TEXT: R USE WITH OE/1E/B
  Old School Adventures™ Accessory CC1
  Creature
  Compendium
  by Richard J. LeBlanc, Jr.
  1401
  over 200 monsters, from abysmal to Zathoa,  
  for Your old-school adventures & Campaigns
  
  © 2015, New Big Dragon Games Unlimited
  by Richard J. LeBlanc, Jr.
  Copy and Editorial Assistance: David Welborn 
  Proofreading: Greg Welty
  All illustrations by Richard J. LeBlanc, Jr. 
  Some illustrations may be based in whole or in part  
  on works that reside in the public domain.
  Old School Adventures™ Accessory CC1
  CREATURE COMPENDIUM
  Over 200 Monsters, from Abysmal to Zathoa,  
  for Your Old-school Adventures & Campaigns
  
  
  Foreward
  Remember those flashes of inspiration that electrified your brain when you first  
  picked up that hardback volume of monsters all those years ago? The countless nights  
  you sat up thinking of how to use those monsters, where to put them, and when  
  your players would meet them? Those unceasing waves of joy that swam over you and  
  your players as you unleashed those creatures, critters, beasts and behemoths upon  
  their characters?
  By now, your players have read that very same volume hundreds of times. They  
  have long since memorized all those monsters, can recall those stats with ease, and  
  now find very little therein to surprise or even challenge them. 
  The  memories of that original tome inspire this one—a book that is just as fun to  
  peruse as use, a book that strives to challenge and surprise, and a book that attempts  
  to rekindle that “first time” gaming table joy.
  Collected herein are over 200 monsters I have tried to instill with that same spirit,  
  and I humbly present them here for your gaming pleasure.
  Good gaming!
  Richard J. LeBlanc, Jr. 
  New Big Dragon Games Unlimited
  
  
  Alphabetic Table of Contents 
  A
  ABYSMAL • ADARNA BIRD • AIRWALKER • 
  AQRASETH • ARASSAS • AzIzA
  B
  BAT, ARCTIC (ICE) • BAT, DEATH • BATAR • 
  BEETLE, GIANT FLAYER • BESTIAL BEAST •  
  BILOKO • BLOODBEAST • BLOODGILL •  
  BRAIN BAT • BRAINCRAB • BURU
  C
  CACTUS CAT • CACUS • CADEJO •  
  CALYTAUR • CENTAUR, CYPRIAN •  
  CHÖTGÖR • COW DEMON • CYCLORC
  D
  DEVIL MONKEY • DINGONEK • DJETABI •  
  DOBARCHÚ, GREATER • DOBARCHÚ, LESSER •  
  DONESTRE • DOVER DEMON • DRACOPEDE • 
  DRAGI • DRAGONBOAR, WOOLY • DRAUGR •  
  DUNTER • DWARF, BLACK • DWARF, RED • 
  DzEE-DzEE-BON-DA
  E
  EAGLE HOUND • ELEMENTAL, MUDMIST •  
  ELEMENTAL, SAND • ELEPHANT, WHITE •  
  ELOKO • EMERALD STINKBUG
  FEAR LIATH • FETCH • FILTH LICKER •  
  FIRE FOX • FIREWALKER • FLASH DRAGON • 
  FLUXBUG • FLYING HEAD
  GASEOUS LANTERN • GIANT, DIRT •  
  GIANT, PHASE • GOLEM, CANINE (FLESH) •  
  GORILLA, GIANT SPIDER • GOWROW •  
  GUARDIAN BRAMBLE
  HAYRA • HEIKEGANI • HIBAGON •  
  HSIGO • HYRCINIAN BIRD
  IPOTANE • IzzOO
  JELLY DEATH • JENGLOT • JOGAH
  KALA • KAM WARRIOR •  
  KHIIMORI • KRABEN
  LEECH-MAN • LEOGRYPH • LESHII •  
  LICH, NEPHIL • LIGER • LINNORM •  
  LITHOPEDE • LIzARD, GIANT TRAPPER • 
  LONGMA • LYMPAGO
  MAPINGUARI • MIND HUNTER • MIND MOTH • 
  MOLECRICKET, GIANT • MOTHMAN •  
  MUCKWING, RAzORTOOTH HAMMERHEADED • 
  MUDLOC • MUMMY, ANIMAL
  NAGA, RAJA • NIGHTMANDER
  OCTOMAN • OPHIOTAURUS •  
  ORLING • OXYX
  PINK SLIME • POSSESSOR • PSI-BAT •  
  PUKIS • PUKWUDGIE
  QIQIRN • QUICKSLIME
  RAROG • RAT, GARGANTUAN • RATATOSKR • 
  RED ETHER • REVOLVING BEAST •  
  ROTMOUTH • RUSSET PUDDING
  SALEERANDEE • SCORPION, WHITE •  
  SHOCK SNAIL • SKELETON, RUBY •  
  SKELETON, RUPTURE • SKELETON, STONE •  
  SKINKMAN • SKINWALKER • SKUNKBEAR •  
  SKYFISH • SNAKE, GIANT TWO-HEADED •  
  SNATCHING SERPENT • SPIDER,  
  GIANT TROGLORAPTOR • SPINDLER •  
  SPIRIT, FLAILING • SPRITE, DOHMA •  
  STINKING PILE • STRIGA • SYMARU
  TAEGA/TAERGA • TANGLEWORM •  
  TARANTULA, BONE • TAROLTULA •  
  THUzzENDAHG • TIDDY MUN • TUKKATOR
  ÜULOCH
  VITTORA • VULBAT
  WAMPCAT • WHIPWHIRL • WHITEWINDER • 
  WOODPECKER, GIANT • WORM, CARRIAGE •  
  WORM, CRIMSON DEATH • WORM, RIDER • 
  WORM, SANJU • WORM, SARCOPHAGAL • 
  WYRDWUN
  XANTHER
  YAK-MAN • YMIR • YOUREE
  zAGH • zATHOA
  F
  G
  H
  J
  K
  L
  M
  N
  O
  P
  Q
  R
  S
  T
  U
  W
  X
  Y
  Z
  V
  I
  
  
  Explanatory Notes
  Oe/1e Stats
  FrEquENCy suggests the relative rarity of the monster. 
   
  very rare seldom encountered; 
   
   appearance draws great interest
   
  rare usually known to commoners, 
   
   but mostly through rumor and folklore
   uncommon known to commoners but not often seen
   
  common well-known and often seen; 
   
   appearance may cause alarm but not surprise 
  NumbEr AppEAriNg presents a guideline for the DM only. 
  Numbers should be adjusted to suit world and campaign.
  ArmOr ClASS is based on a scale where an AC of 10 is an 
  unarmored human. AC indications for creatures that typically 
  wear armor will show the creature’s AC when wearing armor.
  	
  #/# indicates different ACs for different body areas
   
  # [#] AC in brackets indicates AC rating in altered 
   
   physical state or defensive position 
  mOvE represents the monster’s scale movement.
  	
  /# number to right of slash = flying speed
  	
  //# number to right of  slashes = swimming speed
   
  (#) number in parentheses = burrowing speed
   
  {#} number in braces = speed in web or climbing
   
  [#] number in brackets indicates 
   
   
  movement rating in altered state
  HiT DiCE indicates number of hit dice to be rolled to determine 
  monster’s hit points. This number may or may not be followed by 
  an hp bonus modifier (indicated by +#).
  % iN lAir indicates chance monster will be encountered in lair 
  (where its treasure is kept).
  TrEASurE TypE tables for determining treasure by specific 
  rules edition may be found on pages 8-85.
  NO. OF ATTACkS indicates number of attacks monster is nor-
  mally able to make during melee combat. May be modified by 
  spells (e.g., haste or slow).
  DAmAgE pEr ATTACk indicates amount of damage caused 
  by a given attack.
  SpECiAl ATTACkS notes any special or unusual attack forms 
  the creature may possess.
  SpECiAl DEFENSES notes any special immunities or protec-
  tions the monster possesses.
  mAgiC rESiSTANCE expresses, as a percentage, the chance 
  of any magic spell failing in the monster’s presence, based on 
  a spell cast by an 11th level magic-user. Percentage should be 
  adjusted up or down by 5% per level of the magic-user (e.g., the 
  chance of a spell failing when cast by a 1th level magic-user 
  would be reduced by 5%). 
  EXPLANATORY NOTES: Oe/1e
  EXPLANATORY NOTES: BX
  iNTElligENCE indicates the creature’s Intelligence relative to 
  that of an average human.
   
  non-/not ratable: 0 
  very:  11-1
   
  animal: 1 
  highly: 1-1
   
  semi-: - 
  exceptional: 15-16
   
  low: -7 
  genius: 17-18
   
  average (human): 8-10 
  supra-genius: 19-0
  AligNmENT shows the standard alignment for a creature of its 
  type (based on a two-axis alignment system). Actual alignment 
  may vary (at DM’s discretion).
  SiZE is abbreviated at S (small), M (medium), and L (large), with 
  suggested or average sizes in feet presented in parentheses next 
  to the letter indication.
  pSiONiC AbiliTy includes psionic strength point indications, 
  as well as any attack/defense modes possessed. Disciplines and 
  levels of mastery will be included in the monster’s description 
  (where applicable).
   
  bX Stats
  ArmOr ClASS is based on a scale where an AC of 9 is an 
  unarmored human. AC indications for creatures that typically 
  wear armor will show the creature’s AC when wearing armor.
  	
  #/# indicates different ACs for different body areas
   
  # [#] AC in brackets indicates AC rating in altered 
   
   physical state or defensive position 
  HiT DiCE indicates number of hit dice to be rolled to determine 
  monster’s hit points. This number may or may not be followed by 
  an hp bonus modifier (indicated by +#).
  mOvE indicates monster’s movement for turn (and round).
  	
  /# number to right of slash = flying speed
  	
  //# number to right of  slashes = swimming speed
   
  (#) number in parentheses = burrowing speed
   
  {#} number in braces = speed in web
   
  [#] number in brackets = 
   
   
  movement rating in altered state
  ATTACkS presents number and type of attack(s) monster may 
  make during the melee round.
  DAmAgE indicates amount(s) of damage by indicated attack(s).
  NumbEr AppEAriNg presents a guideline for the DM only. 
  Numbers should be adjusted to suit world and campaign.
  SAvE AS provides a class and level equivalent for the monster 
  for determing the monster’s saving throws.
  mOrAlE shows the suggested morale for the indicated creature 
  (may be adjusted at DM’s discretion based on situation).
  TrEASurE TypE table for this edition is found on page 85.
  AligNmENT shows the standard alignment for a creature of its 
  type (based on a single-axis alignment system). Actual alignment 
  may vary (at DM’s discretion).
  
  5
  Abysmal
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: -5 
  ARMOR CLASS:  (variable) 
  MOVE: 1" 
  HIT DICE: 8 (+ variable hp) 
  % IN LAIR: 5%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK: -1/-1/-8 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Low 
  ALIGNMENT: Chaotic evil 
  SIZE: L (1' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
   
   (variable) 
  HIT DICE:  
   
  8 (+variable hp)** 
  MOVE: 10'(0') 
  ATTACKS:  
   
   claws/1 bite + special 
  DAMAGE:  
   
  -1/-1/-8 + special 
  NO. APPEARING: -5 
  SAVE AS: Fighter:8 
  MORALE: 1 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic
  Abysmals are subterranean dwellers that feed upon both the 
  flesh and the fear of their victims. Appearing with a roughly 
  octopus-like shape, abysmals walk aright on 6 “leg” tentacles, 
  which are topped by  arms and an oversized head of vaguely 
  humanoid appearance. Their rubbery skin is mottled gray, and 
  their bodies appear as if waterlogged and bloated.
  The sight of an abysmal alone can cause fear which, in turn, 
  strengthens the abysmal. Each creature whose gaze falls 
  upon an abysmal must make a saving throw vs. paralysis or 
  be plagued by feelings of angst that persist until that particu-
  lar abysmal is dead, or the fear has been removed by magical 
  means. Furthermore, an abysmal will attack as if 1 HD stronger 
  for each affected creature within a 100' range of the abysmal 
  (cumulative), regardless of whether the creature was affected by 
  that abysmal or another one. An abysmal will lose this bonus  
  should an affected creature move beyond 100', but regains it 
  should the affected creature return. Any previously affected 
  creature free from angst must make an additional saving throw 
  (as per the first) should the creature return close enough to view 
  the abysmal again.
  In addition to the visage of an abysmal causing fear, every attack 
  the abysmal makes with its razor sharp talons and/or gouging 
  bite also has repercussive effects. During any melee round in 
  which the abysmal makes one or more successful “to hit” rolls 
  against an opponent, the victim must make a saving throw vs. 
  paralysis or become full of a sense of dread and fear that rein-
  vigorates the abysmal by adding a number of hit points to the 
  abysmal equal to the damage inflicted upon the character by 
  that abysmal during that round. The number of hit points that 
  an abysmal may gain is not restricted by its starting hit points 
  nor its number of hit dice.
  Abysmals relish consuming the flesh of their victims, usually 
  completing the task in 1d+ rounds. Additionally, they are quite 
  territorial when it comes to their “food,” often going to blows 
  with one another over who killed it and therefore “deserves”it. 
  Abysmals are immune to the effects of fear and charm.
  Adarna bird
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS:  
  MOVE: 6"/" 
  HIT DICE: 1- pts. 
  % IN LAIR: 5%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1- 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES:  
   
  See below 
  MAGIC RESISTANCE:  
   
  Saves as 5th-level MU 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral
  SIZE: L (' long + '-' tail) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 1- pts.* 
  MOVE: 60'(0')/0'(80') 
  ATTACKS: 1 peck & gouge  
  DAMAGE: 1- or by special
  NO. APPEARING: 1  
  SAVE AS: Magic-user:5 
  MORALE: 6 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  The adarna bird is a magical creature of such fantastic beauty as 
  to almost seem unreal to those who do see it. All non-sentient 
  creatures or sentient beings with an Intelligence of 1 or less will 
  be unable to see an adarna bird, even if the bird should be only 
  ABYSMAL
  ADARNA BIRD
  A
  ABYSMAL • ADARNA BIRD • AIRWALKER • AQRASETH • ARASSAS • AzIzA
  
  6
  inches away. All other sentient beings have a 10% chance per 
  Intelligence point above 1 to see any individual adarna bird. 
  The true wonder of an adarna bird is the way it magically 
  changes color after it finishes a song. For those unable to see an 
  adarna bird, any singing by the adarna will “seem to come from 
  nowhere” and does not increase the bird’s chances of being seen 
  by such creatures. For those who are able to see the adarna bird, 
  the sound will appear to come from the bird as normal. Further-
  more, the song of the adarna bird is hypnotic and any creature 
  who hears it must save vs. spells or be entranced into a sense 
  of stupefaction for the duration of the song (usually -5 turns). 
  Every time the adarna begins a new song, new saving throws are 
  required for all within earshot. 
  Should an adarna bird find itself endangered, it will attempt to 
  fly away while releasing a piercing shriek. All creatures within 
  earshot of the shriek must save vs. breath weapon or stand 
  stunned for 1- turns. Furthermore, its magical properties allow 
  the adarna bird to save as a 5th level magic-user.
  The adarna bird is most prized for its quills which, when used 
  to create a scroll for the prismatic orb spell, doubles the scribe’s 
  chance for success. The price for a prepared adarna bird quill 
  will often be over 5,000 gp. 
  Airwalker
  Oe/1e Stats 
  FREQUENCY: Rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  (0) 
  MOVE: 1"/1" 
  HIT DICE: 5 
  % IN LAIR: 0% 
  TREASURE TYPE: C 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  -9 or weapon 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Very 
  ALIGNMENT: Lawful neutral 
  SIZE: S (' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats†
  ARMOR CLASS:  (0) 
  HIT DICE: 5** 
  MOVE: 10'(0')/10'(0') 
  ATTACKS: 1 weapon  
   
  + 1 special 
  DAMAGE: -9 (or by  
   
  weapon) + special 
  NO. APPEARING: 1- 
  SAVE AS: Fighter:5 
  MORALE: 8 
  TREASURE TYPE: C 
  ALIGNMENT: Lawful
  Airwalkers are a magical race of beings from the elemental plane 
  of air, often acting as protectors and guardians for travelers. 
  Airwalkers are able to travel at will between the prime material 
  plane, ethereal plane, and elemental plane of air. By assuming 
  a semi-ethereal form, airwalkers are able to “walk on air,” by co-
  existing in the prime material and ethereal planes. This provides 
  them an ability similar to flight, but at their normal movement 
  rate. Additionally, while in this form, they go unseen in the prime 
  material plane, undetectable even with infravision.
  Airwalkers normally carry a +1 sword, wear +1 chain mail, and 
  carry a +1 shield (in addition to any treasure in lair per treasure 
  type above). Their AC in human form is as a normal man (AC 
   in armor described above) but they receive a - AC bonus in  
  their semi-ethereal state, and a +1 or better weapon is required 
  “to hit” by attackers in the prime material plane. Attacks from 
  the ethereal plane are also subject to the same conditions. Any 
  airwalker fully in the ethereal plane will appear invisible to the 
  prime material plane, and is completely immune to attacks 
  originating from the prime material plane, unless able to attack 
  into the ethereal plane (e.g., through use of oil of etherealness).
  Airwalkers are able to breathe a cone of wind that is 60' long 
  and 10' wide at its terminus. Any creature caught in the wind’s 
  path must save vs. breath weapon or “fall over,” halving their 
  movement until they return to their feet (1 melee round).
  Airwalkers are natural enemies of firewalkers.
  Aqraseth (Alligator bird)
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -18 
  ARMOR CLASS:  
  MOVE: 15"/" 
  HIT DICE: 5 
  % IN LAIR: 10%  
  TREASURE TYPE: Q (x) 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -1 
  SPECIAL ATTACKS: Nil
  SPECIAL DEFENSES: Nil  
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: L (0' wing spread) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 5 
  MOVE: 150'(50')/0'(60') 
  ATTACKS: 1 bite 
  DAMAGE: -1 
  NO. APPEARING: 1- (-18) 
  SAVE AS: Fighter:5 
  MORALE: 8 
  TREASURE TYPE: L (x) 
  ALIGNMENT: Neutral
  The aqraseth (or “alligator bird”) is a close relative to both the 
  crocodile and pterosaur families (being truly neither). With its 
  spindly nimble legs, soft feathered wings, and coloration of deep 
  teal, the aqraseth is a beautiful and formidable opponent.  
  While aqraseths will normally nest singly or in mated pairs, each 
  aqraseth nest will usually be located within a few hundred feet 
  of the nests of other members of its flock. Mates are most often 
  chosen through mating competitions. When their eggs are laid, 
  a few are laid at a time, buried in the nest, and reach full gesta-
  tion in about 60 days. Baby aqraseths grow to full adulthood 
  within a few years. There is a 10% chance that any aqraseth  
  nest found will contain 1- eggs, and there is a further 75% 
  chance that, if eggs are present, they will be guarded by a female  
  aqraseth (75% the stats of the male noted above). Aqraseth 
  young have 50% of the stats of an adult aqraseth.
  Arassas (Catdragon)
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1 
  ARMOR CLASS:  
  MOVE: 1" 
  HIT DICE: 10 
  % IN LAIR: 0%  
  TREASURE TYPE: C 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  -1/-1/-18
  SPECIAL ATTACKS:  
   
  Breath weapon 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Very 
  ALIGNMENT: Neutral 
  SIZE: L (0' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  ADARNA BIRD
  ARASSAS
  
  7
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 10** 
  MOVE: 10'(0') 
  ATTACKS:  claws/1 bite or breath 
  DAMAGE: -1/-1/-18 or breath
   
  NO. APPEARING: 1 
  SAVE AS: Fighter:10 
  MORALE: 10 
  TREASURE TYPE: C 
  ALIGNMENT: Neutral
  An arassas is a large, fur-covered, dragon-esque beast with a feline 
  head and lizard-like body, legs, and tail. They most often make 
  their homes in the natural mountain caverns of arctic regions. The 
  thick skin and coarse white fur of an arassas provide it with an AC 
  of . Furthermore, its white fur allows it to surprise on a 1- (on 
  1d6) in icy/snowy conditions. The rough surfaces on the paws of 
  an arassas allow it to get great traction (no movement penalties) 
  on even the slipperiest of icy surfaces. Arassases will often go into 
  short hibernation states, and there is a 5% chance any arassas 
  encountered in its lair will be sleeping.
  The standard attack of an arassas is to pounce with its slashing 
  foreclaws and nasty bite. It also possesses an acerbic ice breath 
  that is as corrosive (acid) as it is cold. This combination breath 
  weapon appears as an icy blue cloud 60' long and 0' wide, and 
  does a number of hp damage equal to half the arassas’s remain-
  ing hit points. Creatures immune to acid but susceptible to cold 
  take half damage from this breath attack, as do creatures immune 
  to cold but susceptible to acid. Creatures immune to both take no 
  damage. All others take damage as normal. A successful saving 
  throw vs. breath weapon eliminates all damage from the attack. 
  Arassases are immune to cold attacks, take normal damage from 
  acid attacks, and take double damage from flame-based attacks. 
  Aziza
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 10-0 
  ARMOR CLASS: 5 
  MOVE: 1" 
  HIT DICE:  
  % IN LAIR: 5%  
  TREASURE TYPE: H, I 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES:  
   
  Saves as 5th level cleric  
  MAGIC RESISTANCE: See above 
  INTELLIGENCE: Very 
  ALIGNMENT: Neutral (good) 
  SIZE: S (' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: ** 
  MOVE: 10'(0') 
  ATTACKS: 1 weapon 
  DAMAGE: 1- or  
   
  by weapon type 
  NO. APPEARING: -8 (10-0) 
  SAVE AS: Cleric:5 
  MORALE: 5 
  TREASURE TYPE: H, I 
  ALIGNMENT: Lawful
   
  Aziza (singular and plural) are a magical race of small, furry,  
  forest-dwelling humanoids known as nature-protectors and luck-
  bringers. They are very shy and rarely choose to make their 
  presence known. Their chestnut coloration and penchant for 
  decorating themselves in foliage allows them a 5-in-6 chance 
  to remain undetected in a forest environment, except through 
  magic or some other special means (e.g., infravision).
  Aziza are naturally magical, gaining power from the spirits of the 
  plants and animals native to the aziza’s natural habitat. Therefore, 
  all aziza attack and save as 5th level clerics. Aziza can use the 
  following spells once per day each: protection from evil, detect  
  evil, speak with animals, charm snake, speak with plants, and 
  sticks to snakes.
  Should an aziza (or group of aziza) choose to accompany a 
  group of lawful characters or creatures into battle, those (lawful) 
  characters in the group receive a +1 bonus to all “to hit” rolls 
  against chaotic or evil characters for each aziza present (within 
  180 yards). Additionally, aziza are able to create “spell pouches” 
  that, when carried by a character, provide the character with a 
  +1 “to hit” bonus 5% of the time. If an aziza is captured, one 
  of these luck pouches will generally be offered in return for the 
  aziza’s freedom.
  Aziza may use blunt weapons of any type, but tend toward clubs 
  and maces made of wood. They will never use an edged or 
  pointed weapon of any sort.
  Aziza do not speak common. Besides their own language, aziza 
  speak only the languages of brownies, elves, pixies and sprites. 
  ARASSAS
  AZIZA
  
  8
  bat, Arctic (ice)
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -1 
  ARMOR CLASS: 8 (6) 
  MOVE: "/15" 
  HIT DICE: 1- pts. 
  % IN LAIR: 50%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK: 1-
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below  
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: S ('-' wingspan) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 8 (6) 
  HIT DICE: 1- pts.* 
  MOVE: 0'(10')/150'(50') 
  ATTACKS: 1 bite 
  DAMAGE: 1- + special
  NO. APPEARING: -1 
  SAVE AS: Normal man 
  MORALE: 7 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Arctic bats are white fur-covered bats of a slightly larger-than-
  normal size, having bodies reaching 18" in length and wing-
  spans as wide as '. Their coloration gives them an advantage 
  in the icy regions they call home, allowing them surprise on a 
  1- (on 1d6) and providing them with a - AC advantage under 
  “white out” weather conditions.
  Unlike most bat varieties, they are diurnal (sleeping at night). 
  During the longer days of the year (in their polar locales), they 
  will often take short “naps” to cope with the lack of night. By 
  comparison, during the shortest days of the year, they will hiber-
  nate (50% chance during such time periods and conditions). 
  The bite of an arctic bat injects a venom that (on a failed saving  
  throw vs. poison) turns the blood to ice, freezing the victim to 
  death in d6 rounds. This venom may be counteracted by neu-
  tralize poison or by injecting arassass blood directly into the veins 
  (as arassases possess a natural immunity to this venom). 
  bat, Death
    
  ahool 
  kongamato 
  olitiau 
  Oe/1e Stats	
  “howler”	 “boatbreaker”	“nightflyer”
  FREQUENCY:  
  Very rare 
  Rare 
  Uncommon 
  NO. APPEARING: 
  1-10 
  -0 
  -0 
  ARMOR CLASS: 
  5 
   
  6 
  MOVE:  
  9"/18" 
  6"/18" 
  9"/" 
  HIT DICE: 
  5 
   
   
  % IN LAIR:  
  50% 
  0% 
  75% 
  TREASURE TYPE:  
  Nil 
  Nil 
  Nil 
  NO. OF ATTACKS: 
   
   
   
  DAMAGE/ATTACK:  
  1-8/1-8/ - 1-6/1-6/-18 1-/1-/-1 
  SPECIAL ATTACKS:  
  See below 
  Disease 
  Poison 
  SPECIAL DEFENSES:  Regeneration 
  Nil 
  Nil 
  MAGIC RESISTANCE: 
  Standard 
  Standard 
  Standard 
  INTELLIGENCE:  
  Non- 
  Non- 
  Non- 
  ALIGNMENT:  
  Neutral 
  Neutral 
  Neutral 
  SIZE: (height/wingspan) 
  '/10' 
  '/8' 
  '/6' 
  PSIONIC ABILITY:  
  nil 
  nil 
  nil  
   
  Attack/Defense Modes: nil 
  nil 
  nil
    
  ahool 
  kongamato 
  olitiau 
  bX Stats	
  “howler”	
  “boatbreaker”	“nightflyer”
  ARMOR CLASS: 
  5 
   
  6 
  HIT DICE: 
  5* 
  * 
  ** 
  MOVE:   
  90'(0')/ 
  60'(0')/ 
  90'(0')/ 
   
   
  180'(60') 
  180'(60') 
  0'(80') 
  ATTACKS: 
  1 
  1 
  1 
  DAMAGE:  
  1-8/1-8/ - 1-6/1-6/-18 1-/1-/-1 
   
   
  or special 
  + disease 
  + poison 
  NO. APPEARING: 
  1-10 
  -0 
  -0 
  SAVE AS:  
  Fighter: 
  Fighter: 
  Fighter:1 
  MORALE: 
  8 
  7 
  6 
  TREASURE TYPE: 
  Nil 
  Nil 
  Nil 
  ALIGNMENT:   
  Neutral 
  Neutral 
  Neutral
  Death bats, as a species, include a number of giant carnivorous 
  bats with long, shredding teeth and large, razor-sharp claws. The 
  three most common varieties of death bat include the ahool, the 
  kongamato, and the olitiau.
  Ahool (“howler”): These impressive creatures are generally 
  found in rain forests and warm tropical climates, stand nearly 
  ' tall, and boast a 10' wingspan. Their fuzzy, dark-gray fur and 
  large, dark eyes provide them a natural camouflage in the dark, 
  allowing them to surprise on a 1- (on 1d6) at night, and on a 1- 
  (on 1d6) at dusk. Unlike many bats that “shriek” or “screech,” the 
  ahool has a cry that sounds more akin to a howling dog (thus its 
  nickname), and affects the equilibrium of those who hear it. Any 
  creature within the range of an ahool’s howl (100') must save vs. 
  breath weapon or be paralyzed with fear for 1d6 rounds. 
  kongamato (“boatbreaker”): The reddish-black, leathery-
  winged kongamato is found mainly near rivers, lakes, and other 
  large bodies of fresh water. Its reputation as a “boatbreaker” is 
  derived from an attack it uses wherein it dives into the water and 
  topples boats from underneath, then proceeds to attack those 
  flailing prey who have fallen from the boat into the water. Given 
  the kongamato’s roosting and defecation habits, there is a 90% 
  chance that a kongamato’s claws will be carriers of a fungus that 
  causes a “confusion” disease. On any successful “to hit” roll from 
  the claws of a kongamato, the bat’s victim must save vs. poison 
  or contract the disease. The disease takes 1- turns for the on-
  set of symptoms to become obvious. At such time, any afflicted 
  creature must roll with a “to hit” penalty equal to the number 
  of days they have been affected (e.g., -1 at the onset, - on the 
  second day, - on the third day, and so on). Additionally, any 
  afflicted spellcasters may not cast spells while symptoms prevail. 
  The disease may be cured by a standard cure disease spell. 
  Olitiau (“nightflyer”): Though the olitiau may be the small-
  est variety of death bat, it is arguably the deadliest. Living mainly 
  in riparian areas (those areas between land and rivers or streams 
  that feature low-lying woodlands or open grasslands), the olitiau 
  makes its nest under whatever covering it can find. The soft white 
  fur that covers the olitiau’s body is offset by its deep-yellow suede-
  like wings and soft facial features. While the olitiau’s visage may 
  be less imposing than some species of bat, their massive size 
  strikes a daunting figure, and their bite transmits a lethal poison. 
  Any creature that fails its saving throw will immediately fall into 
  a coma-like state for d6 turns, followed by death, unless cured 
  of the poison. 
  BAT, ARCTIC (ICE)
  BAT, DEATH
  B
  BAT, ARCTIC (ICE) • BAT, DEATH • BATAR • BEETLE, GIANT FLAYER • BESTIAL BEAST •  
  BILOKO • BLOODBEAST • BLOODGILL • BRAIN BAT • BRAINCRAB • BURU
  
  9
  batar
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: -18 
  ARMOR CLASS: 7 
  MOVE: 15"/" 
  HIT DICE: 5 
  % IN LAIR: 5%  
  TREASURE TYPE: I 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  -8/-8/-18
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Very 
  ALIGNMENT: Neutral 
  SIZE: L (15' wingspan) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: 5** 
  MOVE: 150'(50')/0'(80') 
  ATTACKS:  claws/1 bite 
  DAMAGE:  
   
  -8/-8/-18 + special
  NO. APPEARING: -18 
  SAVE AS: Fighter:6 
  MORALE: 8 
  TREASURE TYPE: I 
  ALIGNMENT: Neutral
  A batar (pron. “bât-TAR”) is one of a species of giant flying crea-
  tures with a rodent-like body, bat-like wings, and a face and beak 
  that resemble an owl. Batars normally make their nests in natural 
  cave formations of the dry mountainous regions they inhabit.
  Batars are predatory in nature, and quite cunning as well. Their 
  agile bodies and acute vision allow them to surprise on a 1- (on 
  1d6). Additionally, batars have a special type of infravision (to 
  100') that provides them a radar-like depth perception, allowing 
  them to attack at night or in the dark with a +1 bonus “to hit.” 
  While the talons on the forelimbs of a batar are quite dangerous, 
  it is the batar’s beak that makes it truly deadly. On a natural “to 
  hit” roll of 0, there is a 1-in- chance that the batar will sever 
  one of its victim’s limbs clean from the body, doing full damage 
  (18 points) in the process. Otherwise, damage is determined as 
  normal. To determine which limb has been severed, roll 1d1:  
  1-=lower part of left leg, =entire left leg, -5=lower part of 
  right leg, 6=entire right leg, 7-8=lower part of right arm, 9=entire  
  right arm, 10-11=lower part of left arm, 1=entire left arm.
  beetle, giant Flayer
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 6 
  MOVE: 6" (15") 
  HIT DICE: + 
  % IN LAIR: 15%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard
   
   
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: S (18" long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: +** 
  MOVE: 60'(0') (150'(50')) 
  ATTACKS: 1 special 
  DAMAGE: See below
  NO. APPEARING: 1-6 
  SAVE AS: Fighter: 
  MORALE: 8 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Flayer beetles are nasty buggers that feed in a way similar to their 
  namesake, burrowing into the head of a victim and sucking out the 
  victim’s brains. These cerebral pests attack by leaping up to 10', 
  attempting to grapple a victim’s head, and plunge a tentacle into 
  one of the various facial cavities (ear, nose, throat, eye sockets). 
  On a natural 0 “to hit” roll, the flayer beetle succeeds in doing so, 
  using 5 of its tentacles to grab the victim’s head and landing the 
  other tentacle in a key location (1=left ear, =right ear, =nasal  
  passage, =mouth, 5=right eye socket, 6=left eye socket). It 
  then “digs” into the victim’s skull, reaching the brain in 1 round 
  (immediately putting the victim into a coma-like state), and killing 
  1 round later, unless the flayer beetle is killed first. The key loca-
  tion affected by this attack will permanently lose its functionality 
  (e.g., hearing, sight, ability to speak, et al.) unless cured by a 
  potion of extra healing or the 6th level cleric spell heal. On any 
  other successful “to hit” roll (apart from a natural 0), the flayer 
  beetle has only succeeded in “jabbing” its victim with 1-6 of its 6 
  tentacles (doing 1d6 damage total).
  BATAR
  BEETLE, FLAYER
  
  10
  bestial beast
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  () 
  MOVE: " 
  HIT DICE: 7 
  % IN LAIR: 10%  
  TREASURE TYPE:  
   
  I (x), Q (x),  
   
  X (x) in lair 
  NO. OF ATTACKS: 
  DAMAGE/ATTACK: -1/-1 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Average 
  ALIGNMENT: Chaotic evil 
  SIZE: L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 7** 
  MOVE: 0'(80') 
  ATTACKS:  hooves  
   
  or 1 weapon 
  DAMAGE: See below
   
  NO. APPEARING: 1- 
  SAVE AS: Fighter:7 
  MORALE: 10 
  TREASURE TYPE:  
   
  H, I (x), L (x) in lair 
  ALIGNMENT: Chaotic
  Bestial beasts are the spectral presences of centaurs who were 
  particularly evil during their life. As undead, they exist primarily 
  on the negative material plane, but in the prime material plane 
  they are quite powerful at nighttime and conversely powerless 
  during the day. 
  Bestial beasts are non-corporeal, making them immune to sleep, 
  charm, hold, cold and poison, as well as allowing them to only be 
  hit by magic weapons. Additionally, bestial beasts have a sort of 
  “magic sense” which provides them with a -1 AC bonus against 
  spell-like magical attacks (including wands, staves, and rods, but 
  excluding magical weapons like swords and bows). 
  Their spectral substance makes bestial beasts extremely strong, 
  giving them a +6 damage adjustment with all melee weapons, 
  and making their trample attack twice as effective as when they 
  were alive (doing -1 points of damage per hoof instead of 1-6 
  points each). 
  Bestial beasts are usually found haunting small villages and 
  towns, and there is a 50% chance that any bestial beast will 
  also be accompanied by d wild dogs. The sound of a bestial  
  beast’s galloping hooves is able to cause a reaction of fear 
  among those who hear it as follows: 1) all hearing creatures 
  with 1- hit dice must save vs. spells or flee in panic, ) all 
  hearing creatures with - hit dice must save vs. spells or 
  be paralyzed with fear (50%) or run in fear (50%, as above),  
  ) all hearing creatures with 5-6 hit dice must save vs. spells 
  or fight at -1 on their “to hit” rolls, and ) all hearing creatures 
  with 7 or more hit dice are immune to the effects. All canine 
  creatures are immune to this fear, regardless of their hit dice.
  biloko
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 1-0 
  ARMOR CLASS:  
  MOVE: 1"//1" 
  HIT DICE: 9 
  % IN LAIR: 5%  
  TREASURE TYPE: C 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  -8 or by weapon type 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average 
  ALIGNMENT: Chaotic neutral 
  SIZE: L (1' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 9 
  MOVE: 10'(0')//10'(0') 
  ATTACKS: 1 bite or by weapon 
  DAMAGE: -8 or by weapon
  NO. APPEARING: 1- (1-0) 
  SAVE AS: Fighter:9 
  MORALE: 10 
  TREASURE TYPE: C 
  ALIGNMENT: Chaotic
  A biloko (singular and plural) is a member of a race of hairless, 
  giant humanoids with crocodilian faces. They are found near 
  forested tropical areas, usually in close proximity to fresh water 
  sources. Unlike their vicious, magical genetic relatives the eloko, 
  biloko are simple brutes with no magical abilities to speak of, and 
  are amphibious with an agility in the water equal to when they 
  are on land. While their bite is moderately destructive (doing -8 
  points of damage on a successful “to hit” roll), they normally arm 
  themselves with clubs fashioned from any hardwood they can 
  find in the vicinity of their jungle home. Due to their immense 
  strength and the size and hardness of the wood they use, the 
  standard biloko club attack does -18 points of damage. 
  For every 8 biloko encountered, there will be a leader (AC: 1, 
  HD: 10, saves as 10th level fighter, +1 damage on bite attacks, 
  + damage on club attacks). If 16 or more are present, there 
  will be two such leaders, plus a chieftain (AC: 0, HD: 11, saves 
  as 11th level fighter, + damage on bite attacks, + damage 
  on club attacks). 
  Biloko speak only their own language and the language of the 
  eloko, their diminutive genetic relatives. Biloko are the natural 
  enemy of the eloko (pictured above for size comparison).
  BESTIAL BEAST
  BILOKO
  
  11
  bloodbeast
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: -8 
  ARMOR CLASS:  
  MOVE: " 
  HIT DICE: 5 
  % IN LAIR: 0%  
  TREASURE TYPE: U 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -1 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: L (6'-7' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 5* 
  MOVE: 0'(80') 
  ATTACKS: 1 bite + special 
  DAMAGE: -1 
  NO. APPEARING: -8 
  SAVE AS: Fighter:6 
  MORALE: 9 
  TREASURE TYPE: U 
  ALIGNMENT: Neutral
   
  Bloodbeasts are large multi-pedal reptilian beings with a snake-
  like neck and tail. They are incredibly quick and agile, and are 
  able to jump as high as 0' (on average). 
  Bloodbeasts are normally found in mountainous areas of drier 
  climates. They are hematogaphic, needing only to drink the 
  blood of other animals for sustenance, but they are constantly 
  on the hunt. A bloodbeast will normally stalk its prey from over-
  head, then leap down to attack and surprises on a 1- (on 1d6). 
  The creatures’ piercing teeth and clamp-like jaws allow them 
  to latch onto prey in order to suck its blood. Each melee round 
  after a bloodbeast has latched onto its prey (per a successful “to 
  hit” roll) it will continue to suck the blood out of a victim at a 
  rate equal to the number of hit points of damage it scored during 
  its initial attack. It will continue to drink until it has had its fill (a 
  number of points equal to the bloodbeast’s starting hit points) or 
  until the bloodbeast is killed. 
  Bloodbeasts are unable to breathe underwater; the exposed 
  gills on the top of their hind section are vestigial, and serve no 
  apparent function, as the bloodbeast possesses an operational 
  pair of lungs which it uses for breathing. 
  bloodgill
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 5-0 
  ARMOR CLASS: 8 
  MOVE: 6"//9" 
  HIT DICE: 1/ 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1- 
  SPECIAL ATTACKS: Drain blood 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non-
   
  ALIGNMENT: Neutral 
  SIZE: S (1' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 8 
  HIT DICE: 1/* 
  MOVE: 60'(0')//90'(0') 
  ATTACKS: 1 bite + special 
  DAMAGE: 1-
  NO. APPEARING: 5-0 
  SAVE AS: Fighter:1 
  MORALE: 9 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Bloodgills are a distant amphibious cousin to the larger reptilian 
  bloodbeast. They resemble a large two-legged frog (no forelimbs) 
  with bulging reddish-brown eyes, pale green skin and spotted 
  bellies. They breathe with the assistance of a dually capable set 
  of gills (able to breathe in water and on land). While they are 
  adequate swimmers, they are also more-than-capable jumpers 
  on land, able to leap as high as 10'. 
  Their sharp teeth and gripping jaws allow them to latch onto prey 
  in order to suck its blood. Each melee round after a bloodgill has 
  latched onto its prey (per a successful “to hit” roll) it will continue 
  to suck the blood out of a victim at a rate equal to the number 
  of hit points of damage it scored during its initial attack. It will 
  continue to drink until it has had its fill (a number of points equal 
  to three times the bloodgill’s starting hit points) or is killed. 
  brain bat
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-10 
  ARMOR CLASS: 7 
  MOVE: 6"//1" 
  HIT DICE:  
  % IN LAIR: 0%  
  TREASURE TYPE: C 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: Special
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average to high 
  ALIGNMENT: Chaotic neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: ** 
  MOVE: 60'(0')//10'(0') 
  ATTACKS: 1 
  DAMAGE: See below
  NO. APPEARING: 1-10 
  SAVE AS: Fighter: 
  MORALE: 7 
  TREASURE TYPE: C 
  ALIGNMENT: Chaotic
  The name “brain bat” is a little misleading given these creatures 
  are more more akin to octopi than bats—appearing as octopus-
  like creatures with six “legs” and “brain-like” heads. Brain bats 
  range in color from faded coral pink to deep magenta. 
  While brain bats have no way of communicating aloud, they are 
  able to communicate with one another through a very limited 
  form of telepathy. Furthermore, they are able to communicate 
  BLOODBEAST
  BRAIN BAT
  
  1
  telepathically with any creature possessing this ability (psionic, 
  magical, or otherwise). A brain bat’s main form of expression 
  is its eyes, which always reflect its true emotions (brain bats are 
  unable to “hide” their feelings through false visual expression). 
  For example, a brain bat who is likely to attack will give himself 
  away through a malevolent expression, regardless of whether 
  his telepathic communication says he is friendly or not. 
  Brain bats are naturally aggressive and there is a 5-in-6 chance 
  (1-5 on 1d6) they will immediately attack any creatures within 
  range of sight. They have infravision to a distance of 90'. 
  The brain bat attacks by “leaping” onto a victim’s head (distance 
  represented by second movement number). On a successful “to 
  hit” roll, the brain bat has successfully grasped the target’s head, 
  and will begin to ‘suck’ the victim’s consciousness out through 
  its head (like a giant leech), permanently draining 1 point of 
  Intelligence and 1 point of Wisdom per round (beginning with 
  the initial attack), until the victim is reduced to an Intelligence  
  or Wisdom of 0, or the brain bat has been killed. The victim’s 
  Intelligence and Wisdom  may be raised only by magical means.
  braincrab
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 10-0 
  ARMOR CLASS: 5 
  MOVE: 1" 
  HIT DICE:  
  % IN LAIR: 0%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK: 1-8/1-8 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
   
   
  ALIGNMENT: Neutral 
  SIZE: S 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: ** 
  MOVE: 10'(0') 
  ATTACKS: 1 clamp or  claws 
  DAMAGE: Paralysis or 1-8/1-8
  NO. APPEARING: 10-0 
  SAVE AS: Fighter:1 
  MORALE: 6 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Often found in wet subterranean areas below or near human 
  settlements, braincrabs are a form of carnivorous hermit crab. 
  The preferred diet of the braincrab is the brain of its victims, 
  and its preferred home is the skull that remains. 
  The standard method of attack of a braincrab is to leap (up to 
  10' high) onto the top of the head of a victim, planting the tips 
  of their 8 standard legs into the victim, and injecting a paralyz-
  ing toxin (save vs. poison or paralyzed 1-8 turns). After a victim 
  has been immobilized, the braincrab will use its powerful claws 
  to work its way into the victim’s skull via the nape of the neck. 
  If a brain crab has not been stopped within 1 turn of beginning 
  this, there is a 70% chance (+10% per turn thereafter) that the 
  victim’s neck will be snapped, resulting in permanent paralysis. 
  Within 5 turns, the braincrab will have have made its way into 
  the skull and snapped the head of the victim from its body. 
  Once the head has been removed, the braincrab will proceed to 
  devour the victim’s brain, using its skull as its new home. As a 
  braincrab grows, it will continue to search out larger vertebrates 
  (with larger skulls).
  buru
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -8 
  ARMOR CLASS:  
  MOVE: 1"//18" 
  HIT DICE: 6 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 bite 
  DAMAGE/ATTACK: -18 
  SPECIAL ATTACKS:  
   
  Parasitic disease 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: L (0' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 6* 
  MOVE: 10'/180' 
  ATTACKS: 1 bite + special 
  DAMAGE: See below
  NO. APPEARING: 1 
  SAVE AS: Fighter:5 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  The buru is a 0-foot-long bluish-black amphibious lizard most 
  often found in or near lakes, swamps and lagoons in tropical cli-
  mates. Burus, like their crocodilian cousins, are voracious eaters 
  constantly on the hunt to feed. By comparison, however, burus 
  are quicker and deadlier. In addition to the buru’s shredding bite, 
  there is a 50% chance that any buru is a contagious spreader of 
  disease. On a successful “to hit” roll by one of these diseased bu-
  rus, the victim must make a saving throw vs. poison or contract 
  a parasitic blood disease that lowers a character’s Constitution 
  score by one point every three days until it reaches 0, at which 
  point the character will die. A cure disease spell will remove the 
  disease, but it will not restore any Constitution points already 
  lost by the character due to the disease (but will halt any further 
  loss). The affected character’s Constitution may then be raised 
  only by magical means.
  BRAIN BAT
  BURU
  
  1
  Cactus Cat
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: -1 
  ARMOR CLASS: 6 
  MOVE: 18" 
  HIT DICE:  
  % IN LAIR: 75%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
   
   (claws/bite) or  (quills) 
  DAMAGE/ATTACK:  
   
  1-/1-/1- or special 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: S (' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: * 
  MOVE: 180'(60') 
  ATTACKS:  claws/1 bite  
   
  or  quills 
  DAMAGE: 1-/1-/1-  
   
  or poison 
  NO. APPEARING: -1 
  SAVE AS: Normal man 
  MORALE: 8 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Cactus cats are a bobcat-like creature, normally green or green-
  ish brown in color, with quills on its back. In desert climes, it can 
  be mistaken for a cactus and, in such environments, surprises on 
  a 1-. While its bite and claws are moderately harmless, a cactus 
  cat is able to launch its thorns as missiles which, on successful 
  “to hit” rolls, deliver a toxin that causes confusion (inflicts a -1 “to 
  hit” penalty) for 1d6 turns per spike (on a failed save vs. poison). 
  However, these spikes can cause death as follows: creatures may 
  only fail a number of saving throws against these quills equal to 
  their hit dice before the level of toxin in their system becomes life-
  threatening (killing them in 1-6 turns, no additional saving throw). 
  Cactus cats are immune to the toxin/poison of other cactus  
  cats, but are susceptible to all other forms of poison.
  Cacus
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS:  
  MOVE: 1" 
  HIT DICE: 11 
  % IN LAIR: 0%  
  TREASURE TYPE: B, C 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -16  
   
  or by weapon type 
  SPECIAL ATTACKS:  
   
  Breathe fire (-18) 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard  
  INTELLIGENCE: Very 
  ALIGNMENT: Chaotic neutral 
  SIZE: L (1' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  Oe/1e Stats
  ARMOR CLASS:  
  HIT DICE: 11 
  MOVE: 10'(0') 
  ATTACKS: 1 breath or 1 weapon 
  DAMAGE: -18 (breath)  
   
  or by weapon type (-16)
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:11 
  MORALE: 10 
  TREASURE TYPE: B, C 
  ALIGNMENT: Chaotic
  Cacuses are a race of fire-breathing giants that may be found 
  living in the caves of hilly or mountainous areas. By nature, they 
  are thieves and robbers, and will often travel under the cover of 
  night robbing travelers or stealing unguarded property (especially 
  cattle). When attacking under the cover of night, cacuses surprise 
  on a 1- (on 1d6). Additionally, they are able to hurl rocks from 
  100'-00' distances, causing -0 hit points of damage (on a suc-
  cessful “to hit” roll). They are also able to catch similar rocks 
  hurled against them 50% of the time. Though normally armed 
  with clubs (doing -16 points of damage), cacuses are also able to 
  breathe fire in a cone that is 0' long and 10' across at its widest 
  point (doing -18 points of damage on failed saving throw).
  Though bandits by nature, cacuses fancy themselves as shep-
  herds, raising sheep both for their wool and their meat. When 
  encountered in their lair, there is a 75% chance there will be 
  a herd of 10-0 sheep nearby. If there are 6 or more cacuses 
  present in their lair, there is a 50% chance that one of them will 
  be female. If there are 7 present, 1 of them will be female. If 8 
  are present, there will be at least one female, and there is a 50% 
  chance there will be an additional female. 
   
  Cadejo
  Oe/1e Stats 
  black 
  White
  FREQUENCY:  
  Rare 
  Very rare 
  NO. APPEARING:  
  1-6 
  1- 
  ARMOR CLASS: 
  5 
   
  MOVE:  
  1" 
  18" 
  HIT DICE:  
  5 
  +1 
  % IN LAIR:  
  0% 
  5% 
  TREASURE TYPE:  
  A 
  C 
  NO. OF ATTACKS:  
  1 
  1 
  DAMAGE/ATTACK:  
  1-6 
  1-6  
  SPECIAL ATTACKS:  
  See below 
  See below 
  SPECIAL DEFENSES:  
  See below 
  See below 
  MAGIC RESISTANCE:  
  Standard 
  See below 
  INTELLIGENCE:  
  Low 
  Low 
  ALIGNMENT:  
  Chaotic evil 
  Lawful good 
  SIZE: M-L  
  '-5' at shoulder 
  '-' at shoulder 
  PSIONIC ABILITY:  
  Nil 
  Nil 
   
  Attack/Defense Modes:  
  Nil 
  Nil
  CACTUS CAT
  CADEJO
  C
  CACTUS CAT • CACUS • CADEJO • CALYTAUR • CENTAUR, CYPRIAN • CHÖTGÖR •  
  COW DEMON • CYCLORC
  
  1
  bX Stats 
  black 
  White
  ARMOR CLASS:  
  5 
  +1 
  HIT DICE:  
  5** 
  ** 
  MOVE:  
  10'(0') 
  180'(60') 
  ATTACKS:  
  1 bite or special 
  1 bite or special 
  DAMAGE:  
  1-6 or special 
  1-6 or special 
  NO. APPEARING:  
  1-6 
  1- 
  SAVE AS:  
  Fighter:5 
  Cleric: 
  MORALE:  
  10 
  8 
  TREASURE TYPE:  
  A 
  C 
  ALIGNMENT:  
  Chaotic 
  Lawful
  Cadejos are large, magical dogs with cloven hooves and glowing 
  eyes. They are immune to normal weapons and silver or +1 or 
  better magic weapons are required “to hit” against them. A litter 
  can often include both varieties of cadejo (black and white).
  black: 
  The black cadejo appears as a massive, shaggy black dog with 
  cloven (goat) hooves and burning red eyes. It is nocturnal and 
  prowls the shadows of night alongside roads, waiting to ambush 
  unsuspecting travelers and kill them. While the darkness and 
  their coloration make them difficult to see, the combination of 
  their glowing red eyes and their smell (a melange of urine and 
  burning sulphur) reduces their ability to surprise (1- on 1d6). 
  Black cadejos are able to use the following abilities (as a 5th-level 
  magic-user)  times per day each: charm person, charm animal, 
  hallucinatory terrain (appears as fiery, hellish place,) and light-
  ning bolt (d6). Additionally, black cadejos have a 50% chance 
  to detect invisible persons within a range of 50'. 
  White: 
  The white cadejo appears as a slightly quicker, smaller, white 
  version of the black cadejo, but with blue glowing eyes. The 
  white cadejo is nocturnal as well but, unlike its evil counterpart, 
  watches vigilantly over the roads often traveled at night to aid 
  in protecting any passing travelers. White cadejos will attempt 
  to go undetected, providing their protection from a distance. 
  Unlike the putrid smell of black cadejos, white cadejos have a 
  sweet, incense-like smell that lingers around them. 
  White cadejos are able to use the following abilities  times per 
  day, each: cure light wounds, protection from evil, bless (per 
  cleric spells), and lightning bolt (d6, per magic-user spell). They 
  make all saving throws as a th-level cleric.
  Calytaur
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -1 
  ARMOR CLASS: 5  
  MOVE: 9" 
  HIT DICE: + 
  % IN LAIR: 0%  
  TREASURE TYPE:  
   
  Individuals J, K; C in lair 
  NO. OF ATTACKS: 1  
  DAMAGE/ATTACK:  
   
  1-6/1- or by weapon 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Chaotic evil
  SIZE: M (5'-6' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: + 
  MOVE: 90'(0') 
  ATTACKS: 1 tusk/1 bite  
   
  or 1 weapon 
  DAMAGE: 1-6/1-  
   
  or by weapon
   
  NO. APPEARING: -1 
  SAVE AS: Fighter: 
  MORALE: 7 (1 vs. humans) 
  TREASURE TYPE:  
   
  Individuals J, K; C in lair 
  ALIGNMENT: Chaotic
  Calytaurs are bi-corporeal creatures with the body of a man and 
  the head of a boar, reported to have originated as the magical 
  offspring of the Calydonian boar and human mothers. Unlike 
  their minotaur brethren, calytaurs are wanderers and scaven-
  gers, and will often make sport of hunting humans (an ongoing 
  attempt to avenge their ancestor’s death at the hands of hunters). 
  Calytaurs will attack any human on sight and, if the humans 
  flee, will pursue them as long and as hard as possible, until the 
  humans fight or escape. While calytaurs are omnivores who will 
  eat any offal they come across, they will always eat the organs 
  of any humans they have defeated.
  Centaur, Cyprian
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: -18 
  ARMOR CLASS:  
  MOVE: 15" 
  HIT DICE: 5 
  % IN LAIR: 5%  
  TREASURE TYPE:  
  I (x), Q (x), X (x) in lair 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
  1-8/1-8/-8/1-8 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: Average 
  ALIGNMENT: Neutral good 
  SIZE: L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 5 
  MOVE: 150'(50') 
  ATTACKS:  hooves/ 
  1 gore/1 weapon 
  DAMAGE: 1-8/1-8/-8/ 
  1-8 or by weapon
  NO. APPEARING: -18 
  SAVE AS: Fighter:5 
  MORALE: 9 
  TREASURE TYPE:  
  H, I (x), L (x) in lair 
  ALIGNMENT: Lawful
  Cyprian centaurs appear as normal centaurs, with the addition 
  of bull-like horns growing from their heads, and a slight advan-
  tage in size and muscle over the standard type. This added size 
  and muscle does make them slightly slower, however. Unlike 
  the standard breed of centaurs, cyprian centaurs are generally 
  friendly and less savage when dealing with other sentient crea-
  tures. Additionally, standard centaurs see the cyprian breed 
  of centaurs as “unlike” them and, therefore, a natural enemy 
  (though cyprian centaurs fail to admit the distinction).
  In bands, one-quarter of the cyprian centaurs will be armed with 
  pole-arms (-handed, d6 points damage per attack), one-fourth 
  will be armed with spears (1d8 points damage per attack), one-
  fourth will be armed with composite longbows and 10-0 arrows 
  (0' range, 1d6 points damage/attack), and the rest will be as 
  leaders (AC ) with shield and lance (1d8 points damage/attack). 
  All cyprian centaurs may attack twice during each melee round, 
  CADEJO
  CENTAUR, CYPRIAN
  
  15
  once with their hooves and a second time with their weapon or 
  by making a gore attack with their horns (d points damage 
  per attack).
  Cyprian centaurs prefer to live in tribes away from other civili-
  zations, preferring warm areas with mild winters, usually near 
  coastlines or on secluded islands. Females of the breed (which 
  will outnumber males in their lair by -to-1) will fight as  hit dice 
  monsters (1-/1-/1-6/1- or by weapon type), and the young 
  (-0 in number) as  hit dice monsters (1-/1-/-/1- or by 
  weapon type).
  Chötgör
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1-1 
  ARMOR CLASS:  
  MOVE: 1" 
  HIT DICE: 6+ 
  % IN LAIR: 10%  
  TREASURE TYPE: C 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1- 
  SPECIAL ATTACKS:  
   
  Blood drain  
  SPECIAL DEFENSES:  
   
  +1 or better weapon to hit 
  MAGIC RESISTANCE:  
   
  See below 
  INTELLIGENCE: Average
    
  ALIGNMENT: Lawful evil 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 6+** 
  MOVE: 10'(0') 
  ATTACKS: 1 bite  
  DAMAGE: 1- + blood drain
  NO. APPEARING: 1-1 
  SAVE AS: Fighter:6 
  MORALE: 11 
  TREASURE TYPE: C  
  ALIGNMENT: Chaotic
  Chötgörs are undead creatures with a ravenous hunger for flesh 
  and thirst for blood. Their bodies appear as though interred 
  in the grave for some time—with a skeletal form, long nails, 
  disheveled hair, and missing eyes.
  At death, the deceased’s spirit either could not find its way to 
  the afterworld, or refused reincarnation, preferring instead to 
  haunt the world of the living. This spirit returns to re-inhabit 
  its former body and rise as a chötgör, who then seeks out and 
  brings devastation and ruin upon its blood kin. The chötgör 
  begins by consuming the family’s food-stores and livestock, 
  but will turn to family members once all other resources have 
  been depleted.
  Death at the hands of a chötgör is death in the grips of horror. 
  Chötgörs attack viciously, biting a victim and draining its blood 
  at a rate of 1- hit points per round, beginning on a success-
  ful “to hit” roll. A chötgör that has landed a successful bite will 
  not release the bite until either the chötgör or its prey has been 
  killed. Once a victim has been drained of all its hit points, the 
  chötgör will take another 1- rounds to fully exsanguinate the 
  corpse, and a further -6 turns to consume its flesh.
  If cornered or overmatched, a chötgör will use a confuse/fear/
  charm ability that causes a suicidal impulse in its opponents 
  (once per opponent per day). Victims who fail their saving 
  throw (vs. spells) become overwhelmed with feelings of loss and 
  despair, and with an immediate desire to kill themselves by any 
  means available.
  The soul of any victim left unburied will rise as a chötgör after 
  a number of days equal to its hit dice (provided the corpse re-
  mains uneaten). Even a body given a proper burial has a 1-in- 
  chance of rising as a chötgör unless dispel evil is cast upon it 
  before it rises.
  Chötgörs are immune to the effects of sleep, charm, and hold, 
  and a +1 or better weapon is required “to hit.”
  Cow Demon (ushi Oni)
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: -1 
  MOVE: 1"//18" 
  HIT DICE: 7 
  % IN LAIR: 0%  
  TREASURE TYPE: F 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -1 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES:  
   
  See below 
  MAGIC RESISTANCE:  
   
  See below
   
  INTELLIGENCE: Very  
  ALIGNMENT: Chaotic evil 
  SIZE: L (10' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: -1 
  HIT DICE: 7** 
  MOVE: 10'(0')//180'(60') 
  ATTACKS: 1 gore or special 
  DAMAGE:  -1 or by type
  NO. APPEARING: 1- 
  SAVE AS: Fighter:10 
  MORALE: 10 
  TREASURE TYPE: F 
  ALIGNMENT: Chaotic
   
  Cow demons are not technically demons, although they are de-
  monic in both nature and appearance, having spider-like bod-
  ies with six legs, and a head that is strangely both human and 
  taurine. They are able to travel freely between the lower planes, 
  elemental plane of water, and the prime material plane. When in 
  the prime material plane, they are most often found in the coastal 
  waters and on the coastal beaches of seas and oceans near volca-
  noes, but are also (though more rarely) found in mountains and 
  forests, as well as along the edges of rivers, lakes and swamps. 
  Cow demons are agile on land, but they are able to stretch out 
  their skin to form fins, enabling them to move extremely rapidly 
  in the water, where they are known to viciously attack boats and 
  fishermen without provocation.
  A cow demon’s visage is so unnatural that any creature looking 
  directly at it must save vs. spells or fall unconscious for 1d turns. 
  Cow demons are also able to spit a deadly poison to a distance 
  of 0'. Upon a successful “to hit” roll by the cow demon, any af-
  fected character must save vs. poison or die. 
  Cow demons are also magical creatures with a control over 
  gravity. This allows them the following abilities  times per day 
  each (as a 5th level magic-user): slow (per spell) and levitate (per 
  spell). They are also able to summon 1d6 shadows once per 
  day. Furthermore, they are immune to the effects of normal and 
  silver weapons, fire (or flame-based attacks) and webs (spell), and 
  take half damage from electricity, gas and poison. Cold attacks, 
  however, will do double damage to a cow demon.
  CENTAUR, CYPRIAN
  COW DEMON
  
  16
  CYCLORC
  CYCLORC
  Cyclorc
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 5-0 
  ARMOR CLASS: 5 
  MOVE: 1" 
  HIT DICE: 1+ 
  % IN LAIR: 5%  
  TREASURE TYPE: 
   
  Individuals L;  
   
  C in lair 
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: -9  
   
  or by weapon type  
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Lawful evil 
  SIZE: L (7'+ tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 1+ 
  MOVE: 10'(0') 
  ATTACKS: 1 weapon 
  DAMAGE:   
   
  -9 or by weapon
  NO. APPEARING: 5-0 
  SAVE AS: Fighter: 
  MORALE: 8 
  TREASURE TYPE:  
   
  Individuals L; C in lair 
  ALIGNMENT: Chaotic
   
  Cyclorcs are a slightly larger cycloptic version of an orc. While 
  they are stronger than normal orcs (having a + bonus to their 
  HD and fighting/saving as  HD monsters), their monocular vi-
  sion gives them poor depth perception so all “to hit” rolls are 
  made with a 1 point penalty. Like normal orcs, they are nocturnal 
  and prefer living underground, so they must subtract an additional 
  point from their “to hit” rolls while fighting in daylight. Cyclorcs 
  tend to the same weapon choices as normal orcs. 
  Cyclorcs have a temperament similar to normal orcs (they have 
  bad tempers, kill for amusement, hate elves and will attack on 
  sight). They are, however, much more independent than stand-
  ard orcs, and will rarely serve in any type of organized military, 
  regardless of the Strength, Charisma, or alignment of the group’s 
  leader. Instead, they prefer to roam in loose bands (small tribes) 
  comprised only of other cyclorcs. 
  When 1 or more cyclorcs are encountered, they will be accom-
  panied by a leader with  HD (will have at least 1 hit point more 
  than the other strongest member of the group), that fights as a 
   HD monster and saves as a th level fighter. If the leader of 
  the group is killed, the morale of the other cyclorcs becomes 7 
  instead of 8.  
  Cyclorc tribes usually live underground (80%), or above ground 
  in crude wooden huts (0%). For each male cyclorc in a tribal 
  lair, there will be one female, and for each  adults in a tribal lair 
  there will be  whelps (cyclorc children). Additionally, there is a 
  50% chance for each family unit in a tribe to possess 1- slaves 
  (never elves). Cyclorcs prefer not to have ogres or trolls among 
  their number.
  In addition to speaking the standard orc language, cyclorcs have 
  their own dialect which few standard orcs understand (10% 
  chance for standard orc leaders or better only). Additionally, most 
  cyclorcs are able to speak the languages of goblins, hobgoblins, 
  and ogres as well as their alignment language (lawful evil).
  All cycloptic orcs claim to be direct descendant of the one-eyed 
  deity Gruumsh, though no proof of such exists.
  
  17
  Devil monkey
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 10-0 
  ARMOR CLASS: 6 
  MOVE: 15" 
  HIT DICE:  
  % IN LAIR: 10%  
  TREASURE TYPE: C 
  NO. OF ATTACKS: 5 
  DAMAGE/ATTACK:  
   
  1-6/1-6/1-/1-/1- 
  SPECIAL ATTACKS:  
   
  Surprise on 1- 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE:  
   
  Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: M (5' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE:  
  MOVE: 150'(50') 
  ATTACKS:  claws/1 bite 
  DAMAGE:  
   
  1-6/1-6/1-/1-/1- 
  NO. APPEARING: 10-0 
  SAVE AS: Fighter: 
  MORALE: 1 
  TREASURE TYPE: C 
  ALIGNMENT: Neutral
  Devil monkeys are large vicious marsupial primates with lower 
  legs resembling those of a kangaroo. Their powerful hind legs 
  enable them to leap as far as 0', giving them the ability to 
  move quickly both on the ground and in the trees, where they 
  spend most of their time. When springing down upon prey 
  from their treetop perches, they are able to surprise on a 1- 
  (on 1d6). Devil monkeys have razor sharp claws on their hands 
  and feet and when attacking from above can make as many as 
  5 attacks ( claws + 1 bite) against a single opponent. When 
  attacking from the ground, they spring forward, able to attack 
  only with their forelimb claws (1-6/1-6) and bite at the same 
  time. For every 10 devil monkeys, there is a 5% (cumulative) 
  chance that there will be a single “alpha” devil monkey acting 
  as their leader. This alpha devil monkey has 1 additional hit die 
  and a +1 damage bonus to each of its 5 attacks. 
  Dingonek
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-10 
  ARMOR CLASS:  
  MOVE: 18" 
  HIT DICE: 7 
  % IN LAIR: 5%  
  TREASURE TYPE: R 
  NO. OF ATTACKS:  or  
  DAMAGE/ATTACK: See below
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: S (1' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 7** 
  MOVE: 180'(60') 
  ATTACKS:  or  
  DAMAGE: See below
  NO. APPEARING: 1-10 
  SAVE AS: Fighter:7 
  MORALE: 9 
  TREASURE TYPE: M 
  ALIGNMENT: Neutral
  Dingoneks are scorpion-tailed, single-horned, saber-toothed 
  quadrupeds covered with scales. While primarily found in the 
  jungles of tropical climes, they also appear in sub-tropical areas 
  located near heavy forested jungles. Large beasts, they usually 
  measure 1' from tip to tail, but have been known to grow as 
  large as 0' feet in length. Dingoneks are wily predators, sur-
  prising on a 1- (on 1d6). A dingonek is able to simultaneously 
  claw, bite, and sting (1d6×, 1d8, 1d, respectively), or simul-
  taneously claw and gore (1d6×, 1d8, respectively) a single 
  opponent during a single melee round. Both the bite and (tail) 
  sting of the dingonek are deadly and either will kill in -5 turns. 
  Any character struck by the dingonek’s bite and tail sting dur-
  ing a single melee round must make a saving throw (vs. poison) 
  for each attack. Dingoneks are affected by all poisons other 
  than those produced by their own body (including the poisons 
  of other dingoneks).
  Djetabi (Serpopard)
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 1- 
  ARMOR CLASS: 6  
  MOVE: 18" 
  HIT DICE:  
  % IN LAIR: 5%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:   
  DAMAGE/ATTACK:  
   
  1-/1-/1-8 + poison
  SPECIAL ATTACKS: Poison 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: L (7'-8' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: ** 
  MOVE: 180'(60') 
  ATTACKS:  claws/1 bite 
  DAMAGE: 1-/1-/ 
   
  1-8 + poison 
  NO. APPEARING: 1- 
  SAVE AS: Fighter: 
  MORALE: 8 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Sometimes referred to as “serpopards,” djetabi (singular and 
  plural) have the body of an oversized leopard with a serpentine 
  neck and head. Normally found in the plains and shrub lands of 
  warmer climates, djetabi are solitary animals, preferring to live 
  DEVIL MONKEY
  DJETABI
  D
  DEVIL MONKEY • DINGONEK • DJETABI • DOBARCHÚ, GREATER • DOBARCHÚ, LESSER •  
  DONESTRE • DOVER DEMON • DRACOPEDE • DRAGI • DRAGONBOAR, WOOLY • DRAUGR • 
  DUNTER • DWARF, BLACK • DWARF, RED • DzEE-DzEE-BON-DA
  
  18
  alone and mating only occasionally and indiscriminately. Djetabi 
  are natural predators and attack most other animals. Further-
  more, their tan coloration and light spotting provides them a bit 
  of natural camouflage in shrub lands, allowing them to surprise 
  their prey on a 1- (on 1d6) in that type of terrain. While the 
  fangs of a djetabi are sharp and inflict a good deal of damage, its 
  true danger is its poisonous bite. On any successful “to hit” roll 
  from a djetabi’s bite attack, its victim must save vs. poison or die 
  immediately. While djetabi have been portrayed as domesticated 
  in sculpture and on pottery, there is no record to support that this 
  has ever happened. On the contrary, most of those who have 
  ever tried to domesticate a djetabi have died in the process.
  Dobarchú, greater (Water Devil)
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:   
  MOVE: 9"//1" 
  HIT DICE: 6 
  % IN LAIR: 0%  
  TREASURE TYPE: C 
  NO. OF ATTACKS:   
  DAMAGE/ATTACK:  
   
  -1/-1/-18
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE:  
   
  Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral (evil) 
  SIZE: L (8'-10' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 6 
  MOVE: 90'(0')//10'(0') 
  ATTACKS:  claws/1 bite 
  DAMAGE: -1/-1/-18
  NO. APPEARING: 1- 
  SAVE AS: Fighter: 
  MORALE: 9 (1 vs. humans) 
  TREASURE TYPE: C 
  ALIGNMENT: Neutral
  This larger variety of dobarchú (“water devils”), like the smaller 
  variety (“water hounds”), are semi-aquatic mammals appearing as 
  a cross between a dog and an otter with a fish-like mouth. They 
  prefer to make their nests in or near freshwater rivers and lakes. 
  Giant dobarchú are prized for their pelts, even more so than giant 
  otters, considering the giant dobarchú’s comparable rarity and 
  larger size. Giant dobarchú have a particular fondness for the 
  flavor of human flesh, and will attack them specifically for food 
  (in deference to other races which might be present). They prefer 
  to latch onto their prey with their clutching teeth, then drag their 
  victim into the water until it suffocates, leaving the dobarchú with 
  an inert feast to be devoured.
  If encountered in their lair, there will be - greater dobarchú 
  ( adults, and 1- pups/young which are 0-60% grown). If a 
  human intruder is present, all will attack. If no human intruder 
  is present, only the adults will attack, but the young will defend 
  themselves. If a greater dobarchú nest is encountered, there is 
  a 50% chance that nearby (within 100' radius) there will be -5 
  nests of lesser dobarchú (per the lesser dobarchú description for 
  encounters in their lairs).
  Dobarchú, lesser (Water Hound)
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 1-5 
  ARMOR CLASS: 5  
  MOVE: 1"//18" 
  HIT DICE:  
  % IN LAIR: 0%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:   
  DAMAGE/ATTACK:  
   
  -5/-5/-1 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Exceptional 
  ALIGNMENT: Neutral (evil) 
  SIZE: S ('-' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE:  
  MOVE: 10'(0')//180'(60') 
  ATTACKS:  claws/1 bite 
  DAMAGE: -5/-5/-1 
  NO. APPEARING: 1-5 
  SAVE AS: Fighter: 
  MORALE: 7 (10 vs. humans) 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Nasty creatures often described as “part dog and part fish,” 
  dobarchú are actually more akin to dogs and otters than to fish, 
  and range in color from dark brown to black. In fact, while 
  swimming, this smaller variety of dobarchú are often mistaken 
  for standard otters, but are far from it, having the strength and 
  ferocity of a much larger animal, and with a speed and tem-
  perament comparable to wolverines.
  This variety of dobarchú has the same fondness for human 
  flesh as the larger variety, and will attack them specifically for 
  food (in deference to other races). They also will try to drown 
  their prey to disable them, but their smaller size will sometimes 
  prevent them from accomplishing the task, though their feroc-
  ity goes a long way.
  If the lesser dobarchú are encountered in their lair, there will 
  usually be -6 lesser dobarchú there ( adults, and 1- pups/
  young which are 0-60% grown). If a human intruder is present, 
  all will attack. If no human intruder is present, only the adults 
  will attack, but the young will defend themselves.
  Donestre
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: - 
  ARMOR CLASS: 5 
  MOVE: 1" 
  HIT DICE: 5+ 
  % IN LAIR: 5%  
  TREASURE TYPE: C 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-/1-/-1
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: High 
  ALIGNMENT: Chaotic evil 
  SIZE: L (7' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  DJETABI
  DONESTRE
  
  19
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 5+** 
  MOVE: 10'(0') 
  ATTACKS:  claws/1 bite 
  DAMAGE: 1-/1-/-1 
  NO. APPEARING: - 
  SAVE AS: Fighter:5 
  MORALE: 11 
  TREASURE TYPE: C 
  ALIGNMENT: Chaotic
  Donestres are creatures at odds with their own nature. On the 
  one hand, they are conniving butchers who desire nothing more 
  than to kill humans and demi-humans and consume their flesh. 
  On the other, they are creatures who cannot help themselves—
  devastated by guilt over the cruelty and horror produced by 
  their own hands. 
  Though the reputation of the donestres precedes them, their 
  ability to charm is capable of influencing even the strongest of 
  creatures. They are able to speak the languages of all humans 
  and demi-humans with such eloquence that they surpass even 
  the greatest orators of those races. With this finesse of language, 
  the donestre will attempt to convince each human/demi-human 
  they encounter of their complete friendliness, with no intentions 
  of harm. Every creature who speaks with a donestre must make 
  a saving throw vs. spells (at -1) or be charmed into believing the 
  donestre is benevolent, with absolutely no inkling of desire to kill 
  and consume them. Furthermore, all creatures with  hit dice 
  or less who fail their saving throw will actually take up arms to 
  defend the donestre should others in the party attack. 
  Once a donestre has killed a victim, it will consume the entirety 
  of the victim’s body, leaving only the head as a gruesome re-
  minder of its brutal, atrocious nature. Looking upon its growing 
  gallery of heads will immediately fill a donestre with remorse and 
  sorrow. All feelings as such, however, will disappear when the 
  chance to kill and consume any new victim presents itself.
  Description: Donestres appear as moderately tall humanoids 
  with a lion’s head, furry ears, big eyes, and a mane that drapes 
  over their shoulders, often reaching down to their waist.
  Dover Demon (Energy Eater)
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 6 
  MOVE: " 
  HIT DICE: 5+special 
  % IN LAIR: 70%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -1/-1 
  SPECIAL ATTACKS: Energy drain 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: 100% 
  INTELLIGENCE: Average 
  ALIGNMENT: Chaotic evil 
  SIZE: S (-1/' tall at shoulder) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
  bX Stats†
  ARMOR CLASS: 6 
  HIT DICE: 5+special** 
  MOVE: 0'(80') 
  ATTACKS:  touches 
  DAMAGE: -1/-1 
  NO. APPEARING: 1- 
  SAVE AS: Fighter:5 
  MORALE: 1 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic
  Dover demons are not true demons. Rather, they are a race 
  of energy eaters native to the astral plane who on occasion 
  become displaced to the prime material plane when they have 
  become too energy “deficient” to remain on the astral plane. 
  On the prime material plane, their sole purpose is to consume 
  enough spiritual energy to enable their voyage home. 
  A dover demon appears as a nimble, wiry humanoid that walks 
  on all fours, with tendril-like digits on their hands and feet that 
  seem to “anchor” them to the ground. They are hairless with 
  gray, sandpaper-like skin, and their disproportionately-sized 
  head is shaped like an up-ended egg and features no nose, ears 
  or discernible mouth. Their large marble-like eyes appear to glow 
  in a different color depending on the alignment of the viewer:
  chaotic evil/dark red neutral evil/violet 
  lawful evil/indigo 
  chaotic neutral/red 
  true neutral/gray lawful neutral/green 
  chaotic good/orange 
  neutral good/blue 
  lawful good/white
  A dover demon’s only form of communication is a sort of psionic 
  squawking, perceived by sentient creatures as similar to a hawk’s 
  screech combined with a snake’s hiss. It may only be understood 
  by those able to speak the language of dover demons.
  In the material plane, dover demons assume a material form and 
  are, therefore, susceptible to normal weapons and similar attacks. 
  However, any direct contact between an attacker holding a metal 
  weapon and a successful “to hit” roll against a dover demon will 
  send a reciprocal amount of damage back at the attacker in the 
  form of an electrical jolt (even though the original attack affects 
  dover demon as normal). Additionally, the nature of their origin 
  makes them immune to all forms of energy (cold, fire, electric-
  ity) as well as magical attacks. Furthermore, this ability converts 
  any damage normally caused by such attacks into additional hit 
  points for the creature.
  The main form of attack of a dover demon is a special touch 
  that allows it an energy drain which, on a successful “to hit” 
  roll, automatically converts any damage it does into additional hit 
  points for the creature. When a dover demon’s hit points climb 
  to greater than 50, it can attempt the transition back to the astral 
  plane with the chance of succeeding equal to 5% for each hit 
  point above 50 (e.g., 51=5% chance, 5=10% chance, etc.).
  Dracopede
  Oe/1e Stats 
  blue 
  green  red 
  black
  FREQUENCY:  
  Uncommon Rare 
   
  Rare 
  Very rare 
  NO. APPEARING:  
  - 
  -18 
   
  -1 
  -8 
  ARMOR CLASS: 
  8 [5] 
  7 [] 
   
  7 [] 
  6 [] 
  MOVE:  
  6" 
  6" 
   
  6" 
  9" 
  HIT DICE: 
  +1 
  + 
   
  + 
  + 
  % IN LAIR:  
  Nil 
  Nil 
   
  Nil 
  Nil  
  TREASURE TYPE: 
  Nil 
  Nil 
   
  Nil 
  Nil 
  NO. OF ATTACKS: 
  1 
  1 
   
  1 
  1 
  DAMAGE/ATTACK:  
  1 pt. 
  1- 
   
  1- 
  1- 
  SPECIAL ATTACKS:  
  Cold/ 
  Acid/ 
   
  Fire 
  Poison/ 
    
  surpise 
  surprise  
   
  surprise 
  SPECIAL DEFENSES: 
   
   See below 
  MAGIC RESISTANCE:  Standard Standard  Standard Standard 
  INTELLIGENCE:  
  Non- 
  Non- 
   Non- 
  Non- 
  ALIGNMENT:  
  Neutral 
  Neutral  Neutral 
  Neutral 
  SIZE: 
  0" long 18" long  18" long 15" long 
  PSIONIC ABILITY: 
  Nil 
  Nil 
   
  Nil 
  Nil 
   Attack/Defense Modes: Nil 
  Nil 
   
  Nil 
  Nil
  DONESTRE
  DRACOPEDE
  
  0
  bX Stats 
  blue 
  green  
  red 
  black
  ARMOR CLASS: 
  8 [5] 
  7 [] 
   
  7 [] 
  6 [] 
  HIT DICE: 
  +1 
  +* 
   
  +* 
  +** 
  MOVE:   
  60'(0') 
  60' (0')  60' (0') 
  90' (0') 
  ATTACKS:  
  1 bite or 1 bite or  1 bite or 1 bite or 
    
  1 breath 1 breath  1 breath 1 breath 
  DAMAGE:  
  1 pt.  
  1- pts.  1- pts. 
  See 
    
  or breath or breath  or breath 
  below 
  NO. APPEARING:   
  - 
  -18 
   
  -1 
  -8 
  SAVE AS:  
  Fighter:1 Fighter:1  Fighter:1 Fighter: 
  MORALE: 
  6 
  7 
   
  7 
  8 
  TREASURE TYPE:  
  Nil 
  Nil 
   
  Nil 
  Nil  
  ALIGNMENT:   
  Neutral 
  Neutral  Neutral 
  Neutral
  Dracopedes are a class of large (15"-0" long) arthropods with 
  dragon-like heads and draconian abilities to match. Similarly to 
  their winged reptilian namesakes, they come in several color 
  variations (red, green, blue, and black), making each type easily 
  distinguished from the others. Dracopedes are incredibly aggres-
  sive and will never hesitate to attack an opponent, regardless of 
  size. While a dracopede’s bite is relatively harmless (other than 
  the poison bite of the black variety), their main attack is a for-
  midable breath cloud which they “blow” at any opponent that is 
  larger than themselves (save vs. breath weapon or damage per 
  type as detailed below).
  In addition to the various defensive abilities detailed below for 
  each type, dracopedes are able to curl themselves up so that only 
  their armor-like shell is exposed, providing them an armor class 
  bonus while in that position (AC indication in brackets).
  blue: Blue dracopedes are usually found in cavernous environ-
  ments of cold, icy regions. Their natural coloration (icy blue) 
  allows them to surprise on a 1- (on 1d6) in such environments. 
  They are immune to all cold-based attacks, and their ice breath 
  does 1-6 points of damage. This variety of dracopedes may be 
  omnivorous, but tends to eat other bugs and vermin, given the 
  lack of vegetation in the areas where it lives.
  green: Green dracopedes are usually found above ground 
  in swampy or marshy areas. Their natural coloration (varying 
  shades of green) allows them to surprise on a 1-5 in such environ-
  ments. They are poison resistant (all saves vs. poison are made 
  at +, and any damage is reduced by 50%), and their acid breath 
  does -1 points of damage.  
  red: Red dracopedes are usually found in forested, mountain-
  ous areas, particularly near volcanic activity. Their fire breath 
  does -18 points of damage.
  black: Black dracopedes are found underground in a variety 
  of climatic areas. They are poison immune, and their poison is 
  incredibly toxic. All saving throws for bites received from a black 
  dracopede are made at -1, and death is immediate. Any creature 
  suffering the effects of a 
  black dracopede’s breath 
  weapon (on a failed sav-
  ing throw vs. breath) will 
  fall unconscious immedi-
  ately and lose 1 hit point 
  during each consecutive 
  melee round until the 
  victim dies or is cured of 
  the poison.
  Dragi
  Oe/1e Stats
  FREQUENCY: Very rare to rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  
  MOVE: 15" 
  HIT DICE: 7 
  % IN LAIR: 10%  
  TREASURE TYPE:  
   
  Individuals I;  
   
  A,B,C in lair 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  1-6 or by weapon 
  SPECIAL ATTACKS: Spells 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE:  
   
  Standard 
  INTELLIGENCE: Very 
  ALIGNMENT: Lawful evil 
  SIZE: M (7' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 7** 
  MOVE: 150'(50') 
  ATTACKS: 1 weapon  
   
  or special 
  DAMAGE: 1-6 or by weapon
  NO. APPEARING: 1-  
  SAVE AS: Fighter:7 
  MORALE: 10 
  TREASURE TYPE:  
   
  Individuals I; A, B, C in lair 
  ALIGNMENT: Chaotic
  A dragi (pron. “drah-gee”) is a member of a race of magical, 
  dragon-headed humanoids that have scaly green-gray skin and 
  stand nearly 7' tall. Like dragons, they are hatched from eggs, 
  eat meat, and live rather long for a humanoid (about 500 years). 
  Unlike dragons, the dragi have no breath weapon. 
  In addition to the physical similarities that the dragi share with 
  dragons, they also exhibit archetypal draconian personality traits 
  as well. In addition to being arrogant and selfish, they are also 
  extremely territorial, rarely associating with other draconian 
  types at all. Instead, they prefer the company of non-draconian 
  creatures, particularly as domestic help and as a military force. 
  Though they have a great appreciation for the finest of food, 
  drink, culture, traditions and rituals, the dragi tend to make their 
  homes (usually small castles filled with non-dragi servants) in  
  secluded areas, often quite far away from the sources of the finer-
  ies of life that they admire so much.
  Dragis are hoarders of valuable items. There is a 50% chance for 
  every dragi encountered that it will be carrying a magic weapon, 
  and a further 50% chance that it will be wearing magic armor, 
  and a further 5% chance that it will be carrying a potion or a 
  scroll (in addition to any similar items that may otherwise be part 
  of the dragi’s complete horde kept in his lair). Otherwise, dragi 
  are usually armed with swords, wear plate mail, carry a shield, 
  and employ a griffon as their steed.
  As naturally magical beings, all dragis are able to use magic as a 
  5th level magic-user, and know  first level spells,  second level 
  spells, and 1 third level spell.
  DRACOPEDE
  DRAGI
  
  1
  Dragonboar, Wooly
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 5  
  MOVE: 1" 
  HIT DICE: 5+ 
  % IN LAIR: 10%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1  
  DAMAGE/ATTACK: -8 
  SPECIAL ATTACKS:  
  Breath weapon 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral
   
   
  SIZE: L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 5+ (w/gland: 5+*) 
  MOVE: 10'(0') 
  ATTACKS: 1 gore or special 
  DAMAGE: -8
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:5 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Wooly dragonboars are large, muscular, fur-covered, swine-like 
  creatures with a mouth and snout similar in appearance to a 
  dragon. Normally found in forested areas of sub-arctic climes, 
  wooly dragonboars are sometimes employed as steeds by those 
  with the patience required to train them.
  A dragonboar can attack by goring at a victim with its mas-
  sive tusks and sharp teeth. However, dragonboars are similar 
  to dragons in that they are able to breathe a cloud of acidic gas 
  that does an amount of damage (on a failed saving throw vs. 
  breath weapon) equal to the dragonboar’s remaining hit points. 
  Dragonboars in the wild will possess this breath weapon 100% 
  of the time, but there is a 50% chance that any dragonboar be-
  ing used as a steed will have had these glands removed, disabling 
  the dragonboar’s use of the breath weapon.
  Draugr
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 0 [-] 
  MOVE: 1" [18"] 
  HIT DICE: 10+ 
  % IN LAIR: 65%  
  TREASURE TYPE: A 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  -7 or by weapon 
  SPECIAL ATTACKS: See below  
  SPECIAL DEFENSES: +1 or  
   
  better weapon to hit  
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: High 
  ALIGNMENT: Chaotic evil 
  SIZE: M (L) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 0 [-] 
  HIT DICE: 10+** 
  MOVE: 10'(0') [180'(60')] 
  ATTACKS: 1 weapon 
  DAMAGE: -7 or by weapon
  NO. APPEARING: 1- 
  SAVE AS: Fighter:10 
  MORALE: 1 
  TREASURE TYPE: A 
  ALIGNMENT: Chaotic
  Draugen (sing.=“draugr”) are the animated corpses of once great 
  warriors driven in their afterlife by jealousy and contempt for the 
  living, as well as a burning greed that never lets them rest. They 
  are most often found in their own place of burial and will attack 
  any and all grave robbers without question (both to protect their 
  own treasure as well as acquire anything the robbers possess). A 
  draugr will sometimes leave his dwelling place to visit the living at 
  night, often in the search for more treasure, never hesitating to 
  slaughter innocents in the quest to increase his hordes.
  There is a 5% chance that any humanoid killed by a draugr will 
  return to life as a draugr approximately  hours after death. A 
  newly transformed draugr will seek out its nearest living relatives 
  with the sole desire of slaughtering them and stealing valuables 
  and treasure. 
  Draugrs do not eat and do not sleep. However, without constant 
  targets for their contempt and greed, a draugr will slowly become 
  dormant... until his wrath is incurred again.
  As undead creatures, draugen are not affected by sleep, cold, 
  hold, poison or paralysis, and can only be hit by magic weapons. 
  Unlike many other undead beings, draugen are not affected by 
  light, and therefore may travel freely and unrestricted at both 
  nighttime and daytime. Once killed, a draugr will come back to 
  life (with full hit points) in 1- turns unless its body is disposed 
  of properly. At the very least, this disposal requires cutting off 
  the draugr’s head and burning its body. It preferably includes the 
  dumping of the draugr’s ashes at sea.
  The body of a draugr is both dense (providing it with a substan-
  tially low AC) as well as possessed of great strength (giving them 
  a standard +1 bonus to all damage with handheld weapons). In 
  addition to this natural density, a draugr is able to increase the 
  size of his body at will, doubling in size from its normal height (6'-
  7') to approximately 1' tall. In this larger form, a draugr receives 
  bonuses to both its movement and AC (each noted in brackets 
  above), as well its strength, giving the draugr a + damage bo-
  nus (rather than its standard +1) for all attacks with handheld 
  weapons while in this enlarged form.
  In addition to a draugr’s standard treasure (by type above), there 
  is a 90% chance a draugr will also have a magic weapon, and a 
  further 90% chance that the draugr will have magic armor. Any 
  weapons or armor (including magic) possessed by the draugr will 
  also increase in size with the draugr (if in enlarged form), provid-
  ing any weapon (magic or otherwise) with an additional dam-
  age bonus of + (in addition to the draugr’s + STR bonus as 
  noted above, and in addition to any bonuses normally provided 
  by magic weapons). This power to enlarge his possessions comes 
  from the draugr, not from the items; should one of these items be 
  “dropped” by the draugr in enlarged form, the item will “return” 
  to normal size while out of the draugr’s possession.
  A draugr is able to polymorph self (as MU spell) up to three times 
  per day. Additionally, a draugr has the following abilities (as a 6th 
  level cleric) that he is able to use up to three times per day each: 
  curse, hold person, cause disease, and protection from good 
  (10' radius). 
  DRAGONBOAR, WOOLY
  DRAUGR
  
  
  Dunter (redcap goblin)
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 0-00 
  ARMOR CLASS: 6  
  MOVE: 15" 
  HIT DICE: 1+ 
  % IN LAIR: 15%  
  TREASURE TYPE:  
   
  Individuals K, C in lair 
  NO. OF ATTACKS: 1  
  DAMAGE/ATTACK: -8 
   
  or by weapon +  
  SPECIAL ATTACKS:  
   
  See below
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average (low) 
  ALIGNMENT: Chaotic evil 
  SIZE: S ('-5' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: 1+* 
  MOVE: 90'(0') 
  ATTACKS: 1 weapon 
  DAMAGE: -8  
   
  or by weapon +  
  NO. APPEARING:  
   
  -8 (0-00) 
  SAVE AS: Fighter:1 
  MORALE: 1 
  TREASURE TYPE: K (C) 
   
  ALIGNMENT: Chaotic
  A dunter is a goblin-like creature, slightly larger and stronger 
  than goblins, and possessing an unquenchable bloodlust. In fact, 
  their “redcap” nickname stems from the dunters’ peculiar habit 
  of wearing stocking style caps drenched in the blood of their 
  victims. All dunters share a superstitious belief that should the 
  blood dry out in their caps, bad luck will befall them, reinforcing 
  their urges to kill regularly.
  Dunters tend to inhabit castle ruins in close proximity to highly-
  traveled routes, as the roads provide a steady stream of victims. 
  Dunters attack these travelers with the sole purpose of killing 
  for sport (and superstition). The acquisition of treasure is not the 
  dunters’ primary goal. It is simply a by-product of the opportu-
  nity to kill. Furthermore, dunters are sometimes known to travel 
  in bands, preying upon small communities, where they sweep in 
  at night and massacre an entire settlement.
  In battle, the dunters’ bloodlust allows them to attack similarly to 
  a berserker, attacking any human, or human-like creature, with 
  a +1 bonus to all “to hit” and damage rolls. Additionally, dunters 
  never fail morale checks, and therefore will never retreat nor 
  surrender. Furthermore, dunters never take victims, though they 
  will often take body parts from their victims, as they are vicious 
  cannibals (having been known to eat even their own kind). 
  For every 0 dunters encountered, there will be a leader with HD 
  of + (attacking and saving as such). If 50 or more are present, 
  there will be an additional sub-chief with 16 hit points, armor 
  class 5, and doing -9 points of damage (fighting and saving as a 
  +HD monster). In the dunter’s lair will be a dunter chief with  
  hit dice (attacking and saving as such), armor class , and doing 
  5-10 points of damage, who will be accompanied by - guards 
  (equal to a dunter leader). Dunters appearing in larger groups are 
  prone to infighting, spurred on by mistrust and greed. This will 
  often lead to fractures and power struggles within the group.
  Dunters are normally armed as follows:
  short sword & military pick 5% 
  short sword & axe 
  5%
  pike 
  0% 
  short sword 
  10%
  Dunters speak their own language, as well as that of normal gob-
  lins. There is a 50% chance that any dunter will be able to speak 
  common, but given their anti-social behavior, it is rare that a 
  dunter will speak any other language (other than those noted).
  Description: Dunters are typically pale ochre in color, and their 
  skin has a leathery, weathered appearance. Their eyes are blood 
  red to reddish black in color, and their teeth are as yellow as their 
  skin. Their fingers are long (appearing taloned to some) and their 
  nails are dark gray in color. 
  Dwarf, black
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -0 
  ARMOR CLASS:  
  MOVE: 1" 
  HIT DICE: + 
  % IN LAIR: 0%  
  TREASURE TYPE:  
   
  Individuals: M;  
   
  in lair: G, Q (x10), R 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  1-8 or by weapon 
  SPECIAL ATTACKS:  
   
  See below
  SPECIAL DEFENSES: Saves at  
   
  5 levels higher (see below) 
  MAGIC RESISTANCE: As above 
  INTELLIGENCE: Highly 
  ALIGNMENT: Lawful good 
  SIZE: S ('+ tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: +** 
  MOVE: 10'(0') 
  ATTACKS: 1 weapon 
  DAMAGE: 1-8 or by weapon 
  NO. APPEARING: -0 
  SAVE AS: Dwarf: 
  MORALE: 10 
  TREASURE TYPE:  
   
  Individuals: K;  
   
  in lair: G, M (x) in lair 
  ALIGNMENT: Lawful
  Black dwarves are an inherently magical race of dwarves. They 
  have jet black hair and cut a leaner and paler figure than standard 
  dwarves. They are also more evenly tempered and moderately 
  reserved comparatively. For these reasons, they do not receive 
  the standard attack bonus normally afforded dwarves against 
  goblins, hobgoblins, and orcs. 
  In addition to saving one level higher than standard dwarves, 
  black dwarves have spells as a nd level magic-user. 
  For every 10 black dwarves encountered, there will be a leader 
  type having one additional HD, possessing spells as a rd level 
  magic-user, and attacking and saving at one level higher.
  Black dwarves speak their own language (which normal dwarves 
  do not understand), as well as the languages of gnomes, kobolds, 
  and orcs. Additionally, all black dwarves speak the common 
  tongue and there is a 5% chance that any black dwarf will also 
  speak the language of elves.  
  DUNTER
  DWARF, BLACK
  
  
  Dwarf, red
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -0 
  ARMOR CLASS: 8 (6) 
  MOVE: 9" 
  HIT DICE: + 
  % IN LAIR: 50%  
  TREASURE TYPE:  
   
  Individuals: M (x);  
   
  in lair: G, Q (x10), R 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  -9 or by weapon 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Saves at  
   
   levels higher (see below) 
  MAGIC RESISTANCE: As above 
  INTELLIGENCE: Low to average 
  ALIGNMENT: Lawful evil 
  SIZE: S ('+ tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 8 (6) 
  HIT DICE: +* 
  MOVE: 90'(0') 
  ATTACKS: 1 weapon 
  DAMAGE: -9 or by weapon 
  NO. APPEARING: -0 
  SAVE AS: Dwarf: 
  MORALE: 10 or see below 
  TREASURE TYPE:  
   
  Individuals: K (x);  
   
  in lair: G, M (x) in lair 
  ALIGNMENT: Chaotic
  This barbaric race of dwarves have unruly reddish-brown hair, 
  eyes so red they seem to burn like fire, and teeth so black as to 
  appear like little bits of coal. They are stouter and more muscular 
  than standard dwarves, and all but ignore social conventions like 
  hygiene and manners.
  Red dwarves are migratory, living a semi-nomadic life. They tend 
  to move biannually between climatic zones, establishing their 
  seasonal lair in natural caverns in rocky hills whenever possible. 
  Red dwarves commonly enlist the use of trained bears to act as 
  both pack animals and lair guardians. For each 6 members in a 
  clan, there will be one black bear in service to that clan. Their 
  nomadic lifestyle does not provide them the same mining exper-
  tise of normal dwarves, giving them none of the benefits of that 
  expertise (e.g., detecting passages, new construction, etc.).  
  Red dwarves will either be completely unarmored (no armor, no 
  shield; 50% of the time) or will wear leather armor and carry a 
  shield (50%). The members of a group are normally armed as 
  follows:
  axe & hammer 
  5% 
  axe & spear 
  5% 
  hammer & spear 
  0% 
  axe & mace 
  10%
  For every 8 red dwarves that appear in a group, there will be an 
  additional leader type (as “clan leader”) with hit dice +6 (saving 
  at  levels higher than a normal red dwarf) and wearing leather 
  armor carrying a shield (AC: 6). If more than 0 are present, 
  there will be an additional red dwarf phratry leader (as “chief-
  tain”) with hit dice 6+8 (saving at  levels higher than a normal 
  red dwarf) wearing +1 leather armor and carrying a shield (AC: 
  5). If encountered in their lair (or caravan, as above) there will be 
  additional females and young with 50% and 5% of adult male 
  stats respectively.
  Red dwarves are generally hostile to other races, including other 
  types of dwarves, and are extremely competitive with red dwarves 
  from other clans (even within the same phratry). While many red 
  dwarf clans maintain “unspoken” alliances with one another, a 
  red dwarf clan will rarely hesitate to abandon any sort of alle-
  giance to another clan in deference to the good, well-being, and 
  benefit of their own. This hostility towards other races includes 
  the dwarven hatred of goblins, hobgoblins and orcs, giving them 
  a +1 bonus “to hit” against them. Furthermore, their barbaric na-
  ture provides them with a battle rage, increasing that bonus to + 
  whenever 5 or more of these creatures are present. Additionally, 
  when a leader is present (and alive) their morale is 1 rather than 
  10. Their training in fighting giant-classed monsters also affects 
  such creatures (ogres, trolls, giants) and gives them a - “to hit” 
  penalty when fighting red dwarves. All red dwarves also benefit 
  from a +1 damage bonus with all hand-to-hand weapons (due to 
  strength). While red dwarves have a natural resistance to poison 
  and magic (per higher than standard save), they are incapable of 
  magic use (i.e., “spells”) or psionics. 
  Red dwarves speak their own dialect that normal dwarves will 
  only understand 50% of the time. Red dwarves also speak the 
  standard dwarven dialect, and understand (though they never 
  converse in) the language of goblins and orcs. There is only a 
  5% chance that a red dwarf will speak the common language.
  Dzee-dzee-bon-da
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS:  
  MOVE: 6" 
  HIT DICE: 8 
  % IN LAIR: 90%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: -5 
  DAMAGE/ATTACK: -1 each 
  SPECIAL ATTACKS: See below  
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low
  ALIGNMENT: Neutral 
  SIZE: L (10'-1' tall) 
  PSIONIC ABILITY: Nil 
   Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 8** 
  MOVE: 60'(0') 
  ATTACKS: -5 claws 
  DAMAGE: -1 per attack
  NO. APPEARING: 1  
  SAVE AS: Fighter:7 
  MORALE: 7 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Dzee-dzee-bon-das are true abominations of nature—creatures 
  so hideous they scare even themselves. It is for this reason that 
  only one dzee-dzee-bon-da will appear in one place at a time. 
  Any creature gazing upon a dzee-dzee-bon-da must save vs. 
  paralysis or die immediately from fright. Any creature with  
  or fewer hit dice that makes a successful saving throw will still 
  become catatonic for the remainder of their life with no chance 
  for cure. Any creature with -7 hit dice that makes a success-
  ful saving throw will still go into convulsions for - turns. 
  Finally, creatures with 8 or more hit dice that make a success-
  ful saving throw will attack at -1 “to hit” for -18 turns. Any 
  dzee-dzee-bon-da that gazes upon itself must save vs. paralysis 
  or fall unconscious for -5 turns. In addition to their horrifying 
  appearance, dzee-dzee-bond-das also produce a stench that is 
  so strong, any creature coming within 50' of it must make a 
  saving throw vs. poison or fall unconscious for -1 turns. 
  Description: Dzee-dzee-bon-das are drooling beasts of twisted 
  flesh that possess -5 arms with taloned hands (each of which 
  provides an attack that does -1 points of damage), 5-8 eyes 
  (which eliminate bonuses for attacking from behind and al-
  low surprise only on a 1), - legs, 5-8 tentacles (mostly on its 
  head), and -5 horns.
  DWARF, RED
  DZEE-DZEE-BON-DA
  
  
  EAGLE HOUND
  ELEMENTAL, MUDMIST
  E
  EAGLE HOUND • ELEMENTAL, MUDMIST • ELEMENTAL, SAND • ELEPHANT, WHITE •  
  ELOKO • EMERALD STINKBUG
  Eagle Hound
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -16 
  ARMOR CLASS: 6 
  MOVE: 1"/" 
  HIT DICE: 6 
  % IN LAIR: 0%  
  TREASURE TYPE: D 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -18 
  SPECIAL ATTACKS: See below  
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Very
   
  ALIGNMENT: Neutral 
  SIZE: M ('-5' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: 6 
  MOVE: 10'(0')/0'(80') 
  ATTACKS: 1 bite or special 
  DAMAGE: -18 or special
  NO. APPEARING: -16 
  SAVE AS: Fighter: 
  MORALE: 9 (1 if hungry) 
  TREASURE TYPE: D 
  ALIGNMENT: Neutral
  An eagle hound is an atrocity of nature with the body and head of 
  a hound but the wings and beak of an eagle. They appear slightly 
  emaciated, but this is due to metabolism, as they are voracious 
  eaters taken to both hunting and scavenging. While they tend 
  to be both bad-tempered and aggressive, they are even more so 
  when hungry. Like standard eagles, the eyesight of eagle hounds 
  is superlative so they are only surprised on a 1 (on 1d6). Addi-
  tionally, they receive a + “to hit” bonus when “diving” from the 
  air to attack (from at least 50' up). The eagle hound is endowed 
  with a piercing screech that can cause any creature within close 
  range (50') to “fumble.” Any creature subject to the eagle hound’s 
  screeching attack must save vs. breath weapon or “drop” what-
  ever they are holding in their hands to cover their ears or go deaf 
  in d8 rounds (if the screeching persists).
  Elemental, mudmist
  Oe/1e Stats 
  Staff 
  Device 
  Conjured
  FREQUENCY: 
  Very rare 
  Very rare 
  Very rare 
  NO. APPEARING: 
  1 
  1 
  1 
  ARMOR CLASS:  
   
  0 
  -
  MOVE: in mist form: 
  –/18" 
  –/18" 
  –/18" 
   
   
  in mud form: 
  6" 
  6" 
  6"
  HIT DICE:  
  8 
  1 
  16 
  % IN LAIR:  
  Nil 
  Nil 
  Nil  
  TREASURE TYPE: 
  Nil 
  Nil 
  Nil 
  NO. OF ATTACKS: 
  1 
  1 
  1 
  DAMAGE/ATTACK: 
  -1 
  -18 
  - 
  SPECIAL ATTACKS:  
  See below 
  See below 
  See below 
  SPECIAL DEFENSES: 
   + or better weapon to hit 
  MAGIC RESISTANCE:  
  Standard 
  Standard 
  Standard 
  INTELLIGENCE:  
  Low 
  Low 
  Low 
  ALIGNMENT:  
  Neutral 
  Neutral 
  Neutral 
  SIZE:  
  L 
  L 
  L 
  PSIONIC ABILITY:  
  Nil 
  Nil 
  Nil 
   
  Attack/Defense Modes:  Nil 
  Nil 
  Nil
  bX Stats 
  Staff 
  Device 
  Conjured
  ARMOR CLASS: 
   
  0 
  - 
  HIT DICE:  
  8** 
  1** 
  16**
  MOVE: in mist form: 
  –/180'(60') 
  –/180'(60') –/180'(60') 
   
   
  in mud form: 
  60'(0') 
  60'(0') 
  60'(0')
  ATTACKS:  
  1 
  1 
  1 
  DAMAGE: 
  -1 
  -18 
  - 
   
   
  or special 
  or special 
  or special 
  NO. APPEARING: 
  1 
  1 
  1 
  SAVE AS: 
  Fighter:8 
  Fighter:1 
  Fighter:16 
  MORALE: 
  10 
  10 
  10 
  TREASURE TYPE: 
  Nil 
  Nil 
  Nil 
   
  Attack/Defense Modes: Nil 
  Nil 
  Nil 
  ALIGNMENT: 
  Neutral 
  Neutral 
  Neutral
  Mudmists are an oddity among elementals. While technically 
  originating as a type water elemental (the mist form being their 
  “base” form), they are able to seep into a large amount of dirt and 
  thereby transform themselves into a mud elemental, adopting 
  new properties in that form. At any time, a mudmist may aban-
  don the earthen part of their makeup, returning to mist form. 
  They can freely move from one form to another, as long as there 
  is enough earth/dirt present to take on the mud form.
  In their mist form, a mudmist attacks by raising its temperature 
  to create a burning touch. Additionally, they are able to create 
  an obscuring mist (per spell) over an area equal to 5 square feet 
  per hit die of the mist. A mudmist may not attack in mist form if 
  obfuscating, and vice versa. In their mud form, a mudmist attacks 
  through the form of a powerful striking slap. Additionally, in their 
  mud form, mudmists also able to move around an opponent in 
  an attempt to slow them, then smother them (similarly to a sand 
  elemental). The affected area in this type of attack is approxi-
  mately  square feet per per hit die of the elemental. All creatures 
  with  or fewer hit dice that have been surrounded by a mudmist 
  (in mud form) will have their movement effectively lowered to 0. 
  Creatures with  or more hit dice that have been surrounded by a 
  mudmist (in mud form) will have their movement halved. Further-
  more, for each hit die of an opponent less than the hit dice of the 
  mud elemental that has surrounded them, there is a 10% chance 
  (per melee round) that the opponent will stumble, be covered by 
  the mud elemental, and suffocate in -8 melee rounds unless the 
  mudmist is killed, dispelled or taken over by another magic-user, 
  or the magic-user controlling the elemental is incapacitated. (For 
  example, a 7 hit die creature surrounded by a 1 hit die elemen-
  tal would have a 50% chance per melee round of stumbling).
  Mudmists are only affected by magical weapons that are + or 
  better, and take half damage from flame- or cold-based attacks, 
  but otherwise are normally affected by magic.
  
  5
  Elemental, Sand
  Oe/1e Stats 
  Staff 
  Device 
  Conjured
  FREQUENCY: 
  very rare 
  very rare 
  very rare 
  NO. APPEARING: 
  1 
  1 
  1 
  ARMOR CLASS:  
   
  0 
  - 
  MOVE:  
  9" 
  9" 
  9" 
  HIT DICE:  
  8 
  1 
  16 
  % IN LAIR:  
  Nil 
  Nil 
  Nil  
  TREASURE TYPE: 
  Nil 
  Nil 
  Nil 
  NO. OF ATTACKS: 
   
   
   
  DAMAGE/ATTACK: 
  1-8 x  
  -1 x  
  -16 x  
  SPECIAL ATTACKS:  
  See below 
  See below 
  See below 
  SPECIAL DEFENSES:  
  See below 
  See below 
  See below 
  MAGIC RESISTANCE:  
  Standard 
  Standard 
  Standard 
  INTELLIGENCE:  
  Low 
  Low 
  Low 
  ALIGNMENT:  
  Neutral 
  Neutral 
  Neutral 
  SIZE: 
  L 
  L 
  L 
  PSIONIC ABILITY:  
  Nil 
  Nil 
  Nil 
   
  Attack/Defense Modes: Nil 
  Nil 
  Nil
  bX Stats 
  Staff 
  Device 
  Conjured
  ARMOR CLASS: 
   
  0 
  - 
  HIT DICE:  
  8** 
  1** 
  16** 
  MOVE:  
  90'(0') 
  9'(0') 
  90'(0') 
  ATTACKS:  
   + special 
   + special  + special 
  DAMAGE: 
  1-8 x  
  -1 x  
  -16 x   
   
   
  or special 
  or special 
  or special 
  NO. APPEARING: 
  1 
  1 
  1 
  SAVE AS: 
  Fighter:8 
  Fighter:1 
  Fighter:16 
  MORALE: 
  10 
  10 
  10 
  TREASURE TYPE: 
  Nil 
  Nil 
  Nil 
  ALIGNMENT:  
  Neutral 
  Neutral 
  Neutral
  Sand elementals are summoned from the elemental plane of 
  earth into a large amount of sand, but differ from standard 
  earth elementals in several ways. First, they move slightly  
  faster than standard elementals by sliding across the ground 
  (rather than “walking” on it)—their sandy composition allow-
  ing the individual grains of sand to move comparatively quickly. 
  Second, when crossing water, they need only move across the 
  surface of the river- or lake-bed, and are not required to travel 
  subterraneously in such instances. And third, they attack oppo-
  nents in the air and on the ground equally (no attack penalties 
  against airborne creatures or damage bonuses to opponents 
  on the ground).
  Because a sand elemental is generally amorphous in shape (ap-
  pearing as a moving mound of sand), the number of attacks it 
  may make (i.e, the number of appendages it may extend) at one 
  time are determined by its hit dice. While a sand elemental’s 
  general form of attack is to “punch” at its opponents with these 
  appendages, it is also able to move around opponents in an 
  attempt to immobilize them, then smother them. The affected 
  area in this type of attack is approximately  square feet per 
  hit die of the elemental. All creatures with  or fewer hit dice 
  that have been surrounded by a sand elemental will have their 
  movement effectively lowered to 0. Creatures with  or more 
  hit dice that have been surrounded by a sand elemental will 
  have their movement halved. Furthermore, for each hit die of 
  an opponent less than the hit dice of the sand elemental that 
  has surrounded them, there is a 10% chance (per melee round) 
  that the opponent will stumble, be covered by the sand elemen-
  tal, and suffocate in -8 melee rounds unless the sand elemental 
  is killed, dispelled or taken over by another magic-user, or the 
  magic-user controlling the elemental is incapacitated. (For ex-
  ample, a 7 hit die creature surrounded by a 1 hit die elemental 
  would have a 50% chance per melee round of stumbling). 
  Sand elementals are only affected by magical weapons that are 
  + or better, and any flame-based attack does only half damage 
  against a sand elemental. 
  Elephant, White
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS:   
  MOVE: 1" 
  HIT DICE: 6+1 
  % IN LAIR: 0%  
  TREASURE TYPE: F 
  NO. OF ATTACKS:   
  DAMAGE/ATTACK:  
   
  -1/-1/- 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES:  
   
  See below 
  MAGIC RESISTANCE: 0% 
  INTELLIGENCE: Exceptional 
  ALIGNMENT: Lawful (neutral) 
  SIZE: L (10' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats†
  ARMOR CLASS:  
  HIT DICE: 6+1** 
  MOVE: 10'(0') 
  ATTACKS:  tusks  
   
  or 1 trample or special 
  DAMAGE: -1/-1  
   
  or - or see below 
  NO. APPEARING: 1 
  SAVE AS: Dwarf:6 
  MORALE: 7 
  TREASURE TYPE: F 
  ALIGNMENT: Lawful
  It is said that when the gods and demons churned the seas to 
  produce the nectar of life that would make them immortal, nine 
  jewels surfaced. Among those nine were the elephant, a jewel to 
  be preserved and protected. The most precious variety of that 
  particular jewel is the white elephant, a pachyderm that bears 
  both the boon of sacred powers and the burden of responsibility. 
  Too divine to be worked, anyone owning a white elephant must 
  cater to them as royalty. While some see this as a blessing, others 
  see it as a hardship, considering the white elephant typically lives 
  to be 500 plus years old.
  ELEMENTAL, SAND
  ELEPHANT, WHITE
  
  6
  A white elephant is able to use the following spells once a day: 
  detect evil, protection from evil, bless, hold person, speak with 
  animals, cure disease, prayer, remove curse, and dispel evil. A 
  white elephant may consider using those spells for the benefit of 
  others, but only if the person wishing to engage the services of 
  the elephant has first made an offering of some sort, and doesn’t 
  “ask” the creature directly for assistance. Instead, the “petitioner” 
  must present his or her situation, and speak of the benefits of the 
  elephant’s assistance (if it were to be offered). 
  If a white elephant is attacked, or if its owner attempts to draw it 
  into service, a white elephant will become ethereal, susceptible 
  only to others in ethereal form (e.g., through oil of etherealness 
  or armor of etherealness). Furthermore, white elephants are im-
  mune to the phase door spell.
  At its moment of death, a white elephant is capable of grant-
  ing one wish to its current owner, assuming: 1) the owner has 
  taken good care of the elephant while in his or her charge, ) 
  the owner makes the elephant as comfortable and cared for as 
  possible during its dying moments, and ) the owner does not 
  ask the creature directly for the wish.
  Eloko
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 0-00 
  ARMOR CLASS: 7 
  MOVE: 9" (6") 
  HIT DICE: 1- pts. 
  % IN LAIR: 0%  
  TREASURE TYPE:  
   
  Individuals Q, U in lair 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  1- or by weapon  
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average  
  ALIGNMENT: Lawful evil 
  SIZE: S (-1/' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats†
  ARMOR CLASS: 7 
  HIT DICE: 1- pts.* 
  MOVE: 90'(60') 
  ATTACKS: 1 
  DAMAGE: 1- or by weapon
  NO. APPEARING: 0-00 
  SAVE AS: Normal man 
  MORALE: 9 
  TREASURE TYPE: I x 5 (L) 
  ALIGNMENT: Chaotic
  An eloko (singular and plural) is a member of a race of magical, 
  hairless, gnome-like humanoids with crocodilian faces found in 
  forested tropical areas, where they choose to make their homes 
  in the densest and darkest areas of the jungle. Eloko are natural 
  hunters, being both dauntless and vicious, while bordering on 
  being truly psychotic. Furthermore, their prey is not confined 
  to game animals. They often hunt humanoids simply for sport, 
  proudly displaying the heads of their victims alongside those of 
  their animal conquests. Eloko have druid-like abilities which aid 
  them in their hunting, with all members of the race having the 
  ability locate animal  times per day (as 1st level druid). Addition-
  ally, as trained hunters who are small and agile, they surprise on 
  a 1-5 (on 1d6).
  The weapons normally carried by eloko are:
  spear 
  0% 
  javelins (-) 0%
  short sword and spear 0% 
  javelins (-) and club 
  10%
  There is also a 50% chance that any eloko will be carrying a 
  net, which they drop from tree tops over prey located on the 
  ground below. (Treetop movement noted in parentheses.)
  While the population of eloko settlements number as high as 
  00 members, hunting parties of eloko normally number from 
  -16. For every 10 eloko encountered, there will be a leader 
  (AC: 6, HD: 1, saves as 1st level fighter) doing 1- points of 
  damage, with the abilities locate animal and obscuring mist 
  (as nd level druid,  times per day each).  For every 0, there 
  will be an additional leader (AC: 5, HD: 1+, saves as nd level 
  fighter) doing 1-6 points of damage with the abilities locate ani-
  mal, obscuring mist, and warp wood (as rd level druid,  times 
  per day each). If encountered in their lair, there will be females 
  and young, with the population divided as follows: male, 60%; 
  female 0%; young, 0%). Females and young will equal to 
  75% and 5% (respectively) of the male’s stats. 
  Eloko speak only their own language and the language of the 
  biloko, their giant genetic relatives. Eloko are natural enemies 
  of the biloko.
  Emerald Stinkbug
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 5-50 
  ARMOR CLASS:  
  MOVE: 15" 
  HIT DICE:  
  % IN LAIR: 5%  
  TREASURE TYPE: R 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -1 
  SPECIAL ATTACKS: Breath weapon 
  SPECIAL DEFENSES:  
   
  Poison and acid immune 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: S (' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: * 
  MOVE: 150'(50') 
  ATTACKS: 1 breath 
  DAMAGE: -1 
  NO. APPEARING: 5-50 
  SAVE AS: Fighter:1 
  MORALE: 8 
  TREASURE TYPE: M 
  ALIGNMENT: Neutral
  Emerald stinkbugs are giant insects with a snout-like nose and 
  an iridescent green armored exoskeleton. They are omnivorous 
  in that they eat smaller bugs as well as fruits and flowers. When 
  eating bugs (ants and the like), they suck them up through their 
  snout, much as an anteater does. Similarly, they use their snout 
  like a straw when eating fruits and flowers, the remains of which 
  not only become quickly rotted, but poisonous as well, causing 
  anyone who eats these rotted foods to come down with severe 
  nausea and cramping for approximately  hours. 
  Emerald stinkbugs tend to make their lairs in burrows under 
  small hills near areas with rich wild vegetation. While their natu-
  ral green coloration provides them some visual camouflage (all 
  “to hit” rolls against at - while “hiding” in brush), their pungent 
  natural odor (a mix of burning rubber and rotten cheese) elimi-
  nates any ability to surprise. The main offense and defense of an 
  emerald stinkbug is the ability to emit a cloud of corrosive breath 
  that is 10' wide, 0' long and 10' tall. Any creature caught inside 
  the cloud must save vs. breath weapon. Failing the save results 
  in d6 damage, while a successful save results in 1d6. In turn, 
  emerald stinkbugs are immune to the effects of poison and acid 
  attacks in cloud or mist form.
  ELEPHANT, WHITE
  EMERALD STINKBUG
  
  7
  FEAR LIATH
  FETCH
  F
  FEAR LIATH • FETCH • FILTH LICKER • FIRE FOX • FIREWALKER •  
  FLASH DRAGON • FLUXBUG • FLYING HEAD
  Fear liath
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 5 
  MOVE: 1" 
  HIT DICE: 9+ 
  % IN LAIR: 5%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  -1/-1 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES:  
   
  See below
  MAGIC RESISTANCE: See below  
  INTELLIGENCE: Average 
  ALIGNMENT: Chaotic evil 
  SIZE: L (15'-0') 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
  bX Stats†
  ARMOR CLASS: 5 
  HIT DICE: 9+* 
  MOVE: 10'(0') 
  ATTACKS:  claws  
   
  + special 
  DAMAGE: -1/-1 
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:6 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic
  Fear liaths are giant supernatural hominids that stand 15'-0' tall. 
  The flesh of a fear liath is olive in color, but the thick layer of 
  short hair covering its body is dark gray, and its fingers and toes 
  feature long talons. 
  Fear liaths are able to “throw” sounds (similar to the MU spell 
  audible glamer) that create the effect of echoing or crunching 
  footsteps, simulating the sounds made by a group of creatures 
  following a target character or characters. Additionally, fear liaths 
  are accompanied by an obscuring mist (per nd level druid spell, 
  always in effect), that surrounds them to a radius of 90'. The 
  combination of these abilities enables a fear liath to create the 
  assumption that a foe is approaching from a different direction, 
  allowing the fear liath to surprise on a 1-5 (on 1d6). 
  Beyond their natural mist defense, fear liaths also radiate a type 
  of negative energy (0' radius) that causes fear and misery. Any 
  character with  hit dice or less that fails a saving throw vs. spells 
  will not only flee the area, but will be so filled with despair that, 
  once they reach a moderately safe distance (approximately 500') 
  they will fall to their knees and cry uncontrollably, unable to do 
  anything else for 1d turns. Any creature with  or more hit dice 
  that fails the saving throw will drop whatever they are carrying 
  and flee as far away as they can. Furthermore, this negative aura 
  also creates a natural lethargy in those affected. Any characters 
  affected (by failed saving throw, regardless of hit dice) will have 
  their movement halved and, if any party member has failed their 
  saving throw, the entire party will lose their initiative during com-
  bat for the remainder of the encounter.
  Fetch
  Oe/1e Stats 
  FREQUENCY: Rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  
  MOVE: 15"/15" 
  HIT DICE: 6+ 
  % IN LAIR: 0%  
  TREASURE TYPE: E 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -11 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES:  
   
  See below 
  MAGIC RESISTANCE:  
   
  See below 
  INTELLIGENCE:  
   
  Average to very
    
  ALIGNMENT: Lawful evil  
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 6+** 
  MOVE: 150'(50')/150'(50') 
  ATTACKS: 1 
  DAMAGE: -11
  NO. APPEARING: 1- 
  SAVE AS: Fighter:6  
  MORALE: 8 
  TREASURE TYPE: E 
  ALIGNMENT: Chaotic
  In essence, fetches are spectral dopplegangers, able to assume 
  the ghost-like appearance of any '-8' humanoid creature (living, 
  dead, or undead) which they have had chance to observe. 
  Should any sentient humanoid see a fetch which appears as a 
  ghostly image of himself or herself, that humanoid must save vs. 
  paralysis or be reduced to a permament catatonic state that may 
  only be cancelled through the use of the spells bless or dispel 
  evil. Even a successful saving throw will stun for 1d rounds.
  Fetches have the unique capability of hiding in mirrors and dis-
  placing the reflection of persons who view themselves in that 
  mirror. The standard modus operandi of the fetch is to hide in a 
  mirror, waiting for an unsuspecting victim to pass by and view 
  themselves, at which point the fetch will take on that person’s 
  appearance and attempt to place that person into a catatonic 
  state (as above). Once the victim is paralyzed with fear, the fetch 
  will lunge from the mirror and attack the victim directly. 
  Though a fetch may also take on the appearance of any armor 
  or weapon worn or carried by the humanoid whose appear-
  ance it takes on, each attack is essentially treated as a “touch” 
  attack, doing 1d8+ points of damage on a successful “to hit” 
  roll. Should the mirror in which the fetch is hiding be destroyed 
  while the fetch is still inside, the fetch will be killed immediately, 
  but its spiritual remnants will leap into the nearest living human-
  oid, bringing them a streak of bad luck in the form of a -1 “to 
  hit” penalty that will last for a duration of 7-10 days. 
  Because fetches are non-corporeal and have no solid body, they 
  can only be hit by magic weapons (silver weapons have no effect), 
  and as undead they are immune to the effects of sleep, charm, 
  and hold. Furthermore, they are capable of flight.
  
  8
  Filth licker (Akaname)
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: -1 
  ARMOR CLASS: 7 
  MOVE: 18" 
  HIT DICE: +1 
  % IN LAIR: 70%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1- 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: +1* 
  MOVE: 180'(60') 
  ATTACKS: 1 tongue 
  DAMAGE: 1- or disease 
  NO. APPEARING: -1 
  SAVE AS: Fighter: 
  MORALE: 6 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Filth lickers are gaunt, gangly humanoids with burnt orange skin 
  and matted black hair. These vile creatures scour dungeons, 
  seeking out and eating the bodily wastes of all manner of beings. 
  The webbed, salamander-like hands of the filth licker allow them 
  to climb on walls and ceilings equally as well as they move on the 
  ground. Moreover, filth lickers are extremely silent movers and 
  surprise opponents on a 1- (on 1d6). 
  A filth licker’s only attack is its highly-infectious '-long tongue. 
  Any creatures struck by a filth licker’s tongue save vs. poison 
  at -, or contract a disease that induces cramping, nausea and 
  vomiting for d8 turns. This disease slows an affected creature’s 
  movement to 1/ normal, and enforces a -1 penalty on all “to 
  hit” rolls and saving throws for the duration. The disease may be 
  removed by a cure disease spell. Filth lickers are immune to all 
  forms of disease and poison, as well as acid attacks.
  Fire Fox
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 5 [] 
  MOVE: 1" ["] 
  HIT DICE: +1 
  % IN LAIR: 5%  
  TREASURE TYPE: C, U 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Very 
  ALIGNMENT: Neutral  
  SIZE: S (' at shoulder) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
   
   
  bX Stats
  ARMOR CLASS: 5 [] 
  HIT DICE: +1* 
  MOVE: 10'(0') [0'(80')] 
  ATTACKS: See below 
  DAMAGE: See below 
  NO. APPEARING: 1-6 
  SAVE AS: Fighter: [F:5] 
  MORALE: 6 
  TREASURE TYPE: C, I (x) 
  ALIGNMENT: Neutral
  The fire fox is a magical creature, able to transform at will from a 
  normal fox (its “material” form) to an elemental being of fire (its 
  “elemental” form). 
  In its material form, a fire fox has the look, appearance and abili-
  ties of a standard fox. In its “elemental” state, a fire fox appears 
  as a fox formed from flame, and possesses an increased set of 
  abilities (numbers in brackets above). In material form, the crea-
  ture’s sole attack consists of a rather benign bite, doing only 1- 
  points of damage. However, in its fiery form, a fire fox is able to 
  attack a target as a 5 HD monster with its two burning paws and 
  fiery bite ( attacks doing 1-6/1-6/-1 points respectively) or 
  by “throwing” fireballs from its mouth (1 per melee round), each 
  doing -1 points of damage. The intense heat radiated by the 
  firefox in its elemental form does  points of heat damage to all 
  creatures within a 10' radius of the fox (no saving throw).
  In both its material and elemental forms, a fire fox is immune to 
  poison and all flame- or heat-based attacks. In its elemental form 
  (only), a fire fox is immune to normal weapons, and can only be 
  hit by magic weapons or spells.
  Firewalker
  Oe/1e Stats 
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  [0] 
  MOVE: 1" 
  HIT DICE: + 
  % IN LAIR: 0% 
  TREASURE TYPE: C 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -9 +  
   
  or by weapon +  
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES:  
   
  See below 
  MAGIC RESISTANCE:  
   
  See below 
  INTELLIGENCE: Very 
  ALIGNMENT: Chaotic neutral 
  SIZE: M
   
   
  PSIONIC ABILITY: Nil 
   
  Attack/Defense 
  Modes: Nil
  bX Stats
  ARMOR CLASS:  [0] 
  HIT DICE: +** 
  MOVE: 10'(0') 
  ATTACKS: 1 weapon  
   
  or 1 special 
  DAMAGE: -9 +   
   
  (or by weapon + ) or -18
  NO. APPEARING: 1- 
  SAVE AS: Cleric:5 
  MORALE: 8 
  TREASURE TYPE: C 
  ALIGNMENT: Chaotic
  Firewalkers are a magical race of beings able to transform at will 
  (along with equipment carried) into a being of pure fire (statistics 
  in brackets). Firewalkers normally carry a +1 sword, wear +1 
  chain mail, and carry a +1 shield (items which are in addition to 
  any in-lair treasure). Their AC in human form is as a normal man 
  (AC  in armor described above), but they receive a - AC bonus 
  in their transformed (fiery) state. Whether in their human or fiery 
  form, firewalkers attack as a  HD creature, are immune to all 
  flame-based attacks, and save as a 5th level cleric.
  In their fiery form, a +1 or better weapon is required to hit a fire-
  walker. Any attack by a firewalker with a weapon that is in fiery 
  form does an additional  points of flame damage. Furthermore, 
  in their fiery form, firewalkers are able to “spray” a cone of fire 
  from any weapon they are holding. This cone of fire extends 
  0' in length and is 5' wide at its terminus. Any creature caught 
  in this cone of fire must save vs. wands or take -18 points of 
  flame damage. 
  FILTH LICKER
  FIREWALKER
  
  9
  Flash Dragon
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS:   
  MOVE: 9" 
  HIT DICE: 5 
  % IN LAIR: 10%  
  TREASURE TYPE: C 
  NO. OF ATTACKS: 1  
  DAMAGE/ATTACK: -1 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES:  
   
  Teleporting 
  MAGIC RESISTANCE: Standard
   
   
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: L (10'-1' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 5* 
  MOVE: 90'(0') 
  ATTACKS: 1 bite 
  DAMAGE: -1 + poison
  NO. APPEARING: 1-6 
  SAVE AS: Fighter: 
  MORALE: 1 
  TREASURE TYPE: C 
  ALIGNMENT: Neutral
  These massive, scaly lizards are natural-born predators, made 
  more dangerous by the ability to employ a limited form of tel-
  eportation known as “flashing.” This ability allows a flash dragon 
  to immediately disappear from one location with a blinding flash 
  and reappear in another up to 50' away from their starting spot. 
  This target location is usually an advantageous attack position for 
  the flash dragon (e.g., at the flank of a defending creature), which 
  gives it a + “to hit” bonus. Furthermore, any creature facing a 
  flash dragon as it teleports must save vs. spells or be blinded for 
  1- melee rounds. An inherent instinct allows flash dragons to 
  use this teleportation ability without the fear of blinking into a 
  solid object. They may use this ability (or simply “flash” without 
  teleporting) once every  rounds. Flash dragons are fearless fight-
  ers and will normally fight to the death once they’ve committed 
  to an attack.
  Fluxbug
  Oe/1e Stats 
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 5 
  MOVE: 1" 
  HIT DICE: +1 
  % IN LAIR: 5%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -5
  SPECIAL ATTACKS: Poison 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Very 
  ALIGNMENT: Neutral  
  SIZE: L (7' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: +1** 
  MOVE: 10'(0') 
  ATTACKS: 1 bite 
  DAMAGE: -5 + poison
  NO. APPEARING: 1-6 
  SAVE AS: See below  
  MORALE: 7 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Fluxbugs are usually found in abandoned mines and appear as 
  giant silver beetles with a mirror-polished exterior. They pos-
  sess incredible anti-magnetic properties and they seem to “hum” 
  with vibration.  
  Due to the warping a fluxbug causes in the other planes, it saves 
  as 10 HD monster against all magical attacks, but saves as a  HD 
  monster against all other forms of attack (including non-magical 
  fire, ice, etc.), except electrical-based attacks, to which it is com-
  pletely immune. Additionally, fluxbugs are immune to any attack 
  made by metal weapons (bronze, iron, etc.—even silver and/or 
  magic weapons), including all missiles containing metal. Should 
  any creature attempt such an attack, there is a 50% chance that 
  any hand-held weapon will be “flung” from the attacker’s hand. 
  For every creature within a 0' range of the fluxbug, there is a 
  5% chance that any metal missile or “flung” hand-held weapon 
  will strike one of those creatures (including the original attacker), 
  inflicting up to the full damage of the attack against the creature 
  struck (no saving throw). Characters wearing metal armor (stand-
  ard or magical) may get no closer to a fluxbug than 0'.
  The bite of a fluxbug contains a toxic metal substance akin to lead 
  or mercury that (on a failed saving throw vs. poison) reduces the 
  victim’s Constitution by 1 point per day, until the victim reaches 
  0 Constitution (and dies), or is cured of the poison. 
  Flying Head
  Oe/1e Stats 
  FREQUENCY: Rare 
  NO. APPEARING: -16 
  ARMOR CLASS: 8 
  MOVE: 0"/18" 
  HIT DICE: 1- pts. 
  % IN LAIR: 90%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-
  SPECIAL ATTACKS: Nil  
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral  
  SIZE: S 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 8 
  HIT DICE: 1- pts. 
  MOVE: 0'(0')/180'(60') 
  ATTACKS: 1 bite 
  DAMAGE: 1-
  NO. APPEARING: -16 
  SAVE AS: Normal man  
  MORALE:  
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Flying heads appear as a human skull with bat wings, and are 
  created by magical means. They are rather benign, and act main-
  ly as alarm systems for their creators as they cackle incessantly 
  when disturbed from their dormant state.
  FLASH DRAGON
  FLYING HEAD
  
  0
  GASEOUS LANTERN
  GIANT, DIRT
  G
  GASEOUS LANTERN • GIANT, DIRT • GIANT, PHASE • GOLEM, CANINE (FLESH) •  
  GORILLA, GIANT SPIDER • GOWROW • GUARDIAN BRAMBLE
  gaseous lantern
  Oe/1e Stats 
  FREQUENCY: Rare 
  NO. APPEARING: 10-60 
  ARMOR CLASS: 9 
  MOVE: –/1" 
  HIT DICE: 1 pt. 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard
   
   
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: S (' diameter) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 9 
  HIT DICE: 1 pt.* 
  MOVE: –/10'(') 
  ATTACKS: 1 
  DAMAGE: 1d6+/1d6+
  NO. APPEARING: 10-60 
  SAVE AS: Normal man 
  MORALE: 7 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Gaseous lanterns are seemingly benign creatures that appear as 
  a sort of veiny fleshy '-diameter balloon set atop 7-1 tentacles 
  each approximately 8" in length. As a biological by-product of 
  their digestion process (their diet consists mostly of lichen), they 
  “glow,” with each lantern emitting an amount of light equal to a 
  dim candle. It is said that viewing an underground cavern filled 
  with gaseous lanterns is truly a sight to behold. Unfortunately, 
  the gas that gives these creatures their buoyancy is extremely 
  volatile and highly explosive. 
  If contact is made between open flame (e.g., candles, torches 
  and fireballs) and a gaseous lantern, the gaseous lantern will 
  combust, doing 1- points of fire damage to all creaures within 
  a 5' radius (unless a saving throw +1 vs. breath weapon is made) 
  and producing a cloud of toxic smoke that will cause all creatures 
  within the same 5' radius to fall unconscious for 1- turns (unless 
  an additional saving throw + vs. poison is made). Any gase-
  ous lantern within 5' of a gaseous lantern that has combusted 
  must make a saving throw at -1 vs. breath weapon or combust 
  as well, creating the same flame/smoke effects, and potentially 
  continuing a chain reaction of explosions among other nearby 
  gaseous lanterns.
  Any successful “to hit” roll against a gaseous lantern by an edged 
  weapon will automatically cause the gaseous lantern to explode 
  and release its toxic gas, causing the same effects as the toxic 
  smoke noted above (but will not create any of the flame effects 
  nor will it cause a chain reaction). For any successful “to hit” roll 
  against a gaseous lantern by a blunt (non-edged weapon), there 
  is a 50% chance that the gaseous lantern will burst, causing the 
  same gaseous effects as an edged weapon. Exposure to (without 
  contacting) a significant heat source will cause a gaseous lantern 
  to expand, causing it to “burst” (as by a weapon) in 1- turns. 
  Gaseous lantern spores are released during these explosions. 
  Though the spores are not dangerous, the 5-0 spores that are 
  released from a single gaseous lantern will each mature to a full 
  gaseous lantern in approximately  weeks. 
  giant, Dirt
  Oe/1e Stats 
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS:  
  MOVE: 9" (") 
  HIT DICE: 8+6 
  % IN LAIR: 50%  
  TREASURE TYPE: E 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1d6+/1d6+
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES:  
   
  Not affected by light 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low to average 
  ALIGNMENT: Neutral 
  SIZE: L (11' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 8+6 
  MOVE: 90'(0') (0'(10')) 
  ATTACKS:  hand gouges 
  DAMAGE: 1d6+/1d6+
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:8 
  MORALE: 8 
  TREASURE TYPE: E 
  ALIGNMENT: Neutral
  Dirt giants dwell in underground burrows and lairs in almost any 
  type of locale or climate. These burrows are generally of the dirt 
  giant’s own construction, having been created with the aid of their 
  powerful, oversized hands and talon-like fingers. These hands 
  also allow them to burrow at a reasonable speed (movement in 
  parentheses). In combat, the gouge of each of a dirt giant’s hands 
  does 1d6+ points of damage on successful “to hit” rolls. 
  From years of living underground, dirt giants have lost the use of 
  normal eyesight, but have developed the ability to “see” in dark-
  ness through a type of “radar” that is accomplished with the aid 
  of “clicking” sounds uttered from their mouths. Therefore, dirt gi-
  ants are unaffected by light-based effects (e.g., flashing blindness 
  attacks or visual illusions), but will be “blinded” in the presence 
  of any type of silencing spell or effect (which disables the use of 
  their clicking). Under the effects of this “blindness,” a dirt giant 
  has an effective Armor Class of 6 and suffers a - penalty on all 
  “to hit” rolls. 
  
  1
  Description: Dirt giants have calloused light to medium brown 
  skin, wiry brown hair, and always appear to be squinting. They 
  are 1' from head to toe, but usually scurry around on all fours 
  (second movement rating, same as burrowing) and rarely stand 
  upright (first movement rating), and appear “hunched” when 
  they do. Their large hands feature imposing talon-like fingers 
  and are often caked with clay and dirt. They rarely wear any-
  thing at all and are never seen holding a weapon of any sort.
  giant, phase
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS:  
  MOVE: 1" 
  HIT DICE: 9+ 
  % IN LAIR: 0%  
  TREASURE TYPE: D 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -18
  SPECIAL ATTACKS: See below  
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Average 
  ALIGNMENT: Neutral  
  SIZE: L (1' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats†
  ARMOR CLASS:  
  HIT DICE: 9+** 
  MOVE: 10'(0') 
  ATTACKS: 1 weapon 
  DAMAGE: -18 or by weapon
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:9 
  MORALE: 9 
  TREASURE TYPE: D  
  ALIGNMENT: Neutral
  A phase giant is similar in most regards to a stone giant, save 
  for the ability to phase. This gives the phase giant the ability to 
  shift out of phase with its surroundings, bringing itself back into 
  phase when it is ready to attack. Any weapon held by a phase 
  giant when shifting will go out of phase as well. This allows phase 
  giants to hide easily “inside” the rocky structures of the steppe 
  environments they call home, and allows them to surprise on 
  a 1-5 (on 1d6) when attacking. Additionally, like stone giants, 
  phase giants are able to hurl rocks up to a 00' distance for -0 
  points of damage.   
  When out of phase, a phase giant is impervious to all forms of 
  attack. However, a phase door spell will cause the creature to re-
  main in phase for 6 melee rounds. Oil of etherealness or armor 
  of etherealness will put a user into the same phase as the giant, 
  allowing them to make attacks as per normal (while in the same 
  phase as the giant). 
  golem, Canine (Flesh)
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 7  
  MOVE: 9" 
  HIT DICE:  
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -8 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral
  SIZE: M (' at shoulder) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7  
  HIT DICE: **  
  MOVE: 90'(0') 
  ATTACKS: 1 bite 
  DAMAGE: -8 
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:1 
  MORALE: 11 
  TREASURE TYPE: Nil  
  ALIGNMENT: Neutral
  A canine flesh golem is a dog that is animated by magical means 
  from the corpses of dead dogs. A high-level magic-user may cre-
  ate a canine flesh golem by engaging the corpse of a dead dog 
  through the use of a magical tome with the appropriate incanta-
  tions. Otherwise, a 1th-level+ magic-user may use a combina-
  tion of the following: a polymorph object spell, a strength spell, 
  a charm monster spell, and a wish spell. Synthesizing the crea-
  ture (regardless of method) costs 500 gold pieces per hit point of 
  the creature, and requires two weeks time.  
  A canine flesh golem will follow only standard canine com-
  mands (heel, fetch, growl, attack, etc.) and only from its creator. 
  Additionally, the activities of a canine flesh golem may be “sus-
  pended” until triggered by some event (e.g., when someone en-
  ters the room). These beasts are quite unpredictable, and there 
  is a 5% chance per melee round that a canine flesh golem will 
  go wild and randomly attack any creature in sight. There is also 
  only a 5% chance per melee round that the creature’s master 
  may regain control of the beast.
  Canine flesh golems are unharmed by normal weapons, but are 
  affected normally by magical ones. Electrical attacks restore lost 
  hit points at a rate equal to the damage that sort of attack may 
  normally do (e.g., a  point lightning bolt would restore  hit 
  points to the creature). Fire and cold-based attacks slow canine 
  flesh golems by 50% for -1 melee rounds. Otherwise, most 
  spells have no effect on these creatures.
  GIANT, DIRT
  GOLEM, CANINE (FLESH) 
  
  
  gorilla, giant Spider
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 5  
  MOVE: 15" 
  HIT DICE: 7 
  % IN LAIR: 15%  
  TREASURE TYPE: C 
  NO. OF ATTACKS: 5 or  
  DAMAGE/ATTACK: 
   
  1-6/1-8/1-10/1-1 or  
   
  1-6/1-6/1-6/1-6/1-
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below  
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: L (1' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 7 
  MOVE: 150'(50') 
  ATTACKS:  hands/1 bite  
   
  or  “tearing” hands 
  DAMAGE: 1-6/1-8/1-10/1-1  
   
  or 1-6/1-6/1-6/1-6/1-  
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:8 
  MORALE: 10 
  TREASURE TYPE: C  
  ALIGNMENT: Neutral
  Giant spider gorillas are -armed, carnivorous, gargantuan mon-
  strosities covered in red-orange fur and having glowing white 
  eyes. They dwell in the darkest of forests and caves. Their supe-
  rior eyesight, hearing and smell allow them to only be surprised 
  on a roll of 1 (on 1d6), often detecting intruders as far as 100' 
  away. The giant spider gorilla attacks with a “rending” attack 
  (during which it must yield its biting attack), where each suc-
  cessive hit during the same turn does an increasing amount of 
  damage to the same opponent (1d6 on the first hit, 1d8 on the 
  second hit, 1d10 on the third hit, and 1d1 on the fourth hit).
  gowrow
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS:   
  MOVE: 15"//18" 
  HIT DICE: 8 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  -16 or 1-8 + 1-/1- 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral
   
   
  SIZE: L (0' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 8 
  MOVE: 150'(50')//180'(60')  
  ATTACKS: 1 gore or 1 bite +  claws 
  DAMAGE: -16 or 1-8 + 1-/1-
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:8 
  MORALE: 8 
  TREASURE TYPE: Nil  
  ALIGNMENT: Neutral
  A gowrow is akin to a gigantic, tusked skink lizard and is 
  named for the sound it makes, a sort of hissing growl. They 
  normally make their home in forested areas near large bodies of 
  water (particularly medium to large rivers). The clawed, webbed 
  feet of the gowrow allow it to swim quickly as well as make a 
  formidable attack when combined with its tusks or bite.
  guardian bramble
  Oe/1e Stats
  FREQUENCY:  
   
  Uncommon 
  NO. APPEARING: -16 
  ARMOR CLASS: 6  
  MOVE: Nil 
  HIT DICE:  
  % IN LAIR: 100%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non-  
  ALIGNMENT: Neutral 
  SIZE: S ('-' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6  
  HIT DICE: *  
  MOVE: Nil  
  ATTACKS: 1  
  DAMAGE: See below
  NO. APPEARING: -16  
  SAVE AS: Fighter: 
  MORALE: 1 
  TREASURE TYPE: Nil  
  ALIGNMENT: Neutral
  Guardian brambles are fashioned by magic means from standard 
  bramble bushes. To create a guardian bramble a medium-level 
  magic-user must enchant the brambles through use of a magical 
  tome, or an 8th-level+ magic-user may use a combination of 
  the following: a polymorph object spell, a strength spell, and 
  a charm monster spell. Guardian brambles are engaged to per-
  form the simple act of protecting doors, passageways and other 
  points of access, and are entreated to stop anyone from passing 
  except as instructed by their creator. 
  A guardian bramble bush stands between ' and ' tall and can 
  occupy anywhere from -5 square feet of ground, appearing as 
  a larger, thicker, thornier variety of standard brambles, with the 
  exception that they never bear fruit (berries). At first glance, a 
  guardian bramble will not be perceived as anything more than 
  a normal overgrown plant (except through magic detection or 
  similar means) until the guardian bramble is approached and/or 
  engaged by an intruding party attempting to pass and access the 
  door and/or passage it guards. At that point, the bramble will 
  attack any creature within ' of the area it protects.
  A hit by a guardian bramble indicates that the target (i.e., the 
  “victim”) is entwined within the bramble’s branches. Each bush 
  has a Strength equal to its current hit points. A victim compares 
  his Strength to that of the bush, and has a 10% chance to escape 
  each round for every Strength point of difference the victim has 
  over the bush (e.g., a 1 point advantage gives the victim a 10% 
  chance, a  point advantage gives the victim a 0% chance, and 
  so on). If the victim has a deficit in points, he will take a number 
  of points of damage equal to the deficit during every round until 
  the bush is killed (loosing the victim). Any victim with a Strength 
  equal to or greater than the bramble’s hit points will not take 
  damage, but will remained entangled until such time as the victim 
   escapes. A guardian bramble may only entangle 1 man-sized 
  creature or smaller at a time. Any entwined creature suffers a - 
  penalty on all “to hit” rolls while entangled in the bramble.
  GORILLA, GIANT SPIDER
  GUARDIAN BRAMBLE
  
  
  HAYRA
  HEIKEGANI
  H
  HAYRA • HEIKEGANI • HIBAGON • HSIGO • HYRCINIAN BIRD
  Hayra
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  
  MOVE: 1" 
  HIT DICE: 10 
  % IN LAIR: 65%  
  TREASURE TYPE: H 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-/1-/1- 
  SPECIAL ATTACKS:  
   
  See below
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: High 
  ALIGNMENT: Lawful evil 
  SIZE: L (15' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 10** 
  MOVE: 10'(0') 
  ATTACKS:  
   
   claws/1 bite 
  DAMAGE: 1-/1-/ 
   
  1- + poison 
  NO. APPEARING: 1- 
  SAVE AS: Fighter:10 
  MORALE: 11 
  TREASURE TYPE: H 
  ALIGNMENT: Chaotic
  Hayras are magical, extremely rational and intelligent naga-like 
  creatures with a crocodilian lower body, serpentine neck and the 
  head of a man. They are amphibious, and are most often found 
  in warmer climates dwelling near large bodies of water, particu-
  larly in wet caves or underground caverns. Their thick green hide 
  glimmers with a golden sheen and the mane that runs down their 
  backs to the tips of their tails appears almost as a fire of golden 
  bristles. The eyes of the hayra appear as orbs of gold and, while 
  they do not provide the hayra normal eyesight, it does provide 
  them with infravision to 10'. This lack of sight makes hayras 
  immune to such visual effects as blindness and illusions.
  Hayras do not speak aloud. Instead, they communicate through 
  a form of telepathy with other creatures, able to transmit to those 
  creatures in a way that any sentient being is able to understand. 
  Additionally, hayras comprehend the spoken language of any 
  creature by telepathically sensing the meaning underlying the 
  creature’s words. 
  Hayras are carnivorous, normally preferring to devour their prey 
  while still alive. The standard physical attack of the hayra com-
  bines the use of their forelimb claws with a poisonous bite that 
  kills in 1 turn unless a saving throw vs. poison is made. 
  Hayras are possessed of a variety of magical abilities, including 
  the ability to levitate, charm person, charm monster, and confu-
  sion. They are able to use these abilities 5 times per day (each) as 
  a 6th level magic-user. 
  Heikegani
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 0 
  MOVE: 1"//6" 
  HIT DICE: 7 
  % IN LAIR: 0%  
  TREASURE TYPE: B 
  NO. OF ATTACKS: See below 
  DAMAGE/ATTACK:  
   
  -1/-1 or -1/-1
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See 
  below 
  INTELLIGENCE: Average 
  ALIGNMENT: Lawful evil 
  SIZE: L (15' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats†
  ARMOR CLASS: 0 
  HIT DICE: 7** 
  MOVE: 10'(0')//60'(0') 
  ATTACKS: See below 
  DAMAGE: -1/-1  
   
  or -1/-1 or special
  NO. APPEARING: 1- 
  SAVE AS: Fighter:7 
  MORALE: 1 
  TREASURE TYPE: B 
  ALIGNMENT: Chaotic
  Heikegani are giant crabs inhabited by the spirits of warriors that 
  died dishonorably in battle, the faces of which appear on the tops 
  of their shells. They are normally found in deep ocean waters or 
  on the shores of larger bodies of salt water. They are moderately 
  fast moving on land, slightly slower walking underwater (second 
  movement rating), and completely unable to swim. 
  Because they are physical presences of deceased spirits, they can 
  see into the positive material and ethereal planes, and are there-
  fore able to see most invisible creatures. Their attacks, however, 
  are limited to the prime material plane only. Their standard form 
  of attack is to either clamp down with their  forceful pincers (1 
  attack each per melee round, d6 points of damage each) or to 
  “stab” opponents with their  piercing forelegs (1 attack each per 
  melee round, 1d1+ points of damage each).
  Heikegani possess several extraordinary abilities due to their 
  unique (spiritual) circumstance. First, they are gifted with pre-
  monitions during combat, so they enjoy a relatively low armor 
  class, receive a bonus of + on all “to hit” rolls, and are surprised 
  only on a roll of 1. Second, they are immune to all fear attacks. 
  Finally, five times a day they are able to summon a 5d6 lightning 
  bolt against an opponent on land. 
  
  
  Hibagon
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-1 
  ARMOR CLASS: 5 
  MOVE: 18" 
  HIT DICE: 5 
  % IN LAIR: 10%  
  TREASURE TYPE: C 
  NO. OF ATTACKS:  
   
  See below 
  DAMAGE/ATTACK:  
   
  1-6/1-6 or -10  
   
  or by weapon 
  SPECIAL ATTACKS: Nil
   
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: M (5' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 5 
  MOVE: 180'(60') 
  ATTACKS:  fists/1 bite  
   
  or 1- weapons 
  DAMAGE: 1-6/1-6 or  
   
  -10 or by weapon 
  NO. APPEARING: 1-1 
  SAVE AS: Fighter:5 
  MORALE: 10 
  TREASURE TYPE: C 
  ALIGNMENT: Neutral
  These forest-dwelling relatives of the yeti are slightly more di-
  minutive, measuring only 5' high and weighing in around 180 
  pounds. They have glaring eyes, reddish brown or black fur, and 
  the unmistakeable musky, skunk-like fetor common to these types 
  of animals (yeti, sasquatch, etc.). While hibagons appear ape-like 
  and can move on all fours, they most often walk upright. 
  As slightly intelligent tool users, hibagons often carry on their 
  person chiseled flint stones to act as both common working tools 
  and de facto weapons. When using flint stones as weapons, hiba-
  gons can either attack with one stone in each fist (for 1d6 points 
  damage each) or hold one stone in both hands to attack (doing 
  1d8+ points of damage).
  Hibagons can communicate with one another through simple 
  grunts and visual cues, but have no language proper. Hibagons 
  normally gather into small tribal units, living either in caves or 
  primitive structures made of sticks and mud. In tribal units of 10 
  or more hibagons, there will be a tribal leader with one additional 
  hit die, doing +1 point of damage per single-handed attack, and 
  + points of damage on two-handed attacks. 
  Hsigo
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 10-100 
  ARMOR CLASS: 7 
  MOVE: 1"/" 
  HIT DICE: 1 
  % IN LAIR: 0%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  1- or by weapon
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: S (' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: 1 
  MOVE: 10'(0')/0'(80') 
  ATTACKS: 1 weapon 
  DAMAGE: 1- or by weapon
  NO. APPEARING: 10-100 
  SAVE AS: Fighter:1 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Hsigos are winged monkeys with human faces and dog-like tails. 
  While sometimes found in the wild in forested areas, they are 
  usually bred to act as servants for those that own them (most 
  often high-level magic-users).  
  The weapons normally carried by hsigos are:
  small sword 0% 
  club 
  0% 
  morning star 0% 
  spear 
  10%
  For every 10 hsigos appearing as part of their owner’s army, 
  there will be an additional leader with  hit dice (attacks and 
  saves as  HD monster), carrying a +1 sword. For every hsigo 
  army numbering 50 or greater, there will be a hsigo general 
  with  hit dice (attacks and saves as a  HD monster), carrying 
  a +1 sword and wearing a magic helmet (-1 bonus to AC).
  Hyrcinian bird
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 7 
  MOVE: 6"/18" 
  HIT DICE: 1 pt. 
  % IN LAIR: Nil 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: Nil 
  DAMAGE/ATTACK: Nil 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE:  
   
  Standard
   
   
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: S 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: 1 pt. 
  MOVE: 60'(0')/180'(60') 
  ATTACKS: Nil 
  DAMAGE: Nil
  NO. APPEARING: 1- 
  SAVE AS: Normal man 
  MORALE: 5 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Hyrcinian birds are small, unassuming avians that appear white 
  under normal lighting conditions, but in truth (and the dark) they 
  are actually luminous, providing light to a distance of 0'. The 
  light of an hyrcinian bird will continue to shine as long as the bird 
  is alive, but will cease to exist upon the creature’s death. The quill 
  of an hyrcinian bird increases the chance of successfully creating 
  a light spell scroll by 50%, and these birds have been known to 
  serve as familiars to wizards.
  HIBAGON
  HYRCINIAN BIRD
  
  5
  IPOTANE
  IZZOO
  I
  IPOTANE • IzzOO
  ipotane
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -16 
  ARMOR CLASS:  or 5 
  MOVE: 18" 
  HIT DICE: 5 
  % IN LAIR: 0%  
  TREASURE TYPE:  
   
  M (x), H in lair 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average 
  ALIGNMENT: Neutral good 
  SIZE: M-L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  or 5 
  HIT DICE: 5 
  MOVE: 180'(60') 
  ATTACKS: 1 weapon 
  DAMAGE: See below
   
  NO. APPEARING: -16 
  SAVE AS: Fighter:5 
  MORALE: 9 
  TREASURE TYPE: S (x), H in lair 
  ALIGNMENT: Neutral
  Ipotanes are half-horse/half-human creatures loosely related to 
  satyrs and centaurs. They have a human appearance with the 
  legs, hindquarters, tail, and ears of a horse. Though legend holds 
  ipotanes have been in existence much longer than satyrs, they 
  are much rarer. 
  Ipotanes are normally found in forested mountainous areas with 
  temperate climates and mild winters, though they have been 
  known to inhabit flat forested areas in colder climates. 
  In bands, one-half of the ipotanes encountered will be armed with 
  swords and shields (AC: ) and the other half will be armed with 
  composite longbows and 10-0 arrows (0' range, 1-6 points 
  damage/attack; AC: 5) and the rest will be armed with swords and 
  shields (1-8 points damage/attack; AC: ). If 10 or more ipotanes 
  are present, one of them will be a leader type with one additional 
  HD, attacking and saving one level higher, and armed with a +1 
  sword (-9 points of damage/attack) and a shield (AC: ).
  There is a 50% chance any ipotane possesses the gift of proph-
  ecy, and is able to foretell basic details about major events in the 
  immediate-to-near future (from a few minutes to a few days). 
  Selinian ipotane: Given to excessive drink and celebration, 
  selinian ipotanes are fat, bald and bearded, with long donkey-like 
  ears. All selinian ipotanes are gifted with the ability of prophecy, 
  but are usually too drunk to discern the difference between a true 
  vision and a falsehood (50% chance). Though they are 5 HD 
  creatures, selinian ipotanes attack as  HD creatures and move 
  slightly slower (15"/150'(50')). Additionally, they will rarely carry 
  any money on their person, and in their lair will only possess half 
  the amount of the in-lair treasure of normal ipotanes.
  izzoo
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 6 
  MOVE: 6" 
  HIT DICE:  
  % IN LAIR: Nil 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1-6 
  DAMAGE/ATTACK: See below
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: ** 
  MOVE: 60'(0') 
  ATTACKS: 1-6  
  DAMAGE: See below 
  NO. APPEARING: 1- 
  SAVE AS: Fighter: 
  MORALE: 1 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Izzoos are strange, amorphous, viscid beings that are incessantly 
  on the hunt for the animal flesh they so ravenously desire. These 
  mindless automatons do little more than seek and destroy any 
  and all living creatures. 
  Due to the high calcium contents of bones, izzoos are incapable 
  of digesting them the way they are capable of eating the flesh 
  from them. Instead, they utilize the arms and legs of their victims 
  as an ad hoc limb system, allowing them to “fling” wads of them-
  selves at a target. They are capable of wielding up to 6 of these 
  limbs at any given time. 
  The flung goo attack of an izzoo is extremely paralytic and any 
  creature that fails his saving throw (vs. paralysis) will become 
  paralyzed for 5-0 turns. Once an izzoo has subdued a target 
  through paralysis, it will envelop the creature and begin to di-
  gest it, a process which takes approximately 1 turn for each 10 
  pounds in weight of its victim. If there is an incapacitated crea-
  ture within a 50' range of an izzoo, it will attempt to consume 
  that creature in lieu of attacking other creatures. It will, however, 
  attempt to defend itself while continuing to consume its prey. 
  Izzoos are also capable of using their mucus covered limbs to 
  effect their paralyzing touch at close range, but if they are not in 
  possession of any limbs they must make all “to hit” rolls at -.
  An izzoo may pass through cracks or under doors, but doing so 
  will “filter out” any bones being held within the creature. The 
  izzoos’ heavy mass makes them slow movers and prevents them 
  from being able to climb walls (even though their cell structure 
  would otherwise allow it).
  The nature of izzoos makes them impervious to all weapons 
  (magical or otherwise), and immune to the effects of electricity 
  and poison. They are susceptible to magic (except electricity and 
  poison) and fire, but all cold-based attacks (including magical) 
  only slow them to 1/ their normal movement. 
  
  6
  JELLY DEATH
  JENGLOT
  J
  JELLY DEATH • JENGLOT • JOGAH
  Jelly Death
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 6 
  MOVE: 9" 
  HIT DICE: 6 
  % IN LAIR: 0%  
  TREASURE TYPE: C 
  NO. OF ATTACKS:  
   
   + special
  DAMAGE/ATTACK: -18 
  SPECIAL ATTACKS: Paralyzation 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: M-L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: 6** 
  MOVE: 90'(0') 
  ATTACKS:  + special 
  DAMAGE: -18
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:6 
  MORALE: 10 
  TREASURE TYPE: C 
  ALIGNMENT: Neutral
  These bipedal humanoids are sentient distant relatives to both 
  gelatinous cubes and izzoos. Unlike the transparent gelatinous 
  cube, jelly deaths are translucent and luminescent, radiating 
  an eerie green glow that provides an amount of light sufficient 
  enough to see details to 10' and shapes/forms to 0'.
  Like their cubed cousins, jelly deaths are scavengers of under-
  ground passages and caverns, eating anything and everything 
  they can, including any creatures they happen to come across. 
  Jelly deaths attack with two paralytic touches (save vs. paralysis 
  for each), which will paralyze an affected creature for 5-0 melee 
  rounds. Once a victim is paralyzed, the hulking jelly death that 
  attacked it will surround the creature and begin to consume it, 
  doing -18 points of damage per melee round (due to secretion 
  of digestive fluids as it feeds). 
  Jelly deaths are greedy and gluttonous, often abandoning an 
  attack against a potential victim in favor of stealing an already 
  paralyzed creature from another jelly death (50% chance). Jelly 
  deaths are very protective of their kills (meals), going so far as to 
  fight off other jelly deaths to keep from having to share any food 
  already “on their plate.”
  Jelly deaths are immune to the effects of electricity, fear, hold, 
  paralyzation, polymorph and sleep-based attacks. Furthermore, 
  cold attacks will only slow them to 50% of normal movement. 
  Jelly deaths can, however, be hit by all types of weapons, and 
  are affected normally by fire.
  Jenglot
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS: 5 
  MOVE: 1" 
  HIT DICE: + 
  % IN LAIR: 5%  
  TREASURE TYPE: C 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  1-6 + special
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: +1 or  
   
  better weapon to hit 
  MAGIC RESISTANCE:  
   
  See below 
  INTELLIGENCE: Low  
  ALIGNMENT: Chaotic evil 
  SIZE: S ('-' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: +** 
  MOVE: 10'(0') 
  ATTACKS: 1 bite 
  DAMAGE: 1-6 + special
  NO. APPEARING: 1 
  SAVE AS: Fighter: 
  MORALE: 11 
  TREASURE TYPE: C 
  ALIGNMENT: Chaotic
  Jenglots are a type of feral undead, found in a variety of locales, 
  from underground environments, to the trunks of trees, to the at-
  tics of abandoned residences. It is believed that jenglots become 
  undead through a process similar to that of liches, enacted by the 
  grant of an evil deity to whom the jenglot (in his previous demi-
  human form) petitioned for immortality. 
  As undead, jenglots are immune to the effects of sleep, charm, 
  hold, poison and paralysis, and can only be hit with magic or 
  silver weapons. Jenglots are not affected by garlic or sunlight, 
  but are susceptible to the effects of holy water and may be turned 
  by clerics.
  
  7
  Jenglots exist in two states: 1) an “animated” state (in which they 
  appear alive and move as normal), and ) a “suspended” state (in 
  which they appear simply as the long-haired corpses of deceased 
  demi-humans). They will often remain in this suspended state, 
  laying in wait until suitable prey comes along, at which point they 
  “spring” into their animated state, surprising on a 1- (on a 1d6) 
  and attacking the nearest target. 
  Jenglots survive by feeding on the blood of the living. While they 
  prefer human blood, they will feed on animal blood (preferably 
  that of goats or pigs). On a natural “to hit” roll of 19 or 0, a 
  jenglot has succeeded in locking its clamping bite on a victim, 
  and will drain blood (1- hit points) from its victim during each 
  successive melee round until the victim is dead or the jenglot has 
  been killed.
  Jogah
    
  gahonga gandayah 
  odhow 
  Oe/1e Stats	
  “thrower”	
  “grower”	
  “burrower”
  FREQUENCY:  
  Rare 
  Rare 
  Very rare 
  NO. APPEARING: 
  -8 
  -1 
  1-6 
  ARMOR CLASS: 
  5 
  7 
  6 
  MOVE:  
  6"//9" 
  6" 
  9" (6") 
  HIT DICE: 
  + 
  + 
  +1 
  % IN LAIR:  
  50% 
  75% 
  90% 
  TREASURE TYPE:  
  C 
  C 
  C 
  NO. OF ATTACKS: 
  1 
  1 
   
  DAMAGE/ATTACK:  
  1- 
  1- 
  1-/1- 
  SPECIAL ATTACKS:  
  See below 
  See below 
  See below 
  SPECIAL DEFENSES:  
  Nil 
  Nil 
  Nil 
  MAGIC RESISTANCE: 
  Standard 
  Standard 
  Standard 
  INTELLIGENCE:  
  Average 
  High 
  Average 
  ALIGNMENT:  
  Lawful neutral Lawful good Lawful evil 
  SIZE:  
  ' 
  18" 
  18" 
  PSIONIC ABILITY:  
  Nil 
  Nil 
  Nil  
   
  Attack/Defense Modes: Nil 
  Nil 
  Nil
    
  gahonga gandayah 
  odhow 
  bX Stats	
  “thrower”	
  “grower”	
  “burrower”
  ARMOR CLASS: 
  5 
  7 
  6 
  HIT DICE: 
  + 
  + 
  +1* 
  MOVE:   
  60'(0')// 
  60'(0') 
  90'(0')  
   
   
  90'(0') 
   
  (60'(0')) 
  ATTACKS: 
  1 stone or  
  1 fists 
   claws 
   
   
  1 weapon 
  DAMAGE:  
  1- 
  1- 
  1-/1- 
   
   
  or special 
  + disease 
  + poison 
  NO. APPEARING: 
  -8 
  -1 
  1-6 
  SAVE AS:  
  Fighter:1 
  Fighter:1 
  Fighter:1 
  MORALE: 
  8 
  9 
  10 
  TREASURE TYPE: 
  C 
  C 
  C 
  ALIGNMENT:   
  Neutral 
  Lawful 
  Chaotic
  Jogah are tiny creatures found in a variety of temperate terrains. 
  They see themselves as protectors of the areas which they in-
  habit, and will usually go to great lengths to safeguard those areas 
  from intruders, or those who might otherwise upset the balance 
  of nature in those places. All three varieties of jogah may become 
  invisible at will, and they rarely reveal themselves to humankind. 
  When they do reveal themselves, it tends to be to children, elders, 
  and those spellcasters understanding of nature spirits (e.g., druids 
  and shamans).
  gahonga (“thrower”): The gahonga are protectors of rocks 
  and rivers. They sometimes go by the nickname “throwers,” due 
  to a proclivity for throwing rocks (which they do for 1d damage 
  on a successful “to hit” roll). The gahonga appear almost exactly 
  like “miniature versions” of stone giants (but are unrelated). They 
  tend to live in hollowed out rocks near rivers (the gahonga are 
  excellent swimmers). Additionally, they have the ability to trans-
  mute rock to mud (as the magic-user spell), and they are able to 
  use this ability up to  times per day (this is how they construct 
  their homes).
  gandayah (“grower”): The gandayah are protectors of the 
  earth, and maintain fertility in the areas they inhabit (thus provid-
  ing them with their nickname of “growers”). The gandayah are 
  on the small side for jogah, have quite rotund bodies, move rather 
  slowly, and have greenish brown skin. They tend to live under the 
  protection of plants (e.g., hollow trees or burrows under bushes). 
  While they are capable diggers (e.g., when planting), they are 
  inept as burrowers. Although the gandayah are almost ineffective 
  in combat (their fists only do 1d damage total on a successful “to 
  hit” roll), they are incredibly shrewd and resourceful, preferring to 
  protect their lands with camouflaged traps, rather than engage in 
  direct combat. Additionally, the gandayah possess the following 
  abilities, which they are able to use  times per day each: purify 
  food and water (as cleric spell), find traps (as cleric spell), plant 
  growth (as magic-user spell), and entanglement (as druid spell).
  Odhow (“burrower”): The odhow are the nastiest of all 
  the jogah, in regards to both personality and appearance. They 
  have mottled dark-brown skin, long stringy hair, and are quite 
  hunched. They have long nasty claws, which provide them both 
  with a dangerous attack form and the ability to burrow (thus 
  their nickname). The odhow are dwellers and protectors of the 
  underground, making their homes in complex burrows of their 
  own construction. They see it as their duty to control all crea-
  tures that live below ground, and prevent them from reaching 
  the surface. They are actually able to charm monster (as the 
  magic-user spell), but any creature with 5 or less hit dice that has 
  been affected will remain charmed indefinitely, unless the charm 
  is removed through use of dispel magic. An odhow burrow will 
  usually be protected by a great variety of low-level underground-
  dwelling creatures. 
  JENGLOT
  JOGAH
  
  8
  KALA
  KAM WARRIOR
  K
  KALA • KAM WARRIOR • KHIIMORI • KRABEN
  kala
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  
  MOVE: 1" 
  HIT DICE: 6+6 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 touch 
  DAMAGE/ATTACK: Special 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES:  
   
  See below 
  MAGIC RESISTANCE:  
   
  See below 
  INTELLIGENCE: Average
  ALIGNMENT: Chaotic evil 
  SIZE: M ('-5' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 6+6** 
  MOVE: 10'(0') 
  ATTACKS: 1 touch 
  DAMAGE: Disease (see below)
  NO. APPEARING: 1- 
  SAVE AS: Fighter:6 
  MORALE: 9 (or see below) 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic
  A kala (plural=“kalau”) is a being of pure disease and decay 
  originating from the negative material plane. They are normally 
  found in the prime material plane in areas where conditions pre-
  vail which allow disease to flourish (e.g., the murky waters of 
  tropical swamps, dank sludge-filled caves, etc.). 
  Kalau have a natural hatred of humans, but particularly despise 
  any humanoid with a lifespan greater than 100 years (e.g. elves 
  and dwarves). As such, they seek to spread disease to these 
  communities. In combat, they will attack opponents in order 
  from those with the greatest standard life expectancy to the 
  least. Additionally, a kala receives a +1 bonus to morale for each 
  member of the defending party with a life expectancy over 100 
  years (maximum morale of 1).
  The touch of a kala carries a combination of harmful and cor-
  ruptive effects, depending on the hit dice of the creature being 
  attacked. First, all creatures  hit dice and under are susceptible 
  to a poison that (unless a successful saving throw vs. poison is 
  made) will kill in -1 rounds unless cured. Second, all creatures 
  6 hit dice and under are susceptible to a paralytic agent that  (un-
  less a successful saving throw vs. paralysis is made) will put crea-
  tures with  hit dice or less into a coma-like state for -1 turns, 
  or slow creatures with -6 hit dice to half their normal move-
  ment. Third, all creatures with 9 hit dice or less are susceptible to 
  a rotting disease that (unless a successful saving throw vs. spells is 
  made) will do 1 hit point of damage during each successive melee 
  round until cured (and is only curable by magic through use of a 
  cure disease spell). Finally, all creatures (regardless of hit dice) 
  are subject to boils and sores (no saving throw) upon a successful 
  “to hit” roll by a kala. There is a 50% chance that these boils will 
  appear on a creature’s lower extremities (halving both movement 
  and encumbrance) and a 50% chance they will appear on the 
  creature’s upper extremities (giving them a -1 “to hit” penalty). 
  The duration of these boils is 1 turns minus the hit dice of the 
  affected creature, with a minimum duration of 1 turn.
  Kalau are immune to the effects of all poison, paralysis and 
  disease. Flame-based attacks do only half their normal damage 
  to a kala, and cold only slows them (to half their normal move-
  ment). Additionally, a +1 or better magical weapon is required 
  to hit a kala.
  kam Warrior
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 5 
  MOVE: 1" 
  HIT DICE: 1 (see below) 
  % IN LAIR: 10%  
  TREASURE TYPE: C 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  By weapon type 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES:  
   
  See below 
  MAGIC RESISTANCE:  
   
  Standard 
  INTELLIGENCE: Average 
  ALIGNMENT: Neutral
    
    
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 1 (see below) 
  MOVE: 10'(0') 
  ATTACKS: 1 weapon 
  DAMAGE: 1-8 or by weapon
  NO. APPEARING: 1-6 
  SAVE AS: See below 
  MORALE: 11 
  TREASURE TYPE: C 
  ALIGNMENT: Neutral
  A kam warrior is a supernatural being that, when killed, splits 
  into two separate warriors which both then “rise from the dead” 
  and continue to fight. A kam warrior begins as an  HD monster 
  (and saves as a fourth level fighter). When that  HD kam warrior 
  is killed, it arises as two identical (but individual) kam warriors, 
  each with  HD (each fighting and saving as a nd level fighter) 
  and wearing/carrying everything that was on the  HD kam 
  warrior’s person when it died, including normal weapons, armor, 
  and equipment (magic items will not split; one kam warrior will 
  receive the magic item and the other will receive a normal/non-
  magical version of the item). When a  HD kam warrior is killed, 
  it rises as two 1 HD kam warriors (duplicating possessions as 
  above, each fighting and saving as 1st level fighters). When a 
  1 HD kam warrior is killed, it does not “split,” and simply dies. 
  (Note to DMs: to completely kill a 4 HD kam warrior requires 
  killing 12 HD worth of monsters.)
  Kam warriors normally wear padded armor, carry a shield, and 
  wield broadswords. Though kam warriors have been known to 
  wear more protective (even magic) armor, or carry magical weap-
  ons, this is relatively uncommon. 
  Kam warriors are often employed as soldiers for evil armies.
  
  9
  khiimori
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-8 
  ARMOR CLASS: 5 
  MOVE: "/8" 
  HIT DICE: 5 
  % IN LAIR: 90%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-10/1-10/1-
  SPECIAL ATTACKS: See below  
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average to very 
  ALIGNMENT: (Lawful) neutral 
  SIZE: L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 5 
  MOVE: 0'(80')/80'(160') 
  ATTACKS:  hooves/1 bite 
  DAMAGE: 1-10/1-10/1-
  NO. APPEARING: 1-8 
  SAVE AS: Fighter: 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Compared to its closest equine relative the pegasus, the khiimori 
  is slightly smaller, moderately stronger, and just as quick. Its coat 
  is an ebony color so deep it is almost frightening. In fact, in battle, 
  any horse facing a khiimori suffers a -1 morale penalty for the 
  duration of the confrontation.
  The khiimori is also much more brazen and less reclusive than 
  the pegasus. In the mountains where they nest and the steppes 
  where they graze, they are generally reckless in regards to their 
  outgoing behavior, often finding themselves captured for the pur-
  pose of being broken and trained. However, there is only a 10% 
  chance that any single adult male khiimori may be broken for 
  the purposes of serving as a steed. They are, therefore, highly 
  prized, and command great prices when sold. There is a 15% 
  chance that any single adult female may be broken, and a 5% 
  chance that any single young (male or female) may be broken.
  Like pegasi, khiimori attack with their forehooves and powerful 
  teeth. Additionally, though small in stature, khiimoris are incred-
  ibly strong, with males being able to carry weight equal to a 
  heavy warhorse, and females able to carry as much as a medium 
  warhorse. Even young khiimoris are able to carry as much as a 
  light warhorse. 
  Khiimoris speak their own language, and there is a 50% chance 
  that all members of a herd will speak common (or none of them 
  will). There is a further 50% chance that all members of a herd 
  will speak the language of pegasi (or none of them will). With 
  sufficient training, a khiimori is able to learn commands in the 
  language used when breaking/training each animal.
  When encountered in their lair, there will be one nest for each 
  pair of khiimoris. In each nest, there is a 15% chance of 1- eggs, 
  or a 60% chance of young that are 15-60% of maturity. On the 
  open market, it is not uncommon for khiimori eggs to fetch two 
  to three times more gold than pegasus eggs.
  kraben
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 7 
  MOVE: "/6" 
  HIT DICE: 1 
  % IN LAIR: 50%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-
  SPECIAL ATTACKS: Nil  
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE:  
   
  Saves as 1st-level magic-user 
  INTELLIGENCE: Average to very 
  ALIGNMENT: (Lawful) neutral 
  SIZE: S 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: 1* 
  MOVE: 0'(10')/60'(10') 
  ATTACKS: 1 beak 
  DAMAGE: 1-
  NO. APPEARING: 1- 
  SAVE AS: Magic-user:1 
  MORALE: 9 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Krabens are a species of three-eyed raven most often found as 
  the familiars of magic-users or employed as spies. The kraben’s 
  natural stealth makes them perfectly suited for this job, able to 
  move silently and hide in shadows as a 7th-level thief. Their natu-
  ral intelligence also enables them in this capacity; while they are 
  only capable of speaking their only language, they are able to 
  understand the common tongue, as well as -5 additional com-
  mon languages (e.g., elvish, dwarvish, etc.) and an additional 1- 
  uncommon languages (e.g., trollish, hill giant, etc.). Furthermore, 
  krabens make all their saving throws as a 1st-level magic-user.
  KHIIMORI
  KRABEN
  
  0
  LEECH-MAN
  LESHII
  L
  LEECH-MAN • LEOGRYPH • LESHII • LICH, NEPHIL • LIGER • LINNORM •  
  LITHOPEDE • LIzARD, GIANT TRAPPER • LONGMA • LYMPAGO
  leech-man
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -1 
  ARMOR CLASS: 8 
  MOVE: 6" 
  HIT DICE:  
  % IN LAIR: 65%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 8 
  HIT DICE: * 
  MOVE: 60'(0') 
  ATTACKS: 1 grab/1 bite 
  DAMAGE: See below 
  NO. APPEARING: -1 
  SAVE AS: Fighter: 
  MORALE: 6 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  A leech-man appears as a quadrupedal creature with tentacle-
  like limbs, and a neck that opens directly into a mouth-hole that 
  is lined with pointed, shark-like teeth.
  On its initial attack, a leech-man attempts to “grab” an opponent 
  with its two foretentacles. On a successful “to hit” roll for the 
  grab, the leech-man gets a second attack, attempting to bite its 
  opponent (doing 1-6 points of damage on a successful “to hit” 
  roll on the bite attack). On any natural “to hit” roll of 0 on a 
  leech-man’s bite attack, the leech-man has latched on, and will 
  start drawing blood immediately at a rate of -8 pts. of damage 
  per round, until the victim or the leech-man has been killed. 
  Leech-men are susceptible to salt. Each cubic inch of salt thrown 
  on a leech-man does 1 hit point of damage per round until it has 
  been washed off the leech-man or kills it.
  leogryph
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  
  MOVE: 1"/" 
  HIT DICE: 7 
  % IN LAIR: 75%  
  TREASURE TYPE: Ux 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-/1-/1-6/1-6 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard
   
  INTELLIGENCE: Semi-  
  ALIGNMENT: Neutral 
  SIZE: L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 7* 
  MOVE: 10'(0')/0'(80') 
  ATTACKS:  claws/ bites 
  DAMAGE: 1-/1-/1-6/1-6
  NO. APPEARING: 1- 
  SAVE AS: Fighter:8 
  MORALE: 11 
  TREASURE TYPE: Ix 
  ALIGNMENT: Neutral
  Leogryphs appear with the body of a lion, the wings of an eagle, 
  and two eagle heads. They most often make their nests in the 
  highest peaks of the tallest mountains, where they are sometimes 
  used as protectors for special magic artifacts or articles of power. 
  Legend holds that leogryphs were a creation of Tiamat but these 
  dangerous beasts are ironically friendly, except in the presence of 
  any item entrusted to them, in which case they become fiercely 
  protective of the item. 
  The dangerous but friendly duality in the leogryph’s nature is 
  mirrored in its breath weapons, with one of the heads able to 
  breathe a cone of fire, and the other head able to breathe a cone 
  of frost (cold). Each of these cones measures 0' long and 10' 
  wide, may be used up to 5 times per day, and does d6 damage 
  (on a failed saving throw vs. breath weapon).
  Like normal eagles, the leogryph’s eyesight is so keen as to 
  make them unable to be surprised if encountered in their lair 
  at night. Furthermore, if they make a diving attack from 100' 
  or higher, they gain a + bonus to their “to hit” roll, and do 
  double damage from their claws, but may not make any beak 
  attacks. For both land-based and air-based attacks, if both of 
  a leogryph’s foreclaws strike successfully, the leogryph may 
  choose to attack with its rear claws, doing an additional 1d6+1 
  damage per claw attack (on successful “to hit” rolls, double 
  damage bonuses from successful diving attacks apply), but may 
  not make any beak attacks.
  Leogryphs possess a magical ability to create weather events (per 
  the magic-user spell control weather), for a duration of up to 6 
  turns per day, but under the condition that the leogryph must 
  remain airborne over the weather event within a range of 0'.
  leshii
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 5 
  MOVE: "-18" (see below) 
  HIT DICE: 8 
  % IN LAIR: 0%  
  TREASURE TYPE: E 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-10+/1-10+ 
  SPECIAL ATTACKS: Nil  
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average 
  ALIGNMENT: Lawful neutral 
  SIZE: Varies 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 8* 
  MOVE: 0'-180' (see below) 
  ATTACKS:  fists 
  DAMAGE: 1-10+/1-10+
  NO. APPEARING: 1- 
  SAVE AS: Fighter:8 
  MORALE: 9 
  TREASURE TYPE: E 
  ALIGNMENT: Lawful
  The leshii is a woodland dweller, often appearing as a tall man 
  with greenish-yellow skin. The leshii is able to change his size 
  from as small as a blade of grass (just a few inches) to as large as 
  
  1
  a tall tree (approximately 0' tall). In these altered forms, a leshii 
  retains his standard hit points, attacks and armor class, but his 
  movement will change as outlined below: 
   
  size 
  Oe/1e movement 
  BX movement 
   
  " to ' 
  " 
  0' 
   
  '+ to ' 
  6" 
  60' 
   
  '+ to ' 
  9" 
  90' 
   
  '+ to 9' 
  1" 
  10' 
   
  9'+ to 0' 
  15" 
  150' 
   
  0'+ to 0' 
  18" 
  180'
  Due to its massive strength, a leshii is able to do 1d10+ with 
  each fist on a successful “to hit” roll (regardless of the leshii’s size 
  when it attacks). At sizes of 0' and larger, the leshii is also able 
  to throw fallen trees to a distance of 60', doing d10. A leshii will 
  never uproot a living tree to make this kind of attack. A leshii is 
  also able to use the following abilities  times per day each (as an 
  8th level magic-user): polymorph self, ESP, and telekinesis. 
  Leshii have a susceptibility to iron, and take double damage from 
  iron weapons. Furthermore, there is a 1-in-0 chance that an iron 
  sword used against a leshii while the leshii is at roughly human 
  size or smaller will decapitate the leshii, killing it immediately.
  lich, Nephil
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS: - 
  MOVE: 9"/1" 
  HIT DICE: 1+ 
  % IN LAIR: 90%  
  TREASURE TYPE: A 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -1 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES: +1 or  
   
  better weapon needed to hit 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Supra-genius 
  ALIGNMENT: Chaotic (neutral)
   
   
  SIZE: L (10'-1' tall) 
  PSIONIC ABILITY: See below 
   
  Attack/Defense Modes:  
   
  See below
  bX Stats
  ARMOR CLASS: - 
  HIT DICE: 1+*** 
  MOVE: 90'(0')/10'(0') 
  ATTACKS: 1 
  DAMAGE: -1 + paralysis  
   
  or by spell
  NO. APPEARING: 1 
  SAVE AS: Character type  
   
  and level 
  MORALE: 10 
  TREASURE TYPE: A 
  ALIGNMENT: Chaotic
  Instead of beginning life as normal humans, nephil liches began 
  life as nephilim (the giant offspring of fallen angels and humans), 
  then became liches through the same combination of desire and 
  arcane magic by which normal humans are transformed. How-
  ever, because nephil liches began life as “more than human,” as 
  undead they are also “more than liches,” with many advantages 
  over the normal variety. 
  The magical properties that protect a nephil lich provide it with 
  an armor class equal to + plate armor and a + shield. Addition-
  ally, it possesses a slightly higher magic immunity, being immune 
  to all spells of less than 6th level, and unable to be harmed by any 
  creature with magical properties of 6 HD or less. Furthermore, 
  nephil liches are immune to the effects of sleep, charm, cold, 
  hold, feeblemind, polymorph, lightning, and death spells. 
  The touch of a nephil lich does -1 hit points of damage and 
  (on a failed saving throw) will cause paralysis for 5-100 days (cur-
  able by magical means). The sight of a nephil lich will cause any 
  creature with 5 or fewer hit dice to run in fear (no saving throw), 
  but (unlike the normal variety) is also enough to frighten even 
  stronger creatures. When gazing upon a nephil lich for the first 
  time, any creature with 6-8 hit dice that fails a saving throw vs. 
  spells will flee in fear, and any creature with 9 hit dice or greater 
  that fails a saving throw vs. spells will strike at -1 “to hit” for the 
  remainder of the encounter with the nephil lich. Additionally, 
  nephil liches use magic at the same level equal to their abilities 
  as a magic-user and a cleric before they were transformed (not 
  less than 0th level, often 5-5). 
  In addition to the normal treasure type in its lair (as noted above), 
  a nephil lich will have - more temporary magic items, -5 of 
  which will be carried by the nephil lich when outside of its lair.
  liger
  Oe/1e Stats
  FREQUENCY:  
   
  Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS:  
  MOVE: 1"/" 
  HIT DICE: 8 
  % IN LAIR: 15%  
  TREASURE TYPE: C 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  -8/-8/-1 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES:  
   
  See below
   
   
   
  MAGIC RESISTANCE: See below  
  INTELLIGENCE: Very 
  ALIGNMENT: Neutral 
  SIZE: L  
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 8** 
  MOVE: 10'(0')/0'(80') 
  ATTACKS:  claws/1 bite or special 
  DAMAGE: -8/-8/-1 or special
  NO. APPEARING: 1 
  SAVE AS: Fighter:8 
  MORALE: 10 
  TREASURE TYPE: U 
  ALIGNMENT: Neutral
  Ligers are a lion and tiger mixed, bred for their skills in magic. 
  Ligers are fearsome beasts, easily the size of their two parents 
  combined. Liger bones are also completely indestructible, often 
  used (after its death) for defensive structures and the like. The 
  liger’s commanding physical prowess provides it with a deadly 
  standard attack ( claws each doing -8 points of damage, and 
  1 bite doing -1 points of damage).
  As magical creatures tied to the elements, ligers are immune to 
  all cold-, flame- and electrical-based attacks and, reciprocally, are 
  able to breathe (cone-shaped, 50' long and 0' wide at far end) 
  fire, cold and lightning (each for -18 points of damage). They 
  are able to use each of these three breath weapons one time per 
  day. Additionally, three times per day, a liger may use a magical 
  roaring breath attack that causes paralysis. All creatures stand-
  ing in the direct path of a liger’s roar (a cone extending from the 
  liger’s mouth to a distance of 50' and a width of 0') must save 
  vs. breath weapon or be paralyzed for 1-6 turns. Ligers are also 
  capable of flight.
  LESHII, NEPHIL
  LIGER
  
  
  LINNORM
  LINNORM
  linnorm 
  Oe/1e Stats 
  Flame 
  Forest 
  Frost 
  gray 
  land 
  river 
  FREQUENCY: 
  Very rare 
  Very rare 
  Very rare 
  Very rare 
  Very rare 
  Very rare 
  NO. APPEARING:  
  1 
  1 
  1 
  1 
  1 
  1 
  ARMOR CLASS:  
  - 
  1 
  - 
  -1 
  0 
   
  MOVE: (Mo/Fl/Sw/Bu) 
   
  Serpentine 
  "/6" 
  "//1" 
  18"//18" 
  1"/6"/1" 
  "//18"/- 
  1"//" 
   
  Bipedal 
  18"/" (6") 
  18"//9" (6") 
  1"//18" (6") 
  1"/"/9" (6") 
  "//18" (6") 
  9"//" (6") 
   
  Quadrupedal+ 
  1"/"/ (1") 
  18"//9" (1") 
  1"//18" (1") 
  1"/"/9" (1") 
  18"//1" (1") 
  9"//18" (1") 
  HIT DICE:  
  1 
  10 
  1 
  11 
  9 
  9 
  % IN LAIR:  
  60% 
  0% 
  60% 
  70% 
  50% 
  5% 
  TREASURE TYPE:  
  H 
  H 
  H 
  H 
  H 
  H 
  NO. OF ATTACKS:  
   
  Serpentine 
   + special 
   + special 
   + special 
   + special 
   + special 
   + special 
   
  Bi/Quadrupedal 
   + special 
   + special 
   + special 
   + special 
   + special 
   + special 
   
  Hexa/ Octopedal 
  6 + special 
  6 + special 
  6 + special 
  6 + special 
  6 + special 
  6 + special 
  DAMAGE/ATTACK: 
   
   
  Serpent 
  -/-18  
  -18/-1  
  -/-18 
  -/-16 
  -18/-1 
  -1/-8 
   
    
  + special 
  + special 
  + special 
  + special 
  + special 
  + special 
   
  Bi/Quadrupedal 
  -1/-1/-/  
  1-6/1-6/-18/  
  -1/-1/-/ 
  1-8/1-8/-/ 
  1-6/1-6/-18/ 
  1-/1-/-1/ 
   
    
  -18 + special 
  -1 + special 
  -18 + special 
  -16 + special 
  -1 + special 
  -8 + special 
   
  Hexa/ Octopedal 
  -1/-1/ 
  1-6/1-6/ 
  -1/-1/ 
  1-8/1-8/ 
  1-6/1-6/ 
  1-/1-/ 
   
    
  -1/-1/-/  
  1-6/1-6/-18/  
  -1/-1/-/ 
  1-8/1-8/-/ 
  1-6/1-6/-18/ 
  1-/1-/-1/ 
   
    
  -18 + special 
  -1 + special 
  -18 + special 
  -16 + special 
  -1 + special 
  -8 + special 
  SPECIAL ATTACKS: 
  Spells,  
  Spells, 
  Spells, 
  Spells, 
  Spells,  
  Spells, 
   
    
  breath weapon 
  breat weapon 
  breath weapon 
  breath weapon 
  breath weapon 
  breath weapon 
  SPECIAL DEFENSES: 
  Spells 
  Spells 
  Spells 
  Spells 
  Spells 
  Spells 
  MAGIC RESISTANCE:  
  See description 
  See description 
  See description 
  See description 
  See description 
  See description 
  INTELLIGENCE:  
  Exceptional 
  Average 
  Genius 
  Very 
  Exceptional 
  Average 
  ALIGNMENT:  
  Neutral Evil 
  Chaotic Evil 
  Neutral Evil 
  Chaotic Evil 
  Chaotic Evil 
  Chaotic Evil 
  SIZE:  
  ' long per HD 
  ' long per HD 
  ' long per HD 
  ' long per HD 
  ' long per HD 
  ' long per HD  
  PSIONIC ABILITY: 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
   
  Att./Def. Modes: 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil
  bX Stats 
  Flame 
  Forest 
  Frost 
  gray 
  land 
  river 
  ARMOR CLASS:  
  - 
  1 
  - 
  -1 
  0 
   
  HIT DICE: 
  1** 
  10** 
  1** 
  11** 
  9** 
  9** 
  MOVE: (Mo/Fl/Sw/Bu) 
   
  Serpentine 
  0'/60' 
  0'//10' 
  180'//180' 
  10'/60'/10' 
  0'//180' 
  10'//0' 
   
  Bipedal 
  180'/0' (60') 
  180'//90' (60') 
  10'//180' (60') 10'/0'/90' (60') 0'//180' (60') 
  90'//0' (60') 
   
  Quadrupedal+ 
  10'/0' (10') 
  180'//90' (10') 
  10'//180' (10') 10'/0'/90' (10') 180'//10' (10') 
  90'//180' (10') 
  ATTACKS:  
   
  Serpentine 
  1 bite/1 tail 
  1 bite/1 tail 
  1 bite/1 tail 
  1 bite/1 tail 
  1 bite/1 tail 
  1 bite/1 tail  
   
    
  + special 
  + special 
  + special 
  + special 
  + special 
  + special 
   
  Bi/Quadrupedal 
   claws/1 bite/ 
   claws/1 bite/ 
   claws/1 bite/ 
   claws/1 bite/ 
   claws/1 bite/ 
   claws/1 bite/ 
   
    
  1 tail + special 
  1 tail + special 
  1 tail + special 
  1 tail + special 
  1 tail + special 
  1 tail + special 
   
  Hexa/Octopedal 
   claws/1 bite/ 
   claws/1 bite/ 
   claws/1 bite/ 
   claws/1 bite/ 
   claws/1 bite/ 
   claws/1 bite/ 
   
    
  1 tail + special 
  1 tail + special 
  1 tail + special 
  1 tail + special 
  1 tail + special 
  1 tail + special 
  DAMAGE/ATTACK: 
   
   
  Serpentine 
  -/-18  
  -18/-1  
  -/-18 
  -/-16 
  -18/-1 
  -1/-8 
   
    
  + special 
  + special 
  + special 
  + special 
  + special 
  + special 
   
  Bi/Quadrupedal 
  -1/-1/-/  
  1-6/1-6/-18/  
  -1/-1/-/ 
  1-8/1-8/-/ 
  1-6/1-6/-18/ 
  1-/1-/-1/ 
   
    
  -18 + special 
  -1 + special 
  -18 + special 
  -16 + special 
  -1 + special 
  -8 + special 
   
  Hexa/ Octopedal 
  -1/-1/ 
  1-6/1-6/ 
  -1/-1/ 
  1-8/1-8/ 
  1-6/1-6/ 
  1-/1-/ 
   
    
  -1/-1/-/  
  1-6/1-6/-18/  
  -1/-1/-/ 
  1-8/1-8/-/ 
  1-6/1-6/-18/ 
  1-/1-/-1/ 
   
    
  -18 + special 
  -1 + special 
  -18 + special 
  -16 + special 
  -1 + special 
  -8 + special 
  NO. APPEARING:  
  1 
  1 
  1 
  1 
  1 
  1 
  SAVE AS:  
  Fighter:1 
  Fighter:10 
  Fighter:1 
  Fighter:11 
  Fighter:9 
  Fighter:8 
   
    
  (adj. ± per HD) 
  (adj. ± per HD) 
  (adj. ± per HD) 
  (adj. ± per HD) 
  (adj. ± per HD) 
  (adj. ± per HD) 
  MORALE:  
  11 
  9 
  10 
  11 
  10 
  9 
  TREASURE TYPE:  
  H 
  H 
  H 
  H 
  H 
  H 
  ALIGNMENT:  
  Chaotic 
  Chaotic 
  Chaotic 
  Chaotic 
  Chaotic 
  Chaotic
  
  
  These ancient, primeval cousins of dragons are cunning, cruel, 
  and territorial—often wreaking havoc upon “trespassers” with-
  in their ever-expanding domains. 
  Linnorms appear in 6 different subspecies, each with its own 
  distinct appearance and set of abilities: flame, forest, frost, gray, 
  land, and river. Linnorms are wingless and generally serpentine, 
  growing longer as they grow older, and possessing a number of 
  pairs of legs determined by their age (and correlating length). Al-
  though only certain types of linnorm possess the power of flight, 
  any linnorm that possesses at least  pairs of legs (i.e.,  legs or 
  more) is able to burrow. The length of a linnorm is approximately 
  ' per HD.
  The age of a linnorm affects many of its abilities, including the 
  number of spells it may cast, and the number of times a day it 
  may use its breath weapon.
   
   
   
  HD 
  # of 
  Age level 
  Age 
  Adj. 
  legs
  1. Very Young 
  1-5 years old 
  - 
  0
  . Young 
  6-15 years old 
  - 
  0
  . Sub-adult 
  16-5 years old 
  - 
  0
  . Young Adult 
  6-50 years old 
  -1 
  
  5. Adult  
  51-100 years old 
  ±0 
  
  6. Mature Adult 
  101-150 years old 
  ±0 
  
  7. Old 
  151-00 years old 
  +1 
  
  8. Very old 
  01-50 years old 
  + 
  
  9. Venerable 
  51-00 years old 
  + 
  
  10. Elder 
  01-50 years old 
  + 
  6
  11. Ancient 
  51-00 years old 
  +5 
  6
  1. Legendary 
  01+ years old 
  +6 
  8
  Linnorms with  or more appendages are capable of making a 
  number of claw attacks (determined by total number of append-
  ages) against the same target as their poisonous bite attack. In 
  conjunction with a bite/claw attack, all linnorms are able to attack 
  with a tail slap against the same or a different opponent.
  All linnorms possess a breath weapon that may be used in lieu of 
  other attacks, doing a number of hit points in damage equal to 
  half the linnorm’s remaining hit points. Linnorms may use their 
  breath weapon a number of times each day equal to their age 
  level (e.g., a venerable linnorm would be able to use its breath 
  weapon up to 9 times per day). 
  Beginning at a particular age level (by linnorm type), linnorms 
  gain spellcasting abilities equal to a first level magic-user or a 
  cleric, and improve by one spellcasting level for each additional 
  age level. For example, a linnorm attaining magic-user spells be-
  ginning at their th age level would use spells equal to a 1st level 
  magic-user at their th age level, a nd level magic-user at their 
  5th age level, and so on. 
  All linnorms possess infravision to 90’ and are able to detect 
  invisibility within a 0’ range. Additionally, all linnorms are im-
  mune to poison.
  Each linnorm type speaks its own language, but only has a 50% 
  chance of speaking the language of any other linnorm type. 
  Furthermore, linnorms only have a 0% chance of speaking 
  common.
  Flame linnorm
  Flame linnorms have deep orange to flaming red scales, and 
  are found in any type of terrain (though they are particular to 
  volcanic areas). Their bite kills in d rounds (on a failed saving 
  throw vs. poison), and their breath weapon is a stream of flame 
  5' wide and 100' long. They are immune to fire (non-magical and 
  magical), are able to create pyrotechnics (as the magic-user spell) 
   times per day, and are able to “spit” a fireball (d6 damage, 
  10' range) once every  rounds. Flame linnorms gain spells as 
  a magic-user, beginning at their 1st age level. 
  Forest linnorm
  Forest linnorms have mottled green and black scales, and are 
  generally found in sub-arctic & temperate forests. Their bite kills 
  in d6 rounds (on a failed saving throw vs. poison), and their 
  breath weapon is a stream of acid 1' wide and 80' long. Forest 
  linnorms are able to speak with animals (at will), although they 
  are also invisible to animals. In a forest environment, a forest lin-
  norm surprises on a 1- (on 1d6). Forest linnorms gain spells as 
  a magic-user, beginning at their th age level.
  Frost linnorm
  Frost linnorms have pearly blue scales, and are generally found in 
  arctic & subarctic areas. Their bite kills in d6 rounds (on a failed 
  saving throw vs. poison), and their breath weapon is a cloud of 
  cold (ice particles) 60' wide and 0' high. Frost linnorms are im-
  mune to all forms of cold (non-magical and magical), and are able 
  to use phantasmal force ( times per day). Frost linnorms gain 
  spells as a cleric, beginning at their th age level.
  gray linnorm
  Gray linnorms have tiny, shiny black scales (appearing almost 
  skin-like), and can be found in almost any climate or terrain. Their 
  bite kills in d rounds (on a failed saving throw vs. poison), and 
  their breath weapon is a jet of acid ' wide and 60' long; this acid 
  corrodes in d6 rounds unless washed off. Gray linnorms may 
  shape change (at will) up to  times per day. Gray linnorms gain 
  spells as a cleric, beginning at their 1st age level.
  land linnorm
  Land linnorms have dull green to brown scales, and are only 
  found in any type of terrain in non-arctic and non-tropical cli-
  mates. Their bite kills in d6 rounds (on a failed saving throw vs. 
  poison), and their breath weapon is a cone of heat that is 5' wide 
  at the mouth, 0' wide at its terminus, and 10' long. A land lin-
  norm may become invisible at will up to  times per day. Land 
  linnorms gain spells as a cleric, beginning at their nd age level.
  river linnorm
  River linnorms have pale green-gray scales, and are generally 
  found in sub-arctic and temperate forests near water (particularly 
  rivers and lakes). Their bite kills in d6 rounds (on a failed saving 
  throw vs. poison), and their breath weapon is a cloud of steam 
  80' long and 0' wide. River linnorms are immune to electricity, 
  and may “spit” a lightning bolt (d6 damage, 10' range) up to  
  times per day. River linnorms gain spells as a magic-user, begin-
  ning at their 7th age level.
  LINNORM
  LINNORM
  
  
  LINNORM
  LINNORM
  
  5
  lithopede
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 10-100 
  ARMOR CLASS: /* 
  MOVE: " (0") 
  HIT DICE: 1- pts. 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: Nil 
  DAMAGE/ATTACK: Nil 
  SPECIAL ATTACKS:  
   
  See below
  SPECIAL DEFENSES: Nil  
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: S (5"-8" diameter) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: /* 
  HIT DICE: 1- pts. 
  MOVE: 0'(10') (0'(0')) 
  ATTACKS: Special 
  DAMAGE: See below
  NO. APPEARING: 10-100 
  SAVE AS: Normal man 
  MORALE: 5 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Lithopedes are an amphibious crustacean that, when viewed 
  from above, appear as smooth stones approximately 5"-8" in 
  diameter. This is, in fact, a shell so solid and resilient as to pro-
  vide a lithopede with an armor class of  when attacked from 
  above. When a lithopede is “flipped” onto its back (a moderately 
  easy feat to accomplish) a lithopede is completely incapable of 
  movement and its vulnerable underside is exposed, allowing it 
  to always be hit. 
  Lithopedes are more nuisance than danger. They normally ap-
  pear en masse in cool dark underground caverns, usually near a 
  body of water or on the surface at the bottom of a body of water. 
  With their legs tucked up into their shells and in a sedentary 
  state, they may easily be mistaken for something akin to pond-
  stones. Should any creature try to walk on them, however, the 
  lithopedes will go into a panic and scatter in all directions. Any 
  creature caught on top of a stampede of lithopedes when they 
  begin to scatter must make a saving throw vs. paralysis or be 
  tripped. Any creature with a Dexterity of 1 or above that fails 
  their saving throw will twist an ankle, slowing their movement 
  to half normal for 1- weeks (or until the sprain is healed). Any 
  creature with a Dexterity of 1 or under that fails their saving 
  throw will break their ankle, slowing their movement to 0 until 
  the break is healed.
  lizard, giant Trapper
  Oe/1e Stats	
  mud trapper	
  sand trapper
  FREQUENCY:  
  very rare 
  very rare 
  NO. APPEARING: 
  1- 
  1 
  ARMOR CLASS: 
  5 
   
  MOVE:  
  1" 
  1" 
  HIT DICE: 
  6 
  7 
  % IN LAIR:  
  65% 
  60% 
  TREASURE TYPE:  
  A 
  A 
  NO. OF ATTACKS: 
   
   
  DAMAGE/ATTACK:  
  1-6/1-6/1-8 
  1-8/1-8/1-10 
  SPECIAL ATTACKS:  
  See below 
  See below 
  SPECIAL DEFENSES:  
  See below 
  See below 
  MAGIC RESISTANCE: 
  Standard 
  Standard 
  INTELLIGENCE:  
  Non- 
  Non- 
  ALIGNMENT:  
  Neutral 
  Neutral 
  SIZE: (height/wingspan) 
  L (5' long) 
  L (0' long) 
  PSIONIC ABILITY:  
  Nil 
  Nil  
   
  Attack/Defense Modes: 
  Nil 
  Nil
  bX Stats	
  mud trapper	
  sand trapper
  ARMOR CLASS: 
  5 
   
  HIT DICE: 
  6* 
  7* 
  MOVE:   
  10'(0') 
  10'(0') 
  ATTACKS: 
   claws/1 bite 
   claws/1 bite 
  DAMAGE:  
  1-6/1-6/1-8 
  1-8/1-8/1-10 
   
   
  + special 
  + special 
  NO. APPEARING: 
  1- 
  1 
  SAVE AS:  
  Fighter: 
  Fighter: 
  MORALE: 
  9 
  10 
  TREASURE TYPE: 
  A (inside creature) A (inside creature) 
  ALIGNMENT:   
  Neutral 
  Neutral
  Trapper lizards are a variety of lizard that “bury” themselves 
  in the ground of advantageous locations (e.g., near trafficked 
  locales) to wait for prey. If attacking from this buried position, 
  trapper lizards normally surprise on a 1- (on 1d6). However, 
  if a character or creature is intentionally searching the area for 
  hidden dangers or unusual features, there is a 90% base chance 
  they will discover a buried trapper lizard, minus 10% per 10' 
  distance from the lizard’s head. If a trapper lizard is detected, it 
  will immediately spring to attack the creature nearest to them. 
  Trapper lizards can never be surprised while in their buried 
  position, due to their vigilant nature and the ability to detect 
  through ground vibrations / sound of creatures around them 
  (even outside their range of vision).
  The standard attack of a trapper lizard is to grab with its two 
  foreclaws and attempt to “shove” its prey into its mouth. If the 
  trapper lizard is successful on all three of its “to hit” rolls, then it 
  succeeds on swallowing its victim whole (man-sized or smaller). 
  LITHOPEDE
  LIZARD, GIANT TRAPPER
  
  6
  If the trapper lizard has suprised its target, it gets a +1 bonus on 
  all of its “to hit” rolls for the melee round (during which it has 
  suprised). The swallowed victim will take an additional amount 
  of damage each round thereafter (damage by type; see individual 
  descriptions below) until the victim or the trapper is dead. Only 
  dagger attacks may be made from inside a trapper lizard, and are 
  made with a penalty of - “to hit.”
  mud Trapper: Normally found in marshy areas and locales 
  prone to long periods of rain, the mud trapper uses its strong 
  foreclaws to dig a pocket in the mud, then crawls inside and 
  “wiggles” into place, allowing the mud to cover all but its eyes 
  and nostrils. The mud trapper’s overall muddy brown coloration 
  provides it a natural camouflage. Vicitims swallowed whole by 
  a mud trapper take 1-6 points of damage per round until the 
  victim or the mud trapper is dead.
  Sand Trapper: Normally found in heavily sanded deserts (as 
  opposed to rocky desert terrains), the sand trapper uses its strong 
  foreclaws to dig its way into the sand, then uses its tail to push 
  the sand up around itself, covering all but its eyes and nostrils. Its 
  overall sandy coloration provides them additional natural cam-
  ouflage. Victims swallowed whole by a sand trapper take 1-10 
  points of damage per round until the victim is suffocated, or the 
  mud trapper is dead.
  longma
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS:  
  MOVE: 18"/6" 
  HIT DICE: 5 
  % IN LAIR: 5%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK: 1-8/1-8
  SPECIAL ATTACKS:  
   
  Breath weapon 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average 
  ALIGNMENT: Chaotic evil 
  SIZE: L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 5* 
  MOVE: 180'(60')/60'(10') 
  ATTACKS:  hooves or 1 breath 
  DAMAGE: 1-8/1-8 or -18
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:5 
  MORALE: 9 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic
  Longmas are sort of a draconian pegasus, covered with scales 
  and possessed of bat-like wings. Like the pegasus, the longma 
  is naturally wild but, unlike the shy pegasus, the longma is both 
  bold and fierce, often brazen in the presence of other creatures. 
  Also unlike the pegasus, the longma’s evil nature makes them 
  conniving and unreliable steeds. On the rare occasion they are 
  broken into service, they will only serve evil characters, but will 
  always put themselves (as opposed to their masters) first, gener-
  ally fleeing when faced with death. In addition to its powerful 
  forehooves, longmas have a breath weapon that allows them to 
  shoot a cone of fire 10' long and 5' wide at its end, doing -18 
  points of damage (on failed saving throw vs. breath weapon). 
  Each longma nest will generally house  longmas, and there is 
  a 10% chance each nest will also have 1 egg (0% chance) or 1 
  young animal (80%) that will be 0% to 70% mature. Longma 
  eggs are worth considerably more than pegasus eggs (nearly 
  four times), and are a particular favorite of pukises. 
  lympago (mantygre)
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  
  MOVE: 1" 
  HIT DICE: 7+ 
  % IN LAIR: 0%  
  TREASURE TYPE: E 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-/1-/1-8 
  SPECIAL ATTACKS: Nil  
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE:  
   
  Standard
   
   
  INTELLIGENCE: Low 
  ALIGNMENT: Lawful neutral 
  SIZE: S 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 7+ 
  MOVE: 10'(0') 
  ATTACKS:  claws/1 gore 
  DAMAGE: 1-/1-/1-8
  NO. APPEARING: 1- 
  SAVE AS: Fighter:7 
  MORALE: 9 
  TREASURE TYPE: E 
  ALIGNMENT: Neutral
  Though often confused with manticores, lympagos (also known 
  as mantygres or satyrals) are, in fact, different creatures. The lym-
  pago features the body of a lion, oxen-like horns atop its head, 
  and a human-face (that appears old and weathered when viewed 
  from a distance). Furthermore, lympagos are slightly larger and 
  stronger than manticores, and are considerably less aggressive. 
  When forced to fight, lympagos attack with a combination of 
  their strong claws and goring horns.
  Unlike manticores which prefer dismal lairs (i.e., caves, under-
  ground, etc.), lympagos are most often found in forests, particu-
  larly in tropical and sub-tropical climates. 
  Lympagos have their own language, and there is a 50% chance 
  that any lympago encountered will also speak common.
  LIZARD, GIANT TRAPPER
  LYMPAGO
  
  7
  MAPINGUARI
  MIND MOTH
  M
  MAPINGUARI • MIND HUNTER • MIND MOTH • MOLECRICKET, GIANT • MOTHMAN •  
  MUCKWING, RAzORTOOTH HAMMERHEADED • MUDLOC • MUMMY, ANIMAL
  mapinguari
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 0 
  MOVE: 1" 
  HIT DICE: 6 
  % IN LAIR: 15%  
  TREASURE TYPE: D 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-8/1-8/-18 
  SPECIAL ATTACKS: Nil  
  SPECIAL DEFENSES:  
   
  Immune to attacks  
   
  from bladed weapons 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average 
  ALIGNMENT: Neutral
   
   
   
  SIZE: (10' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 0 
  HIT DICE: 6* 
  MOVE: 10'(0') 
  ATTACKS:  claws/1 bite 
  DAMAGE: 1-8/1-8/-18
  NO. APPEARING: 1- 
  SAVE AS: Fighter:6 
  MORALE: 10 
  TREASURE TYPE: D 
  ALIGNMENT: Neutral
  Mapinguaris are hairy, hulking hominids with a stench that of-
  ten precedes them by as far as 100'. Below the matted red hair 
  of these forest-dwellers is an incredibly tough skin that not only 
  provides them with an AC of 0, but makes them impervious to 
  the effects of bladed weapons. Mapinguaris attack with a pair of 
  ferocious claws and the devastating bite of a gaping mouth that 
  sits somewhere near their chest.
  mind Hunter
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  
  MOVE: 1" 
  HIT DICE: 8 
  % IN LAIR: 0%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-/1-/1-6 + special 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Saves  
   
  as 8th level magic-user 
  INTELLIGENCE: Highly- 
  ALIGNMENT: Chaotic evil 
  SIZE: M 
  PSIONIC ABILITY: 150 
   
  Attack/Defense Modes:  
   
  D, GHI
  bX Stats†
  ARMOR CLASS:  
  HIT DICE: 8** 
  MOVE: 10'(0') 
  ATTACKS:  claws/1 bite 
  DAMAGE:  
   
  1-/1-/1-6 + special 
  NO. APPEARING: 1- 
  SAVE AS: Magic-user:8 
  MORALE: 1 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic
  Mind hunters are spectral beings from the lower planes of hell 
  that roam the prime material plane in search of sustenance in 
  the form of the sanity and intelligence of sentient beings. They 
  appear as a shrivelly-skinned, vermin-gray figure with the head 
  and brow of an ape, sulphurous eyes, a semi-canine mouth, 
  long humanoid arms with taloned fingers, and the lower body 
  of a segmented worm. Because mind hunters are spectral be-
  ings, a +1 or better weapon is needed “to hit,”
  The unmistakeable stench of a mind hunter’s presence smells 
  like the moldiness of antique bones mixed with the fearsome 
  reek of newly decaying carrion. The visage of a mind hunter 
  is such that it can cause a form of vertigo to anyone viewing 
  it (save vs. spells) that will halve a character’s movement and 
  cause all “to hit” rolls to be at - for -7 turns. 
  A mind hunter’s main form of physical attack is to dig into a 
  victim with its claws (1- points each), while attempting to bite 
  its victim’s head. On a successful bite, a mind hunter does 1-6 
  points of damage. Furthermore, for any natural “to hit” roll 
  of 0 on a successful bite, the mind hunter has latched onto 
  the victim’s brain and will permanently drain 1 point of Intelli-
  gence per round (beginning on the next round) until the victim 
  or the mind hunter dies, or the victim has been reduced to a 
  vegetative state (INT of 0).
  Mind hunters have the following psionic abilities: domination, 
  hypnosis, invisibility, energy control, and mass domination.
  Mind hunters are able to summon 1-8 gargoyles once per day, 
  and the following spells or attack forms have no effect on mind 
  hunters: charm, sleep, cold, electricity, insanity, and poison. 
  mind moth
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -5 
  ARMOR CLASS: 6 [] 
  MOVE: 1"/18" 
  HIT DICE: 6 
  % IN LAIR: 5%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: See below 
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: 5% 
  INTELLIGENCE: Average 
  ALIGNMENT: Neutral (evil) 
  SIZE: L (7' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats†
  ARMOR CLASS: 6 [] 
  HIT DICE: 6** 
  MOVE: 10'(0')/180'(60') 
  ATTACKS: See below 
  DAMAGE: See below
  NO. APPEARING: -5 
  SAVE AS: Fighter:6 
  MORALE: 1 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic
  
  8
  MIND MOTH
  MOTHMAN
  Mind moths are giant, intelligent, moth-like creatures colored in 
  shades of pink and crimson, and possessing formidable mental 
  powers. These nocturnal beings are found both above ground 
  and in subterranean areas. Unlike standard moths that gravitate 
  toward light, mind moths are drawn to the auras of intelligent 
  creatures, with the aura of the more intelligent creatures (those 
  with higher Intelligence ratings) appearing as “brighter” to the 
  eyes of the mind moth. When encountering a group of sentient 
  beings, the mind moth will attack the creatures in order from the 
  “brightest” Intelligence aura (highest Intelligence rating) to the 
  “dimmest” (lowest). 
  While in flight, a mind moth “flutters” in and out of phase, which 
  enhances its armor class (as indicated in parentheses). Mind 
  moths will benefit from this bonus only as long as they remain 
  in flight.  Mind moths are particularly susceptible to flame-based 
  attacks, with all such attacks doing double the normal damage.
  The mind moth’s main form of attack is an electrical-based “stun 
  touch,” which it accomplishes by touching at least one of its four 
  tentacles to a target. It may attack up to two different targets at 
  once, but is able to attach up to  tentacles against a single tar-
  get based on successful “to hit” rolls for each. The effect of the 
  stun touch is two-fold: first, any creature successfully attacked 
  by the mind moth must save vs. paralysis or remain paralyzed 
  in a catatonic state for a number of turns equal to the number 
  of successful hits by the moth squared (e.g., 1 tentacle = 1 turn, 
   tentacles =  turns, etc.) and second, it creates an electrical-
  based synaptic overload on the character, doing 1-6 points of 
  damage for each successful tentacle hit, and causing the target 
  to fall unconscious for 1 turn (cumulative) for each 5 points of 
  damage. If grounded (not in flight), a mind moth is only able to 
  perform a single touch attack (as it needs its other  tentacles 
  to “stand”).
  A mind moth is able to use each of the following abilities five 
  times per day: charm person, shield, invisibility, levitate, clair-
  voyance, hold person, and charm animals (as a 5th level magic-
  user), and speak with animals (as a rd level cleric).
  molecricket, giant
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-1 
  ARMOR CLASS: 5 
  MOVE: 9" (") 
  HIT DICE:  
  % IN LAIR: 0%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  -1/-1/-1 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: L (5'-6' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE:  
  MOVE: 90'(0') (0'(10')) 
  ATTACKS:  forelimbs/1 bite 
  DAMAGE: -1/-1/-1 
  NO. APPEARING: 1-1 
  SAVE AS: Fighter: 
  MORALE: 7 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Giant molecrickets possess shovel-like forelimbs and powerful 
  “shoving” hind legs, making them natural burrowers (second 
  movement rating). Because they are nocturnal and spend most 
  of their lives in elaborate underground tunnels, it is not un-
  common for molecrickets to remain relatively unseen, even in 
  areas where their population is considerably high. They may 
  be found in almost any climate (except arctic), usually in areas 
  with soft ground and abundant grass or foliage.
  In combat, the molecricket attacks by striking opponents with 
  its forceful forelimbs and biting with its powerful mandibles. 
  The omnivorous molecricket is more of a scavenger than pred-
  ator, and is not normally aggressive. However, if confined or 
  cornered during a fight, the molecricket will attack with consid-
  erable force, gaining a +1 “to hit” bonus and +1 damage bonus 
  to each of its attacks, as well as a + bonus to its morale, until 
  it is no longer confined/cornered. 
  In some dwarven and gnomish communities, fried molecricket 
  is considered a delicacy.
  mothman
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -1 
  ARMOR CLASS: 7 
  MOVE: 6"/1" 
  HIT DICE: +1 
  % IN LAIR: 10%  
  TREASURE TYPE: C 
  NO. OF ATTACKS:  or  
  DAMAGE/ATTACK:  
   
  1-/1-/1-6/1-6 or 1-/1- 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low-
  ALIGNMENT: Chaotic neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: +1* 
  MOVE: 60'(0')/10'(0') 
  ATTACKS:  claws or  
   
   claws or 1 gaze 
  DAMAGE: 1-/1-/1-6/1-6  
   
  or 1-/1- or charm
  NO. APPEARING: -1 
  SAVE AS: Fighter: 
  MORALE: 7 
  TREASURE TYPE: C 
  ALIGNMENT: Chaotic
  Mothmen are a race of humanoids with large, clawed feet, glow-
  ing red eyes, and wings which appear to be tattered and aged. 
  Normally found in areas of prairies and plains, they are similarly 
  colored in tans and light browns. Normally invisible, mothmen 
  can turn visible and invisible at will. 
  While airborne, a mothman may attack with all four claws (hands 
  and feet) against a single target (doing damage of 1d, 1d, 1d6, 
  and 1d6, respectively on successful “to hit” rolls for each). While 
  grounded, a mothman may not use its clawed feet to attack. 
  Mothmen take double damage from all flame-based attacks and 
  half damage from all cold-based attacks.
  The glowing red eyes of a mothman possess a powerful magical 
  gaze (that may only be used when the creature is visible). Any 
  creature making eye contact with a mothman’s eyes must save 
  vs. spells or become charmed by the mothman. Charmed crea-
  tures are able to understand a mothman’s commands given in its 
  own language (a series of screeches and hisses) which a charmed 
  character will understand and obey until such time as the magic 
  is dispelled. Charmed characters will have no understanding or 
  recollection of the language after the spell has been broken.
  
  9
  muckwing, razortooth Hammerheaded
  Oe/1e Stats
  FREQUENCY:  
   
  Uncommon 
  NO. APPEARING: 6-6 
  ARMOR CLASS: 6 
  MOVE: "/15" 
  HIT DICE: +1 
  % IN LAIR: 10%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK: 1d  
   
  + poison/1d + poison 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: Non-  
  ALIGNMENT: Neutral 
  SIZE: M (' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: +1* 
  MOVE: 0'(10')/150'(50') 
  ATTACKS: 1 bite/1 stinger 
  DAMAGE: 1d + poison/ 
   
  1d + poison or special
  NO. APPEARING: 6-6 
  SAVE AS: Normal man 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  The razortooth hammerheaded muckwing (or “muckwing” for 
  short) is a giant flying insect that appears as a cross between a 
  dragonfly and a scorpion, featuring a mouthful of razor-sharp 
  teeth and a slimy coating oozing from the entirety of its body. If 
  ingested, the ooze of a muckwing is mildly hallucinogenic, and 
  produces a state of “euphoric anxiety” that lasts for a number of 
  hours equal to the number of ounces ingested (e.g.,  ounces = 
   hours of effect).
  The muckwing is not normally aggressive but will become so if 
  threatened or harmed in any way. A muckwing is able to attack 
  a single target with a combination of its bite and stinger. The 
  bite of a muckwing (in addition to 1d shredding damage from 
  its teeth) deals a poison that (on a failed saving throw) causes its 
  victim to suffer blurred vision for 1d+1 rounds, attacking with 
  a -1 “to hit” penalty for that duration. Normally, the stinger at-
  tack of a muckwing does 1d points of damage and injects a 
  mild poison that (on a failed saving throw) has the same effects 
  as its bite (-1 “to hit” penalty for 1d+1 rounds due to blurred 
  vision). However, there is a 50% chance each time a muckwing 
  makes a successful stinger attack that the poison gland in its 
  tail will “rupture,” causing twice the normal piercing damage 
  (d instead of the normal 1d) and killing its victim on a failed 
  saving throw (vs. poison) in 1d+1 turns. Additionally, if the 
  muckwing’s stinger dislodges, it will no longer be able to make 
  any stinger attacks, and the muckwing will die in 1d+1 turns. 
  All effects of the muckwing’s bite and stinger are cumulative.    
  Muckwings are normally found in tropical climes, but are some-
  times found in temperate climates during warm, moist summer 
  months following mild, wet winters.
  mudloc
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -0 
  ARMOR CLASS: 5 
  MOVE: 9" 
  HIT DICE:  
  % IN LAIR: 50%  
  TREASURE TYPE: Q (x ) 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: See below
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES:  
   
  Immune to flame/heat 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: * 
  MOVE: 90'(0') 
  ATTACKS: 1 special 
  DAMAGE: 1-, 1-6 or -8
  NO. APPEARING: -0 
  SAVE AS: Fighter: 
  MORALE: 7 
  TREASURE TYPE: L (x) 
  ALIGNMENT: Neutral
  Mudlocs are a race of frog-like semi-humanoids who make their 
  homes in the mud pits of active volcanic areas. They are grayish 
  brown in color and are able to camouflage themselves in active 
  (bubbling) mud pits, allowing them to surprise on a 1- (on 1d6) 
  under such conditions. The physiology and dense skin that al-
  lows them to live under such extreme conditions further provides 
  them with an immunity to all flame- and heat-based attacks.
  A mudloc’s main form of attack is to take into their mouths either 
  a large amount of hot (volcanic) mud or a moderately-sized rock 
  (approximately -6" in diameter, including hot or flaming rocks), 
  and then “spit” the mud or rock at a target. The amount of dam-
  age caused by such attacks is determined by the type of item spit, 
  per below:
  rock (normal): 1d 
  hot mud: 1d6 
  flaming rock: d
  Any attack with a flaming rock does 1/ damage (or 1d) to any 
  creature immune to the effects of flame-based attacks.
  Mudlocs aren’t necessarily aggressive. Their attacks are intended 
  to be playful. They are simply unaware of the harm they cause to 
  non-mudlocs. Mudlocs speak their own language.
  MUCKWING
  MUDLOC
  
  50
  MUMMY, ANIMAL
  MUMMY, ANIMAL
  
  51
  mummy, Animal
  Oe/1e Stats	
  baboon 
  beetle 
  Cat 
  Crocodile 
  Jackal 
  mongoose 
  Serpent
  FREQUENCY:  
  Rare 
  Rare 
  Uncommon 
  Rare 
  Rare 
  Very rare 
  Rare 
  NO. APPEARING: 
  1-6 
  -0 
  -1 
  1- 
  1- 
  -8 
  -18 
  ARMOR CLASS: 
   
   
  5 
   
  6 
  5 
   
  MOVE:  
  6" 
  " 
  9" 
  " 
  6" 
  9" 
  9" 
  HIT DICE: 
  + 
  1- pts. 
  1 
  6 
   
  1 
  1 
  % IN LAIR:  
  70% 
  50% 
  90% 
  95% 
  50% 
  80% 
  85% 
  TREASURE TYPE:  
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  NO. OF ATTACKS: 
  1 
  1 
   
  1 
  1 
  1 
  1 
  DAMAGE/ATTACK:  
  1-6 
  1 pt. 
  1-/1-/1- 
  -1 
  1- 
  1- 
  1- 
  SPECIAL ATTACKS:  
  See below 
  Disease 
  See below 
  Disease 
  Disease 
  Disease 
  See below 
  SPECIAL DEFENSES:  
  See below 
  See below 
  See below 
  See below 
  See below 
  See below 
  See below 
  MAGIC RESISTANCE: 
  See below 
  See below 
  See below 
  See below 
  See below 
  See below 
  See below 
  INTELLIGENCE:  
  Low 
  Non- 
  Animal 
  Animal 
  Animal 
  Animal 
  Animal 
  ALIGNMENT:  
  Chaotic neutral 
  Neutral 
  Neutral 
  Neutral 
  Neutral 
  Neutral 
  Neutral 
  SIZE: 
  S ('+ tall) 
  S ('-" long) 
  S 
  L (8'-15' long) 
  S 
  S 
  S (0" long) 
  PSIONIC ABILITY:  
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
   
  Attack/Defense Modes: 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil
  bX Stats	
  baboon 
  beetle 
  Cat 
  Crocodile 
  Jackal 
  mongoose 
  Serpent
  ARMOR CLASS: 
   
   
  5 
   
  6 
  5 
   
  HIT DICE: 
  +** 
  1- pts.** 
  1** 
  6** 
  ** 
  1** 
  1** 
  MOVE:   
  60'(0') 
  0'(10') 
  90'(0') 
  0'(10') 
  60'(0') 
  90'(0') 
  90'(0') 
  ATTACKS: 
  1 bite 
  1 bite 
  1 bite 
  1 bite 
  1 bite 
  1 bite 
  1 bite 
  DAMAGE:  
  1-6 
  1 pt. 
  1-/1-/1- 
  -1 
  1- 
  1- 
  1- + disease 
   
   
  + disease 
  + disease 
  + disease 
  + disease 
  + disease 
  + disease 
  + poison 
  NO. APPEARING: 
  1-6 
  -0 
  -1 
  1- 
  1- 
  -8 
  -18 
  SAVE AS:  
  Fighter: 
  Fighter:1 
  Fighter:1 
  Fighter:6 
  Fighter:1 
  Fighter:1 
  Fighter:1 
  MORALE: 
  1 
  8 
  1 
  1 
  8 
  1 
  1 
  TREASURE TYPE: 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  ALIGNMENT:   
  Chaotic 
  Neutral 
  Neutral 
  Neutral 
  Neutral 
  Neutral 
  Neutral
  Animal mummies are undead creatures sometimes found in 
  tombs inhabited by (human) mummies or in deserted ruins. Some 
  animal mummies are created to provide companionship to the 
  deceased in the afterlife, while others are mummified in honor of 
  deities or notable figures.
  Similar to a mummy’s touch, the bite of an animal mummy will 
  infect a victim with rotting disease on a successful “to hit” roll (no 
  saving throw). This rotting disease prevents magical healing and 
  makes all wounds take 5 times longer than normal to heal. The 
  fear caused by the sight of a normal mummy is possessed only by 
  baboon mummies (see below).
  Animal mummies are affected only by magical weapons (i.e., +1 
  or better; not affected by silver weapons) but take only half dam-
  age from them. Furthermore, animal mummies are immune to 
  the effects of sleep, charm, hold, and cold.  
  baboon: Baboon mummies are relatively weak compared to 
  other animal mummies as they were often sickly or weak in their 
  physical life before being mummified. The sight of a baboon 
  mummy causes victims to be paralyzed with fear for 1- melee 
  rounds (on a failed save vs. paralysis). Baboon mummies are of-
  ten found in the tombs of clerics and priests. 
  beetle: Given its “jewel-like” appearance, it is not uncommon 
  for a beetle mummy to be mistaken for a scarab-styled jewel. 
  There is a 5-in-6 chance (1-5 on 1d6) that even those familiar with 
  beetle mummies will mistake them as such, allowing the beetle 
  mummies to surprise under the assumption. They are most often 
  found in tombs belonging to worshippers of both Apshai and 
  Khepri, but are also found in other tomb types as well.
  Cat: There is a 5% chance that a cat mummy has had its eyes 
  replaced with rock crystals (50 gp value each). They are usually 
  found in tombs belonging to worshippers of Bast, but may be 
  found in other tomb types as well. Additionally, cat mummies are 
  sometimes found en masse in tombs of their own. 
  Crocodile: Unlike normal crocodiles, crocodile mummies are 
  not susceptible to the effects of cold weather; their movement, 
  therefore, is not affected as such. Crocodile mummies, however, 
  are incapable of swimming. They are usually found in tombs be-
  longing to worshippers of Sebek, but may also be found in tombs 
  belonging to military leaders.
  Jackal: Unlike the majority of other animal mummies, jackal 
  mummies are rather cowardly—being almost as likely to flee 
  than fight when faced with an opponent. They are usually found 
  in tombs belonging to worshippers of Anubis and Set.
  mongoose: Mongoose mummies are often found in tombs be-
  longing to worshippers of Horus, and will never be found in any 
  tomb belonging to a worshipper of a serpent god.
  Serpent: Serpent mummies are most often the mummies of 
  asps— their bites possessing both the rotting disease and a dead-
  ly poison. All saves against a serpent mummy’s rotting disease 
  are made at +1, while saves against its poisonous bite are made 
  at -1. On a failed saving throw vs. poison, afflicted characters/
  creatures will die in 1d turns. On a successful saving throw, the 
  poison will kill in 1d days unless cured. Serpent mummies are 
  most often found in tombs belonging to worshippers of Apep.
  MUMMY, ANIMAL
  MUMMY, ANIMAL
  
  5
  Naga, raja
  Oe/1e Stats
  FREQUENCY: Very Rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  
  MOVE: 18" 
  HIT DICE: 15 
  % IN LAIR: 80%  
  TREASURE TYPE: Hx 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  -1/-1 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES:  
  Poison immune 
  MAGIC RESISTANCE:  
   
  Saves as 1th-15th level  
   
  magic-user 
  INTELLIGENCE: Exceptional
  ALIGNMENT: Chaotic evil 
  SIZE: L (5' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 15*** 
  MOVE: 180'(60') 
  ATTACKS:  weapons (or  
   
  by weapon type) or 1 bite 
  DAMAGE: -1/-1 + poison 
  NO. APPEARING: 1- 
  SAVE AS: Magic-user:1-15 
  MORALE: 1 
  TREASURE TYPE: Hx 
  ALIGNMENT: Chaotic
  Raja nagas are literally the “king of nagas,” a suitable name con-
  sidering their extreme size, potent magical abilities, and pure 
  lethality. A raja naga appears with the lower body of a snake, 
  the upper torso of a human, and a cobra like hood around the 
  head. Additionally, most of them measure approximately 5' 
  long from head to tail. Raja nagas, like other nagas, tend toward 
  warmer climates and are most often found in sacred places (usu-
  ally temples built to honor the naga) where a host of minions will 
  serve the raja naga. 
  In any raja naga lair, there will be the following minions, serving 
  their master’s will:
  1- 
  giant constricting snakes 
  1-6 
  giant poisonous snakes 
  1- 
  giant spitting snakes   
  - spitting cobras (normal size)
  All minion snakes in the presence of a raja naga receive a bonus 
  of + to their morale while the raja naga is alive.
  Raja nagas possess a host of magical abilities. First, any creature 
  meeting the gaze of a raja naga must save vs. paralysis or be 
  charmed (per charm spell). Second, raja nagas heal magically, re-
  covering 5 hits point per round (up to their normal maximum hit 
  points). Third, raja nagas make all their saving throws as a 15th 
  level magic-user (per their HD). Finally, raja nagas are able to use 
  magic as a magic-user of 9th level and a cleric of 5th level. 
  The poison of a raja nagas is so deadly, any creature bitten by 
  one must make two successful saving throws, one vs. spells and 
  one vs. poison. Otherwise, the body of the afflicted creature will 
  die from the poison in 1- turns and liquify in -5 melee rounds. 
  If a successful throw is made vs. spells, but not vs. poison, the af-
  flicted creature will die (from the poison) in 1- melee rounds, but 
  will not liquify. If the creature fails the saving throw vs. spells but 
  not vs. poison, the creature will completely liquify in -5 rounds, 
  but will also suffer in unearthly pain (which the creature would 
  not have felt should the poison have been effective). The poison 
  is curable by most standard means (e.g, a cure poison spell), but 
  the liquifying effect has no antidote. Raja nagas are themselves 
  immune to the effects of all poisons.
  In addition to their magical abilities and dangerous bite, most raja 
  nagas choose to arm themselves with  weapons.
  Nightmander
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  
  MOVE: 18" 
  HIT DICE: 7 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -1 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: L (0' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats†
  ARMOR CLASS:  
  HIT DICE: 7* 
  MOVE: 180'(60') 
  ATTACKS: 1 bite 
  DAMAGE: -1 + special  
  NO. APPEARING: 1- 
  SAVE AS: Fighter:7 
  MORALE: 8 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  A nightmander is a strange extra-dimensional creature originat-
  ing from the astral plane. In its native plane, it is innately invisible 
  and its presence may only be detected by psionic means (e.g., 
  psionic sense). Occasionally, nightmanders find their way into 
  the prime material plane where they take the form of a giant 
  salamander (approximately 0' long) that appears to be made of 
  a shiny liquid or glass substance that peers into the cosmos. +1 
  or better weapons are required to hit a nightmander, but they are 
  affected by magical attacks as normal. 
  A nightmander attacks with a hit point draining bite that on a 
  natural “to hit” roll of 0 results in the nightmander “swallow-
  ing” any creature human size or smaller. Any creature swallowed 
  by a nightmander will be lost on the astral plane for 1- turns 
  (even if attacked in the astral plane) before returning via the night-
  mander’s tail end. When a nightmander is killed, the remains of 
  the nightmander will return to the astral plane. Furthermore, 
  when a nightmander dies any creature swallowed by that night-
  mander is lost in the astral plane, and will remain lost there unless 
  it manages to find its bearings and make its own return (to the 
  prime material plane), or is brought back by some other means. 
  NAGA, RAJA
  NIGHTMANDER
  N
  NAGA, RAJA • NIGHTMANDER
  
  5
  Octoman
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 0-160 
  ARMOR CLASS: 7 
  MOVE: 6"//" 
  HIT DICE: +1 
  % IN LAIR: 5%  
  TREASURE TYPE: B, I 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: By weapon type 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Very 
  ALIGNMENT: Neutral (evil) 
  SIZE: M
  PSIONIC ABILITY: Nil 
   
  Attack/Defense  
   
  Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: +1 
  MOVE: 60'(0')//0'(10') 
  ATTACKS: 1 
  DAMAGE: 1-6 or by 
   
  weapon or special
  NO. APPEARING: 0-160 
  SAVE AS: Fighter:1 
  MORALE: 8 
  TREASURE TYPE: B, I 
  ALIGNMENT: Chaotic
  Octomen have the upper bodies of men and the lower bodies 
  of octopi, and are found in the seas and oceans of temperate to 
  tropical climates. Though sometimes nomadic, octomen prefer 
  to live in more permanent communities, usually in underwater 
  caverns protected by reefs. Socially, they exist in a sort of aquatic 
  hunter/gatherer society, with the males hunting for fish, and the 
  females gathering from the other bounties the seas provide.
  While the population of octomen villages number as high as 160 
  members, hunting parties of octomen normally number from -
  16. For every 10 octomen encountered, there will be a leader 
  (AC: 6, HD: +, saves as nd level fighter) doing -7 points of 
  damage.  For every 0, there will be an additional leader (AC: 5, 
  HD: +6, saves as rd level fighter) doing -1 points of dam-
  age. If encountered in their lair, there will be females and young, 
  with the population divided as follows: male, 50%; female 0%; 
  young, 0%. The females and young will equal to 80% and 0% 
  (respectively) of the male’s stats. 
  The weapons normally carried by octomen are:
  trident 
  0% 
  crossbow 0%
  spear 
  5% 
  javelin 
  15%
  There is a 50% chance any octoman will be carrying a net, and a 
  further 50% chance that an octoman will be carrying a dagger.
  Octomen’s tentacles are strong and capable of entangling crea-
  tures that are human-sized or smaller. On any successful “to 
  hit” roll with its tentacles, an octoman will successfully “bind” 
  his opponent. There is a 50% chance the binding will simply 
  limit the opponent from moving but leave it able to attack with a 
  -1 penalty on all “to hit” rolls while bound. Otherwise the oppo-
  nent will be bound in such a way that making any attack at all is 
  impossible without first breaking free from the octoman’s grasp. 
  All octomen have automising tentacles, which allow them to 
  regrow any tentacle that has been severed (e.g., by an opponent 
  attempting to get free from the octoman).
  Octomen are capable of spreading ink like a normal octopus. 
  If retreating, an octoman will leave a trail of ink approximately 
  10' wide by 10' high and 100' long, often “spiraling” away in 
  order to create as much cover as possible. If not moving, the ink 
  will take  melee rounds to fill an area approximately 50' cubed. 
  The ink cloud will completely obscure anything beyond it for -5 
  turns (based on currents). Additionally, octomen are immune to 
  all electrical-based attacks.
  Octomen speak their own language, as well as the language of 
  mermen and locathah.
  Ophiotaurus
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:   
  MOVE: 1" 
  HIT DICE: 9 
  % IN LAIR: 85%  
  TREASURE TYPE: D 
   NO. OF ATTACKS: 1  
  DAMAGE/ATTACK: -1  
  SPECIAL ATTACKS:  
  See below 
  SPECIAL DEFENSES:  
  See below 
  MAGIC RESISTANCE:  
   
  Saves as a 5th level cleric 
  INTELLIGENCE: Average 
  ALIGNMENT: Lawful good 
  SIZE: L (15'-0' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 9* 
  MOVE: 10'(0') 
  ATTACKS: 1 gore 
  DAMAGE: -1
  NO. APPEARING: 1- 
  SAVE AS: Fighter:5 
  MORALE: 10 
  TREASURE TYPE: D 
  ALIGNMENT: Lawful
  Ophiotauri are most often encountered hiding in their lairs in 
  that they are constantly being hunted for the boon that killing 
  one provides. Any character who kills an ophiotaurus will gain 
  1 experience level. This benefit is given only to the character 
  who deals the final blow that actually kills the ophiotaurus, and 
  only after the entirety of the ophiotaurus’s body has been burned 
  and reduced to ash. Should any portion of the body remain un-
  burned, no boon will be granted. The level grant will put the 
  character at the minimum experience points for the next level 
  up, based on the character’s cumulative experience point total 
  up to the point at which the entirety of the ophiotaurus has been 
  burned, including any experience points gained for actually kill-
  ing the ophiotarus.
  While the main form of an attack of an ophiotaurus is to gore 
  with its horns, they are also able to cast the following spells three 
  times per day each (as a 5th level cleric): cure light wounds, 
  detect evil, bless, hold person, and prayer.
  OCTOMAN
  OPHIOTAURUS
  O
  OCTOMAN • OPHIOTAURUS • ORLING • OXYX
  
  5
  Orling
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 10-100 
  ARMOR CLASS: 5 
  MOVE: 9" 
  HIT DICE: 1 
  % IN LAIR: 10%  
  TREASURE TYPE:  
   
  Individuals I; G in lair 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-6  
   
  or by weapon 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: 5% 
  INTELLIGENCE: Very 
  ALIGNMENT: Chaotic (neutral) 
  SIZE: S ('-' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 1 
  MOVE: 90'(0') 
  ATTACKS: 1 weapon 
  DAMAGE: 1-6 or by weapon 
  NO. APPEARING: 10-100
  SAVE AS: Fighter: 
  MORALE: 9 
  TREASURE TYPE:  
   
  Individuals I; G in lair 
  ALIGNMENT: Chaotic/Neutral
  Orlings are small (never being taller than '), slender humanoids 
  with pointed ears, pale skin, and deep yellow eyes. They are 
  completely hairless, with prominently bald heads (a trait shared 
  by both males and females of the species). Orlings typically 
  have a lifespan of about 100 years.
  As a race, orlings are truly “showy.” They tend to build their 
  homes in conspicuously open areas near other orling dwellings, 
  with exterior facades and interior decor surpassing even the os-
  tentation of the orling wardrobe. Most orlings are obsessed with 
  collecting and conspicuously displaying desired objects ranging 
  from useless trinkets to prized magic items. When an orling does 
  possess a magic item, he will rarely, if ever, carry it or even use 
  it. Additionally, they tend toward extremely colorful and ornate 
  clothing, to the point of being gaudy.
  For every 0 orlings, there will be a leader (AC: , HD: , saves 
  as 5th level fighter) doing -8 points of damage, and  assist-
  ants (AC: , HD: , saves as th level fighter) doing -7 points 
  of damage.  If more than 90 are encountered, there will be an 
  additional leader (AC: , HD: , saves as 6th level fighter) doing 
  -1 points of damage. If encountered in their lair, there will be 
  females and young equal to 90% and 0% (respectively) of the 
  number of adult males. 
  Typically, orlings will wear leather or chain armor under a garish-
  ly embroidered tabard. When they carry shields (approximately 
  50% of the time) it will be a simply constructed shield painted 
  with over-elaborate ornamentation. Orlings will normally use 
  HTH weapons only (as “throwing away” ammunition is unforgiv-
  able to them). The weapons normally carried by orlings are:
  small sword 5% 
  morning star 0% 
  hammer 
  0% 
  hand axe 
  10% 
  military pick 10% 
  spear 
  5%
  There is a 15% chance that for every orling encountered, he 
  will be carrying 1 magic item (besides armor, weapons, scrolls 
  or potions), but only a 10% chance that he will use that magic 
  item, even if his life were to depend on it. 
  Orlings have a natural resistance to poison and magic that 
  allows them to save at two levels above their normal hit dice. 
  Additionally, they have a 50% resistance to sleep. While they 
  are naturally very stealthy, their choice in wardrobe cancels 
  out any chance of surprise they might normally have. Orlings 
  have a particular dislike for waterborne travel.
  Known as being shrewd business men and traders, orlings will 
  rarely deal with other orlings (they don’t trust each other) but 
  they will bargain (i.e, buy but not sell) with any other willing 
  race, and will go so far as deception or fraud should it result in 
  acquiring something they want. In addition to speaking their 
  own language, they also speak common, dwarvish, elvish, 
  gnomish, gnoll, goblin, halflingish, hobgoblin, kobold, ogre, 
  orc, troll, and the languages of all giants (hill, stone, etc.). Due 
  to their language abilities, they will often hire themselves out 
  as translators, assuming the price negotiated is suitable.
  Oxyx
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 5-50 
  ARMOR CLASS: 8 
  MOVE: "/1" 
  HIT DICE: 1- pts. 
  % IN LAIR: 15% 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: Nil 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard
   
  INTELLIGENCE: Non-  
  ALIGNMENT: Neutral  
  SIZE: M (10'-1" wingspan) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 8 
  HIT DICE: 1- pts.* 
  MOVE: 0'(10')/10'(0') 
  ATTACKS: 1 bite 
  DAMAGE: Slow
  NO. APPEARING: 5-0 
  SAVE AS: Normal man 
  MORALE: 6 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Oxyxes are giant fuzzy insectoids with gorilla-esque faces and 
  bat-like wings. They are underground dwellers and have infra- 
  vision to a distance of 0'. However, any intense heat source 
  (e.g., a torch or fire) within 10' of their line of sight blurs their 
  vision for 1- turns (attacking at - while affected).
  They are relatively harmless except that their bite carries a very 
  mild toxin whose cumulative effects will temporarily slow or par-
  alyze an affected creature. When a creature has failed a number 
  of oxyx bite saving throws (vs. posion) equal to the creature’s hit 
  dice, the creature’s movement will be slowed to one-half. When 
  a creature has has failed a number of oxyx bite saving throws (vs. 
  posion) equal to twice the creature’s hit dice, then the creature 
  will be paralyzed. The duration of any single oxyx bite is 1 turn. 
  Oxyx toxin is curable by most standard and magical means. 
  Oxyxes have a unique smell which borders on being flowery, 
  earthy, grassy, spicy, and skunky, all at the same time.
  ORLING
  OXYX
  
  55
  pink Slime
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 9 
  MOVE: " 
  HIT DICE: + 
  % IN LAIR: Nil 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -1
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Animal  
  ALIGNMENT: Neutral  
  SIZE: M-L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 9 
  HIT DICE: +** 
  MOVE: 0'(10') 
  ATTACKS:  
   
  1 touch + special 
  DAMAGE: -1 
  NO. APPEARING: 1- 
  SAVE AS: Fighter:1 
  MORALE: 1 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Pink slimes are not technically a “slime.” They are, in fact, a 
  carnivorous animal life-form which appears similar to an ooze or 
  slime which has the consistency of finely ground red meat and a 
  coloration bordering more toward blood red than pink. 
  Pink slimes are normally found in subterranean places, leaving a 
  wet bloody trail behind them as they slowly ooze and push their 
  way through the tunnels, passages, cracks and holes of their un-
  derground habitats in search for sustenance. Their presence is 
  often signaled by the telltale scent of ammonia that accompanies 
  them. In less-than-adequate lighting, a pink slime will often go 
  undetected when devouring the carcass of a deceased creature 
  (50% chance). Pink slimes are able to crawl on walls and cling to 
  ceilings, often attacking from above and dropping onto victims 
  below, surprising on a 1 or  (on 1d6).
  Pink slimes are immune to poison, disease and acid attacks, but 
  are harmed normally by flame, cold and electricity. These crea-
  tures secrete a catalytic corrosive that breaks down living tissue. 
  Therefore, pink slimes may only affect plant and animal life, but 
  will not affect metal or stone. If this corrosive touches bare skin, 
  it acts like an infectant, spreading from the touchpoint of the 
  attack, doing d6 points of damage each round, unless the af-
  fected creature makes a successful saving throw (vs. poison) or 
  the infection is cured (by magical means). While an infected crea-
  ture is not generally contagious, the touchpoint of the attack is 
  contagious while that infected creature remains alive. Any other 
  creature touching the origin sore of the infected (but still living) 
  creature should be treated the same as a successful “to hit” roll 
  by a pink slime. 
  In addition to its standard touch attack, a pink slime also emits an 
  olfactory irritant (thus the smell of ammonia). Any creature com-
  ing within a 10' radius of pink slime must save vs. breath weapon 
  or attack at -1 “to hit” for 1-5 turns.
  possessor
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS:  or by host 
  MOVE: " or by host 
  HIT DICE: 5 and by host 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
   
  1 or by host 
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Very  
  ALIGNMENT: Chaotic (neutral) 
  SIZE: M and by host 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats†
  ARMOR CLASS:  or by host 
  HIT DICE: 5** and by host 
  MOVE: 0'(80') or by host 
  ATTACKS: 1 or by host 
  DAMAGE: See below 
  NO. APPEARING: 1 
  SAVE AS: Fighter:5 
  MORALE: 1 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic
  Possessors are creatures from the negative material plane that 
  travel to the prime material plane in order to wreak havoc. 
  While there, they are invisible and out-of-phase, and (without a 
  special ability on the part of another creature) will normally go 
  undetected. Possessors, therefore, surprise on a 1-5 (on 1d6). 
  In this phased form, they are impervious to almost all attacks, 
  but are susceptible to attacks through a phase door, or from 
  creatures wearing armor of etherealness, or using oil of ethere-
  alness (or similar item).
  The modus operandi of a possessor is to “move into the same 
  space” as a being in the prime material plane and then “phase 
  into it.” This allows the possessor to overtake the target’s body 
  and possess the body as its own. Based on their own alignment, 
  possessors are only able to phase into creatures who are chaotic 
  evil, chaotic neutral, neutral evil or true neutral (chaotic or neutral  
  in simple alignment systems). Any such character must save vs. 
  paralysis or be taken over by the possessor. 
  Once a possessor is “inside” its host, a possessor becomes in 
  phase with the prime material plane, but is non-corporeally  
  incorporated with the host. While inside its host, a possessor 
  uses the host’s AC, movement, number of attacks and damage 
  during combat, but saves as the possessor. Under these condi-
  tions, the host is subject to all attacks that would normally affect 
  it, and the possessor is (simultaneously) subject to any and all 
  of the same attacks against the host that would affect stand-
  ard non-corporeal creatures (+1 or better or magic needed “to 
  hit” the possessor).  Damage to possessor and host are tracked  
  simultaneously until such time as either one of them dies or the 
  possessor is otherwise separated from its host. Additionally, any 
  means of healing through magic spells will affect both possessor 
  PINK SLIME
  POSSESSOR
  P
  PINK SLIME • POSSESSOR • PSI-BAT • PUKIS • PUKWUDGIE
  
  56
  and host, but any physical means of healing (including potions) 
  will heal only the host.
  The following methods will work to rid a host of a possessor:
  1. A cleric may cast a bless spell on the affected character, but 
  must do so within a number of turns from the possession 
  equal to the cleric’s level (e.g., a 1st level cleric must cast the 
  spell on the first turn after the current turn, a nd level cleric 
  on the second turn after, a rd level cleric on the third, etc.). 
  By this method, the possessor will only be expelled from the 
  character’s body, but remain within the prime material plane.
  . A dispel evil spell may be used directly on the affected charac-
  ter (using the possessor’s saving throw number). If successful, 
  the possessor will be sent immediately back to the negative 
  material plane and the emancipated character will fall un-
  conscious and remain so for a number of turns equal to the 
  number of days he has been possessed.
  . If the possessor is killed (while the host remains alive), the pos-
  sessor will cease to exist and the possessor’s former host will 
  fall unconscious and remain so for a number of turns equal to 
  the number of days he has been possessed.
  . If the host character dies or is killed, the possessor will be im-
  mediately separated from that host but remain in the prime 
  material plane. The host character may then be resurrected 
  as normal. 
  Description: When viewed in the negative material plane, pos-
  sessors appear as tall, fur-covered humanoids with sunken (al-
  most non-existent) facial features, a segmented abdomen (resem-
  bling an insect), and taloned four-fingered hands. When viewing 
  the possessed host in the prime material plane only, the host 
  will appear as normal. When viewing a possessed host through 
  extra-dimensional means (allowing sight into the negative mate-
  rial plane), the host and the possessor will seem to occupy the 
  same space at the same time.
  psi-bat
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1-10 
  ARMOR CLASS:  
  MOVE: "/18" 
  HIT DICE: 8 
  % IN LAIR: 90%  
  TREASURE TYPE: C 
  NO. OF ATTACKS: 6 
  DAMAGE/ATTACK:  
   
  1-6/1-6/1-6/1-6/ 
   
  1-/1- 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES:  
   
  See below 
  MAGIC RESISTANCE:  
   
  Standard  
  INTELLIGENCE: High 
  ALIGNMENT: Chaotic 
  SIZE: L 
  PSIONIC ABILITY: 60-80 
   
  Attack/Defense Modes:  
   
  A/F,G
  bX Stats†
  ARMOR CLASS:  
  HIT DICE: 8** 
  MOVE: 0'(10')/180'(60') 
  ATTACKS: 6 claws 
  DAMAGE: 1-6/1-6/ 
   
  1-6/1-6/1-/1- 
  NO. APPEARING: 1-10 
  SAVE AS: Fighter:8 
  MORALE: 9 
  TREASURE TYPE: C 
  ALIGNMENT: Chaotic
  Somewhat bat-like and somewhat human, psi-bats have hairless 
  leather-like skin, stand approximately 5' tall and their wingspan 
  reaches upwards from 15' to 0'. Normally found in the deep-
  est of subterranean locations, they are particularly fond of colder, 
  wet areas. Like bats, they sleep hanging from the ceilings of the 
  caverns they inhabit, and spend most of their time in a hiberna-
  tion that borders on suspended animation. This allows psi-bats a 
  lifespan that can reach 500+ years. 
  Psi-bats’ eyes are vestigial. Instead, they possess a form of clair-
  voyant radar which gives them the capability to “see” in all di-
  rections (even through objects) to a radius of 100'. Psi-bats are, 
  therefore, never surprised by any creature approaching on the 
  prime material plane. Even creatures trying to surprise a psi-bat 
  by approaching extra-dimensionally only have a 5% chance to do. 
  Should any living creature come within 100' of a hibernating psi-
  bat, it will immediately come to a fully awake state, prepared to 
  defend itself (or hunt and feed on any living creature available).  
  Though psi-bats are able to attack with their four clawed hands 
  and two clawed feet, their preferred forms of attack and defense 
  are their unusual psionic abilities. In addition to their standard 
  attack and defense modes, they also possess the following devo-
  tions: animal telepathy, domination, invisibility, and telempath-
  ic projection, all performed at the 10th level of mastery.
  pukis
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1 
  ARMOR CLASS:  
  MOVE: 6"/18" 
  HIT DICE:  
  % IN LAIR: 95%  
  TREASURE TYPE: A, C 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average  
  ALIGNMENT: Lawful neutral 
  SIZE: S (' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: * 
  MOVE: 60'(0')/180'(60') 
  ATTACKS: 1 bite or  
   
  1 breath or 1 special 
  DAMAGE: 1- or 1-8 or -18 
  NO. APPEARING: 1 
  SAVE AS: Fighter: 
  MORALE: 1 
  TREASURE TYPE: A, C 
  ALIGNMENT: Neutral
  A pukis is a small household dragon used to guard its master’s 
  treasure, as well as steal more treasure for its master. Pukises for 
  sale can easily command a price of 5,000 gp or more, so some 
  choose to breed them instead. Breeding, however, is no small 
  task, as there is only a 5% chance an individual male and female 
  pair will actually mate, and a 5% chance that when an egg is laid 
  it will actually be fertilized and viable. The incubation period for 
  a pukis egg is 1d+1 days. For those seeking a shortcut to pukis 
  ownership, a pukis may be stolen through the use of a specialized 
  spell to “bind it” to the new master (through the use of the bind 
  pukis th level magic-user spell). 
  A pukis will guard its treasure fiercely, but it is also a natural trick-
  ster, often to the chagrin of its master’s neighbors. Pukises are 
  very high-maintenance creatures and its master must treat it well 
  or the pukis will respond by either harming the master, or simply 
  leaving (and taking the treasure it guards along with it). While 
  they will eat almost any small animal (rodents and the like), they 
  have a particular fondness for raw eggs of any variety.
  POSSESSOR
  PUKIS
  
  57
  Pukises are able to take on the appearance of a cat while on 
  the ground, but while airborne may only appear in their natural 
  dragon form. Additionally, while in flight, a pukis may transform 
  itself into a ball of flame and fly into a target, doing d6 points of 
  damage (on a successful “to hit” roll). This flying flame attack is 
  preferred to both its rather benign bite (1- points of damage) or 
  its breath weapon (a cloud of flame 5' long and ' across, doing 1-
  8 points of damage on a failed saving throw vs. breath weapon). 
  In turn, pukises are immune to all flame-based attacks.
  Pukises speak their own language and, while unable to speak (ut-
  ter) the common tongue, they are able to understand it.
  pukwudgie
  Oe/1e Stats
  FREQUENCY: Very Rare 
  NO. APPEARING: -8 
  ARMOR CLASS: 5 
  MOVE: 15" 
  HIT DICE: 6+ 
  % IN LAIR: 5%  
  TREASURE TYPE:  
   
  Individuals: T;  
   
  in lair: A, C 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  By weapon 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Saves as  
   
  6th level Magic-user 
  INTELLIGENCE: Average 
  ALIGNMENT: Chaotic evil
    
   
  SIZE: S ('-' high) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 6+** 
  MOVE: 150'(50') 
  ATTACKS: 1 
  DAMAGE: by weapon  
  NO. APPEARING: -8
  SAVE AS: Magic-user:6 
  MORALE: 1 
  TREASURE TYPE:  
   
  Individuals: O; in lair: A, C 
  ALIGNMENT: Chaotic
  Pukwudgies are nasty, magical creatures standing '-' tall and 
  appearing as humanoids with enlarged noses, ears and fingers. 
  Their smooth gray skin glows during night-time hours with a 
  brightness based on the cycle of the moon—having the radiance 
  of a lantern during a full moon, the radiance of a candle during 
  half-moons, and no radiance at all during a new moon.
  Though pukwudgies were once friendly with humans, they now 
  hold a deep hatred for them and are generally preoccupied with 
  wreaking havoc upon them. In random encounters, pukwudgies 
  will attack humans on sight (no reaction rolls necessary). In their 
  hearts, however, pukwudgies are particularly sadistic, having a 
  fondness for kidnapping and torture, as well as simple mayhem 
  (e.g., burning villages, pushing people off cliffs, luring victims 
  into their own deaths, etc.). 
  Pukwudgies are normally armed with short bows and arrows 
  tipped with a poison that (on a failed saving throw vs. poison) 
  kills in 1-6 turns. There is a 50% chance a pukwudgie will be 
  additionally armed with a spear, and a further 50% chance the 
  pukwudgie will be carrying a dagger.
  Pukwudgies possess a variety of magical abilities. They may turn 
  invisible at will, they are able to control undead (as potion of un-
  dead control) up to  times per day, and possess and use spells 
  as a 6th-level magic-user. Furthermore, they make saving throws 
  as a 6th-level magic-user. 
  Pukwudgies speak only their own language.
  PUKIS
  PUKWUDGIE
  
  58
  Q
  QIQIRN • QUICKSLIME
  qiqirn
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 6 
  MOVE: 15" 
  HIT DICE: + 
  % IN LAIR: 10%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: See below 
  DAMAGE/ATTACK: See below
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Semi- 
  ALIGNMENT: Neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: +** 
  MOVE: 150'(50') 
  ATTACKS: 1 bite 
  DAMAGE: 1-
  NO. APPEARING: 1- 
  SAVE AS: Fighter:1 
  MORALE:  
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Qiqirn (s. and pl.) are large (approximately pony-sized), six-legged 
  canines that are bald over their bodies, but have hair on their 
  feet, ears, mouth, and tails. Though ghastly in appearance, qiqirn  
  are not naturally aggressive. They are, instead, quite skittish. A 
  qiqirn is surprised on a 1- (on 1d6) and will immediately flee. 
  Even on a result of 5 or 6, they will still refrain from engaging. 
  The white coloration of the qiqirn provides it natural camouflage 
  in its native areas of ice and snow. This enables them to “acciden-
  tally” surprise on 1- under such conditions (assuming they are 
  unaware of the presence of creatures upon whom they stumble). 
  Furthermore, because their appearance is downright ghastly, all 
  creatures that have been surprised by a qiqirn and are standing 
  within a 0' range must save vs. paralysis or be overtaken with 
  convulsions (of fright) which will last 1-6 turns. If the convulsions 
  last three or more turns, creatures so afflicted must make an 
  additional saving throw vs. paralysis or suffer from a complete 
  amnesia that lasts for a period of -18 days. A remove fear spell 
  will cure the convulsions and/or the amnesia; a single spell will 
  remove both if the amnesia sets in before the convulsions end. 
  The one exception to the qiqirn’s skittish nature is their natural 
  hatred of arassases. In the presence of these massive catdragons, 
  qiqirn become downright foolhardy (with qiqirn morale increas-
  ing to 11 in the presence of an arassas). 
  quickslime
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS: 5 
  MOVE: 1" 
  HIT DICE: 6 
  % IN LAIR: 0%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: See below 
  DAMAGE/ATTACK: See below
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: As above 
  INTELLIGENCE: Semi- 
  ALIGNMENT: Neutral 
  SIZE: M-L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 6** 
  MOVE: 10'(0') 
  ATTACKS: See below 
  DAMAGE: See below
  NO. APPEARING: 1 
  SAVE AS: Magic-user:6 
  MORALE: 1 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Quickslimes are green slimes that have been magically endowed 
  by a high-level magic-user by means of a magical tome or by em-
  ploying a wish, a polymorph any object, a haste, and a strength 
  spell. The latter demands the magic-user be of at least the 1th 
  level. In either case, the fashioning of a quickslime requires at 
  least  green slimes as “source material.” Unlike standard green 
  slimes, quickslimes have the power of movement and will follow 
  simple commands (kill, stop, etc.) from the master that created 
  them. Furthermore, the creator of a quickslime can have the 
  quickslime lay dormant until a “trigger” circumstance occurs 
  (e.g., drop on intruder). 
  Quickslimes have all the standard resistances of green slimes 
  (immune to all weapons and spells, except cure disease), but 
  the magical nature of a quickslime allows it to save as a 6th level 
  magic-user. Due to this magical nature, dispel magic is treated 
  as a fear spell against a quickslime. A quickslime operates at a 
  much quicker rate than a normal green slime, turning any af-
  fected creature into a green slime in 1- melee rounds, consum-
  ing 1 inch thickness of wood in 0 minutes, and eating through 
  plate armor in  rounds. 
  QIQIRN
  QUICKSLIME
  
  59
  rarog
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 5 [0] 
  MOVE: –/" [–/6"] 
  HIT DICE: 5 
  % IN LAIR: Nil 
  TREASURE Nil 
  NO. OF ATTACKS:  () 
  DAMAGE/ATTACK: -11/ 
   
  -11 or 5-19/5-19/5-19
  SPECIAL ATTACKS: See below  
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Non-  
  ALIGNMENT: Lawful evil  
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 [0] 
  HIT DICE: 5 
  MOVE: –/0'(80')  
   
  [–/60'(10')]  
  ATTACKS: See below 
  DAMAGE: -11/-11  
   
  or 5-19/5-19/5-19 
  NO. APPEARING: 1- 
  SAVE AS: Dwarf:5-10 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic
  Rarogs are fiery dwarven spirits from the elemental plane of 
  fire. They are short-tempered and impulsive, and have very little 
  patience for any creature they perceive as “non-magical,” par-
  ticularly those originating from the prime material plane. 
  Rarogs are immune to flame-based attacks and a +1 or better 
  weapon is required to affect them. Rarogs save at  levels higher 
  than normal. Rarogs are ambidexterous and usually arm them-
  selves with  hammers (1d8 base damage + points flame damage 
  each), which they may use against a single opponent during a single 
  melee round. In addition to having the ability of flight, rarogs are 
  able to perform a “whirlwind” attack once every 5 melee rounds. In 
  this whirling mode, the rarog spins (movement in brackets) with its 
  two weapons outstretched, and may make up to  attacks (against 
  a single opponent or multiple opponents) as it moves for its turn 
  (whirlwind movement noted in parentheses). Each of these attacks 
  does d8 points base damage +  points of flame damage. During 
  the whirlwind round, the rarog has an effective AC of 0.
  rat, gargantuan
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-8 
  ARMOR CLASS: 5 
  MOVE: 1"//6" 
  HIT DICE:  
  % IN LAIR: 10%  
  TREASURE TYPE: C 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-/1-/-8
  SPECIAL ATTACKS: Disease 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Semi- 
  ALIGNMENT: Neutral 
  SIZE: L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE:  
  MOVE: 10'(0')//60'(0') 
  ATTACKS:  claws/1 bite 
  DAMAGE: 1-/1-/-8 + disease
  NO. APPEARING: 1-8 
  SAVE AS: Fighter: 
  MORALE: 10 
  TREASURE TYPE: C 
  ALIGNMENT: Neutral
  Gargantuan rats are monstrous versions of the normal and gi-
  ant varieties. Measuring from 0-0 feet long, these beasts are 
  sickly gray in color and emit a particularly pungent musky smell. 
  They are not natural tunnelers, though they are moderately ca-
  pable swimmers. Gargantuan rats also suffer a similar fear of 
  fire as smaller varieties, but will simply keep a distance from it 
  (usually of about 60'), rather than flee.
  Unlike the more common rat varieties, gargantuan rats have 
  a natural aversion to the presence of undead, and tend to stay 
  away from areas where undead are present. Therefore, they 
  are rarely found in the command of vampires. However, they 
  are particularly loyal to wererats, and gain a +1 bonus to their 
  morale in the presence of one.   
  The bite of a gargantuan rat is laden with disease, and any crea-
  ture suffering its bite must save vs. poison; if the saving throw 
  fails, there is a 1-in-6 chance the afflicted character will become 
  bedridden immediately (unable to adventure), and die in 1-6 days 
  (unless cured); otherwise (5-in-6 chance), the afflicted character 
  will become bedridden immediately and remain so for a period 
  of -1 weeks (or until cured). 
  gargantuan black rats: This variety of gargantuan rat is 
  jet black in color and is particularly aggressive. Black gargantuan 
  rats gain a +1 bonus on all “to hit” rolls and to their morale, deal 
  an additional 1 point of damage on each attack (each of its  
  claws do -5 pts. each, and its bite does -9 pts. damage), and 
  have  additional hit points (HD: +). Furthermore, all saving 
  throws against a black gargantuan rat’s bite incur a -1 penalty 
  on the roll.
  RAROG
  RAT, GARGANTUAN
  R
  RAROG • RAT, GARGANTUAN • RATATOSKR • RED ETHER •  
  REVOLVING BEAST • ROTMOUTH • RUSSET PUDDING
  
  60
  ratatoskr
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 10-0 
  ARMOR CLASS: 7 
  MOVE: 18" 
  HIT DICE: 1- pts. 
  % IN LAIR: 10% 
  TREASURE Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1- pts.
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: S (6"-8" long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: 1- pts.* 
  MOVE: 180'(60') 
  ATTACKS: 1 bite or 1 horn 
  DAMAGE: 1- pts. or special
  NO. APPEARING: 10-0 
  SAVE AS: Normal man  
  MORALE: 7  
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Ratatoskr are vicious rodents with a single horn protruding from 
  the forehead. They’re stealthy, surprising on a 1- (on 1d6). Fur-
  thermore, when attacking from a perched position (usually in 
  trees), they are able to leap up to 0', and strike by plunging their 
  horn into a victim (for 1- points). On any natural “to hit” roll of 
  0 while using this leap attack, the horn hits a major artery and 
  does 1-8 pts. damage the first round and continues to do 1- pts. 
  every round thereafter until magically healed (as normal healing 
  will not repair the artery). In non-leaping attacks, they bite for 1- 
  pts. damage. 
  red Ether
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS: 0 
  MOVE: " 
  HIT DICE: 5-10 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: Nil 
  DAMAGE/ATTACK: Nil
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Non- 
  ALIGNMENT: Chaotic evil 
  SIZE: M-L (see below) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 0 
  HIT DICE: 5-10* 
  MOVE: 0'(80') 
  ATTACKS: Special 
  DAMAGE: See below 
  NO. APPEARING: 1 
  SAVE AS: Magic-user:5-10 
  MORALE: 1 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic
  Red ether is a spirit consisting of pure chaotic energy originating 
  from the abyss and appears in the prime material plane as an 
  almost unnoticeable area of crimson mist, with a size of approxi-
  mately 10 square feet per hit die. Red ether is immune to the 
  effects of all weapons (standard, silver, magic or otherwise) as 
  well as the effects of charm, sleep, hold, acid, cold, fire, poison, 
  and all magic, except the cleric spell dispel evil. Additionally, a 
  red ether makes its saving throw as a magic-user of a level equal 
  to its hit dice.
  A red ether will always seek out the nearest sentient creature 
  in an attempt to spread its chaos and evil. Any creature caught 
  within the area of a red ether must save vs. death magic/death 
  ray or attack the nearest living creature (friendly or otherwise). 
  While an affected creature remains inside the ether, it will fight 
  until its own death or until its opponent is killed, at which point 
  the affected creature will seek out the next nearest victim. Once 
  an affected creature is “outside” the ether, this affected state 
  will persist for one additional melee round. Every time the ether 
  “surrounds” a creature, that creature must make another saving 
  throw (as above). A red ether will attempt to remain in such a po-
  sition as to affect as many creatures as possible at a single time. 
   
  revolving beast
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 7 
  MOVE: 1" 
  HIT DICE: -6 
  % IN LAIR: 75% 
  TREASURE C 
  NO. OF ATTACKS: See below 
  DAMAGE/ATTACK: 1- pts.
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Chaotic neutral 
  SIZE: M-L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: -6* 
  MOVE: 10'(0') 
  ATTACKS: See below 
  DAMAGE: 1- pts./attack
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:-6  
  MORALE: 8  
  TREASURE TYPE: C 
  ALIGNMENT: Chaotic
  RATATOSKR
  REVOLVING BEAST
  
  61
  The revolving beast is a doppleganger-like creature able to morph 
  itself into many different creatures by adapting its loose skin, 
  skeletal bones, and muscles into different shapes. Each trans-
  formation takes 1d rounds, with the beast revolving in place, 
  accompanied by a massive clattering noise (as its bones crack 
  and snap into place). Any creature standing within a 5' radius of 
  the revolving beast during this transformation is subject to 1d 
  points of damage, if the revolving beast makes a successful “to 
  hit” roll against that creature. The sound of the transformation 
  is so loud and frightening that any creature of animal Intelligence 
  must make a successful morale check or be frightened enough to 
  run away at full speed.
  The shape that may be taken on by a revolving beast is limited 
  only by the revolving beast’s knowledge of existing creatures and 
  its imagination, but the size taken on must remain in line with the 
  number of HD of the revolving beast as outlined below:
   
   HD: approximately dwarf-sized  
   
  5 HD: approximately human-sized 
   
  6 HD: approximately ogre-sized
  The revolving beast will gain the movement abilities based on 
  an assumed shape (e.g., flying, swimming, burrowing, or leap-
  ing), but does not gain additional abilities (e.g., water-breathing), 
  and moves at its normal rate.
  The number of attacks that a revolving beast may make during 
  a single round (while in an assumed shape) is limited only by its 
  number of appendages (in that form), with each attack doing 1d 
  points of damage (on a successful “to hit” roll). A revolving beast 
  may not make any attacks during a transformation round, except 
  as outlined above. 
  rotmouth
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -1 
  ARMOR CLASS: 7 
  MOVE: 1" 
  HIT DICE: 1 
  % IN LAIR: 10% 
  TREASURE Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-6 pts. 
  SPECIAL ATTACKS: Disease 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: S (8" in diameter) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: 1* 
  MOVE: 10'(0') 
  ATTACKS: 1 bite 
  DAMAGE: 1-6 pts. + disease 
  NO. APPEARING: -1 
  SAVE AS: Normal man
    
  MORALE: 8  
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Most often found in cavern and dungeon environments, these 
  nasty little creatures are little more than a mouth and a pair 
  of eyes. Their rubbery skin provides them their only move-
  ment option—the ability to “bounce” like a ball. They attack by 
  bouncing at their target and making a bite for 1d6 damage (on 
  a successful “to hit” roll) that also infects with a rotting disease 
  (on a failed saving throw vs. poison). The rotting disease does 
  not allow the victim to heal naturally unless cured (by the spell 
  cure disease) and does an additional 1 hp of damage per hour 
  after contracting the (necrotizing) disease until the victim is 
  dead. Once the victim has died, the corpse will continue to rot. 
  The rotmouths “feed” on the rotting corpses of their victims by 
  “sucking” the nutrients they need from the rotten flesh through 
  external digestion.
  russet pudding
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 6 
  MOVE: 6" 
  HIT DICE: 8 
  % IN LAIR: 10% 
  TREASURE Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -18 pts. 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE:  
   
  Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: S-M (5'-10' in diameter) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: 8** 
  MOVE: 60'(0') 
  ATTACKS: 1 
  DAMAGE: -18 pts. + special
  NO. APPEARING: 1- 
  SAVE AS: Fighter:  
  MORALE: 1  
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  The russet pudding is an amorphous blob of a dark brown color 
  with a reddish-orange tinge, and is sized anywhere from 5'-10' in 
  diameter. It is able to move along walls and across ceilings, and 
  easily squeezes through openings as small as 1". It is a scaven-
  ger/hunter most often found in underground locations rich with 
  metal, as it feeds on the metal by corroding it (destroying armor, 
  iron structures, hardware, etc.), then digesting the corroded ma-
  terial through its multiple tiny mouths (located on each large cell 
  that makes up the russet pudding). The saliva of the russet pud-
  ding does d6 points of damage (on a successful “to hit” roll), 
  and corrodes any normal metal it touches instantly. Each hit 
  against magic metal (e.g., a +1 sword) lowers the item’s bonus 
  by 1 point (until it becomes normal metal, and may be corroded 
  instantly upon another successful hit against the item).   
  Like its black brethren, the russet pudding can only be killed 
  with fire, and any other sort of attack (including lightning) will 
  divide a russet pudding into two smaller puddings (each with 1/ 
  the hp of the larger pudding, but attacking/saving with the same 
  HD as normal, and doing normal damage), except cold attacks, 
  to which the russet pudding is completely immune. A flaming 
  sword will do normal damage, and is immune to the creature’s 
  corrosive and penalty-inducing effects. 
  REVOLVING BEAST
  RUSSET PUDDING
  
  6
  Saleerandee
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 5 
  MOVE: 1"/18" 
  HIT DICE: 1- hit points 
  % IN LAIR: 0%  
  TREASURE TYPE:  
   
  Individuals N; R, S, T in lair  
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  By weapon or 1 pt.
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES:  
   
  Immune to fire  
  MAGIC RESISTANCE: 5% 
  INTELLIGENCE: Very 
  ALIGNMENT: Neutral good 
  SIZE: S (1' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 1- hit points* 
  MOVE: 10'(0')/180'(60') 
  ATTACKS: 1 weapon or 1 special 
  DAMAGE: See below 
  NO. APPEARING: 1-6 
  SAVE AS: Elf:1 
  MORALE: 8 
  TREASURE TYPE:  
   
  Individuals S; M, N, O in lair 
  ALIGNMENT: Neutral
  Saleerandees are a form of reptilian pixie who, like pixies, 
  are naturally invisible. This aids them in going undetected as 
  they enter other creatures’ lairs (particularly humans) in order 
  to be near the fires and fireplaces to which they are naturally 
  drawn. In fact, there is a 10% chance that in any active black-
  smith shop there may be 1- saleerandees present (but invisible).  
  Saleerandees are able to become visible at will, but prefer not to 
  make contact with other beings and, therefore, usually choose 
  to remain invisible. 
  Most saleerandees carry what are to them swords, but are less 
  than one-third the size of a normal human dagger, and do only 
  1- points of damage (particularly due to the saleerandee’s low 
  strength). A saleerandee’s preferred form of attack in combat 
  is its ability to “call forth” fireballs from any existing flame. A 
  saleerandee may call forth one fireball per melee round with 
  damage ranging from 1d6-d6 based on the size of the original 
  fire—a small flame (like a candle) producing a 1d6 fireball, a 
  medium flame (like a torch or small brazier) producing a d6 
  fireball, and a large flame/fire (anything from a campfire to a 
  bonfire) producing a d6 fireball. Additionally, all saleerandees 
  are immune to flame-based attacks.
  Saleerandees speak their own language, as well as that of elves, 
  pixies, sprites, and the common tongue.
  Scorpion, White
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: -5 
  ARMOR CLASS:  
  MOVE: 18" 
  HIT DICE: 5 
  % IN LAIR: 50%  
  TREASURE TYPE: B 
  NO. OF ATTACKS:  
  DAMAGE PER ATTACK:  
   
  1-10/1-10/1-
  SPECIAL ATTACKS:  
   
  Poison stinger,  
   
  sight causes fear 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: M (8'-10' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 5** 
  MOVE: 180'(60') 
  ATTACKS:  claws/ 
   
  1 tail + special 
  DAMAGE: 1-10/1-10/ 
   
  1- + poison
  NO. APPEARING: -5 
  SAVE AS: Fighter:5 
  MORALE: 1 
  TREASURE TYPE: B 
  ALIGNMENT: Neutral
  The white scorpion is a semi-intelligent variety of giant scorpion 
  whose body is completely covered in a short, soft white fur, ex-
  cept for its extremities which appear as pale green. Being more 
  cognitively developed than their non-intelligent relatives, the 
  white scorpion is a consummate predator and surprises on a 1- 
  (on 1d6). The sight of a white scorpion is so unnatural, it is able 
  to cause fear just by its appearance (unless an appropriate saving 
  throw is made vs. spells). All creatures with  hit dice or less who 
  fail their saving throw will fall to the ground in convulsive fear, 
  writhing in place for -1 turns. All creatures with  or more hit 
  dice who fail their saving throw will drop anything they are car-
  rying and lose any initiative during ensuing combat.
  White scorpions are inherently magical and possess an immunity 
  to magical control and magical paralysis, and possess the ability 
  to regenerate  hit points every melee round. Additionally, the 
  venom that their stinger injects is a magical one and any creature 
  struck must save vs. spells or take 1-8 points with its initial hit, 
  and an additional point of damage every turn thereafter until 
  cured by magical means.
  SALEERANDEE
  SCORPION, WHITE
  S
  SALEERANDEE • SCORPION, WHITE • SHOCK SNAIL • SKELETON, RUBY • SKELETON, RUPTURE •  
  SKELETON, STONE • SKINKMAN • SKINWALKER • SKUNKBEAR • SKYFISH •  
  SNAKE, GIANT TWO-HEADED • SNATCHING SERPENT • SPIDER, GIANT TROGLORAPTOR •  
  SPINDLER • SPIRIT, FLAILING • SPRITE, DOHMA • STINKING PILE • STRIGA • SYMARU
  
  6
  Shock Snail
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 6 () 
  MOVE: " 
  HIT DICE: 7 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -1/-18 
  SPECIAL ATTACKS: Electricity 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: Non-  
  ALIGNMENT: Neutral 
  SIZE: L (7' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 () 
  HIT DICE: 7* 
  MOVE: 0'(10') 
  ATTACKS: 1 bite or 1 special 
  DAMAGE: -1/-18
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:5 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  A shock snail, like other giant snails, has an exposed, fleshy area 
  (AC: 6) and a hard-shelled area (AC: ). Due to the pliant na-
  ture of the body’s thick, rubbery surface, the fleshy area of a 
  shock snail is not susceptible to damage from blunt weapons and, 
  therefore, can only be hit by piercing, bladed, or magical attacks. 
  The shelled area, however, is susceptible to all forms of attacks 
  but benefits from a lower armor class rating. Shock snails are 
  immune to the effects of electrical-based attacks, regardless of 
  where they hit.
  The bite of a shock snail does -1 points of damage. However, 
  given a shock snail’s rather limited movement ability, its preferred 
  form of attack is a form of lightning bolt the shock snail can 
  “throw” from its antennae at a target up to a distance of 50' away. 
  Each antenna acts as an electric “pole” (one positive, one nega-
  tive), with the electrical bolt forming between the two. A shock 
  snail may only use this electrical attack every second round, as it 
  takes that long for the attack to recharge. Each of these electric 
  bolts does -18 points of damage. A successful saving throw (vs. 
  wands) will halve the damage.
   
  Skeleton, ruby
  Oe/1e Stats
  FREQUENCY: Very Rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  
  MOVE: 15" 
  HIT DICE:  
  % IN LAIR: Nil  
  TREASURE TYPE: See below 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-6 
  SPECIAL ATTACKS:  
   
  “Spits” fireballs 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Average 
  ALIGNMENT: Neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: * 
  MOVE: 150'(50') 
  ATTACKS: 1 weapon  
   
  or 1 fireball 
  DAMAGE: 1-6 or by weapon  
   
  or -8 
  NO. APPEARING: 1- 
  SAVE AS: Fighter: 
  MORALE: 1 
  TREASURE TYPE: See below  
  ALIGNMENT: Neutral
  Ruby skeletons are specially enchanted skeletons able to “spit” 
  fireballs at a rate of 1 per  melee rounds. The bones of a ruby 
  skeleton appear charred and dark brown (as if burned) and in 
  each eye socket is a small ruby whose worth is generally about 
  500 gold pieces (75%) though they may be worth as much as 
  750 gold pieces (10%) and as low as 50 gold pieces (15%).  As 
  per normal skeletons, ruby skeletons are undead and, therefore, 
  immune to sleep, charm and mind reading spells, and can be 
  turned by a good cleric. Additionally, ruby skeletons are immune 
  to flame-attacks of all types.
  Skeleton, rupture
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -18 
  ARMOR CLASS: 7  
  MOVE: 1" 
  HIT DICE: 1 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-6 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: 1+** 
  MOVE: 10'(0') 
  ATTACKS: 1  
  DAMAGE: 1-6 or by weapon 
  NO. APPEARING: -18 
  SAVE AS: Fighter:1 
  MORALE: 1 
  TREASURE TYPE: Nil  
  ALIGNMENT: Neutral
  Rupture skeletons appear as standard skeletons, and are animat-
  ed in the standard fashion, but the skeletons have been “armed” 
  with a magical trap by the magic-user that animated them. All 
  rupture skeletons have three variables: 1) trigger (the condition 
  that causes the skeleton to rupture), ) effect (the resulting con-
  sequence of the trigger being enacted), and ) area of effect. 
  The most common triggers for rupture skeletons are: 1) on the 
  first successful “to hit” roll against, ) when the rupture skeleton 
  reaches 1/ of its hit points or less, or ) when the rupture skel-
  eton loses all of its hit points. The most common effects of a rup-
  ture skeleton being triggered are: 1) a d6 fireball or ) a poison 
  cloud that kills in -1 turns, either of which may be combined 
  with a fragmentation effect that sends the pieces of bone flying 
  for an additional 1- points of damage to all struck by them (save 
  vs. spells may be made against the fireball and poison cloud, but 
  not against the bone fragments). Finally, the area of effect usually 
  ranges from a 5'-10' radius around the ruptured skeleton. 
  As per normal skeletons, rupture skeletons are undead and, 
  therefore, immune to sleep, charm and mind reading spells, and 
  can be turned by a good cleric.
  SHOCK SNAIL
  SKELETON, RUPTURE
  
  6
  SKELETON, STONE
  SKINWALKER
  Skeleton, Stone
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: -1 
  ARMOR CLASS: 5  
  MOVE: 9" 
  HIT DICE: 1+ 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  -8 or by weapon 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES:  
   
  See below  
  MAGIC RESISTANCE: See below  
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5  
  HIT DICE: 1+* 
  MOVE: 90'(0') 
  ATTACKS: 1  
  DAMAGE: -8 or by weapon 
  NO. APPEARING: -1 
  SAVE AS: Fighter: 
  MORALE: 1 
  TREASURE TYPE: Nil  
  ALIGNMENT: Neutral
  Stone skeletons appear as standard skeletons and are animated in 
  the standard fashion, but the bones of the corpse have fossilized. 
  This fossilization of their bones gives stone skeletons a slightly 
  higher armor class and a bonus to their hit dice over standard 
  skeletons, but it also makes them slightly slower. As per normal 
  skeletons, stone skeletons are undead and, therefore, immune 
  to sleep, charm and mind reading spells, and can be turned by 
  a good cleric. Similar to golems, commands for stone skeletons 
  can be suspended and “triggered.”
  Skinkman
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 5-0 
  ARMOR CLASS:  
  MOVE: 9"//9" {6"} 
  HIT DICE: 1+ 
  % IN LAIR: 5%  
  TREASURE TYPE: B 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK: 1-+/ 
   
  1-+ or by weapon 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES:  
   
  See below 
  MAGIC RESISTANCE:  
   
  See below 
  INTELLIGENCE: Low
  ALIGNMENT: Lawful neutral 
  SIZE: S ('+ tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 1+* 
  MOVE: 90'(0')//90'(0') 
   
  {60'(0')} 
  ATTACKS:   
  DAMAGE: 1-+/1-+ 
   
  or by weapon 
  NO. APPEARING: 5-0 
  SAVE AS: Fighter:1  
   
  (saves at +1 vs. poison) 
  MORALE: 8 
  TREASURE TYPE: B  
  ALIGNMENT: Neutral
  These short, stocky, wide-nosed lizard-like men are black-eyed, 
  and covered in greenish scales. This greenish color is due to a 
  buildup in their system of a certain waste product, which also 
  makes their blood appear green. Skinkmen are most often found 
  in moist, humid forests, particularly near large bodies of water. 
  Furthermore, skinkmen are amphibious, being just as home on 
  land as in water. Despite their stout build, they are incredibly ag-
  ile, able to move quite  quickly on the ground, in the water, and 
  when climbing. 
  Though skinkmen adapt to many conditions, they prefer to make 
  their lairs in cool, dark places, preferably underground. Groups 
  of skinkman family units will usually keep separate lairs in close 
  proximity to one another, as the males are very territorial and 
  prefer the safety of other skinkmen, without direct interaction. 
  The physiology of a skinkman provides several benefits. First, 
  their thick scaly skin provides them both with a low Armor 
  Class (), and half-damage from all cold- and fire-based attacks 
  (magical or otherwise). Second, their clawed hands give them a 
  rather nasty claw attack (1d+ per hand). Third, a type of “in-
  ner eyelid” may be lowered independently, providing them with 
  infravision to 90'. Finally, the same waste product that makes 
  their blood green also allows them to make all saving throws vs. 
  poison at +1. 
   
   
  Skinwalker
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-1 
  ARMOR CLASS: As form 
  MOVE: As form 
  HIT DICE:  
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: As form 
  DAMAGE/ATTACK: As form 
  SPECIAL ATTACKS: As form 
  SPECIAL DEFENSES: As form 
  MAGIC RESISTANCE:  
   
  See below 
  INTELLIGENCE: Very 
  ALIGNMENT: Neutral 
  SIZE: S (' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: As form 
  HIT DICE: ** 
  MOVE: As form 
  ATTACKS: As form 
  DAMAGE: As form
  NO. APPEARING: 1-1 
  SAVE AS: Cleric:5 
  MORALE: 8 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Skinwalkers are a magical clan of beings able to polymorph at 
  will into the form of any animal (normal, non-magical) whose 
  skin they are wearing. 
  In their human form, a skinwalker’s AC, movement, and attacks 
  are as a normal man (by weapon type). In their animal form, they 
  take on all of the stats and abilities (except HD/hp) of the animal 
  into which they’ve transformed. In both forms, they attack as a  
  HD creature and save as a 5th level cleric.
  A skinwalker normally carries only one skin at a time (and very 
  little else). The most common skins carried by a skinwalker are 
  as follows:
  bear, black 
  15% 
  bear, grizzly 15% 
  bison 
  5% 
  caribou 
  5%
  panther 
  0% 
  wolf, red 
  0% 
  wolf, gray 
  0%
  
  65
  Skunkbear
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: -5 
  ARMOR CLASS: 5 
  MOVE: 1" 
  HIT DICE: 5+ 
  % IN LAIR: 5%  
  TREASURE TYPE: C 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-6/1-6/1-8 
  SPECIAL ATTACKS:  
   
  Bear hug, spray 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: L (8' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 5+* 
  MOVE: 10'(0') 
  ATTACKS:  claws/1 bite 
  DAMAGE: 1-6/1-6/1-8
  NO. APPEARING: -5 
  SAVE AS: Fighter: 
  MORALE: 9 
  TREASURE TYPE: C 
  ALIGNMENT: Neutral
  This malodorous cousin to both skunks and bears is found in 
  a range of climates and in a variety of terrains (including light-
  to-heavy forests, mountainous areas, and tundra regions). While 
  they will often take shelter in their dens and sleep for extended 
  periods during winter months, they are not true hibernators, 
  waking often to hunt and forage. 
  Typically, skunkbears are solitary in nature, but will sometimes 
  den in close proximity to other skunkbear dens around an im-
  portant food source. In these instances, adult males will establish 
  a hierarchy of dominance amongst neighboring dens. As with all 
  bears, females are aggressively protective of their cubs, and gain 
  a +1 “to hit” bonus when in the presence of their young. 
  If a skunkbear makes successful “to hit” rolls with both of its claw 
  attacks, then it has succeeded in hugging its victim and automati-
  cally does an additional d6 damage during the same round. 
  Once per day, a skunkbear is able to use a spray attack, in which 
  a horrific smelling spray is used to disable a victim. On a success-
  ful “to hit” roll with this spray attack, the victim must save vs. 
  breath weapon or stand stunned for d6 rounds. Furthermore, 
  if the saving throw is failed by 10 or more points, the victim is 
  also knocked unconscious for that duration. Anyone within a 0' 
  range of a sprayed victim must save vs. breath weapon or suffer 
  a -1 “to hit” penalty while they are within range and the victim is 
  still soaked with the spray. This overpowering smell will remain 
  with the victim for d6 days unless the victim washes thoroughly 
  (at least  times with a very strong lye soap) or is cleaned through 
  magical means (e.g., a purification spell). 
  Description: Skunkbears have fur ranging in color from brown 
  to brownish-black, with younger skunkbears being marked by a 
  white stripe down its back, and the stripe tending to run silver in 
  older skunkbears. The eyes of a skunkbear are jet black. 
  SKUNKBEAR
  SKUNKBEAR
  
  66
  Skyfish (Flying rod)
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 10-100 
  ARMOR CLASS:  
  MOVE: -/8" 
  HIT DICE: 1 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: Nil 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Lawful good 
  SIZE: S (6" long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
  bX Stats†
  ARMOR CLASS:  
  HIT DICE: 1* 
  MOVE: -/80'(160') 
  ATTACKS: 1 bite 
  DAMAGE: See below 
  NO. APPEARING: 10-100 
  SAVE AS: Fighter:1 
  MORALE: 9 
  TREASURE TYPE: Nil 
  ALIGNMENT: Lawful
  These creatures hail from the elemental plane of air and are non-
  corporeal so they may only be hit by magic weapons. Though 
  their appearance is quite beautiful (thin rods with “wavy” wings, 
  iridescently transparent), they are normally invisible. They are, 
  however, easily detected through the use of any special means of 
  sight (infravision, ultravision, detect invisible spell, etc.) or by any 
  creatures present on (or able to see into) the astral plane, ethereal 
  plane, or elemental plane of air.
  Skyfish have a “bite” that overloads the visual senses of a victim. 
  Any creature bitten by a skyfish must save vs. poison or be blinded 
  (with what appears to the victim as white light) for 1-6 turns. 
  Snake, giant Two-headed
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1 
  ARMOR CLASS: 5 
  MOVE: 1" 
  HIT DICE: 6 
  % IN LAIR: 0%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-6/1-6/-16 
  SPECIAL ATTACKS:  
   
  Poison, constriction 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: L (5'-0' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 6** 
  MOVE: 10'(0') 
  ATTACKS:  bites/1 squeeze 
  DAMAGE: 1-6/1-6/-16 
  NO. APPEARING: 1 
  SAVE AS: Fighter: 
  MORALE: 8 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Giant two-headed snakes are little more than what they sound 
  like. Unlike the amphisbaena, a giant two-headed snake features 
  its two heads on the “same end” of its body, essentially “splitting 
  at the neck” into twin heads which are able to attack  different 
  opponents up to 10' apart from one another. These ominous 
  ophidians reach lengths of 0' and share traits with both vipers 
  and pythons. Each head is capable of delivering a poisonous 
  bite that does 1-6 points of damage on a successful “to hit” roll 
  and kills in -1 rounds (unless a save vs. poison is made). Ad-
  ditionally, if both bites are successful against a single opponent, 
  the snake is able to coil around that opponent, delivering an 
  additional 1d8 damage per coil per round. The snake can be 
  “uncoiled” if enough characters (6+) of sufficient Strength (16+ 
  each) can grasp the beast at each extremity ( characters per 
  head and  characters at the tail end). This “uncoiling” process 
  will take -5 rounds to complete.
  Snatching Serpent
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -8 
  ARMOR CLASS: 7 
  MOVE: 18" 
  HIT DICE:  
  % IN LAIR: 95%  
  TREASURE TYPE: Q,S,T 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-5 or 1- 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Semi- 
  ALIGNMENT: Neutral 
  SIZE: S ('-' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil  
   
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE:  
  MOVE: 180'(60') 
  ATTACKS: 1 branch  
   
  or 1 squeeze 
  DAMAGE: 1-5 or 1- or special 
  NO. APPEARING: -8 
  SAVE AS: Fighter:1 
  MORALE: 5 (11 in lair) 
  TREASURE TYPE: L,N,O 
  ALIGNMENT: Neutral
  SKYFISH
  SNATCHING SERPENT
  
  67
  Simply put, snatching serpents are kleptomaniacs. They make 
  their homes in hollow trees near well-traveled roads where they 
  wait to prey upon unsuspecting passers-by. A snatching serpent 
  will crawl into the leafy cover of an overhanging limb, drop down 
  quickly and quietly, snatch up whatever item or items they can 
  grab with their finger-like eye-stalks (picking pockets as a 10th 
  level thief), and deposit the spoils in the hollow of their tree lair. 
  While they are prone to retreat from encounters outside their 
  lairs (morale of 5), they are also fiercely protective of their horde 
  (morale of 11). When forced to attack, they choose one of three 
  methods: 1) the snatching serpent will use a branch as a club do-
  ing 1d+1 on a successful “to hit” roll, ) the snatching serpent 
  may strike as a “fist” doing 1d on a successful “to hit” roll, or 
  ) the snatching serpent may attempt to grasp its opponent’s 
  throat. On any natural “to hit” roll of 19 or less, this last attack 
  will fail. However, on a natural 0, the snatching serpent will 
  have successfully grabbed the opponent’s throat, and will not let 
  go until the opponent has suffocated or the snatching serpent 
  has been killed.
  Spider, giant Trogloraptor
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: -1 
  ARMOR CLASS: 7 
  MOVE: 1" 
  HIT DICE: + 
  % IN LAIR: 75%  
  TREASURE TYPE: J-N,Q 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: Nil 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE:  
   
  Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: L (10' leg spread) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: +* 
  MOVE: 10'(0') 
  ATTACKS: 1 snare/1 bite 
  DAMAGE:  
   
  special/1d6 + poison 
  NO. APPEARING: -1 
  SAVE AS: Fighter: 
  MORALE: 7 
  TREASURE TYPE: L,P-T 
  ALIGNMENT: Neutral
  These spindly, auburn arachnids appear fairly fearsome, an irony 
  considering their generally pacifist nature. They are not naturally 
  aggressive, hunting only when hungry or forced to defend them-
  selves. Fearful of light, giant trogloraptors suffer a -1 penalty to 
  both their morale and “to hit” rolls in the presence of an amount 
  of light equal to a torch or greater. Furthermore, all light spells 
  are treated as a fear spell, with the trogloraptor fleeing in fear (on 
  a failed saving throw vs. spells). 
  As cave-dwellers, trogloraptors make their webs on the ceilings 
  of the caverns in which they dwell, allowing them to “hang” in a 
  position that is as equally defensive as offensive. With their fore-
  most limbs, they are able to weave a “webbed rope” with which 
  to snare prey (on a successful “to hit” roll) as it passes underneath 
  (the name trogloraptor means “cave robber”). Should the spider 
  succeed in snaring its prey, it may immediately make a bite attack 
  during the same round. 
  The venom of a trogloraptor is rather mild by comparison to oth-
  er species of venomous spiders, though still deadly. On a failed 
  saving throw (vs. poison) a sickness will set in and, unless cured, 
  will kill any creature smaller than a typical human in -5 days and 
  any medium-sized creature in -10 days. Creatures larger than 
  human-sized affected by the poison will feel a mild discomfort 
  that lasts -10 days (unless cured) but will be otherwise unaffected 
  by the poison.
  If not hungry or immediately threatened when intruders enter 
  the spider’s lair, a trogloraptor will recoil into a defensive posi-
  tion until directly threatened/attacked. Should the trogloraptor 
  remain in a recoiled position for  or more turns (while intruders 
  are present, but unaware of the spider’s presence), the troglorap-
  tor will get the initiative and strike with a + bonus on its snare 
  attack. Trogloraptors are able to crawl equally well on walls and 
  ceilings as on ground, but may not strike from these positions 
  unless hanging from their webbing.
  Spindler
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: -1 
  ARMOR CLASS: 7 
  MOVE: Nil 
  HIT DICE: 1 
  % IN LAIR: 100%  
  TREASURE TYPE: Any 
  NO. OF ATTACKS: See below 
  DAMAGE/ATTACK: 1-  
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: M (5'-6' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: 1 
  MOVE: Immobile 
  ATTACKS: See below 
  DAMAGE: 1- 
  NO. APPEARING: -1 
  SAVE AS: Fighter:1 
  MORALE: 7 
  TREASURE TYPE: Any 
  ALIGNMENT: Neutral
  Spindlers appear similar to large, overgrown wild dandelions 
  with javelin-like “petals” on their heads. On average, a spindler 
  will have 0-50 spindles, which it will use to attack any non-
  plant-based creature that encroaches within a 10' radius of the 
  stem. Based on a sort of “radar-sense,” a spindler is able to shoot 
  a single spike per melee round at any intruder within its sensory 
  zone, allowing it to attack up to as many opponents as it has 
  spindles during a single melee round. Spindlers regenerate each 
  spindle (to full damage potential) at a rate of 15 days beginning 
  from the time the spindle was expended. In 10 days, a replace-
  ment spindle will be able to do / normal damage (1- points) 
  and at 5 days a replacement spindle will be able to do 1/ normal 
  damage (1 point).
  SNATCHING SERPENT
  SPINDLER
  
  68
  Spirit, Flailing
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS: 1 
  MOVE: -/" 
  HIT DICE: 5-8 
  % IN LAIR: 0%  
  TREASURE TYPE: C 
  NO. OF ATTACKS: -6 
  DAMAGE/ATTACK:  
   
  1-6 + energy drain  
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES:  
   
  +1 or better weapon to hit  
  MAGIC RESISTANCE:  
   
  See below 
  INTELLIGENCE: Average 
  ALIGNMENT: Chaotic evil 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 1 
  HIT DICE: 5-8** 
  MOVE: -/0'(10') 
  ATTACKS: -6 touches + special 
  DAMAGE: 1-6 + energy drain 
  NO. APPEARING: 1 
  SAVE AS: Fighter:6 
  MORALE: 11 
  TREASURE TYPE: C 
  ALIGNMENT: Chaotic
  A flailing spirit is the spirit of a person who was so evil during 
  their life that, upon their death, their spirit was literally ripped 
  to shreds. They appear not unlike a tattered ghost, but are more 
  akin to spectres. As non-corporeal undead, they may only be 
  hit by magic weapons and are unaffected by silver. Additionally, 
  they are immune to the effects of sleep, charm and hold spells, 
  as well as cold-based attacks, poison and paralyzation. Holy wa-
  ter causes 1- points for each vial that successfully hits a flailing 
  spirit and a raise dead spell will destroy it. 
  The more the soul of a flailing spirit has been ripped, the greater 
  the number of tatters (and attacks) it possesses, but the lower the 
  number of hit dice it has, as outlined below:
   
  Hit Dice 
  Tatters/Attacks per Round) 
   
  5 HD 
  6 tatters/attacks per round 
   
  6 HD 
  5 tatters/attacks per round 
   
  7 HD 
   tatters/attacks per round 
   
  8 HD 
   tatters/attacks per round
  Each successful touch from a flailing spirit causes an energy 
  drain (in experience points) equal to the number of points of 
  damage times 1,000 (1d6 × 1,000-6,000). Any drain greater 
  than the number of experience points of a character will reduce 
  that character to 0 hit points and reduce them to “0” level.
  Regardless of the number of hit dice, all flailing spirits attack as 
  an 8 hit die monster and save as a 6th level fighter. 
  Sprite, Dohma
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: -5 
  ARMOR CLASS: 6  
  MOVE: 1"/18" 
  HIT DICE: 1/ 
  % IN LAIR: 80%  
  TREASURE TYPE: H 
  NO. OF ATTACKS: See below 
  DAMAGE/ATTACK: 1-  
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES:  
   
  See below 
  MAGIC RESISTANCE: 5% 
  INTELLIGENCE:  
   
  Above average 
   
   
  ALIGNMENT: Neutral 
  SIZE: S 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: 1/* 
  MOVE: 10'(0')/180'(60') 
  ATTACKS: See below 
  DAMAGE: 1- or none 
  NO. APPEARING: -5 
  SAVE AS: Elf:1 
  MORALE:  or see below  
  TREASURE TYPE: H  
  ALIGNMENT: Lawful
  Dohma sprites are a homelier cousin to standard sprites, and are 
  most often found in domestic employ, particularly for wizards. 
  They find pleasure in keeping house and peforming domestic 
  duties, but prefer to do so out of sight of anyone other than other 
  dohma sprites. Additionally, they most often make their nests in 
  warm attics or on sunny rooftops.
  Dohma sprites are capable of both flight and invisibility, and if 
  discovered or intruded upon while performing their duties, they 
  will usually turn invisible and fly to a safe perch and wait for the 
  intruders/visitors to leave before returning to work. If this type 
  of intrusion becomes a common occurrence, it is not unusual for 
  a dohma sprite to pack up his belongings and his family and im-
  mediately seek a new employer.
  If any dohma sprite is discovered by other dohma sprites to be 
  held against his will, the other dohma sprites will seek to wreak 
  havoc and mischief upon the captors, until the detained dohma 
  sprite is set free. They will, however, try to avoid direct conflict or 
  combat by any means.
  Stinking pile
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 1 
  ARMOR CLASS: 9 
  MOVE: " 
  HIT DICE:  
  % IN LAIR: Nil  
  TREASURE TYPE: J-N,Q 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: Nausea  
  SPECIAL ATTACKS: Poison gas  
  SPECIAL DEFENSES: Nil  
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: S-M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 9 
  HIT DICE:  
  MOVE: 0' 
  ATTACKS: 1 “breath” 
  DAMAGE: Nausea
  NO. APPEARING: 1 
  SAVE AS: Normal man 
  MORALE: 7 
  TREASURE TYPE: J,K,L 
  ALIGNMENT: Neutral
  SPIRIT, FLAILING
  STINKING PILE
  
  69
  A stinking pile is an amorphous blob of a creature that reeks of an 
  odor remarkably like that of fecal matter. In fact, it is so close in 
  appearance and smell, there is a 90% chance it will be mistaken 
  as such if the stinking pile is stationary. Its only attack is a particu-
  larly heinous expulsion of “breath” that may be used once every 
  four rounds. The smell of the breath affects all creatures within a 
  10' range of the stinking pile with overwhelming nausea for 1d 
  turns (on a failed saving throw vs. breath weapon), causing affect-
  ed creatures to strike with a -1 “to hit” penalty for the duration. 
  Stinking piles have a tendency to pick up loose coins and gems 
  at they move slowly through their dungeon environs. Should a 
  stinking pile be disturbed in an effort to retrieve such items, it will 
  automatically release its breath attack, if it is able.
  Striga
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -8 
  ARMOR CLASS: 6  
  MOVE: 6"/15" 
  HIT DICE: + 
  % IN LAIR: 5%  
  TREASURE TYPE: C 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK: 1-/1-/1-6 
  SPECIAL ATTACKS: Drain blood 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Average to very 
  ALIGNMENT: Chaotic evil 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: +* 
  MOVE: 60'(0')/150'(50') 
  ATTACKS:  claws/1 bite 
  DAMAGE: 1-/1-/ 
   
  1-6+special 
  NO. APPEARING: -8 
  SAVE AS: Fighter: 
  MORALE: 8  
  TREASURE TYPE: C  
  ALIGNMENT: Chaotic
  Strigae (sing.=“striga”) are a type of vampire akin to harpies. A 
  striga appears with owl-like body and a woman’s head, but began 
  life as a human female. A female corpse no more than 1 day dead 
  may be transformed into a striga via the 5th level clerical spell 
  create striga (range: touch; duration: immediate, area of effect: 1 
  female corpse). Strigae are filled with hatred and contempt for all 
  living beings. They are particularly fond of stealing small children 
  left unattended, returning with them to their lair, and feasting 
  on this innocent delicacy before retiring to their coffin for the 
  day. The reverse version of the create striga spell (dispel striga 
  – range: touch; duration: immediate; area of effect: 1 individual) 
  will immediately remove the evil spirit from the striga, returning it 
  to its state of death immediately before it was turned into a striga 
  (permitting an attempt to resurrect the now-normal corpse).
  Strigae attack with their two claws and powerful bite. The bite 
  of a striga does 1d6 points on its initial hit. Each round thereaf-
  ter, the striga will continue to drain the victim’s blood, doing 1-6 
  points of damage per round until the victim dies, the striga is 
  killed, or the striga abandons its attack.  As undead, strigae are 
  immune to the effects of sleep, charm, and hold, and can only be 
  hit by magical weapons (+1 or better). 
  Strigae speak their own language. They are only capable of 
  understanding common when it is spoken by a lamia, and are 
  incapable of speaking it. Furthermore, lamias are capable of un-
  derstanding the strigae language, but do not speak it.
   
   
   
   
  Symaru
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -1 
  ARMOR CLASS: 6 
  MOVE: 9"/" 
  HIT DICE:  
  % IN LAIR: 0%  
  TREASURE TYPE: C 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-/1-/1- 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil  
  MAGIC RESISTANCE: Standard  
  INTELLIGENCE: Average 
  ALIGNMENT: Lawful good 
  SIZE: M (8' wingspan) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE:  
  MOVE: 90'(0')/0'(80') 
  ATTACKS:  claws/1 bite 
  DAMAGE: 1-/1-/1-
  NO. APPEARING: -1 
  SAVE AS: Fighter: 
  MORALE: 7 
  TREASURE TYPE: C 
  ALIGNMENT: Lawful
  The symaru (pron. “sim-uh-roo”) appears as a winged dog with 
  a bushy tail, similar in coloration to a red fox. Normally found in 
  forested areas of temperate and sub-tropical climates, symarus 
  tend to make their nests atop the tallest trees in those forests. 
  Though carnivorous, symarus are not generally aggressive toward 
  creatures of low Intelligence (Intelligence of ) or greater, feeding 
  mainly on small rodents of only animal Intelligence. Additionally, 
  symarus speak their own language.
  Symarus are normally found in packs of -1 members with one 
  of them acting as the alpha. If there are 8 or more members in 
  the pack, the alpha symaru will have  hit points more than the 
  next weakest symaru in the pack, and also receives a +1 bonus 
  on all “to hit” and damage rolls. 
  If encountered in its nest, there is a 50% chance there will be 
  a female symaru present with stats equal to 75% of a standard 
  male symaru. If there is a female present in the nest, there is a 
  further 50% chance there will be 1- symaru “pups” in the nest 
  with stats equal to 5-50% of a standard male symaru. 
  STINKING PILE
  SYMARU
  
  70
  TAEGA/TAERGA
  TAEGA/TAERGA
  
  71
  Taega/Taerga
  Taega Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 7 
  MOVE: 6" 
  HIT DICE: 5 
  % IN LAIR: 50%  
  TREASURE TYPE: J 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-/1-/1- 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: L (0' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
  Taerga Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1- 
  ARMOR CLASS:  
  MOVE: 1" 
  HIT DICE: 8 
  % IN LAIR: 50%  
  TREASURE TYPE: C 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-8/1-8/1-6 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: (Chaotic) neutral 
  SIZE: L (0' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
  Taega bX Stats
  ARMOR CLASS: 7 
  HIT DICE: 5 
  MOVE: 60'(0') 
  ATTACKS:  fists/1 bite 
  DAMAGE: 1-/1-/1-  
  NO. APPEARING: 1-6 
  SAVE AS: Fighter: 
  MORALE: 7 
  TREASURE TYPE: J 
  ALIGNMENT: Neutral
  Taerga bX Stats
  ARMOR CLASS:  
  HIT DICE: 8* 
  MOVE: 10'(0') 
  ATTACKS:  fists/1 bite/slaps 
  DAMAGE: 1-8/1-8/1-6/ 
   
  1-/1-/1-/1- 
  NO. APPEARING: 1- 
  SAVE AS: Fighter:8 
  MORALE: 1 
  TREASURE TYPE: C 
  ALIGNMENT: Chaotic
  Found most often in rocky, mountainous areas, the taega (pron. 
  “TAY-guh”) and the taerga (pron. “TARE-guh”) are a genetic 
  oddity—appearing visually identical, but being vastly different in 
  their abilities and relative danger. 
  Taega: Simply put, taegas are stupid, slow, and weak. Even 
  their multiply-ocular vision system is so confusing for them, they 
  attack (and save) as a  hit die creature. The facial tentacles of a 
  taega are vestigial. Taegas have a particular taste for human flesh, 
  but so rarely kill a human that they are laughable in this desire. 
  Instead, they are commonly forced to eat whatever they are able 
  to catch and kill, which is usually stray cattle. Taegas are often 
  captured and used in fighting schools to train novice recruits. 
  Taerga: By comparison, taergas are quick and fierce, and they 
  never back down from a fight (never fail morale checks). The 
  facial tentacles of the taerga may attack the same target as their 
  bite, doing 1d points of damage for each successful “to hit” 
  roll for each “slap” attack. In addition to fighting and saving as 
  a fighter equal to their HD, their acute audial and visual abilities 
  never let them be surprised, even on attacks from behind (e.g., 
  thieves gain no back stab bonus), and they possess infravision 
  to a range of 10'. Furthermore, taergas are immune to dam-
  age from fire/flame, cold, and electrical attacks, and take only 
  half damage from acid attacks. Taergas have the same taste for 
  human flesh as taegas.
  Tangleworm
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 0-00 
  ARMOR CLASS: 7 
  MOVE: " 
  HIT DICE: 1-8 
  % IN LAIR: 95%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: See below 
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES:  
  Regeneration 
  MAGIC RESISTANCE:  
   
  Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: S (' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense  
   
  Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: 1-8** 
  MOVE: 0'(10') 
  ATTACKS: See below 
  DAMAGE: Special
  NO. APPEARING: 0-00 
  SAVE AS: Normal man 
  MORALE: 7 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  A group of tangleworms appears as a bed of tangled, leafless 
  vines. In actuality, they are a swarm of '-long worms, covering 
  an approximately 5-square-foot area per hit die. There is a 75% 
  chance that any squirm of tangleworms will be dormant, and vir-
  tually indistinguishable from a tangle of vines. In their “awake” 
  state, however, they will appear to be “writhing,” as the worms 
  twist and squirm among one another. 
  The true danger of tangleworms is stepping on them (knowingly 
  or accidentally). Any creature standing or stepping on a patch of 
  tangleworms is subject to a “to hit” roll by the tangleworms. On 
  a successful attack, the tangleworms will have coiled themselves 
  around the victim, and will not let go until killed or otherwise 
  dispatched. Each round a victim remains tangled and standing, 
  they must roll their Dexterity or under on 1d0 or fall down, tak-
  ing 1d points of damage, and become too tangled to stand up. 
  Furthermore, any victim lying prone in a bed of tangleworms 
  has a cumulative 5% chance per round (e.g., 5% the first round, 
  10% the second round, and so on) of the tangleworms getting 
  a choke-hold on the victim (and killing the victim per normal 
  suffocation rules). 
  Any successful attack against a group of tangleworms which have 
  a victim ensnared will do half of the damage against the tangle-
  worms and half of the damage to the ensnared victim.
  Tangleworms are commonly found in warm, wet environments 
  where mold and rot run rampant, particularly swamps and dun-
  geons in tropical climates. Tangleworms feed on mold and algae.
  TAEGA/TAERGA
  TANGLEWORM
  T
  TAEGA/TAERGA • TANGLEWORM • TARANTULA, BONE • TAROLTULA • THUzzENDAHG •  
  TIDDY MUN • TUKKATOR
  
  7
  Tarantula, bone
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-8 
  ARMOR CLASS: 7 
  MOVE: 9" {18"} 
  HIT DICE: 5 
  % IN LAIR: 65%  
  TREASURE TYPE: R 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  1d + 1d electric 
  SPECIAL ATTACKS: See below  
  SPECIAL DEFENSES:  
   
  Electric immune  
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: L (8'-10' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: 5* 
  MOVE: 90'(0') {180'(60')} 
  ATTACKS: 1 bite 
  DAMAGE: 1d + 1d electric
  NO. APPEARING: 1-8 
  SAVE AS: Fighter:5 
  MORALE: 7 
  TREASURE TYPE: M 
  ALIGNMENT: Neutral
  Bone tarantulas are giant spiders covered in blue-black fuzz and 
  they literally crackle with electricity. Bone tarantulas not only 
  generate a great amount of electricity but also spin webs that are 
  extremely conductive. Any creature making direct contact with 
  a bone tarantula will take 1d points of electrical damage per 
  round. Furthermore, any creature in direct contact with a bone 
  tarantula’s web while it is occupied by (or in contact with) a bone 
  tarantula will take 1d points of damage per round for each bone 
  tarantula in contact with the web. The bite of a bone tarantula is 
  not venomous, but does inject electricity directly into the victim, 
  doing d points of electrical damage.
  Bone tarantulas are most often found in cold, dry climates, move 
  twice as fast in web as out, and have infravision to 10'.
  Taroltula (Troll Spider)
  Oe/1e Stats*
  FREQUENCY: Rare 
  NO. APPEARING: 1-10 
  ARMOR CLASS: 5 
  MOVE: 1" 
  HIT DICE:  
  % IN LAIR: 75%  
  TREASURE TYPE: R 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-8 
  SPECIAL ATTACKS:  
   
  “Burning” venom  
  SPECIAL DEFENSES:  
   
  See below 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: M ('-' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: * 
  MOVE: 10'(0') 
  ATTACKS: 1 bite 
  DAMAGE: 1-8 + special
  NO. APPEARING: 1-10 
  SAVE AS: Fighter: 
  MORALE: 7 
  TREASURE TYPE: M 
  ALIGNMENT: Neutral
  Instead of the standard dark fuzz that covers similar species, these 
  huge spiders (about '-' long) possess a rubbery skin colored 
  fiery red and covered in strange, boil-like sores. 
  The venomous bite of a taroltula (save vs. poison) does 1-8 points 
  of damage and produces the effect of an intense burning sensa-
  tion throughout the body of the bitten creature. Any creature 
  affected suffers a - “to hit” penalty for -1 turns.
  On any successful “to hit” against a taroltula using an edged 
  weapon, there is a 10% chance per point of damage that the 
  attack will rupture a sore on the spider, with each ten points 
  automatically rupturing a sore (e.g,  points of damage would 
  rupture  sores automatically, with a 0% chance of rupturing a 
  third sore). Each ruptured sore produces a spray of acid that does 
  1-6 points of damage. All characters standing within 5' of each 
  rupture must make a successful saving throw (vs. breath weapon) 
  versus that individual sore rupture or suffer damage accordingly.
  Thuzzendahg
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 5 
  MOVE: 6" 
  HIT DICE: 5 
  % IN LAIR: 70%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  -/-/-18/5-0  
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: L (50'+ long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 5* 
  MOVE: 60'(0') 
  ATTACKS:  forelimbs/ 
   
  1 bite/1 tail 
  DAMAGE: -/-/ 
   
  -18/5-0
  NO. APPEARING: 1- 
  SAVE AS: Fighter:1 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  TARANTULA, BONE
  THUZZENDAHG
  
  7
  Thuzzendahgs are monstrously-sized subterranean creatures 
  found in caves and caverns deep beneath the surface. They are 
  so large, in fact, their mouths are often mistaken for small, slimy 
  cave openings. Given that a thuzzendahg is usually hibernating 
  to conserve energy (75% chance), and its breathing patterns are 
  almost undetectable, it is common for adventures to wander in-
  side, only to become the beast’s next meal. If a thuzzendahg de-
  tects that this has happened, it will immediately clamp its mouth 
  shut and start to ingest any creatures inside. All attacks inside a 
  Thuzzendahg are at - “to hit.” In addition to trapping creatures 
  inside its mouth, it also surprises creatures outside its mouth on 
  a 1- (on 1d6).
  The thuzzendahg uses a combination of its tentacled limbs and 
  forceful tail to move. Its two foremost limbs are also capable of 
  delivering powerful blows to an opponent (d6 points of damage  
  each), and the front end of its tube-like mouth delivers a crush-
  ing attack as well (doing d6 points of damage). When used as 
  a weapon, a swipe of a thuzzendahg’s tail deals a powerful blow 
  to an opponent (5d6 points of damage), knocking that victim 
  backward a distance in feet equal to the damage for the attack 
  minus the character’s Constitution. The thick, pliant skin of the 
  thuzzendahg, on the other hand, provides a natural defense 
  against impact weapons and, therefore, may only be hit with 
  edged weapons or magical attacks. 
  Thuzzendahgs have a multi-spectral optical system, allowing 
  them ultravision to 60' and infravision to 10'.
  Tiddy mun
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS: 7 [5] 
  MOVE: 9" 
  HIT DICE: 8 
  % IN LAIR: 70%  
  TREASURE TYPE: S 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: See below  
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: 5% 
  INTELLIGENCE: Very 
  ALIGNMENT: Neutral (good) 
  SIZE: S (' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats†
  ARMOR CLASS: 7 [5] 
  HIT DICE: 8** 
  MOVE: 90'(0') 
  ATTACKS: 1 
  DAMAGE: See below 
  NO. APPEARING: 1 
  SAVE AS: Cleric:7 
  MORALE: 10 
  TREASURE TYPE: S 
  ALIGNMENT: Neutral
  These spirits of the bog appear as old men that are approximately 
  the size a three-year-old child, with long, tangled hair and a mat-
  ted beard. They make their homes in fen (a type of wetland fed 
  by mineral-rich surface water or groundwater) and their laughter 
  resembles the warbling call of a lapwing. Their gray-green robes 
  make them particularly difficult to see in boggy areas at night, 
  providing them a - bonus to their AC under those conditions.
  Tiddy mun are guardians of nature, often becoming malevolent 
  toward those who harm or destroy it, inflicting them with misfor-
  tune and pestilence. They can, however, be forgiving, becoming 
  benevolent toward those who try to right any wrongs they may 
  have inflicted upon nature.
  Tiddy mun can use the following druid spells twice per day each 
  (casting as a 7th level druidical cleric): predict weather, detect 
  snares and pits, detect magic, purify water, obscurement (mist), 
  create water, cause disease (pestilence), plant growth, and water 
  breathing. They are also able to speak with plants, as well as 
  dryad, elvish, pixieish, and sprite. Tiddy mun do not usually carry 
  weapons, but will take up a club if forced to defend themselves or 
  their surroundings.
   
   
   
   
   
   
  Tukkator
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 6 
  MOVE: 1" 
  HIT DICE: 6+ 
  % IN LAIR: 0%  
  TREASURE TYPE: C 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  -6/-6/-1 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES:  
   
  Immune to flame 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: 6+* 
  MOVE: 10'(0') 
  ATTACKS:  claws + 1 gore 
  DAMAGE: -6/-6/-1
  NO. APPEARING: 1- 
  SAVE AS: Fighter:6 
  MORALE: 10 
  TREASURE TYPE: C 
  ALIGNMENT: Neutral 
  Tukkators are large, magical creatures with the body of a lion 
  and the head of an elephant. Having ties to the elemental plane 
  of fire, they are most often found as guardians within temples 
  dedicated to deities from that plane, and generate such great 
  heat that any creature not having immunity to heat/fire is sub-
  ject to the following effects: an additional  points damage per 
  successful claw or gore attack (1d+ and d6+ respectively); 
  1 hit point of damage per melee round within a 10' radius of a 
  tukkator (save vs. spells negates), for each tukkator within range. 
  Furthermore, in addition to the normal damage inflicted by their 
  claws and tusks, any character not immune to heat or flame will 
  receive an aditional  points of damage. Tukkators are immune 
  to all forms of flame-based attack (magical or otherwise). 
  THUZZENDAHG
  TUKKATOR
  
  7
  Üuloch
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: -18 
  ARMOR CLASS: 5 
  MOVE: "/18" 
  HIT DICE: 6 
  % IN LAIR: 5%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK: -16/-18 
  SPECIAL ATTACKS: Blood drain 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: L (approx. 10' diameter)  
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 6* 
  MOVE: 0'(10')/180'(60') 
  ATTACKS: 1 grasp/1 bite 
  DAMAGE: -16/-18 
  NO. APPEARING: -18 
  SAVE AS: Fighter:6 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Üulochs are winged monstrosities with a head that features a 
  gaping mouth and a stacked pair of eyes. The dark red, slimy 
  skin of the üuloch has the appearance of congealed blood, al-
  most as if the beast was “inside out.” Though they are mainly 
  airborne flying creatures, they are able to “walk” (though quite 
  slowly) via the hook-tipped fingers running through their wing-
  like bodies.
  On its initial attack, a üuloch attempts to sink as many of its pierc-
  ing hooks as possible into its target (one “to hit” roll, with a roll of 
  d8 determining both the damage done and the number of hooks 
  that have successfully latched onto the victim). If a üuloch sinks 
  at least 10 of these hooks into a target, it may then dig into that 
  target with its razor-sharp teeth (doing d6 points of damage).  
  If both these conditions are met (at least 10 points of damage 
  with its hooks and a successful “to hit” roll with its bite), then the 
  üuloch will continue to drain blood from its victim at a rate of 1d6 
  hit points per turn, and will not release a victim until the victim or 
  the üuloch is dead. When a üuloch drinks more than  hit points 
  of blood, the extra blood that it drains will seep through its skin 
  and congeal on its outer surface, eventually “peeling away” from 
  the üuloch’s body while it is in flight.
  ÜULOCH
  VULBAT
  U
  ÜULOCH
  VITTORA • VULBAT
  vittora
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS: 5 
  MOVE: See below 
  HIT DICE: 1- points 
  % IN LAIR: Nil 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: Nil 
  DAMAGE/ATTACK: Nil
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES:  
   
  +1 or better weapon to hit 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: S (5" diameter)  
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 1- points 
  MOVE: See below 
  ATTACKS: Nil 
  DAMAGE: Nil
  NO. APPEARING: 1 
  SAVE AS: Fighter:1 
  MORALE: 1 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  A vittorra is an extra-dimensional spirit (+1 or better weapon 
  required “to hit”) appearing as an orb of light that follows its 
  owner wherever that owner goes (same movement as owner). 
  Though a vittora will occasionally make a strange disembodied 
  sighing sound (as if bored), it actually brings luck to its owner, giv-
  ing them a +1 “to hit” bonus and allowing them to save at 1 HD 
  above normal (while the owner is a 100' range). A vittorra will 
  accompany its owner until the vittorra is killed/dispelled, or the 
  owner is killed. If the owner is killed at the hands of another, the 
  vittorra will follow the creature that dealt the vanquishing blow as 
  the vittorra’s new owner. If the owner dies of natural causes, the 
  vittorra will seek out a new owner.
  vulbat
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: -1 
  ARMOR CLASS: 6 
  MOVE: "/9" 
  HIT DICE:  
  % IN LAIR: 10%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: -8/1-6 
  SPECIAL ATTACKS:  
   
  Blood drain, disease 
  SPECIAL DEFENSES:  
   
  Immune to disease 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: M  
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE:  
  MOVE: 0'(10')/90'(0') 
  ATTACKS: 1 claws/1 bite 
  DAMAGE: -8/1-6 
  NO. APPEARING: -1 
  SAVE AS: Fighter:1 
  MORALE: 7 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Vulbats are a cross between a vulture and a vampire bat. They 
  are clumsy and oafish, moving slowly and attacking as a 1 HD 
  creature. On any successful bite, there is a 50% chance that a 
  vulbat will infect a victim with a mild disease that, if uncured, will 
  cause minor cramping and discomfort, causing afflicted creatures 
  to attack with a -1 “to hit” penalty until cured. Additionally, on 
  any natural “to hit” roll of 0, a vulbat will cause a wound so seri-
  ous that it will continue to bleed at a rate of 1d points per round 
  (until healed or bandaged).
  
  75
  Walkers
  See Airwalker, Firewalker, and Skinwalker
  Wampcat
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 6 
  MOVE: 1" 
  HIT DICE: + 
  % IN LAIR: 5%  
  TREASURE TYPE: U 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-/1-/1-  
   
  or 1-6 + special
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: 5% 
  INTELLIGENCE: Semi- 
  ALIGNMENT: Neutral 
  SIZE: M (' at shoulder) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: + 
  MOVE: 10'(0') 
  ATTACKS:  claws/ 
   
  1 bite or 1 tail 
  DAMAGE: 1-/1-/1-  
   
  or 1-6 + special 
  NO. APPEARING: 1-6 
  SAVE AS: Fighter: 
  MORALE: 9 
  TREASURE TYPE: I 
  ALIGNMENT: Neutral
  A wampcat is very similar in appearance to a small lion with 
  coarse, dark brown hair. Its tail measures between 6' and 7' long, 
  and features a bulbous knob at the end structured around a hard-
  ened globe of cartilage. 
  The wampcat is able to swing its tail over its body (in a scorpion-
  like manner) and attempt to knock an opponent unconscious. On 
  any successful “to hit” roll, there is a 10% chance per point of tail 
  damage (e.g.,  pts. of damage = a 0% chance) the target will 
  be knocked unconscious for d6 turns. When a victim is knocked 
  unconscious, a wampcat will begin feeding on the living (though 
  unconscious) victim, or kill its prey and drag the prey’s body back 
  to the wampcat’s lair for later consumption. 
  Whipwhirl (ittan momen)
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 0-00 
  ARMOR CLASS: 7 
  MOVE: –/" 
  HIT DICE: 1 pt./1' 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: M-L (5'-50' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE:  
   
  1 pt. per 1' length 
  MOVE: –/0'(80') 
  ATTACKS: 1 
  DAMAGE: See below 
  NO. APPEARING:  
   
  0-00 
  SAVE AS: Normal man 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Whipwhirls are a form of elemental conjured into the prime ma-
  terial plane from the elemental plane of wood. At first glance, 
  whipwhirls appear as harmless lengths of white cotton cloth 
  ranging from 5'-50' in length. They are, however, semi-intelligent 
  and, though quite weak individually, are capable of a number of 
  disabling attacks. 
  All of a whipwhirl’s attacks are based on its ability to wrap itself 
  around the specific area of its target (on a successful “to hit” roll). 
  The duration for each form of whipwhirl attack lasts until that 
  whipwhirl is killed.
  Head (blind/suffocate): On a successful whipwhirl attack 
  against a target’s head, there is a 50% chance that the whip-
  whirl will “blind” the opponent by coverings its eyes. There is a 
  separate 50% chance that the whipwhirl will begin suffocating 
  the victim unless the whipwhirl is killed. Each round a whip-
  whirl victim is being suffocated, a saving throw vs. death must 
  be made; the first failed saving throw will cause the victim to fall 
  unconscious; the second failed saving throw will kill the victim.
  Wrists (bind): On a successful attack by a whipwhirl to bind 
  an opponent’s wrist, there is a possibility the victim will “fumble” 
  and drop anything it might be holding in its hands. Each round 
  the wrists of a whipwhirl victim remain bound, there is a 5-in-10 
  chance (modified by Dexterity) that the victim will fumble.
  Ankles (trip): On a successful attack by a whipwhirl to a 
  target’s ankles, there is a possibility for the victim to trip and 
  fall. Each round the ankles of a whipwhirl victim remain bound, 
  there is a 5-in-10 chance (modified by Strength) that the victim 
  will trip and fall (falling damage at DM’s discretion).
  Whipwhirls are immune to the effects of bashing weapons (mag-
  ical or otherwise). If struck with a bashing weapon, there is a 5-
  in-10 chance (modified inversely by Strength) that the whipwhirl 
  will “yank” the weapon and disarm the attacker. 
  Whipwhirls are also immune to all forms of magical attacks ex-
  cept for fire or flame. Any successful flame-based attack against 
  a whipwhirl immediately consumes the entire whipwhirl with fire, 
  reducing it to ash in 1 melee round. If a whipwhirl is wrapped 
  around a victim when it is successfully attacked with flame, the 
  victim will take 1 hit point of fire damage for each foot in length 
  of the whipwhirl (e.g., a victim entangled by a 0'-long whip-
  whirl would take 0 points of fire damage when the whipwhirl 
  becomes inflamed).  
  WAMPCAT
  WHIPWHIRL
  W
  WAMPCAT • WHIPWHIRL • WHITEWINDER • WOODPECKER, GIANT • WORM, CARRIAGE •  
  WORM, CRIMSON DEATH • WORM, RIDER • WORM, SANJU • WORM, SARCOPHAGAL • WYRDWUN
  
  76
  Whitewinder
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 10-100 
  ARMOR CLASS: 6 
  MOVE: 18"//6" 
  HIT DICE:  
  % IN LAIR: 70%  
  TREASURE TYPE:  
   
  Individuals R; A, B, T in lair 
  NO. OF ATTACKS: See below 
  DAMAGE/ATTACK:  
   
  By weapon type 
  SPECIAL ATTACKS: Spells 
  SPECIAL DEFENSES:  
   
  Save as 5th level magic-user 
  MAGIC RESISTANCE: See above 
  INTELLIGENCE: Very  
  ALIGNMENT: Chaotic neutral 
  SIZE: L (7' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: ** 
  MOVE: 180'(60')//60'(10') 
  ATTACKS: See below 
  DAMAGE: By weapon type 
  NO. APPEARING: 10-100 
  SAVE AS: Magic-user:5 
  MORALE: 10 
  TREASURE TYPE: Indiv. R;  
   
  A, B, O in lair 
  ALIGNMENT: Chaotic
  Whitewinders are a race of albino creatures with a serpentine 
  body and four arms. Due to their evolution as subterranean dwell-
  ers, they have infravision which alllows them to see in darkness 
  up to a distance of 100'. However, their pale, almost translucent 
  skin makes them particularly susceptible to the effects of the sun. 
  If exposed to direct sunlight, their skin will begin to burn at a rate 
  of 1 hit point of damage per turn. After 10 turns of direct sunlight, 
  a whitewinder will burst into flame and begin to burn at a rate of 
  - hit points of damage per turn. 
  Whitewinders are multidexterous, able to wield up to four one-
  handed melee weapons simultaneously without any “to hit” 
  penalties. However, they may only attack up to two differ-
  ent opponents at the same time during a single melee round. 
  Whitewinders are only able to use one two-handed or ranged 
  weapon at a time and, therefore, are only capable of attacking 
  a single target during a single melee round. Most whitewind-
  ers will choose to use four of the same single-handed weapon 
  rather than “mixing” different types. The weapons normally 
  carried by whitewinders are:
   swords (normal) 50% 
   maces 
  0% 
   hand axes 
  15%  
   war hammers 5%
  Whitewinders have a natural resistance to magic (save as a 5th 
  level MU) and can use the following spells once per day each: 
  darkness, locate object, and ESP.
  For every 0 whitewinders there will be an additional leader with 
  5 hit dice, saving as a 6th level magic-user, and additionally able 
  to cast the spell silence (with a 0' radius) once per day. These 
  leaders also have a 5% chance per hand for each correspond-
  ing weapon to be magical. For every 0 whitewinders, there will 
  be an additional whitewinder with 6 hit dice, saving as a 7th 
  level magic-user, and able to cast the spells silence (with a 60' 
  radius) and protection from evil (against lawful beings, with a 0' 
  radius). These chieftains have a 50% chance per hand for each 
  corresponding weapon to be magical. 
  In tribes, whitewinders prefer to live in cave complexes with a 
  natural spring or underground river. In addition to their natural 
  speed on solid ground, they are more than capable swimmers, 
  able to hold their breath at great lengths (- turns on average). 
  In tribal complexes, the population will usually be made up of the 
  following: 5% adult males, 5% adult females and 0% children 
  (even mix of males and females). Adult female whitewinders have 
   hit dice and save as th level magic-users, while the children 
  have 1- hit dice and save as 1st level magic-users. 
  Although each whitewinder tribe has its own leader, all of the 
  whitewinder chieftains are bound in service to the whitewinder 
  king. Known simply as “The Great White One,” this millennia-
  old whitewinder is both honored as royalty and worshiped as 
  deity, for it is believed that all whitewinders are descended from 
  him, and that he alone is responsible for their existence. Though 
  the truth of this progeniture is unclear, what is known is that he 
  is a powerful magic-user of legendary ability and a fearsome sight 
  to behold (causing fear in those who look directly upon him).
  Woodpecker, giant
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1-1 
  ARMOR CLASS: 9 
  MOVE: 6"/6" 
  HIT DICE:  
  % IN LAIR: 10%  
  TREASURE TYPE: Q 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  1-6/1-6/-8 + special
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: L (18' wingspan) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 9 
  HIT DICE:  
  MOVE: 60'(0')/60'(10') 
  ATTACKS:  claws + 1 beak 
  DAMAGE: 1-6/1-6/-8 + special
  NO. APPEARING: 1-1 
  SAVE AS: Fighter: 
  MORALE: 11 
  TREASURE TYPE: L 
  ALIGNMENT: Neutral
  Giant woodpeckers are carnivorous, and normally found in 
  forests and woodland habitats, particularly those inhabited by 
  giant insects and worms. Like the smaller variety of wood-
  peckers, giant woodpeckers have a “sticky” tongue that aids 
  in capturing prey. On any natural “to hit” roll of 0 against 
  an opponent of ' or smaller, the victim will be pulled into the 
  giant woodpecker’s beak and take an additional 1d points of 
  “chewing” damage. The brain of the giant woodpecker is par-
  ticularly small, giving it a relatively poor AC (despite its size) and 
  inordinately high morale.
  WHITEWINDER
  WOODPECKER, GIANT
  
  77
  Worm, Carriage
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: 1 
  ARMOR CLASS:  
  MOVE: 6" (") 
  HIT DICE: 1 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: See below
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard  
  INTELLIGENCE: Non-  
  ALIGNMENT: Neutral 
  SIZE: L (0'-50' long) 
  PSIONIC ABILITY: See below 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 1* 
  MOVE: 60'(0') (0'(10')) 
  ATTACKS: 1 spit + special 
  DAMAGE: See below
  NO. APPEARING: 1 
  SAVE AS: Fighter:7 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Carriage worms appear as a giant worm armored with overlap-
  ping plates. Its head features a sucker-like mouth and two optic 
  tentacles. They are most active when the ground is moist (e.g., 
  after a long rain) and at night, avoiding the light and heat of day. 
  When burrowing (second movement rate), it’s not uncommon 
  for its immense size and length to produce tunnels up to 7' in 
  diameter and dozens of miles long.
  At any given time, a carriage worm has 0-0 rider worms (see 
  “worm, rider”) under the folds of its plates who feed from their 
  “host” through a series of secretion glands located under its 
  plates. In attack situations, the carriage worm communicates 
  telepathically with its passengers, ordering them to attack any 
  opponent(s). When the rider worms have successfully paralyzed 
  the carriage worm’s victims, they will climb back under the 
  plates of the carriage worm, and the carriage worm will dis-
  charge a lubricating sputum from its mouth and then devour its 
  prey whole. As the carriage worm’s meal is digested, it creates 
  the intoxicating secretion from which the rider worms extract 
  their nutrition. 
  The carriage worm can “spit” its slippery secretion up to a dis-
  tance of 10'. Upon a successful “to hit” roll, the worm’s target 
  suffers a +1 penalty to its armor class until the secretion has 
  been cleaned off.
  Worm, Crimson Death
  Oe/1e Stats
  FREQUENCY: Uncommon 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 7  
  MOVE: 9" (6") 
  HIT DICE:  
  % IN LAIR: 10%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1  
  DAMAGE/ATTACK: 1- 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: S ('-' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
   
   
   
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: ** 
  MOVE: 90'(0') (60'(0')) 
  ATTACKS:  
   
  1 bite or special 
  DAMAGE: 1d + poison 
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:1 
  MORALE: 8 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  WORM, CARRIAGE
  WORM, CRIMSON DEATH
  
  78
  The crimson death worm is a segmented, sausage-like inverte-
  brate that prefers to live in dark, cool, moist areas underneath 
  otherwise dry desert terrain. While they do nest, they are gen-
  erally burrowers that will not hesitate to abandon dry, hot areas 
  in search of more hospitable accommodations. Crimson death 
  worms feed on a particular family of toxic plants whose red 
  conical flowers not only give the death worm its deep red color, 
  but poisonous abilities as well. While the crimson death worm 
  is relatively small (averaging -1/' in length), it is truly a for-
  midable foe. 
  Crimson death worms tend to hide while burrowing and will sur-
  prise on a 1- (on a 1d6). The creature’s main form of attack is 
  an electrical bolt (d) which it will not hesitate to use should any 
  other creature come too close (within 15'); it may use this attack 
  up to ten times per day. The crimson death worm also has a 
  nasty bite that combines both shredding teeth (1d on hit) and 
  poison (save vs. poison or die in 1-6 turns).
  These scarlet annelids feature three forms of defense. The first is 
  a poisonous secretion that envelops its body; any creature com-
  ing in direct contact with any part of the worm’s body must save 
  vs. poison or die in d turns. The second is an immunity to any 
  form of electrical attack. The third is an explosive defense caused 
  by any successful “to hit” from a edged weapon or flame attack, 
  or by any successful hit from a physical attack (including non-
  electrical magical attacks like magic missile that do  or more hit 
  points of damage; upon either of these conditions, the worm will 
  “explode,” spraying a toxic acid on everything in a 5' radius of 
  the creature, causing d damage (acid) to affected creatures; ad-
  ditionally, any creature affected by the acid must save vs. poison 
  or die in d6 turns; this explosion defense is fatal to the worm.
  Worm, rider
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 0-0 
  ARMOR CLASS: 7 
  MOVE: 1" 
  HIT DICE: 1+ 
  % IN LAIR: Nil 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  1- + special 
  SPECIAL ATTACKS:  
   
  Paralytic toxin 
  SPECIAL DEFENSES:  
   
  See below
   
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: See below 
  ALIGNMENT: Neutral 
  SIZE: S (1'-' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 7 
  HIT DICE: 1+** 
  MOVE: 10'(0') 
  ATTACKS: 1 bite 
  DAMAGE: 1- + toxin
  NO. APPEARING: 0-0 
  SAVE AS: Fighter:1 
  MORALE: 1 (in presence of host) 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Rider worms are rust colored and their skin has the appearance 
  of wet red clay. They are quite fast moving and their five-fanged 
  bite emits a very effective paralytic toxin (all saves vs. poison at 
  -) with a duration of 6- turns.
  Rider worms enjoy a symbiotic relationship with their carriage 
  worm hosts (see “worm, carriage”), wherein the rider worm 
  does the carriage worm’s bidding in furtherance of subduing 
  its prey and, in return, the carriage worm provides its parasitic 
  forces with nutrition and sustenance. While rider worms are 
  typically non-intelligent, the telepathic commands they receive 
  (through a morse-code like system of electronic pulses) from 
  their carriage worm host are able to provide them with basic 
  objectives against a carriage worm’s prey (e.g., to bite a specific 
  nearby creature, to retreat, etc.).
  Given the type and the duration of the rider worm’s toxin, it 
  is not uncommon for victims debilitated by a rider worm to 
  be lubricated and ingested by the carriage worm, and remain 
  conscious while being digested. The by-product of this diges-
  tive process is an intoxicating secretion that provides the rider 
  worm all the nutrients it needs. 
  Worm, Sanju
  Oe/1e Stats
  FREQUENCY:  
   
  Very rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 5 
  MOVE: 1"/" 
  HIT DICE: 7 
  % IN LAIR: 0%  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-6 
  SPECIAL ATTACKS: By type 
  SPECIAL DEFENSES:  
   
  See description + by type 
  MAGIC RESISTANCE: By type 
  INTELLIGENCE: Low 
  ALIGNMENT: By type 
  SIZE: S (1'-' long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats†
  ARMOR CLASS: 5 
  HIT DICE: 7** 
  MOVE: 10'(0')/0'(80') 
  ATTACKS: 1 bite 
  DAMAGE: -10 or special 
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:7 
  MORALE: 9 
  TREASURE TYPE: Nil 
  ALIGNMENT: By type
  Sanju worms are a species of extra-dimensional flying worms 
  originating from the inner planes. These non-corporeal creatures 
  “burrow” from plane to plane much as a normal worm burrows 
  through ground, and each of the thirty subspecies appears as a 
  specific color analogous to its plane of origin. Sanju worms can 
  only be hit by magic weapons and they are immune to poison 
  and paralysis attacks. Any bite on a successful “to hit” roll from 
  a sanju worm does 1-6 points of damage. Additionally, sanju 
  worms are capable of attacking from the prime material plane 
  into the same plane of their origin (e.g., a burgundy sanju worm 
  could be present in the prime material plane, but still be able to 
  bite a character in the ethereal plane), doing damage as normal 
  for the attack, unless the defender has a particular immunity/re-
  sistance other than their presence on that particular plane. 
  In addition to the standard abilities for all sanju worms, each sub-
  species has additional abilities particular to their general type 
  (plane of origin) and their specific type (color).
  Elemental, air: In addition to their individual abilities by type, 
  sanju worms from this plane are able to summon an air elemen-
  tal (HD: ) up to  times per day. They are also immune to all 
  electrical attacks.
  Elemental, earth: In addition to their individual abilities by 
  type, sanju worms from this plane are able to summon an earth 
  elemental (HD: ) up to  times per day. They are also immune 
  to all acid attacks.
  WORM, CRIMSON DEATH
  WORM, SANJU
  
  79
  Elemental, fire: In addition to their individual abilities by type, 
  sanju worms from this plane are able to summon a fire elemental 
  (HD: ) up to  times per day. They are also immune to all forms 
  of flame-based attacks.
  Elemental, water: In addition to their individual abilities by 
  type, sanju worms from this plane are able to summon a water 
  elemental (HD: ) up to  times per day. They are also immune 
  to all cold-based attacks.
  Ethereal: In addition to their individual abilities by type, sanju 
  worms from the ethereal plane are able to create a prismatic 
  sphere (per the spell) once per day.
  Negative material: The bite of any sanju worm from the 
  negative material plane will cause a rotting disease (in addition 
  to normal damage) on any successful hit to a creature that origi-
  nates from the prime material plane. The disease will continue to 
  do 1 additional point of damage during successive turns until the 
  victim dies or is cured (by a cure disease spell).  In addition to its 
  rotting bite, each worm from the negative material plane is able 
  to summon a particular form of undead to come to its aid (see 
  chart below for specific type).
  positive material: Sanju worms from the positive material 
  plane radiate a protective globe in a 10' radius  (per rd level 
  MU spell protection from evil) around itself at all times. This 
  order of sanju worm also secrets a healing ectoplasm that au-
  tomatically cures all disease from any creature that “touches” it 
  (regardless of whether than creature is in the prime or positive 
  material plane at the time it touches the sanju worm). Addition-
  ally, each worm from the positive material plane is able to sum-
  mon a particular type of humanoid to come to its aid (see chart 
  below for specific type).
  WORM, SANJU
  WORM, SANJU
  SANJU WORM SUBSPECIES
  color 
  plane of origin alignment* 
  additional special attacks/defenses/abilities
  aquamarine 
  elemental, water 
  lawful good (L) 
  puriﬁes water by touch (up to 20 gallons)
  black 
  negative material 
  chaotic evil (C) 
  summon wight (1)
  bronze 
  elemental, ﬁre 
  neutral evil (C) 
  bite causes feeblemind (per spell) to magic-users
  burgundy 
  ethereal 
  chaotic neutral (C) teleportation (per spell, 3×/day)
  chocolate 
  negative material 
  chaotic neutral (C) summon zombies (1d3)
  copper 
  elemental, earth 
  chaotic neutral (C) poison bite: save vs. poison or die
  dark grey 
  negative material 
  neutral evil (C) 
  summon skeletons (1d4)
  emerald green elemental, water 
  lawful good (L) 
  charm monster (aquatic only, per spell, 5×/day)
  forest green 
  elemental, earth 
  chaotic good (N) 
  regeneration (4 hit points per round)
  gold 
  elemental, air 
  lawful neutral (L) 
  ice storm (per spell, 3×/day)
  indigo 
  negative material 
  lawful evil (C) 
  summon mummy (1)
  ivory 
  positive material 
  neutral good (L) 
  summon elves (1d3)
  lavender 
  elemental, air 
  lawful neutral (L) 
  spits lightning bolts (3d6, 1 per melee round)
  light blue 
  positive material 
  lawful good (L) 
  summon veterans (1d4)
  moss green 
  elemental, earth 
  chaotic evil (C) 
  bite causes disease (save vs. poison or lose 1 hp per round until cured)
  navy 
  ethereal 
  neutral good (N) 
  mirror image (5x day, per spell)
  orange 
  elemental, ﬁre 
  chaotic evil (C) 
  radiates gaseous cloud (10' radius): save vs. poison or unconscious 2-12 turns
  pearlescent 
  positive material 
  neutral evil (L) 
  summon dwarves (1d4)
  purple 
  ethereal 
  neutral evil (N) 
  detect thoughts (permanent, per spell); gains +4 "to hit" and -4 to AC
  royal blue 
  ethereal 
  lawful neutral (N) phantasmal force (per spell, 3×/day)
  red 
  elemental, ﬁre 
  chaotic evil (E) 
  spits ﬁreballs (3d6, 1 per melee turn)
  rose 
  elemental, air 
  lawful good (L) 
  radiates heat metal (10’ sphere per spell, permanent); immune to ﬂame
  rust 
  elemental, water 
  lawful evil (L) 
  on viewing: save vs. paralysis or go blind for 1d6 turns
  sandalwood 
  elemental, earth 
  chaotic good (N) 
  warp wood (per spell, as 7th level druid, 3×/day)
  transparent 
  ethereal 
  true neutral (N) 
  radiates invisibility in a 10' sphere (per spell); surprises on a 1-5
  turquoise 
  elemental, water 
  chaotic good (L) 
  spits ice bolts (2d6, 1 per melee round)
  silver 
  elemental, water 
  neutral good (L) 
  radiates obscuring mist in a 10' sphere (permanent duration)
  umber 
  elemental, earth 
  chaotic evil (C) 
  bite causes confusion (save vs. poison or as spell effects for 3-18 rounds)
  white 
  positive material 
  lawful good (L) 
  summon warriors (1d2)
  yellow 
  elemental, ﬁre 
  lawful evil (E) 
  pyrotechnics (5×/day, per spell)
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  * letter in parentheses indicates BX alignment (L=lawful, N=neutral, C=chaotic)
  
  80
  Worm, Sarcophagal
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 6-15 
  ARMOR CLASS: 6 
  MOVE: " 
  HIT DICE: 1 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK:  
   
  1- + disease
  SPECIAL ATTACKS: See below  
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: See below 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: S (9"-1" long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: 1** 
  MOVE: 0'(10') 
  ATTACKS:   
   
  1 bite + disease 
  DAMAGE:   
   
  1- + disease 
  NO. APPEARING: 6-15 
  SAVE AS: Fighter:1 
  MORALE: 7 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Sarcophagal worms are undead, worm-like creatures created by 
  evil clerics from the intestinal remains of someone who has been 
  mummified, and are intended to bring that person eternal tor-
  ment in the afterlife. 
  Two conditions must be met to create sarcophagal worms—first, 
  the intestines must not have been removed during the mum-
  mification process, and second, the cleric must be of sufficient 
  level (10th or above) and read the required spell from the proper 
  spell book. Once the mummified corpse’s sarcophagus has been 
  closed, the worms will grow from the intestinal remains of the 
  deceased, writhing inside the body. Any mummy cursed with 
  sarcophagal worms is immune to the spell raise dead and, there-
  fore, may never again become human.
  Because sarcophagal worms are created from the remains of the 
  mummified corpse, like the mummy they are undead and exist in 
  both the normal and the positive material plane. They are, there-
  fore, immune to poison, sleep, charm, hold and cold, and are 
  only susceptible to (other) spells, fire and magic weapons, all of 
  which do only half the normal damage. Any sarcophagal worm 
  splashed with a vial of holy water will die automatically. 
  Sarcophagal worms have a bite that does 1- points of damage 
  and inflicts the same rotting disease as the mummies from which 
  they grow (reduces healing rate to 1/10, immune to normal heal-
  ing, must be cured magically) and any creature killed by a sarcoph-
  agal worm is subject to the same conditions as being killed by a 
  mummy (cure disease and raise dead spells must be cast within 
  6 turns of death to be effective). 
  Sarcophagal worms do not have the same effect of paralyzing 
  fear as a mummy. However, every bite inflicted by a sarcoph-
  agal worm reduces by one point the affected character’s saving 
  throws versus that mummy. 
  Wyrdwun
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: -1 
  ARMOR CLASS: 6 
  MOVE: 9" 
  HIT DICE: +1 
  % IN LAIR: Nil  
  TREASURE TYPE: Nil 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK: See below
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: S ('-' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: +1* 
  MOVE: 90'(0') 
  ATTACKS: 1 bite + disease 
  DAMAGE: 1- + disease 
  NO. APPEARING: -1 
  SAVE AS: Fighter:1 
  MORALE: 7 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  A wyrdwun is a slimy amphibious curiosity with a frog body, 
  tadpole tail, fish face, gecko feet and tentacles in place of fore-
  arms. They stand approximately '-' tall and their skin has a 
  natural chameleon-like ability. Due to its color-changing ability, 
  in smaller and/or enclosed areas all creatures (with only normal 
  vision) attacking a wyrdwun suffer a -1 “to hit” penalty. As a by-
  product of their camouflaging ability, wyrdwuns produce a mod-
  erately offensive odor. Furthermore, it is particularly unbearable 
  to elvenkind. All elves standing within a 0' radius of a wyrdwun 
  must save vs. breath weapon or suffer an additional -1 “to hit” 
  penalty in the presence of the beast. 
  A wyrdwun’s main form of attack is the venomous touch of its 
  tentacles, which secrete a muscle-contracting toxin whose effects 
  are cumulative. For each successful touch from a wyrdwun (on a 
  successful “to hit” roll) and a failed saving throw (vs. poison) by 
  the target, the target creature’s movement is halved and suffers a 
  -1 penalty to all “to hit” rolls for 1- turns. For example, a crea-
  ture who had been struck three times by a wyrdwun and failed all 
  three saving throws would have its movement cut to 1/8 normal 
  (to 1/ on the first hit/failed save, halved to 1/ on the second 
  hit/failed save, and halved again to 1/8 on the third hit/failed 
  save) and a - penalty on all “to hit” rolls. The bite of a wyrdwun 
  is rather benign, doing only 1- points of damage.
  WORM, SARCOPHAGAL
  WYRDWUN
  
  81
  Xanther
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: -1 
  ARMOR CLASS:  
  MOVE: 18" 
  HIT DICE: 9 
  % IN LAIR: 5%  
  TREASURE TYPE: C, Q x  
  NO. OF ATTACKS:  
  DAMAGE/ATTACK: -1/ 
   
  -1/-8 or by weapon 
  SPECIAL ATTACKS:  
   
  See below  
  SPECIAL DEFENSES:  
   
  See below 
  MAGIC RESISTANCE: 5% 
  INTELLIGENCE: Low 
  ALIGNMENT: Chaotic (neutral) 
  SIZE: L (8'-10' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS:  
  HIT DICE: 9* 
  MOVE: 180'(60') 
  ATTACKS:  claws/ 
   
  1 gore or 1 weapon 
  DAMAGE: -1/-1/ 
   
  -8 or by weapon type
  NO. APPEARING: -1 
  SAVE AS: Fighter:8 
  MORALE: 10 
  TREASURE TYPE: C, L x  
  ALIGNMENT: Chaotic
  Xanthers are orange fur-covered feline bipedal humanoids with 
  tusks and compound optic lobes (like an insect). They generally 
  make their lairs in forested areas of temperate climates, but have 
  been found in subarctic and warmer tropical climates as well. 
  Their optic lobes give them almost 60° vision and eliminate any 
  bonuses for attacks from behind (against a xanther). Additionally, 
  a xanther is surprised only on a roll of 1 (on 1d6). 
  While capable of using weapons, the xanther’s deadly claws and 
  ominous tusks are their weapon of choice. Should a xanther 
  face an opponent too formidable to handle on their own, they 
  are able to summon 1- great cats (lion, mountain lion, panther, 
  tiger, etc.) indigenous to the area where the xanther is located, 
  and then control them. Any great cat summoned by a xanther 
  gets a +1 bonus to his morale while the xanther is present.
  XANTHER
  YAK-MAN
  X
  XANTHER
  yak-man
  Oe/1e Stats
  FREQUENCY: Rare 
  NO. APPEARING: - 
  ARMOR CLASS: 5  
  MOVE: 6" 
  HIT DICE: 6 
  % IN LAIR: 5%  
  TREASURE TYPE: Nil or O 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  -7/-7 or -1 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE:  
   
  Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: L (8'+ tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
   
   
  bX Stats
  ARMOR CLASS: 5 
  HIT DICE: 6 
  MOVE: 60'(0') 
  ATTACKS:  fists or 1 gore 
  DAMAGE: -7/-7 or -1
  NO. APPEARING: - 
  SAVE AS: Fighter:5 
  MORALE: 6 
  TREASURE TYPE: Nil or Q 
  ALIGNMENT: Neutral
  These bovine creatures appear as a sort of hairy, minotaur-like 
  creature with -fingered hands and hoofed feet. Yak-men are 
  creatures of brute strength often found in the employ of other 
  creatures for the purpose of heavy physical labor (moving stones 
  and the like). They are physically well-suited to this type of la-
  bor, especially in higher altitudes, due to their sturdy frames and 
  large lungs and hearts. Yak-men are generally passive and pas-
  toral and will rarely attack other creatures except in self-defense, 
  and the anatomy of their hands makes wielding a weapon nearly 
  impossible. Unfortunately, these factors make them particularly 
  susceptible to becoming slaves for other creatures rather than 
  hired hands.
  Y
  YAK-MAN • YMIR • YOUREE
  
  8
  YMIR
  YOUREE
  ymir
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS:  
  MOVE: 1" 
  HIT DICE: 9 
  % IN LAIR: 75%  
  TREASURE TYPE: I 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK: -16/-16
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal  
  ALIGNMENT: Neutral 
  SIZE: L (0'+ tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats†
  ARMOR CLASS:  
  HIT DICE: 9* 
  MOVE: 10'(0') 
  ATTACKS:  claws 
  DAMAGE: -16/-16
  NO. APPEARING: 1 
  SAVE AS: Fighter:9 
  MORALE: 10 
  TREASURE TYPE: I 
  ALIGNMENT: Neutral
  The ymir is a strange beast. Daunting though its appearance may 
  be, it is generally docile unless provoked. These reptilian giants 
  are akin to troglodytes, but their coloration is almost bird-like, 
  with red coloration around the eyes, a red streak that runs down 
  the back and along the length of the tail, an ochre-coloration 
  around the lower legs and across the chest and stomach, and a 
  bright blue tongue. 
  These imposing beasts are sulfur eaters and are, therefore, most 
  often found in areas with hot springs and volcanic activity, or 
  areas that are populated with salt domes. This sulfurous diet ena-
  bles them to belch a 0'×0'×0' cloud of stinking gas up to  
  times per day. On a failed saving throw vs. breath weapons, this 
  gas will cause victims caught in the cloud to become helpless 
  (due to nausea) for d6 rounds. An ymir will usually only use this 
  breath weapon if cornered or overwhelmed, preferring to attack 
  with the claws on its  powerful hands.
  Although the ymir makes its diet of sulphur and tends to live un-
  derground, it has a strange ability that presents itself only in the 
  presence of both direct sunlight and relatively “fresh” air; after 
  -5 (1d+1) turns under these conditions, an ymir will grow an 
  additional -5 (1d+1) feet, and gains 5-8 (1d+) hit points (but 
  still attacks and saves as a 9 HD monster). The ymir will retain 
  these size and hit point gains as long as both the light and air 
  requirements are met, and for -5 (1d+1) additional turns once 
  the conditions are no longer present. 
  youree
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1-10 
  ARMOR CLASS: 6 
  MOVE: 18" 
  HIT DICE: 6 
  % IN LAIR: 0%  
  TREASURE TYPE: X 
  NO. OF ATTACKS: See below 
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Genius+  
  ALIGNMENT: Lawful good
   
  SIZE: L (7'-8' tall) 
  PSIONIC ABILITY: 50-00 pts. 
   
  Attack/Defense Modes: All
  bX Stats†
  ARMOR CLASS: 6 
  HIT DICE: 6** 
  MOVE: 180'(60') 
  ATTACKS: See below 
  DAMAGE: See below
  NO. APPEARING: 1-10 
  SAVE AS: Fighter:6 
  MORALE: 9 
  TREASURE TYPE: N 
  ALIGNMENT: Lawful
  The youree (singular and plural) are a race of beings that claim to 
  be as old as the universe itself. With adult males standing nearly 
  8' tall and a skin tone that approaches a deep aquamarine blue, 
  their appearance is almost mesmerizing. 
  Youree are quiet and contemplative in nature, preferring to re-
  main aloof and silent unless absolutely necessary, and spend 
  the majority of their waking hours deep in thought, attempt-
  ing to achieve higher and higher states of consciousness. This 
  endeavor is supported by their long lifespan which is known to 
  reach as many as  millennia.
  The youree keep few physical possessions and live an absolutely 
  minimal lifestyle. Their surroundings are stark and are more 
  about utility than comfort. It is not uncommon for a youree 
  dwelling to be little more than a floor, a ceiling and four walls, 
  embellished only by the occasional rug. When colors are used, 
  they are solid and soothing, as patterns may cause the youree 
  to be distracted from their true goal of enlightenment. Their diet 
  is minimal as well, consisting mainly of simple root vegetables, 
  usually raw or lightly cooked, with little seasoning and essen-
  tially no flavor.
  As a race, youree have achieved the perfection of their minds, 
  empowering all members of their kind with psionic ability. While 
  the psionic power of adults (male or female) numbers from 50-
  00 points, even small children (5-50 years in age) have as 
  many as 100 points.
  Youree possess the following minor devotions: animal telepa-
  thy, body weaponry (as cleric class), cell adjustment, domina-
  tion, ESP, hypnosis, invisibility and levitation. They also pos-
  sess the following major devotions: body control, dimension 
  walk, etherealness and telepathy. All devotions are performed 
  at the twelfth level of mastery (adult youree).
  
  8
  Zagh
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: 6 
  MOVE: 1"/18" 
  HIT DICE:  
  % IN LAIR: 5%  
  TREASURE TYPE: C,T 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK: 1-/1-
  SPECIAL ATTACKS: Spell use 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE:  
   
  Saves as 7th level cleric  
  INTELLIGENCE: Highly  
  ALIGNMENT: Neutral Good 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
  bX Stats
  ARMOR CLASS: 6 
  HIT DICE: ** 
  MOVE: 10'(0')/180'(60') 
  ATTACKS:  claws or 1 spell 
  DAMAGE: 1-/1- or by spell
  NO. APPEARING: 1- 
  SAVE AS: Cleric:7 
  MORALE: 8 
  TREASURE TYPE: C,O 
  ALIGNMENT: Lawful
  Zaghs would seem to be imposing creatures, having the body of 
  a crow and the head of a human. However, zaghs are renowned 
  for their congeniality and revered for their divine intelligence. In 
  fact, a zagh will grant almost any requests for counsel, advice, or 
  information. Zaghs possess a magical ability which allows them to 
  comprehend any language being spoken. Inversely, when a zagh 
  speaks, those within earshot of the zagh hear the zagh as if it were 
  speaking in the listener’s native language (even if many different 
  creatures who speak different languages are listening at the same 
  time). Zaghs are also able to use spells as a th-level cleric.
  Zaghs are usually found in sub-tropical areas with mountains and 
  rivers. Even though zaghs generally prefer the outdoors (and spend 
  most of their days there), they tend to make their lairs in caves.
  Zathoa
  Oe/1e Stats
  FREQUENCY: Very rare 
  NO. APPEARING: 1- 
  ARMOR CLASS: See below 
  MOVE: 18" 
  HIT DICE: 1 
  % IN LAIR: 50%  
  TREASURE TYPE: H 
  NO. OF ATTACKS:  
  DAMAGE/ATTACK:  
   
  See below 
  SPECIAL ATTACKS:  
   
  See below 
  SPECIAL DEFENSES:  
   
  See below 
  MAGIC RESISTANCE:  
   
  Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: L (0' tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil
   
   
   
   
  bX Stats
  ARMOR CLASS: See below 
  HIT DICE: 1** 
  MOVE: 180'(60') 
  ATTACKS:  
  DAMAGE: See below
   
  NO. APPEARING: 1- 
  SAVE AS: See below 
  MORALE: 10 
  TREASURE TYPE: H 
  ALIGNMENT: Neutral
  Zathoa (singular and plural) are gigantic subterranean creatures 
  that resemble walking octopi with a dozen disc-like eyes that 
  appear a deep obsidian color (and eliminate attack from behind 
  bonuses). Normally, zathoa utilize four of their tentacle legs for 
  locomotion, while the other four are used for manipulation and 
  feature spiked tips which deliver a deadly poison on any success-
  ful “to hit” roll (unless a proper saving throw is made).
  Zathoa are peculiar in that their coloration shifts are based on in-
  ternal biochemical processes, moving in a prismatic progression 
  from red to orange to yellow to green to blue to violet and back to 
  red. Every turn, there is a 10% chance that a zathoa’s coloration 
  will change. When it does so, it will either progress to the next 
  sequential color (50% chance), or revert to the previous color.
  As a zathoa’s body chemistry shifts through the spectrum so 
  does its abilities. During these shifts, the zathoa sees modifica-
  tions in its “to hit” rolls (based on ability to focus), poison ef-
  fectiveness (based on chemical toxicity), saving throws (due to 
  the production of an adrenaline-like chemical), and armor class 
  (based on a temporary “hardening” of its skin). Its abilities as 
  determined by its coloration are as follows:
  color 
  saves as 
  AC 
  “to hit” poison kills in 
  red 
  Fighter:1 
   
  + 
  1- turns 
  orange 
  Fighter:1 
   
  + 
  -8 turns 
  yellow 
  Fighter:1 
  5 
  +1 
  -1 turns 
  green 
  Fighter:15 
  6 
  ±0 
  -16 turns 
  blue 
  Fighter:1 
  5 
  +1 
  -1 turns 
  violet 
  Fighter:1 
   
  + 
  -8 turns
  ZAGH
  ZATHOA
  Z
  zAGH • zATHOA
  
  8
  Appendix A: Treasure Types by Edition
  Type 
  Copper 
  Silver 
  Electrum 
  Gold 
  Platinum 
  Gems 
  Jewelry 
  Magic Items 
   (1,000s  
  (1,000s 
  (1,000s 
  (1,000s 
  (1,000s 
   of pieces) of pieces) 
  of pieces) 
  of pieces) 
  of pieces)
  A (land) 1-5/1d6 
  1-6/1d6 
  — 
  1-7/d6 
  — 
  1-10/6d6 
  1-10/6d6 
  1-8/1d: any type 
  A (desert) 1-/1d 
  1-5/1d 
  — 
  1-6/1d6 
  — 
  1-10/1d×10 1-10/1d×10 1-1/1d: magic 
  A (water)  
  — 
  — 
  — 
  1-1/5d6 
  — 
  1-1/1d6×10 1-1/1d6×10 1-10: 1 map
   b 
  1-10/1d8 
  1-5/1d6 
  — 
  1-5/1d 
  — 
  1-5/1d6 
  1-5/1d6 
  1-: 1 sword, armor, misc. weapon
   C 
  1-/1d1 
  1-6/1d 
  — 
  — 
  — 
  1-5/1d 
  1-5/1d 
  1-/1d: any 
   D 
  1-/1d8 
  1-/1d1 
  — 
  1-1/1d6 
  — 
  1-6/1d8 
  1-6/1d8 
  1-/1d: any , 1 potion
   E 
  1/1d10 
  1-6/1d1 
  — 
  1-5/1d8 
  — 
  1-/1d10 
  1-/1d10 
  1-6/1d: any , 1 scroll
   F 
  — 
  1-/d10 
  — 
  1-9/1d1 
  — 
  1-/d1 
  1-/d1 
  1-7/1d5: any †, 1 potion, 1 scroll
   g 
  — 
  — 
  — 
  1-15/1d×10 
  — 
  1-5/d6 
  1-5/1d10 
  1-8/1d5: any , 1 scroll
   H 
  1-5/d8 
  1-10/d% 
  — 
  1-15/1d6×10 
  — 
  1-10/d% 1-10/1d×10 1-/1d6: any , 1 potion, 1 scroll
   i 
  — 
  — 
  — 
  — 
  — 
  1-10/d8 
  1-10/d8 
  1-: any 1
  Oe Treasure Types
  Type 
  Copper 
  Silver 
  Electrum 
  Gold 
  Platinum 
  Gems 
  Jewelry 
  Magic Items 
   (1,000s  
  (1,000s 
  (1,000s 
  (1,000s 
  (1,000s 
   of pieces) of pieces) 
  of pieces) 
  of pieces) 
  of pieces)
   A 
  1-5/1d6 
  1-6/1d6 
  1-7/1d6 
  1-8/1d10 
  1-5/1d 
  1-1/d10 
  1-10/d10 
  1-6/1d: any type
   b 
  1-10/1d8 
  1-5/1d6 
  1-5/1d 
  1-5/1d 
  — 
  1-6/1d8 
  1-/1d 
  1-: 1 sword, armor, misc. weapon
   C 
  1-/1d1 
  1-6/1d6 
  1-/1d8 
  — 
  — 
  1-6/1d10 
  1-5/1d6 
  1-/1d: any 
   D 
  1-/1d1 
  1-/1d1 
  1-/1d8 
  1-10/1d6 
  — 
  1-6/1d10 
  1-5/1d6 
  1-/1d: any , 1 potion
   E 
  1/1d10 
  1-5/1d1 
  1-5/1d6 
  1-5/1d8 
  — 
  1-/1d1 
  1-/1d8 
  1-5/1d: any , 1 scroll
   F 
  — 
  1-/1d0 
  1-/1d1 
  1-8/1d10 
  1-7/1d8 
  1-/d10 
  1-/1d10 
  1-6/1d5: any †, 1 potion, 1 scroll
   g 
  — 
  — 
  — 
  1-10/1d×10 1-10/1d0 
  1-6/5d 
  1-5/1d10 
  1-7/1d5: any , 1 scroll
   H 
  1-5/5d6 
  1-8/d% 
  1-8/1d×10 1-11/1d6×10 1-5/5d10 
  1-10/d% 1-10/1d×10 1-/1d6: any , 1 potion, 1 scroll
   i 
  — 
  — 
  — 
  — 
  1-6/d6 
  1-11/d10 
  1-10/1d1 
  1-: any 1
   J 
  d8 pcs.* 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   k 
  — 
  d6 pcs.* 
  — 
  — 
  — 
  — 
  — 
  —
   l 
  — 
  — 
  d6 pcs.* 
  — 
  — 
  — 
  — 
  —
   m 
  — 
  — 
  — 
  d pcs.* 
  — 
  — 
  — 
  —
   N 
  — 
  — 
  — 
  — 
  1d6 pcs.* 
  — 
  — 
  —
   O 
  1-5/1d 
  1-/1d 
  — 
  — 
  — 
  — 
  — 
  —
   p 
  — 
  1-6/1d6 
  1-5/1d 
  — 
  — 
  — 
  — 
  —
   q 
  — 
  — 
  — 
  — 
  — 
  1-10/1d 
  — 
  —
   r 
  — 
  — 
  — 
  1-8/d 1-10/1d6×10 1-11/d8 
  1-9/1d1 
  —
   S 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  1-8/d: potions only
   T 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  1-10/1d: scrolls only
   u 
  — 
  — 
  — 
  — 
  — 
  1-18/1d8×10 1-16/5d6 
  1-1: 1 of ea. magic††
   v 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  1-17:  of ea. magic††
   W 
  — 
  — 
  — 
  1-1/5d6 
  1-/1d8 
  1-1/1d8×10 1-10/5d8 
  1-11: 1 map
   X 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  1-1/1d: 1 misc. magic/1 potion
   y 
  — 
  — 
  — 
  1-1/d6 
  — 
  — 
  — 
  —
   Z 
  1-/1d 
  1-5/1d 
  1-5/1d 
  1-6/1d 
  1-6/1d6 
  1-11/1d6×10 1-10/5d6 
  1-10/1d: any type
  1e Treasure Types
  † except swords or misc. weapon    †† excluding potions and scrolls    * per individual
  Number to left of slash mark represents range that must be rolled on 1d0 to result in the indicated type (e.g., 1-5=5% chance). 
  Number to right of slash mark indicates dice to be rolled to produce result of specified type (as indicated in header of column).
  APPENDIX A: TREASURE TYPES
  
  85
  Type 
  Copper 
  Silver 
  Electrum 
  Gold 
  Platinum 
  Gems 
  Jewelry 
  Magic Items 
   (1,000s  
  (1,000s 
  (1,000s 
  (1,000s 
  (1,000s 
   of pieces) of pieces) 
  of pieces) 
  of pieces) 
  of pieces)
   A 
  1-5/1d6 
  1-6/1d6 
  1-/1d 
  1-7/d6 
  1-5/1d 
  1-10/6d6 
  1-10/6d6 
  1-6/1d: any type
   b 
  1-10/1d8 
  1-5/1d6 
  1-5/1d 
  1-5/1d 
  — 
  1-5/1d6 
  1-5/1d6 
  1-: 1 sword, armor, misc. weapon
   C 
  1-/1d1 
  1-6/1d 
  1-/1d 
  — 
  — 
  1-5/1d 
  1-5/1d 
  1-/1d: any 
   D 
  1-/1d8 
  1-/1d1 
  — 
  1-1/1d6 
  — 
  1-6/1d8 
  1-6/1d8 
  1-/1d: any , 1 potion
   E 
  1/1d10 
  1-6/1d1 
  1-5/1d 
  1-5/1d8 
  — 
  1-/1d10 
  1-/1d10 
  1-5/1d: any , 1 scroll
   F 
  — 
  1-/d10 
  1-/1d8 
  1-9/1d1 
  1-6/1d6 
  1-/d1 
  1-/1d1 
  1-6/1d5: any †, 1 potion, 1 scroll
   g 
  — 
  — 
  — 
  1-10/1d×10 1-10/1d1 
  1-5/d6 
  1-5/1d10 
  1-7/1d5: any , 1 scroll
   H 
  1-5/d8 
  1-10/d% 
  1-10/1d×10 1-10/1d6×10 1-5/1d×10 
  1-10/d% 1-10/1d×10 1-/1d6: any , 1 potion, 1 scroll
   i 
  — 
  — 
  — 
  — 
  1-6/1d8 
  1-10/d6 
  1-10/1d1 
  1-: any 1
   J 
  d8 pcs.* 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   k 
  — 
  d6 pcs.* 
  — 
  — 
  — 
  — 
  — 
  —
   l 
  — 
  — 
  d6 pcs.* 
  — 
  — 
  — 
  — 
  —
   m 
  — 
  — 
  — 
  d pcs.* 
  — 
  — 
  — 
  —
   N 
  — 
  — 
  — 
  — 
  1d6 pcs.* 
  — 
  — 
  —
   O 
  1-5/1d 
  1-/1d 
  — 
  — 
  — 
  — 
  — 
  —
   p 
   — 
  1-6/1d6 
  1-/1d 
  — 
  — 
  — 
  — 
  —
   q 
  — 
  — 
  — 
  — 
  — 
  1-10/1d 
  1-10/1d 
  —
   r 
  — 
  — 
  — 
  1-8/d 1-10/1d6×10 1-11/5d 
  1-9/d6 
  —
   S 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  1-8/d: potions only
   T 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  1-10/1d: scrolls only
  Hb Treasure Types
  APPENDIX A: TREASURE TYPES
  Type 
  Copper 
  Silver 
  Electrum 
  Gold 
  Platinum 
  Gems 
  Jewelry 
  Magic Items 
   (1,000s  
  (1,000s 
  (1,000s 
  (1,000s 
  (1,000s 
   of pieces) of pieces) 
  of pieces) 
  of pieces) 
  of pieces)
   A 
  1-5/1d6 
  1-6/1d6 
  1-/1d 
  1-7/d6 
  1-5/1d 
  1-10/6d6 
  1-10/6d6 
  1-6/1d: any type
   b 
  1-10/1d8 
  1-5/1d6 
  1-5/1d 
  1-5/1d 
  — 
  1-5/1d6 
  1-5/1d6 
  1-: 1 sword, armor, misc. weapon
   C 
  1-/1d1 
  1-6/1d 
  1-/1d 
  — 
  — 
  1-5/1d 
  1-5/1d 
  1-/1d: any 
   D 
  1-/1d8 
  1-/1d1 
  — 
  1-1/1d6 
  — 
  1-6/1d8 
  1-6/1d8 
  1-/1d: any , 1 potion
   E 
  1/1d10 
  1-6/1d1 
  1-5/1d 
  1-5/1d8 
  — 
  1-/1d10 
  1-/1d10 
  1-5/1d: any , 1 scroll
   F 
  — 
  1-/d10 
  1-/1d8 
  1-9/1d1 
  1-6/1d 
  1-/d1 
  1-/1d1 
  1-6/1d5: any †, 1 potion, 1 scroll
   g 
  — 
  — 
  — 
  1-10/1d×10 1-10/1d6 
  1-5/d6 
  1-5/1d10 
  1-7/1d5: any , 1 scroll
   H 
  1-5/d8 
  1-10/d% 
  1-10/1d×10 1-11/1d6×10 
  1-5/5d 
  1-10/d% 1-10/1d×10 1-/1d6: any , 1 potion, 1 scroll
   i 
  — 
  — 
  — 
  — 
  1-6/1d8 
  1-10/d6 
  1-10/1d1 
  1-: any 1
   J 
  1-5/1d 
  1-/1d 
  — 
  — 
  — 
  — 
  — 
  —
   k 
   — 
  1-6/1d6 
  1-/1d 
  — 
  — 
  — 
  — 
  —
   l 
  — 
  — 
  — 
  — 
  — 
  1-10/1d 
  1-10/1d 
  —
   m 
  — 
  — 
  — 
  1-8/d 
  1-10/5d6 
  1-11/5d 
  1-9/d6 
  —
   N 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  1-8/d: potions only
   O 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  1-10/1d: scrolls only
   p 
  d8 pcs.* 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   q 
  — 
  d6 pcs.* 
  — 
  — 
  — 
  — 
  — 
  —
   r 
  — 
  — 
  d6 pcs.* 
  — 
  — 
  — 
  — 
  —
   S 
  — 
  — 
  — 
  d pcs.* 
  — 
  — 
  — 
  —
   T 
  — 
  — 
  — 
  — 
  1d6 pcs.* 
  — 
  — 
  —
   u 
  1-/d% 
  1-/d% 
  — 
  1/d% 
  — 
  — 
  1/1d 
  1: any 1
   v 
  — 
  1-/d% 
  1/d% 
  1-/d% 
  1/d% 
  1-/1d 
  1-/1d 
  1: any 1
  bX Treasure Types
  † except swords or misc. weapon    †† excluding potions and scrolls    * per individual
  
  86
  Appendix b: index 
  and Experience point rewards  
  (by rules Edition)
  APPENDIX B: INDEX AND EXPERIENCE POINT REWARDS (BY RULES EDITION)
  A
  abysmal, p.5 
  1,750 
  11/1,700 
  1,750 
  1,560 
  900+10/hp 
  950+10/hp
  adarna bird, p.5 
  6 
  1/5 
  6 
  6 
  7+1/hp 
  8+1/hp
  airwalker, p.6 
  75 
  7/600 
  75 
  500 
  50+5/hp 
  90+/hp
  aqraseth (alligator bird), p.6 
  175 
  5/0 
  175 
  00 
  90+5/hp 
  110+/hp
  arassas, p.6 
  ,00 
  1/,00 
  ,00 
  ,00 
  1950+1/hp 
  1600+1/hp
  aziza, p.7 
  0 
  /60 
  0 
  8 
  6+/hp 
  50+1/hp
  b
  bat, arctic (ice), p.8 
  6 
  B/10 
  6 
  6 
  7+1/hp 
  8+1/hp
  bat, death, p.8 
   ahool (“howler”) 
  00 
  6/00 
  00 
  50 
  10+5/hp 
  155+/hp 
   kongamato (“boatbreaker”) 
  15 
  5/0 
  15 
  15 
  165+5/hp 
  15+/hp 
   olitiau (“nightflyer”) 
  65 
  /10 
  65 
  80 
  90+/hp 
  110+/hp
  batar, p.9 
  5 
  6/00 
  5 
  500 
  05+5/hp 
  5+/hp
  beetle, giant flayer, p.9 
  5 
  /10 
  5 
  59 
  90+/hp 
  110+/hp
  bestial beast, p.10 
  1,50 
  10/1,00 
  1,50 
  1,10 
  600+8/hp 
  575+8/hp
  biloko, p.10 
  900 
  9/1,100 
  900 
  1,000 
  600+1/hp 
  600+1/hp
  bloodbeast, p.11 
  00 
  6/00 
  500 
  500 
  10+6/hp 
  155+/hp
  bloodgill, p.11 
  6 
  B/10 
  6 
  6 
  7+1/hp 
  8+1/hp
  brain bat, p.11 
  175 
  5/0 
  175 
  190 
  15+/hp 
  155+/hp 
  braincrab, p.1 
  0 
  /10 
  0 
  8 
  7+/hp 
  90+1/hp
  buru, p.1 
  500 
  7/600 
  500 
  570 
  5+6/hp 
  0+6/hp
  C
  cactus cat, p.1 
  5 
  /60 
  5 
  9 
  8+/hp 
  0+1/hp
  cacus, p.1 
  1,900 
  1/,000 
  1,900 
  ,000 
  ,000+16/hp 1,00+1/hp
  cadejo, p.1 
   black 
  5 
  7/600 
  5 
  500 
  165+5/hp 
  190+/hp 
   white 
  75 
  6/00 
  75 
  90 
  165+5hp 
  190+/hp
  calytaur, p.1 
  5 
  /0 
  5 
  5 
  5+/hp 
  50+/hp
  centaur, cyprian, p.1 
  175 
  5/0 
  175 
  00 
  90+5/hp 
  110+/hp
  chötgör, p.15 
  950 
  9/1,100 
  950 
  980 
  850+8/hp 
  85+8/hp
  cow demon, p.15 
  1,50 
  10/1,00 
  1,50 
  1,10 
  650+8/hp 
  665+8/hp
  cyclorc, p.16 
  19 
  /0 
  19 
  1 
  8+/hp 
  0+1/hp
  Creature 
  Oe 
  S&W 
  bX/bECmi 
  ll 
  1e 
  OSriC
  
  87
  APPENDIX B: INDEX AND EXPERIENCE POINT REWARDS (BY RULES EDITION)
  D
  devil monkey, p.17 
  0 
  /0 
  0 
  0 
  0+/hp 
  0+1/hp
  dingonek, p.17 
  1,50 
  9/1,100 
  1,50 
  1,10 
  75+8/hp 
  5+8/hp
  djetabi (serpopard), p.17 
  175 
  5/0 
  175 
  190 
  15+/hp 
  15+/hp
  dobarchú, greater, p.18 
  75 
  6/00 
  75 
  0 
  150+6/hp 
  160+6/hp
  dobarchú, lesser, p.18 
  5 
  /60 
  5 
  50 
  5+/hp 
  50+/hp
  donestre, p.18 
  575 
  7/600 
  575 
  660 
  75+6/hp 
  80+6/hp
  dover demon (energy eater), p.19 
  575 
  8/800 
  575 
  660 
  600+6/hp 
  580+6/hp
  dracopede, p.19 
   blue 
  5 
  /0 
  5 
  5 
  5+/hp 
  50+/hp 
   green 
  5 
  /60 
  5 
  7 
  50+/hp 
  65+/hp 
   red 
  5 
  /60 
  5 
  7 
  50+/hp 
  65+/hp 
   black 
  5 
  /10 
  5 
  59 
  105+/hp 
  15+/hp
  dragi, p.0 
  1,50 
  9/1,100 
  1,50 
  1,10 
  00+8/hp 
  5+8/hp
  dragonboar, wooly, p.1 
  5 
  5/0 
  5 
  60 
  150+6/hp 
  160+6/hp 
   w/breath weapon gland 
  00 
  6/00 
  00 
  60 
  5+6/hp 
  0+6/hp
  draugr, p.1 
  ,00 
  1/,600 
  ,00 
  ,00 
  ,00+1/hp ,00+1/hp
  dunter, p. 
  19 
  /0 
  19 
  1 
  8+/hp 
  0+1/hp
  dwarf, black, p. 
  5 
  /10 
  5 
  59 
  65+/hp 
  80+/hp
  dwarf, red, p. 
  5 
  /60 
  5 
  7 
  50+/hp 
  65+/hp
  dzee-dzee-bon-da, p. 
  1,750 
  11/1,700 
  1,750 
  1,80 
  1,00+1/hp 
  850+10/hp
  E
  eagle hound, p. 
  75 
  6/00 
  75 
  0 
  150+6/hp 
  160+6/hp
  elemental, mudmist, p. 
   staff 
  1,750 
  11/1,700 
  1,750 
  1,560 
  85+10/hp 
  850+10/hp 
   device 
  ,700 
  15/,900 
  ,700 
  ,800 
  ,850+1/hp ,750+16/hp 
   conjured 
  ,950 
  19/,800 
  ,950 
  ,00 
  5,50+0/hp 5,50+0/hp
  elemental, sand, p.5 
   staff 
  1,750 
  11/1,700 
  1,750 
  1,560 
  85+10/hp 
  850+10/hp 
   device 
  ,700 
  15/,900 
  ,700 
  ,800 
  ,850+1/hp ,750+16/hp 
   conjured 
  ,950 
  19/,800 
  ,950 
  ,00 
  5,50+0/hp 5,50+0/hp
  elephant, white, p.5 
  950 
  9/1,100 
  950 
  980 
  650+8/hp 
  665+8/hp
  eloko, p.6 
  6 
  10 
  6 
  6 
  7+1/hp 
  8+1/hp
  emerald stinkbug, p.6 
  5 
  /60 
  5 
  9 
  8+/hp 
  0+1/hp
  F
  fear liath, p.7 
  1,600 
  10/1,00 
  1,600 
  1,700 
  1,50+1/hp 
  1,100+1/hp
  fetch, p.7 
  950 
  8/800 
  950 
  980 
  55+8/hp 
  55+8/hp
  filth licker, p.8 
  5 
  /60 
  5 
  7 
  50+/hp 
  65+/hp
  fire fox, p.8 
  75 
  /10 
  75 
  100 
  85+/hp 
  105+/hp
  Creature 
  Oe 
  S&W 
  bX/bECmi 
  ll 
  1e 
  OSriC
  
  88
  firewalker, p.8 
  75 
  6/00 
  75 
  90 
  170+5/hp 
  00+/hp
  flash dragon, p.9 
  00 
  6/00 
  00 
  50 
  00+6/hp 
  00+/hp
  fluxbug, p.9 
  75 
  6/00 
  75 
  90 
  5+5 
  80+
  flying head, p.9 
  5 
  A/5 
  5 
  5 
  5+1/hp 
  5+1/hp
  g
  gaseous lantern, p.0 
  5 
  A/5 
  5 
  5 
  8 
  9
  giant, dirt, p.0 
  750 
  8/800 
  750 
  60 
  600+1/hp 
  600+1/hp
  giant, phase, p.1 
  ,00 
  11/1,700 
  ,00 
  1,700 
  1,500+1/hp 1,00+1/hp
  golem, canine (flesh), p.1 
  0 
  /10 
  0 
  8 
  81+ 
  100+1
  gorilla, giant spider, p. 
  50 
  7/600 
  50 
  0 
  5+8/hp 
  5+8/hp
  gowrow, p. 
  650 
  8/800 
  650 
  560 
  75+10/hp 
  50+10/hp
  guardian bramble, p. 
  5 
  /60 
  5 
  9 
  8+/hp 
  0+1/hp
  H
  hayra, p. 
  ,00 
  1/,00 
  ,00 
  ,00 
  ,100+1/hp 
  ,100+1/hp
  heikegani, p. 
  1,50 
  9/1,100 
  1,50 
  1,10 
  75+8/hp 
  5+8/hp
  hibagon, p. 
  175 
  5/0 
  175 
  00 
  90+5/hp 
  110+/hp
  hsigo, p. 
  10 
  /0 
  10 
  10 
  10+1/hp 
  10+1/hp
  hyrcinian bird, p. 
  5 
  A/5 
  5 
  5 
  5+1/hp 
  5+1/hp
  i
  ipotane, p.5 
  175 
  5/0 
  175 
  00 
  90+5/hp 
  110+/hp
  izzoo, p.5 
  65 
  5/0 
  65 
  80 
  105+/hp 
  15+/hp
  J
  jelly death, p.6 
  75 
  8/800 
  75 
  80 
  5+6/hp 
  0+6/hp
  jenglot, p.6 
  75 
  6/00 
  75 
  90 
  195+5/hp 
  5+/hp
  jogah, p.7 
   gahonga (“thrower’) 
  5 
  /0 
  5 
  5 
  5+/hp 
  50+/hp 
   gandayah (“grower”) 
  5 
  /0 
  5 
  5 
  5+/hp 
  50+/hp 
   odhow (“burrower”) 
  5 
  /60 
  5 
  7 
  50+/hp 
  65+/hp
  k
  kala, p.8 
  950 
  9/1,100 
  950 
  980 
  650+8/hp 
  665+8/hp
  kam warrior, p.8 
  variable 
  variable 
  variable 
  variable 
  variable 
  variable
  khiimori, p.9 
  175 
  5/0 
  175 
  00 
  90+5/hp 
  110+/hp
  kraben, p.9 
  1 
  1/15 
  1 
  1 
  1+1/hp 
  15+1/hp
  l
  leech-man, p.0 
  5 
  /0 
  5 
  9 
  8+/hp 
  0+1/hp
  leogryph, p.0 
  850 
  8/800 
  850 
  790 
  5+8/hp 
  5+8/hp
  Creature 
  Oe 
  S&W 
  bX/bECmi 
  ll 
  1e 
  OSriC
  APPENDIX B: INDEX AND EXPERIENCE POINT REWARDS (BY RULES EDITION)
  
  89
  leshii, p.0 
  1,75 
  10/1,00 
  1,75 
  1,060 
  1,000+1/hp 
  650+10/hp
  lich, nephil, p.1 
  ,500 
  0/,00 
  ,500 
  ,600 
  10,800+16/hp 10,700+16/hp
  liger, p.1 
  1,750 
  11/1,700 
  1,750 
  1,560 
  970+10/hp 
  1,050+10/hp
  linnorm, p. 
   flame 
  variable 
  variable 
  variable 
  variable 
  variable 
  variable 
   forest 
  variable 
  variable 
  variable 
  variable 
  variable 
  variable 
   frost 
  variable 
  variable 
  variable 
  variable 
  variable 
  variable 
   gray 
  variable 
  variable 
  variable 
  variable 
  variable 
  variable 
   land 
  variable 
  variable 
  variable 
  variable 
  variable 
  variable 
   river 
  variable 
  variable 
  variable 
  variable 
  variable 
  variable
  lithopede, p.5 
  5 
  A/5 
  5 
  5 
  5+1/hp 
  5+1/hp
  lizard, giant trapper, p.5  
   mud trapper 
  500 
  7/600 
  500 
  570 
  75+6/hp 
  80+6/hp 
   sand trapper 
  850 
  8/800 
  850 
  790 
  50+8/hp 
  5+8/hp
  longma, p.6 
  00 
  6/00 
  00 
  50 
  10+5/hp 
  155+/hp
  lympago (mantygre), p.6 
  55 
  7/600 
  55 
  500 
  75+10 
  50+10
  m
  mapinguari, p.7 
  500 
  7/600 
  500 
  570 
  75+6/hp 
  80+6/hp
  mind hunter, p.7 
  1,750 
  11/1,700 
  1,750 
  1,560 
  1,100+10/hp 
  1,150+10/hp
  mind moth, p.7 
  75 
  9/1,100 
  75 
  80 
  5+6/hp 
  0+6/hp
  molecricket, giant, p.8 
  75 
  /10 
  75 
  80 
  60+/hp 
  75+/hp
  mothman, p.8 
  75 
  /10 
  75 
  100 
  85+/hp 
  105+/hp
  muckwing, razortooth, p.9 
  5 
  /60 
  5 
  7 
  50+/hp 
  65+/hp
  mudloc, p.9 
  5 
  /60 
  5 
  9 
  8+/hp 
  0+1/hp
  mummy, animal, p.51 
   baboon 
  65 
  5/0 
  65 
  80 
  105+/hp 
  15+/hp 
   beetle 
  7 
  /0 
  7 
  7 
  7+1/hp 
  8+1/hp 
   cat 
  16 
  /60 
  16 
  16 
  18+1/hp 
  0+1/hp 
   crocodile 
  75 
  8/800 
  75 
  80 
  00+6/hp 
  00+6/hp 
   jackal 
  0 
  /10 
  0 
  8 
  6+/hp 
  50+1/hp 
   mongoose 
  16 
  /60 
  16 
  16 
  18+1/hp 
  0+1/hp 
   serpent 
  16 
  /10 
  16 
  16 
  +1/hp 
  5+1/hp
  N
  naga, raja, p.5 
  ,950 
  /5,600 
  ,950 
  ,00 
  10,950+0/hp 9,600+19/hp
  nightmander, p.5 
  850 
  8/800 
  850 
  1060 
  50+8/hp 
  5+8/hp
  O
  octoman, p.5 
  5 
  /0 
  5 
  5 
  5+/hp 
  50+/hp
  ophiotaurus, p.5 
  1,500 
  11/1,700 
  1,500 
  1,700 
  1,000+1/hp 
  ,000+1/hp 
  orling, p.5 
  10 
  15 
  10 
  10 
  10+1/hp 
  10+1/hp
  oxyx, p.5 
  6 
  B/10 
  6 
  6 
  7+1/hp 
  8+1/hp
  Creature 
  Oe 
  S&W 
  bX/bECmi 
  ll 
  1e 
  OSriC
  APPENDIX B: INDEX AND EXPERIENCE POINT REWARDS (BY RULES EDITION)
  
  90
  p
  pink slime, p.55 
  5 
  /10 
  5 
  59 
  10+/hp 
  10+/hp
  possessor, p.55 
  5 
  7/600 
  5 
  500 
  165+5/hp 
  190+/hp
  psi-bat, p.56 
  1,750 
  10/1,00 
  1,750 
  1,560 
  650+10 
  650+10
  pukis, p.56 
  50 
  /60 
  50 
  9 
  8+/hp 
  0+1/hp
  pukwudgie, p.57 
  950 
  9/1,100 
  950 
  980 
  650+8/hp 
  665+8/hp
  q
  qiqirn, p.58 
  100 
  /10 
  100 
  100 
  15+/hp 
  15+/hp
  quickslime, p.58 
  500 
  8/800 
  500 
  80 
  00+6/hp 
  00+6/hp
  r
  rarog, p.59 
  ,000 
  11/1,700 
  ,000 
  1,80 
  1,00+1/hp 
  1,00+/hp
  rat, gargantuan, p.59 
  15 
  5/0 
  15 
  15 
  85+/hp 
  105+/hp
  ratatoskr, p.60 
  6 
  B/10 
  6 
  6 
  7+1/hp 
  8+1/hp
  red ether, p.60 
  variable 
  variable 
  variable 
  variable 
  variable 
  variable
  revolving beast, p.60 
  00 
  6/00 
  00 
  50 
  170+5/hp 
  00+/hp
  rotmouth, p.61 
  1 
  /0 
  1 
  1 
  1+1/hp 
  15+1/hp
  russet pudding, p.61 
  1,750 
  11/1,700 
  1,750 
  1,560 
  85+10/hp 
  850+10/hp
  S
  saleerandee, p.6 
  6 
  B/10 
  6 
  6 
  7+1/hp 
  8+1/hp
  scorpion, white, p.6 
  5 
  7/600 
  5 
  500 
  85+5/hp 
  5+/hp
  shock snail, p.6 
  850 
  8/800 
  850 
  790 
  50+8/hp 
  5+8/hp
  skeleton, ruby, p.6 
  50 
  /10 
  50 
  65 
  65+/hp 
  80+/hp
  skeleton, rupture, p.6 
  variable 
  variable 
  variable 
  variable 
  variable 
  variable
  skeleton, stone, p.6 
  19 
  /0 
  19 
  1 
  8+/hp 
  0+1/hp
  skinkman, p.6 
  19 
  1/15 
  19 
  1 
  8+/hp 
  0+1/hp
  skinwalker, p.6 
  75 
  5/0 
  75 
  90 
  0+5/hp 
  70+/hp
  skunkbear, p.65 
  00 
  6/00 
  00 
  60 
  00+6/hp 
  00+6/hp
  skyfish, p.66 
  1 
  1/15 
  1 
  1 
  1+1/hp 
  15+1/hp
  snake, giant two-headed, p.66 
  75 
  8/800 
  75 
  80 
  00+6/hp 
  00+6/hp
  snatching serpent, p.66 
  0 
  /0 
  0 
  0 
  0+/hp 
  0+1/hp
  spider, giant trogloraptor, p.67 
  00 
  5/0 
  00 
  15 
  165+5/hp 
  190+/hp
  spindler, p.67 
  10 
  1/15 
  10 
  10 
  10+1 
  10+1
  spirit, flailing, p.68 (8 HD shown) 
  1,750 
  11/1,700 
  1,750 
  1,560 
  1,00+10/hp 1,50+10/hp
  sprite, dohma, p.68 
  6 
  B/10 
  6 
  6 
  7+1/hp 
  8+1/hp
  stinking pile, p.68 
  5 
  /0 
  5 
  9 
  8+/hp 
  0+1/hp
  Creature 
  Oe 
  S&W 
  bX/bECmi 
  ll 
  1e 
  OSriC
  APPENDIX B: INDEX AND EXPERIENCE POINT REWARDS (BY RULES EDITION)
  
  91
  striga, p.69 
  75 
  /10 
  75 
  100 
  85+/hp 
  105+/hp
  symaru, p.69 
  5 
  /60 
  5 
  50 
  5+/hp 
  50+/hp
  T
  taega, p.71 
  5 
  /60 
  5 
  50 
  5+/hp 
  50+/hp
  taerga, p.71 
  1,00 
  10/1,00 
  1,00 
  1,060 
  650+10/hp 
  650+10
  tangleworm, p.71 
  7 
  B/10 
  7 
  7 
  9+1/hp 
  11+1/hp
  tarantula, bone, p.7 
  00 
  6/00 
  00 
  50 
  10+5/hp 
  155+/hp
  taroltula, p.7 
  50 
  /60 
  50 
  65 
  50+/hp 
  65+
  thuzzendahg, p.7 
  ,500 
  5/5,900 
  ,500 
  5,000 
  5,000+5/hp 5,000+5/hp
  tiddy mun, p.7 
  1,00 
  10/1,00 
  1,00 
  1,060 
  650+10/hp 
  650+10/hp
  tukkator, p.7 
  650 
  7/600 
  650 
  680 
  50+8 
  5+8
  u
  üuloch, p.7 
  500 
  7/600 
  500 
  570 
  5+6/hp 
  0+6/hp
  v
  vittora, p.7 
  6 
  B/10 
  6 
  6 
  7+1/hp 
  8+1/hp
  vulbat, p.7 
  0 
  /0 
  0 
  0 
  0+/hp 
  0+1/hp
  W
  wampcat, p.75 
  50 
  /60 
  50 
  65 
  60+/hp 
  75+/hp
  whipwhirl, p.75 (50' length shown) 
  5 
  /0 
  5 
  5 
  0+/hp 
  0+1/hp
  whitewinder, p.76 
  175 
  6/0 
  175 
  190 
  110+/hp 
  15+/hp
  woodpecker, giant, p.76 
  75 
  /10 
  75 
  80 
  60+/hp 
  75+/hp
  worm, carriage, p.77 
  1,900 
  1/,00 
  1,900 
  ,000 
  ,000+16/hp 1,900+16/hp
  worm, crimson death, p.77 
  175 
  6/0 
  175 
  190 
  110+/hp 
  15+/hp
  worm, rider, p.78 
   
  /0 
   
  7 
  8+/hp 
  0+1/hp
  worm, sanju, p.78 (all varieties) 
  1,50 
  10/1,00 
  1,50 
  1,10 
  750+8/hp 
  85+8/hp
  worm, sarcophagal, p.80 
  16 
  /0 
  16 
  16 
  18+1/hp 
  0+1/hp
  wyrdwun, p.80 
  5 
  /60 
  5 
  7 
  50+/hp 
  65+/hp
  X
  xanther, p.81 
  1,600 
  10/1,00 
  1,600 
  1,700 
  1,00+1/hp 1,00+1/hp
  y
  yak-man, p.81 
  75 
  5/0 
  75 
  0 
  150+6/hp 
  160+6/hp
  ymir, p.8 
  1,600 
  10/1,00 
  1,600 
  1,700 
  1,00+1/hp 1,00+1/hp
  youree, p.8 
  75 
  8/800 
  75 
  80 
  00+6/hp 
  00+6/hp
  Z
  zagh, p.8 
  175 
  6/00 
  175 
  190 
  15+/hp 
  15+/hp
  zathoa, p.8 
  ,700 
  1/,600 
  ,700 
  ,800 
  ,150+16/hp 
  ,150+16/hp
  Creature 
  Oe 
  S&W 
  bX/bECmi 
  ll 
  1e 
  OSriC
  APPENDIX B: INDEX AND EXPERIENCE POINT REWARDS (BY RULES EDITION)
  
  9
  Open game license
  Open Game Content may only be used under and in terms of the Open 
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  This entire work is designated as Open Game Content under the OGL, 
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  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the COPY-
  RIGHT NOTICE of any Open Game Content You are copying, modi-
  fying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly li-
  censed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compat-
  ibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.
  1. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.
  1. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 0 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  1. Reformation: If any provision of this License is held to be unen-
  forceable, such provision shall be reformed only to the extent neces-
  sary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 000, Wizards of the Coast, Inc.
  System Reference Document Copyright 000-00, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson.
  Old-School Adventures™  
  Accessory CC1: Creature Compendum,  
  Copyright © 2015, Richard J. LeBlanc, Jr.
  OPEN GAME LICENSE
  
  Remember those flashes of inspiration that electrified your brain  
  when you first picked up that hardback volume of monsters all those years ago?  
  The countless nights you sat up thinking of how to use those monsters,  
  where to put them, and when your players would meet them? Those unceasing  
  waves of joy that swam over you and your players as you unleashed  
  those creatures, critters, beasts and behemoths upon their characters?
  Collected herein are over 200 monsters from Abysmal to Zathoa,  
  instilled with that same spirit, presented in a “dual-stat” format,  
  and designed to be used with most early editions of the world’s  
  original role-playing game and comparable retro-clones.
  Old School Adventures
  ™ Accessory CC1
  Creature Compendium
  ExAmplE lisTing
  © 2015, new Big Dragon games Unlimited
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/3rd Party/New Big Dragon - CC1 - Creature Compendium.pdf