, with red eyes; some have 
  segmented bodies, while others are more rubbery. The sky 
  worm's head is a nightmare catfish-like thing, with long 
  feelers and a gaping maw. Native to distant, cloud-wrapped 
  mountain peaks, sky worms can be captured and trained to 
  serve as aerial mounts. A sky worm‘s tail lash is capable of 
  dismounting an enemy rider. Trained worms of the sky can 
  roll in mid-flight to tail-lash a mounted opponent or block 
  their riders from arrows. They are also trained to dive after 
  and catch a falling rider. Trained sky worms develop an 
  empathic bond with their riders, gaining a vicious +2 bonus 
  on to THACO and damage if the bonded rider is slain or 
  incapacitated. In the wild, they dance in thunderstorms.   
   
   
  Star-Mouthed Worm 
   
   
  Hit Dice: 10 
   
   
  Armour Class: 15 
   
   
  Attacks: Mouths (1d10) 
   
   
  Saving Throw: 5 
   
   
  Movement: 9 
   
   
  Intelligence: Animal 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 12/2,000 
   
   
   
  The star-mouthed worm is a horrendous creature eight 
  metres in length; a massive segmented worm. The front of 
  the worm‘s body trifurcates into three parts, each with a 
  swallowing mouth surrounded by a membranous fan of skin. 
  In combat, the worm bites with its mouths, the membranes 
  around each mouth flailing and contracting to grab and pull 
  prey inside. If the worm hits with a natural attack roll of 
  nineteen or twenty, human-sized or smaller prey will be 
  swallowed whole. Being swallowed whole inflicts an 
  automatic 1d8 points of damage per round from digestive 
  juices. One can, however, attack the worm from within, using 
  a dagger-sized weapon against the worm's internal armour 
  class of ten. Star-mouthed worms cannot swallow more than 
  two human-sized meals, and will generally seek to retreat 
  peacefully once they have filled themselves. If they 
  accidentally swallow a third person, they will choke and die in 
  1d4 rounds. 
   
   
  Translucent Worm 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 14 
   
   
  Attacks: Bite (1d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: B/10 
   
   
   
  Translucent worms are half a thick as an arm and grow up to 
  a length of one metre. They live in brushwood or shallow 
  water. If a translucent worm rolls a four on a damage roll or 
  scores a critical hit, it burrows into the victim‘s flesh and 
  automatically hit each round thereafter. If a worm with more 
  than one hit point is hit, it will split up into two worms with 
  half the hit points rounded up. Only a worm with one hit 
  point will die on a successful hit. One of the two new worms 
  will need one round to re-orientate before it can attack. 
   
   
  Wraith 
  Hit Dice: 4 
  Armour Class: 16 
  Attacks: Touch (1d6+1) 
  Saving Throw: 13 
  Turned: 6 
  Movement: 9 
  Intelligence: Very 
  Alignment: Neutral Evil 
  CL/XP: 6/400 
  The wraith is an undead similar to the wight, but more 
  powerful. Only silver weapons will do full damage on it; even 
  magical weapons do only half damage. As the wraith is 
  continuously shifting between dimensions, it exists only 
  partly on the Material Plane. Arrows, even magic or silver 
  arrows, will only do one point of damage. The touch of a 
  wraith temporarily drains a hit die. Some wraiths ride steeds. 
  Those are usually nightmares or undead horses, as no normal 
  horse will tolerate the presence of a wraith. 
   
   
  Oblivion Wraith 
   
   
  Hit Dice: 12 
   
   
  Armour Class: 18 
   
   
  Attacks: Touch (3d6) 
   
   
  Saving Throw: 3 
   
   
  Movement: 15/30 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 12/2,600 
   
   
   
  An oblivion wraith appears very much like a wraith, and 
  shares the same immunity to non-magic weapons and cold, 
  but it is not actually undead, but a creature of the void. An 
  oblivion wraith's touch shreds the raw existence of the 
  creature hit, dealing 3d6 points of damage and also 
  temporarily draining one point from the target's highest 
  attribute. The recovery takes three day per score point. In 
  addition, if a creature brings any nonliving object into contact 
  
  437 
   
  with an oblivion wraith, the object is irrevocably disintegrated 
  unless it is magical. Oddly, oblivion wraiths are unable to 
  actively disintegrate objects by touching them. 
   
   
  Sword Wraith 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 16 
   
   
  Attacks: Sword (1d10) 
   
   
  Saving Throw: 9 
  Turned: 9 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The sword wraith is a warrior killed on the battlefield but 
  kept alive by his indomitable will. Sword wraiths only appear 
  at night or underground in places with no natural sunlight. 
  While their armour is material, their actual body is 
  incorporeal. A sword wraith can only be hit by a +2 magical 
  weapon. Every hit of one drains one point of strength that 
  can only be regained by eight hours of full rest. Sword 
  wraiths are stubborn and still think tactically. A group of 
  them will act as the squad of trained soldiers they were in life. 
   
   
  Wyvern 
  Young 
  Adult 
  Hit Dice:  
  5 
  8 
  Armour Class:  
  14 
  16 
  Attacks:  
  Bite (2d4) 
  Bite (2d8) 
  Saving Throw:  
  10 
  8 
  Movement:  
  6/18 
  6/24 
  Intelligence:  
  Animal 
  Animal 
  Alignment:  
  Neutral 
  Neutral 
  CL/XP:  
  6/400 
  9/1,100 
   
   
   
  The wyvern is a relative of the dragon. It is smaller, has only 
  two legs. It has not breath weapon, but a poisonous sting at 
  the end of its tail. The poison is not lethal, but makes the 
  victim lethargic, tired and easy prey. A saving throw vs. death 
  is permitted. The wyvern cannot use both its bite and the 
  sting one round. The sting does half as much damage as the 
  bite. 
   
   
  Xaren 
   
   
  Hit Dice: 5+5 
   
   
  Armour Class: 19 
   
   
  Attacks: Claws (3x1d3), bite (4d4) 
   
   
  Saving Throw: 12 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 6/400 
   
   
   
  Xaren are closely related to xorn, but are slightly smaller and 
  have a shiny, metallic skin. They eat minerals, but also require 
  magical metal, which they can smell over a distance of up to 
  forty metres. For each enchantment a xaren eats, it gains one 
  temporary hit point. Xaren expect handouts and will attack if 
  they do not receive them. They rarely cooperate with other 
  creatures and are fairly egocentric. 
   
   
  Xaver 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 17 
   
   
  Attacks: Strike (1d4+1) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 4/120 
   
   
   
  The xaver is an intelligent creature looking exactly like a 
  sword. It walks on tiny, worm-like legs and eats ferrous 
  metals. The xaver itself never corrodes until it dies. In 
  combat, it dances around swiftly and attacks with its razor-
  sharp blade at a +2 THACO bonus. Any ferrous mundane 
  metal will corrode if touching a xaver. Xavers live for 
  centuries and sometimes ally with sword masters and allows 
  them to use them in combat. 
   
   
  Xill 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 19 
   
   
  Attacks: Fists (4x1d4) or weapon 
   
   
  Saving Throw: 12 
  Magic Resistance: 75% 
   
   
  Movement: 15 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 7/600 
   
   
   
  The xill is a short, four-armed humanoid from the Ethereal 
  Plane with bright red skin. It hunts on the Material Plane for 
  other humanoid as host for its offspring. Xills can switch 
  between both planes at will. If a xill successfully hit a target 
  with at least four fists, the victim is knocked out. Within tow 
  rounds, the xill will escape with the victim to the Ethereal 
  Plane to inject its eggs into it. While fading from the Material 
  Plane, it gets a +2 armour class bonus each round. Xills 
  communicate only telepathically.  
   
   
  Xorn 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 21 
   
   
  Attacks: Claws (3x1d3), bite (4d6) 
   
   
  Saving Throw: 9 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 8/800 
   
   
   
  Xorn are bizarre creatures, originally from the elemental 
  planes of earth, which eat precious metals and other minerals. 
  They have a rock-like consistency and appear to be made of 
  stone. Xorn have a barrel-shaped body, radially symmetrical 
  with three eyes, three arms, three stubby legs, and a powerful 
  
  438 
   
  mouth set in the top of the creature‘s body. The stone-like 
  appearance grants the xorn a tremendously good chance of 
  surprising its enemies. These creatures are immune to fire and 
  cold damage, and take only half damage from electrical 
  attacks. A xorn can move through stone, but requires a full 
  melee round to enter solid rock, during which time it cannot 
  attack. Phase Door will utterly destroy a xorn that is traveling 
  through rock or readjusting its composition.  
  Xorn are particularly vulnerable to spells that affect earth and 
  stone. Move Earth may be used to hurl a xorn backwards ten 
  metres and stun them for a full round. Stone to Flesh and Rock 
  to Mud spells weaken the xorn‘s elemental structure, 
  increasing the creature‘s armour class to eight until the xorn 
  concentrates for a full round to readjust its composition. Pass 
  Wall spells inflict 1d10+10 points of damage with no saving 
  throw. 
   
   
  Xvart 
   
   
  Hit Dice: 1d5 hp 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (1d4+1) or weapon (1d8) 
   
   
  Saving Throw: 17 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 1/15 
   
   
   
  Xvarts are a race of cruel, blues-skinned humanoids. They are 
  stronger than goblins, but weaker than orcs. Xvarts attack 
  only if their have superior numbers or are cornered. They 
  fear humans, but hate halflings. 
   
   
  Yaka-Ten Abomination 
   
   
  Hit Dice: 9 
   
   
  Armour Class: 19 
   
   
  Attacks: Bite (1d10), tail (1d14), claws (2x1d6) 
   
   
  Saving Throw: 6 
  Magic Resistance: 15% 
   
   
  Movement: 12 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 11/1,400 
   
   
   
  The yaka-ten are cursed humans with snake features. Once 
  human, yaka-ten were magically altered by a dark entity and 
  bearded children with snake features. Centuries of mixing 
  with other humans created a multitude of different yaka-ten. 
  Yaka-ten abominations have only a single human feature, like 
  arms or a head. Some consider them cursed monstrosities, 
  others think they are the truly blessed yaka-ten. Most yaka-ten 
  are organised in groups that have features of a nation, a 
  religious cult and a criminal organisation. All yaka-ten can 
  speak with snakes. 
   
   
  Yaka-Ten Halfbreed 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 16 
   
   
  Attacks: Weapon (1d8+1) 
   
   
  Saving Throw: 11 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 7/600 
   
   
   
  Yaka-ten halfbreeds are part human and part snake. If they 
  have a snake head, they can bite for 1d10 points of damage. 
  Snakes instead of arms allow them to attack for 1d6 points of 
  damage twice. Tough snake scales grant them a +4 armour 
  class bonus. A snake tail lets them automatically do 1d4 
  points of constriction damage after one successful attack. 
   
   
  Yaka-Ten Pureblood 
   
   
  Hit Dice: 4 
   
   
  Armour Class: 14 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 13 
   
   
  Movement: 12 
   
   
  Intelligence: Genius 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 4/120 
   
   
   
  The yaka-ten pureblood is mostly human. Three out of four 
  purebloods can pass for human, but have always have at least 
  one snake-like aspect, like a forked tongue, slit eyes or small 
  fangs. Purebloods can use Sticks to Snakes twice and Hypnotise, 
  Snake Body and Snake Charm thrice per day. 
   
   
  Yama-Uba 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 15 
   
   
  Attacks: Claw (d6) 
   
   
  Saving Throw: 7 
   
   
  Movement: 12 
   
   
  Intelligence: Very 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 8/800 
   
   
   
  The yama-uba, sometimes also called mountain hags, are 
  solitary, horrid looking blue-skinned females as large as ogres. 
  They live in mountainous regions and near passes where they 
  can hunt for food. Yama-uba feast on all manner of flesh; but 
  they prefer humans, attacking with their long claws and 
  wicked mouths that stretch from ear to ear. A few yama-uba 
  have magical powers. 
   
   
  
  439 
   
  Yaruga 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 14 
   
   
  Attacks: Kick (1d6) 
   
   
  Saving Throw: 14 
   
   
  Movement: 18 
   
   
  Intelligence: Animal 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  Named after their distinctive call, yaruga are agile, 
  hammerheaded lizards, which walk on two long bird-like legs. 
  Yaruga graze on plants and grasses by day, but become 
  vicious hunters by night. During the day yaruga are skittish 
  and scare easily. They excrete a foul-smelling gas if 
  approached within fifteen metres, then run away. The gas 
  blinds anyone within three metres of the yaruga for 1d4 
  rounds. A saving throw is permitted to avoid this. At night, 
  yaruga become extremely dangerous and aggressive, chasing 
  their prey down and kicking them to death before feasting on 
  them. When they make the initial charge, a yaruga's running 
  kick inflicts double damage on a successful hit. Anyone 
  sprayed by yaruga gas during the day becomes the main target 
  of the savage lizards by night. In the wild, yaruga are usually 
  encountered in pairs, day or night, but there may be 2d4 
  together during mating season. 
   
   
  Yellow Musk Creeper 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: None 
   
   
  Saving Throw: 14 
   
   
  Movement: 0 
   
   
  Intelligence: None 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 3/60 
   
   
   
  The yellow musk creeper is a dark green climbing plant with 
  yellow blossoms and ivy-like leaves. If a creature gets within a 
  radius of three metres around the plant, the plant will attack it 
  with its pollen. Unless a saving throw is made, the victim will 
  move to the plant and a green bulb will extend its roots into 
  its brain within two rounds. The victim loses 1d4 points of 
  intelligence every round thereafter. If reduced to naught 
  intelligence points, it turn into a yellow musk zombie. A 
  yellow musk creeper has 2d6 blossoms and can control two 
  zombie per blossom. 
   
   
  Yeth 
   
   
  Hit Dice: 3+3 
   
   
  Armour Class: 19 
   
   
  Attacks: Bite (2d8) 
   
   
  Saving Throw: 14 
  Magic Resistance: 10% 
   
   
  Movement: 15/27 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  The yeth is a demonic canine creature that hunts humanoids 
  and fey. It is very tall, has grey fur, cold eyes and pointy ears. 
  If a yeth pack howls, everyone within a radius of thirty metres 
  who hears the unnatural sound has to make a saving throw or 
  will flee in panic. Yeth can only be damaged by silver or 
  magical weapons. Being creatures of the night, yeth cannot 
  stand natural sunlight. While exposed to it, they suffer a -3 
  THACO penalty. Sages think that yeth have been created by 
  demons but managed to escape to the Material Plane, which 
  would explain their supernatural abilities. 
   
   
   
   
   
  Yeti 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 13 
   
   
  Attacks: Fists (2x1d6) 
   
   
  Saving Throw: 12 
   
   
  Movement: 14 
   
   
  Intelligence: Very 
   
   
  Alignment: Any Lawful 
   
   
  CL/XP: 7/600 
   
   
   
  The yeti is a distant relative of the human. It is completely 
  covered with white fur and lives high up in the North. If a 
  yeti strikes an opponent with both fists, it can hug him for 
  another 2d6 points of damage. Additionally, the target has to 
  make a saving throw vs. paralysis or will be stunned for 1d3 
  rounds, during which the yeti automatically hits. Yetis are 
  smarter than generally assumed and like to attack during the 
  night, as they can see in the dark. They are immune against 
  cold. 
   
   
  
  440 
   
  Yienhool 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 11 
   
   
  Attacks: Claw (1d6) 
   
   
  Saving Throw: 18 
   
   
  Movement: 9 
   
   
  Intelligence: Semi 
   
   
  Alignment: Lawful Neutral 
   
   
  CL/XP: 1/15 
   
   
   
  Yienhools are pale humanoids with long, thin arms and 
  elongated, clawed hands. Their bulging, white eyes are well 
  adapted to dim light, but they are virtually blind in sunlight 
  and never emerge from below ground unless forced to do so. 
  They are deep-dwellers of the underground, but small groups 
  of them are occasionally found in the upper reaches of the 
  subterranean world. Yienhools are more intelligent than 
  animals, but barely so – they can communicate and follow 
  orders, and in packs they can hunt with considerable cunning, 
  but their ability to act independently of a pack or a strong 
  leader is very weak.  
  Yienhool packs swarm their prey, the first ranks grabbing, 
  clutching, and immobilizing to allow their total numbers to 
  swarm over the foe and bring them down. If a yienhool hits, 
  it has grabbed successfully at one of the foe‘s arms, rendering 
  weapon or shield unusable as the yienhool clings on, 
  regardless of danger. Such attacks are made at a -1 THACO 
  penalty. While holding on, the yienhool can make more 
  attempts to grab the other arm as well. Yienhool can swarm 
  over the backs of their fighting brethren to climb past front 
  ranks and into the rear ranks of their opponents. If a 
  yienhool is not already holding an enemy, and chooses not to 
  make grabbing attacks, it can attack with its claws. These 
  creatures are usually encountered in large numbers, for they 
  do not divide into packs of fewer than six. 
   
   
  Yurmp 
   
   
  Hit Dice: 5+3 
   
   
  Armour Class: 13 
   
   
  Attacks: Pole arm (1d6+1) 
   
   
  Saving Throw: 10 
   
   
  Movement: 12 
   
   
  Intelligence: Low 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 6/400 
   
   
   
  Fat and ugly toad-like humanoids, the yurmp are bandits and 
  scroungers. Though of fine material, such as silk, their clothes 
  are torn and soiled. Any armour is mismatched and poorly 
  maintained, held together by rusty buckles and double-
  wrapped cords. Yurmp have sour expressions and grumpy 
  attitudes, often becoming impatient and bored while waiting 
  beside a road or path for someone to ambush. Their weapons 
  are generally pole arms looted from battle sites. If yurmp are 
  able to coordinate an ambush, they have an increased chance 
  of surprising their opponents by rolling one to three on a d6. 
  In villages that tolerate their presence they are usually part of 
  any organised crime; in areas where they are not tolerated, 
  yurmp live by stealing and digging through the garbage of 
  other races, bemoaning their poor luck all the while.  
  For every five yurmp in a group, there is a wrestler yurmp 
  present. These grossly fat yurmps disdain weapons and 
  armour, and strike for 1d6 damage in unarmed combat. If the 
  unarmed attack succeeds by four or more points, the wrestler 
  has a firm hold on the foe and can throw him to the ground, 
  disarm him, prevent attacks, or inflict continuous 1d6 points 
  of strangling damage per round. Wrestler yurmps have an 
  effective Strength score of 18, and usually enjoy challenging 
  humans to arm wrestling contests. The rest of the yurmp en-
  joy gambling on these contests. If yurmp are able to attack by 
  stealth or surprise from behind, they gain +4 THACO bonus 
  and inflict double damage. 
   
   
  Zaratan 
   
   
  Hit Dice: 50 
   
   
  Armour Class: 25 
   
   
  Attacks: Bite (10d10) 
   
   
  Saving Throw: 2 
   
   
  Movement: 1/2 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: 40/10,400 
   
   
   
  The zaratan is a gargantuan turtle living in the southern seas. 
  It is rather passive and spends most of its time in a deep 
  slumber. The zaratan appears as a small island and does in 
  fact move so slowly that vegetation can grow on it and attract 
  animals. Mundane weapons have absolutely no effect on a 
  zaratan. If attack from below, it has a -5 armour class bonus. 
  A zaratan that is attacked will withdraw into its shell. If it 
  loses more than 5% of its total hit points, it will come out an 
  strike back. Anyone hit by a zaratan on a roll of four more 
  than needed to hit will be swallowed and suffer 1d4 points of 
  damage per turn from digestive acid. Due to its incredibly 
  slow metabolism, a zaratan cannot be poisoned and is 
  immune to a number of other attacks. Zaratans can eat while 
  asleep and are probably immortal. 
   
   
  Zetan Leader 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 12 
   
   
  Attacks: Weapon (1d8) 
   
   
  Saving Throw: 14 
   
   
  Movement: 9 
   
   
  Intelligence: Highly 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Smaller zetans seem to function most often as workers; the 
  taller 
  leader-types 
  are 
  conjectured 
  to 
  have 
  more 
  independence, but still serve the collective. For every fifteen 
  zetans there will always be at least one leader type. A leader 
  must be present for transport of any mortals or livestock. If a 
  zetan is killed on the Prime Material plane it is dispatched 
  back to the collective unless its leader is killed as well, in 
  which case it is dispersed. More permanent zetan fortresses 
  may exist under some of the more inaccessible desert areas of 
  the world; nomads speak of the sound of great machines 
  beneath the sands. 
   
  
  441 
   
   
  Zetan Worker 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 9 
   
   
  Attacks: Weapon (1d10) 
   
   
  Saving Throw: 17 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Lawful Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Zetans are a grey-skinned collective-intelligence race 
  originally hailing from somewhere beyond the material plane. 
  Workers are about one and a half metres tall. All zetans have 
  thin arms and legs, oversized heads and eyes, and extremely 
  long fingers. They are encountered most frequently on the 
  Ethereal and Astral Planes. Their purpose in visiting the 
  Material Plane is a mystery, although they have been known 
  to abduct mortals or livestock, sometimes in broad daylight. 
  Zetans have an aura which causes Fear in everyone failing a 
  saving throw, and they are immune to non-magical weapons. 
  It is believed that zetans are not truly evil, but merely 
  inscrutable and totally alien in motivation; individuals that 
  have met the zetans will have wildly different stories to tell 
  about them. Zetans travel in a thought conveyance which is 
  only temporarily physical, glows various unearthly colors, and 
  is able to become invisible by entering the Ethereal Plane at 
  will. 
   
   
  Zombie 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: Strike (1d6) 
   
   
  Saving Throw: 16 
  Turned: 2 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 2/30 
   
   
   
  Zombies are mindless walking dead. They are usually 
  reanimated servants of spellcasters or dead awakened by dark 
  energies. Some zombies carry a disease that causes their 
  victims to turn into zombies too. Zombies are immune to 
  spells inducing sleep and cannot be charmed like living 
  beings. They are slow and always strike last in combat. 
   
   
  Desert Zombie 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (1d8) 
   
   
  Saving Throw: 16 
  Turned: 3 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Desert zombies looks like dried-out humanoid corpses. They 
  have almost all traits of common zombies, but do not suffer 
  an initiative penalty. Desert zombies can swim through sand 
  at half speed. If below a target, a desert zombie can garb it 
  with an attack against the target‘s armour class modified only 
  by the dexterity bonus. A grabbed victims suffers a -2 penalty 
  to armour class and THACO. 
   
   
  Zombie Fog 
   
   
  Hit Dice: 7 
   
   
  Armour Class: 19 
   
   
  Attacks: None 
   
   
  Saving Throw: 9 
   
   
  Movement: 6 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 10/1,400 
   
   
   
  The zombie fog is a semi-sentient entity consisting of a dense 
  fog cloud with a diameter of twenty metres per hit die. The 
  zombie fog is immune to all but magic weapons. It can put 
  fear into the hearts of a sentient being thrice per night. If the 
  target does not make successful saving throw, it will be 
  stunned until attacked. The first attacker is granted a +4 
  THACO bonus. The zombie fog itself does not attack 
  directly, but it commands 4d10 cadavers and strives to add 
  more. The fog can control a maximum number of zombies 
  equal to its current hit points. 
   
   
  Hungering Zombie 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 11 
   
   
  Attacks: Strike (1d8) 
   
   
  Saving Throw: 14 
  Turned: 3 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/240 
   
   
   
  Hungering zombies are a rare variety of zombie, appearing as 
  bloated, swollen-headed walking corpses. They hunger for 
  the brains of intelligent creatures, especially those with the 
  ability to cast spells. Hungering zombies are capable of 
  absorbing the energy of magical spells cast near them, 
  negating any effect they might have had. A hungering zombie 
  may absorb up to 2d4 spell levels, its head growing ever 
  larger during the process. When its capacity is reached, the 
  
  442 
   
  hungering zombie's head violently explodes. It regains the 
  ability to absorb an additional spell level with each fresh brain 
  it eats. 
   
   
  Juju Zombie 
   
   
  Hit Dice: 3+12 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (3d4) 
   
   
  Saving Throw: 14 
  Turned: 4 
   
   
  Movement: 9 
   
   
  Intelligence: Low 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 4/120 
   
   
   
  A juju zombie is a humanoid whose life energy has been 
  drained completely. It has grey, hard, leathery skin and has 
  retained some of its intelligence. Juju zombies hate all living 
  things and are good climbers. They take full damage only 
  from edged weapons; all other weapons do half damage. 
  Only magical weapon will harm a juju zombie. It is immune 
  to electricity and Magic Missile and takes only half damage 
  from fire. 
   
   
  Leprous Zombie 
   
   
  Hit Dice: 1 
   
   
  Armour Class: 13 
   
   
  Attacks: Claws (1d6) 
   
   
  Saving Throw: 17 
  Turned: 3 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Leper zombies are clearly undead, afflicted with a horrific 
  disease resembling a form of leprosy, more agile than other 
  types of zombies, and far more deadly: Any who battle them 
  must make a saving vs. death at the end of the fight or will 
  get zombie leprosy. Victims die in three days and return as a 
  leprous zombie. Anyone slain by a leprous zombie reanimates 
  as a one in 1d6 rounds.  Carrying equipment, arms or armour 
  of one slain by a leprous zombie or used to destroy a leprous 
  zombie carries a risk to the bearer. He must make a saving 
  throw vs. death at a +4 bonus each day to avoid becoming 
  sick. Holy water, Remove Curse and other methods of 
  cleansing may render the gear safe again. 
   
   
  Monstrous Zombie 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (4d4) 
   
   
  Saving Throw: 11 
  Turned: 6 
   
   
  Movement: 9 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 6/400 
   
   
   
  The monstrous zombie is the reanimated corpse of a 
  monstrous humanoid. It is large and physically powerful, but 
  otherwise identical to a common zombie. 
   
   
  Pyre Zombie 
   
   
  Hit Dice: 2 
   
   
  Armour Class: 11 
   
   
  Attacks: Weapon (1d8) or strike (1d8) 
   
   
  Saving Throw: 16 
  Turned: 3 
   
   
  Movement: 6 
   
   
  Intelligence: None 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  These undead creatures are weirdly enchanted with some sort 
  of necromancy. When hit by a melee weapon, they burst 
  violently into flame, inflicting 1d6 points of damage to 
  anyone within a radius of three metres. Only the bones 
  remain after this conflagration. The remaining skeleton fights 
  as a skeleton rather than as a zombie. The flesh re-grows 
  rapidly, and the creature will fight as a zombie again in ten 
  combat rounds, including the restored ability to immolate 
  itself. 
   
   
  Sea Zombie 
   
   
  Hit Dice: 5 
   
   
  Armour Class: 12 
   
   
  Attacks: Strike (1d10) 
   
   
  Saving Throw: 13 
  Turned: 4 
   
   
  Movement: 6/12 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 5/400 
   
   
   
  The sea zombie is the corpse of a humanoid that died at sea. 
  Anyone hear a sea zombie has to make a saving throw vs. 
  death or will be nauseated and suffers a -1 malus to THACO 
  and armour class for 2d4 rounds. Sea zombie move slowly on 
  land, but swim with frightening speed. 
   
   
  
  443 
   
  Thinking Zombie 
   
   
  Hit Dice: 3+1 
   
   
  Armour Class: 13 
   
   
  Attacks: Strike (1d8) or weapon 
   
   
  Saving Throw: 14 
  Turned: 5 
   
   
  Movement: 9 
   
   
  Intelligence: Average 
   
   
  Alignment: Chaotic Evil 
   
   
  CL/XP: 3/60 
   
   
   
  Thinking zombies have regained their ability to think and are 
  sentient beings, though it is not clear why some zombies 
  awaken while most stay mindless. Thinking zombies can rebel 
  against their master if he does not pay attention and 
  regenerate their rotting flesh by eating members of their 
  former species or a closely related species. Thinking zombies 
  may search for equipment or wield weapons. 
   
   
  Zombie Lord 
   
   
  Hit Dice: 6 
   
   
  Armour Class: 13 
   
   
  Attacks: Fists (2x2d4) 
   
   
  Saving Throw: 1 
  Turned: 8 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 7/600 
   
   
   
  Zombie lords are sentient zombies that are mostly created by 
  resurrection spells gone awry. They look like they did in life, 
  but their flesh has turned grey and begun to decay. A zombie 
  can use Talk to the Dead by touching a corpse and use 
  Command Undead and Detect Undead at will. Non-sentient 
  zombies will always be taken over by the zombie lord and are 
  not permitted a saving throw, unless they are under the 
  control of a master with more hit dice than the zombie lord. 
  Once per day, a zombie lord can use Animate Dead. It can also 
  use this power against a living creature with less hit dice. If 
  that creature fails a saving throw vs. death, it dies and comes 
  back as a zombie after 1d4 rounds. Anyone near zombie lord 
  has to make a saving throw or will suffer a -3 THACO 
  penalty due to the stench. Zombie lords often make their lair 
  on graveyards. They are arrogant and consider themselves 
  superior to both living creatures and lesser undead. 
   
   
  Zoog 
   
   
  Hit Dice: 1d4 hp 
   
   
  Armour Class: 16 
   
   
  Attacks: Bite (1d2), tiny dagger (1d2) 
   
   
  Saving Throw: 18 
   
   
  Movement: 6 
   
   
  Intelligence: Average 
   
   
  Alignment: Neutral 
   
   
  CL/XP: B/10 
   
   
   
  The zoog is a small, brown, rodent-like creature. It has a 
  mouth full of sharp teeth and small tentacles on its snout. 
  Zoogs are intelligent and cunning as well as excellent 
  climbers. They live in families and are very curious. 
   
   
  Zygom 
   
   
  Hit Dice: 3 
   
   
  Armour Class: 13 
   
   
  Attacks: None 
   
   
  Saving Throw: 14 
   
   
  Movement: 1 
   
   
  Intelligence: Semi 
   
   
  Alignment: Neutral Evil 
   
   
  CL/XP: 5/240 
   
   
   
  A zygom is a semi-sentient colony of fungi with ovoid caps. 
  If a zygom comes into rough contact with another creature, a 
  fungal cap will break in one out of six cases and the creature 
  will come in contact with the zygom‘s blue glue-like milk. 
  The milk will glue things together for 1d4+1 days. Any 
  creature affected by the glue will also be infested by zygom 
  spores which allow the zygom to control the creature. Most 
  of the time, the zygom will infest small to medium-sized 
  animals. The victim will be drained of its energy and die in 
  1d8+1 weeks. Apart from rare drugs, only Cure Disease will 
  heal a zygom infestation. 
   
   
  Zygraat 
   
   
  Hit Dice: 1+1 
   
   
  Armour Class: 16 
   
   
  Attacks: Beak (1d4) 
   
   
  Saving Throw: 18 
   
   
  Movement: 24 
   
   
  Intelligence: Semi 
   
   
  Alignment: Chaotic Neutral 
   
   
  CL/XP: 2/30 
   
   
   
  The zygraat, also called spider hawk, is a horrid eight-legged 
  mix between bird and spider. It hunts by creating a large, 
  hardly visible net and swoops down on any creature that runs 
  into it. On a successful attack, the target has to make a saving 
  throw vs. death or will suffer and additional 2d4 points of 
  damage from the zygraat‘s poison. Thrice per day, the zygraat 
  can throw a net to immobilise a victim. The victim is 
  permitted a roundly saving throw vs. paralysis to escape and 
  cannot attack while trapped. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  444 
   
  Templates 
   
  The rules for the creation of playable characters do not apply 
  for creating monster. Using the rules would limit the game 
  master and exclude many interesting options, so it is best to 
  simply make monsters as the game master sees them fit. 
  Creating and changing monsters is strongly encouraged, as 
  new and tailored monsters enhance the atmosphere, surprise 
  the players and increase the overall fun. 
   
  There are a number of possible variations that fit many 
  monsters. To ease the modification, the game master can use 
  templates. Templates are simply a standardised method to 
  change an existing monster. The templates presented here 
  can be used like they are or may simply serve as source for 
  inspiration. 
   
   
  Artic 
  The creature is similar to its relatives living in warmer 
  climates, but has adapted to its cold environment. The 
  monster gains white fur or skin and takes only half damage 
  from cold-based attacks. It receives a +2 bonus to saving 
  throws vs. cold-related hazards and a -2 malus vs. fire-based 
  attacks.  
   
   
  Awakened 
  This template can be applied to animals. An awakened animal 
  has become sentient, either by a magical spell or by 
  exposition to supernatural forces. The creature becomes 
  sentient and a magical beast. Its animal-level intellect is 
  replaced by 3d6 points of intelligence. The animal will also 
  gain an alignment, usually one similar to the caster that 
  awakened it. 
   
   
  Berserker 
  Berserkers are particularly ferocious and wild fighters. They 
  usually neglect their defence, but make up for that by 
  storming into the row of their enemies with the will to win. A 
  berserker receives a THACO and damage bonus equal to half 
  its hit points, but also an armour class penalty just as high. 
  Furthermore, its speed increases by three. A berserker cannot 
  be mind-controlled in any way and is immune to fear. 
   
   
  Blessed 
  Sometimes the forces of good decide to grant a creature 
  special power and divine protection. A blessed creature 
  radiates an aura of good. Its base attack does 1d6 additional 
  points of damage to evil or corrupted creatures and it gains a 
  +2 saving throw bonus against death and paralysis. Blessed 
  ones only take half damage from lighting-based attacks and 
  can decide to perform a stunning strike thrice per day. If the 
  target of this attack fails a saving throw vs. paralysis, it is 
  stunned for 1d6 rounds. 
   
   
  Chirurgic Horror 
  The chirurgic horror is creature whose natural appendages 
  have been surgically replaced by weapons. It is often the 
  result of mad experiments or was made to save a scrupulous 
  master. Unleashed chirurgic horrors tend to roam the land 
  and try cause as much terror and suffering as they had to 
  endure themselves. 
  A chirurgic horror gains one additional hit point per hit die as 
  well as a +3 armour class bonus. Its speed is halved should an 
  important limb have been altered and it becomes immune to 
  fear and insanity. It natural attack do double damage. Once 
  per battle, a chirurgic horror can try to slice and opponent 
  open. If it succeeds, the opponent loses hit points equal to 
  one hit die. 
   
   
  Clockwork Creature 
  The clockwork creature is a mass of gears, wire and bolts 
  shaped like a creature and granted the soul of a living being 
  by its master. Practically any soul can be used for a clockwork 
  creature. The result will be best if the new body matches the 
  old one in shape and size. 
  A clockwork creature gains a +5 armour class bonus. It is 
  intelligent, but has to learn everything from the day of its 
  creation on and does always obey its master. It takes double 
  damage from electricity. After a critical hit, a clockwork 
  creature will malfunction in one out of four cases and has to 
  be repaired completely before being able to act again. A 
  clockwork creature cannot be healed, but repairing magic has 
  double effect on it. For a clockwork creature to function for a 
  full day, it has to be winded up with a key in its back. 
   
   
  Corrupted 
  Corrupted creatures haven been touched by darkness and 
  altered in a terrible way. Most corrupted creatures take a 
  demonic appearance, but some look normal on the outside 
  and hide the evil within. Corrupted creatures gain a +1 
  armour class bonus for every three hit dice they have, but at 
  least a +3 bonus. It natural attack does an additional 1d6 
  points of damage for every five hit dice and deals an 
  additional damage equal to its hit dice to non-evil creatures. 
  Corrupted creatures heal 1d6 points of damage per round. 
  They are granted a +3 saving throw bonus vs. death. 
   
   
  Crystalline 
  Crystalline creatures have been turned into a living crystal by 
  magic or alchemy. They look like a moving crystal statue, are 
  translucent and shimmer in a colour resembling their attitude 
  or former race. 
  Crystalline creatures gain a +4 armour class bonus and have 
  at least twilight vision. Cold, lighting, acid and fire do only 
  half damage to them. Light-based attacks like Prismatic Spray 
  have no effect, but will blind everybody looking at the crystal 
  creature when the spell hits for 1d4 rounds. In normal light, 
  the crystalline creature sheds light within a radius of ten 
  metres. Within this area, all seeing creatures have to make a 
  saving throw or will be dazzled and receive a -1 THACO 
  penalty. 
   
  
  445 
   
   
  Dire Animal 
  While many animals, especially predators, are feared for their 
  power and hunger, few of them are actually truly aggressive. 
  Most of them are only dangerous if hungry threatened or 
  cornered. However, every now and then, a feral breed of 
  animals appears. Dire animals have one additional hit die for 
  every two hit dice of their normal brethren. They are more 
  aggressive and often exclusively carnivorous. Some dire 
  creatures are born in normal families and become solitary 
  hunters. They gain a +3 bonus to armour class  
   
   
  Dragon Lich 
  Members of many humanoid races can transform into liches 
  with the appropriate arcane knowledge or divine support, and 
  so can dragons. Dragon liches are usually evil dragons 
  unwilling to accept death or dragons transformed by 
  necromancers. The dragon lich retains most of the abilities it 
  had in life, including its breath weapon and spell casting 
  abilities. Depending on its age, it will be either a dragon with 
  dried scales or party or fully skeletal. Independently, a dragon 
  lich can always identified by the cold glow in its otherwise 
  empty eye sockets. 
  A dragon lich has all the benefits and downsides of an 
  undead. It is turned with a difficulty equal to its hit dice +4, 
  but cannot be turned in its lair. The dragon lich gains a +2 
  armour class bonus. Its gaze will paralyse any creature with 
  less than six hit dice. Creatures with at least six hit dice are 
  permitted a saving throw vs. paralysis and granted a +3 
  bonus to it. If one such saving throw is successful, the target 
  is permanently immune to the gaze of that particular lich. All 
  physical attacks of a dragon lich do an additional 2d8 points 
  of cold damage and will paralyse the target for 2d6 rounds 
  unless a saving throw vs. paralysis is made. Once per day, 
  dragon liches can sue Charm Undead. All undead receive a -3 
  malus to their saving throw. Like many liches, a dragon lich 
  own a special magic item that contains part of its essence and 
  has to be destroyed to permanently destroy the dragon lich. 
   
   
  Fireborn 
  Some creatures are touched by another plane, even though 
  no of their parents is an elemental or outsider. A fireborn 
  creature has a high affinity for fire. Its hair, fur or skin is 
  often reddish or orange. 
  It takes only half damage from fire attacks and is not 
  damaged by attacks dealing less than five points of fire 
  damage. Due the intense heat it radiates, all of its natural 
  attacks and attacks with metal weapons do one additional 
  point of fire damage. Fireborn take one additional point of 
  damage for every damage die from cold-based attacks. 
   
   
  Frozen One 
  The frozen plains of the North have brought death to more 
  than one creature. However, if a freezing creature clings to 
  life with all its will, it can freeze and return as a frozen one. A 
  frozen one is immune to cold damage, but takes double 
  damage from fire. If exposed to temperatures above the 
  freezing point for more than one day, it dies. Frozen ones 
  gain two hit points for every hit die and a +4 bonus to 
  armour class and saving throws. All their attacks do cold 
  damage. If someone is touched by a frozen one and fails a 
  saving throw, he suffers frost bite for 1d4 rounds. Unless 
  close to a source of heat, the victim will suffer damage equal 
  to the frozen ones base attack every round as long as the 
  frost bite lasts. Frozen ones with more than seven hit dice 
  can use Ice Storm twice per day. 
   
   
  Gelatinous 
  Most ooze creatures occur naturally and are part for their 
  respective ecosystem. However, some oozes are other 
  creatures corrupted by evil powers, cursed by a demon or 
  punished by a good. Gelatinous creatures move at half speed 
  and will have trouble flying, if they could originally do it. All 
  natural base attacks turn into slam attacks. For every hit die, 
  the slam attack will do 1d4 points of damage up to a 
  maximum of 6d4 points of damage. The ooze is immune to 
  poison, acid, sleep and cannot be transformed. Its attack may 
  either be poisonous or acidic. Critical hit do normal full 
  damage on a gelatinous creature, not double damage. Twice 
  per day, the ooze can emit slippery ooze within a radius of 
  three metres around it. Anyone moving on the ooze has to 
  make a dexterity check or will fall. 
   
   
  Ghost 
  A ghost is a creature that died, but remained on the Material 
  Plane as an incorporeal undead for various reasons. Many, 
  but not all creatures can be become ghosts. A ghost gains two 
  additional hit points for every hit dice it has. It is turned with 
  a difficulty equal to its number of hit dice +3. Ghosts can 
  only harm ethereal creatures with their former physical attack, 
  but can drain 1d4 points from a random ability score from a 
  living creature by touching it. Ghosts also have a corrupting 
  gaze with range of ten metres that deals 2d10 points of 
  damage and 1d4 points of charisma damage. It can be 
  avoided with a successful saving throw. As ghost are 
  incorporeal, they can only be harmed by magic, magical 
  weapons or certain special attacks. Ghost retain most of their 
  special abilities. Destroyed ghost usually return after 2d4 days 
  unless it is determined why their remained in the world of the 
  living. 
   
   
  Mirror Creature 
  A mirror creature looks mostly like a normal monster, but 
  has some supernatural traits. It is healed by taking damage 
  and damaged by healing magic or substances. If it has any 
  weaknesses or resistances, those are not reversed. It is not 
  clear what kind of powers turns a creature into a mirror 
  creature. The connection to the Plane of Mirrors is doubted 
  by some sages. 
   
   
  Mummy 
  Mummification is used by some cultures to preserve the 
  bodies of their ancestors. Some mummies turn into undead 
  creatures, while others are purposely created to serve a 
  necromancer. Basically any living corporeal creature can be 
  
  446 
   
  turned into a mummy. A mummy gains a +4 bonus to 
  armour class and is and undead. It gains one additional hit 
  point for every hit die it has. Mummies take only half damage 
  from magical weapons and are immune to mundane 
  weapons. Anyone touched by a mummy who fails a saving 
  throw vs. death is cursed and his regeneration rate will be 
  reduced by three quarters. 
   
   
  Septic 
  A septic creature is the carrier of the disease. I can transmit 
  the disease, but in comparison to a normal carrier, the septic 
  one is affected only mildly by the disease. Septic creatures 
  transmit the disease either touching other creatures, attacking 
  them successfully or by simply being close to them. Septic 
  creatures are immune against poisons. 
   
   
  Skeleton 
  Skeletons are not the most powerful undead, but nevertheless 
  very popular among necromancers. They do not rot or smell, 
  look threatening and are not effected by many environmental 
  hazards. Skeletons have all the benefits and drawbacks of 
  being undead. Their turning level equals the number of their 
  hit dice. Skeletons have a natural armour class of elven and 
  gain a +1 AC bonus for every three dice they have. They take 
  only half damage from piercing and edged weapons. 
  Skeletons can no longer many special powers, mainly non-
  physical ones, they previously had. 
   
   
  Taxidermic 
  Taxidermy is a popular method to preserve hunting trophies, 
  but it can also be used in more sinister ways. A prepared 
  creature can be awakened by magic. It will gain three 
  additional hit points for every hit die it has. Taxidermic 
  creatures are similar to constructs and cannot be mind-
  controlled, charmed or affected by similar abilities. They take 
  double damage from fire, but only half damage from cold-
  based and none at all from poison-based attacks. Animated 
  taxidermic creatures are sometime used as guardians. 
   
   
  Thinking Undead 
  Sometimes, a mindless undead regains its ability to think. It is 
  not entirely clear why this happens. The undead gains 3d6 
  points of intelligence. Turning it becomes twice as difficult, 
  though the turning difficulty caps at eight unless it was higher 
  before. Thinking undead may lead other undead. They can 
  prevent their body from rotting by eating members of a 
  species close to the one they used to belong to. 
   
   
  Yellow Musk Zombie 
  A yellow musk zombie is a creature whose intelligence has 
  been completely drained by a rare plant, the yellow musk 
  creeper. Only creatures that are corporeal at least semi-
  intelligent can be turned into such a zombie. A yellow musk 
  zombie is a living creature and cannot be turned, by is also 
  immune to mind control, sleep and takes only half damage 
  from cold-based attacks like an undead. The creature does 
  1d8 points of damage or damage by weapon and attacks as a 
  creature with two hit dice, independently from the hit dice it 
  actually has. Yellow musk zombies lose all benefits from high 
  ability scores. They never use special abilities, only physical 
  attacks. After 3d4 months, a yellow musk zombie stops 
  guarding his host plant, moves at least half a kilometre away 
  from it and collapses. A new yellow musk creeper will grow 
  from its head. A yellow musk zombie has pale yellow skin 
  and white eyes. It is considered a plant. It has darkvision and 
  cannot move more than two hundred metres away from the 
  host plant. If a yellow musk zombie is attacked, the host 
  plant will know it. 
   
   
  Zombies 
  Zombies are mindless, undead rotting corpses. They are 
  usually animated by a necromancer or by dark powers near 
  the place they died. If a creature is turned into a common 
  zombie, it becomes mindless and unintelligent and gains the 
  usual benefits and drawback of an undead. Zombies are 
  turned with a difficulty equal to their hit dice. They move at 
  half speed. Zombies have a natural armour class of ten and 
  gain a +2 armour class bonus for every two hit dice they 
  have. Zombies can no longer many special powers, mainly 
  non-physical ones, they previously had. 
   
  
  447 
   
   
   
  Grey Matter
  Character Record Sheet
  Name:
  Race:
  Class:
  XP:
  Alignment:
  Level:
  Ability Scores
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Attributes & Combat 
  Hit Points
  Saving Throw
  vs. Death
  vs. Paralysis
  vs. Magic
  THACO Bonus
  Damage Bonus
  Missile THACO 
  Bonus
  AC Modifier
  Hit Point Bonus
  System Shock
  Survival Rate
  Bonus Languages
  Number of
  Specialist Hirelings
  Special Abilities
  Money & Equipment 
  Armour Worn
  THACO
  Armour
  Class
  Weapon
  THACO Bonus
  Damage
  Range 
  Movement
  Rate
  SP
  CP
  GP
  
  448 
   
   
  Grey Matter
  Character Record Sheet
  Name:
  Alignment:
  Race:
  Level:
  Class:
  XP:
  Ability Scores
  Wis
  Str
  THACO Bonus
  Damage Bonus
  Dex
  Missile THACO 
  Bonus
  AC Modifier
  Con
  Hit Point Bonus
  System Shock
  Survival Rate
  Int
  Bonus Languages
  Cha
  Number of
  Specialist Hirelings
  Attributes & Combat 
  Saving Throw
  vs. Death
  vs. Paralysis
  vs. Magic
  Hit Points
  Weapon
  THACO Bonus
  Damage
  Range 
  THACO
  Armour
  Class
  Movement
  Rate
  Money & Equipment 
  SP
  CP
  GP
  Special Abilities
  Armour Worn
  
  449 
   
  
  450 
   
   
   
  Grey Matter 
   
  Grey Matter is a retro-clone of popular role-
  playing rules form the 1970s, streamlined, 
  polished and updated.  
   
  This book is a complete ruleset in one volume 
  and contains a huge selection of thirty different 
  classes, more than forty playable races, hundreds 
  of monsters and spells for all occasions, a unique 
  setting, a cosmology – all ones needs to play, 
  apart from a set of dice. 
   
  Grey Matter is for everyone who wants to be a 
  hero, a treasure hunter, a thief or anyone else 
  searching for gold, power, glory or justice. 
   
   
   
   
  
SOURCE: textdata/thevault/Grey Matter (osr)/Grey Matter Preview, Fantasy RPG.pdf