TEXT: Monster Name: 
  Armor Class: 
  Hit Dice: 
  Attacks: 
  Special: 
  Move: 
  HDE/XP: 
  Monster Name: 
  Armor Class: 
  Hit Dice: 
  Attacks: 
  Special: 
  Move: 
  HDE/XP: 
  Monster Name: 
  Armor Class: 
  Hit Dice: 
  Attacks: 
  Special: 
  Move: 
  HDE/XP: 
  Monster Name: 
  Armor Class: 
  Hit Dice: 
  Attacks: 
  Special: 
  Move: 
  HDE/XP: 
  By Marv Breig
  Based upon the Swords & Wizardry: Core Rules by Matthew J. Finch
  Cover illustration copyright © 2009 by Mark Allen
  Interior illustrations copyright © 2007–2009 by Matthew J. Finch, Edward M. 
  Kann, Jeff Preston, and Chad Thorson
  Design and Typography: Jesse Rothacher
  Editors: Jason Cone, Allan T. Grohe, Jr., Jerry Mapes, and Jesse Rothacher
  Additional editing and proofing: Scott Casper, fandomaniac, Eric Norred, 
  Lord Kilgore, Kuburanar, Lee Reynoldson, and the Swords & Wizardry forum
  With special thanks to Jason Cone, Allan T. Grohe, Jr., and Jerry R. Mapes
  Dedicated to Dave Arneson (1947–2009) and E. Gary Gygax (1938–2008)
  Published by Brave Halfling Publishing
  www.bravehalfling.com
   
  Third Print Edition—25 November 2010
  >
  MYTHMERE GAMES™
  www.swordsandwizardry.com
  Copyright © 2008 Matthew J. Finch
  BOOK iii Of iv: mOnsters
  
  Table of Contents
  Chapter 7: Running the Game
  Designing an Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
  Creating a Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  Experience Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  Scale of Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Chapter 8: Monsters
  Reading Monster Entries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Monster Attack Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Monster Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  B . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  G . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  H  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  K . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  L . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  M  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  O. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  P . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  T . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  U . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  V . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  W . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  Y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Z . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Better Monsters  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Monster Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Creating Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  Monster Name: 
  Armor Class: 
  Hit Dice: 
  Attacks: 
  Special: 
  Move: 
  HDE/XP: 
  Monster Name: 
  Armor Class: 
  Hit Dice: 
  Attacks: 
  Special: 
  Move: 
  HDE/XP: 
  Monster Name: 
  Armor Class: 
  Hit Dice: 
  Attacks: 
  Special: 
  Move: 
  HDE/XP: 
  Monster Name: 
  Armor Class: 
  Hit Dice: 
  Attacks: 
  Special: 
  Move: 
  HDE/XP: 
  
  Monster Name: 
  Armor Class: 
  Hit Dice: 
  Attacks: 
  Special: 
  Move: 
  HDE/XP: 
  Monster Name: 
  Armor Class: 
  Hit Dice: 
  Attacks: 
  Special: 
  Move: 
  HDE/XP: 
  Monster Name: 
  Armor Class: 
  Hit Dice: 
  Attacks: 
  Special: 
  Move: 
  HDE/XP: 
  Monster Name: 
  Armor Class: 
  Hit Dice: 
  Attacks: 
  Special: 
  Move: 
  HDE/XP: 
  1
  CHAPTER 7: RUNNING THE GAME 
  CHAPTER 7:
  Running the Game
  Running a game of SWORDS & WIZARDRY: WHITEBOX is a lot easier than 
  running most other role-playing games, simply because there are not as many 
  rules and your own discretion overrides them anyway. Most situations are han-
  dled by making “common sense” decisions concerning what happens next. 
  For example, if there are a bunch of zombies around the next corner and the 
  Players decide not to go around that corner, it’s up to the Referee to determine 
  whether or not it makes sense for the zombies to rush around the corner and 
  attack—or whether their orders are to simply stay where they are. If a Player 
  decides that his character is going to jump through a wall of fire, with several 
  bottles of flammable oil in his backpack, it’s up to the Referee to determine 
  whether or not they explode.
  This means “making up” a lot of stuff on the spot. If you’re not a good storyteller 
  or if you’re not up to doing a lot of creative thinking on the fly, it might be bet-
  ter that you try a different game—one that provides more rules and guidance 
  for every little situation that might arise. But if you’re a good storyteller, creative 
  and fair, SWORDS & WIZARDRY: WHITEBOX’s small, Spartan rule-set frees 
  up your creativity to create a fantasy role-playing experience completely differ-
  ent from the type of game that depends on a multitude of rules.
  SWORDS & WIZARDRY: WHITEBOX also frees up your creativity in terms of 
  customizing the game. Unlike a more complex game, you can add house rules 
  wherever you want to without accidentally messing up something else buried 
  in the rules. If you want to use critical hits and fumbles, add ‘em in. You won’t 
  break anything—there’s not that much to break!
  Designing an Adventure
  Basically, the “adventure” is just the setting for the game—usually a map and 
  then notes about certain locations on that map. As the Players tell you where 
  their characters go and what they do, you’re referring to the map and your notes 
  to describe what happens as a result. Don’t try to plan for all contingencies—it’s 
  
  2
  SWORDS & WIZARDRY: WHITEBOX
  guaranteed that the players will do something unexpected during the adventure 
  and you’ll just have to roll with it, thinking on your feet and making up new 
  things as you go. Just as you challenge the Players with adventure, they chal-
  lenge you to keep up with their collective creativity.
  Creating a Campaign
  A campaign is the world beyond the adventure—the cities, forests, coastlines, 
  and kingdoms of the fantasy world. The players will almost certainly want their 
  characters to explore the wilderness, visit cities, and do all sorts of things in the 
  fantasy world. At the beginning of the game, you might want to sketch out a 
  map of a single village (as the starting point) and some of the surrounding area. 
  (The location of the first adventure—a dark forest—perhaps?) As the players 
  move their characters around from adventure to adventure, you can expand the 
  little map into an entire fantasy world with the continents, kingdoms, and great 
  empires at your disposal.
  If you want to take a shortcut, you can set your entire campaign in a fictional 
  world created by the author of one of your favorite fantasy stories. Most of these 
  have maps and the author has already created the details and feel of the world 
  for you. For example, the worlds of Conan’s Hyboria (Robert E. Howard), of 
  Elric and the Eternal Champions (Michael Moorcock), and of the Dying Earth 
  (Jack Vance) are popular fictional settings ready for gaming. Indeed, publishers 
  have already created pre-packaged campaigns for all three of these examples.
  Experience Points
  Experience Points are awarded to Players for gaining treasure and killing mon-
  sters, as an earlier Player’s section has described. It may seem counter-intuitive 
  that treasure somehow makes characters more experienced, but that’s not what 
  awarding experience for gold pieces is all about. Gold pieces are an after-the-
  fact measurement of how ingenious the character (Player) was in getting them. 
  The gold pieces are not the source of the experience—they are the measurable 
  product of it.
  That being said, there are many alterative ways for Referees to award XP. For ex-
  ample, active participation in the campaign might warrant experience for each 
  hour of real-time play, as could solving puzzles and aiding allies. A particularly 
  clever solution or epic victory might warrant double the normal XP amount 
  awarded, while an abysmal failure might merit half.
  Some Referees make all earned Experience Points a part of a community total 
  to be divided evenly, since not all the characters have the same opportunities in 
  a given adventure. Others prefer a more competitive game, whereby each player 
  earns XP according to individual accomplishments.
  Open Game Content may only be Used under and in terms of the Open Game License Version 1.0a (OGL).
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  COPYRIGHT NOTICE 
  15. 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, 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.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  END OF LICENSE
  
  34
  SWORDS & WIZARDRY: WHITEBOX
  Creating Monsters
  Monsters are not Player Characters, and their abilities are not at all determined 
  by the rules for PCs—not even the stats for races that can have player charac-
  ters, such as Dwarves. A monster’s abilities are determined by the Referee, not 
  by any rules! Feel free to add wings, breath weapons, extra hit dice, wound-
  ed versions, or whatever suits your adventure and your campaign. Toggle and 
  tweak, imagine and invent! You are responsible for the quality of the swords 
  and sorcery in your game, not the rules. So don’t try to create monsters accord-
  ing to any sort of power formula. Create monsters based on how they feel and 
  how they play at the gaming table. Create challenges for the players, not head-
  aches for yourself. Your job is to imagine and create, not to slave at rulebooks 
  finding out what you’re “allowed” to do.
  Table 28: Monster Creation
  Hit Dice
  Base “to-hit” Bonus
  Saving Throw
  XP Awarded
  < 1
  +0
  19
  10
  1
  +1
  18
  15
  2
  +2
  17
  30
  3
  +3
  16
  60
  4
  +4
  15
  120
  5
  +5
  14
  240
  6
  +6
  13
  400
  7
  +7
  12
  600
  8
  +8
  11
  800
  9
  +9
  10
  1,100
  10
  +10
  9
  1,400
  11
  +11
  8
  1,700
  12
  +12
  7
  2,000
  13
  +13
  6
  2,300
  14
  +14
  5
  2,600
  15
  +15
  4
  2,900
  3
  CHAPTER 7: RUNNING THE GAME 
  If you find that whatever system you’re using leads the players toward bad de-
  cisions—seeking out unnecessary combat or looking for traps to spring—you 
  might consider adjusting your system. This is true for the “official” system of 
  awarding experience as well. Remember, the Referee is the ultimate judge of 
  what works best for a game and any rule can be changed to fit the group.
  Scale of Advancement
  Referees all have their own style of campaign, and it would be silly for one au-
  thor to impose needless restrictions on anyone playing the game. However, it 
  is worth noting that this rules set was designed with the notion that 4th level 
  characters are “heroic” and thus the tables were capped at level 10. A Referee 
  who wishes to extend the tables to higher levels is encouraged to do so if it fits 
  the style of the campaign.
  
  33
  CHAPTER 8: MONSTERS
  single round. In any given round, the wyvern is 60% likely to use its tail, which 
  can lash out to the creature’s front even farther than its head can reach.
  Yellow Mold
  Armor Class: N/A
  Hit Dice: N/A
  Attacks: See below
  Special: Poisonous spores
  Move: 0
  HDE/XP: 3/60
  Yellow mold is a subterranean fungus; it neither moves nor attacks. However, if 
  it is poked or struck, it may (50% chance) release a cloud of poisonous spores, 
  roughly 10 feet in diameter. Failing a saving throw against the spores means 
  that the character dies a rather horrible death. Touching yellow mold causes 1d6 
  points of acid damage. These growths can be destroyed with fire.
  Zombies
  Armor Class: 8 [11], 7 [12] w/ shield
  Hit Dice: 1
  Attacks: Strike or weapon
  Special: Immune to sleep, charm
  Move: 6
  HDE/XP: 2/30
  Zombies are mindless creatures, the walking dead. These are merely animated 
  corpses, not carriers of any sort of undead contagion as ghouls are. If their un-
  death is contagious, they should be worth a few more experience points than 
  described here, and if a single hit from a zombie causes contagion or any other 
  sort of disease they should be worth considerably more experience. However, 
  the standard zombie is simply a corpse animated to do its creator’s bidding.
  Better Monsters
  There is really no limit as to how high monsters can go, and often it’s fun to trick 
  the players by throwing über-monsters at them. The Referee should feel free to 
  adjust AC, HD, or other factors to make monsters more challenging. Also, feel 
  free to try new options like a super strain of orcs, goblin spider-riders, or fire-
  resistant mummies just to keep the players on their toes.
  Monster Levels
  You may notice that while suggested character levels are capped, monster levels 
  are not. The reasons for this are simple:
  Players run in packs and big monsters need levels to overcome a disadvan-
  1. 
  tage in numbers.
  Players tend to be creative while many Referees allow monsters to “play 
  2. 
  stupid.”
  The Referee has the option of allowing characters to continue to advance, or to 
  put a cap on monster levels as he or she sees fit.
  
  32
  SWORDS & WIZARDRY: WHITEBOX
  Many other possibilities for vampires exist in folklore: Chinese vampires, for 
  instance, and blood-drinkers more feral than intelligent. Plus, other cultural 
  templates with different attributes could be created—how about an ancient 
  Egyptian mummified vampire, or an Aztec vampire?
  Wights
  Armor Class: 5 [14]
  Hit Dice: 3
  Attacks: Claw (See below)
  Special: See below
  Move: 9
  HDE/XP: 5/240
  Wights live in tombs, graveyards, and burial mounds (barrows). They are un-
  dead, and thus not affected by sleep or charm spells. Wights are immune to all 
  non-magical weapons, with the exception of silver weapons. Any human killed 
  or completely drained of levels (1 level per hit) by a wight becomes a wight.
  Worgs
  Armor Class: 6 [13]
  Hit Dice: 4
  Attacks: Bite
  Special: None
  Move: 18
  HDE/XP: 4/120
  Worgs are large, intelligent, and evil wolves of chaos. They are sometimes rid-
  den by orcs. They may have supernatural origins.
  Wraiths
  Armor Class: 3 [16]
  Hit Dice: 4
  Attacks: Touch (See below)
  Special: See below
  Move: 24
  HDE/XP: 6/400
  Wraiths are powerful wights, immune to all non-magical weapons other than 
  silver ones (which inflict only half damage). Arrows are particularly ineffec-
  tive against them, for even magical and silver arrows inflict only one hit point 
  of damage per hit. They drain 1 level per hit. Wraiths can be found riding well-
  trained battle steeds or more unusual mounts that will tolerate their presence.
  Wyverns
  Armor Class: 3 [16]
  Hit Dice: 7
  Attacks: Bite or sting
  Special: Flight, poison sting
  Move: 6/24 (when flying)
  HDE/XP: 9/1,100
  A wyvern is the two-legged form of dragon, and these creatures are smaller 
  and less intelligent than true four-legged dragons, not to mention that they do 
  not have a breath weapon. Wyverns have a poisonous sting at the end of their 
  tails, but they are not coordinated enough to attack with both bite and sting in a 
  5
  CHAPTER 8: MONSTERS
  CHAPTER 8:
  Monsters
  There’s not a lot of detail given about the monsters, because the more detail giv-
  en, the more your own mental image of the fantasy world is going to be locked 
  into a single track. We’re not going to say that giant ants are red, nocturnal, 
  three feet long, and fond of eating Elves. Because, in your mind, they might be 
  blue, diurnal, five feet long, and eat only plants unless attacked. Details about 
  monsters toss roadblocks in front of the imagination. Yes, details can also in-
  spire imagination, but we’re making the assumption that if you’re interested in 
  fantasy gaming in the first place, you’ve got a good imagination as-is and don’t 
  require details about the size of a giant ant.
  The following is a quick reference guide for how to read monster descriptions:
  Armor Class
  “Armor Class” is explained earlier in the rules for combat. If you’re using the 
  Descending AC system (where lower AC is better), disregard the numbers in 
  brackets. If you’re using the Ascending AC system (where a high AC is better), 
  use the numbers in brackets.
  Attacks
  “Attacks” lists the number of attacks a monster has and the damage they inflict. 
  Most monsters have one attack and inflict 1d6 damage—there are, however, 
  some exceptions.
  Experience Points
  “Experience Points” are presented after a monster’s Hit Dice Equivalent (HDE) 
  rating, and list the number of XP the adventuring party gains as a result of kill-
  ing the creature. In some cases, however, the Referee may choose to award ex-
  perience points for defeating a creature without killing it (circumventing it by 
  creative means, capturing it to bring home, etc.). Some monsters have multiple 
  Experience Points listed—this is because certain monsters have a range of hit 
  dice. Order is always from lowest HD to highest HD.
  
  6
  SWORDS & WIZARDRY: WHITEBOX
  Hit Dice
  “Hit Dice” is the number of dice (d6) rolled to determine an individual crea-
  ture’s HP. If there is a plus or minus after the number, add or subtract that num-
  ber once from the total rolled.
  Note: In SWORDS & WIZARDRY: WHITEBOX, the monster’s normal 
  “to-hit” bonus is equal to its hit dice (capped at +15). For example, a 
  monster with 3 HD attacks with a +3 “to-hit” bonus.
  Hit Dice Equivalent
  “Hit Dice Equivalent” is used to separate monsters into “difficulty levels” so that 
  when creating an adventure the Referee has some guidelines concerning what 
  characters can and cannot handle. Some monsters have multiple HDE’s listed—
  this is because certain monsters have a range of hit dice. Order is always from 
  lowest HD to highest HD.
  Magic Resistance
  “Magic Resistance” isn’t one of the entries, but some creatures may have “magic 
  resistance.” The given percentage chance is the likelihood that any magic used 
  against the creature (other than bonuses from weapons) will fail to take effect. 
  To determine whether or not magic used will have an impact, roll a d100. The 
  magic fails if the result is less than the given percentage.
  Move
  “Move” is the monster’s movement rate and is handled like it is for PCs.
  Saving Throw
  “Saving Throw” isn’t one of the entries, but all creatures have a saving throw. It 
  is the number on the d20 the monster needs to equal or exceed in order to make 
  a successful saving throw. It is found by subtracting the monster’s HD from 19. 
  For example, a monster with 4 HD has a saving throw of 15. (See also Saving 
  Throws, Book I, Page 22; Table 27: Monster Creation, Page 34)
  Special
  “Special” is just a “flag” of sorts for the Referee that serves as a reminder that a 
  monster has a special ability.
  31
  CHAPTER 8: MONSTERS
  Trolls are as tall as ogres and just as strong. Unlike ogres, however, they attack 
  with claws and teeth instead of weapons. Trolls regenerate, which is to say that 
  any damage inflicted upon them heals within minutes (3 hit points per round). 
  The only way to utterly kill a troll is to submerse it in acid or burn it. Trolls can 
  even re-grow lopped-off heads and limbs.
  Trolls
  Armor Class: 4 [15]
  Hit Dice: 6+3
  Attacks: Claw
  Special: Regeneration
  Move: 12
  HDE/XP: 8/800
  Unicorns
  Armor Class: 2 [17]
  Hit Dice: 4
  Attacks: Hoof or horn
  Special: See below
  Move: 24
  HDE/XP: 5/240
  Unicorns are generally shy and benevolent creatures, who will only allow a 
  chaste maiden to approach them. They can teleport once per day to a distance 
  of 360 feet, with a rider. When they charge, their horn can deal double damage. 
  Unicorns are 25% resistant to magic. The unicorn’s horn has healing properties 
  according to legend (the details of this, if any, are left to the Referee). There is 
  considerable room to create variants of sorts: evil or flying unicorns, etc.
  Vampires
  Armor Class: 2 [17]
  Hit Dice: 7–9
  Attacks: Bite (See below)
  Special: See below
  Move: 12/18 (when flying)
  HDE/XP: 9/1,100; 10/1,400; 11/1,700
  Vampires are some of the most powerful of undead creatures. They can only be 
  hit with magic weapons and when “killed” in this way they change into a gas-
  eous form, returning to their coffins.
  They regenerate at a rate of 3 hit points per round, can turn into gaseous form 
  or into a giant bat at will, and can summon a horde of bats or 3d6 wolves from 
  out of the darkness of night. Looking into a vampire’s eyes necessitates a saving 
  throw at -2, or the character is charmed (as per the spell Charm Person). Most 
  terrifyingly, a vampire’s bite drains two levels from the victim. 
  Fortunately, vampires have some weaknesses. They can be killed (these are the 
  only known methods) by immersing them in running water, exposing them to 
  sunlight, or driving a wooden stake through the heart. They retreat from the 
  smell of garlic, the sight of a mirror, or the sight of “good” holy symbols. Any 
  human killed by a vampire becomes a vampire under the control of its creator. 
  This description will be recognized easily as the “Dracula” type of vampire. 
  
  30
  SWORDS & WIZARDRY: WHITEBOX
  Specters are wraith-like undead creatures without corporeal bodies. When a 
  specter hits an opponent, either with hand or weapon, the touch drains two lev-
  els from the victim. Only magical weapons can damage a specter. In some cas-
  es, these terrifying creatures may be mounted upon living beasts, if the beasts 
  have been trained to tolerate proximity to the undead. Any being killed (or 
  drained below level 0) by a specter becomes a specter himself—a pitiful thrall 
  to its creator.
  Specters
  Armor Class: 2 [17]
  Hit Dice: 6
  Attacks: Touch (See below)
  Special: Drains 2 levels per hit
  Move: 15/30 (when flying)
  HDE/XP: 9/1,100
  Spiders, Giant
  Armor Class: 6 [13]
  Hit Dice: 2+2
  Attacks: Bite (See below)
  Special: See below
  Move: 18
  HDE/XP: 5/240
  Giant spiders are aggressive hunters. Only the greater giant spiders are web 
  builders. Giant spider webs require a saving throw to avoid becoming stuck. 
  Those who make their saving throw can fight and move (5 feet per round) in 
  the webs. Giant spiders surprise on a roll of 1–5, being able to hide well in shad-
  ows. A giant spider’s bite is very poisonous.
  Treants
  Armor Class: 2 [17]
  Hit Dice: 7–12
  Attacks: Strike
  Special: Control trees
  Move: 6
  HDE/XP: 7/600; 8/800; 9/1,100; 
  10/1,400; 11/1,700; 12/2,000
  Treants are tree-like protectors and “shepherds” of forest trees. Depending 
  upon their size, they have different hit dice and damage; treants of 7 to 8 hit 
  dice inflict 2d6 points of damage with each strike of their branch-like hands, 
  treants of 9–10 hit dice inflict 3d6 points, and treants of 11–12 hit dice inflict 4d6 
  points. All treants can “wake” trees within 60 feet, allowing them to walk at a 
  rate of 3, and possibly to attack (no more than two trees at a time can be awake 
  at the behest of a single treant).
  7
  CHAPTER 8: MONSTERS
  Table 25: Monster Attack Rolls
  Target Armor Class [Ascending Armor Class]
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
   [10]  [11]  [12]  [13]  [14]  [15]  [16]  [17]  [18]  [19]  [20]  [21]
  Hit Dice
  Attack Roll (d20) Required to hit Opponent’s Armor Class
  < 1
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  1
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  2
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  3
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  4
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  5
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  6
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  7
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  8
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  9
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  10
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  11
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  12
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  13
  1
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  14
  1
  1
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  15+
  1
  1
  1
  1
  1
  1
  1
  2
  3
  4
  5
  6
  Monster Descriptions
  Contained herein are all of the monsters presented in alphabetical order.
  Banshees
  Armor Class: 0 [19]
  Hit Dice: 7
  Attacks: Claw
  Special: See below
  Move: 12
  HDE/XP: 11/1,700
  Banshees are horrid fey (or undead) creatures that live in swamps and other des-
  olate places. They can only be harmed by magical or silver weapons. Banshees 
  have a 49% resistance to magic, and they are immune to enchantments. Their 
  shriek (once per day) necessitates a saving throw versus death or the hearer 
  will die in 2d6 rounds. They can travel over water and other terrain as if it were 
  land, but crossing running water causes it to lose its magic resistance for 3d6 
  hours. They look like gaunt humans with long, stringy hair and glowing yellow 
  eyes. They often wear hooded cloaks. At the Referee’s discretion, such creatures 
  might be undead rather than faerie-folk, and are considered 9HD undead for 
  turning purposes.
  
  8
  SWORDS & WIZARDRY: WHITEBOX
  Basilisks are great lizards whose gaze turns to stone anyone meeting its eye 
  (fighting without looking incurs a -4 penalty “to-hit”). If the basilisk’s own gaze 
  is reflected back at it, it has a 10% chance to force the basilisk into a saving 
  throw against being turned to stone itself.
  A giant fire beetle’s oily light-glands glow red, and continue to give off light for 
  1d6 days after they are removed (shedding light in a 10 foot radius).
  Basilisks
  Armor Class: 4 [15]
  Hit Dice: 6
  Attacks: Bite
  Special: Petrifying gaze
  Move: 6
  HDE/XP: 8/800
  Beetles, Giant Fire
  Armor Class: 4 [15]
  Hit Dice: 1+3
  Attacks: Bite
  Special: None
  Move: 12
  HDE/XP: 1/15
  Black Puddings
  Armor Class: 6 [13]
  Hit Dice: 10
  Attacks: Strike
  Special: Acidic
  Move: 6
  HDE/XP: 11/1,700
  Black puddings are amorphous globs with an acidic surface. They are subterra-
  nean predators and scavengers. Any weapon or armor contacting a black pud-
  ding will be eaten away by the acid as follows: weapon (1 hit by weapon), chain 
  mail or lesser armor (1 hit by pudding), plate mail (2 hits by pudding). If a 
  weapon or armor is magical, it can take an additional hit per +1 before being 
  dissolved. They are immune to cold and divide when attacked by lightning.
  Blink Dogs
  Armor Class: 5 [14]
  Hit Dice: 6
  Attacks: Bite
  Special: Teleport
  Move: 12
  HDE/XP: 4/240
  Blink dogs are pack hunters, intelligent and usually friendly to those who are 
  not of evil intent. They can teleport short distances (without error) and attack 
  in the same turn—in most cases (75%) a blink dog will be able to teleport be-
  hind an opponent and attack from the rear (with bonuses).
  29
  CHAPTER 8: MONSTERS
  would undoubtedly be capable of swallowing a human whole, probably on a 
  natural attack roll of no more than 14. A character swallowed whole would be 
  digested within, perhaps, three hours.
  Shadows
  Armor Class: 7 [12]
  Hit Dice: 3+3
  Attacks: Touch (See below)
  Special: See below
  Move: 12
  HDE/XP: 4/130
  Shadows may or may not be undead creatures: they are immune to sleep and 
  charm, but the Referee may decide whether they are undead creatures subject 
  to turning or whether they are some horrible “other” thing, a manifestation 
  perhaps, or a creature from another dimension. Shadows are dark and resemble 
  shadows, though they may be darker. They are not corporeal, and can only be 
  harmed with magical weapons or by spells. Their chill touch drains one point 
  of strength with a successful hit, and if a victim is brought to a strength of 0, he 
  becomes a shadow. Strength points return after 90 minutes.
  Skeletons
  Armor Class: 8 [11], 7 [12] w/ shield
  Hit Dice: 1/2
  Attacks: Strike or weapon
  Special: None
  Move: 12
  HDE/XP: 1/15
  Skeletons are animated bones of the dead and are usually under the control of 
  some evil master.
  Slug, Giant
  Armor Class: 8 [11]
  Hit Dice: 12
  Attacks: Bite
  Special: Spits acid (2d6)
  Move: 6
  HDE/XP: 13/2,300
  These tremendously large masses of slimy, rubbery flesh are completely im-
  mune to blunt weapons. In addition to their powerful bite, giant slugs can spit 
  their acidic saliva (one target at a time). The base range for spitting is 60 feet, 
  and within this range the slug’s spittle will be 50% likely “to-hit” (no “to-hit” roll 
  required). For every additional 10 feet of range, the chance “to-hit” decreases by 
  10%. On its first spitting attack, the slug only has a 10% chance “to-hit” within 
  60 feet, and no chance of hitting beyond that range. Some giant slugs might 
  have more or less virulent acidity (thus changing the damage inflicted). 
  
  28
  SWORDS & WIZARDRY: WHITEBOX
  What prey the purple worms once hunted (or perhaps still do, in deep places) 
  with such natural weapons must have been terrifying indeed. Aquatic versions 
  of the purple worm might also exist.
  Rats, Giant
  Armor Class: 7 [12]
  Hit Dice: 1-1
  Attacks: Bite
  Special: 5% are diseased
  Move: 12
  HDE/XP: < 1/10
  Giant rats are often found in dungeons, and are about the size of a cat or a lynx. 
  The bite of some (1 in 20) giant rats causes disease. A saving throw vs. poison is 
  allowed. The effects of the disease are decided by the Referee.
  Rocs
  Armor Class: 4 [15]
  Hit Dice: 12
  Attacks: Claw
  Special: None
  Move: 3/30 (when flying)
  HDE/XP: 12/2,000
  Rocs are the mythological great birds of legend, large enough to prey upon 
  elephants. They can be trained as fledglings to serve as steeds, so roc eggs or 
  fledglings would be a prize indeed, worth great sums of gold. Rocs might grow 
  as large as 18 HD, with commensurately increased statistics.
  Salamanders
  Armor Class: 5 [14], 3 [16]
  Hit Dice: 7
  Attacks: Constrict or touch
  Special: Heat, constriction
  Move: 9
  HDE/XP: 8/800
  Salamanders are intelligent creatures of the elemental planes of fire. They have 
  the upper body of a human (AC 5 [14]) and the lower body of a snake (AC 3 
  [16]), and give off tremendous, intense heat. The very touch of a salamander 
  deals 1d6 hit points of fire damage, and they wrap their tails around foes to 
  cause an additional 2d6 points of crushing damage per round. Salamanders 
  cannot be enslaved in the same manner djinn and efreet might be.
  Sea Serpents
  Armor Class: 2 [17]
  Hit Dice: 30
  Attacks: Bite
  Special: See below
  Move: 18 (when swimming)
  HDE/XP: 30/8,400
  The size and nature of sea serpents is a matter for the Referee to determine. The 
  sea serpent depicted here would be about middle size, about 60 feet in length, 
  with smaller ones being half that size (with adjusted statistics, of course), and 
  large ones being about 50% larger than the one described here. A sea serpent 
  9
  CHAPTER 8: MONSTERS
  Bugbears
  Armor Class: 5 [14]
  Hit Dice: 3+1
  Attacks: Weapon or bite
  Special: Surprise opponents
  Move: 9
  HDE/XP: 3/120
  These large, hairy, goblin-like humanoids are stealthier than their size would 
  suggest, almost always getting the chance to surprise even the most alert oppo-
  nents with a roll of 1–3 on a d6 (50% of the time).
  Centaurs
  Armor Class: 5 [14], 4 [16] w/ shield
  Hit Dice: 4
  Attacks: Weapon or kick
  Special: None
  Move: 18
  HDE/XP: 5/240
  Half man, half horse, centaurs are fierce warriors and well-known creatures of 
  mythology. The Referee may choose any “version” of the centaur from folklore 
  for his campaign: some are chaotic, some aloof, and some are soothsayers.
  Centipedes, Giant (small)
  Armor Class: 9 [10]
  Hit Dice: 1d2 HP
  Attacks: Bite
  Special: Poison (see below)
  Move: 13
  HDE/XP: 2/30
  Giant lethal centipedes of the small size inflict a lethal amount of poison with 
  each bite, but inflict no damage if the saving throw is successful (+4 modifier to 
  opponent’s saving throw).
  Centipedes, Giant (medium)
  Armor Class: 5 [14]
  Hit Dice: 2
  Attacks: Bite
  Special: Poison (see below)
  Move: 15
  HDE/XP: 4/240
  Centipedes, Giant (large)
  Armor Class: 0 [19]
  Hit Dice: 4
  Attacks: Bite
  Special: Poison (see below)
  Move: 18
  HDE/XP: 6/400
  This man-sized giant centipede is a deadly predator with armored segments, a 
  vicious bite, and a potentially lethal poison (+6 modifier to opponent’s saving 
  throw).
  A twenty-foot long horror of chitin, multiple legs, and clashing pincers drip-
  ping with venom (+6 modifier to opponent’s saving throw).
  
  10
  SWORDS & WIZARDRY: WHITEBOX
  The chimera is a winged, three headed beast; one is the head of a goat, one the 
  head of a lion, and one the head of a dragon. The dragon head can breathe fire 
  (3 times per day) with a range of 50 feet, causing 3d8 damage to anyone caught 
  within the fiery blast (saving throw for half damage).
  Chimerae
  Armor Class: 4 [15]
  Hit Dice: 9
  Attacks: Bite (equals # of heads)
  Special: Breathes fire, flies
  Move: 12/18 (when flying)
  HDE/XP: 11/1,700
  Cockatrices
  Armor Class: 6 [13]
  Hit Dice: 5
  Attacks: Bite
  Special: Bite turns bitten into stone
  Move: 6/18 (when flying)
  HDE/XP: 7/600
  Resembles a bat-winged rooster with a long, serpentine tail. Its bite turns en-
  emies to stone unless a successful saving throw is made.
  Demons
  Demons are creatures of the lower planes of existence, but they are occasionally 
  encountered in places where they have been enslaved to serve as guardians by 
  powerful Magic-users or Chaotic Clerics. The more intelligent varieties might 
  also be interrupted while carrying out plots of their own. There is no meaning-
  ful game distinction between demons and devils.
  Demon, Baalrogs
  Armor Class: 2 [17]
  Hit Dice: 9
  Attacks: Sword or whip (2d6)
  Special: See below
  Move: 6/15 (when flying)
  HDE/XP: 10/1,400
  The Baalrog’s name means, roughly, the Bull of Baal: the Baal-aurochs (the au-
  rochs was a bull that stood twelve feet tall at the shoulder, and Baal is an ancient 
  and evil pagan deity). These powerful demons somewhat resemble vast mino-
  taurs with great, spreading bat-wings; they burn with the fires of hell and are 
  wreathed in flame. The spells of casters below 6th level do not affect them, and 
  against higher-level spell casters they are yet 75% immune to all spells. In com-
  bat, a Baalrog uses whip and sword; the whip can be used to reach great dis-
  tances—on a successful hit the victim is pulled close to the Baalrog and burned 
  by the fires of the demon’s body (3d6 damage). Baalrogs are sometimes referred 
  to in ancient texts as Balor or Baalor, which may be the name of a single demon 
  rather than a term for all of them. A Baalrog could be forced or tricked into the 
  service of a powerful wizard, but the risk would be immense.
  27
  CHAPTER 8: MONSTERS
  magical darkness, change into human form, cast Sleep and Charm Person once 
  per day, and cast a cone of frost with a range of 60 feet to a base of 30 feet, caus-
  ing 8d6 damage to any caught within (saving throw applies). Western folklore 
  also contains many examples of shape-shifting, magical ogres (the most famous 
  example being the one in Puss-in-Boots), so there might be many different in-
  terpretations of magical ogres whether or not they are called “ogre mage.”
  Orcs
  Armor Class: 6 [13]
  Hit Dice: 1
  Attacks: Weapon
  Special: None
  Move: 12
  HDE/XP: 1/15
  Orcs are stupid, brutish humanoids that gather in tribes of hundreds. Most 
  are subterranean dwellers, and fight with a -1 penalty “to-hit” in sunlight. 
  Occasionally, war-bands or even entire tribes of orcs issue forth from their cav-
  erns to raid and pillage by night. Orcish leaders are great brutes with additional 
  HD, and magic-using shamans may also be found in the larger tribes. Orcish 
  tribes hate each other, and will fight savagely unless restrained by a powerful 
  and feared commander, such as an evil high priest or a mystic sorcerer.
  Pegasus
  Armor Class: 6 [13]
  Hit Dice: 2+2
  Attacks: Hooves
  Special: Flight
  Move: 24/48 (when flying)
  HDE/XP: 4/120
  Pegasus was the winged horse from Greek mythology. Other Pegasus creatures 
  might have bat wings, some might be chaotic; such choices are left entirely up 
  to the Referee.
  Purple Worms
  Armor Class: 6 [13]
  Hit Dice: 15
  Attacks: Bite or sting
  Special: Poison sting
  Move: 9
  HDE/XP: 17/3,500
  Purple worms are massive annelids that grow 40+ feet in length and some-
  times exceed 10 feet in width. They are subterranean, chewing tunnels in rock 
  (or through sand, in deserts, where they are a tan color). These beasts swallow 
  their prey whole on a roll 4 higher than the needed number, or if the worm rolls 
  double the number required “to-hit”. They can swallow anything the size of a 
  horse or smaller. 
  In addition to the worm’s dreaded bite, it has a poison stinger on its tail the 
  length of a sword and just as deadly even from the piercing wound it inflicts. 
  The poison injected by the stinger is lethal if the victim fails a saving throw. 
  
  26
  SWORDS & WIZARDRY: WHITEBOX
  The minotaur is a man-eating predator from Greek mythology, with the head 
  of a bull and the body of a massive human, covered in shaggy hair. Sometimes 
  they wield large axes and most are not particularly intelligent.
  Minotaurs
  Armor Class: 6 [13]
  Hit Dice: 6+4
  Attacks: Weapon
  Special: Never lost in labyrinths
  Move: 12
  HDE/XP: 6/400
  Mummies
  Armor Class: 3 [16]
  Hit Dice: 5+1
  Attacks: Touch (See below)
  Special: See below
  Move: 6
  HDE/XP: 7/600
  Mummies cannot be hit by normal weapons and even magical weapons inflict 
  only half damage against them. Their touch also inflicts a rotting disease which 
  prevents magical healing and causes wounds to heal at one-tenth of the nor-
  mal rate. A Cure Disease spell can increase healing rate to half normal, but a 
  Remove Curse spell is required to completely lift the mummy’s curse.
  Ochre Jelly
  Armor Class: 8 [11]
  Hit Dice: 5
  Attacks: Acid strike
  Special: Lightning divides creature
  Move: 3
  HDE/XP: 6/400
  Ochre jellies are amorphous oozes that damage opponents with their acidic 
  surface. They dissolve any adventurers they kill, making the spell Raise Dead 
  all but impossible.
  Ogres
  Armor Class: 5 [14]
  Hit Dice: 4+1
  Attacks: Weapon
  Special: None
  Move: 9
  HDE/XP: 4/120
  Ogres are normally quite stupid, but more intelligent versions might be en-
  countered here and there. Sometimes ogres are mistaken for trolls.
  Ogre Mages
  Armor Class: 4 [15]
  Hit Dice: 5+4
  Attacks: Weapon
  Special: Magic
  Move: 12/18 (when flying)
  HDE/XP: 7/600
  The ogre mage is an ogre with magic powers, based on Japanese legend. An 
  ogre mage can fly, turn invisible (per the spell), create a 10 foot radius circle of 
  11
  CHAPTER 8: MONSTERS
  Lemures are vaguely humanoid—their flesh is mud-like, shifting and soft upon 
  their horrible bodies. Like manes and wretches, lemures are lower forms of de-
  mons, the fleshly manifestations of damned souls. These demons can only be 
  permanently destroyed by sprinkling their disgusting bodies with holy water.
  Demon, Lemure
  Armor Class: 7 [12]
  Hit Dice: 3
  Attacks: Claw
  Special: Regenerate (1 HP/round)
  Move: 3
  HDE/XP: 4/120
  Djinn
  Armor Class: 5 [14]
  Hit Dice: 7+1
  Attacks: Fist or weapon (2d6)
  Special: See below
  Move: 9/24 (when flying)
  HDE/XP: 9/1,100
  Djinn are one of the genies of folklore, creatures of the air (and possibly of the 
  elemental planes). They can carry 700 pounds of weight, and have a number 
  of magical powers. A djinni can create food and water of high quality, as well 
  as wooden and cloth objects. They can also create objects of metal (includ-
  ing coins), but all such magically created metals disappear in time. Djinn can 
  call up illusions, and although these are quite excellent they disappear when 
  touched. Djinni can turn themselves into gaseous form (cannot attack or be 
  attacked, can enter any area that is not airtight), and can become invisible at 
  will. Finally, a djinni can turn itself into a whirlwind much like an air elemen-
  tal, sweeping away any creature with one or fewer hit dice (the diameter of the 
  whirlwind is 10 feet). More powerful types of djinn might be capable of grant-
  ing limited wishes or even true wishes.
  Doppelgangers
  Armor Class: 5 [14]
  Hit Dice: 4
  Attacks: Claw
  Special: See below
  Move: 9
  HDE/XP: 5/240
  A doppelganger can change its form to resemble the physical appearance (in-
  cluding clothing and gear) of any person. These creatures are immune to sleep 
  and charm, and are considered magic resistant for purposes such as breaking 
  through wizard locks and similar spells. They have a very good saving throw 
  (+5) against magic of all kinds.
  
  12
  SWORDS & WIZARDRY: WHITEBOX
  Dragons
  All dragons have a breath weapon of some kind, which can be used up to three 
  times in a day. The Referee chooses when a dragon will use the breath weapon 
  or may roll for it (50% chance) in any given round.
  Referees should not roll for a dragon’s hit points, like one would for other mon-
  sters. Instead, determine the age category of the dragon—this will give both the 
  dragon’s hit points per hit dice and how many points of breath weapon damage 
  per hit dice the dragon inflicts.
  Table 26: Age Category, Dragon
  Roll
  Age
  Hit Points/Hit Dice
  Damage/Hit Dice
  1
  Very Young
  1
  1
  2
  Young
  2
  2
  3
  Immature
  3
  3
  4
  Adult
  4
  4
  5
  Old
  5
  5
  6
  Very Old (100 years)
  6
  6
  7
  Aged (100–400)
  7
  7
  8
  Ancient (400+)
  8
  8
  Table 27: Breath Weapons, Dragon
  Shape*
  Type
  Cloud
  Gaseous
  Cone
  Fiery/Frosty
  Line
  Spitting
  * The dimensions of a dragon’s breath differ according to the dragon’s type
  For example, an “Adult” dragon has both 4 hit points and 4 points of breath 
  weapon damage per hit dice. So an “Adult” black dragon with 6 HD would have 
  24 HP and deal 24 points of acid damage when using its breath weapon.
  Note that dragons, while dangerous opponents, are not by any means invin-
  cible. In a medieval-type fantasy world, dragons are a common problem rather 
  than a godlike creature of legend—so the statistics for dragons reflect a deadly 
  but not mythical foe. The Referee is, of course, free to create stats for a more 
  “mythical” conception of dragons. Since dice aren’t rolled for dragon hit points, 
  it is possible for a truly mythical dragon to have more “numbers” per die than 
  it’s actually possible to roll on a hit dice.
  25
  CHAPTER 8: MONSTERS
  Wererats are mostly found in cities, lurking in shadowy alleyways. Wererats can 
  control rats, and are extremely stealthy (surprising opponents on 1–4 on a d6).
  Lycanthrope, Wererat
  Armor Class: 6 [13]
  Hit Dice: 3
  Attacks: Weapon
  Special: Control rats, lycanthropy
  Move: 12
  HDE/XP: 4/120
  Lycanthrope, Werewolf
  Armor Class: 5 [14]
  Hit Dice: 3
  Attacks: Bite or Claw
  Special: Lycanthropy
  Move: 12
  HDE/XP: 4/120
  Werewolves are the traditional Lycanthropes seen in horror movies. They are 
  often only affected by silver or magical weapons, and are often humanoid—ex-
  cept for during a full moon, and so on.
  Manticores
  Armor Class: 4 [15]
  Hit Dice: 6+4
  Attacks: Tail-spikes 
  Special: Flight
  Move: 12/8(when flying)
  HDE/XP: 8/800
  A horrid monster with bat wings, the face of a feral human, the body of a lion, 
  and a tail tipped with 24 iron spikes. The manticore can hurl up to 6 of the iron 
  spikes from its tail per round, at a maximum range of 180 feet.
  Medusae
  Armor Class: 8 [11]
  Hit Dice: 6
  Attacks: Poisoned bite or weapon
  Special: Petrifying gaze
  Move: 9
  HDE/XP: 8/800
  Medusae are horrid creatures from Greek mythology with a female face but 
  hair of writhing snakes; they have no legs, but the body of a serpent. The gaze 
  of a medusa turns anyone looking upon it into stone. In addition to the medu-
  sa’s relatively weak melee-weapon attack, the snake-hair makes one attack per 
  round, causing no damage but lethally poisonous with a successful hit (saving 
  throw applies).
  
  24
  SWORDS & WIZARDRY: WHITEBOX
  Liches are the undead remnants of wizards, either made undead by their own 
  deliberate acts during life or as the result of other magical forces (possibly in-
  cluding their own magics gone awry). A lich has the same spell-casting pow-
  ers as the original Magic-user (the same level as the lich’s HD). A lich’s touch 
  causes paralysis with no saving throw, and the very sight of one of these dread 
  creatures causes paralysis in any being of 4 HD or below. Liches are highly ma-
  lign and intelligent.
  Liches
  Armor Class: 0 [19]
  Hit Dice: 12–18
  Attacks: Touch
  Special: See below
  Move: 6
  HDE/XP: 15/2,900; 16/3,200; 17/3,500; 
  18/3,800; 19/4,100; 20/4,400; 21/4,700
  Lizardmen
  Armor Class: 5 [14]
  Hit Dice: 2+1
  Attacks: Claw or sword
  Special: See below
  Move: 6/12 (when swimming)
  HDE/XP: 2/30
  Lizardmen are reptilian humanoids, usually living in tribal villages in the 
  depths of fetid swamps. Some can hold their breath for a long duration (an 
  hour or more), while others can actually breathe underwater. Some lizardmen 
  wield a wicked sword made of sharp bone.
  Lycanthropes
  Lycanthropes are were-creatures, particularly those in whom the disease per-
  mits assumption of a hybrid form of the human and animal. They can be hit 
  by normal weapons, but silver weapons might inflict additional damage. If any 
  character is brought below 50% hit points by a lycanthrope, the character will 
  become a lycanthrope himself.
  Lycanthrope, Werebear
  Armor Class: 2 [17]
  Hit Dice: 7+3
  Attacks: Bite
  Special: Lycanthropy
  Move: 9
  HDE/XP: 8/800
  Werebears are often found in temperate forests.
  13
  CHAPTER 8: MONSTERS
  Black dragons spit a deadly, corrosive acid rather than a breath of fire. The acid 
  covers everything in a line 5 feet wide and 60 feet long.
  Dragon, Black
  Armor Class: 2 [17]
  Hit Dice: 6–8
  Attacks: Bite
  Special: Spits acid
  Move: 12/24 (when flying)
  HDE/XP: 8/800; 9/1,100; 10/1,400
  Dragon, Blue
  Armor Class: 2 [17]
  Hit Dice: 8–10
  Attacks: Bite
  Special: Spits lightning
  Move: 12/24 (when flying)
  HDE/XP: 10/1,400; 11/1,700; 12/2,000
  Blue dragons spit a blast of lightning, affecting everything in its path, in a line 5 
  feet wide and 100 feet long. A successful saving throw against the blast of light-
  ning indicates half damage.
  Dragon, Gold
  Armor Class: 2 [17]
  Hit Dice: 10–12
  Attacks: Bite
  Special: Breathes poisonous gas or fire
  Move: 12/24 (when flying)
  HDE/XP: 12/2,000; 13/2,300; 14/2,600
  Gold dragons are of lawful alignment, can always speak, and cast spells as if 
  they were a Magic-user of equal level to their age category (so that “Very Old” 
  gold dragons are 6th level Magic-users). They can choose to either breathe fire 
  in a cone 90 feet long and roughly 30 feet wide at the base or breathe chlorine 
  gas in a cloud 50 feet in diameter.
  Dragon, Green
  Armor Class: 2 [17]
  Hit Dice: 7–9
  Attacks: Bite
  Special: Breathes poisonous gas
  Move: 12/24 (when flying)
  HDE/XP: 9/1,100; 10/1,400; 11/1,700
  Green dragons breathe a cloud of poisonous gas that is 50 feet in diameter. A 
  successful saving throw indicates half damage.
  Dragon, Red
  Armor Class: 2 [17]
  Hit Dice: 9–11
  Attacks: Bite
  Special: Breathes fire
  Move: 12/24 (when flying)
  HDE/XP: 11/1,700; 12/2,000; 13/2,300
  Red dragons are the fire-breathing wyrms of legend. They breathe fire in a cone-
  shape 90 feet long and roughly 30 feet wide at the base.
  
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  SWORDS & WIZARDRY: WHITEBOX
  White dragons are usually found in cold regions, where they can utilize their 
  natural camouflage in the ice and snow to ambush their prey. They breathe in-
  tensely cold air and frost in a cone shape 70 feet long and roughly 30 feet wide 
  at the base.
  Dragon, White
  Armor Class: 2 [17]
  Hit Dice: 5–7
  Attacks: Bite
  Special: Breathes cold
  Move: 12/24 (when flying)
  HDE/XP: 7/600; 8/800; 9/1,100
  Dryads
  Armor Class: 5 [14]
  Hit Dice: 2
  Attacks: Dagger, wooden
  Special: Charm Person
  Move: 12
  HDE/XP: 3/60
  Dryads are beautiful female tree spirits, and do not venture far from their home 
  trees. They can cast (as a native magical power) a strong charm that operates as 
  a Charm Person spell with a -2 saving throw. Those who are charmed seldom 
  return, or might be kept for a hundred years and a day within the dryad’s tree.
  Dwarves
  Armor Class: 4 [15]
  Hit Dice: 1+1
  Attacks: War Hammer
  Special: Stonework insight
  Move: 6
  HDE/XP: 1/15
  Statistics above are for the common Dwarf with no particular unusual charac-
  teristics. A Dwarf-at-arms would usually have a full 7 HP, reflecting skill and 
  general toughness. Stronger Dwarves (sergeants-at-arms, for example) might 
  have more hit dice or unusual bonuses “to-hit”, even magical abilities if Dwarves 
  are magical in your fantasy universe. (Norse myths are a good example of this.) 
  Do not bother to treat more powerful NPC Dwarves as Fighters or character 
  types; just assign the right number of HD and abilities (if any) and keep mov-
  ing along with the fantasy.
  Efreet
  Armor Class: 3 [16]
  Hit Dice: 10
  Attacks: Fist or sword (2d6)
  Special: Wall of Fire
  Move: 9/24 (when flying)
  HDE/XP: 12/2,000
  Efreet are a type of genie, associated with fire (unlike the djinn, who have pow-
  ers over the air). Efreet can carry up to a thousand pounds of weight, and under 
  the right circumstances they can be forced to serve as a slave (until they figure 
  out how to free themselves). An efreeti can cast Wall of Fire. They appear as gi-
  ant humans with cruel features, their skin flickering with flames.
  23
  CHAPTER 8: MONSTERS
  Human soldiers serve as city guardsmen, mercenaries, and men-at-arms. They 
  are generally armed with leather armor and a mace, sword, or spear. For every 
  five guardsmen there is usually a sergeant.
  Human, Soldier
  Armor Class: 7 [12]
  Hit Dice: 1+1
  Attacks: Weapon
  Special: None
  Move: 12
  HDE/XP: 1/15
  Hydrae
  Armor Class: 5 [14]
  Hit Dice: 5–12 (equals # of heads)
  Attacks: 5–12 bites
  Special: See below
  Move: 9
  HDE/XP: 5/240; 6/400; 7/600; 8/800; 
  9/1,100; 10/1,400; 11/1,700; 12/2,000
  Hydrae are great lizard-like or snake-like creatures with 5–12 heads. Each head 
  has one hit die of its own, and when the head is killed, that head dies. The body 
  has as many hit dice as the total of the heads, so it is a matter of good strategy 
  for adventurers to focus either on killing heads (when all the heads are dead the 
  body dies) or killing the creature by attacking the body (in which case the heads 
  die, too). Hydrae that breathe fire or regenerate their heads are known to exist.
  Invisible Stalkers
  Armor Class: 3 [16]
  Hit Dice: 8
  Attacks: Bite
  Special: Flight, invisibility
  Move: 12
  HDE/XP: 9/1,100
  Invisible stalkers are generally only found as a result of the spell Invisible 
  Stalker. They are invisible flying beings created to follow a single command 
  made by the caster.
  Kobolds
  Armor Class: 6 [13]
  Hit Dice: 1/2
  Attacks: Weapon
  Special: None
  Move: 6
  HDE/XP: < 1/10
  Kobolds are subterranean, vaguely goblin-like humanoids. They have a -1 “to-
  hit” penalty when fighting above ground. Many use slings or short bows, and 
  they fight with short swords or spiked clubs in melee combat.
  
  22
  SWORDS & WIZARDRY: WHITEBOX
  choose to make hobgoblins the “fey” goblins of Irish legend, while regular gob-
  lins are the more Tolkien-style underground-dwellers.
  Horses
  Horses are AC 7 [12], with riding horses having 2 HD and warhorses having 3 
  HD. Horses move at a speed of 18.
  Humans
  Humans are such a versatile race that any number of “monsters” and NPCs can 
  be made from them. Berserker warriors, tribesmen, cavemen, princesses, evil 
  high priests, captains of the guard, foot-soldiers, and tavern-keepers are all dif-
  ferent human “monsters.”
  Don’t try to build your non-player characters according to the rules for player 
  characters. Here are some samples, otherwise just make up their stats and abili-
  ties as you see fit.
  Human, Bandit
  Armor Class: 7 [12]
  Hit Dice: 1
  Attacks: Weapon
  Special: None
  Move: 12
  HDE/XP: 1/15
  Bandits are roving groups of thieves, sometimes organized into small armies 
  led by more powerful bandit chiefs and captains with higher hit dice.
  Human, Berserker
  Armor Class: 7 [12]
  Hit Dice: 1+2
  Attacks: Weapon
  Special: Berserking
  Move: 12
  HDE/XP: 2/30
  Berserkers are normal humans, but they fight with astounding ferocity. A bo-
  nus of +2 is added to their attack rolls. They do not wear armor heavier than 
  leather armor.
  Human, Sergeant-at-Arms
  Armor Class: 5 [14]
  Hit Dice: 3
  Attacks: Weapon
  Special: None
  Move: 12
  HDE/XP: 3/60
  Human sergeants are normally found in command of 1d6+5 human soldiers. 
  These are the leaders of city guard units and other small military groups in 
  castles and armies.
  15
  CHAPTER 8: MONSTERS
  Elementals
  Elementals are living manifestations of the basic forms of matter; earth, air, fire, 
  and water. They are usually summoned from their native planes of existence to 
  do the bidding of a powerful wizard. These beings can also be “chained” with-
  in objects or structures to give the objects magical properties. Elementals are 
  barely intelligent at all, but they are as powerful as the forces of nature that they 
  actually are.
  Elemental, Air
  Armor Class: 2 [17]
  Hit Dice: 8, 12, 16
  Attacks: Strike (2d6)
  Special: Whirlwind
  Move: 36 (when flying)
  HDE/XP: 9/1,100; 13/2,300; 17/3,400
  Air elementals can turn into a whirlwind of air with a diameter of 30 feet, hurl-
  ing any creature of 1 HD or less for great distances (almost certainly killing 
  them). Elemental whirlwinds are approximately 100 feet tall.
  Elemental, Earth
  Armor Class: 2 [17]
  Hit Dice: 8, 12, 16
  Attacks: Fist (2d6)
  Special: Stone destruction
  Move: 6
  HDE/XP: 9/1,100; 13/2,300; 17/3,400
  Earth elementals are hulking man-shapes of rock and earth. They batter oppo-
  nents with their great fists, although damage is reduced by 1d6 if the opponent 
  is not standing upon earth or rock. Earth elementals can tear apart stone struc-
  tures, able to rip down even a castle wall in a matter of 1d4+4 minutes.
  Elemental, Fire
  Armor Class: 2 [17]
  Hit Dice: 8, 12, 16
  Attacks: Strike (2d6)
  Special: Ignite materials
  Move: 12
  HDE/XP: 9/1,100; 13/2,300; 17/3,400
  Fire elementals are formless masses of flame, perhaps with a vaguely human 
  shape. Their attacks cause flammable materials to ignite if the material fails a 
  saving throw (as determined by the Referee).
  Elemental, Water
  Armor Class: 2 [17]
  Hit Dice: 8, 12, 16
  Attacks: Strike (2d6)
  Special: Overturn ships
  Move: 6/18 (when swimming)
  HDE/XP: 9/1,100; 13/2,300; 17/3,400
  Water elementals cannot move more than 60 feet from a large body of wa-
  ter, and their damage is reduced by 1d6 if the opponent is not standing (or 
  in) a body of water. These powerful beings can overturn small boats, and can 
  
  16
  SWORDS & WIZARDRY: WHITEBOX
  overturn a ship if given 1d4+4 minutes to work at it. On water, they can attack 
  ships, battering them to pieces within one hour if not prevented or distracted.
  Elves
  Armor Class: 5 [14]
  Hit Dice: 1+1
  Attacks: Longbow or sword
  Special: None
  Move: 12
  HDE/XP: 1/15
  The example above is for a typical Elf; trained warriors would likely have the 
  maximum 7 HP. Obviously, Elves encountered in the course of a party’s adven-
  turing will have a variety of powers and different attributes. The Referee will as-
  sign such powers as he sees fit, in accordance with the way he envisions Elves. 
  They might be the woodland dwellers of Tolkien’s The Hobbit, or the high Elves 
  of the Lord of the Rings, or might be the faerie-folk of Irish legend. In any case, 
  as with Dwarves, don’t bother trying to fit your “advanced” elves into the con-
  straints of character classes—just make up their attributes to fit what you need. 
  NPCs aren’t subject to the rules that govern building a player character; they are 
  your tools for good fantasy, not an exercise in formula application.
  Gargoyles
  Armor Class: 5 [14]
  Hit Dice: 4
  Attacks: Claw
  Special: Flight
  Move: 9/15 (when flying)
  HDE/XP: 6/400
  Gargoyles are winged creatures resembling the carved monstrosities that be-
  deck the walls of cathedrals and many subterranean dungeons. They can be vi-
  cious predators.
  Gelatinous Cubes
  Armor Class: 8 [11]
  Hit Dice: 4
  Attacks: Strike
  Special: See below
  Move: 6
  HDE/XP: 5/240
  Gelatinous cubes are semi-transparent cubes that slosh through subterranean 
  passages, engulfing debris and carrion to digest. Their entire substance is acidic: 
  if the cube hits successfully, the victim must make a saving throw or become 
  paralyzed (6 turns)—during which time the cube will attempt to devour its vic-
  tim. Most gelatinous cubes contain various metallic treasures or gems that they 
  have engulfed but not yet digested. Gelatinous cubes are immune to lightning 
  and cold.
  21
  CHAPTER 8: MONSTERS
  Harpies have the upper body of a human female and the lower body and wings 
  of a vulture. Their song is a charm that draws its victims to the harpy (saving 
  throw applies), and the harpy’s touch casts the equivalent of a Charm Person 
  spell (again, saving throw applies).
  Harpies
  Armor Class: 7 [12]
  Hit Dice: 3
  Attacks: Talons
  Special: Flight, siren song
  Move: 6/18 (when flying)
  HDE/XP: 4/120
  Hell Hounds
  Armor Class: 4 [15]
  Hit Dice: 4–7
  Attacks: Bite
  Special: Breathes fire
  Move: 12
  HDE/XP: 5/240; 6/400; 7/600; 8/800
  Hell hounds are fire-breathing dogs of the underworlds or lower planes. In ad-
  dition to biting, they can breathe fire each round, inflicting 2 HP damage per 
  hit die (10 foot range, saving throw for half damage).
  Hippogriffs
  Armor Class: 5 [14]
  Hit Dice: 3+1
  Attacks: Claws
  Special: Flight
  Move: 12/27 (when flying)
  HDE/XP: 3/60
  The hippogriff is similar to a griffon, having the head, foreclaws, and wings of 
  an eagle, but instead of the body of a lion, it has the body of a horse. The poem 
  Orlando Furioso (written in 1516) suggests that the hippogriff is the offspring of 
  a griffon and a horse—but they are apparently an independent breed, for folk-
  loric tradition holds that griffons frequently attack hippogriffs. Hippogriffs are 
  not as hard to train as griffons—again, from Orlando Furioso: 
  “Drawn by enchantment from his distant lair, The wizard thought but 
  how to tame the foal; And, in a month, instructed him to bear Saddle 
  and bit, and gallop to the goal; And execute on earth or in mid air, All 
  shifts of manege, course and caracole…”
  Hobgoblins
  Armor Class: 5 [14]
  Hit Dice: 1+1
  Attacks: Weapon
  Special: None
  Move: 9
  HDE/XP: 1/15
  Hobgoblins are simply large goblins, possibly a separate breed living apart from 
  their smaller cousins. As a matter of the campaign’s flavoring, the Referee might 
  
  20
  SWORDS & WIZARDRY: WHITEBOX
  spells, and damaged/healed by rock to mud spells and the reverse. Spells that 
  affect rock (and fire spells) are the only magic that affects them. They can only 
  be hit by weapons +2 or better.
  Gorgons
  Armor Class: 2 [17]
  Hit Dice: 8
  Attacks: Gore
  Special: Stone breath
  Move: 12
  HDE/XP: 10/1,400 
  Gorgons are bull-like creatures with dragon-like scales. Their breath turns peo-
  ple to stone (60 foot range, saving throw applies).
  Grey Oozes
  Armor Class: 8 [11]
  Hit Dice: 3
  Attacks: Strike
  Special: See below
  Move: 1
  HDE/XP: 5/240
  Grey ooze is almost identical in appearance to wet rock, but is a slimy, formless 
  substance that devours prey and carrion with its acidic secretions, lashing for-
  ward to strike enemies. Grey ooze is immune to spells, heat, and cold damage. 
  Metal (but not stone or wood) must make a saving throw vs. acid when exposed 
  to grey ooze (even if the contact is as brief as the strike of a sword) or be rotted 
  through. When the grey ooze hits a character in metal armor, the armor must 
  make a saving throw. Only cutting and piercing damages a grey ooze—it is im-
  pervious to blunt or crushing attacks.
  Green Slime
  Green slime isn’t technically a monster, just an extremely dangerous hazard in 
  underground tombs and other such places. Any metal or organic substance it 
  touches begins to turn to green slime (saving throw). It can be killed with fire 
  or extreme cold, and the transformation process can be arrested by the use of 
  the spell Cure Disease.
  Griffons
  Armor Class: 3 [16]
  Hit Dice: 7
  Attacks: Bite
  Special: Flight
  Move: 12/27 (when flying)
  HDE/XP: 8/800
  Griffons have the body of a lion, with the wings, head, and fore-talons of an 
  eagle. These creatures can be tamed and ridden as mounts. They usually nest 
  in high mountain aeries, where they lay their eggs and hunt their prey. Because 
  the fledglings can be tamed, young griffons and griffon eggs command a very 
  high price in the marketplaces of the great cities, or to barons and wizards.
  17
  CHAPTER 8: MONSTERS
  Ghouls are pack-hunting undead, corpse eaters. They are immune, like most 
  undead, to charms and sleep spells. The most dangerous feature of these hor-
  rid, cunning creatures is their paralyzing touch: any hit from a ghoul requires a 
  saving throw or the victim becomes paralyzed for 3d6 turns.
  Giants
  Giants are a staple of fantasy gaming, huge and dangerous creatures that often 
  have a taste for human flesh. Most are not particularly intelligent.
  Ghouls
  Armor Class: 6 [13]
  Hit Dice: 2
  Attacks: Claw
  Special: See below
  Move: 9
  HDE/XP: 3/60
  Giant, Cloud
  Armor Class: 4 [15]
  Hit Dice: 12+2
  Attacks: Weapon (3d6)
  Special: Hurls boulders
  Move: 15
  HDE/XP: 13/2,300
  Cloud giants are cunning beasts, often living in cloud-castles in the sky (hence 
  their name). They throw rocks for 6d6 hit points of damage. Cloud giants are 
  famous for their ability to smell out food, enemies, and Englishmen.
  Giant, Fire
  Armor Class: 4 [15]
  Hit Dice: 11+3
  Attacks: Weapon (2d6)
  Special: Hurls boulders, fire immunity
  Move: 12
  HDE/XP: 12/2,000
  Fire giants are usually found near volcanic mountains, in great castles of basalt 
  or even iron. They throw boulders for 5d6 hit points and are immune to fire.
  Giant, Frost
  Armor Class: 4 [15]
  Hit Dice: 10+1
  Attacks: Weapon (2d6)
  Special: Hurls boulders, cold immunity
  Move: 12
  HDE/XP: 12/2,000
  Frost giants dwell in cold regions, where they build (or conquer) castles in re-
  mote places of ice and snow. They throw boulders or great chunks of ice for 4d6 
  points of damage and are immune to cold.
  
  18
  SWORDS & WIZARDRY: WHITEBOX
  Hill giants are the least of the giant races; most are brutish cave-dwellers who 
  dress in pelts and uncured hides. They throw rocks for 2d6 points of damage.
  Giant, Hill
  Armor Class: 4 [15]
  Hit Dice: 8
  Attacks: Weapon (2d6)
  Special: Hurls boulders
  Move: 12
  HDE/XP: 9/1,100
  Giant, Stone
  Armor Class: 4 [15]
  Hit Dice: 9
  Attacks: Club (2d6)
  Special: Hurls boulders
  Move: 12
  HDE/XP: 10/1,400
  Stone giants dwell in caves, isolated in the mountain fastness. They throw rocks 
  for 3d6 points of damage, and can be quite crafty in setting up ambushes in 
  their native mountains—travelers who wander into the territory of stone giants 
  seldom return.
  Giant, Storm
  Armor Class: 1 [18]
  Hit Dice: 16
  Attacks: Weapon (3d6)
  Special: See below
  Move: 15
  HDE/XP: 16/3,200
  Storm giants are the largest of giants, the most intelligent, the most magical, 
  and the most likely to talk with humans rather than simply devour them. Storm 
  giants can live in underwater sea-castles as well as on the heights of mountains. 
  They throw boulders for 7d6 points of damage, and have the power to cast 
  Control Weather.
  Gnolls
  Armor Class: 5 [14]
  Hit Dice: 2
  Attacks: Bite
  Special: None
  Move: 9
  HDE/XP: 2/30
  Gnolls are tall humanoids with hyena-like heads. They may be found both 
  above ground and in subterranean caverns. They form into loosely organized 
  clans, often ranging far from home to steal and kill with rapacious ferocity.
  19
  CHAPTER 8: MONSTERS
  Goblins are small creatures (4 feet tall or so) that inhabit dark woods, under-
  ground caverns, and (possibly) the otherworldly realms of the fey. They attack 
  with a -1 “to-hit” in the full sunlight.
  Golems
  Golems are man-shaped creatures built to serve their masters; usually powerful 
  wizards or high priests. They are often used as guardians. Golems cannot be hit 
  with non-magical weapons, and are immune to the sorts of spells used to create 
  them (iron golems being immune to fire, for instance). You can find the details 
  in the specific monster descriptions.
  Goblins
  Armor Class: 6 [13]
  Hit Dice: 1-1
  Attacks: Weapon
  Special: -1 “to-hit” in sunlight
  Move: 9
  HDE/XP: < 1/10
  Golem, Flesh
  Armor Class: 9 [10]
  Hit Dice: 12
  Attacks: Fist
  Special: See below
  Move: 8
  HDE/XP: 12/2,000
  A creation stitched together from human limbs and other parts, like 
  Frankenstein’s monster. Damage inflicted by lightning heals the golem, and it is 
  slowed by fire and cold. No other type of spell than lightning, fire, or cold affects 
  a flesh golem. Only +1 or better magic weapons can harm a flesh golem.
  Golem, Iron
  Armor Class: 3 [16]
  Hit Dice: 13
  Attacks: Fist or weapon
  Special: See below
  Move: 6
  HDE/XP: 17/3,500
  Iron golems are huge moving statues of iron. They can breathe a 10 foot ra-
  dius cloud of poison gas as well as attacking with great power. Only +3 or bet-
  ter magic weapons can harm an iron golem. These hulking statues are slowed 
  by lightning spells, but fire-based spells actually restore hit points to them. No 
  other type of spell affects them.
  Golem, Stone
  Armor Class: 5 [14]
  Hit Dice: 16
  Attacks: Fist
  Special: See below
  Move: 6
  HDE/XP: 16/3,200
  Stone golems are massive stone statues animated by very powerful magics 
  (much more than just animate object, in other words). They are slowed by fire 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Swords & Wizardry/Digest Booklets/Bk3 (3rd) Print-ready interior.pdf