TEXT: F 1007 
  DU1HiEOIS c\ DRAGO)S 
  MONSTER & TREASURE ASSORTMENT 
  Set Two: Levels Four-Six 
  This set contains lists of 300 monsters, 300 treasures. treasure storage/guarding/hiding modes, 
  and complete instructions for using the assortment to fill in partially stocked or newly en-
  countered dungeon levels. 
  
  DUNGEON MONSTERS AND TREASURE 
  This assortment of monsters and treasures by dungeon level Is designed to answer twO needs First, the package 
  provides the Dungeon Master with a ready matrix of encoumers when his players are exploring a dungeon en-
  countered," a Wilderness .A.dventure. Second, and more Important, thesp a,~sorted monsters and treasures are 
  aimed at making the OM's task a lighter one when II comes to readYIng the major dungeon in which most of his 
  players' Underworld Adventures will take place 
  It IS strongly suggested that each OM prepare several special monsters -
  along with whatever treasure each such 
  monster guards -
  for each dungeon level, carefully plaCing them according to an overall design for the particular 
  level (and possibly," relation to a multi-level plan or a specific theme for the whole of the dungeon complex) 
  Thereafter, it is a simple maHer to move to the list of random Iv generated monsters and select which should be 
  put near to the specially placed monsters. Finally, the,remaining areas where some monster IS needed are easily 
  filled by selection from the list In any manner deSired, from numencal progression to random selection by 
  generation of numbers 1 to 100 
  Treasures are also listed in groups of 100 by level of the dungeon in order to allow easy random selection If 
  desired. However, It is recommended that the OM selectively place as many treasu res as pOSSible, doubling up In 
  some cases, and augmenting the whole by noting where and how thE' treasures are protected and/ or hidden It 
  should also be noted that JUSt as a dungeon level should have monsters in only 20% or so of the available rooms 
  and chambers, about 20% of the monsters should have no treasure whatsoever By having one monster in five Or 
  one In SiX with no treasure, It Is easier to conceal treasure that Ihe other monsters guard, for players will not 
  automatltally know that somewhere nearby there IS certainly some 1001 to gleiln If you believe that 15% to 20% 
  IS too restrictive, lower It to 10% and give the remaining 5% to 10% nothing more than a few low-value coins in 
  clothing worn or whatever Do likewise with other monsters which do have additional (carefully hidden) treasure. 
  The assortments of monsters and treasures have been randomly selected, but they are carefully balanced none-
  theless While It IS poSSible to usc high level monstE'fS on the first level of a dungeon about 10 be entered by ex-
  perienced players, It would be certam death to use even second level monsters against a party of first level 
  players In a similar vein, it is not good practice to assign higher level treasures to lower level monsters, as thiS Will 
  allow players to gain expenence too rapidly. 
  EXAMPLE Of A DUNGEON MONSTER/TREASURE MATRI X: 
  Firsl Dungeon l evel 
  1 
  (Description of a specially designed monster and treasure which the OM has placed in a special area -
  such 
  as a barracks, armory, great hall, temple, etc.) 
  2 
  (ditto) 
  3. (ditto) 
  4. (ditto) 
  5. Monster #37 (footpads); Treasure -
  #3, 1000 CP as shown, contained in chests, #4 (6 tOlal), wllh guard 
  devices 1t3, #5, and #7 in chests 2, 4 and b; #15 IS hidden In one of a set of leather arm guards casually thrown 
  on a pile of old and worn clothing and armor See 7 below 
  6 
  Mon5ter #72 (giant rals) No treasure 
  7 _ Monster #9 (bandits); Treasure -
  #28, contained in a chest guarded by pOisoned needles In handles Note 
  these men serve 5. above, and if they hear any commol1on they Will come 10 Ihe aid of their masters, and the 
  reverse I ~ trve 
  To vary the monster selection -
  other than the simple varying of the number of creatures -
  you may add a 
  leader-type With the monster(5} or join two together Examples. Orcs With a gnoll leader, goblins with a bugbear 
  leader, bers('rkers With a berserk village priest leading them, kobolds mounted on giant lizards. hobgoblinS 
  servUlg an eVil priest, ghouls with giant rats for pets Also, monsters can be covered by an illusion spell to make 
  them appear to be something else, hidden by an invisibility spell, and so on 
  Treasures may be vaned by changing the spells on scrolls, changing magic/ cleriC scrolls. varying the type of 
  potion (partICularly wllh regard to giant strength, glanl control, and dragon conlrol types) and switching items 
  which have good/ bad counterparts Example: Substitute a helm of reading magic and languages for a helm of 
  chaos, SWitch boots of levitation to boots of danCing, change one of two human control potions to a potion of 
  delUSion 
  With just a bit of IInaginatlon and a little work these lists will serve to speed your dungeon matrix completion 
  immeasurably, and none of your players will be able to guess what monster or treasu re IS where! 
  
  KEY TO ABBREVIATIONS USED HEREAFTER : 
  (1-4), etc.) = possible number of the m onster type appearing 
  HP = 
  number of hit points each monster can take 
  #AT = nu mber of attacks per turn the m onster is allowed 
  AL = 
  AC = 
  ST = 
  SA = 
  CP = 
  SP = 
  EP = 
  GP = 
  PP = 
  Note: 
  attack level of m onster as expressed by the m onster's base number to score a hit on an unarm o red op-
  ponent (arm or c lass 9) 
  armor class of the monster 
  saving throw level of m onster against the various unusual attack form s listed on the saving throw m atrix, 
  t hus ST / F4 means that t he mo nster saves as a 4th level f ighter. C = cle ri c, 0 = dwarf, E = elf, H = hal f-
  ling, M = magic-user, NM = no rmal man, T = thief. 
  spec ial abilities are poss ible, suc h as spell s, breath, etc. 
  copper p ieces, 50 equal 1 go ld p iece 
  sil ver p ieces, 10 equal 1 gold piece 
  electrum pieces, 2 equal 1 go ld piece 
  gold pieces, S equal 1 p latinum piece 
  platinum pieces 
  Base va lues of gem s are shown. Each gem shou ld be diced fo r with six-s ided dice, and any gem fo r w hich 
  a 1 is ro lled goes up one value category, whi le those fo r whic h 6's are ro lled shou ld drop o ne catego ry. 
  Va lue catego ries are: 1 G P, 5 GP, 10 GP, 50 GP, 100 GP, 500 G P, 1,000 GP, 5,000 G P, 10,000 G P, 50,000 
  G P, 100,000 GP and 500,000 GP. 
  NSA = No spec ial abi lit ies 
  TREASURE IS CONTAINED IN 
  1. Bags 
  2. Sacks 
  3. Small Coffers 
  4. Chests 
  5. H uge Chests 
  6. Pottery Jars 
  7. Metal U rn s 
  8. Stone Conta iners 
  9. Iro n Trunks 
  10. Loose 
  TREASURE IS GUARDED BY 
  1. Contact Po ison on Contai ner 
  2. Contac t Po ison on Treasure 
  3. Po isoned Need les in Lock 
  4. Po isoned Need les in Handl es 
  5. Sprin g D arts Firing from Front of Conta iner 
  6. Spring D arts Firing up from Top of Container 
  7. Spring Darts Firing up fro m Inside Bottom of Container 
  8. Blade Scything Across Inside 
  9. Poisonous Insects o r Reptiles Living Inside Container 
  10. Gas Released by Opening Contai ner 
  11 . Trapdoor Opening in Front of Conta iner 
  12. Trapdoor Opening 6 feet in Front of Container 
  13. Stone Block D ropping in Fro nt of Container 
  14. Spears Released from Walls whe n Conta iner Opened 
  15. Explos ive Runes 
  16. Symbol 
  TREASURE IS HIDDEN BY/IN 
  1. Invisibility 
  2. Illusion (to change or hide appearance) 
  3. Secret Space under Contai ner 
  4. Secret Compartment in Contai ner 
  5. I nside O rdin ary Item in Plain View 
  6. D isguised to Appea r as Something Else 
  7. Under a Heap of Trash 
  8. Under a Loose Stone in the Floor 
  9. Behi nd a Loose Stone in t he Wall 
  10. In a Secret Room Nearby 
  1 
  
  LEVEl FOUR 
  1. 
  u rrion Cf.illwlers -
  (l-J) HP 17,14,11 #I\T- 8;""l 7. AC' 7, S1 IF 2. SA Paralvzatlon 
  2. 
  Centipedes 
  (4-40) HP 2 each, #AT 1 Al 10; AC 9, ST/NM, SA BIte does no damage, but must 
  save vs pol\on (+ 4 on dIe) 
  ) . 
  Oares -
  (2-8) HP 22,21,2 x 19,2 x 17,2)( 16; #AT- " Al 6; AC &, ST/F 4, SA None 
  4. 
  Ln1.s -
  (l-J) HP 28,27,23; #AT 1; Al 9, AC 2; Sl/( 8. SA Spells. 40% fOl ' -4 (check for each) magIc 
  Items other than with edge or pOint _ 
  S. 
  SWilShbucklers -
  (1-4) HP 30,28,25,18. #AT " AL 9; AC 2, S1 'F S; SA 25% chance for each to have 
  maBie Item usable by fighters 
  6. 
  Hobgoblins -
  (5-30) HP 5 X b.5 X 5,5 X 1 5 X 4 5 X 8,5 X 3, #AT " Al 9. AC 6, ST/F 1 SA 25% 
  will have miSSile weapons 
  7. 
  Owu\les -
  (3-10) HP 3 x 6, 3 x 5,3 x 7.4. #AT 1. Al: 10, "C' 4. ST '01, SA 25% each will have magiC 
  weapons and/or armor 
  8. 
  Gr.y Ooze -
  (1) HP. 19, #AT 1. Al 8; AC: 8; ST/f 2, SA 
  I mp("rvlou~ to cold or fue, corrodes metal 
  9. 
  Gnolls -(5-20) HP 5 x " 
  5 x 12,5 x 13, 5 x 10;/tAT-l.Al 9;AC'5,ST/f2;SA 20% wil l have m iS-
  sUe w('apons 
  10. 
  Orcs -
  (10-40) HP 8 x 6,7 X 7,7 X 5,8 X 8,5 X 3,5 X 4, #AT 1 Al 10, AC: 7, ST/F 1, SA. 25% will 
  hav(' missll(' weapons 
  11. 
  Gelatinous Cubrs -
  (1-4) HP' 20, 18,17,15; #AT' 1, Al ' 7; AC: 8, ST/F 2, SA PardlY£iltlo n 
  12, 
  White Apr5 -
  fl-4) HP 2420.20,18. #AT 2, Al. 7; AC : Il, STIr 2, SA None_ 
  13. 
  Blilek Widow Spiders -
  (3-12) Hp· 4 x 15, 4 x 16,4 x 14. #AT 1, Al: 6; AC 6; ST/F 2; SA' Poison dnd 
  web 
  14. 
  Bl.ck Pudding -
  (1) HP )0, #AT 1, Al 2; AC' 6; STir 5, SA. Disso lve wood and metal onlv hurt by iire 
  15, 
  Stone Giants -
  (1-2) HP 38.34, IJAT 1, Al 3. AC 4 ST/F 9, SA Hurl rocks as heavy catapults 
  16. 
  Gnom~s -
  (S-20) Hp· .. x 13," x 10, 4 x 11 4 x 14,4 x 12. IIA T 1 AL 10. AC. 5. STI D 1, SA 30% Will 
  have missile weapons Leader is 3rd level 30% chance al haVing magiC weapon or a rmor 
  17. 
  Sh.upen -
  (2-8) HP 22,20,18,16,14 12,11,10; #AT 1 Al 9, AC 7; ST. 'T 6. SA 30% chance that each Will 
  ha\e usable maijlC Item Strike from behind 
  18. 
  GOiUsoyles -
  (1·4) HP 16,18.1713, #AT 4, Al 7, AC. 5, ST.r 1. SA Cannot be hit by non-magical 
  we.aponry 
  19. 
  Were~ol\les -
  (1-3) HP 19.17,16. ~AT 1, Al 7. AC 5. ST f 4, SA Affected only by silver or magIcal 
  .... eaponry 
  20. 
  Elv~s -
  (2·12) HP 9,8,8,5,4.4,4,3.3,2,2,2, SAT 1 AL 10; AC 5 ST,'[ 1, SA % Will be be .... armed 
  .... Ith swordJ, v, sword only. spells. leader IS swo,dma'tter:conlurer With + 2 sword -
  all elves get + 1 
  to hit 
  21. 
  Bishops -
  (1-4) HP 2&,21.19,10. ;AT 1 Al 9, AC 2 ST·e 7 SA Spplls. 30% for 1-3 (check for 
  each) maRie Ilem~ olher than With edge or pOint 
  22. 
  Wyvern -
  (1) HP 39. #AT ' 2, Al 4, AC' 3: ST IF 7, SA Tail hll ('"auscs \ave vs pOison and 1-4 damage 
  23. 
  Ghouls -{4-16)HP 4 x 14,4 x 13, 4 x 12,4 x l',#AT-3;AL 9,AC·6; ST(F2; SA Paralyzation 
  24. 
  Wraiths -
  (1-2) HI'; 23,12, #AT: 1, Al: 7, AC. ) , STIr 'I, SA Hit drains 1 level. Can o nly be hit by Silver and 
  magIC weapons 
  25. 
  Giani Ticks -
  (1-3) HP 24, 14,10, #AT 1. Al · 8, AC 4, ST Ir 3, SA Blood drain 4 pOints/round after hll hIt 
  cause!. disease 
  26. 
  Harpies 
  (1·3) HP 15,10,4, #AT 3, AL: 8; AC. 7, ST/M 3. SA Able tochafm 
  27. 
  Gnolls -
  {S·20} tiP 6 x 11. 5 x 10,4 x 9,5 x 8, #AT' 1; Al 9; AC· S STir 2: SA 20% will have missile 
  weapons 
  28. 
  Goblins -
  (10-60) HP- 10 x 4, 10 x 5, 10 x 6. 10 x 4, 10 X 7, 10 )( J. #AT 1. Al 10, AC 6. ST· NM; SA 
  20% will havE' misJlle weapons_ 
  29. 
  Rust Monster -
  (1) HP 18, #AT 1 Al: 6. AC. 2 ST F 3, SA Touch ruSI\ t{>HOUS metal 
  30. 
  ORles -
  (2-6) HP 24 2 x 21. 20.17,14,13,10. ;;A T 1, Al &. AC &; S1/F 4 SA t-.one 
  31 
  Owl Bears 
  (1·3) HP- 28.23.16; ::AT J. AL. 6, AC S. STir J. SA Claw on 1801 better means hug 
  (2·16 damage) 
  32. 
  Wights -
  (1-4) HP 29,16.15,12; #AT 1 Al 8. AC 5, ST, F .3, SA. Hit d,amJ 1 level. Only affected by SIlver 
  or maalcal weapons to hit_ 
  l3. 
  Yellow Mold -
  (1) HP -. fiAT 1. AL -; AC: - ST F 2, SA Coln be killed onlv by fire. does 1 dIe of damage 
  to c)(posed flesh, deHroys t,o..ood rough contact releases spores (mu~ t ~avE" V$ poison) 
  34. 
  GiOilnt R .. tllesnilkes -
  (1-2) HP 16,16, liAT 1; Al 8. AC 5, ST"F 2, SA POi\on 
  l5. 
  HydrOil of 4 HeOilds -
  (1) HP 32; #AT 4. At: 7, AC 5. ST{f 6, SA NonE' 
  36. 
  Ogres -
  (2-8) HP 22.22,19,19,17,16,14,14, IIAT' 1; Al 6. AC' 6; STIr", SA None 
  37. 
  Gia nt Weasels -
  (1-4) Hp· 16,15,12.10, #AT 1; AL 6. AC. 6; STIF 1 SA After first hit blood drain 
  2- 12 pOints per round 
  38. 
  BugbeOilrs -
  (3-12) flP 2 x 20, J x 19, 2 x 18.3 x 17,2 x 16,IIAT 1 Al 7, AC: 5; ST/ F 3 SA· Surpnse 
  on 1-3. 
  39. 
  Ho bgoblins -
  (S-30) HI' 5 x 6,5 x 5,5 x 7,5 x 4, 5 x 8,5 x J; NAT 1, Al' 9; AC' 6; ST/ F 1, SA 20% 
  wil l have ml<;<;lle weapons 
  2 
  
  FOURTH lEVU 
  FOURTH lEVEL 
  40. 
  SuperherMs -
  (1-2) HP 43,38, #AT- 1, AL B, AC. 2, ST/ F B; SA" 40% chance for each to have magIc item 
  usable by fighter 
  41. 
  Gi.nt Ticks -
  (1-3) HP 17,15,10; #AT- 1; Al 8; AC 4, ST/ F 3. SA Blood drain 4 pOlnts/ round after hIt. hIt 
  causes disease 
  42. 
  G, .. y Ooze -
  (1) HP 21; #AT 1, Al 8, AC; 8, ST/ r 2, SA ImpervIous to cold and fIre , corrodes metal 
  43. 
  Gnolls -
  (5-20) HP 5 x 10,5 x 9,5 x 11,5 x B; #AT 1 Al 9. AC 5, ST/ F 2, SA 20% wIll have missile 
  weapons 
  44. 
  Heroes -
  (2-5) HP 23,21,18,17,14; #AT 1; Al: 9, AC. 2, ST/ F 4, SA 20% chance for each to have magIc 
  Item usable bV flshter 
  45. 
  Bugbe.1rs -
  (2-12) HP 3 x 19, 3 x 18. 3 x 20, 3 x 17, #A T 1, Al 7, AC 5, ST/ F 3, SA Gain surpme 1-3, 
  46. 
  Robbers -
  (3·18) HP 3 x 14, 3 X 13,3 x 15, '1 X H,3 x 16,3 X 11,#AT 1, .... l: 10, AC- 7; STIT 3. SA 
  20% each wIll have usable magic Item Strike from behInd 
  47. 
  Giant Toads -
  (3-12) HP' 3 x 10,3 x 11.3 x 12.3 x 8, #AT I, Al 8, .... C· 6, ST/F 1; SA' None 
  48. 
  Zombies -
  (4-16) HP' 5 )( 7, 4 x 4, 3 x 11, 4 x 12, #AT 1, Al ' 11, .... C· 9; STI F 1, SA Special 
  49. 
  CrabSpiders -(J-12)HP' 3 x 9,3 x 10, 3 x 8,3 x 11, #AT 1, Al 9, AC:7, ST/ F1 , SA POIson 
  50. 
  Shriekers -
  (3-12) HP: 3 x 19,4 x la,3 x 17, 2 x lb; #Al 0, Al . -; AC 7, ST/ f 1; SA Shriek. 
  51. 
  Werewolves -
  (1-3) HP; 26,15,12, #AT: 1; Al : 7, AC : 5, ST IF 4, SA. Can only be hIt by silver and magical 
  weaponry. 
  52. 
  Giant hts -
  (5-50) HP 13 x 3, 13 x 2,12 x 4, 12 X 1. #AT' 10, AC: 7; ST/NM; SA' Disease 
  53. 
  Ochre Jelly -
  (1) HP 20, #AT: 1; Al 6; AC · 8; ST/ F 3; SA Not harmed by weapons or lightning, destroys 
  wood, does ' die of damage to exposed flesh 
  54. 
  Gnolls -
  (5-20) HP ~ 5 x 8, 5 )( 9, 5 x 10, 5 X 7. #AT · 1, AL 9, AC . 5, ST/ F 2, SA 20% will have mIssile 
  w(>apons 
  55. 
  Orcs -
  (10-40) HP 5 x 3, 5 x 8.5 x 5,5 x 2,5 x b,5 x 7,5 X 1,5 )( 4; #AT 1, Al. 10, /I.e: 7, ST/F 1, 
  SA 20% will have missile weapons 
  56 
  Gi~nt Driver Ants -
  (1-4) HP 20,16,15,12; # .... T 1, AL· 7, AC: 3; ST IF 2; SA None 
  57. 
  Werebo.Jrs -
  (1-2) HP' n,1S; 'MT· 1, Al: Ii; AC 3, ST/f 5, SA· Can only be hIt by silver and magIc 
  weaponry 
  58. 
  Myrmidons -
  (2*5) HP 33,33.24,19,18, #AT 1, AL 9, AC: 2; ST/ f 6; SA 30% each has magIc Item usable 
  by fIghter and/or Healmg Potion 
  59. 
  Trolls -
  (1-2) HP 30,28, 'AT J, AL 4, AC. 6. ST/F 7, SA Will regenerate 3 HP/ round, begmnlng on lhe 
  3rd round aher being hIt 
  60. 
  Gi .. nlliurds, Cecko -
  (3-12) HP _ 4 x 17, 4 x 18,4 x 16, itA T 1, Al. 7, .... C 5, ST IF 2, SA "one. 
  61 . 
  Hobgoblins -
  (5-30) HP 5 x 8, 5 x 6,5 :x 3, 5 x 7,5 :x 5,5 x 4, #AT 1, Al 9, AC 6, ST/ F '. SA 20" 
  will have missile weapons 
  62. 
  Tige, Beetles -
  (1-3) HP 25,23,22; #AT 1, AL 7, AC. 3, ST/ F 2, SA None 
  63. 
  Giant Rals -
  (5,50) HP 12 x 3,12 x 2,13 x 4, 13 x 1 #AT 1, Al. la, .... C· 7; ST/ NM, SA - O.sea<;e 
  64. 
  Giant SnOlkes, Python -
  (1-4) HP. 26,23,22,21, #AT. 2; Al 6, AC, 6, ST/ F 3, SA Constnctlon 
  65. 
  Ogres -
  (2-S) Hr. 22.22,19,17,16,16,15,10, #AT; 1, Al 6, AC . 6, 5T/F' 4; SA None. 
  66. 
  Fire Beelles -
  ( 1-3) HP: 5,3,3; #AT : 1, Al: 9, AC: 4; ST IF I, SA None 
  61. 
  Harpies -
  (1-4) HP ~ 20,18,13,7; #AT 3; AL' 8; AC : 7; SliM 3; SA' "ble tochnrm 
  68. 
  Hobgoblins -
  (5-30) HP 1 x 9, 5 x 8, I) x 3, I) x 7, 6 x 2, I) x 5, #AT 1, AL 9, AC: 6; ST/F 1, SA- 20% 
  Will have ml'isil(' wcapons 
  69. 
  Chou Is -
  (4-16) HP 4 x 15, 4 x 12, 4 x 18, 4 x 14, " .... T .1, Al 9, AC: 6, TtF 2; SA All bUI elves 
  must save vs paralYlalion if hll 
  70. 
  BU8bears -
  (3-12) HP 23,4 x 14,3 x 18,4 )( 17. #AT 1, Al 7 AC 5, ST/ F 3, SA Surprlse on 1-3 
  71 . 
  Oispl"cer huts - P -2l Hp· 37,30; #AT : 2; Al' 5, AC 4, ST / D o. SA Appellr displaced 
  72. 
  C~" ion Cr.wlers -
  (1-3) HP 14.12,9, #AT -8; Al. 7; AC 7, ST/F 2, SA Paralyzation 
  73. 
  Wraiths -
  (1-2) HP 20.18, #AT· 1, Al 7, .... C J, ST· F 4; SA HIt draIns 1 level, can only be hIt by magIcal 
  and SIlver weaponry 
  74. 
  Trolls -
  (1-2) HP 28,20; #AT J; "l 4, AC 6. ST/F 7 SA WIll regenerate 3 HP/ round starting on the Ihlrd 
  round after bemg hit. 
  75. 
  Ogres -
  (2-S) HP 23,21,10,16, 2 x 15, 14,13, II" T 1, Al 6; AC 6, ST / F 4, SA None 
  76. 
  Giant Ticks -
  (1-3) Hp· 16.14,10; #AT: 1; Al 8; AC 4. ST/F 3; SA. Blood draIn 4 poinls/round after hll, hll 
  causes disease 
  77. 
  Orcs -
  (10-40) HP 5 x 6,5 x 5,5 x 8,5 x 1,5 )( 7 5 x 4,5 x 1. 5 X 2, #"T 1, Al 10; AC 7. ST/F 1, 
  SA 20% WIll helve miSSile ..... eapons. 
  78. 
  Wr~ilhs -
  (1-2) HP 24,18; #AT: 1: Al: 7; AC. 3, 5T/F 4, S" HII drams 1 level, can only be hit by SIlver and 
  magical weapons 
  79. 
  Werewolve.s -
  (1·3) HP' 24,21,15; #AT- " AI - 7; AC: 5; ST/F 4, SA ' Can only be hit by SIlver and magical 
  wcapons 
  80. 
  Hobgoblins -
  (5·'30) HP 5 x 6,5 x 5,5 x 7,5 X 4,5 X 8,5 )( j , #AT 1, AL 9, AC 6; 5T IF 1, SA: 20% 
  will hove mlss.leweapons 
  81 . 
  GelatinOUIiCubes -
  (1·2) HP, 20,15; #AT: 1, Al 7, .... C B, ST/ F 2; SA ParalyzatIon 
  3 
  
  FOURTH LEVEL 
  FOURTH LEVEL 
  82. 
  Swashbucklers -
  (1-4) HP 32,28,25,20; #AT' 1; Al ' 9. AC 2. ST/ F 5, SA 25% each will have magic Item 
  usable by fighter 
  83. 
  H.upies -( l ·) ) HP 19.12,6; #AT ) , AL8, "C 7;ST/ M). SA Abletochl1rm 
  84. 
  Burglars -
  (l·U ) HP .. x 7. ) x 6, ) x 8, 2 x 5; #AT 1, Al 10, AC 7 S1 'T 4 SA 20% that eac h will 
  havt" u~able- magic ..... t"apon Stnke from behind 
  65. 
  Ogres -
  (2·6) HP 22,21,21 21,1&,12,12,12, #AT 1, Al D. AC b Sl/ F 4 SA. None 
  86. 
  Ghouls -
  (4·16) HP 4 x 12, 2 x 10. 4 x 14, 3 x 11, 3 x 13 JAT 3, "l 9, AC 6. ST/ F 2, SA All 
  but elves must save vs paralYLation if hll 
  81. 
  Elves -
  12·12) HP 9.9.8,7,7,6,5.5,4.4,3.2, #A1 1 Al 10. AC 5, ST E 1, SA All elves get + 1 to hit. 'h 
  will be arme-d With bow and sword, 1/1 sword on lV, plus spells 20% will have elven cloak and boots 
  leader IS a warnor-seer and has elven clOdk and boots 
  68. 
  Living Statue, Crysl.a1 - t 1-4) HP 15,13.12,10; #AT' 2, Al 7. AC 2, STJ f J; SA' None 
  89, 
  Gnolls -
  (5-20) HP 4 x 12, 5 x 11. 4 x 10, 5 x 9. 2 x 8, 'AT 1, Al. 9, AC 5, STJ F 2, S" 20% Will have 
  mlsSlh,> Wed pons 
  90. 
  Shriekers -
  (3. 12) tiP .. x 10, 3 x 9, 4 x 8, 1 X 7, #" T 0, " l -, AC: 7, ST IF 1, SA Shriek 
  91 . 
  Gianlliurds, Gecko-(3-12)HP] x 16, 3 x 15, 3 x 17, 3 x 14, #AT l, Al 7. AC.5; ST/ F2, SA None 
  92. 
  W,.Hhs -
  (1-2l HP 20,16, ,AT 1, AL 7, AC 3, ST/ F- 4, SA Hit dfilll'S one level Only affected by silver or 
  mngical wenponry 
  93. 
  Mummy -
  (1 ) HP 26; #AT 1, Al 5, AC 3, ST/ f 5, SA Hit cau ~ e~ dISease All viewing must save vs 
  m.:lgic or be p.tralYled wilh fear (durallon speclill ) Only affl!ctf"d by magic weapons, 'A damage from 
  melee 
  95. 
  Slone Llants -
  ( ' · 2) HP ~ 40.36; #AT' 1. Al ~ 3, AC' 4, ST/ F 9. SA Hurt stones as heavy catapult 
  96, 
  Blink Dogs -
  (l·S) HP 22.20,1&,1&,14 #Al 1, Al 7, AC . 5, S1 / f 4, SA leleportdtlon. 
  97. 
  Giilnl Wusels -
  (1-4) HP' 22,17,11.10. #AT 1. Al &, .AC r:., sr / ~ " SA After weasel hits blood drain 
  2·12 pomts per round 
  98. 
  Ogres- (2-8) HP· l8.17.16,16,1S,11.1110, ilAT- ' AL6. AC· 6. ST/ F4 SA None 
  99. 
  Di.!iplacer 8e.asts -
  (1· 21 HP 24.18. #AT 2 AL S. AC 4, Sf D 6. SA Appeaa displaced 
  100. 
  Shrieken -
  (l -ll) HP 4 )( 1'. 3 x 10. 4 x 9, 1 x 8; ,AT- 0, Al .: AC 7 ST/ F 1 SA Shriek 
  4 
  
  LEVEL FIVE 
  1. 
  Hobgoblins -
  (7-42) HP : 7 X 6,7 X 3,7 X B, 7 X 5,7 X 7,7 X 4; ItAT: 1, AL 9; AC: 6; ST/F 1; SA : 25% 
  will have missile weapons. 
  2. 
  Giant Scorpions -
  (1-2) HP: 18,18; NAT 3; Al ' 7; AC : 2; ST/ F 4; SA: Sting does 1-4 damage + save vs. 
  pOison. 
  1. 
  Weretigers -
  (1-3) HP : 26,24,22; #AT : 3; Al: 6; AC: 3; ST/ F 5; SA: Affected only by silver or magic 
  weaponry. 
  4. 
  Elves -
  (2-12) HP: 20,8, 3 x 7, 4 x 6,3 x 5; #AT: 1; Al' 10; AC 5; 5T/E 1; SA: All e lves receive a +' to 
  hit Vl will be armed with bow and sword, \Il sword only. plus spells. 25% chance for each to have a usable 
  magic Item. l eader is 4th level, he also has a scroll. 
  5. 
  Gargoyles -
  (2-5) HP: 20,19, 18,16, 15; #AT: 4, Al: 7, AC' 5; ST/ F 3; SA: Can't be hit by non-magical 
  weapons 
  6. 
  Black Pudding -
  (1) HP: 40; NAT: 1; Al: 2; AC: 6~ ST/ F 3; SA: Impervious to cold, weapons, or lightnmg, 
  corrodes meta1. 
  7, 
  Ghouls -
  (5-20) HP: 2 x 19,4 x 17,5 x 16, 4 x 15,5 x 14; #AT: 3; Al ' 9; AC: 6; ST/ F 2; SA' All but 
  e lves must save 'Is. paralyzation if hit 
  8. 
  Wererats -
  (2-6) HP: 20,18,18. 14,12,9,7,4; #AT : 1, Al. 8 ; AC: 7; ST/F 3; SA : Only affected by sil ver or 
  magical weaponry, able to summon 10-100 giant rats. 
  9. 
  Magicians -
  (2-5) HP: 15,13,12,10,6; #AT 1; AL 10; AC 9; ST / M 4. SA: Spells, 30% that each will have a 
  magic item usable by a magic user. 
  10. 
  Giant Toads -
  (4-16) HP; 2 x 16,3 x 15, 4 x 14,3 x 13,4 x 12; #AT: 1; Al ' 10; AC: 8; ST/ F 1 ; SA: 
  None. 
  11. 
  White Dragon -
  (1) HP. 18, #AT: 3; AL: 5; AC : 4, STI r 6. SA. Breath weapon, spells, bite. 
  12. 
  Trolls -
  (1-4) HP : 40,30,25,21 ; #AT: 3; Al: 4, AC: 4; ST/ F 7; SA: W ill regenerate 3 HP/ round startmg 3rd 
  round after being hit. 
  13. 
  Wraiths -
  (1-4) HP' 29,21,21,15; #AT' 1; Al. 7; AC: 3. ST / F 4; SA: Hit does 1-6 damage and drams 1 level. 
  Affec ted only by silver a nd magiC weaponry 
  14. 
  Black Widow Spiders -
  (3-18) HP: 4 x 15, 5 x 14, 4 x 8,5 x 12; NAT: 1; Al: 8; AC : 6; ST/ F 2; SA' Poison 
  15. 
  Giant Rattlesnakes -
  (1-4) HP: 24,22,22,18; NAT: 1; AL: 6; AC : 5; ST/ F 2; SA ' Poison. 
  16. 
  Black Widow Spiders -
  (3-18) HP: 4 x 16, 5 x 15, 4 x 14,5 x 13, NAT . 1; AL. B; AC 6; ST/ F 2; SA : 
  Poison and web. 
  17. 
  Gnolls -
  (6-36) HP: 3 x 12,6 x 5,6 x 8,5 x 9,6 x 10,5 x 7,5 x 11; NAT: 1, Al : 9, AC. 5; ST/ F 2; SA 
  25% will have missile weapons 
  18. 
  Cutpurses -
  (3-12) HP: 2 x 18,3 x 17, 4 x 16,3 x 15; NAT' 1; Al : 9; AC 7; ST/ T 5; SA' 25% chance for 
  each to have magic item usable by thief, strike from behind 
  19. 
  Ogres -
  (3-12) HP: 3 x 28,4 x 26,3 x 24,2 X 20; #AT: 1; Al : 6; AC: 6; ST/ F 4; SA' None . 
  20. 
  Sorcerers -
  (1-4) HP: 24,20,18,15; #AT: 1; Al : 9; AC: 9; STIM 7; SA: Spells, 35% that e ach will have item 
  usable by magic user. 
  21 . 
  Giant Snakes, Python -
  (2-5) HP: 21.18,16,15,13. #AT: 2; Al ' 6; AC : 6; ST/ F 3; SA: Constriction. 
  22. 
  Wererats -
  (2-8) HP: 17,16,16,15,14,14,13,9; #AT : 1; AL' 8; AC 7; ST/ F 3: SA Affected only by silver and 
  magica l weaponry. Can summon 10-100 giant rats. 
  23. 
  Evil Curates -
  (2-8) HP: 25,21,21,17,15,14,13,10; #AT: 1; AL: 9; AC : 2; ST /e 5; SA : Spells, 25% that each 
  will have a magic item usa ble by a cleric. 
  24. 
  Dwarves -
  (3-18) HP' 8, 5 x 7,6 x 6,6 x 5; #AT' 1; AL: 10; AC: 2; ST/ D 1, SA: 30 % c hance that each 
  wil l have magic weapons a nd/ or armor. Leader is hero with armor and shield + 1 and war hammer + 2. 
  25. 
  Gnolls -
  (6-36) HP: 3 x 12, 6 x 11,5 x 10, 6 x 9,5 x 8,6 x 7,5 x 6; IIAT: 1; Al : 9; AC: 5; ST/ F 2; SA: 
  25% will have missile weapons. 
  26. 
  Fire Beetles -
  {1-4)H P: 6,4,4,3;#AT: 1; Al: 9; AC: 7; ST/ F 1; SA ' None . 
  27. 
  Ghouls -
  (S-20) HP: 2 x 17, 4 x 15,5 x 14,4 x 13, 5 x 12; #AT: 3, Al : 9; AC : 6; ST/ F 2; SA: Al l but 
  elves must save 'Is. paralyzation if hit. 
  28. 
  Giant Rats -
  (6-60) HP: 15 X 3,15 X 2,15 x 4, 15 x 1; NAT: 1, Al: 10, AC : 7; ST/ NM, SA: Disease. 
  29. 
  Bugbears -
  (5-20) HP: 2 x 22, 4 x 21,3 x 20, 4 x 19,3 x 18, 4 x 17; #AT : 1, Al: 7, AC : 5; ST/ F 3; SA : 
  Gain surprise o n 1-3. 
  30. 
  Champions -
  (1-2) HP : 34,28; #AT: 1. AL' 8, AC: 2; ST/ F 7; SA: 35% each wil l have magic item usable by 
  fighler and/ o r armor. 
  31. 
  Owlbears -
  (1-4) HP: 27,24,23,20; #AT: 3; Al : 6; AC : 5; ST/ F 3; SA: Claw on 18 o r better means hug 2-16 
  additional pOints of damage. 
  32. 
  Green Slime -
  (2) HP: 15,13; #AT: 1; Al' special; AC : 9; ST/ F 1; SA: Turns flesh to slime. 
  33. 
  Werebears -
  (1-3) HP: 29,27,20; #AT: 3; Al : 5; AC : 2; ST/ F 6; SA: Claw o n 18 or better means hug (2-16 
  hpj, affected only by silver o r magic weapons 
  34. 
  Harpies -
  (2-5) HP: 17,16, 14,10,10; #AT 3; Al 8; AC : 7, ST / M 3; SA . Able to charm . 
  35. 
  Gray Ooze -
  (1) HP: 14; #A T: 1; Al ' 8; AC: 8; ST I F 2; SA : ImperVIous to cold and fire, corrodes metal. 
  36. 
  Ogres -
  (3-12) HP: 1 x 28, 4 x 26,3 x 24,4 X 20; #AT: 1; AL : 6; AC: 6; ST/ F4 ; SA: None. 
  37. 
  Werewolves -
  (2-5) HP: 27,21,18,13,10; #AT : 1; Al: 7; AC : 5; ST/ F 4; SA: Affected by silver and magical 
  weaponry. 
  38. 
  Stone Giants -
  (1-3) HP: 42,40,39 , #AT: 1; Al 3, AC. 4; ST / F 9; SA : Hurl rocks as heavy catapults. 
  5 
  
  FIFTH LEVEl 
  FIFTH LEVEl 
  39. 
  Sh~dows -
  (1-1) HP . lB,ll.9. #AT 1, Al. 8, AC. 7, ST/ F 2, SA Hit drams 1 point of strength for 8 turns 
  Affected only by magical weapons, can' t be slept or charmed 
  40. 
  BUBbeilrs -
  (S-20)HP 2)( 20, 4 x 18, S x 16, " x 14 5)( 12" AT 1. A1.7 AC: 5; ST/ f3, SA SurprISe 
  on 1-) 
  41 . 
  Trolls -
  P.4} HP J.t,29.24.2J. #AT 3; At 4, AC 6; STr 7 SA Will regenerate 3 HP/ round starune 3rd 
  round aher bemg hit 
  42, 
  GRoll5 -
  (6' 36) HP 3 x 16, 5 x 12, 9)( 10, 5 x 7, " x 8 I) x 14 5 x 5, ,AT' 1, "l: 9; AC 5, ST/ F 2. SA-
  2'i% ..... 111 h.,l/e mluile weapons 
  43, 
  Garloyllel -
  (2-5) HP 27.25,25.18,10; #AT 4, At 7, AC 5, ST, F 3, SA Can be hit onlv bv magical 
  w(>dpons 
  44. 
  Gioanlliurds, Druo -
  (3-18) HP: 2 >< 22,5 x 20, 6 X 18,5)( 16. /tAT- 1 At 6; AC ' 5, ST/ F 3; SA None 
  45. 
  Wr.iths -
  (1""") HP 19,19,18,1", #AT 1, At 7 AC ] , ST/ F " , SA Hit drains one le\iel Only affected by 
  Silver or magic weaponry 
  46. 
  living St.ltues, CrY51.1 -
  (1-4) HP 15.12,11, #AT 2, Al 6, AC' " ST IF]; SA None. 
  47. 
  Gi.nl Liurd, Horned Chameleon -
  (1-2) HP ]0,22; #AT 2; AL- 6 , AC ' 2, ST/ F]; SA Tongue 
  48. 
  Ogres -{3-12)HP- 2 x 26, 3 x 25, 4 x 23, 3)( 20; #AT 1,A1.6; AC6, ST/ F4, SA. None. 
  49. 
  5washbucklen -
  (2-5) HP 31,28,27,27,19, II",T; " "'l. 9; "'C' 2, ST/ F 5, SA- 25% each will have magic 
  ,I em usable by fighter 
  50. 
  Hell Hounds -
  (1 2) HP 3],31, #AT: 1 AL 6, AC. 4 5T IF 4, SA Breath weapon, variable damage 
  S1 
  Medusn 
  (1·2) HP 2S,21, #AT' 1 At· 7; ",C 8; ST ' f4 ; SA 
  p('lrifv , poi~on 
  52. 
  Evil Bishop5 -
  (2-5) HP 28,27,25,24,18; IIAT 1; At 9, "'C 2; ST/ e7, SA Spell~ , 35% thai each Will have 
  u ... able maillC Item 
  53. 
  Bi5hops -
  (2-S) HP' 30,29,27 2b,18, #AT- " At. 9, AC 2, ST 'C 7; SA Spells, 35% that each will have a 
  u)able magiC Item 
  54. 
  Wights 
  (2-8) HP 10,17, 1&,1413.11.8,8. ,"'T 1, AL 8; ",C 5, ST ' F 4. SA Only affected by silver or 
  maa,cal wea pons Hit drains one le\'el 
  55. 
  Were~ol"es -
  (l-5) HP 1717,16,13.9; ;tAT' 1, Al 7 AC S. ST F4 SA Onlyaffecledbysil"erormagic 
  w('dpons 
  56. 
  Rust Monster -
  (1) HP 30; JAT " AL 6; AC 2, ST ' F 3. SA Runs ferrous metal at touch 
  57. 
  Pilferers -
  (1 3) HP 16.15.13, #AT 1 At. 9, AC 7. STIr 7 SA Stnke from behind J5% chance for each 
  to have magic Item usable bv thieves. 
  58. 
  Werebe~rs -
  (1 ·_1) HP' J3,2&.22: #"'T' 3; Al 5, AC 2; 5T/F 6; SA - Claw on 18 or better means hug (2-1b 
  damage) Afte(.ted onlv by Silver or magic .... eaponrv 
  59. 
  Wraiths -
  ( 1-4) HP 28,24,16,15. #AT " At 7 AC' l , ST/F 4 SA HIt drams one level Affected on Iv bV 
  silvE'r or md&iCalweaponrv 
  60. 
  Wight5 -
  (2-8) HP 18,17,14,12,11.11,10,9, ."'T· " "'l 8; ",C 5 ST/ F 3. S'" 1111 drains 1 level Onlyaf-
  fec.:tE'd by Silver or magic weaponry 
  61 . 
  Wizard -
  Cll HP 28, IIAT " "l. 9, AC: 9, STI M 9; SA C;rells, 45% chance for 1 or 2 magic items, usable 
  bV m,lgic user 
  62. 
  Were-bears -
  " .) ) HP 27,25,21, lIAT 3, Al 5, AC: 2, ST/ F 6, SA Claw on 18 or better means hug {2·16 
  damage Only affected by Silver or magic weaponry 
  63. 
  Trolls -
  (1-4) HP- 29,20,18,15, JlAT . 3, AL 4, AC b. ST/ f 7, SA Will regenerate 3 HP/ round beginning on 
  the Jrd round after being hIt 
  64. 
  Ca\'t! Burs -
  (1-3) HP 33.25,19. ;!tAT' 3; AL S, AC' 6, ST/ f J, SA Claw on 18 or better means hug (2-16 
  damoJwe ) 
  65. 
  Blilek Pudding -
  11} HP; 57. fiAT . 2, AL 1, At b, ST/ F 5, SA Dissolves wood and metal, hurt only by fire 
  66, 
  Harpies -
  (2-5) HP 20,1412.11,8, #I\T 3; At 8; I\C' 7. Sl i M 3. SA Abletocharm 
  67 
  Curion Cr.lwlers -
  (1-4) HP- 2118.16,15, IAT 8. Al 7; AC' 7, SA Paralvzatlon 
  68. 
  Fire Beetle5 
  (l-8) HP 8,8,6,5,5.4,].3; NAT- 1. Al 9. "'C 4 ST IF 1; SA None_ 
  69_ 
  Wereroab -
  (Nn HP 19,15,15,15,12,7,7.5. IIAT 1. At 8, At. 7. ST f 3, SA Onl., affected by sllvef or 
  magical y,eapunry "'ble to summon 10-100 gIant tau 
  70. 
  Creen Dr;tgon -
  (1) HP 32, #AT 3, Al 3, AC 2; ST ."F 8, SA BrealhVveapon. spells 
  71 
  Werewol ... e5 -
  (2-5) HP 22 ,19,18.14 13; ,AT " At 7 AC S, ST: f 4, SA Affected only by silver and 
  magical wpaponry 
  72. 
  Thief -
  (1) HP 27 '''T 1, At. 9; AC- 7 STfT 8, A Strike from behind 45% chance for magic item 
  u ~ t1bl e by thief 
  73. 
  P.ltri'lrchs -
  (1-2) HP 34.31 . #",T 1, At . 8, AC 2, ST/e 8, SA Spells, 40% chance for each 10 have a 
  moJijlC Item usable by cleriC 
  ;4. 
  Ghouls -
  (5-20) HP' 2 )( 16, 4 x 15,5 )( 14, 4 x 13, 5 x 12, #AT 1, Al 9. AC 6; ST/ f 2. S", All but 
  e lve ~ mu ~ t )ilVe vs paralYLatlon Ii hit. 
  75. 
  Rust Monster -
  (1) HP 20; /fAT' 1, At 6, AC. 1, ST/ f 3, SA Rusts dll ferrous metd! bvtouch 
  76. 
  Gnoll5 -
  «)'36) I"IP of x 11.5 X 10,4 X 9,5 X 6, 4 X 7, 5 x 6, 4 x 5. 5 x 4, #AT' 1; Al 9; AC: 5, ST/ F2, 
  SA 25% will have missile weapons 
  6 
  
  FIfTH lEVU 
  FIFTH l EVEL 
  n. Ghouls -
  15-20) HP' 2 x 15,4 )( 14, 5 X 13, .;( x 12, S x 11, #AT 3. Al 9, AC: 6, ST/ f 2; SA All but 
  elves must save vs paralyzation If hit 
  18. 
  Cave Burs -
  (1-)) HP 28,21,16, #AT 3, Al 5, AC . b, ST r 3, SA Claw on 18 or better means hug (2.16 
  hp). 
  79. 
  Trolls -
  p·4) HP. 35,31.30,21. #AT 3. Al 4, AC 6. ST ' F 7 SA Wilt reaenerate 3 HP/ round starting l rd 
  round after being hit. 
  80. 
  Wights -
  (2·8) HP 
  21,1~,16. 1.;( , 12.12.11 , 9. 'AT 1. Al 8, AC 5; ST/ F 3; SA' Hi! drains 11 
  Onlyaf. 
  fected by silver and magical weaponrY 
  81 . 
  TiaerOeetles -(1-4) HP 25,24.20.14; #AT 1 Al 7, AC ],ST/F2,SA None 
  82. 
  Cutpurses -
  (2·5) HP 2 x 17.2 x 16. 1 x 15, t:AT 1, Al 9, AC" 7, STIT 5, SA Stnke from behind 25% 
  chance of having usable magiC Item 
  83. 
  WererOlts -
  (2·8) HP 18,17,16,15.15,15.13,9; itA T. 1, Al 8, AC- 1, ST IF 3, SA Affected only by Silver and 
  magic weaponry, able to summon 10-100 giant rau 
  84. 
  Dwarves -
  (3-18) HP' 3 x 8.3 x 7.3 x 6,3 x 5,3 x 4 3 x 2; #AT 1, Al 10; AC: 4; ST/ D 1, SA 30% 
  Will have mailc weapons and/ or armor, 25% Will be 2nd level, ST/ D 2 with double hit pOints, 10% Will be 
  lrd level. ST/ D 3 with tnple hit point'> 
  85. 
  Evil Curates -
  (2 -S ) HP 23.21,19.18,17, #AT 1, Al g, AC 2, 5T IC 7; SA 
  5pell~, 30% each Will helVe scroll 
  usable by clenc or a potion 
  86. 
  Mummies -
  (1·2) HP; 26,23. #AT: 1, Al 5, AC : 3. ST/ t 5, SA. Any viewer must save vs. magic or be 
  paralYLed with fear (duration special) Hit causes disease Can only be affected by magiC weaponry. 'h 
  damage from melee 
  87. 
  O,res -
  (3·12) HP 4 x 26,4 x 24, 4 x 21, #AT 1; AL 6; AC: 6; ST/ F 4; SA' None 
  88. 
  Giant btllesnakes -
  (1-4) HP 16,15,15,12, "AT 1, Al 8, AC 5, ST IF 2, SA POIson 
  89. 
  Ochre Jelly -
  (1) HP 23, "AT 1, Al &, AC: 8, ST/ F 3, SA Not harmed by weapons and hghtnlOg Destroys 
  wood, one die of damage to exposed flesh 
  90. 
  Giolnl Ticks -
  (1-6) HP 18,15,12,11,9,7 #AT 1 At 6, AC . 4, ST/F 1, SA Blood dram 4 polnlS/ round 
  cause dlseas~ , 
  91 . 
  Hydrol of6 Heolds -(1)H P 48; #AT; 6. Al 5. AC: 5, ST/ F6. SA None 
  91. 
  Giani Scorpionl -
  (1·2) HP 27, lB; #AT' 3, Al: 7, AC 2, ST ' F" SA Sting does 1·4 HP ..,. save vs poison 
  93. 
  G"8oyles -
  (2-5) HP 20,19,15,10,8, 'AT 4 Al 7. AC 5, ST/ F J, SA Can't be hit by non-magIcal 
  w~apons 
  94. 
  DWolrves -
  (3-18) HP' 4 x 8, 5 x 7, 4 x 6, 5 x S. IIAT; 1, Al. 10, AC 4, STO 1, SA 30% each Will have 
  magiC armor andlor ..... eapons leader IS s\,\<ordmaSll"f with + 1 armor and + 2 sword 
  9S. 
  Rust Monsler - (1) HP 22. #AT 1; Al 6; AC 2. ST I f- 3, SA Ru.!.ls all ferrous metals bv touch. 
  96. 
  Bugbe:olrs -{5·20)HP 4 x 21,5 x 16.6 x 14.5 x 12. #A1 1, AL 7;A( 5; ST/ F3, 5A: Cainsurpnseon 
  1-J 
  97. 
  Giolnl Spiders, TaranlellOl -
  (2-8) HP: 30,29,27,25.21,20.18,15. IiAT 1, Al 7, AC 5, ST/ F 2; SA Dance 
  Fever. 
  98. 
  Hobgoblins -
  (7-42) HP 7 x 6,7 x 7,7 x 6, 7 x 5, 7 x 3, 7)( 4, #AT 1, Al. 9, AC: 6, ST/ F 1. SA. 25% 
  Will have miSSile weapons 
  99. 
  We'cbears -
  (1-3) HP' 36,33,21; #AT' 3, Al 5; AC: 2, ST/ F 6, SA Only affected by silver or magic 
  weapons Claw on 18 or better means hug 12·16 damage) 
  100. 
  Wraiths -
  (1-4) HP ' 19,19,15.14; "AT' ' ; Al' 7; AC: 3, ST/ f 4, SA Hit dr::lms one level. Only affected by 
  Silver and magical weaponry. 
  7 
  
  LEVEL SIX 
  1. 
  Shadows -
  (2-5) HP' 18,10, 2 x 7, &; IIAT: 1; AL : 8; AC- 7; STj F 2; SA' Drain 1 point of strength for 8turns 
  per hit, only affected by magic weapons, can't be slept or charmed 
  2. 
  Trolls -
  (2-5) HP' 36,35,33,29,25; #AT: 3; At: 4; AC ' 6; ST/ F 7; SA' Regenerate 3 HP a round, third round 
  after being hit. 
  3. 
  Evil Vicars -
  (2-8) HP: 23,20,19,18,14,13,12,11; #AT: 1, AL: 10; AC: 2; 5T/ C 4; SA . Spells, 20% that each 
  Will have a magIC Item usable by a cleric. 
  4. 
  Living Statue, Rocil -
  (1) HP. 30; #AT- 2, AL- o; AC . 4; ST/ F 5; SA . May sqUIrt magma on a hI! cauSing 2-12 
  pOints of damage 
  S. 
  Thieves -
  (1-2) HP ~ 30,22; #AT ' 1; AL: 9; AC: 7; ST/ T 8, SA Stnke from behind, 45% that each thief will 
  have a usable magic item 
  6. 
  Werewolves -
  (2-8) HP: 27,23,22,20,' 9,17,15,11; #AT: 1; Al: 7; AC: 5; ST/ F 4; SA: Only affected by silver 
  and magical weapons. 
  7. 
  White Apes -
  (2-12) HP' 35,29,26,27.26, 25,24,23 ,22,21,20,19; #AT: 2; AL: 8, AC: 5, ST/ F 2, SA , None 
  8. 
  Lamas ~ (1-3) HP: 30,29,28; #AT : 1, Al: 9; AC: 2, ST/C 8; SA- Spells, 40% that each will have a usable 
  magic item 
  9. 
  Elves -
  (2-12) HP. 22,21,20,18,17, 3 x 16,2 x 15,2 x 13; #AT : 1, Al: 10; AC' 2; ST/ E 1; SA- Spells, 'h 
  bow armed with sword, 'h sword only, spells, 30% that each will have a usable magic item. All elves get a 
  + 1 to hit 
  10. 
  Wererats -
  (2-12) HP' 3 x 20.3 x 18,3 x 16, 3 x 14; NAT: 1; AL: 8; AC . 7; ST/ F 3; SA: Only affected by 
  Silver and magical weaponry. Can summon 10-100 giant rats 
  11. 
  Swashbucklers -
  (2-8) HP: 33.28.24,22,2 x 18,17,16; #AT: 1, AL : 8, AC: 2, ST/ F 5; SA ' 25% thateacnwill 
  have a usable magic Item. 
  12. 
  Wereboars -
  (2-5) HP 23,22,18, 2 x 18, #AT : 1, AL 6; AC. 4; ST/ F 4, SA. Affected only by silver and 
  magical weaponry 
  13. 
  Wyverns -
  (1-2) H P. 37,27. NAT 2; Al : 4; AC: 3, ST IF 7; SA' Sting does 1-6 damage and causes save vs. 
  poison 
  14. 
  Mummies -
  (1-4) HP 30,25,24,19, #AT 1; Al. 5, AC 3, ST/ F 5; SA: Any viewer must save vs. magiC or be 
  paralyz.ed with fear (duration speCial) Hit causes dh,ease, lhey can only be affected by magic weapons and 
  take half damage from melee 
  15. 
  Cave Bears -
  (2-5) HP: 25,24,23,21,20; #AT' 3; Al: 5; AC 6, ST/ F 3; SA- Claw on 18 or better (2-16 HP 
  damage). 
  lb. 
  Phase Spiders -
  (1-2) HP 32,28, #AT: 1; Al. 6; AC: 6, ST IF 5, SA: Out of phase. poison 
  17. 
  Blue Dragon - {ll HP: 40, #AT. 3; AL . 3, AC : 1; ST/ F 7, SA: Chance 01 spells, breath weapon, bite. 
  18. 
  Minotaurs ~ (1-4) HP : 34,29,25,23, #AT: 2, Al : 5; AC: 6, ST/ F 6, SA : None 
  19. 
  Weretigers -
  (1-4) HP' 29, 2 x 25, 22, #AT ' 3, Al: 6, AC. 3, ST/ F 5, SA. Only affected by silver and 
  magical weaponry 
  
  SIXTH LEVEL 
  SIXTH LEVEl 
  20. 
  Black Dragon -
  (1) HP' 42. #AT 3, AL 4, AC: j, ST/ f 7 SA Cha.nce of !op~II<;. breath weapon, bite, 
  11. 
  Evil Heroes -
  (3-12) HP 27.25,24.23,22,21 20.19, 18, 1S, 12.11; #A T " AL 9 AC 2 ST · t- 4 SA 20% that 
  ed(.h will have a usable magic item 
  22. 
  Giant Weasels -
  (2·8) HP 22.18 16,15,14 13,12.10, ItAI 1. Al £I, AC: b, ST'F 1, SA After a hit is scored 
  thc \\ol'asel will caust> a b lood dr.lln of 2·12 pomt.; round 
  23, 
  Evil Bishops -
  (1·4) HP 1£1,24.22,21, ftAT 1 Al 9. AC 1. ST/C 7, SA Spells, 35% that each will hav(> il 
  usable magic ilem 
  24. 
  Troglo dytes -
  (b·N) HP .. )( 9.4 x 11.4 x 8.4 X 10, 4 )( 12, 4 x 7, #AT J. Al ':J, At. 5, 51 r 2 SA 
  RevulSion odor, save vs pOison or lose - 1 from strength for twO turns 
  25. 
  Giani lizards, Tualata -
  (1·2) HP 45,36, #AT. ), Al. 5, AC 4, ST r 4 SA Non!.' 
  26. 
  l o rds -
  p ·2) HP 75,47 #AT 1. Al 7. AC ' 2, STIr 10. SA 50% that each will have a usable magic lIem 
  27. 
  Ph,ne Spider -
  (1) HP 32. ~AT 1. Al £I AC 6, ST f S, SA PUlson bite, dbility 10 &:0 oul 01 pha.;" 
  28. 
  Blink Dogs -
  12·S) li P 21,20. 19.18,16, RAT 1. Al 7; AC S. ST F 4 SA Tt'It·ptHldllon 
  29. 
  Hydra of 5 He<lds -
  (1) HP 40, ItA T 5. AL 6; AC ' S, ST. F S. SA None 
  30. 
  Necromancers -
  , 1 3) HP 20. 18,17. ; AT 1, Al. 9, AC 9. ST, MU 8, SA Spells. 40% thai cilch \\111 h,I\.-(, ,1 
  usable magic item 
  31. 
  Dwarves -
  (4·24) HP 2 )( 8. " x 7. 6 x 6.6)( 5, I) x 4 NAT 1, Al 10, AC 4, ST 01. SA. 25% \"'111 be 
  double pomts. leader has Irlple pomts and nuse weapon 30% wil l h.lvt' <I u\tlhlt-> magIc Item . 
  32, 
  Ldmmasu -
  (1 2) HP 26.2S. #A T 2, Al. 4. AC 6. ST/ F 1, SA MagIcal pow(>(~ 
  )3. 
  Fire Beetles -
  {2· 5) HP B.b.5 ,4,], #AT 1. AI. 9, AC 4, ST I f 1. SA None 
  )4. 
  Dwarvcn Pilferers -
  {1·'1) HP 22,20,16. 14, RAT 1. Al 9. AC 7, STI O 7. SA Strike from behind. special 
  dWc1Tven thieving bonu~c<;. 35% of each hav l n~ illl~ .. blE' magiC Item 
  J 5. 
  Giani Scorpions -
  (2·5) li P. 27.26.25,22,19. #AT 3, Al 7. AC 2. ST I- 4. !:.A I;,llng does 1-4 dam.1~t' ,mel 
  CdU\('\ ~ave vs pOI;,on 
  3b. 
  Doppleg,mgers -
  (l·12) HP 27,24,21,21.20,19. 3 x 18 17 16, 15. #AT I Al 7 AC 5. ST '08, SA Ability 
  10 .1.;<;ume the form of ,my thing It sees 
  37, 
  Gi<lnt li:cards, Draco -
  (7-28) HP 4 x lb, 4 x 17 4 x 16, 4 x 13,4)( 14. " X 15 4 x 12. #AT 1 AL (.. 
  AC 5, ST 'F ) SA None 
  38, 
  SloneGiants- lt·2)IIP 41,37,flAT l , Al 3,AC 4 ST F9.SA Throwrocks 
  39, 
  Bldck Pudding -
  (1) HP 50 /lAT 
  " Al 2, AC: &, 5T 'f 5, SA Not harmed by \\Cilpom or "ghlnll1g, 
  dt·~trny .. wood, corrod~~ melal J dice to exposed flesh 
  40. 
  Gargoyles -
  (2·8) HP 2 x H . 3 )( n 2 x lb. 12, itA I 4, AL 7 AC'i 51 r \, SA Can only be aliened 
  bv flleIglca l weiman,> 
  41 , 
  Rust Monsters -
  ( 1 2) HP 17 16; #AT 1 AL £I, I\C 2.) I I 1. SA 
  ~uslS all f(>rrou~ metals b\ contacl 
  42. 
  WerebC<lrs -
  (1·4) HP 33,30,26.24 ; " T 3. Al 5. AC 2, 5T r 6. SA Can only he aflecle-d b), "Ilwr .lOd 
  mdgKdl y.,eaponry Claw on 18 o r better means hu"l (2·1& damage) 
  4), 
  HaUling HerolThief -
  (11 HP 25, RA I 1, Al. 5, AC 7 5T'H 8, SA Spech}1 hahhng thIeVing bonu~f'''. 
  ~l r lkl' from behInd. 45% tlMt he Will ha\'e a u'>abl{' m.ISIC' Itf'm 
  44. 
  Type I Demon -
  ( I) HP' 22. #AT' 5; Al 3; AC' 0, Sl/ f 8. SA MagiC usc 
  45. 
  Ogres -
  (4·1&) HP 29,23.22,20.3 x 19.18, 5 x 17. 16, 1'i, 12, #AT" 1. Al 6; AC 6, ST: F 4, SA 
  on(-
  4&, 
  Wights -
  (J·12) HP 21, 16,15, 14.1 1. 2 X 10. 2 X 9.6,2 )( 5. #AT 1, AL 8. AC. 5, ST/ F 3. SA Dram on.,. 
  e nf'tgy I vel per hit O nly a ff ecled by Silver or magical weapons 
  47. 
  Gorgon -
  (1) HP' 28; ItA'I 1, Al: 3; AC' 2. ST I f 8. SA Brealh weapon lil u ~es "",we vs pel rlflcal lon 
  46. 
  Gidnl Spiders, TaranlellJ -
  (1j·20) HP ·1 x 14. 4 X 22, 4 x 20. 4 X 16. 4 )( 18, #AT 1, Al 7. AC 
  Ij 
  ~ I .. 2; SA Dante lever 
  49. 
  Frost Giants -
  (1·31 HP 54,4B.43 , #AT 1, AL 2. AC 4, 5T FlO. SA Impervlou'> 10 cold. 2 dice + 1 
  damage 
  SO. 
  TigerBeetle!i -(2-5)HP 25,24.20,20,11.#,'T 1 Al:7,AC lST F2; SA ,,"one 
  51 
  Cockatrices -
  (1) HP 16. #AT 1, Al 6, AC £I, ST , r 5, SA Peloflcatlon 
  52. 
  Bugbears -
  (6-36) HI' 6 )( 12.6 x 17, b x 8 6 x 15. &)( 18.6)( 13, /lAT 1, Al. 7 AC 5, ST f 3, SA 
  Cam surprISe on 1·1 
  53. 
  Hell Hounds -
  (1.4) HP 36.33. 29,26, fiAT 1, Al 6. AC 4, ST IF 4, SA Brealh wCilpnn, variablf' damdgl" 
  54. 
  Giant lizard, Tuatara -
  (1·2l liP 27.18. #AT' 3; Al 5. AC' 4, ST/ F 4, SA None 
  55. 
  Spectres -
  (1·2) HP J6,32, #AT 1, Al. 5, AC : 2. ST/ F b, SA Only aHeued by magical w('apon~ . d ralfl<; 2 
  If'vel .. a hll 
  56, 
  Shriekers -
  (4-1b) HP 23.20,1Q,17.1b.15, 14 13, 12.11,10.9,8.7,6,5. RAT O. AI 
  AC 7 ST F 1, SA Shrll;"k 
  57. 
  FroSI Giants -
  (1·3) HP 0;7,49.39 #AT 1, Al 2, AC 4, ST 'f 10; SA ImperVIous to cord 2 dice- + 1 
  damage 
  58, 
  Caecili<l -ll) 11P 37.IIAT 1. AL5, AC 6, ST, F2. SA 
  Cianr \\ orm~\\allow ...... holpona190r20 
  59, 
  Sabre-Ioolhed Tiger -
  (11 HP 39.I:AT 3 Al 3. AC b. ST f 4. SA None 
  60. 
  Burglars -
  (2·12) HP l x 12, 4 x 6, " x 10, 2 X 5 #AT 1, AL 10, AC 7, ST IT 4, SA Strike from behind 
  20% Ihal each Witl have a usable magic Item 
  &1 , 
  Black Pudding -
  {1l HP; 37. #AT: 1, Al 2. AC ' 6, ST/ F 5, SA NOI ha rmed by weapons or lightning and 
  cold Dissolves wood and mela l. 
  &2. 
  Basilisk -
  (1) HP 30. itA T 1; AL ' 4; AC: 4; ST IF 4, SA Pl'tnfy by GilLe 
  9 
  
  SIXTH LEVEL 
  SIXTH LEVEl 
  63. 
  Minotaurs -
  (1.4) HP: 34,27,26,23; #AT: 2; AL' 5; AC 6; 5T / F &; SA- None 
  64. 
  HiliCiants -
  (1·4) HP' 37,36,31.25; #Al : 1; Al' 3; AC: 4, Sl/ F8; SA: None 
  65. 
  Displacer Busts -
  (1-2) HP: 2 x 23, IIAT 2, Al. 5; AC : 4, ST/ D 6; SA Appear dIsplaced. 
  66. 
  Wraiths -
  (2·8) HP: 28.24,21,16,15,12, 11,10; NAT' 1, AL 7, AC. 3, ST/ F 4. SA Only affected by silver or 
  magic weapons, dram 1 energy level a hit. 
  67. 
  Fire Gianls -
  (1-2) HP, 61,57. #AT: 1, Al. 1, AC: 4, ST/ F '1, SA Impervious to fire, 2 dice +2 points 
  damage. 
  68. 
  Werewolves -
  (2-8) HP; 22,21,20,19,17,16,14,11, #AT: 1: Al: 7; AC : 5; ST/ F 4; SA: O nly affected by silver 
  and magical weaponry 
  69. 
  Salamanders -
  (1·3) HP 37,31,29; "AT 3. Al: 3: AC' 3/ 1: ST/ F 7; SA Fire reSistant, can only be hit by 
  magIcal weaponry Can constnct for 2·8 damage a round. 
  70. 
  Wizards -
  (1· 2) Hp· 27,26, IIAT ' 1; Al 9; f.,C: 9, STI M 9, SA Spells, 45% that each will have a usable 
  magIc item 
  71. 
  Yellow Mold -
  (l) HP -, /tAT 0, Al " ST/ F 2, SA Can be killed only by fire, destroys wood, rough 
  contact causes It (0 release Its spores. must save vs. poison and take 1 die of damage to eKposed flesh 
  72. 
  Hydra of 9 Heads -
  (1) HP 72; #AT 9; Al. 3, AC' S, S1/ F 7; SA: None 
  73. 
  Harpies -
  (2·8) HP' 17,16,15,11,10,9,8,7; #AT' 3; Al: 8; AC 7; ST/ M 1, SA Able to charm 
  74. 
  Gnolls -
  (7·42) HP' 6 x 14, 6 x 12, 6 x 9,6 x 8, 6 x 7, 6 x 6,6.x 5, IIAT 1; Al: 9; AC: 5; ST/ F 2; SA 
  leader will have usable magic item, his two bodyguards WIll have potions. 30% will have mIssile weapons 
  75. 
  Green Slime -
  (1) HP' 1&; #AT: 1: Al: 9; AC. " ST IF 1; SA: Disintegrates wood and metal, can't be scraped 
  off Not affected by hghtnlOg and weapons, Turns flesh to sltme 
  76. 
  Bugbears -
  (6-36) HP 6 x 19, 6 x 15, (, x 14, 6 x 13, 6 x 10, 6 )( 9; #AT 1, Al 7, AC 5: ST/ F 3, SA 
  CalO surprtSe on 1·3 
  77. 
  Yellow Mold -
  (1) HP -; #AT' 1, Al"; AC ' -; ST/ F 2; SA ' Can be killed only by fire, does 1 die of damage 
  to eKposed flesh, destroys wood, rough contac t releases spores (must save vs poison) 
  78. 
  Oil Beetles -
  (1-4) HP' 8,6,4,2, NAT' 1; Al' 9; "C , 4, ST/ F 1, SA. Oil causes blisters, rangeS', causes VIctIm 
  to fight a - 2 for 24 hours 
  79. 
  Rust Monsters -
  (1-2) HP' 22,21. IIAT: 1; Al. b, AC 2, S1JF 3, SA. Rusts all ferrous metals at contact. 
  80. 
  Salamanders -
  (1-2) HP' 32,30; #AT 3; Al 3, AC: 3: SA ' Fire reSistant, can on Iv be hI! by magIcal 
  weaponry Can conslnct for 2-8 damage 
  81 . 
  Flesh Colem -
  (1) HP. 40; #AT: 2, Al 2; AC: 7, ST/ F 1()..12, SA: Only affected by magIcal weapons, £ire 
  and cold slow golem. and Itghtnlng heals It Not affected by any othe r spells 
  82. 
  Shadows -
  (1·4) HP 12,11,10,9; NAT' 1; Al 8, AC 7, ST/ F 2; SA' Drain 1 pOlOt of strength for8 turns per 
  hIt , only affected by magIC weapons, can' , be slept or charmed 
  83. 
  Giant Ticks -
  (2·8) HP' 21,16,15,14, n ,11, 9,7, IIAT ' 1. Al: 8, AC 4, ST/ F J, SA: Blood drain 4 damageJ 
  round. bile causes disease 
  84. 
  Ghouls -
  (b-24) HP 6 x 14, 6 x 12, 6 x 7, 6 x 5, IIAT 1, Al 9, AC : 6, ST/ F 2, SA Paralyzation 
  85. 
  Shedu -
  (1) HP: 50, /tAT' 2, Al 2, AC: 4, ST/ F9, SA' Magical abilities 
  86. 
  Giant Snakes, Python -
  (2-8) HP: 3 x 16, J x 14, 2 x 12; #A T 2; Al ' 6; AC 6; ST / F 3; SA : Constriction 
  67. 
  Grey Ooze -
  (1· 2) HP ' 15,11; #AT: 1; Al 8; AC: 8; ST/ F 2; SA' ImperVIous to cold and fire, corrodes 
  metal . 
  68. 
  fire Lizard -
  (1l HP' 51; #AT- 3; All, AC ' 2, ST/ f 8, SA- Breath weapon (2-12 damage) semi·resistant to 
  fire 
  89. 
  Ochre Jelly -
  (1-2) HP 30,16, #AT' 1, Al 6; AC: 8, ST/ F 3; SA: DIssolves wood Not harmed by lightning 
  or weapons. 
  90. 
  Owl Be,lIs -
  (2·5) HP 29,26,25,24.23, #AT 1; Al 6; AC 5; ST/ F 3; SA' Paw of an 18 or better means hug 
  (2-16 damage) 
  91. 
  Fire Giani -
  (1) HP 46; JAT' 1, All; AC: 4; ST/ F 11, SA. ImperVIous to fire, 2 dIce + 2 point damage 
  92. 
  Blink Dogs -
  (1-6) HP 20,15,14,13,12,11, #AT . 1; Al: 7; AC: 5, ST/ F 4, SA Teleportatlon 
  93. 
  Bandits -
  (7·42) HP 7 x 8, 7 x 5,7 x 7, 7 x 4, 7 x 6, 7 x 3, fiAT 1: Al 10, AC: 7, ST/ T 1; SA The 
  leader has quadruple HP and four of hIS henchmen have double HP The leader wrll have magic armor, 
  each of hIS henchmen have a 25% chance of having a usable magic item, the re is a 5% chance that each 
  will have a usable magic item 30% will be bow armed with sword, the rest WIll have spear and sword 
  94. 
  Carrion Crawlers -
  12·5) HP 18,17,12,11,10; #AT 8, Al ' 7; AC. 7, ST/ F 2, SA' ParalyzatIon 
  95. 
  hil Champions -
  (2·5) HP 45,37,33,29,27, NAT 1, Al 8, AC" 2, STJF 8; SA 35% chance that each wrll 
  have a usable magIc Item 
  96. 
  Bugbears -
  (6--36) HP 6 x 19, 6 x 15, 6 x 14, 6 x 13, 6 x 16, 6 x 9, #AT 1, Al. 7, AC: 5, ST/ F 3, SA. 
  Cain surprise on 1-3 
  97, 
  Mummies - (l·4) HP' 32,31,28,26; #AT: 1, Al 5, AC: 3; ST/ F 5, SA: Touch causes disease, gaze causes 
  save vs magIc or be patalVled with fear (duratIon special) Not affected by normal weapons, they take on 
  damage from melee 
  98. 
  Giant Rats -
  (8·64) HP. 16 x 3, 16 x 4, 16 x 2, 1& x 1. #AT: 1, Al. 10; AC' 7; ST/ NM, SA. Disease. 
  99. 
  will O'Wisp -
  (1) HP: 32. #AT 1; Al. J, AC : -6, ST/ F 9, SA: Highly dever, they WIll attempt to lure the 
  victim Into traps. They are able to change shape and lighten or darken themselves If they attack they do 
  2·16 damage of electrical damage 
  100. 
  Trolls -
  (2·5) HP. 34,33,32,31,30; #AT ' 3; Al 4; AC ' 6; ST/ F 7; SA ' Regenerates 3 HP a round, third round 
  after being hit 
  10 
  
  TREASURES 
  lEVEL FOUR 
  1. 1,200 CP 
  58. 2 Potions of Caseous Form 
  2 Shield + 1 
  59 3,700 CP 
  J 3,500 CP 
  60. 1,600 EP 
  4. 3,700 SP 
  61. 1,650 EP 
  5. 450 pp 
  62. 1,650 EP 
  6. 3,800 SP 
  63 . 3,600 SP 
  7. 14 · 500 CP Cems 
  64. 1,700 EP 
  8 4,200 SP 
  65. Crowth Potion 
  9 3,700 SP 
  66. 4,200 SP 
  10. 600 CP 
  67. 1 Jewelry - 3,000 CP 
  11. 3,200 CP 
  68. Bag of Devouring; Bow + 1 
  12. Ring of Weakness 
  69. 300 PP 
  13. 4,100 CP 
  70. 3.900 CP 
  14. 4 Jewelry - 1,000, 2,000, 
  71. 900 CP, 8oo CP 
  3.000 & 4,000 CP 
  72. 1,850 EP 
  15. 1,100 CP 
  73. 3,800SP 
  16. 350 PP 
  74. 4,200 SP 
  17. 700 CP 
  75. 1,650 EP 
  18. 800 CP 
  76 1 Delusion Potion 
  19 1,300 EP 
  77. 450 pp 
  20. 500 pp 
  78. 1 Ring of 'Delusion 
  21. 1,100 CP 
  79. Scroll of 2 Spel ls: Fly, Mirror 
  22. 4,l00SP 
  Image 
  23. 3,700 SP 
  80 3,300 SP 
  24. 3,4oo CP 
  81 . 1,100 CP 
  25. 800 CP 
  82. 400 PP 
  26. 3,800 SP 
  83. 1,GOO EP 
  27 . 3,400 SP 
  84. Potion of ESP 
  28. 2,100 CP 
  85. 400 PP 
  29. 1,150 EP 
  86. 3,200 SP 
  30. 1 Potion of White Dragon 
  87. 3,300 CP 
  Control 
  88. Shield + 1, Invisibility 
  31. Scroll of Protection from 
  Potion 
  Undead 
  89. 3,700 SP 
  32. 1,100 EP 
  90. 1,BDO EP 
  33. Scrol l of 1 Spell, Light 
  91 . 3,900 SP 
  34. 10 - 100 CP Cems 
  92 300 PP 
  35. 3,700 CP 
  93. 1,700 EP 
  36. 700 CP 
  94. 1 Potion of Diminution 
  37. 1 Potion of Invisibility 
  95. 800 CP 
  38. 3,400 SP 
  96. 4,200 CP 
  39. 1,850 EP 
  97. MaCe + 1 
  40. 3,200 CP 
  98. 450 PP 
  41. Sword + 1, N.S.A. 
  99. 350 PP 
  42. 400 PP 
  100. 3,600 CP 
  43. 350 PP 
  44. 400 PP 
  45. Ring of Delusion 
  46. 3,200 SP 
  47. Sword -2, Cursed, N.S.A. 
  Ring of Protection + 1 
  48. 800 GP 
  49. Armor + 1; Wand of Enemy 
  Detection 
  50. 4,100 SP 
  Sl . 350 PP 
  52. Staff of Striking 
  53. 1,900 EP 
  54. 3,800 SP 
  55 Scrol l of 2 Cleric Spells; 
  Ring of Invisibil ity 
  56 3,100 (P 
  57. 1.000 CP 
  11 
  
  LEVEL FIV E 
  1 6,200 CP 
  51 
  Wand of Paralyzation, 
  2 1,400 CP 
  Potion of Poison 
  3 1,GOO GP 
  52 6,000 CP 
  4 450 PP 
  53 5,300 SP 
  5 5,700 SP 
  54 2,200 EP 
  6 5,500 5P 
  55 5,100 CP 
  7 500 PP 
  56 Growth Patlan; 10 Arrows 
  8 350 PP 
  +1 
  9. Cursed Scroll 
  57 Sword +11+2, N SA , 
  10 Shield + 2 
  Lycs , Chaotic, N.S A 
  11 5,700 SP 
  58 2,300 EP 
  12 1.GOO GP 
  59 1,500 GP 
  13 Ring of Protection + 2 
  60 5,200 EP 
  14. 1,600 GP 
  61 1,400 GP 
  15. 1,400 GP 
  62 6,100 SP 
  1& 5,700 SP 
  63 5 Jewelry · 2,500 GP each 
  17 1 Jewelry · 3,000 GP 
  64. 4 Jewelry - 2,000, 4,000, 
  18 1.GOO GP 
  6,000. 6,000 GP 
  19 1 Patlan of Animal Control 
  65 Ring of Fire Resistance: 
  20 5.800 SP 
  Cursed Scroll 
  21 Elven Boots, Shield + 1 
  66 2,500 EP 
  22 13 - 50 GP Gems 
  67 6.200 CP 
  2J 5,900 SP 
  68 5,GOO SP 
  24 3 Jewelry . 2.000, 3,000, 
  69 2,500 EP 
  4,000 GP 
  70 2,100 EP 
  25 Sword + " N SA , Scroll of 
  71 1 Potion of Undead Control 
  3 Spells 
  72 2,400 EP 
  26 2,200 EP 
  73 5,100 SP 
  27 5,300 SP 
  74 400 PP 
  28 2,500 EP 
  75 5,300 SP 
  29 2.300 EP 
  76 1,500 GP 
  30 1,GOO GP 
  77 450 pp 
  31 5,GOO SP 
  78 1,400 GP 
  32 5,GOO SP 
  79 2 Healing POlions 
  33 1,400 GP 
  80 5,400 SP 
  34. Cu rsed Spear of Backbiting, 
  81 Sword +2, N 5 A 
  + 1 
  82. 2,100 EP 
  35 5.700 SP 
  83. 5,300 SP 
  36. Scroll of Protection from 
  84 1,500 GP 
  Elementals; Chainmail 
  85 
  Ring of DelUSion; 1 Potion 
  Armor + 1 
  of Clant Strength 
  37 
  Sword -2, Cursed 
  86 Ring of Invlsibtlity 
  38 1 LongeVity Polion 
  87 
  1,500 CP 
  39 1,GOO GP 
  88 Scroll of Protection from 
  40 1 Heroism Potion 
  MagiC 
  41 5,300 SP 
  89 Chatnmatl Armor + 2 
  42 1,300 GP 
  90 5.300 SP 
  43 5,500 SP 
  91 400 PP 
  44 2,400 EP 
  92 6,200 SP 
  45 1 Potion Clairvoyance, 
  93 2,GOO EP 
  Scroll of 2 Spells 
  94 5,400 SP 
  46 6,100 SP 
  95 2.200 EP 
  47 Scroll of 2 Spe1l5, Sword 
  96 6,100 SP 
  +1 , N S.A 
  97 5,900 CP 
  48 5,500 SP 
  98 5,900 CP 
  49 500 PP 
  99 450 PP 
  50 1,400 GP 
  ,00 6,100 SP 
  12 
  
  LE VEl SIX 
  1 450 PP 
  59 1,800 CP 
  2 Scroll of 1 Spell Charm 
  60 Scroll of Protection from 
  Person 
  lycanthropes 
  3 Spear + 1 
  61 
  19- 100 CP Cem~ 
  4 Shield + 2 
  62 17-50 CP Cems 
  5 Ring of Water Walking 
  63 7,000 SP 
  6 2,000 GP 
  64 PotIon of Invisibility 
  7 Sword + 1, Cursed, N SA 
  65 Plate Mall Armor & Shield 
  6 7,000 SP 
  +1 
  9 6,400 SP 
  66 7,000 SP, 6,l00CP 
  10 6,200 SP 
  67 1,700 GP 
  11 
  1 Hasle Pollon 
  66 1,700 GP 
  12 3,400 EP 
  69 6,100 SP, 6,400 CP 
  13 Sword + 1, Chalnmail Armor 
  70 3 Jewelry. 2,000, &,000, 
  & Shield + 1 
  6,000 CP 
  14 2 Potions : Poison, Healing 
  71 
  450 PP 
  15 6,600 SP 
  72 6,600 SP 
  16 3,600 EP 
  73 1,800 GP 
  17 
  Bax of Holding, Shield + 1 
  74 Scroll of 1 Spell Ventri/o· 
  16 2,000 GP 
  Quism; Sword + 1, N S A 
  19 Staff of Healing 
  7S 10 • 500 CP Gems 
  20 3,600 EP 
  76 6,200 SP 
  21 
  1,700 CP 
  77 3,200 EP 
  22 1,800 CP 
  76 1,800 GP 
  23 1,900 GP 
  79 Scroll of 5 Spells 
  24 500 PP 
  60 6,700 SP 
  25 7,000 SP 
  61 2 Pollons· Flying. Fire 
  26 6 Jewelry. 3,500 GP Each 
  ReSistance 
  27 
  leather Armor + 2 
  62 ShIeld + 1, Scroll of 1 Spell 
  28 
  19. · 100 GP Gems 
  Rope Trick , Potion of 
  29 6,900 SP 
  Gaseous Form 
  30 3,500 EP 
  83 6,300 SP, 6,200 CP 
  31 16 . 100 GP Gems 
  84 1,700 GP 
  32 
  19 . 100 GP Gems 
  85 2,000 GP 
  33 400 PP 
  86 6,300 SP, 6,Soo CP 
  34 
  550 PP 
  87 
  1,900 GP 
  3S 1,700 GP 
  68 1,900 GP 
  36 7,200 SP, 6,100 CP 
  69 2,000 GP 
  37 6,700 SP, 6,100 CP 
  90 Scroll of Protect Ion from 
  36 14 · 100 GP Gems 
  Undead 
  39 3,100 EP 
  91 
  15-100 GP Gems 
  40 6,900 5P, 7,000 CP 
  92 13 . 500 GP Gems 
  41 3,300 EP 
  93 6,600 SP, 6,100 CP 
  42 500 PP 
  94 6,900 SP, 6,600 CP 
  43 11 Arrows + 1, 1 Healing 
  95 5,900 SP 6,500 CP 
  Potion, 1 OeluSlon Patlan 
  96 Sword -2, Cursed, N SA 
  44 7,000 SP 
  97 2,000 CP 
  45 6,400 SP, 6,300 CP 
  98 Chammad Armor + 2, 
  46 1,700 GP' 
  Cursed Scroll, levitation 
  47 16 Arrows + 1 
  Potion 
  48 6,900 SP 
  99 3,500 EP 
  49 3,500 EP 
  100 6,100 SP, 6,800 CP 
  50 6.400 SP, 6,200 CP 
  Sl Scroll of 2 Spells Fireball. 
  Dispel Magic 
  S2 3,600 EP 
  53 Potion of Healing, Dagger 
  +1 
  54 5 Jewelry· 5,000 CP each 
  SS 1,700 GP 
  56 1,600 GP 
  57 
  14 - 50 GP Gems 
  58 7 Jewelrv· 3,000 GP each 
  13 
  
  This MONSTER AND TREASURE ASSORTMENT (levels Four to SIX) 15 one of a 
  ~('t and I!> designed as a plaYing aid for DUNGEONS & DRAGONS By u~lng the 
  a§~ortment H§u, game Judges can generare any number of appropriate monsters or 
  treasure slmplv by dice rolling -
  thus sa'Vlng time In play and preparation 
  This Item IS only one of the many popular plavlng aids for DUNCEONS & 
  DRAGONS produced b.,. TSR Hobbies, Inc Other 0 & 0 accessor.,. Items currently 
  tlvailable ,"clude 
  Dungeon Geomorphs. Set One (Basic Dungeon) 
  Dungeon Geomorphs, Set Two (Caves & Caverns) 
  Dungeon Geomorphs, Set Three (lower Dungeon) 
  Outdoor Geomorph$. Set One (Walled City) 
  Monster & Treasure Assortment, Set One 
  (levels One to Three) 
  ChariH:ler Record Sheets Pad 
  S2A9 
  $249 
  $2A9 
  $349 
  S2A9 
  S298 
  Other luture releases mclude several Outdoor Geomorphs sets (Castle/ For-
  tres~) , add,!","al Geomorphs sets (RUinS), and further Monster and Treasure Assort-
  ment~ (lor le ... els Seven to Nme) . Plus sp('chtl Geomorphs for use with miniature fig-
  ure<;1 
  TSR Hobbles publishes a complete line of fantasy, science fiction, and histor-
  1, .11 games and ~ules , A complete calalog on lh(> enUre selection of TSR Items IS 
  available lor $2.0D (refundable on the rlr~1 order of minIature ligures) from TSR 
  Hobbie~ , POB 756, lake Geneva, WI 53147 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D Basic (Holmes, B, X, BECMI)/1977 Holmes/Monster & Treasure Assortment Set 2, Levels 4-6.pdf