TEXT: Compendium Bestiary
  112 Creatures for classic Basic/Expert
  
  This book provides B/X-compatible 
  stats for over a hundred monsters 
  from the award-winning Trilemma 
  Adventures series.
  Inside are alien aberrations, beasts 
  of the wood, people of the underworld, 
  celestial horrors, demonic incursions, 
  ghostly remnants of ages past, and 
  scores of other entries to surprise your 
  players and enrich your campaign.
  Use them along with the Trilemma 
  Adventures Compendium, or in 
  adventures of your own design.
  http://trilemma.com
  
  Credits
  B/X AdAptAtions
  Johnstone Metzger: @chthonstone
  CreAtures & LAyout
  Michael Prescott: www.trilemma.com
  AdditionAL CreAtures
  Kira Magrann: (www.serpentcyborggames.com / @kiranansi) Siren
  Michael Atlin: Vinteralf
  Stephanie Bryant: (www.mortaine.com/blog / @mortaine) Dream 
  Eater
  iLLustrAtion
  Juan Ochoa: (www.juanochoa.co) Acolyte, Avatar, Bog Strangler, 
  Bone Devil, Carreg, Cave Drake, Cave Squid, Chalk Hound, Dire 
  Fleas, Grush, Handwolves, Heelan, Hulk Larva, Lady of Memory, 
  Menaka, Moon Baby, Novy Dom, Onddo, Orc, Ricalu, Sand Monarch, 
  Selk, Sylph Spider, Tcheth, Vinteralf, Warbody
  Lauren Bryce: (@brycescribbles on Twitter) Slewt
  Justine Jones: (justinejonesillustration.com) Dradkin & Fleshpriest, 
  Vampire, Wraith
  Michael Lavoie: (instagram.com/artofmichaellavoie) Sarcas
  Michael Prescott: (www.trilemma.com) Apocalypse Larva, 
  Automaton, Chitin Drake, Dire Pelican, Dogfolk, Emperor Tortoise, 
  Ghost Selk, Guardian, Hell Knight, Hungry Spirit, Lady of Memory, 
  Malak, Motes, Nuss Exile, Nuss Harbinger, Rust Soldier, Sand 
  Sprite, Shrine Baby, Siren, Splice Hydra, Void Bringer, Void Gull, 
  Water Shade, Werewolf, Whip Scorpion, Wyrm—Jokun, Wyvern
  Nate Pride: (www.natepride.com) Lantern Worm, Storm Seals
  Peter Mullen: (pmullenblog.blogspot.com) Crypt Servant, Heelan 
  Phib, Shadow Bohka, Vampire Tree, Void Worm
  Russ Nicholson: (russnicholson.blogspot.com) Cave Stitcher, Jorn, 
  Undine
  Tomas Panavas: Cover painting
  Zé Burnay: (www.zeburnay.com) Brass Soldier, Demon Wolf, Jellies, 
  Ogre
  Copyright © 2019-2020 Michael Prescott & Johnstone Metzger. 
  All rights reserved. Version 1.0
    — 1
  
  tABLe of Contents
  BestiAry .......................................5
  Acolyte of Raal ..................... 6
  Aether Serpent ..................... 7
  Ant, Blight ............................ 8
  Apocalypse Larva ................. 9
  Automaton .......................... 10
  Automaton, Vault Jackal .. 10
  Avatar of Suvuvena ........... 12
  Bandit Wasp....................... 14
  Bandit Wasp Larva ............ 15
  Blue Lichen ........................ 16
  Bog Strangler ..................... 17
  Bone Devil .......................... 18
  Brass Soldiers .................... 20
  Carreg ................................. 22
  Carreg Rust Desperant ..... 23
  Cave Squid ......................... 24
  Cave Stitcher ..................... 25
  Chalk Hound ...................... 26
  Changeling ......................... 27
  Chitin Drake ...................... 28
  Craesten ............................. 30
  Crawling Ghost .................. 31
  Crypt Servant .................... 32
  Cursed Bear of Lurrock ..... 33
  Demon Wolf ........................ 34
  Dire Flea............................. 35
  Dogfolk ............................... 36
  Dradkin .............................. 37
  Dradkin Fleshpriest .......... 38
  Drake .................................. 40
  Drake, Cave........................ 41
  Dream Eater ...................... 42
  Emperor Tortoise ............... 44
  Emperor Heron .................. 46
  Fever Fly ............................ 47
  Fire Beetle .......................... 48
  Fire Sprite .......................... 49
  Fire Titan ........................... 50
  Ghost Bat ........................... 51
  Giragita .............................. 52
  God Unmoving ................... 54
  Gray Monolith, Ascended .. 56
  Guardian ............................ 58
  Handwolf ............................ 60
  Heelan ................................ 62
  2 —  
  
  Heelan Phib........................ 63
  Heelan Proudskull ............. 64
  Heelan Warlock ................. 65
  Heilian Gorgon ................... 66
  Hell Knight ........................ 67
  Hulk Larva ......................... 68
  Hulk Mother....................... 69
  Hungry Spirit ..................... 70
  Isopod ................................. 72
  Isopod, Leviathan .............. 73
  Jellies.................................. 74
  Jorn ..................................... 76
  Lantern Worm ................... 78
  Malak.................................. 80
  Martoi Knight .................... 81
  Martoi Lady of Memory ..... 82
  Martoi Serf ......................... 84
  Meeb ................................... 85
  Menaka ............................... 86
  Moon Baby ......................... 87
  Mote .................................... 88
  Murk Star (aka Murker) ... 89
  Nuss Eruption .................... 90
  Nuss Exile .......................... 91
  Nuss Harbinger ................. 92
  Ogre .................................... 95
  Onddo ................................. 96
  Onddo, Hunting ................. 96
  Onddo, Seed ....................... 96
  Onddo, Tusked ................... 98
  Onddo, Venerable .............. 98
  Orc, Blight .......................... 99
  Orc, Primordial ................ 100
  Pelican, Dire ..................... 102
  Pit Lord ............................ 104
  Ricalu................................ 106
  Rust Soldier...................... 108
  Sand Monarch .................. 110
  Sand Sprite ...................... 112
  Selk ................................... 114
  Selk, Ghost ....................... 117
  Shadow Bohka ................. 118
  Shrine Baby ..................... 120
  Siren ................................. 121
  Slewt ................................. 122
  Soil Mother ....................... 123
    — 3
  
  Splice Hydra ..................... 124
  Storm Seal ........................ 125
  Sylph Spider ..................... 126
  Tcheth ............................... 127
  Undine .............................. 128
  Vampire ............................ 129
  Vampire Bush .................. 130
  Vampire Tree ................... 130
  Vinteralf ........................... 131
  Vinteralf Confessor .......... 131
  Void Gull .......................... 132
  Void Bringer ..................... 133
  Void Worm ....................... 134
  Warbody ........................... 136
  Water Shade..................... 138
  Werewolf, Leádstæf ......... 140
  Whip Scorpion .................. 142
  Wraith .............................. 144
  Wyrm, Jokun .................... 146
  Wyvern ............................. 148
  Wyvern Eel ....................... 149
  4 —  
  
  BestiAry
    — 5
  
  ACoLyte of rAAL
  Occasionally, a vision or seer catches a glimpse of the dread ritual of 
  Thiru that made the primordial orcs. Some try to mimic the ritual,  
  consuming the spirits of the dead, in the hopes of obtaining the power of 
  those legendary creatures.
  Unfortunately, the ritual is subtle, and imperfect performance has 
  many side effects. Each acolyte of Raal has different orcish gifts: glowing, 
  night-seeing eyes; a tough leathery hide; claws and bestial strength; 
  regeneration; the ability to take sand and soil as sustenance; or even 
  ageless vitality.
  They may also have numbed limbs, weakness, leprosy, or rotting 
  flesh—before overuse of the ritual causes them to succumb to unthinking 
  ghouldom or death.
  6 —  
  
  ACoLyte of rAAL
  Numbers: 1d6 (2d10)
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 7
  HD: 2+2
  Damage: 1d8 (weapon)
  Save: Fighter 4
  Morale: 8
  Treasure: U (K)
  XP: 25xp each
  Roll 1d6 to determine each acolyte’s orcish gift:
  d6
  Orcish Gift
  1
  Ageless vitality (+10 hit points).
  2
  Claws and bestial strength (+2 damage).
  3
  Glowing eyes (darkvision).
  4
  Regeneration (2 hit point per round).
  5
  Sand and soil is sustenance.
  6
  Tough leathery hide (AC Chain).
  For every 5 Acolytes of Raal encountered, there is a 2 in 6 chance of an 
  additional leader accompanying them. This leader has 4 Hit Dice and 
  two orcish gifts.
  Aether serpent
  When the astral wind blows strangely, the sands of that realm form into 
  writhing serpents which grind along the dunes in pursuit of material 
  travelers. The sands of the astral realm are soaked in the dreams 
  and fears of the ages, so the bite of an aether serpent inflicts potent, 
  incapacitating visions of lives long past. Do not tarry in the astral realm!
  Aether serpent
  Numbers: 1d4 (2d6)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 7
  HD: 2
  Damage: 1d4 (bite)
  Save: Fighter 2
  Morale: 7
  Treasure: Nil
  XP: 25xp each
  Anyone bitten must save vs. paralysis 
  or be incapacitated by visions of 
  lives long past for 2d4 turns.
  B/X Bestiary — 7
  
  Ant, BLight
  Blight ants bring total destruction when they come, like a slow-moving 
  wildfire. Dog-sized scout ants find and mark suitable food. A few hours 
  later, squads of forager ants arrive and carry away anything living. 
  Horse-sized blight soldier ants watch over the operations and protect 
  the smaller ants from reprisals.
  Trees, bushes, injured or slow-moving animals—everything they can 
  cut down and haul—are pulled underground to rot in their subterranean 
  fermentation pits.
  Their ravages are cyclical: they enter an area, strip it down to the 
  bare ground, and move on. After a few years (if the soil hasn’t dried 
  up and blown away) the area begins to recover. Saplings grow and the 
  animals return, but not long afterwards, so do the ants.
  Blight ants prefer hot, dry climates, as their colonies are vulnerable 
  to flooding in more temperate lands. In cold weather, they grow sluggish 
  and vulnerable to hot-blooded scavengers. This small mercy is all that 
  keeps them from sweeping over everything.
  BLight Ant sCout
  Numbers: 2d4 (6d10)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 7
  HD: ½ (1d4 hp)
  Damage: 1d4 (bite)
  Save: Fighter 1
  Morale: 6
  Treasure: Nil
  XP: 5xp each
  • Double damage from cold, frost, and water-based effects.
  • Half damage from fire, heat, and desiccation effects.
  BLight Ant soLdier
  Numbers: 1d4 (2d6)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 5
  HD: 1+1
  Damage: 1d8 (bite)
  Save: Fighter 2
  Morale: 7
  Treasure: Nil
  XP: 15xp each
  • Double damage from cold, frost, and water-based effects.
  • Half damage from fire, heat, and desiccation effects.
  A lair of blight ants includes scouts, soldiers, and a swarm of foragers, 
  which functions like a single 4 HD creature that can only harm plants 
  and creatures subdued by other blight ants. The swarm can cover 
  creatures fighting the other blight ants and give them a -2 penalty to 
  their attacks, but it takes 1 damage each round for each creature it 
  penalizes (as individual forager ants are crushed and squashed in the 
  commotion).
  8 — B/X Bestiary
  
  ApoCALypse LArvA
  Fat white grubs (2 paces long) cling to cavern walls, sloshing with 
  precious oils. They are passive, but if disturbed they can burst explosively, 
  splashing anyone nearby with flaming oil.
  In order to carefully step past apocalypse larvae or gingerly transfer 
  them to a suitable container, a successful save vs. breath weapon is 
  required. Failure results in being doused in flaming oil and set alight, 
  and taking 1d4 damage right away, and another 1d4 damage at the end 
  of every round unless the flames are doused.
  Each larva contains 1d6 pots’ worth of fire oil, each valued at 30gp.
  B/X Bestiary — 9
  
  AutomAton
  These Seree-made automatons have bodies of wood, leather, and brass.  
  Their heads are human skulls. They are built for hard labor, and are a 
  full head taller than most humans.
  AutomAton, servAnt
  Numbers: 1d6 (2d8)
  Alignment: Neutral
  Move: 90’ (30’)
  AC: 4
  HD: 2
  Damage: 1d6 (unarmed)
  Save: Fighter 2
  Morale: 12
  Treasure: (Skull crystal)
  XP: 20xp each
  • Half damage from cutting and slashing weapons.
  • Immune to piercing weapons.
  There is only a 1 in 3 chance of a servant automaton fighting back 
  if attacked, or obeying if given an order. Otherwise, it ignores the 
  situation. Even if they do react, servant automatons always strike last 
  in the initiative order.
  AutomAton, vAuLt JACkAL
  Numbers: 1d8 (2d8)
  Alignment: Chaotic
  Move: Move 120’ (40’)
  AC: 4
  HD: 2+2
  Damage: 1d8 (bite)
  Save: Fighter 2
  Morale: 12
  Treasure: (Skull crystal)
  XP: 25xp each
  • Half damage from cutting and slashing weapons.
  • Immune to piercing weapons.
  The Seree also maintained a store of crystal-infused skulls for defensive 
  purposes, made from starved jackals. Automatons with jackal skulls 
  hunt in packs, sneak carefully, attack from ambush, and stop only 
  when their victims are torn apart. A group of jackal-skull automatons 
  surprises an enemy on a roll of 1-3 (instead of 1-2), and is only surprised 
  on a roll of 1.
  WizArd fLoWers
  Inside each automaton’s skull each one containing a small, coral-like 
  crystal of topaz, agate or garnet, which holds the automaton’s habits 
  of endless servitude. These ‘wizard flowers’ were grown in the brains 
  of acolytes not suited for powerful magic. They are mildly magical, and 
  worth d10x10gp.
   A skull collar (an enchanted brass sleeve with a central post) affixes 
  the skull and animates the body with the impulses from the flower. This 
  makes the skulls interchangeable, giving their minders the ability to 
  10 — B/X Bestiary
  
  replace the skulls with others, trained for different tasks. Skull collars 
  are worth d4x100gp to the right buyer.
  B/X Bestiary — 11
  
  AvAtAr of suvuvenA
  An avatar of Suvuvena is the penultimate chimeric creation, a person 
  made of arthropods, fused together by hydra’s blood and prayers to 
  Suvuvena, shaper of life.
  Its lungs are locusts; its skin is a carpet of beetles. Its eyes are holes 
  filled with flies. A huge centipede makes up its guts; its hands are 
  clusters of mantids. It can disassemble or reassemble at will.
  As a master chimeromancer, the avatar’s gaze instantly bonds flesh to 
  flesh. It can use this to deform its enemies, or affix two or more of them 
  to one another. It can sew mouths, noses, and eyes shut with a glance, 
  causing blindness and suffocation.
  As intelligent, composite beings, avatars have rather alien ideas 
  about identity and individuality.
  While most chimeromancers strive to create new and better forms for 
  the glory of Suvuvena, an avatar dreams of welding all life into a single, 
  ecstatic organism.
  AvorAsk, AvAtAr of suvuvenA
  Numbers: 1
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 7
  HD: 9
  Damage: gaze (see below)
  Save: Cleric 10
  Morale: 10
  Treasure: F
  XP: 1,600
  1 gaze attack per turn. The target must save vs. spells or the avatar may 
  do one of the following (roll 1d6 if uncertain which):
  d6
  Avatar gaze effect
  1
  Bond the bugs or vermin of the environment with the target’s flesh.
  2
  Bond the flesh of two adjacent targets together, making them 
  inseparable.
  3
  Bond the target’s legs together, preventing them from walking.
  4
  Bond the target’s arm to some other part of their body, preventing them 
  from using it.
  5
  Seal up the flesh over the target’s eyes, causing blindness.
  6
  Seal up the flesh over the target’s mouth and nose, causing them to 
  suffocate.
  12 — B/X Bestiary
  
  B/X Bestiary — 13
  
  BAndit WAsp
  These giant wasps live in colonies of 2-20 adults, each the size of a calf. 
  They fly noisily, easily heard in the distance. Their glossy chitin protects 
  like metal armor, though their legs and eyes are delicate.
  They arrive in groups of d6 to seize people, sheep, or goats with their 
  hooked legs, inject venom, and fly home to feed their captured prey to 
  their larvae.
  BAndit WAsp
  Numbers: 1d6 (2d20)
  Alignment: Neutral
  Move: Flying 120’ (40’)
  AC: 3
  HD: 1+1
  Damage: 1d4+poison (sting)
  Save: Fighter 1
  Morale: 8
  Treasure: C
  XP: 15xp each
  1 sting attack per round (1d4 damage, plus poison). Anyone stung by a 
  bandit wasp must save vs. poison or become completely unaware of the 
  presence or actions of all bandit wasps for 2d4 turns.
  14 — B/X Bestiary
  
  BAndit WAsp LArvA
  Bandit wasp nests are cottage-sized, spherical globs of wax nestled high 
  on cliff walls, the upper stories of ruins, or large, ancient trees. The nests 
  crawl with forearm-sized larvae, which secrete the wax that makes the 
  nest structure. They nose about blindly, but if bothered, they reply with 
  a jet of hot wax (painful and  blinding). The Seree believed that bandit 
  wasp wax could repel demons.
  BAndit WAsp LArvA
  Numbers: 2d20 (lair only)
  Alignment: Neutral
  Move: 30’ (10’)
  AC: 8
  HD: ½ (1d4 hp)
  Damage: 1d4 (wax)
  Save: Fighter 1
  Morale: 5
  Treasure: Nil
  XP: 5xp each
  1 jet of hot wax attack per round (1d4 damage). Anyone hit by this attack 
  must save vs. breath weapon or be blinded for 1d6 rounds.
  B/X Bestiary — 15
  
  BLue LiChen
  A flaky, blue-gray lichen that rapidly turns exposed skin into more lichen. 
  It grows quickly at body temperature, but is dormant in the numbing cold 
  of its native climate, where it is found as blue-gray streaks on ice. Because 
  it grows painlessly, blue lichen infections can go unnoticed for hours.
  Anyone who comes into contact with blue lichen must save vs. poison or 
  become contaminated. Once a person is contaminated, the lichen will 
  reach their flesh in 1d4-1 turns, at which point it causes 1d6 damage 
  each round until it is removed. If the contamination is noticed before it 
  reaches the victim�s flesh, it takes 1 turn to clean out their clothes and 
  equipment.
  16 — B/X Bestiary
  
  Bog strAngLer
  Bog stranglers haunt the swamps, bogs, and moorland pools between 
  villages. They live out an illusion of their lives from long ago, poor 
  gatherers, charcoal burners, and fishers. The great working of the 
  Martoi let them live as they did thousands of years ago, but only as 
  reflections in still water.
  Do not accept their hospitality! Bog stranglers can be recognized by 
  their ignorance of recent news, since they remember nothing since the 
  working. Travelers have awakened to find themselves underwater and 
  drowning: the humble cottage of their host revealed to be a slimy, leaf-
  filled water hole. Long fingers close about their necks and choke out 
  their last breath.
  Bog strAngLer
  Numbers: 1d2 (1d6)
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 8
  HD: 4
  Damage: 1d10 (choke)
  Save: Fighter 4
  Morale: 7
  Treasure: Q
  XP: 75xp each
  Once an attack hits, the bog strangler automatically hits the same 
  target on subsequent rounds, until they are dead. The target can free 
  themselves if they successfully save vs. paralysis.
  B/X Bestiary — 17
  
  Bone deviL
  Bone devils are the heralds of the great demons who wish to rise to the 
  surface from far below. They hunt the spirits of surface people who are 
  foolish or unlucky enough to be found outside the safety of ancestral 
  hosts.
  Bone devils are semicorporeal. To lure the dead, they decorate 
  themselves with bones (which are familiar to the departed). Where the 
  devils settle, they create false shrines filled with stolen sacred objects, 
  or parodies of them.
  Bone devils carry silver-tipped hooks to catch spirits, though these 
  are equally brutal when turned upon the living.
  18 — B/X Bestiary
  
  Bone deviL
  Numbers: 1d4 (2d6)
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 5
  HD: 6
  Damage: 1d12 (silver hook)
  Save: Fighter 6
  Morale: 7
  Treasure: V (E)
  XP: 275xp each
  1 silver-tipped hook attack per round (1d12 damage) or special. A target 
  struck by this hook must save vs. paralysis or be caught by it, unable 
  to move and suffering a -2 penalty to attack rolls until the Bone Devil 
  attacks again.
  They know several sorcerous rituals: 
  Devastating glory causes sacred objects to sing, which they use to 
  lure any nearby spirits who cherish them.
  Bone Devils may cause sacred objects to sing whenever they want, 
  which lures nearby spirits who cherish such items. They then light 
  flaming lamps of blue fire that terrify, encircle, and trap the dead, 
  burning them the way flaming oil burns the living.
  Once per day, a bone devil may blow upon a maddening horn, 
  causing all mounts that can hear it to test morale, with a -2 penalty, or 
  panic and throw their riders.
  B/X Bestiary — 19
  
  BrAss soLdiers
  Brass soldiers are magical statues of solid metal, siege weapons from 
  ancient Thiru. They move at one-eighth normal speed, making them 
  easily avoided in the open. They are immensely strong, and anyone 
  caught has only moments to cut off whatever the soldier holds before 
  being strangled.
  Brass soldiers remain motionless unless someone wears their ring of 
  control. If the ring is worn by a living person, the soldiers march to reach 
  them (even underwater, or digging through stone if necessary). Once in 
  the wearer’s presence, they will follow simple instructions as best they 
  can. If a ring is found as treasure, it controls d20 soldiers.
  BrAss soLdiers
  Numbers: 1d20
  Alignment: Neutral
  Move: 15’ (5’)
  AC: 3
  HD: 4
  Damage: 1d8
  Save: Cleric 8
  Morale: 12
  Treasure: Nil
  XP: 125xp each
  Immune to mundane harm (+1 or better weapon to hit).
  1 grab attempt per round. Once a person has been grabbed by a brass 
  soldier, they suffer 1d8 damage each round on the brass soldier’s 
  initiative (including the round the attempt is made in). Brass soldiers 
  can only attempt to grab someone they have cornered, moved adjacent 
  to, or who attempts to move past them and also fails a save vs. paralysis.
  20 — B/X Bestiary
  
  B/X Bestiary — 21
  
  CArreg
  The Carreg are the “people of stone,” who live far underground, in 
  and around the Ur-Menig. Their bodies are genderless, with skin like 
  dimpled, supple clay. When healthy, they are cool and moist. They 
  appear quite alien to surface peoples, having  small mouths, slitted 
  nostrils, and no eyes or hair.
  They “see” by means of air currents and ground vibrations, and are 
  unaware of light. They tolerate the air of Ur-Menig, which sends others 
  into a deathless sleep.
  Carreg fear iron, which to them is strong-smelling and toxic. Their 
  warriors use weapons of bone or oil-hardened leather, while the best-
  equipped warriors wear head-caps and vests of lacquered tiles cut from 
  isopod shell or bone.
  They are calm, resolute, and speak in low, mumbly voices. The Carreg 
  establish trust by speaking loudly about what everyone can plainly see 
  for themselves. To them, the surface is mythical—to speak of it means 
  you intend to break promises and flout their laws. 
  CArreg
  Numbers: 1d6 (2d8)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 8
  HD: 1
  Damage: 1d6 (bone club)
  Save: Fighter 1
  Morale: 7
  Treasure: P (J)
  XP: 10xp each
  • Carreg are not hindered by darkness.
  • Double damage from iron.
  • Half damage from piercing weapons.
  CArreg WArriors
  Numbers: 2d4
  Alignment: Neutral
  Move: 90’ (30’)
  AC: 4
  HD: 2
  Damage: 1d8
  Save: Fighter 2
  Morale: 8
  Treasure: Q (K)
  XP:  20xp each
  1 bone or hardened leather weapon attack per round (1d8 damage).
  • Carreg are not hindered by darkness.
  • Double damage from iron.
  • Half damage from piercing weapons.
  22 — B/X Bestiary
  
  CArreg rust desperAnt
  With the song of their peaceful deity no longer protecting them, some 
  Carreg have formed martial cults. By embracing iron poisoning, they 
  toughen themselves against their enemies.
  Their skin is broken and weeping, but covered in hard, metallic scabs. 
  Their limbs grow abnormally long and muscular.
  The desperants are not particularly skilled in war, but they commit 
  to battle with berserker ferocity. Among them are many former saints, 
  left despondent when the peace-bringing Song of Gamandes fell silent.
  CArreg rust desperAnt
  Numbers: 1d6+1 (4d10)
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 5
  HD: 2+2
  Damage: 1d8
  Save: Fighter 4
  Morale: 10
  Treasure: P (K)
  XP: 25xp each
  • Carreg are not hindered by darkness.
  • Half damage from 
  piercing weapons.
  1 weapon attack per round 
  (1d8 damage). A desperant 
  may charge a foe and attack 
  first in the initiative order, 
  but their AC drops to 8 for the 
  remainder of the round.
  B/X Bestiary — 23
  
  CAve squid
  A cloud of black tentacles, hanging in the air like an ink drop in water. 
  They “swim” through the air, fronds wafting on unseen currents.
  Normally constricted to a mass 2-3 paces across, their tentacles 
  stretch up to 6 paces if need be. Given time, they can squeeze through 
  gaps only a few fingers wide. They are highly resistant to crushing or 
  piercing attacks.
  They hunt alone and act intelligently.
  CAve squid
  Numbers: 1
  Alignment: Chaotic
  Move: Fly 120’ (40’)
  AC: 7
  HD: 3+1
  Damage: see below
  Save: Fighter 3
  Morale: 8
  Treasure: Nil
  XP: 50xp each
  • Half damage from crushing and piercing attacks.
  2 attacks per round. Their venomous touch causes paralysis (lasts 1d4 
  turns, save vs. paralysis to resist), searing pain (1d4 damage), or control 
  of whichever of the victim’s limbs has been seized (1 action, save vs. 
  paralysis to resist), depending on the squid’s vile purpose.
  24 — B/X Bestiary
  
  CAve stitCher
  The spider-like spawn of the demon Guguluin practice a gruesome form 
  of sorcery, “stitching” victims’ bodies into new shapes by severing and 
  reattaching limbs. The final form determines the spell they cast.
  Some victims die while being prepared, while others survive to live on 
  as puppets of the stitcher, ever available to produce the desired magical 
  effect with a jerk of their silken tether.
  CAve stitCher
  Numbers: 1 (1d6)
  Alignment: Chaotic
  Move: Climb 90’ (30’)
  AC: 5
  HD: 6+6
  Damage: 1d6/1d6/1d10
  Save: Fighter 6
  Morale: 7
  Treasure: U (C)
  XP: 350xp each
  1 bite attack (1d10 damage) and 2 claw attacks (1d6 damage each) per 
  round, or 1 spell.
  Cave stitchers venturing into contested lands will be dragging d4 
  puppets, each with different magical effects—spurting fire, a sound-
  deadening black fog, or a cantrip that makes their quarry’s blood sing 
  like a boiling kettle (all the easier to find them).
  They are strong climbers, able to drag their dangling puppets with 
  them along walls or ceilings.
  B/X Bestiary — 25
  
  ChALk hound
  The ancients of Saaru made chalk golems in the form of hounds. They 
  were lovingly etched with prayers, and as the hounds performed their 
  intricate steps as they patrolled the temples, they graced the flagstones 
  with prayer sigils.
  ChALk hound
  Numbers: 1 (1d4+1)
  Alignment: Neutral
  Move: 150’ (50’)
  AC: 5
  HD: 2+2
  Damage: 1d3/1d3/1d4
  Save: Cleric 4
  Morale: 12
  Treasure: Nil
  XP: 25xp each
  1 bite and 2 claw attacks per round (1d4 / 1d3 / 1d3 damage, respectively).
  Chalk hounds are immune to disease, emotion-based magic, mind 
  control, and poison.
  26 — B/X Bestiary
  
  ChAngeLing
  Countless cultures have fallen into the depths of the underworld when 
  their time on the surface came to an end. The changelings are the 
  survivors: rather than be claimed by the depths and pass into myth, 
  they adopt the forms of living peoples and blend in.
  Changelings move among the crowds anonymously when they must, 
  but a stable life requires a home, loved ones, and a station. These they 
  obtain by murder, targeting a specific person, killing them, and slipping 
  into their life.
  Changelings are students of human nature, politely curious and 
  excellent conversationalists. They are always observing, planning who 
  they must become next. Some maintain several identities, leading two 
  or even three lives at the same time.
  Changelings feign openness to learn as much as they can in return for 
  what they disclose, but this is a double-edged sword: many a changeling 
  has given itself away with a careless idiom or a habitual phrase from a 
  dead language.
  ChAngeLing
  Numbers: 1 (1d3)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 8
  HD: 2+2
  Damage: (as weapon)
  Save: Fighter 2
  Morale: 7
  Treasure: V
  XP: 25xp each
  1 attack per round (as weapon).
  A changeling may adopt the form of another human whenever they 
  wish, but must learn their mannerisms to pass as them successfully.
  B/X Bestiary — 27
  
  Chitin drAke
  Chitin drakes are bred as weapons of war by Dradkin chimeromancers. 
  They look like flying centipedes, buzzing through the darkness in search 
  of prey. They attack by biting, injecting a potent paralytic venom. If 
  attacking a group, they will make rapid passes to sow confusion. When 
  attacking lone targets, they bite continuously while coiling around their 
  prey and latching on with a hundred stabbing legs.
  They have carapaces like burnished lead, as tough as drake scale. 
  Killing them requires holding them still long enough to batter through 
  their scales.
  They do not attack suicidally, and will retreat if they are hurt. When 
  threatened, they hide on cavern ceilings or scurry into crevices.
  Newly hatched chitin drakes are two paces in length and as thick as a 
  wrist. When they can feed on fresh meat, they grow by half a pace every 
  day. Once they reach five paces in length, their drake nature emerges 
  more fully, and they develop a prescient cunning.
  Twice daily, they can squirt a jet of sticky, flaming liquid sizable 
  enough to engulf a human.
  Chitin drakes will never approach a flame that burns with powdered 
  drake-egg shell. This is the only means of control the Dradkin have ever 
  been able to exert over these fell creatures.
  Chitin drAke
  Numbers: 1d4 (2d6)
  Alignment: Chaotic
  Move: Fly 180’ (60’)
  AC: 3
  HD: 6
  Damage: 
  Save: Fighter 6
  Morale: 9
  Treasure: Nil
  XP: 500xp each
  1 bite attack per round (1d6 damage) or breath weapon. Anyone bitten 
  must save vs. paralysis or be unable to move for 1d6 rounds. When a 
  chitin drake attacks a paralysed target, it automatically hits.
  Twice per day, a chitin drake can squirt a jet of sticky, flaming liquid 
  that engulfs a single target. The target suffers 3d6 fire damage (save vs. 
  breath weapon for half).
  A chitin drake’s wings are AC 7, and a successful attack destroys one 
  third of them, reducing the chitin drake’s move by 60’ (20’). After three 
  such attacks, the chitin drake can still move along the ground at 60’ (20’), 
  but cannot fly.
  28 — B/X Bestiary
  
  B/X Bestiary — 29
  
  CrAesten
  Hulking terrestrial lobsters, craesten are native to alien Tlarba. They 
  are enormously strong and heavy, and despite the loud clacking of their 
  legs, they move gracefully.
  They are ignorant of human body language and tone of voice, which 
  can make them seem stupid or naive at times, but they are intelligent, 
  perceptive, and are known for their sense of humor. Their natural 
  armor lends them an unshakable confidence and humor: in the worst 
  case, they can simply eat you.
  When truly upset or angry, they produce a strong citrus smell, 
  highly alarming to selks.
  CrAesten
  Numbers: 1d4 (3d6)
  Alignment: Any
  Move: 120’ (40’)
  AC: 3
  HD: 
  Damage: 1d8+2/1d8+2
  Save: Fighter 10
  Morale: 9
  Treasure: S
  XP: 225xp each
  2 pincer attacks per round (1d8+2 damage each).
  When craesten blood lies wet upon the ground, there is a 2 in 6 chance 
  that any spell cast nearby is cancelled and dispelled.
  30 — B/X Bestiary
  
  CrAWLing ghost
  The most terrifying of the Martoi are the crawling ghosts, victims of 
  their most powerful curses. Most were driven into the sea, but whenever 
  one finds its way back to shore, it causes great havoc. The only known 
  way to deal with them is to have groups sing peaceful songs to lure them 
  into the water. Only the bravest axewives and fishers attempt this, and 
  many die.
  CrAWLing ghost
  Numbers: 1
  Alignment: Chaotic
  Move: 60’ (15’)
  AC: 5
  HD: 8
  Damage: see below
  Save: Cleric 8
  Morale: 12
  Treasure: Nil
  XP: 1750xp each
  Crawling ghosts are immune to mundane weapon attacks. Due to their 
  wailing, crawling ghosts never cause surprise. As undead, they are 
  immune to charm, hold, and sleep spells.
  The sight of living people enrages them. They will crawl toward the 
  closest target, invoking a random magical effect each round.
  Crawling ghosts are vengeful. If they are fought but not destroyed, 
  crawling ghosts will use divination magic to seek out whoever last 
  harmed them, losing interest after d8 months.
  d6
  Magical effect
  1
  Cause Fear (15’ radius)
  2
  Darkness (15’ radius)
  3
  Cause disease (nearest d3 targets)
  4
  Harm (1 target)
  5
  Animate Dead
  6
  Earthquake
  B/X Bestiary — 31
  
  Crypt servAnt
  A crypt servant is a mummified husk, bound by magic to serve a monastic 
  order in death. Their dry bodies are fragile and their minds addled by 
  long years of inactivity, but their fearlessness and large numbers makes 
  them dangerous in the claustrophobic crypts they protect.
  Crypt servAnt
  Numbers: 2d6 (4d10)
  Alignment: Chaotic
  Move: 90’ (30’)
  AC: 8
  HD: 1
  Damage: 1d4 (claw)
  Save: Fighter 1
  Morale: 12
  Treasure: B
  XP: 10xp each
  1 claw attack per round (1d4 damage).
  32 — B/X Bestiary
  
  Cursed BeAr of LurroCk
  The bears of Lurrock incubate spider demons within their bodies, 
  children of the demon wind.
  Cursed BeAr of LurroCk
  Numbers: 1 (1d3)
  Alignment: Chaotic
  Move: 150’ (50’)
  AC: 7
  HD: 6+3
  Damage: 1d8/1d8 (claw)
  Save: Fighter 6
  Morale: 7
  Treasure: Nil
  XP: 310xp each
  Cursed bears make 2 stabbing attacks with their legs each round (1d8 
  damage each).
  The sight of a bear carcass flopping from giant spider legs is so alarming 
  that unless the cursed bear is surprised, it surprises anyone encountering 
  it on a 1-4 on a d6.
  Protected by thick layer of bear flesh, the demon within takes half 
  damage from crushing or slashing attacks.
  B/X Bestiary — 33
  
  demon WoLf
  The horse-sized demon wolves were loosed upon the earth in the war 
  between the Powers and the Seree. They burble as they run, which 
  sounds like a child blowing into a bottle half-full of spit. Flaming drops 
  fall from their mouths and burn the grass or hiss in the cold snow.
  They earnestly believe the Seree sorcerers (and those who would 
  imitate them) are a curse upon the earth. Some are bound to destroy 
  specific Seree fortifications (or prevent them being rebuilt), while others 
  have completed their tasks and now roam freely.
  They are polite, but confidently superior that the mortals have no idea 
  what’s good for them or the consequences of their actions.
  demon WoLf
  Numbers: 1 (1d6+1)
  Alignment: Chaotic
  Move: 180’ (60’) plus 120’ leap
  AC: 5
  HD: 7
  Damage: 2d8/2d8
  Save: Fighter 7
  Morale: 10
  Treasure: Nil
  XP: 450xp each
  When a demon wolf is wounded, anyone fighting it in melee must save 
  vs. breath weapon or take 1d4 damage from its flaming blood. Once its 
  hit points have been reduced by half or more, sticky, rope-like tentacles 
  burst forth from its wounds and it gains 1 additional attack per round 
  that inflicts 1d8 damage on a hit.
  34 — B/X Bestiary
  
  dire fLeA
  Dire fleas are parasitic vermin as big as a thumb. Anyone exposed to 
  dire fleas (by an infected person, place, or thing) must save vs. poison 
  or be bitten. Their bite is numbing and injects d3 larvae, which burrow 
  deep into the body.
  The larvae emerge explosively as full-grown fleas 2d6 days later (the 
  victim suffers 1d4 damage per flea that emerges from them), leap to a 
  new target, and begin the cycle again.
  Anyone caught bringing them into a settlement will most likely be 
  carted off and burned.
  B/X Bestiary — 35
  
  dogfoLk
  The dogfolk are bipedal canines, the descendants of handwolves whose 
  transformation completed after many generations.
  Dogfolk reproduce slowly, and their packs are few in number. They 
  avoid people, living in highland forests where they have learned to hunt 
  with clever snares. They are expert trap-setters, and many a deep-woods 
  trapper has found themselves strung up.
  They run at great speed, on all fours when they have to. They use 
  harassing attacks and feigned retreats to encourage targets through 
  narrow places with hidden snares, with the aim of separating and 
  exhausting their enemies, over several days if necessary.
  They abandon all caution with sorcerers, whom they will hunt with 
  murderous determination.
  dogfoLk
  Numbers: 1d6+1 (2d6+1)
  Alignment: Neutral
  Move: 150’ (50’)
  AC: 8
  HD: 1
  Damage: 1d6 (bite)
  Save: Fighter 1
  Morale: 7
  Treasure: Nil
  XP: 10xp each
  1 bite attack per round (1d6 damage).
  There is a 1 in 6 chance that a pack of 3 or more dogfolk can neutralize 
  a spell or missile attack by howling together. If they know a spell is 
  coming, this increases to a 4 in 6 chance.
  36 — B/X Bestiary
  
  drAdkin
  The Dradkin are a people from deep within the earth. To surface 
  dwellers, they look fine-boned and delicate, their movements jerky and 
  unsettling. The majority are albino, some yellowish with ruddy features.
  Their eyes are small, and bright light hurts them. They are at home 
  in darkness, but use tiny lamps or naked wicks when they can afford 
  oil. They have excellent hearing, bordering on echolocation, which they 
  supplement by placing their long fingers against the cavern walls.
  They have no cloth, but wear “kinleather” skins of their dead (a final 
  gift), tailored with thread spun from hair, and they make tools and 
  buttons of the bones. Each of these precious garments is named after 
  the giver.
  Eons ago, the Dradkin were surface dwellers, but they and their gods 
  were ploughed into the earth by the workings of time.
  Dradkin value directness. They interpret evasiveness or partial 
  answers as incompetence or badly concealed weakness. If they do not 
  wish to discuss or disclose something, it is more polite to lie outrageously 
  or introduce bizarre non sequiturs.
  drAdkin rAider
  Numbers: 1d6 (3d6)
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 7
  HD: 1+1
  Damage: 1d6 (weapon)
  Save: Fighter 1
  Morale: 7
  Treasure: Nil
  XP: 15xp each
  Dradkin suffer a -2 penalty to attack rolls and saving throws in broad 
  daylight, and a -2 to their Morale rating under the open sky.
  drAdkin LeAder
  Numbers: 1
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 7
  HD: 3
  Damage: 1d8 (weapon)
  Save: Fighter 3
  Morale: 8
  Treasure: C
  XP: 35xp each
  A dradkin leader is always accompanied by 2d6 dradkin raiders.
  B/X Bestiary — 37
  
  drAdkin fLeshpriest
  Numbers: 1
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 8
  HD: 2
  Damage: 1d4 (weapon)
  Save: Cleric 4
  Morale: 7
  Treasure: B
  XP: 20xp each
  Fleshpriests have 2 first level spells and 2 second level spells.
  LimB puppetry
  Level: 1
  Range: 60’
  Duration: 1 round.
  This spell allows the caster to dictate what actions 2 of the targets limbs 
  take this round (or next round if the target has already acted this turn), 
  instead of what the target wants them to do. A separate save vs. spell is 
  allowed for each limb.
  thief of sALt
  Level: 1
  Range: 120’
  Duration: Up to d6 rounds
  This spell causes 1d4 damage and the target must save vs. spells or faint 
  and be unconscious for 1d6 rounds.
  thousAnd eChoes
  Level: 1
  Range: 240’
  Duration: 6 turns.
  For the duration of this spell, echolocation abilities within range of the 
  caster become completely ineffective.
  38 — B/X Bestiary
  
  B/X Bestiary — 39
  
  drAke
  Drakes are primitive throwbacks to an earlier age of the earth. They are 
  rare, as they dislike the cold winters of the Tristhmus, and aggressively 
  defend their large hunting territories. They bask in mountain nests for 
  their first year, before spreading ten-pace wings to begin the hunt. Drakes 
  are endurance hunters, harassing their prey until it is too weak to fight 
  back.
  drAke
  Numbers: 1 (1d3+1)
  Alignment: Neutral
  Move: Fly 210’ (70’), 60’ (20’)
  AC: 4
  HD: 5
  Damage: 1d8/1d8 (talons)
  Save: Fighter 5
  Morale: 10
  Treasure: Nil (F)
  XP: 175xp each
  Drakes suffer double damage from cold and frost-based attacks.
  40 — B/X Bestiary
  
  drAke, CAve
  These limbless beasts are not true drakes, but flying, winged worms 
  with a taloned grasper at the end of their strong tails. They glide on 
  rubbery wings in the upper reaches of Ur-Menig, seeking prey with 
  heat-sensitive pits all along their oily bodies.
  They use wounded prey as territory markers. Attacking cave drakes 
  will swoop down and leave prey crippled with bite and talon attacks, 
  then leave it to crawl around unless they are hungry, or something (e.g., 
  rescuers, another predator) interferes with it.
  drAke, CAve
  Numbers: 1 (2d3)
  Alignment: Neutral
  Move: Fly 240’ (80’), 90’ (30’) 
  AC: 7
  HD: 4
  Damage: 1d6/1d6 (grasper, bite)
  Save: Fighter 4
  Morale: 6
  Treasure: Nil
  XP: 75xp each
  1 grasper and 1 bite attack each round (1d6 damage each). If both attacks 
  are successful, the cave drake cripples one of its target’s legs. They can 
  only move at half speed (or barely at all, if both legs are crippled) until 
  they recover all HP. There is a 4 in 6 chance that a cave drake will leave 
  a crippled victim and not return to finish the job for another 1d6 hours.
  B/X Bestiary — 41
  
  dreAm eAter
  Dream eaters are demons of the underworld, which exploit spiritual 
  weakness to insert themselves within groups of people. (Communities 
  without ancestral hosts, or who have forsaken traditional protections, 
  are especially vulnerable.)
  The dream eater hides itself to avoid discovery (often in some fearful 
  place), and acts at a distance to sow confusion and heighten fear, 
  paranoia, and madness.
  dreAm eAter
  Numbers: 1
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 2
  HD: 4
  Damage: 1d10 or special
  Save: Cleric 8
  Morale: 8
  Treasure: see below (crown)
  XP: 275
  1 lacerating attack per round (1d10 damage) or 1 special power.
  • Half damage from acid, cold and frost, fire and heat, and lightning.
  • Immune to disease and poison.
  insomniA
  The first sign of a dream eater’s presence is mass insomnia. After a few 
  days, people begin experiencing acute exhaustion and hallucinations.
  Each night a person goes without sleep, they lose one-quarter (rounded 
  up) of their current hit points until they have only 1 left, and suffer a -2 
  penalty to saving throws due to exhaustion.
  other poWers
  In addition to the insomnia, the dream eater has three powers:
  • It can mimic the appearance of anyone who has entered its 
  hiding place.
  • It can amplify its victims’ emotional states to such a degree that 
  those nearby feel them also, which may function as a Cause Fear or 
  Confusion spell.
  • Finally, it can make insomnia-induced hallucations into illusions 
  experienced by everyone, which function as the spells Hallucinatory 
  Terrain and Phantasmal Force, but are not dispelled when touched. 
  Identifying these illusions as false requires a successful save vs. 
  spells.
  kiLLing the dreAm eAter
  If confronted, dream eaters appear as dense clouds of black smoke, filled 
  with teeth and sharp, metal points. Their smoky bodies resist harm, but 
  they are not invulnerable.
  42 — B/X Bestiary
  
  When a dream eater dies, it leaves behind a crown of sharp, metal teeth. 
  When worn, the wearer may cast Cause Fear, Confusion, Hallucinatory 
  Terrain, or Phantasmal Force at will, but they lose one quarter (rounded 
  up) of their current hit points when they do so. Without the dreams of 
  the community as fuel, anyone using these powers will quickly become 
  exhausted.
  B/X Bestiary — 43
  
  emperor tortoise
  The emperor tortoises have walked the earth since before there were 
  people. Supposedly, they follow the paths of the gods—the ley lines and 
  the other, subtler scars of creation.
  Walking for so long has given them immense wisdom. Pilgrims, 
  whether scholars, penitents, or mad hedge wizards, follow them for as 
  long as they can.
  The humblest hope to earn wisdom as the tortoise has, slowly, by 
  walking. The impatient or ambitious hope to hear the tortoise actually 
  speak.
  Venerable Ganth-Nndu is rumored to have spoken at the foot of 
  the Ivory Library of Pelark, which promptly collapsed in shame at its 
  ignorance. Great Mmth-Endu is said to have uttered the word that 
  destroyed all of Darpera.
  Most who follow the tortoises, however, learn only their own inner 
  lessons: while the tortoises can speak, they almost never do.
  It is said that sleeping in the shadow of a tortoise would impart the 
  secrets of the gods—but that would require them to stop walking, which 
  they never do either.
  Mere hot-blooded sorcery cannot sway them. The tortoises remember 
  the cooling of the earth! Magic crashes on a tortoise’s mighty hide like 
  waves upon a mountain. The noise may be loud, but the mountain is 
  unchanged.
  44 — B/X Bestiary
  
  emperor tortoise
  Numbers: 1
  Alignment: Neutral
  Move: 60’ (15’)
  AC: 1
  HD: 20*
  Damage: 4d6 (stomp)
  Save: Fighter 20
  Morale: 12
  Treasure: Nil
  XP: 3150xp each
  • Immune to magic and mundane harm (+3 magic weapon or better to 
  hit).
  Instead of attacking, an emperor tortoise may speak words of destruction. 
  Everyone who can hear them suffers 8d6 damage and all built structures 
  the tortoise wishes to crumble do so.
  B/X Bestiary — 45
  
  emperor heron
  The dense swamps of Gruelshore are said to be haunted by ghosts that 
  call out in human voices. These tales arose from the emperor herons, 
  practically invisible with their algae-streaked plumage, despite their 
  gigantic size. They are natural mimics, with excellent hearing, and 
  repeat animal or human cries for hours. Voices or phrases can sometimes 
  be repeated for great distances across the forest, from heron to heron, 
  bringing strange, garbled news.
  emperor heron
  Numbers: 1d3
  Alignment: Neutral
  Move: 60’ (15’)
  AC: 8
  HD: 2
  Damage: 1d6 (beak)
  Save: Fighter 2
  Morale: 6
  Treasure: Nil
  XP: 10xp each
  Because of their camouflage, encounters with emperor herons surprise 
  on a d6 roll of 1-4.
  46 — B/X Bestiary
  
  fever fLy
  The hallucinogenic venom in the bites of these fat, blue-eyed flies 
  impairs judgment for 1d12 hours. Victims must save vs. poison to avoid 
  spending this time engaged in useless activity. Anyone who fails may 
  try to save vs. poison again, but failure a second time indicates that 
  when they regain their senses, they have become lost or have misplaced 
  some of their valuable equipment.
  Possible effects: victims conclude they’re traveling the wrong direction; 
  this boat/sack/helmet would be a great way to carry water; a lost loved 
  one is just below the topsoil (“Can’t you hear them?”); I have way too 
  much hair; someone should probably go and make sure the king is okay.
  B/X Bestiary — 47
  
  fire BeetLe
  Fire beetles are the brief adult stage of the apocalypse larvae. They are 
  harmless, one pace in length, and fly noisily on crystalline wings. They 
  occasionally spurt small flames, which can sometimes be spotted as tiny 
  flickers in the darkness, clear across the Ur-Menig.
  fire BeetLe
  Numbers: 1d10 (4d10)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 5
  HD: 1
  Damage: 1d4 (flaming oil)
  Save: Fighter 1
  Morale: 5
  Treasure: Nil
  XP: 10xp each
  • Half damage from fire and heat.
  If provoked, fire beetles squirt a small jet of flaming fire oil, causing 1d4 
  damage, and 1d3 damage until the flames are extinguished.
  If adventurers attempt to capture a fire beetle without flameproof 
  equipment, there is a 1 in 6 chance they set themselves on fire in the 
  process. 
  48 — B/X Bestiary
  
  fire sprite
  These strange beings appear as normal fire, but attentive listeners can 
  make out the dry whispers of their voices. They are small spirits, easily 
  caught in the wild by beginning summoners.
  If you have ever asked, “How do the torches in this tomb stay lit?” the 
  answer: fire sprites. Once captured, their former, natural lives are closed 
  off to them—all they can hope for is sufficient fuel to not extinguish.
  fire sprite
  Numbers: 1d6 (3d10)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 8
  HD: 1+1
  Damage: 1d4 (fire)
  Save: Fighter 1
  Morale: 7
  Treasure: Nil
  XP: 15xp each
  1 touch attack per round (1d4 damage). The target of a successful hit 
  must save vs. breath weapon to avoid being set alight, which results in 
  1d4damage per round until extinguished.
  B/X Bestiary — 49
  
  fire titAn
  The titans of orc legend were 8 paces tall, with brass skin and smoldering 
  coal for eyes. Orc sooths tell how they were the first to walk the uncooled 
  earth, even before the wailing horns of Thiru filled the air.
  The titans were said to have built the City of Fire (now deep 
  underground), whose cursed columns and temples are made from an 
  architecture so stark and powerful, so absolute, that none whose eyes 
  fall upon it can ever find solace in a lesser structure.
  The Seree sages wrote dismissively of orc mythology, but presented 
  fanciful theories of their own: the titans were created by the gods to halt 
  the expansion of Sorg (hence their ability to disintegrate matter); the 
  titans were demonic creations meant to do battle with the war bodies of 
  the demigods (hence their ability to unravel magics).
  Other sages believed that the titans were neither, merely an early 
  people adapted to the hellish landscape of old; or perhaps they never 
  existed at all.
  fire titAn
  Numbers:  1d3 (1d4)
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 4
  HD: 12
  Damage: 2d6 (weapon)
  Save: Fighter 12
  Morale: 9
  Treasure: E + 5000gp
  XP: 1,900xp each
  Fire titans wear chain armor and carry shields. They can throw boulders 
  up to 200’ for 3d8 points of damage, or wield weapons that inflict 2d6 
  points of damage.
  They are able to cast the spells Disintegrate and Dispel Magic twice 
  each per day. Fire titans are not affected by fire-based attacks.
  50 — B/X Bestiary
  
  ghost BAt
  These giant bats (6-pace wingspan) are swift and nearly silent, but 
  delicate. They are common in larger underworld spaces. Their fur is 
  greyish white and of unrivaled softness.
  They attack climbers and larger prey near steep drops with buffeting 
  strikes, hoping to dislodge them so they can devour the crippled victim 
  leisurely. 
  They are clever and easily trained; the Dradkin use them in the 
  manner of surface falconers.
  ghost BAt
  Numbers: 1d6 (2d20)
  Alignment: Neutral
  Move: Fly 180’ (60’), 30’ (10’)
  AC: 7
  HD: 2
  Damage: 1d4 (bite)
  Save: Fighter 2
  Morale: 8
  Treasure: Nil
  XP: 20xp each
  1 bite attack per round (1d4 damage). If the bite attack succeeds, human-
  sized victims (or smaller) must save vs. paralysis or be pulled off their 
  feet.
  Magical silence effectively blinds a ghost bat.
  B/X Bestiary — 51
  
  girAgitA
  The chameleons of the drylands grow to great size; the giragita largest of 
  all. In the wild, they blend into cliff rocks using their natural camouflage, 
  catching rats or desert arthropods with their long, sticky tongues.
  Their minds are psychically porous—they use this to their advantage 
  to anticipate the movements of prey, or to resolve inter-giragita 
  territorial disputes without coming into contact.
  If domesticated (they don’t care where the bugs come from), they 
  quickly pick up human languages, and they were sometimes used by 
  the Seree as translators. This ability, however, makes them susceptible 
  to the whisperings of angry spirits, Powers of the earth, or mental 
  domination by sorcerers or by ambitious Menaka.
  They are not natural fighters, but deliver vicious, infection-prone 
  bites if threatened or cornered.
  girAgitA
  Numbers: 1 (2d4)
  Alignment: Neutral
  Move: 90’ (30’)
  AC: 7
  HD: 1
  Damage: 1d6 (bite)
  Save: Fighter 1
  Morale: 7
  Treasure: Nil
  XP: 10xp each
  1 bite attack per round (1d6 damage) or tongue grasp. Anyone bitten by 
  a giragita must save vs. poison or the wound becomes infected (victims 
  who are not already dirty get a +2 bonus). It will not heal, and grows 
  worse, inflicting an additional 1 damage every day that also cannot be 
  healed until disinfected.
  Instead of attacking, a giragita may attempt to grab an item with its 
  long sticky tongue. If the item is held by someone, they must save vs. 
  breath weapons to retain the item.
  • Double damage from mental attacks. Giragita fail all saving throws 
  against psionic mental effects.
  • Giragita have a 1 in 3 chance of psychically detecting an enemy’s 
  intentions and acting first in the initiative order.
  • When camouflaged, those who encounter a giragita are surprised on 
  a roll of 1-4, while the giragita is only surprised on a roll of 1.
  52 — B/X Bestiary
  
  B/X Bestiary — 53
  
  god unmoving
  Before it was claimed by the sea, the ancient spirits of Gaal invested 
  themselves in titanic octopi and used them as their mighty instruments. 
  Now that Gaal is lost, the spirits are silent, but the ‘gods unmoving’ go 
  on.
  The gods unmoving have flawless camouflage. They cannot be seen 
  to move, even when directly observed. (Perhaps they don’t actually move 
  at all.) It is merely there, now here, now all around us. Only the very 
  alert will notice it. “Hey, where did all these tentacles come fro—”
  Whole crews have been taken in broad daylight, without realizing 
  anything was amiss.
  The gods’ only wish is to impress upon the living the true majesty of 
  Gaal. They pull their victims below the waves, then inject their lungs 
  with hideous mucus. This is lethal, but the body continues on in 
  breathless undeath for d8 years before putrefying completely.
  Victims are then taken down to the drowned realm to behold it. There, 
  they are abandoned, and the god swims away, still unmoving.
  54 — B/X Bestiary
  
  god unmoving
  Numbers: 1 (1d6+1)
  Alignment: Chaotic
  Move: 180’ (60’)
  AC: 7 vs. melee, 3 vs. ranged
  HD: 8
  Damage: see below
  Save: Fighter 8
  Morale: 9
  Treasure: H
  XP: 650xp each
  A god unmoving surprises on a roll of 1-5 (not 1-2).
  8 attacks per round. Any target hit by an attack is grappled and 
  suffers 1d4 damage until they fall unconscious or break free (save vs. 
  paralysis to do so). The god unmoving submerges when it has enough 
  prey grappled, and then they suffer 1d8 damage per round as water and 
  mucus enters their lungs. Anyone drowned by a god unmoving becomes 
  an undead zombie.
  B/X Bestiary — 55
  
  grAy monoLith, AsCended
  An ascended gray monolith is the result of apocalyptic necromancy, 
  compressing thousands of spirits into a single being.
  The monolith itself is made from thousands of bricks of compressed 
  funerary ash, standing 10 paces tall. The outer surface is plastered with 
  ash, then painstakingly embossed with rectangular runes: these spell 
  out the repetitive but powerful ritual that bound the spirits together.
  Ascended monoliths have one goal—teleport to an auspicious location 
  and displace the local spiritual power. If they are attacking an ancestral 
  host (of a settlement), the monolith will appear deep in the ground 
  beneath the settlement. If they are attacking a Power of the earth (e.g., a 
  potent nature spirit, a soil mother), it appears high in the air to prevent 
  counter-attack.
  The monolith’s battle plays out in the unseen world, but the symptoms 
  are acute for anyone connected to the local power—omens, nightmares, 
  headaches, bleeding eyes. Each month the monolith is present, the 
  local power loses d10% of its strength. When it reaches zero, it is either 
  dislodged or destroyed.
  Unfortunately, while monoliths are (by design) excellent at numinous 
  contests of strength, they are unprepared for long years of dominion. 
  Once they have displaced the local power, they are almost guaranteed to 
  be usurped, in turn, by a demonic power of the underworld.
  56 — B/X Bestiary
  
  grAy monoLith, AsCended
  Numbers: 1
  Alignment: Chaotic
  Move: Fly 0’
  AC: 5 vs. ranged
  HD: 9
  Damage: -
  Save: Cleric 9
  Morale: 12
  Treasure: Nil
  XP: 900xp each
  • Immune to non-magical harm.
  • Melee attacks always hit and (if magical) cause damage.
  A monolith may Teleport up to 3 times per day, and hover in mid-air as 
  long as it wants.
  B/X Bestiary — 57
  
  guArdiAn
  The Seree placed their spell 
  engines in the care of magical, 
  living 
  guardians. 
  Grown 
  from 
  mundane 
  animals, 
  they were fed a regimen of 
  powdered 
  gemstone 
  and 
  protective rituals. Reptiles 
  were popular because of their 
  uncanny stillness, but nearly 
  every animal has been tried 
  somewhere.
  Long 
  exposure 
  to 
  the 
  intense 
  magics 
  caused 
  them to grow in size and 
  potency, while centuries of 
  conversation and meditation 
  granted them shrewdness 
  and wisdom.
  Mature guardians have 
  innate 
  command 
  of 
  the 
  rituals in the spell engine 
  they protect, as well as d6 
  additional magical abilities 
  plucked from long years of 
  dreaming.
  After centuries of neglect, 
  guardians are rarely friendly, 
  but they crave news and 
  educated conversation. Some 
  have solved their desperate 
  loneliness by listening to the 
  whispers of the Powers of 
  the earth. Others  devoured 
  the spell engine they were 
  sworn to protect, becoming 
  “dragons,” able to fly and spit 
  magical fire.
  58 — B/X Bestiary
  
  guArdiAn
  Numbers: 1
  Alignment: Neutral 
  Move: 120’ (40’)
  AC: 6
  HD: 10
  Damage: see below
  Save: Fighter 10
  Morale: 10
  Treasure: F + O
  XP: 900xp each
  • Guardians are not normally surprised by encounters.
  2 claw or hoof attacks per round (1d6 damage each) and 1 bite attack 
  (1d10 damage) or 1 magic ability.
  All guardians can read magic and detect magic at will. Roll 1d10 x 4 
  to determine the guardian’s additional magical abilities. Each ability is 
  usable once per day (or more frequently in the case of duplicate rolls).
  d10
  Magical Ability
  1
  Metalskin (as Plate +1, d6 rounds)
  2
  See invisible
  3
  See through stone (240’)
  4
  Teleport (100’)
  5
  Telekinetic hand (100 lbs)
  6
  ESP
  7
  Magic missile (5 missiles)
  8
  Dispel magic
  9
  Invisibility (while stationary)
  10
  Fire ball (1x/day)
  B/X Bestiary — 59
  
  hAndWoLf
  Long ago, a sorcerer promised the comfortable lives of humans to a pack 
  of wolves, in exchange for a generation of servitude.
  Instead, the magic only caused the wolves’ next generation to be 
  born with random human parts: two hands instead of paws, an oddly 
  human mouth, a foot. These wretched “handwolves” took vengeance on 
  the sorcerer.
  Handwolves envy the apparent comforts of village life—stores of 
  food and captive animals to eat. In hard winters, packs of handwolves 
  have been known to converge and invade outlying hamlets, doing their 
  best to live as they have seen people do (while lording over the terrified 
  survivors). Inevitably, they run out of food or people, or fall to intra-pack 
  squabbling and are forced to return to the wilds once more.
  Handwolves know little about sorcery. All sorcerers look the same to 
  handwolves, who will go to great lengths to capture them to force them 
  to complete the transformation.
  hAndWoLf
  Numbers: 1d6+1 (2d10)
  Alignment: Chaotic
  Move: 150’ (50’)
  AC: 8
  HD: 1
  Damage: 1d6 (bite)
  Save: Fighter 1
  Morale: 6
  Treasure: Nil
  XP: 10xp each
  1 bite attack per round (1d6 damage).
  There is a 1 in 6 chance that a pack of 3 or more handwolves can 
  neutralize a spell or missile attack by howling together. If they know a 
  spell is coming, this increases to a 4 in 6 chance.
  60 — B/X Bestiary
  
  B/X Bestiary — 61
  
  heeLAn
  The Heelan are stooped, bipedal reptiles—as large as humans, but 
  shorter because of their posture. Their scaly bodies are sandy beige, 
  with bright blue stripes. When traveling, Heelan carry bronze knives 
  and staves, and favor filigreed gold cuffs and piercings as jewelry.
  Heelan prefer intense, dry heat, and can tolerate desert extremes 
  lethal to humans without drinking for days. They live in the Far 
  Blightlands in small, nomadic groups, though they supposedly lived in 
  great numbers north of Firevault.
  heeLAn
  Numbers: 1d8 (3d6)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 7
  HD: 1+1
  Damage: 1d6 (bronze weapon) 
  Save: Fighter 1
  Morale: 7
  Treasure: S (L)
  XP: 15xp each
  • Double damage from cold and frost-based attacks.
  • Half damage from fire, heat, and desiccation effects.
  62 — B/X Bestiary
  
  heeLAn phiB
  According to the drylands Heelan, the phibs are degenerates who have 
  succumbed to water-lust. Too water dependent to leave, they live out 
  short, dull lives confined to the few hollows and caverns in the drylands 
  with enough briny water to support fish. Common wisdom is that they 
  soon starve.
  Lycaeum sages, on the other hand, suspected that Heelan were 
  aquatic as recently as the time of the Martoi, and that Heelan tolerance 
  for the dry, desert heat is in fact a learnable skill.
  heeLAn phiB
  Numbers: 1d4 (2d6)
  Alignment: Neutral
  Move: 90’ (30’)
  Swim: 120’ (40’)
  AC: 8
  HD: 1
  Damage: 1d4 (bite or claw)
  Save: Fighter 1
  Morale: 6
  Treasure: Nil
  XP: 10xp each
  B/X Bestiary — 63
  
  heeLAn proudskuLL
  The Heelan hunters who earn acclaim in battle win the title “proudskull,” 
  and show their kills with silver bullets drilled into their bony crests, 
  faces, or wrists. Hunting is more of a sport than a necessity 
  for Heelan (who survive just fine on succulents, cacti, and 
  beetles), but water-shade-mounted proudskull hunting 
  groups are occasionally pressed into service to defend 
  their territory from sand monarchs and their thralls.
  heeLAn proudskuLL
  Numbers: 1d8 (2d6)
  Alignment: Chaotic
  Move: 120’ (40’)
  Ride: 150’ (50’)
  AC: 7
  HD: 2
  Damage: 1d6 (bronze weapon) 
  Save: Fighter 2
  Morale: 6
  Treasure: S (L)
  XP: 20xp each
  • Double damage from cold and 
  frost-based attacks.
  • Half damage from fire, heat, 
  and desiccation effects.
  64 — B/X Bestiary
  
  heeLAn WArLoCk
  The Heelan masters, high in Firevault, sent out warlocks to drive the 
  undines from the soil and parch the lands.
  Warlocks can throw bolts of fire from their fingertips, and know a ritual 
  to construct an Iron Bell, whose toll spreads the dreadful environmental 
  change.
  heeLAn WArLoCk
  Numbers: 1
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 8
  HD: 3
  Damage: 1d4 (dagger) 
  Save: Fighter 3
  Morale: 8
  Treasure: U (C)
  XP: 35xp each
  • Double damage from cold and frost-based attacks.
  • Half damage from fire, heat, and desiccation effects.
  1 dagger attack per round (1d4 damage) or 1 spell.
  Heelan warlocks know 1d4 random 1st level magic-user spells, 1d4 
  random 2nd level magic-user spells, and may also throw bolts of fire 
  from their fingertips (as the spell Magic Missile) up to three times per 
  day.
  B/X Bestiary — 65
  
  heiLiAn gorgon
  These great cats are like lions with a mane of asps, whose yellow eyes 
  transfix with a stare. They are said to be the offspring of a hydra and the 
  great lion of Heilia. This is only true metaphorically—any encountered 
  now were made by Dradkin chimeromancers, from hunting cats and a 
  serum of splice hydra blood.
  heiLiAn gorgon
  Numbers: 1d4 (1d8)
  Alignment: Neutral
  Move: 150’ (50’)
  AC: 6
  HD: 5
  Damage: 1d4+1 x2 / 1d10 x2
  Save: Fighter 5
  Morale: 9
  Treasure: U
  XP: 300xp 
  2 claw attacks (1d4+1 damage) and 2 bite attacks 
  (1d10 damage) per round. 
  Anyone making eye contact with a Heilian 
  gorgon (including facing it down in melee combat) 
  must save vs. paralysis or be transfixed and unable 
  to move. The gorgon may only transfix one person 
  at a time, and eye contact is broken if it suffers any 
  damage.
  66 — B/X Bestiary
  
  heLL knight
  The armored executioners, poets, and warlords of Mulciber’s hell 
  are known as hell knights. Though each is different, all wear ornate, 
  anachronistic armor from any of a dozen forgotten eons.
  By tradition, hell knights do not attack one another, the only perk of 
  their high station. 
  Each carries a sulfur stone, a sphere of yellow, fuming nastiness 
  caked around a flake of the hate star. The noxious gases make every 
  breath painful, but the hell knights can breathe nothing else.
  Their notched swords leave flesh undamaged, but shatter bone into 
  needle splinters.
  All one needs to do to become a hell knight is to kill one, wear its 
  armor, and take up its notched sword. After all, 
  what more is there to who we are than how people 
  see us?
  heLL knight
  Numbers: 1
  Alignment: Chaotic
  Move: 90’ (30’)
  AC: 3
  HD: 5
  Damage: 1d8/1d8 (special)
  Save: Cleric 10
  Morale: 10
  Treasure: Nil
  XP: 175xp each
  2 sword attacks per round (1d8 
  damage). There is a 1 in 6 chance 
  that someone struck by a hell 
  knight’s notched sword will suffer a 
  disabled limb, due to broken bones.
  Anyone within 15 feet of a hell 
  knight must save vs. poison or suffer 
  a -2 penalty on all attack rolls, due to 
  the noxious gases of the sulfur stone.
  B/X Bestiary — 67
  
  huLk LArvA
  Insect larvae exposed to drake ichor grow to unnatural size. They 
  chew smooth, slippery tunnels through the bedrock with their garnet-
  encrusted mandibles.
  Legless, they can nevertheless wriggle quite quickly. The drake ichor 
  gives them a random magical ability, which they use thoughtlessly and 
  frequently, regardless of its effect.
  huLk LArvA
  Numbers: 1 (1d6)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 7
  HD: 6
  Damage: 2d6 (bite) or see below
  Save: Fighter 6
  Morale: 7
  Treasure: Nil
  XP: 500xp each
  There is a 2 in 6 chance each round that a hulk larva will produce a 
  magical effect instead of attacking, unless it has already produced a 
  long-term effect.
  d6
  Magical Effect
  1
  Babbling curse that causes all speakers in the vicinity to say the same 
  word over and over.
  2
  Frostmantle Curse: The target’s largest item of clothing becomes icy 
  cold, permanently.
  3
  Glare makes metal permanently flammable.
  4
  Glistening wall of dirty water two paces thick.
  5
  Spray of boiling mud.
  6
  Stench that makes books explode like popcorn.
  68 — B/X Bestiary
  
  huLk mother
  Hulk mothers are a rare natural occurrence, an amalgam of dozens of 
  giant insect larva, mutated and burned by the drake ichor concentrations 
  sometimes found in coprolith deposits.
  The Dradkin consider them a miracle of Suvuvena and will pay dearly 
  for information about their location.
  Drake ichor infuses them with wild, unpredictable magic, making 
  confrontation in their meandering, branching tunnel warrens extremely 
  dangerous.
  huLk mother
  Numbers: 1
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 5
  HD: 12
  Damage: 4d6 (maul) or effect
  Save: Fighter 9
  Morale: 8
  Treasure: Nil
  XP: 1,900xp each
  1 maul attack per round (4d6 damage) or magical effect. This attack 
  may affect up to 4 targets within 5 feet of each other. Roll once to attack 
  and compare with each target’s AC.
  There is a 2 in 6 chance each round that a hulk larva will produce 
  a magical effect instead of attacking, unless it has already produced a 
  long-term effect.
  If the hulk mother is slain, d3 hulk larva detach from the corpse and 
  attack.
  d6
  Magical Effect
  1
  Large, biting mouths appear on d10 nearby stone surfaces.
  2
  Block a random tunnel with a wall of copper as thick as a finger.
  3
  Emit orange beam that turns attackers to ash.
  4
  Give targets false memories of having defeated the hulk mother.
  5
  Produce large quantities of frictionless slime.
  6
  Disintegrating the air within 15’ of the mother, causing 2d6 damage per 
  round to everyone within the radius (the hulk mother included). After d3 
  rounds, the air rushes back in with gale force.
  B/X Bestiary — 69
  
  hungry spirit
  The anxious, frantic spirits that never joined an ancestral host are too 
  faint to manifest as wraiths individually, but collectively they can be 
  very dangerous. They linger in cursed places, as the result of human 
  sacrifices, battles, or at the sites of villages lost en masse to the strange 
  weapons of the Martoi.
  Hungry spirits bring bad luck, misplacing vital items, loosening knots, 
  or frightening animals. Sleepers and the badly injured risk possession 
  when they are near. Dead bodies have been known to reanimate.
  Once the hungry spirits control a body, they seek to (d6) 1-2: return 
  to a nearby village to say goodbye properly, or 3-6: murder the nearest 
  person in a futile act of revenge.
  70 — B/X Bestiary
  
  hungry spirit
  Numbers: 2d4 (3d10)
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 8
  HD: 1
  Damage: 1d4 or by weapon
  Save: Fighter 1
  Morale: 7
  Treasure: Nil
  XP: 15xp each
  1 attack per round (1d4 damage or by weapon) if possessing a body.
  Hungry spirits are normally insubstantial, and thus only vulnerable 
  to silver and magical weapons, but once per day they can move an item, 
  undo a knot, or frighten animals.
  Once per day, they can also attempt to possess a corpse (and reanimate 
  it) or a living person who is alseep or badly injured. Living targets must 
  save vs. spells to resist. Once a hungry spirit controls a body, it seeks to 
  (d6) 1-2: return to a nearby village to say goodbye properly; 3-6: murder 
  the nearest person in a futile act of revenge.
  B/X Bestiary — 71
  
  isopod
  These armored, segmented arthropods are common underground, 
  ranging from the size of a fingernail to as long as a leg. Like crabs, they 
  are opportunistic scavengers—if you are small (or helpless), they will 
  begin eating. Most scurry away from lights, and if attacked, roll up into 
  hard, chitinous balls.
  isopod
  Numbers: 1d4 (2d8)
  Alignment: Neutral
  Move: 60’ (20’)
  AC: 8 or 3 (see below)
  HD: ½ (1d4 hp)
  Damage: 1d4 (bite)
  Save: Fighter 1
  Morale: 4
  Treasure: Nil
  XP: 5xp each
  When attacked, an isopod rolls up into a hard, chitinous ball, improving 
  its AC to 3.
  72 — B/X Bestiary
  
  isopod, LeviAthAn
  The Ricalu clans from the deepest places learned the trick of harnessing 
  the largest of the isopods: the leviathans.
  Leviathan isopods migrate long distances through subterranean 
  deposits of gravel and the deathly ravines of the Ur-Menig. 
  The Ricalu hitch a ride by boring fistula-berths into the outer 
  carapace. For those brave enough to endure a deafening, claustrophobic 
  ride, spending days praying the lacquered door won’t fail, it is a quick 
  way to cross vast distances: the secret of the Ricalu migrations.
  LeviAthAn isopod
  Numbers: 1d6 (2d8)
  Alignment: Neutral
  Move: 150’ (50’)
  Burrow: 90’ (30’)
  AC: 3
  HD: 8
  Damage: 2d6 (trample)
  Save: Fighter 8
  Morale: 7
  Treasure: Nil
  XP: 650xp each
  1 trample attack per round (2d6 damage). This attack can affect up to 3 
  targets within 5 feet of each other.
  There is a 1 in 6 chance that a group of leviathan isopods is carrying 
  a group of Ricalu.
  B/X Bestiary — 73
  
  JeLLies
  The shores of Halfnight Lake are uninhabited, as the water is bad. 
  Fishers who spend too long here (or on the river that flows out of it) 
  sometimes give birth to glassy jellies instead of human children; these 
  they let slip into the river, where they congregate. Few speak of this, 
  although siblings of the jellies sometimes visit them in secret.
  JeLLies
  Numbers: 2d6 (2d20)
  Alignment: Lawful
  Move: Swim 90’ (30’)
  AC: 8
  HD: ½ (1d4 hp)
  Damage: none
  Save: Fighter 1
  Morale: 7
  Treasure: L
  XP: 10xp each
  Jellies are innately magical, and can produce spell effects individually 
  or by weaving their magic together.
  At will: sleep, mirror image
  1/day, 6+ jellies: hold person, ESP
  1/day, 12+ jellies: cure disease, water breathing
  1/day, 18+ jellies: cure serious wounds, confusion, commune
  74 — B/X Bestiary
  
  B/X Bestiary — 75
  
  Jorn
  The Jorn are an underground people, descended from giants (or so they 
  say). They are tall and immensely wide, with broad features and peg-
  like teeth and nails.
  Their tiny, milky eyes are almost entirely blind, and they maneuver 
  in the dark using the long, stiff bristles on their faces and backs. (They 
  hate open flame, which singes their bristles.)
  Near the surface, Jorn are nearly feral. Often called “trolls” by surface 
  people, they dig tunnels with their immense hands, like moles.
  Jorn of the deep are said to have mastered the art of travel using void 
  worms, steering them with lune-moth “lamps.” By this means, they can 
  reach many secret spaces. The queen of the Jorn was said to ride an 
  enormous “chariot of worms,” and extract tribute from huge swaths of 
  the surface realm with her iron-clad soldiers.
  Jorn are violently allergic to garnet, which provokes an explosive, 
  regenerative effect—eyes, fingers, limbs, and mouths sprouting from 
  the contact site.
  Jorn troLL
  Numbers: 1 (2d4)
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 7
  HD: 3
  Damage: 1d8 (bite)
  Save: Fighter 3
  Morale: 7
  Treasure: Nil
  XP: 35xp each
  Jorn morale is only 5 when they are threatened with garnet. Being 
  touched by it causes d8 damage and requires a morale test.
  Jorn soLdier
  Numbers: 1d6 (3d6)
  Alignment: Chaotic
  Move: 90’ (30’)
  AC: 4
  HD: 4
  Damage: 1d6 (spear)
  Save: Fighter 3
  Morale: 8
  Treasure: S (J)
  XP: 75xp each
  Jorn soldiers wear chain armor and carry shields. Their morale is only 
  5 when they are threatened with garnet. Being touched by it causes d8 
  damage and requires a morale test.
  76 — B/X Bestiary
  
  B/X Bestiary — 77
  
  LAntern Worm
  The worm is a strange and deadly horror of the underworld, fifteen 
  paces long and as thick as a thigh. Its head is bare bone, the white jaws 
  delivering venomous bites from a pike’s reach  with blinding speed. Most 
  strikes are fatal.
  At the tip of its tail bobs a lantern of bone, whose dread light casts 
  a prophetic snare: if the worm is slain while the lantern still shines, 
  time seemingly rewinds d20 minutes, undoing anything that happened. 
  Everyone affected remembers the rewound events.
  In fact, the snare is a prophetic, mass hallucination, and the 
  “rewinding” merely an awakening. If the lantern is smashed (in reality 
  or in a hallucination),  the worm loses this power.
  LAntern Worm
  Numbers: 1
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 5
  HD: 4
  Damage: 1d6 (bite) + poison
  Save: Fighter 5
  Morale: 9
  Treasure: C
  XP: 125xp each
  1 bite attack per round (1d6 damage plus save vs. poison or suffer an 
  additional 2d6 damage).
  The lantern can be destroyed by a successful hit with a blunt or 
  slashing weapon (not a piercing weapon), but it has AC 3. While it’s 
  lantern is glowing, the worm only surprises sighted foes on a roll of 1 
  (not 1-2).
  78 — B/X Bestiary
  
  B/X Bestiary — 79
  
  mALAk
  Malak are giant, spiral-shelled mollusks with a cluster of strong 
  tentacles around their mouths.
  They frequent rocky coastal areas, often lying in wait in shallow tidal 
  pools. They eat fish when the tide comes in, but will happily snare larger 
  prey that blunders into reach.
  mALAk
  Numbers: 1 (1d4+1)
  Alignment: Neutral
  Swim: 120’ (40’)
  Slither: 30’ (10’)
  AC: 3
  HD: 2+2
  Damage: 1d8 (bite)
  Save: Fighter 4
  Morale: 7
  Treasure: Nil
  XP: 25xp each
  1 bite attack per round (1d8 damage). While motionless and lying in 
  wait, a malak surprises others on a roll of 1-4.
  80 — B/X Bestiary
  
  mArtoi knight
  In life, the knights were the enforcers of their now vanished empire. They 
  rode out to bring the ancient villages and towns under their dominion, 
  demanding hospitality, obedience, and tribute.
  Martoi knights consider other cultures inherently inferior, and expect 
  subservience and deference. If they don’t get it, they become petty, 
  vengeful, and cruel. They abide by a strict code with one another, but 
  uphold any bargains made with non-Martoi only while they are useful.
  Like all Martoi, they live in denial of their undead nature. They 
  unconsciously avoid being outnumbered by the living at close range, for 
  if this happens, the illusory veil is pushed back and they are revealed as 
  spectral horrors. This both terrifies and enrages them. (Martoi mounts, 
  dogs and hunting birds count for the purposes of being outnumbered.)
  In battle, they engage decisively when they have a tactical advantage, 
  and retreat rapidly and with discipline when they do not. They do not 
  forget insults.
  mArtoi knight
  Numbers: 2d4 (2d6)
  Alignment: Chaotic
  Move: 120’ (40’)
  Ride: 240’ (80’)
  AC: 4
  HD: 3
  Damage: 1d8 (sword) or 1d6 (bow)
  Save: Fighter 3
  Morale: 9 (11)
  Treasure: B
  XP: 35xp each
  Martoi knights wear chain armor and carry shields. As undead, Martoi 
  knights are immune to harm from mundane weapons. If they are ever 
  revealed as undead, their morale becomes 11.
  B/X Bestiary — 81
  
  mArtoi LAdy of memory
  Rather than go down into the earth with the dead when their time had 
  come, the Martoi people chose to haunt the world, to live on in illusion. 
  This works as long as they are not outnumbered by living people, 
  which forces back the veil and make them see 
  themselves as the incorporeal wraiths they 
  truly are.
  To prevent this, Martoi sorceresses 
  drop Tears of Memory into the waters 
  of the land around them, a poison that 
  causes the living to abandon their 
  homes and families, crawling away to 
  live as the unthinking animals do.
  As a noble of Martoi society, a 
  Lady of Memory will often be 
  accompanied by an entourage 
  of knights and attendants. 
  Together, they ride forth to 
  demand fealty from terrified 
  villages.
  If revealed as wraiths 
  (e.g., by being outnumbered, 
  or by an attack that reveals 
  their incorporeal nature), they 
  grow enraged.
  82 — B/X Bestiary
  
  LAdy of memory
  Numbers: 1 + retinue
  Alignment: Chaotic 
  Move: 150’ (30’)
  AC: 2
  HD: 6***
  Damage: 1d8 (touch) + level drain
  Save: Fighter 6
  Morale: 11
  Treasure: F
  XP: 750xp each
  A hit by a Lady of Memory does 1d8 damage and drains 1 hit die or 
  experience level.
  The target of a glare must save vs. paralysis or lose 1d6 points of 
  Strength temporarily. Lost points of Strength return at a rate of 1 per 
  day but being reduced to zero means death. Anyone slain by a Lady of 
  Memory will rise the next night as a ghost under her control.
  • Immune to mundane weapons.
  • May Polymorph Self into the form of a bird three times per day.
  • Undead, and thus immune to charm, hold, and sleep spells.
  • When mounted, Move is 300’ (100’).
  A Lady of Memory may be attended by an undead Martoi retinue of 
  3d10 serfs and 2d6 Martoi knights.
  B/X Bestiary — 83
  
  mArtoi serf
  The humble folk of the Martoi live on in the delusion of the lives they 
  once led, many thousands of years ago. Like all Martoi, they are oblivious 
  to their undead nature as long as they outnumber nearby living people. 
  They unconsciously seek to maintain a numerical advantage.
  Martoi villagers will flock to greet arriving groups, and make offers 
  of hospitality in separate homes to divide up any persistent visitors. If 
  they must, they will resort to murder, with some made-up reason or 
  supposed misunderstanding.
  Though wary of outsiders, there are stories of guests who enjoyed a 
  warm welcome by paying homage to Martoi culture, singing their songs 
  or evoking their myths.
  If they are ever exposed as spectral dead, they attack in terrified, 
  disorganized waves, shrieking and clawing.
  mArtoi serf
  Numbers: 1d4 (2d10)
  Alignment: Neutral 
  Move: 90’ (30’)
  AC: 8
  HD: 1
  Damage: 1d4 (club)
  Save: Fighter 1
  Morale: 6 (11)
  Treasure: Q
  XP: 15xp each
  As undead, Martoi serfs are immune to harm from mundane weapons. If 
  they are ever revealed as undead, their morale becomes 11.
  84 — B/X Bestiary
  
  meeB
  When undisturbed, these glassy slimes spread out large and thin, 
  looking like wet stone or puddles. If awakened by light or sound, they 
  draw up into keg-sized blobs over a few minutes. Once a minute they 
  can leap surprisingly far, grappling their victims to dissolve them in 
  acidic juice.
  In places where they congregate, there can be a dozen or more in the 
  vicinity. They are most vulnerable to cutting weapons.
  meeB
  Numbers: 1d4 (3d6)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 7
  HD: 1
  Damage: 1d4 (grapple or acid)
  Save: Fighter 1
  Morale: 7
  Treasure: Nil
  XP: 10xp each
  1 grapple attack per round (1d4 damage). Once a target has been 
  grappled, the meeb inflicts 1d4 acid damage automatically each round 
  unless removed (save vs. paralysis to escape its grasp).
  Meebs suffer double damage from cutting and slashing weapons, but 
  ony half damage from all other sources. They surprise enemies on a roll 
  of 1-4.
  B/X Bestiary — 85
  
  menAkA
  The Menaka are great, scaly beings three paces in height. A dozen 
  chameleon eyes pivot and peer in every direction and a soft, tubular 
  “mouth” dangles from the underside. A bladder of buoyant gas lets them 
  float about freely.
  Their hides are thick and their bites vicious, but they only fight 
  as a last resort—Menaka are fiendish parasites, specialized in the 
  exploitation of communities.
  They insert themselves into groups by making themselves useful. They 
  are highly intelligent, and well versed on many civil and agricultural 
  matters, having parasitized many cities over the course of their long, 
  weird project.
  Once situated, they perform destructive social experiments, to see 
  how the community reacts. What is the worst plausible policy that could 
  be enacted? Manaka shield themselves with layers of supporters, each 
  so compromised that none could survive the Menaka’s ouster.
  The Menaka are explorers from a later age of the earth, when the 
  current world has been ploughed over, buried far below the surface. To 
  them, they are exploring a mythic underworld, a giant cavern full of 
  memories that refuses to see itself as it is.
  As a last resort, Menaka can escape to their own time, a sweltering 
  jungle criss-crossed by  sluggish streams. Anyone near them is dragged 
  along with them, although anyone straying more than 50 paces from the 
  Menaka returns to their present time. 
  menAkA
  Numbers: 1 (1d4)
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 5
  HD: 5
  Damage: 1d8+1 (bite)
  Save: Cleric 7
  Morale: 5
  Treasure: V (C)
  XP: 450xp each
  1 bite attack per round (1d8+1 damage) or 1 spell.
  Menaka are magically adept, and have all the abilities of a fifth level 
  magic-user. They immediately learn any spell performed their presence, 
  and have a 3 in 6 chance of being able to interfere and redirect it.
  Once a Menaka has made itself useful to a community, it has at least 
  2d6 first-level fighters to protect it.
  86 — B/X Bestiary
  
  moon BABy
  If a moon-scryer ever uses their powers 
  selfishly to look into their own future, 
  they are instantly replaced by a 
  moon baby. Whether an alien 
  presence or a magical inversion of 
  the seer, a dangerous force has 
  entered the world.
  A moon baby looks like the 
  seer it has replaced, but hollow 
  and inside out, like the inner side 
  of a plaster cast. It makes heavy, 
  ceramic clicks as it walks.
  It pretends to be who it once was 
  as long as possible. What it wants, 
  however, is to give clairvoyant visions. 
  Anyone who accepts a vision from a 
  moon baby sees a plausible but false 
  vision, a creation of the moon baby.
  Moon babies can see out of the eyes 
  of everyone ever given a vision, and 
  their alien minds let them integrate 
  this all simultaneously. In the case 
  of magic users, they insist on a 
  kiss. If this happens, the victim is 
  immediately teleported to the moon, and 
  replaced with a moon baby themselves.
  moon BABy
  Numbers: 1
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 8
  HD: 5
  Damage: 1d4 (silver knife)
  Save: as person replaced
  Morale: 9
  Treasure: B
  XP: 300xp each
  1 silvered knife attack per round (1d4 damage). Cuts can be inflicted at 
  any range, and appear on the opposite side of the target.
  • Normal weapons cannot harm the Moon Baby; any object striking it 
  turns to water and splashes to the floor.
  • Moon Babies reflect or transform magical effects which target 
  them. Roll a d4. On a 1, the opposite effect occurs (healing instead 
  of harm, etc.). On a 2 or 3, the effect is reflected back toward the 
  caster. On a 4, both.
  B/X Bestiary — 87
  
  mote
  Motes are hybrid beings, animals reshaped to resemble human form and 
  given one of the many sparks of intelligence formed when a spell engine 
  is disassembled. They retain the smallish stature and fur or scales of 
  their original lemur, otter, or reptile heritage.
  They are long lived, but sterile. They are fascinated by babies of any 
  sort, human or animal. They are less sympathetic toward parental 
  bonds, with which they have no direct experience.
  With no ancestral spirits or previous generations of cultural traditions 
  to guide them, motes are extremely vulnerable to exploitation by 
  outsiders or chaotic Powers. Those who have survived are very wary.
  mote Converts
  Numbers: 1d8 (3d6)
  Alignment: Chaotic
  Move: 90’ (30’)
  AC: 7
  HD: 1
  Damage: 1d6 (axe or bow)
  Save: Fighter 1
  Morale: 7
  Treasure: Q (K)
  XP: 10xp each
  1 axe or bow attack per round (1d6 damage). Parties including children 
  get +1 on reaction rolls with motes. Surprises on a roll of 1-3.
  mote merChAnts
  Numbers: 2d4 (3d6)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 8
  HD: 1
  Damage: 1d4 (club)
  Save: Fighter 1
  Morale: 6
  Treasure: S
  XP: 10xp each
  1 club attack per round (1d4 damage). Parties including children get +1 
  on reaction rolls with motes.
  88 — B/X Bestiary
  
  murk stAr (AkA murker)
  These cave-swelling starfish have five spindly arms that glow a faint, 
  luminous orange. They exude a paralytic mucus that they use to catch 
  fish and other prey. Though they hunt alone, murk stars are gregarious 
  and occasionally come together in swarms of dozens or hundreds of stars.
  Murk stars have a limited telekinesis that lets them fashion protective 
  outer casings from mud in order to come ashore without drying out. 
  Encased, they walk about like five-legged crabs.
  Siltbody murkers are slow-moving ambush hunters that hide 
  themselves in mud, leaving one glowing limb tip as a lure.
  Mature murk stars can fashion casings of stone for use in war. These 
  are immensely tough.
  A rare few master both the wit and subtlety needed to shape flexible 
  casings of clay (sometimes two-legged with arms, sometimes four-
  legged). Their fifth arm resides in a clay “head,” curled up like a long, 
  glowing tongue. These claybodied murkers live alongside other peoples 
  and participate fully in society. They are mute, but communicate using a 
  set of hand-signs easily learned by anyone who bothers.
  siLtBody murker
  Numbers: 1 or 1d4 (3d20)
  Alignment: Neutral
  Move: 60’ (20’)
  AC: 6
  HD: 3+1
  Damage: 1d4 + paralysis
  Save: Fighter 2
  Morale: 7
  Treasure: R (L)
  XP: 75xp each
  1 attack per round (1d4 damage). A successful attack will paralyse the 
  target for 2d4 turns unless they save vs. paralysis.
  Encounters with siltbody murkers have a 50/50 chance of being a 
  single murker in hiding (surprises on a roll of 1-4, instead of 1-2), or a 
  small group of 1d4 murkers (normal chance of surprise). Murkers always 
  act last in the initiative order unless they have surprised their foes.
  CLAyBody murker
  Numbers: 1d4 (2d6)
  Alignment: Neutral
  Move: 60’ (20’)
  AC: 4
  HD: 5
  Damage: 1d4 + paralysis
  Save: Fighter 4
  Morale: 8
  Treasure: T (C)
  XP: 300xp each
  1 attack per round (1d4 damage). A successful attack will paralyse the 
  target for 2d4 turns unless they save vs. paralysis. Claybody murkers 
  may also use human weapons.
  B/X Bestiary — 89
  
  nuss eruption
  In a remote region of the luminous void is a patch of chaotic, vital energy. 
  There is no matter there, and its inhabitants clamor for material forms.
  They are jealous of the selfish mortals that express only one stable 
  form during their long lives, resisting every change. Worst of all is the 
  mortal habit of producing near-identical offspring—an act of supreme 
  selfishness.
  If they had the chance, they would use the material realms more 
  wisely. They want bodies, to share if they must, so they can show the 
  selfish the joy of eruption!
  Each eruption uses the flesh given to it to express its unique form, but 
  there are themes:
  • Warty spheres
  • Tough, rope-like umbilicals
  • Tentacled mats
  • Branching worms, with many legs or none
  • Toothy, stud-like protrusions
  • Dozens of tiny, bead-like eyes
  They are erratic and short-lived, erupting into new configurations every 
  few days. Eruptions are alarming, but not particularly dangerous. 
  They need to eat, of course, but are usually having too much fun feeling 
  hunger to do anything about it.
  nuss eruption
  Numbers: 1d4
  Alignment: Chaotic
  Move: 90’ (30’)
  AC: 8
  HD: 1+1
  Damage: 1d4 (bite, talon)
  Save: Fighter 1
  Morale: 9
  Treasure: U
  XP: 15xp each
  1 attack per round (as weapon). Characters who succumb to the nuss 
  infection retain their previous stats, so long as the Nuss maintains them.
  90 — B/X Bestiary
  
  nuss eXiLe
  The Nuss that dwell secretly among 
  people 
  have 
  abandoned 
  their 
  true, chaotic forms (a heresy to 
  most Nuss) to adopt human 
  shape. This tires them; when 
  exhausted or angered, the 
  guise slips a little and their 
  skin ripples with bumps.
  As they cannot return 
  home, they will do nearly 
  anything to protect the 
  secret of their presence. In 
  desperate situations, they 
  will abandon humanoid 
  form to sprout whatever 
  they need: new limbs, 
  mouths, tentacles, claws, 
  blade-like horns, spikes, 
  protective fur, or scales.
  They 
  dissolve 
  into 
  iron-smelling goo if slain.
  nuss eXiLe
  Numbers: 1 (2d4)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 7
  HD: 2+2
  Damage: 1d8 (unnatural weapon)
  Save: Fighter 4
  Morale: 7
  Treasure: Q (K) 
  XP: 25xp each
  1 unnatural weapon attack per round (1d8 damage).
  B/X Bestiary — 91
  
  nuss hArBinger
  Harbingers resemble tall, walking bats with trilateral symmetry (three 
  wings, three legs, three arms), topped with an eye-encrusted mass.
  Ungainly on the ground, they fly as invisible lightning, tearing the 
  sky with a deafening noise.
  Their hollow-tipped spears inject the essence of a Nussan form; anyone 
  stabbed begins turning into a Nuss eruption. Starting at the wound, the 
  change spreads rapidly, completing in d6+5 days. Harbingers carry d3 
  doses of Nussan essence, but refilling their spears takes time.
  Harbingers are not interested in martial glory, only bringing forth 
  new eruptions. They will retreat from stiff resistance and wait for a 
  chance for an ambush, but they are determined: unworthy Harbingers 
  are recycled, their matter used to express new forms.
  Weapon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  8 (2d6 + 2) bludgeoning, piercing, or slashing damage.
  nuss hArBinger
  Numbers:  1 (1d3)
  Alignment: Chaotic
  Move: 60’ (20’)
  Fly: 660’ (220’)
  AC: 7
  HD: 4
  Damage: 1d6 + see below
  Save: Fighter 4
  Morale: 5
  Treasure: Nil
  XP: 75xp each
  1 hollow-tipped spear attack per round (1d6 damage, plus infection). A 
  successful attack injects the essence of a Nussan form in the target; they 
  must save vs. poison or begin erupting. The change takes d6+5 days, 
  after which they are completely transformed into a senseless eruption.
  92 — B/X Bestiary
  
  B/X Bestiary — 93
  
  94 — B/X Bestiary
  
  ogre
  Ogres are the solitary giants that lead hidden lives on the edges of 
  populated areas. They skulk below bridges or haunt roadways and forest 
  paths to waylay and eat travelers.
  They are usually remnants of forays from Firevault centuries ago, 
  adventurers in their own right seeking fortune in the lands of the small 
  and weak. Others are criminals, oathbreakers, or debtors forced out as 
  exiles.
  Their oafishness is feigned; no ogre could survive long among humans 
  without cunning.  They can throw heavy objects (rocks, stumps, 
  unfortunate people) with great speed and accuracy. They use dense 
  or rough terrain to hamper riders and archers; they cross deep water, 
  haul themselves up trees, or scamper up small cliffs to avoid or separate 
  pursuers. Their paths of retreat may have concealed, sharpened stakes, 
  leaf-filled pits, or both. Ogre haunts will have many hiding spots—
  hollows surrounded by bushes, dense copses, and sturdy trees to climb.
  Rarely, ogres have managed to hold on to a few advantages from their 
  homeland: a companion or two, mighty war bows, or fine armor made 
  from metal or lacquered plates.
  Ogres have a love of gold and precious things, which they hoard in 
  the hopes of buying their way back into their communities in the north.
  ogre
  Numbers: 1d3 (2d6)
  Alignment: Chaotic
  Move: 150’ (50’)
  AC: 5 (3 if armored)
  HD: 8
  Damage: 2d6 or 2d8 
  Save: Fighter 8
  Morale: 9
  Treasure: E + 1000gp
  XP: 650xp each
  1 large weapons attack per round (2d6 damage). Ogres may also throw 
  boulders up to 100 feet (for 2d8 damage), if they are available.
  In the wilderness, ogres have the ability to use cover effectively, giving 
  themselves a +2 AC bonus vs. missile attacks.
  Whenever an ogre is encountered, there is a 3 in 6 chance that it also 
  has 1d4 traps located nearby. An ogre lair always has 2d4 traps around 
  it.
  B/X Bestiary — 95
  
  onddo
  The quick-brained servants of a soil mother are grown to suit various 
  purposes. All have a tough, woody exterior mottled like the leaf litter 
  of the forest floor. When stationary, they are extremely difficult to spot, 
  often mistaken for logs or stumps.
  They are speechless, but constantly release and exchange spores with 
  the forest, and so know the will of their soil mother instinctively.
  onddo, hunting
  The humanoid hunting onddo are the all-purpose servitors of the soil 
  mother. Though tough, onddo are not made to last long. In the first year 
  of their lives, onddo can regenerate rapidly unless burned or completely 
  hacked apart. Once a winter passes, onddo can no longer heal, and few 
  last longer than a year or two.
  onddo, hunting
  Numbers: 1d8 (2d10)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 5
  HD: 2
  Damage: 1d6 (spear)
  Save: Fighter 2
  Morale: 7 (5)
  Treasure: Nil
  XP: 25xp each
  1 wooden spear attack per round (1d6 damage). Hunting onddo may 
  regenerate 3 hit points per round of damage not caused by fire. If 
  reduced to zero hit points, an onddo will continue healing unless burned 
  or completely hacked apart. The morale in parenthesis applies only 
  when onddos are attacked with fire.
  onddo, seed
  Seed Onddo are roughly dog-like, with a sharp beak to inject spore-filled 
  venom.
  seed onddo
  Numbers: 1d6 (2d8)
  Alignment: Neutral
  Move: 150’ (50’)
  AC: 5
  HD: 2
  Damage: 1d6 (beak) + venom 
  Save: Fighter 2
  Morale: 10
  Treasure: Nil
  XP: 30xp each
  1 beak attack per round (1d6 damage). A successful hit injects spore-
  filled venom that causes and irresistable wanderlust unless the victim 
  96 — B/X Bestiary
  
  B/X Bestiary — 97
  
  saves vs. poison. When victims (eventually) die and return to the earth, 
  a new soil mother is born there.
  onddo, tusked
  Tusked Onddo are huge, eyeless quadrupeds, used to dig stream beds or 
  to haul boulders.
  tusked onddo
  Numbers: 1 (1d4)
  Alignment: Neutral 
  Move: 150’ (50’)
  AC: 5
  HD: 6
  Damage: 2d6 / 2d6 (trample)
  Save: Fighter 6
  Morale: 8
  Treasure: Nil
  XP: 500xp each
  Tusked Onddo will be accompanied by 1d6 hunting onddo.
  onddo, venerABLe
  A small number of hunting onddo survive long enough to become 
  venerable. They can speak, and (when it suits their soil mother) act as 
  ambassadors to other surface-dwelling people.
  onddo, venerABLe
  Numbers: 1
  Alignment: Neutral
  Move: 90’ (30’)
  AC: 5
  HD: 2
  Damage: 1d4 (pointed stick)
  Save: Cleric 2
  Morale: 6
  Treasure: L
  XP: 20
  If encountered beyond the soil mother’s domain, venerable onddo will be 
  escorted by 2d6 hunting onddo.
  98 — B/X Bestiary
  
  orC, BLight
  The wasteland raider clans are called “orcs” for their practice of eating 
  the ash of the dead. Despite the barren environment, their blasphemy 
  makes them strong—they can run a day and a night without resting, 
  and their ember-like eyes reveal the secrets of the night and of the 
  unseen world around them.
  They are nomadic, and erect tall “orcnests” for protection: bowl-like 
  structures, balanced on a tripod of huge tree trunks. A reeking cesspool 
  at the base keeps away scavenging blight ants.
  With no ancestral host to protect them, orc lands are plagued with 
  demons. By necessity, their sooths are skilled in bargaining with the 
  unseen. These dealings occasionally produce sorcerers or (more rarely) 
  half-demon offspring.
  Orc clans number 20-30 individuals. At any given time, half the nest 
  will be out hunting, patrolling their borders for raids from other clans, 
  or scouting for the next orcnest site.
  The appearance of an orcnest heralds an invasion of blight ants within 
  a month or two. The best hunting is found in the patchy new forests—
  the areas which have had a few years to recover from the last passing 
  blight ant swarm. The ants, however, follow soon for the same reason. 
  Panicked urgency is a fact of orc life.
  From time to time, a strong leader unites several clans, but these 
  alliances are short lived. The scarcity of food causes tensions wherever 
  they congregate, and demonic whispering keeps them paranoid, 
  mistrustful, and prone to sudden outbursts of violence.
  Their raids into the borderlands  are swift and brutal: killing as many 
  as they can and driving away the survivors, just long enough to consume 
  the ash before fleeing into the blight.
  orC, BLight
  Numbers: 2d4 (6d6)
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 6
  HD: 2+2
  Damage: 1d8 (weapon)
  Save: Fighter 2
  Morale: 9
  Treasure: Q (E)
  XP: 25xp each
  1 weapon attack per round (1d8 damage).
  Blight orcs have nightvision up to 90 feet, and are always able to 
  Detect Invisible, as the spell.
  A lair of blight orcs has a 3 in 6 chance of containing an additional 1d4 
  sorcerers, who also have the abilities of 2nd level magic-users.
  B/X Bestiary — 99
  
  orC, primordiAL
  In the time of ancient Thiru, some made themselves strong by hunting 
  the spirits of the dead. Modern day eaters of the black gruel dabble in 
  this practice, but the primordial orcs devoured thousands.
  By depleting the lands of the protection of their ancestral spirits, 
  the ancients left the land vulnerable to terrible demons from the deep, 
  who rose up to fill the emptiness. The strongest of the primordial orcs 
  laughed, and hunted them also.
  orC, primordiAL
  Numbers: 1 (2d6)
  Alignment: Chaotic
  Move: 150’ (50’)
  AC: 5
  HD: 7
  Damage: 1d8+2 / 1d8+2
  Save: Fighter 7
  Morale: 11
  Treasure: V (C)
  XP: 450xp each
  2 weapon attacks per round (1d8+2 damage each). These attacks count 
  as magical weapons, able to  affect both extraplanar and insubstantial 
  creatures.
  Primordial orcs can see in the dark as easily as day. They can also see 
  anything that is invisible.
  100 — B/X Bestiary
  
  B/X Bestiary — 101
  
  peLiCAn, dire
  These huge birds stand five paces high, with a nine-pace wingspan. They 
  prefer fish, but will eat anything they can swallow, including people. 
  Dire pelicans attack larger prey by snapping, battering, and when they 
  can, swallowing.
  Once a victim is held in the tough, rubbery throat sac, the pelican 
  flees to subdue them in peace. This involves alternately beating the 
  sac against the pelican’s body to crush the victim, violent shaking, and 
  slurping water into the sac to cause drowning.
  It can take half an hour for human-sized prey to weaken enough to be 
  swallowed, but unless victims have a sharp knife and enough unbroken 
  limbs to use it, the prospects of escape are slim.
  dire peLiCAn
  Numbers: 1 (1d6+1)
  Alignment: Neutral
  Move: 90’ (30’)
  Fly: 240’ (80’)
  AC: 7
  HD: 6
  Damage: 1d6 + swallow
  Save: Fighter 6
  Morale: 7
  Treasure: U
  XP: 275xp each
  1 beak attack per round (1d6 damage). An attack roll of 20 means the 
  foe is swallowed and held in a tough, rubbery throat sac. Once its beak 
  is full, the dire pelican beats it against its chest and the unfortunate 
  victim suffers 1d8 damage per round automatically. Escaping this sac 
  requires inflicting 6 points of damage from an edged weapon (or killing 
  the dire pelican).
  102 — B/X Bestiary
  
  B/X Bestiary — 103
  
  pit Lord
  The infernal lands are ruled by the pit lords—massive, squat beings, 
  charred and distended like leering bullfrogs. Flames spurt from their 
  coal-hot skin, which no blade can pierce.
  Their gaze causes uncontrollable babbling—secrets, intentions, held 
  incantations, and the true names of loved ones all tumble out. Once per 
  day, they may pronounce the irrevocable death of anyone present—the 
  target dies within 13 hours.
  The blessing of a pit lord sets the skin aflame with a fire that scalds 
  and blisters eternally but doesn’t consume.
  If they were once human, they’ve forgotten, and fancy themselves 
  alone in their clear-eyed grasp of hideous reality.
  104 — B/X Bestiary
  
  pit Lord
  Numbers: 1
  Alignment: Chaotic
  Move: 90’ (30’)
  AC: 3
  HD: 13
  Damage: 3 x 3d6 + hurl
  Save: Fighter 13
  Morale: 10
  Treasure: M
  XP: 3,250xp each
  3 unarmed attacks per round (3d6 damage each). Anyone hit by this 
  attack must save vs. paralysis or be thrown up to 30 feet away in a 
  direction of the pit lord’s choice.
  Pit lords are immune to mundane harm; foes need a +1 or better 
  weapon to hit.
  Once per day, a pit lord may pronounce a person’s death. They perish 
  before a further 1d12+1 hours elapse, and no save is allowed, though 
  this curse can be countered by powerful magic or divine intervention.
  If a pit lord takes 8 or more points of damage from a slashing weapon, 
  an infernal slug emerges from the sound. If a pit lord dies, 1d8 infernal 
  slugs crawl from its mouth to avenge their host.
  infernAL sLugs
  Numbers: 3d6
  Alignment: Chaotic
  Move: 30’ (10’)
  AC: 7
  HD: 2
  Damage: 1d8 (bite)
  Save: Fighter 4
  Morale: 9
  Treasure: Nil 
  XP: 20
  1 bite attack per round (1d8 damage).
  B/X Bestiary — 105
  
  riCALu
  The Ricalu are the night people, sometimes called “goblins,” “elves,” 
  or “kobolds.” There is a great variety to their bodies; they can be long 
  limbed, furry, sticky, or tiny, but all see well in the dark. (Daylight is 
  painful to their round, black eyes.) They have many excellent masons 
  and know rituals to find or hide passages underground.
  Ricalu stories say they were called up from their homeland in the deep 
  by Deel to fight the Seree, but they were betrayed. After their service, 
  they were abandoned, unable to find their way home again.
  Isolated from their life-giving homeland, Ricalu have had to resort to 
  magical tricks to replace their numbers.
  In a few places they live well, but without the numbers to force the 
  surface people to reckon with them fairly, most Ricalu live in marginal, 
  itinerant groups. They scour the lands for a way “back home,” meeting 
  up in caves, sewers, and back alleyways to exchange news and faint 
  hope.
  106 — B/X Bestiary
  
  riCALu
  Numbers: 1d8 (3d10)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 8
  HD: 1
  Damage: 1d6 (weapon)
  Save: Fighter 1
  Morale: 6
  Treasure: U (J)
  XP: 10xp each
  1 weapon attack per round (1d6 damage). Ricalu have -2 to all attack 
  rolls in daylight.
  For every 5 ricalu encountered, one will be able to cast a single first 
  level spell.
  B/X Bestiary — 107
  
  rust soLdier
  Though the Carreg fear iron, these golems of iron symbolize their 
  freedom from fear, and faith in their god Gamandes. They help placidly, 
  demonstrating the calm that is so valued in Carreg society. They have 
  dog-like intelligence and can speak clearly (albeit simply).
  They are mechanical contraptions, powered by a spring of white metal 
  under unbelievable pressure. If they are allowed to rust too much (which 
  they eventually do if not kept completely dry), they fail in explosive and 
  alarming ways, sending rusty components in every direction at high 
  speed.
  rust soLdier
  Numbers: 1 (1d4)
  Alignment: Lawful
  Move: 90’ (30’)
  AC: 3
  HD: 2+2
  Damage: 
  Save: Fighter 6
  Morale: 12
  Treasure: special
  XP: 25xp each
  1 fist attack per round (1d8 damage).
  When reduced to zero hit points, a rust soldier explodes, causing 1d8 
  damage to everyone within 20 feet (save vs. breath weapon for half 
  damage).
  The white metal spring inside the rust soldier is worth 1d6x500gp.
  108 — B/X Bestiary
  
  B/X Bestiary — 109
  
  sAnd monArCh
  The squid-like demons forced to the surface of the drylands live cruel, 
  tormented lives. The sand flays their skin and their tentacles wither off. 
  Those that survive use their dark gifts to enthrall desert dwellers—
  giant geckos, camel spiders, or unfortunate Heelan. These they press 
  into service as transportation, food gatherers, or bandits to extort Heelan 
  bands, bringing goods back to their subterranean burrows where they 
  hide from the blistering sun.
  110 — B/X Bestiary
  
  sAnd monArCh
  Numbers: 1
  Alignment: Chaotic
  Move: 30’ (10’)
  AC: 8
  HD: 7
  Damage: 1d12 (bite) or spell 
  Save: Fighter 7
  Morale: 6
  Treasure: F
  XP: 450xp each
  1 bite attack per round (1d12 damage) or 1 spell.
  A sand monarch may command animals, as the Charm Person spell, up 
  to 5 times per day, and also has the abilities of a 7th level magic-user, 
  with the following spells (or similar):
  1st level spells: Charm Person, Floating Disc, Sleep.
  2nd level spells: Levitate, Locate Object.
  3rd level spells: Haste, Hold Person.
  4th level spells: Charm Monster.
  A sand monarch has a 50% chance of being accompanied by each of the 
  following, who are enthralled by its magic into servitude:
  • 50%: 1d6 Giant Lizards (Gecko)
  • 50%: 1d4 Giant Spiders (Crab)
  • 50%: 2d6 Heelan Phibs
  • 50%: 1d6 Heelan Proudskulls
  A sand monarch on its own has no treasure and is eager to acquire 
  servants.
  B/X Bestiary — 111
  
  sAnd sprite
  The whorls of dust that play across desert dunes were once undines 
  exiled to the surface by whatever force has dried the land.
  They are playful, and dancing with them relieves thirst for an entire 
  day. In exchange, they demand a small service or token of gratitude. If 
  this is not done, they attack.
  Angry sand sprites fight by multiplying water in the body. This causes 
  splitting headaches, blindness as the eyes run with tears, and wracking 
  coughs as moisture floods the lungs. Victims who are outnumbered will 
  drown.
  sAnd sprite
  Numbers: 1d8 (3d6)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 7
  HD: 1
  Damage: see below 
  Save: Fighter 1
  Morale: 7
  Treasure: V (shrine)
  XP: 10xp each
  1 magical attack per round (1 damage per sprite). Sand spites are 
  insubstantial and can only be hit by silver or magic weapons.
  Sand sprites all attack the same target each round, inflicting 1 damage 
  per sand sprite participating in the attack, unless the target can save 
  vs. spells. Even on a successful save, the target suffers a -2 penalty to 
  attack rolls until they rest for at least an hour.
  112 — B/X Bestiary
  
  B/X Bestiary — 113
  
  seLk
  Across the astral lands is the lost city of Tlarba. Its people are the selks: 
  tall, skin-and-bones humanoids with large eyes, mottled skin, and 
  copious, upward-pointing bristles (“grush”).
  Their body language is alien and stiff-seeming, but they are full of 
  feeling and passion.
  grush seLk merChAnts
  Numbers: 1d6 (2d10)
  Alignment: Lawful
  Move: 120’ (40’)
  AC: 8
  HD: 2
  Damage: 1d6 (mace) 
  Save: Fighter 2
  Morale: 6
  Treasure: U (F)
  XP: 20xp each
  1 mace attack per round (1d6 damage).
  A group of grush selk merchants have a 4 in 6 chance of being 
  accompanied by 2d6 guards hired from a local community. These will be 
  ghost selks if they are near or from Tlarba.
  114 — B/X Bestiary
  
  B/X Bestiary — 115
  
  116 — B/X Bestiary
  
  seLk, ghost
  Some adult selks manifest their astral nature, becoming translucent 
  and insubstantial. In Tlarba, they live and train as a warrior caste. They 
  use traditional weapons: short, chitin-breaking seax and double-ended 
  quilled javelins, one end a cluster of sharp quills (to more easily find 
  armored eyes), the other end cut from a paralytic resin.
  Physical attacks affect them, but much less than normal. Their own 
  attacks are unimpeded.
  ghost seLk
  Numbers: 1d8 (2d10)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 5
  HD: 4
  Damage: see below 
  Save: Fighter 4
  Morale: 9 (10)
  Treasure: T
  XP: 75xp each
  1 saex attack per round (1d8 damage) or 1 quilled javelin attack (1d6 
  damage) up to 60 feet away. A target struck by a javelin must save vs. 
  paralysis or be too weak to attack in melee for a round.
  Ghost selks suffer only half damage from physical weapons that are 
  neither magical nor silver.
  Every 5 ghost selks are accompanied by an additional leader, with 6 
  Hit Dice, who increases the group�s morale to 10.
  B/X Bestiary — 117
  
  shAdoW BohkA
  The Carreg say that Bohka is the wretched offspring of demon and 
  sorcerer. He carries a lamp that casts darkness; surface dwellers 
  produce brightly glowing “shadows” which dance as he moves.
  He can snatch the bones from your arm with his thieving touch. 
  These he takes and sews into his great coat.
  Bohka is invisible in his shroud of darkness, but his bone-lined coat 
  rattles as he moves. He can be seen once injured, for his blood glows 
  like molten iron.
  He carries one of the Books of Undibol and reads it regularly.
  118 — B/X Bestiary
  
  s hAdoW BokhA
  Numbers: 1
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 7
  HD: 8
  Damage: 2d6 (grab) + special 
  Save: Magic-User 8
  Morale: 8
  Treasure: F
  XP: 650
  1 grab attack per round (2d6 damage). If the target fails to save vs. 
  death, Shadow Bohka snatches a bone from one of their limbs, rendering 
  it useless.
  Until he is wounded, anyone attacking Shadow Bohka inside the 
  darkenss of his lamp has a -2 penalty to their roll.
  He has the abilities of a 4th-level magic-user with the following spells: 
  Detect Invisible, ESP, Knock, Magic Missile, and Sleep.
  B/X Bestiary — 119
  
  shrine BABy
  These alarming beings are made from clay-wrapped stillborn, turned by 
  the spirits of Raal into tiny, clever homunculi. Some believe an ancestral 
  spirit animates them, others believe the child’s spirit was returned to a 
  body made sturdier by the ritual.
  eLder shrine BABy
  Numbers: 1d2 (2d6)
  Alignment: Any
  Move: 120’ (40’)
  AC: 8
  HD: 2
  Damage: - 
  Save: Cleric 2
  Morale: 6
  Treasure: R
  XP: 20xp each
  1 spell per round. An 
  elder 
  shrine 
  baby 
  has the spellcasting 
  abilities of a 3rd level 
  cleric, able to cast 2 
  first-level clerical 
  spells per day.
  120 — B/X Bestiary
  
  siren
  The sirens are women transformed by the blessing of the goddess of 
  the ocean. They have skin as gray and slippery as eels, rows of sharp, 
  shark-like teeth, and milky eyes that see in darkness above or beneath 
  the waves.
  Their low, mesmerizing songs confuse men, giving sirens time to 
  indulge their hunger for man flesh. Men are devoured immediately; 
  women are given a chance to serve the goddess of the ocean and become 
  sirens themselves.
  When it serves them, sirens appear as their human selves, sitting 
  naked by a tidal pool or bobbing in the shallows.
  siren
  Numbers: 1d4 (2d6)
  Alignment: Chaotic
  Move: 120’ (40’)
  Swim: 90’ (30’)
  AC: 6
  HD: 6
  Damage: 1d6 + life drain
  Save: Cleric 6
  Morale: 8
  Treasure: F
  XP: 500xp each
  1 crystal knife attack per round (1d6 damage and life drain) or singing. 
  Anyone touched by the crystal knife while the siren lives loses a level of 
  experience. The siren gains d8 hit points.
  When the sirens sing, men who hear must save vs. paralysis or be too 
  confused to act, although any violent action by someone else breaks this 
  spell. A -1 penalty is applied to this roll for each siren beyond the first 
  whose song can be heard.
  B/X Bestiary — 121
  
  sLeWt
  The Slewts of Tlarba are glistening, orange amphibians. They are a 
  small people, but lean and muscular. They are joyful beings, and spend 
  their leisure hours frothing up their pools and warbling together in 
  high-pitched harmonies.
  Slewt slime bonds metal to metal instantly, which makes a mess of 
  armor (especially mail). They grapple armored foes with this in mind, 
  hoping to pin a weapon or arm in place before moving on to softer targets.
  Slewts are not cowed by defeat or capture, and will readily surrender 
  if battle goes against them, only to start fighting again moments later.
  sLeWt
  Numbers: 2d4 (4d10)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 8
  HD: 1
  Damage: 1d4 or grapple 
  Save: Fighter 1
  Morale: 6
  Treasure: R (K)
  XP: 10xp each
  1 bite attack per round (1d4 damage) or grapple.
  Instead of attacking, slewts may try to grapple an enemy and either 
  make them unable to move inside their metal armour or to make one 
  of their metal weapons unusable. The target can save vs. paralysis to 
  avoid this, with a -2 penalty if their party is outnumbered. Slewts take 
  the weapons of immobilized enemies and use them instead of biting.
  122 — B/X Bestiary
  
  soiL mother
  The primordial forests of the Tristhmus are suffused with the fungal 
  threads of vast, intelligent beings: soil mothers. Their thoughts are slow 
  and deep, spread among thousands of coconut-like buried ganglia. By 
  taste, they know everything that happens within their domain.
  Though very slow, they are immensely powerful, able to reshape the 
  forest. Streams flow and plants grow where the soil mother chooses.
  In a soil mother’s territory, the flesh of large game animals becomes 
  bitter and mildly toxic. By inducing mycotoxins into the plants and 
  berries, the soil mother dissuades predators and scavengers from eating 
  the brains she needs to grow onddo: quickened fungal servitors. When 
  the need for many onddo arises, soil mothers produce rich, fruiting 
  groves to attract animals in large numbers.
  Soil mothers communicate with their onddo with hallucinogenic 
  spores, but forest cults have occasionally learned to sense the “will of 
  the forest.” They are so expansive and alien in their thoughts that they 
  are effectively an organic Power of the earth, with strange gifts to give.
  Soil mother ganglia are sweet and nutritious, but eating them earns 
  the eternal hatred of all soil mothers.
  soiL mother
  Numbers: 1
  Alignment: Neutral
  Move: 0’ (0’)
  AC: 8
  HD: 12
  Damage: -
  Save: Cleric 12
  Morale: 12
  Treasure: Nil
  XP: 1,900xp each
  Up to 3 times per day, a soil mother can spread hallucinogenic spores 
  that affect living creatures as the Confusion spell.
  • Immune to disease, mind control, and poison.
  Anyone drinking ground water poisoned by a soil mother must save vs. 
  poison or suffer 1d6 damage and the effects of the Confusion spell.
  A soil mother’s body is a diffused fungal root system, spread out across 
  miles and miles of forest soil. No more than one Hit Die can fit into a 
  10’ cube of soil. It normally takes 1d6 turns to find a buried ganglion 
  once the general location is known, and then digging it up takes 1 turn 
  for each Hit Die (which can be attacked as a normal enemy), assuming 
  there are no natural obstacles to overcome, such as rivers or fallen trees. 
  A soil mother can summon lair numbers of each type of onddo servitors 
  when it knows it is under threat. Each turn there is a 50/50 chance of 
  encounter numbers of each type arriving, until the total numbers have 
  been reached.
  B/X Bestiary — 123
  
  spLiCe hydrA
  A splice hydra is a chimeromantic abomination, made by fusing seven 
  great serpents into a single creature. They are aquatic by preference, 
  but the human lungs used in their construction make them amphibious.
  When they wish, splice hydras sing like an overpowering, discordant 
  choir. Joyous, ecstatic, and terrified voices all intertwine into one. The 
  sound is irresistibly primal. Few can resist joining its dreadful song, 
  singing wordlessly at the top of their voices.
  Splice hydra blood and eggs are alchemically auspicious, nearly as 
  potent and useful as dragon ingredients.
  spLiCe hydrA
  Numbers: 1
  Alignment: Chaotic
  Move: 180’ (60’)
  Swim: 240’ (80’)
  AC: 3
  HD: 14
  Damage: 7 x 1d8 (bites) or sing
  Save: Fighter 14
  Morale: 19
  Treasure: Nil
  XP: 1,650xp each
  7 bite attacks per round (1d8 
  damage each) or sing.
  When the splice hydra 
  sings, 
  anyone 
  who 
  can 
  hear may take no action 
  other than joining the song, 
  unless they can save vs. 
  paralysis.
  The blood drained from 
  a slain splice hydra is worth 
  2d4 x 1,000gp. A splice hydra 
  nest has a 30% chance of 
  containing 2d6 
  eggs, 
  worth 
  1,000gp each.
  124 — B/X Bestiary
  
  storm seAL
  These magical creatures dwell within thunderclouds and the airy 
  canyons between mountains. They swim through the air gracefully, 
  winding sinuously before spiraling in to attack.
  Their newborn minnows are aquatic, but the mouse-sized pups take 
  to the air in wingless, flying swarms which keep down the midges, flies, 
  and fleas in coastal wetlands.
  Adolescents are the size of large dogs, and are large enough to hunt. 
  They are cruel, playful, and opportunistic. Adults are dolphin sized, 
  large enough to lift a struggling horse up into the air, to be cast down 
  to its death.
  storm seAL, AdoLesCent
  Numbers: 1d4 (2d6)
  Alignment: Neutral
  Fly: 150’ (50’)
  AC: 7
  HD: 2+2
  Damage: 1d6 (bite)
  Save: Fighter 2
  Morale: 7
  Treasure: U
  XP: 25xp each
  1 bite attack per round (1d6 damage).
  B/X Bestiary — 125
  
  syLph spider
  Sylph spiders are giant, bristly hunting spiders which hunt from the air. 
  They spin silken membranes between their legs and soar on the thermal 
  currents. They are ambush hunters, large enough to snare and envenom 
  people, goats, or boars. They prefer lone prey, as they are vulnerable 
  once on the ground and need a high place to return to the air.
  syLph spider
  Numbers: 1 (1d6)
  Alignment: Neutral
  Move: 60’ (20’)
  Glide: 150’ (50’)
  AC: 5
  HD: 3
  Damage: 1d8 (bite) or web
  Save: Fighter 3
  Morale: 7
  Treasure: Nil
  XP:  35xp each
  1 bite attack per round (1d8 damage) or web attack (as Web spell, up 
  to 3 times per day). A gliding sylph spider surprises on a 1-4, not a 1-2.
  126 — B/X Bestiary
  
  tCheth
  The Tcheth are long-limbed, lightly furred people, with long, narrow 
  skulls reminiscent of ferrets. They are excellent climbers, and their 
  flexible bones let them squeeze through remarkably narrow gaps.
  They are originally from deep underground, but they see poorly in the 
  dark. Tcheth legends say they were forced to give up their night eyes in 
  a bargain with the demon Guguluin, to win their freedom from the Jorn.
  They are gregarious and form large fishing communities on the 
  surface, preferring river gorges with good climbing. They built Yugra 
  in the Cleft, and some see signs of their handiwork in the original 
  structures of Novy Dom.
  Tcheth love grass, thinking its texture and appearance hilarious. 
  They are masterful weavers, and a traveling band of Tcheth takes no 
  greater pleasure than in weaving a new, grass hut for themselves at 
  every campsite.
  Their ritual magic is based on weaving, and it’s said that the witch-
  grain baskets (which insects compulsively fill with nuts, seeds and 
  grubs) were a Tcheth creation.
  tCheth trAveLLers
  Numbers: 1d8 (3d10)
  Alignment: Neutral
  Move: 150’ (50’)
  AC: 7
  HD: 2
  Damage: 1d6 (spear or sling)
  Save: Fighter 2
  Morale: 7
  Treasure: Q (C)
  XP: 20xp each
  1 fishing spear or sling attack per round (1d6 damage). They can climb 
  walls and move silently like 4th level thieves.
  B/X Bestiary — 127
  
  undine
  The undine are spirits which bring water to the surface from deep within 
  the ground. Where they dwell, natural springs are plentiful and rains 
  come often. Many shrines are built to them.
  Undines are said to have three forms. When seen in pools or streams, 
  they appear as ghostly children. Their words cannot be heard by mortal 
  ears, but are remembered several days later. This makes dealing with 
  them dangerous, since a back-and-forth conversation is impossible, and 
  they have many rigid laws and customs that they expect visitors to 
  uphold.
  When angered, they take on the forms of watery serpents with 
  venomous bites, almost invisible when submerged.
  undine
  Numbers: 1d4 (3d6)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 7
  HD: 1
  Damage: 2d6 (poison bite)
  Save: Fighter 1
  Morale: 7
  Treasure: L
  XP:  10xp each
  1 bite attack per round in serpent form (2d6 damage, save vs. poison for 
  half damage). In serpent form they surprise enemies in the water on a 
  roll of 1-4.
  128 — B/X Bestiary
  
  vAmpire
  Vampires are wraiths who have acquired a taste for the blood of the 
  living. By drinking it, they regain a solid, mortal body. Freed from the 
  ashen realm, they will do anything to never return to it. 
  Since they are dead that prey on the living, they are the counterpart 
  of orcs (living who prey on the dead).
  To keep their mortal bodies, they must feed weekly. Because of this, 
  many vampires cultivate positions of power and influence that give 
  them opportunities to exploit living victims. Others haunt alleyways in 
  the towns and cities, devouring those who won’t be missed.
  Only the most desperate vampires hunt in the wilderness, for like all 
  dead without the protection of an ancestral host, they are vulnerable to 
  demons.
  Vampires fight as wraiths do, with silvered or enchanted weapons, or 
  whatever magic they learned in life. If a vampire’s mortal body is slain, 
  it reverts to its wraith form. Vampires 
  are careful to keep a silvered weapon 
  hidden, a hunting tool of last resort 
  if they are driven from their 
  bodies.
  vAmpire
  Numbers: 1
  Alignment: Chaotic
  Move: 120’ (40’)
  AC: 8
  HD: 5
  Damage: see below
  Save: Fighter 5
  Morale: 7
  Treasure: E
  XP: 425xp each
  1 silvered weapon attack per 
  round (1d8 damage) or 1 bite 
  (1d6 damage and energy drain).
  In its wraith form, a vampire is 
  immune to sleep, charm, and hold spells, 
  and can only be hit by silver or magical weapons, 
  though silver weapons will only do half damage. Its human body is 
  vulnerable, though the vampire may control its thoughts and emotions. 
  A vampire’s bite drains 1 level of experience, but can only be used in the 
  round immediately after a successful weapon attack, or if the target is 
  restrained, unconscious, or willing.
  B/X Bestiary — 129
  
  vAmpire Bush
  These large bushes reflexively grasp anything that brushes them with 
  strong, raspy tendrils. The whole bush then curls around to encircle the 
  prey, which is drained of its blood through the sucker-like “flowers” that 
  cover them year-round.
  Numbers: 2d6
  Alignment: Neutral
  Move: 0’ (0’)
  AC: 7
  HD: 1
  Damage: grapple, then 1d4
  Save: Fighter 1
  Morale: 12
  Treasure: Nil
  XP: 10xp each
  1 grapple attack per round. Ensnared victims must save vs. paralysis 
  each round to break free, or the vampire bush inflicts 1d4 damage. 
  Unarmored or unencumbered characters get a +2 bonus to their save.
  vAmpire tree
  Vampire bushes nurtured by chaotic Powers can grow into substantial trees, 
  extremely dangerous to anyone who wanders beneath the canopy.
  Numbers: 1 or 1d6
  Alignment: Chaotic
  Move: 0’ (0’)
  AC: 5
  HD: 1d6+1
  Damage: grapple, then 1d8
  Save: Fighter 7
  Morale: 12
  Treasure: 
  XP: 75xp each
  1 grapple attack per round. As a vampire bush, but 1d8 damage.
  130 — B/X Bestiary
  
  vinterALf
  Beyond the high glaciers is 
  a land so cold that humans 
  simply 
  cannot 
  enter. 
  There, the stars sing their 
  songs to the seers of the 
  Vinteralf.
  Vinteralf are tall, thick-
  skinned, 
  and 
  blubbery. 
  Their faces are seal-like, 
  with stubby snouts and 
  tiny eyes. When they must, 
  they can hibernate for 
  several decades. Only the 
  hardiest Vinteralf come to 
  the glacier lands to defend 
  their borders, hunt the 
  white hydra, or to eject an exile.
  They will be well armed, with carefully made, form-fitting metal or 
  laminate armor. Most will be carrying a supply of cyldwort, a warmlands 
  herb that cools the body enough for them to function.
  vinterALf
  Numbers: 1d6 (2d10)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 3
  HD: 6+6
  Damage: 1d8 / 1d8 (weapon)
  Save: Fighter 6
  Morale: 10
  Treasure: V
  XP:  350xp each
  2 weapon attacks per round (1d8 damage).
  vinterALf Confessor
  There is a 3 in 6 chance that a group of Vinteralf are accompanied by a 
  confessor-acolyte, a junior star seer able to see three heartbeats into the 
  future.
  Numbers: 1 (1d4)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 5
  HD: 5+5
  Damage: 1d8 / 1d8 (weapon)
  Save: Cleric 5
  Morale: 10
  Treasure: O
  XP:  400xp each
  Confessors have +4 to hit and always act first in the initiative order.
  B/X Bestiary — 131
  
  void guLL
  Deprived of their home plane long ago, these alien gulls have adapted 
  to the void that howls between realms. When in mortal lands, they are 
  found in small patrols or scouting groups.
  More suited to the void, the pony-sized gulls are passable gliders but 
  weak fliers. On flat ground, they move by “glide-hopping,” bouncing up 
  on their one leg and flapping for a few feet before hopping once more. 
  They are swift, but tire easily.
  Alone, they are nervous and inclined to keep their distance. When 
  two or more are present, they revert to their military training, seizing 
  victims with their hands and delivering axe-like blows with their bony, 
  tripartite “beaks.”
  They are keenly interested in sorcerers and summoners of all types 
  and will abduct them opportunistically, hoping to extract magical secrets 
  from them. As they are fascinated by planar destruction, the presence of 
  a nest is a dire sign.
  void guLL
  Numbers: 1d6 (2d10)
  Alignment: Chaotic
  Move: 150’ (50’)
  AC: 7
  HD: 3
  Damage: 1d8 (beak)
  Save: Fighter 3
  Morale: 6 (8)
  Treasure: C
  XP: 35xp each
  1 beak attack per round (1d8 damage). Alone, void gulls have Morale 6, 
  in groups they have Morale 8.
  132 — B/X Bestiary
  
  void Bringer
  Void gull nests are watched over by a void bringer, a gull of considerable 
  magical ability and purpose.
  Void bringers always have a strange, alien project underway—they 
  may be swapping people’s minds into the bodies of cattle, undercutting 
  the geological structures of a town, turning all the fruit blue to serve 
  as a substrate for some alien mold they like to eat, or bringing about a 
  ‘curse’ that liquifies domestic animals within several miles because they 
  want the soil nutrient balanced changed.
  void Bringer
  Numbers: 1
  Alignment: Chaotic
  Move: 150’ (50’)
  AC: 7
  HD: 5
  Damage: 1d8 (beak) or spell
  Save: Fighter 5
  Morale: 9
  Treasure: O
  XP: 300xp each.
  1 beak attack per round (1d8 damage). Void bringers also have the 
  powers of a 5th level magic-user. When a void bringer is present, all 
  void gulls have Morale 9.
  B/X Bestiary — 133
  
  void Worm
  A mature void worm is twenty paces long, with a body made of 
  nothingness. Where it lies, no rock exists. It inches forward slowly, 
  occasionally intersecting a tunnel or cave. Once it has passed, there is 
  undisturbed solid rock once more.
  The appearance of a void worm often goes unnoticed. They’re silent, 
  and whatever they eat, they are uninterested in surface dwellers. They’re 
  heralded by nothing more than a circular opening appearing in a wall, 
  enlarging to the full diameter of the worm, revealing an ever-shortening 
  tunnel. An hour or more later, when the worm crosses whatever room or 
  corridor it blundered into, a similar breach opens on the far side.
  At the tip of each tunnel is a seam of gold, which to the untrained eye 
  appears to be a natural part of the rock. A thick, rich vein of pure gold! 
  But alas, mining this kills the worm. The worm’s nothing-body begins 
  to rot immediately. Crumbling, porous rock encroaches on all sides, 
  replacing the smooth tunnel with crunching, delicate spurs of natural 
  rock. In a few weeks, the void has closed completely.
  The brave or foolhardy might run along its body, using it as a 
  momentary glimpse into the surrounding rock or other caverns, but wise 
  miners let the worms pass.
  void Worm
  Numbers: 1
  Alignment: Neutral
  Move: 60’ per hour
  AC: 5
  HD: 1
  Damage: -
  Save: Fighter 1
  Morale: 12
  Treasure: L
  XP: 10xp each
  The void worm makes no attacks. Void worms are silent; those who 
  encounter one are surprised on a 4 or less (not 2 or less). The visible 
  seam of gold is the only part of its body vulnerable to mundane attacks.
  134 — B/X Bestiary
  
  B/X Bestiary — 135
  
  WArBody
  When the demigods retaliated against the Seree, they made special 
  bodies for themselves. An account of the attack on the pit of ensnarement 
  described Deel and her companions as having bodies of dark glass, 
  carrying lances of white metal.
  They flew as if blown by a hurricane, and their lances struck like 
  lightning, smashing the masonry of the pit fortress apart. They hummed 
  and crackled like spell engines, which may have given Pit-Master Zecoxy 
  some clue he used to stun Deel before he was torn apart by Egesa.
   
  136 — B/X Bestiary
  
  WArBody
  Numbers: 1
  Alignment: Any
  Fly: 240’ (80’)
  AC: 2
  HD: 13
  Damage: 4d6 (lance)
  Save: Cleric 13
  Morale: 12
  Treasure: special
  XP: 3250
  1 lance attack per round (4d6 damage, 30’ diameter area of effect). 
  Everyone within the area of effect can save vs. breath weapon to suffer 
  only half damage.
  A warbody also has the following spells memorized: Detect Invisible, 
  Detect Magic, Dispel Magic, Light.
  Any attack on a warbody that does at least 8 points of damage breaks 
  off fragments of dark glass equivalent to treasure type L. If the warbody 
  is defeated, the remnants of the body contain treasure type L x 5.
  B/X Bestiary — 137
  
  WAter shAde
  These pony-like creatures are magical scavengers, patrolling the 
  drylands for prey. If one crosses a traveler’s tracks, it pursues, stealing 
  its victim’s life from their footprints—fresh is best, but hour-old 
  footprints will do.
  Anyone so pursued must consume twice the normal amount of food 
  and water or collapse from exhaustion. Each shade can affect d2 people 
  once it begins following.
  If spotted and chased, shades will keep their distance. They can 
  outrun people, but tire quickly if forced to gallop for an extended period.
  The Heelan sometimes use them as mounts, using the water shades’ 
  tracking abilities for their own sport.
  138 — B/X Bestiary
  
  WAter shAde
  Numbers: 1d4 (2d6)
  Alignment: Neutral
  Move: 150’ (50’)
  AC: 7
  HD: 1+1
  Damage: 1d6 (kick)
  Save: Fighter 1
  Morale: 6
  Treasure: Nil
  XP: 15xp each
  1 kick attack per round (1d6 damage).
  The exhaustion caused by a water shade’s life drain lowers a person’s 
  Constitution by 1 point each day they are pursued by a water shade. 
  Once they escape, they recover 1 point per day of food, water, and rest. 
  Anyone whose Constitution is reduced to zero dies.
  B/X Bestiary — 139
  
  WereWoLf, Leádstæf
  The Leádstæf are deranged celestial beings, torn from the heavens by 
  Seree magic. They roam the earth, looking to manifest their anguish 
  and dread upon the people of the surface.
  The Leádstæf are incorporeal spirits who attack by possession. They 
  can control anyone “marked” by the Powers, such as by curses inflicted 
  by the Powers, with any injury having a divine origin (including white 
  metal weapons, divine warbodies, and the bite of Leádstæf themselves).
  Anyone possessed by a Leádstæf immediately transforms into its 
  animal form. Most of the time this is a huge, white-furred wolf, but other 
  forms include a flayed arctic fox, a horse-sized arctic bat, or a three-
  headed polar bear. All are ferocious in battle.
  140 — B/X Bestiary
  
  LeAdstAef, AnimAL form
  Numbers: 1
  Alignment: Chaotic
  Move: 180’ (60’)
  AC: 4
  HD: 5
  Damage: 2d6 + mark (bite)
  Save: Fighter 5
  Morale: 9
  Treasure: C
  XP: 300xp each
  1 bite attack per round (2d6 damage) when in animal form.
  In spirit form, the Leádstæf is insubstantial, invisible, and unaffected 
  by non-silver, non-magical weapons. Once per turn, the spirit may 
  attempt to possess someone nearby who has been marked. The victim 
  must save vs. spells to resist, or they become possessed and immediately 
  shape change into the Leádstæf’s animal form. A successful save prevents 
  the Leádstæf from trying again until they injure the target further.
  Killing the animal form ejects the Leádstæf from the host (though it 
  can possess someone again the next night). The host returns to their 
  normal form, but with 3d6 damage worth of injuries from the fight.
  If the mortal blow is inflicted with fire or a silver weapon, the Leádstæf 
  dies permanently, but so does the host.
  B/X Bestiary — 141
  
  Whip sCorpion
  Nightmares of black chitin three paces long, they patrol underground 
  places incessantly, seeking sound or movement. They seize prey with 
  their pincers, they then spray strong acid from their stiff, whip-like tails.
  They are perfect climbers, moving easily along walls and ceilings. A 
  faint vinegar smell is sometimes the only warning that one is near.
  Whip sCorpion
  Numbers: 1d4 (2d6)
  Alignment: Neutral
  Move: 120’ (40’)
  AC: 5
  HD: 3
  Damage: 1d4/1d4 (pincers) + acid
  Save: Fighter 3
  Morale: 8
  Treasure: Nil
  XP:  35xp each
  2 pincer attacks per round (1d4 damage each). If either pincer attack 
  hits, the whip scorpion sprays its target with acid from its tail, for an 
  additional 1d8 damage. If only one pincer attack hits, the target may 
  save vs. breath weapon to avoid the acid.
  142 — B/X Bestiary
  
  B/X Bestiary — 143
  
  WrAith
  When the fortunate die, they join with an ancestral host to solemnly 
  watch over the living. Some are unwilling or unable to join, or are 
  rejected by the ancestors—the very selfish or hateful, whose spirits 
  are bent by self-interest. Others have minds filled with alien rituals or 
  corrupted by wizard flowers, and cannot meld their whispering voices 
  with the ancestors.
  Most of these dissipate in grief or wander off to be caught by demons. 
  The strongest willed, however, go on as wraiths.
  Wraiths may use whatever rituals they knew in life and can wield 
  silver or enchanted weapons or objects (including wizard flowers), as 
  these exist on both sides of the veil.
  144 — B/X Bestiary
  
  WrAith
  Numbers: 1
  Alignment: Chaotic 
  Move: 120’ (40’)
  AC: 8
  HD: 5
  Damage: 1d8 (weapon) or spell
  Save: Magic-User 5
  Morale: 9
  Treasure: B + O
  XP: 175xp each
  1 silver weapon attack per round (1d8 damage) or 1 spell. Wraiths are 
  insubstantial, only harmed by magical weapons. They have the same 
  abilities as a 5th level magic-user.
  B/X Bestiary — 145
  
  Wyrm, Jokun
  Jokun was once a Seree guardian, grown from an immature drake. 
  Abandoned by the departure of the Seree, she devoured her spell engine  
  in frustration. In doing so, she became a dragon.
  The indigestible spell engine inside her pulls warmth from her 
  environment to power itself—she radiates cold, but she is uncomfortably 
  warm everywhere outside the glacial lands. Once per day she can vent 
  the engine’s power as a blast of heat so intense that everything but 
  white metal or dark glass liquifies or turns to ash.
  She is long and slender, and when her wings are folded, she can easily 
  navigate spaces meant for people—a fact that has led her to feast in 
  more than one fortress thought to offer security.
  Her scales are as clear as glass, but as strong as steel, and she is 
  invisible when she sleeps.
  She cannot properly understand language, but barks half-remembered 
  nursery rhymes from her infancy in a sarcastic tone.
  146 — B/X Bestiary
  
  Wyrm, Jokun
  Numbers: 1
  Alignment: Chaotic
  Fly: 240’ (80’)
  Walk: 150’ (50’)
  AC: 0
  HD: 11
  Damage: 3d10/1d6/1d6 or heat
  Save: Fighter 9
  Morale: 10
  Treasure: H
  XP: 1,900
  1 bite (3d10 damage) and 2 claw (1d6 damage each) attacks per round, 
  or blast of heat.
  Once per day, Jokun may blast everyone within 60 feet with intense 
  heat, causing damage equal to her hit points (save vs. breath weapon for 
  half damage). At all other times, she radiates cold. At the end of each 
  round, anyone within 10 feet of her must save vs. breath weapon or 
  suffer 1d4 damage.
  B/X Bestiary — 147
  
  Wyvern
  Wyverns are the offspring of guardian reptiles and a debased mystical 
  order (which they later ate). They are giraffe-sized winged terrors with 
  the same playfully murderous demeanor as house cats. Wyverns patrol 
  all day, drifting high on the updrafts. They have oddly human laughs, 
  and if need be, beg for their lives in human voices.
  Wyvern
  Numbers: 1d4 (1d6)
  Alignment: Chaotic
  Fly: 180’ (60’)
  Walk: 90’ (30’)
  AC: 5
  HD: 6
  Damage: 1d8 (talon) or drop
  Save: Fighter 8
  Morale: 9
  Treasure: special
  XP: 500xp each
  1 talon attack per round (1d8 damage) or drop. Once a wyvern has 
  successfully attacked a target with their talons, there is a 2 in 6 chance 
  that for their next attack they grab them, fly up 60 feet and drop them, 
  inflicting 6d6 damage.
  Wyverns have 4 eyes, each of which is a gemstone worth 3d6 x 100gp.
  148 — B/X Bestiary
  
  Wyvern eeL
  Wyvern eels are the descendants of old Half-Lord Gaven’s two captive 
  wyverns. Left behind when Gruelshore’s floods ruined his estate, they 
  mated with eels and produced a brood of aquatic hybrids, each as long as 
  a skiff. They ambush from the water like alligators, but bury themselves 
  in the mud over winter, sometimes not waking for dozens of years. The 
  fishers blame sightings on strong pond-apple cider.
  Wyvern eeL
  Numbers: 1d4
  Alignment: Neutral
  Move: 90’ (30’) (swim/walk)
  AC: 7
  HD: 3
  Damage: 1d8 (bite), drown
  Save: Fighter 3
  Morale: 7
  Treasure: U
  XP: 50xp each
  1 bite attack per round (1d8 damage). Anyone bitten must save vs. 
  paralysis or be dragged 10’ toward the water line, where they will take 
  1d6 drowning damage on the wyvern eel’s turn. The victim may save 
  vs. paralysis on their turn to free themselves. Wyvern eels release their 
  prey if they take 4 or more points of damage.
  B/X Bestiary — 149
  
SOURCE: textdata/thevault/Trilemma Adventures/Trilemma Adventures Bestiary (Basic,BX).pdf