TEXT: Adventures Dark and Deep
  Adventures Dark and Deep
  Adventures Dark and Deep
  Adventures Dark and Deep    ™ 
  Bestiary 
   
   
   
   
  By Joseph Bloch 
   
  Copyright © 2011 Joseph Bloch 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  1 
   
   
  Adventures Dark and Deep 
   
   
  Bestiary 
   
  Being a collection of creatures mundane and wondrous suitable to play the game. 
   
   
   
   
   
   
  Authored by Joseph Bloch 
   
  Based on and/or inspired by the original work of E. Gary Gygax, David Arneson, David “Zeb” Cook, Monte Cook, Jeff Grubb, Robert Kuntz, Kim Mohan, Dave 
  Newton, Douglas Niles, Jon Pickens, Jonathan Tweet, James Ward, Skip Williams, and Steve Winter. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Visit the official Adventures Dark and Deep website at www.adventuresdarkanddeep.com 
   
   
  Unless otherwise noted, all material herein is Copyright © 2011 Joseph Bloch. All rights reserved.  
  Adventures Dark and Deep is a trademark of Joseph Bloch. 
   
  Cover: “Legends of Charlemagne” by N.C. Wyeth (1923-24). Public domain. 
   
  
  Introduction 
   
  2 
  Table of Contents 
   
  Introduction .........................................................................................................................................................................................................................3 
  Wilderness and Dungeon Monster Descriptions.......................................................................................................................................................................5 
  Underwater and Waterborne Monster Descriptions ...............................................................................................................................................................88 
  Prehistoric Monster Descriptions ........................................................................................................................................................................................108 
  Extraplanar Monster Descriptions.......................................................................................................................................................................................120 
  Appendix I: Modifying and Creating New Monsters............................................................................................................................................................144 
  License Information...........................................................................................................................................................................................................145 
   
   
   
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  3 
  Introduction 
   
  ADVENTURES DARK AND DEEP is a fantasy role-playing game. One player, 
  the game master, designs the world in which the other players find 
  themselves. The players set forth to explore the world and its locales, 
  encountering its various creatures and other inhabitants, engaging in acts of 
  derring-do and hopefully coming away with rich treasures and tales to 
  astound the folks back at the tavern. Eventually they can work their way up to 
  becoming Lords and Ladies themselves, ruling their own lands and setting the 
  stage for the next generation of adventurers.  
   
  This book contains a variety of different creatures, people, and beings with 
  whom the players in the game can have their characters interact. Such 
  interactions are the spice of the game, bringing it from the mundane realm 
  into the fantastic.  
   
  How to Read a Creature Entry 
   
  A typical entry in this book will consist of a block of numerical or other 
  statistics, followed by text explaining the creature’s general nature, how it 
  performs in combat, and what it looks like. The block will have the following 
  entries. 
   
  Number 
  Morale 
  Hit Dice 
  Armor Class 
  Move 
  Magic Resistance 
  No. of Attacks 
  Damage 
  Defenses 
  Attacks 
  Size 
  Intelligence 
  Alignment 
  Treasure Type 
  Treasure Value 
  Magical Treasure 
  X.P. Value 
  Turn as Type 
   
  Number is the number of creatures that will usually be encountered. Note 
  that if the game master says there are a different number of some creature in 
  a particular area, or in a particular encounter, then so be it. The numbers are 
  given only as guidelines (which is something that can apply to most of the 
  information herein).  
   
  Morale is the modifier the creature uses when making a morale check. A 
  plus is a bonus (indicating the creature is particularly brave or savage), while 
  a minus is a penalty (indicating the creature is easily frightened, normally 
  pacifistic, etc.). A few creatures will have a modifier of n/a, which indicates 
  they never fail a morale check, no matter what.  
   
  Hit Dice is the number of dice, and what type, should be rolled for each 
  individual creature to determine its hit points. This will also determine what 
  column the creature will use when in combat. In cases where a monster entry 
  is also a race that can be used for player characters, the hit dice listed 
  should be abandoned in favor of the hit dice for the particular character 
  class, both for player characters and non-player characters.  
   
  Armor Class is self-explanatory. Note that most creatures will not actually 
  be wearing armor unless specified in the text. 
   
  Move is the speed of the creature, given in feet per minute. If the creature 
  has a special means of locomotion (swimming, flying, etc.) that will also be 
  given. For flying creatures, their maneuverability class is also given (perfect, 
  good, average, poor, or clumsy).  
   
  Magic Resistance is the chance that a given creature will be able to 
  ignore magic spells cast specifically upon it. It does not apply to spells that 
  effect an area (such as fireball or earthquake), but it can be used by a 
  creature to overcome spells cast on a specific object, such as hold portal. 
  Note that magic resistance is in addition to any other saving throws to which 
  the creature is entitled.  
   
  No. of Attacks is the number of times the creature can strike in a single 
  round of combat. Usually (but not always) if a creature has more than one 
  attack, they will be used against the same target.  
   
  Defenses are special defenses that the creature possesses. They can be 
  magical in nature or not, and will be fully explained in the text, if needed. It 
  is not related to armor class (unless specified in the text). 
   
  Attacks are special attacks that the creature possesses. They also can either 
  be magical or mundane, and explanations will be given in the text if needed. 
  It is not related to the regular attacks that a given creature gets (unless 
  otherwise specified). Note that a creature with a magical ability will usually 
  not be able to use that ability more than once per round, and if able to use 
  more than one, must choose which one to use in a given round.  
   
  Size is the size category of the creature, which is used in a number of 
  different capacities, such as determining how much damage a weapon does. 
  The actual size of the creature (in feet) is usually also given. Note that these 
  represent typical sizes; specimens larger or smaller can also be encountered. 
   
  Intelligence is the intelligence score of the creature. This is exactly the same 
  as that described in the Adventures Dark and Deep Players Manual.  
   
  Alignment is the moral alignment of the creature, as described in the 
  Players Manual. Most animals and unintelligent monsters will be neutral, not 
  out of any moral conviction, but merely indicating a lack of any moral 
  awareness at all. 
   
  Treasure Type and Treasure Value are described in the Adventures 
  Dark and Deep Game Masters Toolkit. Note that this does not change if you 
  are using treasure method I or II, as described therein. Bear in mind that the 
  treasure value is given for the maximum number of creatures. If an encounter 
  has fewer than the maximum number of creatures, the overall treasure value 
  should be lowered proportionally. The breakdown of treasure type is as 
  follows: 
   
  
  Introduction 
   
  4 
  Treasure 
  type 
  Sundries 
  Luxuries 
  Art 
  Jewelry 
  Gems 
  Coins 
  I 
  100% 
  0% 
  0% 
  0% 
  0% 
  0% 
  II 
  75% 
  15% 
  0% 
  5% 
  0% 
  5% 
  III 
  50% 
  25% 
  5% 
  10% 
  5% 
  5% 
  IV 
  25% 
  35% 
  10% 
  15% 
  5% 
  10% 
  V 
  10% 
  45% 
  10% 
  20% 
  5% 
  10% 
  VI 
  5% 
  55% 
  0% 
  25% 
  5% 
  10% 
  VII 
  0% 
  20% 
  20% 
  25% 
  25% 
  10% 
  VIII 
  0% 
  20% 
  30% 
  25% 
  15% 
  10% 
  IX 
  0% 
  20% 
  40% 
  10% 
  5% 
  25% 
  X 
  0% 
  0% 
  50% 
  0% 
  0% 
  50% 
  XI 
  0% 
  0% 
  0% 
  25% 
  0% 
  75% 
  XII 
  0% 
  0% 
  0% 
  0% 
  0% 
  100% 
  XIII 
  0% 
  0% 
  0% 
  0% 
  100% 
  0% 
  XIV 
  0% 
  0% 
  0% 
  0% 
  75% 
  25% 
  XV 
  0% 
  0% 
  0% 
  50% 
  25% 
  25% 
  XVI 
  0% 
  0% 
  0% 
  0% 
  25% 
  75% 
  XVII 
  0% 
  0% 
  0% 
  50% 
  50% 
  0% 
  XVIII 
  0% 
  10% 
  0% 
  10% 
  30% 
  50% 
   
  Magical Treasure is the chance of the creature possessing a magic item or 
  items. Each relevant type of item is listed with the number potentially found, 
  plus a percentage chance that the group of creatures will possess them (not 
  each creature in the group, unless noted). Refer to the treasure tables in the 
  Game Masters Toolkit to determine the specific treasure the creature 
  possesses. Remember that intelligent creatures won’t keep their magical items 
  locked away in a treasure chest-- they will use them! 
   
  X.P. Value is the number of experience points that all those involved in 
  defeating a creature earn. Note that “defeating” is not the same as killing; it 
  is very possible to force a creature to surrender, and earn the full x.p. value. 
  Avoiding a creature, by either fooling it and stealing its treasure, evading a 
  pursuing creature, etc. should earn from 25%-50% of the total, depending on 
  the circumstances and difficulty.  
   
  Turn as Type refers to the clerical ability to turn undead. Only those 
  creatures which can be turned will have this entry.  
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  5 
  Wilderness and 
  Dungeon Monster 
  Descriptions 
   
  A 
   
  Anhkheg 
   
  Number 
  1d6 
  Morale 
  +4 
  Hit Dice 
  3d12 - 8d12 (see below) 
  Armor Class 
  2 (underside 4) 
  Move 
  120’ (60’ burrowing) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d6 (+ 1d4) 
  Defenses 
  Standard 
  Attacks 
  Squirt acid 
  Size 
  L (10’-20’ long; see below) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  VII 
  Treasure value 
  4d6x1,000 
  Magical treasure 
  1d2 items (40%) 
  X.P. Value 
  See below 
   
  General: The anhkheg is a giant burrowing insect that supplements its usual 
  diet of minerals with the flesh of both animals and humans. They are usually 
  found either in wooded locales or in well-tilled fields. The size of the 
  creature, while always large, can vary considerably. 
   
  Die roll (d6) 
  Hit dice 
  Size 
  X.P. Value 
  1 
  3d12 
  L (10’) 
  85 + 4/h.p. 
  2 
  4d12 
  L (12’) 
  130 + 5/h.p. 
  3 
  5d12 
  L (14’) 
  225 + 6/h.p. 
  4 
  6d12 
  L (16’) 
  350 + 8/h.p. 
  5 
  7d12 
  L (18’) 
  550 + 10/h.p. 
  6 
  8d12 
  L (20’) 
  900 + 12/h.p. 
   
  Combat: The anhkheg’s favorite tactic is to lie in wait some 5-10’ beneath 
  the surface, then suddenly erupting from beneath passing prey. It bites with 
  its strong mandibles for 3-18 h.p. of damage per round, holding and 
  continuing to squeeze anything unfortunate enough to be caught in its grip. 
  After the first round, it begins to secrete acidic digestive enzymes through its 
  mandibles for an additional 1-4 h.p. of damage (the beast does not need to 
  roll again “to hit” once it has grasped a victim thus). In extremis, the anhkheg 
  can squirt a great jet of its acid some 30’ once every six hours; this jet will 
  cause 8d4 h.p. of damage to anything in range, with those who make a 
  saving throw vs. breath weapon only taking half damage.  
   
  Description: the anhkheg appears as a long segmented stick-insect with 
  enormous antennae and many pairs of legs. The upper portion of its shell is 
  brown, while the underside is pink.  
   
  Ant, Giant 
   
   
  Worker 
  Warrior 
  Queen 
  Number 
  See below 
  See below 
  1 
  Morale 
  +2 
  +6 
  +4 
  Hit Dice 
  2d6 
  3d8 
  10d6 
  Armor Class 
  3 
  3 
  3 
  Move 
  180’/min. 
  180’/min. 
  0 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  0 
  Damage 
  1d6 
  2d4 
  n/a 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  Poison sting 
  None 
  Size 
  S (2’) 
  S (3’) 
  M (6’) 
  Intelligence 
  1 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Qx3, S 
  Treasure Value 
  n/a 
  n/a 
  3d10x10 
  Magical Treasure 
  None 
  None 
  2d4 
  potions 
  (40%) 
  X.P. Value 
  20 + 2/h.p. 
  40 + 3/h.p. 
  0 
   
  General: When encountered, there will be 1d100 giant ants, all of which 
  will be workers. There is a 10% chance that a nest will be encountered, and 
  if that is the case double the number will be encountered, and there will be a 
  queen and 20% of the total number will be warriors. Any treasure will be in 
  the queen’s chamber in the nest, and the egg chamber will be protected by 
  5d10 workers and 5 warriors. (There is no market for giant ant eggs.) 
   
  Combat: If the warrior ant hits with its mandibles, it will attempt to sting the 
  victim as well; if the victim makes his saving throw, he takes 1d4 h.p. of 
  damage, but if he fails, he takes 3d4 h.p. The queen is immobile and does 
  not attack, but if she is slain the entire nest will become confused and the 
  warriors and workers will wander off in 5 to 10 minutes.  
   
  Description: Giant ants look like enormous black ants with large mandibles. 
  The queens have wings, but they cannot fly in practice.  
   
  Ape 
   
   
  Carnivorous 
  Gorilla 
  Number 
  2d4 
  1d4 
  Morale 
  +5 
  +3 
  Hit Dice 
  5d10 
  4d10 
  Armor Class 
  5 
  6 
  Move 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  Damage 
  1d4/1d4/1d8 
  1d3/1d3/1d6 
  Defenses 
  None 
  None 
  Attacks 
  Rend 
  Rend 
  Size 
  L (7’) 
  M (6’) 
  Intelligence 
  7 
  6 
  Alignment 
  Neutral 
  Neutral 
  Treasure type 
  IV 
  None 
  Treasure value 
  4d6x100 
  n/a 
  Magical treasure 
  2 items (10%) 
  None 
  X.P. Value 
  170 + 5/h.p. 
  130 + 5/h.p. 
   
  General: Apes are generally found in forested or jungle regions. Baboons 
  are gentle herbivores that form large troops. Carnivorous apes are 
  aggressive and actively hunt for human flesh. Gorillas are not normally 
  
  Wilderness and Dungeon Monster Descriptions - Badger 
   
  6 
  aggressive and will avoid contact with people, but if provoked or cornered 
  can be fierce opponents. 
   
  Combat: Apes normally fight with a claw/claw/bite attack. If both claws hit 
  an opponent, the carnivorous ape will do 1d8 h.p. of additional damage 
  and the gorilla will do an additional 1d6 h.p. The carnivorous ape is both 
  intelligent and cunning, and due to its superior senses has a +1 bonus to 
  surprise rolls. 
   
  Appearance: Carnivorous apes are both large and fierce looking, with long 
  claws on all its digits and long fangs. They have their own, rudimentary, 
  language. Gorillas are fur-covered humanoids that walk on their knuckles, 
  and are broad-chested.  
   
  B 
   
  Badger 
   
   
  Regular 
  Giant 
  Number 
  1d4+1 
  1d4+1 
  Morale 
  +4 
  +5 
  Hit Dice 
  1d10 
  3d8 
  Armor Class 
  4 
  4 
  Move 
  60’/min., 30’/min. 
  (burrowing) 
  60’/min., 30’/min. 
  (burrowing) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  Damage 
  1d2/1d2/1d3 
  1d3/1d3/1d6 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  S (3’) 
  M (6’) 
  Intelligence 
  3 
  3 
  Alignment 
  Neutral 
  Neutral 
  Treasure type 
  None 
  None 
  Treasure value 
  n/a 
  n/a 
  Magical treasure 
  None 
  None 
  X.P. Value 
  20 + 2/h.p. 
  35 + 3/h.p. 
   
  General: Badgers and their giant cousins are burrowing mammals noted for 
  their ferocity and tenacity. Their pelts can be sold for 20 g.p. 
   
  Combat: Badgers will ferociously defend themselves and their young. They 
  attack with their fore claws and bite.  
   
  Appearance: Badgers are low mammals with black and white fur. 
   
  Banshee 
   
  Number 
  1 
  Morale 
  +5 
  Hit Dice 
  7d8 
  Armor Class 
  0 
  Move 
  150’/min. 
  Magic Resistance 
  9 
  No. of Attacks 
  1 
  Damage 
  1d8 
  Defenses 
  +1 or better weapon to wound 
  Attacks 
  See below 
  Size 
  M 
  Intelligence 
  16 
  Alignment 
  Chaotic evil 
  Treasure type 
  VIII 
  Treasure value 
  2d4+1x1,000 
  Magical treasure 
  1d3 items (15%) 
  X.P. Value 
  2,450 + 10/h.p. 
  Turn as Type 
  IX 
   
  General: Sometimes known as a groaning spirit, the banshee is the spirit of 
  an evil female elf. As such they are relatively rare in the surface world, but 
  common in the underearth where dark elves are to be found. On the surface 
  they are usually found in remote desolate wildernesses. They are incorporeal 
  undead.  
   
  Combat: In combat, the banshee attacks with a chilling touch. However, it 
  also has its feared wail, which causes death to all within a 30’ radius unless 
  a saving throw vs. death is made. The banshee’s wail can only be used once 
  per day, and only in darkness. The sight of a banshee will cause fear for 
  2d6 rounds in all those who see it who fail a saving throw vs. spells. 
  Banshees are immune to cold or electrical based attacks, and being undead 
  are also immune to charm, sleep, hold, etc. spells. An exorcism spell will kill 
  a banshee. 
   
  Appearance: Banshees appear as translucent elf-women, often quite lovely, 
  until their fearsome wail is heard, at which time their face transforms to a 
  vision of evil and ugliness.  
   
  Basilisk 
   
   
  Regular 
  Greater 
  Number 
  1d4 
  1d2 
  Morale 
  +2 
  +5 
  Hit Dice 
  6d10 
  10d10 
  Armor Class 
  4 
  2 
  Move 
  60’/min. 
  60’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  3 
  Damage 
  1d10 
  1d6/1d6/2d8 
  Defenses 
  None 
  +1 to surprise rolls 
  Attacks 
  Petrifying gaze 
  Petrifying gaze, poison 
  Size 
  M (7’ long) 
  L (12’ long) 
  Intelligence 
  1 
  6 
  Alignment 
  Neutral 
  Neutral evil 
  Treasure Type 
  VII 
  VII 
  Treasure Value 
  1d8+3x1,000 
  3d4x10,000 
  Magical Treasure 
  1d6 items (10%) 
  1d6 items (10%) 
  X.P. Value 
  1,000 + 8/h.p. 
  3,000 + 14/h.p. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  7 
  General: The basilisk is a greatly feared creature because of its deadly gaze. 
  It has a very slow metabolism, however, which causes it to be quite slow and 
  lethargic.  
   
  Combat: Although the basilisk can inflict a dangerous bite from its heavy 
  toothy jaws, its real danger stems from its magical gaze. Anyone looking into 
  the eyes of a basilisk will be turned to stone (save vs. petrification upon initial 
  meeting, plus each round of combat, to avoid being petrified). The gaze of 
  the creature extends into both the ethereal and astral planes. Ethereal 
  creatures will be turned into ethereal stone, while astral creatures within the 
  range of the basilisk’s gaze will simply be slain. The gaze of the creature can 
  be reflected back upon it in a mirror if there is sufficient light (several bright 
  torches), but the beast itself is allowed a saving throw. Note that greater 
  basilisks can only have their gaze reflected back if the reflector is within 10’, 
  as they are nearsighted. 
   
  Greater basilisks attack with their front claws and their bite. Their claws bear 
  a weak poison (save vs. poison with a +4 bonus or die), and their breath is 
  also poisonous (all within 5’ of the mouth must save vs. poison with a +2 
  bonus or die; creatures must make a saving throw each round they are so 
  exposed).  
   
  Appearance: The basilisk appears as a long, low reptile with eight legs and 
  a horn upon its nose. It has a large mouth with lots of sharp teeth. It is brown 
  on top and yellowish on its belly.  
   
  Bear 
   
   
  Black 
  Brown 
  Number 
  1d3 
  1d6 
  Morale 
  -2 
  +2 
  Hit Dice 
  3d10 
  5d12 
  Armor Class 
  7 
  6 
  Move 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  Damage 
  1d3/1d3/1d6 
  1d6/1d6/1d8 
  Defenses 
  None 
  None 
  Attacks 
  Hug for 2d4 
  Hug for 2d6 
  Size 
  M (6’) 
  L (9’) 
  Intelligence 
  3 
  3 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  85 + 4/h.p. 
  300 + 6/h.p. 
   
  General: All bears are omnivorous and have outstanding hearing and sense 
  of smell, but poor eyesight. Black bears are not usually aggressive, but 
  brown bears are (Grizzly bears are an exceptionally aggressive type of 
  brown bear). 
   
  Combat: Bears strike with their massive paws as well as a powerful bite. If a 
  bear manages to hit a target with a natural 18 or better with one or both of 
  its paws, it will catch the prey in a grip and squeeze. Brown bears will do 
  2d4 h.p. from this hug, while black bears do 2d6. The hug only lasts that 
  round, but hugs on subsequent rounds are possible. Brown bears can fight 
  for 1d4 minutes after being brought to negative hit points, but will instantly 
  die if brought to -9 or less. 
   
  Appearance: Bears are large furry mammals. They walk on all fours, but can 
  stand upright to reach things.  
   
  See also: cave bear (p. 108). 
   
  Beaver, Giant 
   
  Number 
  1d4x10 
  Morale 
  ±0 
  Hit Dice 
  4d8 
  Armor Class 
  6 
  Move 
  60’/min., 120’/min (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  4d6 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  M (6’ long) 
  Intelligence 
  7-9 
  Alignment 
  Neutral 
  Treasure type 
  IV 
  Treasure value 
  4d6x100 
  Magical treasure 
  1d2 items (10%) 
  X.P. Value 
  60 + 4/h.p. 
   
  General: The giant beaver is an intelligent and harmless creature. They have 
  their own language, and will sometimes accept gold and other treasure in 
  exchange for favors or work. They will generally flee from any hostile 
  creatures, but if their enormous dams (and the kits they contain) are 
  threatened they will fight fiercely to protect their young. They will build large 
  dams of logs and mud, creating or enlarging lakes in some cases. The hide 
  of the giant beaver is worth 5d4x100 g.p., and the young (under 8 h.p.) are 
  worth 150 g.p. per h.p.  
   
  Combat: Giant beavers attack with their vicious bite. They are not normally 
  aggressive except when protecting their young. 
   
  Appearance: Giant beavers appear much as ordinary beavers, with 
  intelligent eyes and clever hands. They communicate danger to their fellows 
  with tail-slaps on the water in which they sport. 
   
  Beetle, Giant 
   
   
  Bombardier 
  Boring 
  Fire 
  Number 
  3d4 
  3d6 
  3d4 
  Morale 
  +1 
  -1 
  -2 
  Hit Dice 
  2d10 
  5d8 
  1d10 
  Armor Class 
  4 
  3 
  4 
  Move 
  90’/min. 
  60’/min. 
  12’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  2d6 
  5d4 
  2d4 
  Defenses 
  Stun 
  None 
  None 
  Attacks 
  Acidic vapor 
  None 
  None 
  Size 
  M (4’ long) 
  L (9’ long) 
  S (2’ long) 
  Intelligence 
  0 
  1 
  0 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  VI 
  None 
  Treasure Value 
  n/a 
  7d6x1,000 
  n/a 
  Magical Treasure 
  None 
  2d4 
  potions 
  (40%), 
  1d4 
  scrolls (50%) 
  None 
  X.P. Value 
  105 + 3/h.p. 
  90 + 5/h.p. 
  20 + 2/h.p. 
   
  
  Wilderness and Dungeon Monster Descriptions - Blink Dog 
   
  8 
   
  Rhinoceros 
  Stag 
  Morale 
  -3 
  +2 
  Hit Dice 
  12d8 
  7d8 
  Armor Class 
  2 
  3 
  Move 
  60’/min. 
  60’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  2 
  3 
  Damage 
  3d6/2d8 
  4d4/1d10/1d10 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  L (12’ long) 
  L (10’ long) 
  Intelligence 
  0 
  0 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  2,150 + 16/h.p. 
  400 + 8/h.p. 
   
  General: Beetles are in general mindless eating machines. Their eyesight and 
  hearing is poor, but their sense of smell is excellent. Anything deemed to be 
  food will be consumed. The rhinoceros beetle dwells in temperate forests, the 
  boring beetle dwells in huge rotting trees or underground chambers, the fire 
  beetle can be found almost anywhere but is mostly nocturnal, the rhinoceros 
  beetle is found in tropical jungles above ground, the stag beetle will mostly 
  be found in temperate woodlands, but will sometimes develop a taste for 
  cultivated crops and raid nearby farmlands until driven away. The boring 
  beetle is an interesting creature, which will cultivate slimes and molds in its 
  underground passages, and when in groups they can develop a “hive mind” 
  with an intelligence of 10 or better.  
   
  Combat: Most giant beetles attack with their massive mandibles. The 
  bombardier beetle can release a cloud of toxic acid vapor 8’x8’x8’ which 
  will cause 3d4 h.p. of damage (no save) and has a 20% chance of stunning 
  any creature within 16’ for 2d4 minutes when it is released with its great 
  explosive bang. Those stunned are deafened for a further 2d4 minutes after 
  the stunning is over. Any creature not initially stunned will have a 20% 
  chance of being deafened for 2d6 minutes.  
   
  Appearance: Giant beetles appear as simply larger versions of their smaller 
  kin. Fire beetles have a trio of glands which glow with a reddish light for 
  1d6 days after the creature has been killed; for this reason they are greatly 
  prized by adventurers and others who frequent dark places.  
   
  Blink Dog 
   
   
  Adult 
  Pup 
  Number 
  4d4 
  3d4 
  Morale 
  +2 
  -1 
  Hit Dice 
  4d8 
  2d6 
  Armor Class 
  5 
  5 
  Move 
  120’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  1d6 
  1d3 
  Defenses 
  Teleportation 
  Teleportation 
  Attacks 
  Attack from rear 
  Attack from rear 
  Size 
  M (3’ at shoulder) 
  S (1’ at shoulder) 
  Intelligence 
  9 
  6 
  Alignment 
  Lawful good 
  Lawful good 
  Treasure Type 
  IV 
  None 
  Treasure Value 
  4d6x100 
  n/a 
  Magical Treasure 
  1d2 (10%) 
  None 
  X.P. Value 
  170 + 5/h.p. 
  45 + 1/h.p. 
   
  General: Blink dogs are an intelligent race that has an innate teleportation 
  power that allows them to both effectively attack enemies and flee when they 
  must. They are arch-enemies of coeurls, and will immediately attack them in 
  favor of all other enemies. There is a 10% chance that they will be 
  encountered with 3d4 pups; the pups are worth some 1,500 g.p. on the 
  market, as they are quite trainable. Pups will only be found in the blink dogs’ 
  lair.  
   
  Combat: Blink dogs will “blink” randomly; teleporting over short distances to 
  confuse and confound enemies. For each individual blink dog, roll 1d6 every 
  round. On a 4 or greater, the creature will “blink”, with the location 
  determined randomly: 
   
  Die roll (d12) 
  Location 
  1 
  In front of enemy 
  2 
  Left front of enemy 
  3 
  Right front of enemy 
  4-12 
  Rear of enemy 
   
  When they appear, blink dogs will be 1d3 feet away from the target, and 
  can attack in the same round as it blinked. Remember that any attacks from 
  the rear get an automatic +4 bonus “to hit.” They will never teleport inside 
  some other object.  
   
  If a battle is going against the pack of blink dogs, they will all as a unit 
  “blink” out and not return. They will have, in fact, teleported some distance 
  away from the threat, up to a quarter mile away. 
   
  Appearance: Blink dogs appear as large dogs with short, white/yellow fur, 
  with large tufts on the tips of their tails. They communicate in a very complex 
  language that consists of yips, barks, growls, etc.  
   
  Boar 
   
   
  Wild Boar 
  Wild Boar Sow 
  Number 
  1 
  1d12-1 
  Morale 
  +4 
  +3 
  Hit Dice 
  3d10 
  3d8 
  Armor Class 
  7 
  7 
  Move 
  150’/min. 
  150’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  3d4 
  2d4 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  M (3’ at shoulder) 
  M (3’ at shoulder) 
  Intelligence 
  3 
  3 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  85 + 4/h.p. 
  60 + 3/h.p. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  9 
   
  Warthog 
  Warthog Young 
  Number 
  1d2 
  1d6-2 
  Morale 
  +1 
  -1 
  Hit Dice 
  3d8 
  1d10 
  Armor Class 
  7 
  7 
  Move 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  2 
  2 
  Damage 
  2d4/2d4 
  1d4+1/1d4+1 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  M (2 ½’ at shoulder) 
  S (1’ at shoulder) 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  35 + 3/h.p. 
  20 + 2/h.p. 
   
  General: Boars are omnivorous mammals related to pigs. Most can be found 
  in almost any climate, with the exception of the warthog, which is found only 
  in tropical and semi-tropical locales. Only one male will be found; wild boar 
  males will be accompanied by sows, warthog sows fight as males, but pairs 
  may be accompanied by young. Wild boars are aggressive and territorial, 
  while warthogs will only attack if cornered or threatened.  
   
  Combat: Boars and warthogs attack by slashing with their protruding tusks. 
  Warthogs get two such attacks per round.  
   
  Appearance: Both wild boars and warthogs have two pairs of tusks. The 
  latter’s tusks all grow pointing up, and it also has four knobby projections on 
  its head.  
   
  See also Boar, Giant, p. 109). 
   
  Brownie 
   
  Number 
  4d4 
  Morale 
  -2 
  Hit Dice 
  1d4 
  Armor Class 
  3 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d3 
  Defenses 
  Save as 9th level cleric, never surprised, blend into 
  natural cover 
  Attacks 
  Spell use (see below) 
  Size 
  S (18”) 
  Intelligence 
  13 
  Alignment 
  Lawful good 
  Treasure Type 
  VII 
  Treasure Value 
  1d4+1x100 
  Magical Treasure 
  None 
  X.P. Value 
  65 + 1/h.p. 
   
  General: Brownies are shy but well-disposed sylvan beings that prefer 
  isolated and quiet woodlands in which to dwell. If approached with 
  politeness and friendliness by lawful good characters, there is a 50% chance 
  that they can be persuaded to aid them. Such aid can take the form of acting 
  as a guide, creating or repairing small items of most any sort, etc. 
   
  Combat: Brownies use very small swords that do 1d3 h.p. if they hit. They 
  are able to use the following spells once per day: 
   
  • 
  Confusion 
  • 
  Continual light 
  • 
  Dancing lights 
  • 
  Dimension door 
  • 
  Mirror image (3 images will be created) 
  • 
  Protection from evil 
  • 
  Ventriloquism 
   
  Brownies have outstanding senses, and are never surprised. They have a 
  dexterity score of 18. All saving throws made by brownies are made as if 
  they were 9th level clerics. They are able to disappear into natural cover of 
  almost any sort, effectively becoming invisible (usually done in order to 
  escape from peril). 
   
  Appearance: Brownies are very short, with long limbs. Their noses are long 
  and pointed, as are their ears. They speak elvish, pixie, sprite, and halfling.  
   
  Buffalo 
   
  Number 
  4d6 
  Morale 
  +2 (50%), -2 (50%) 
  Hit Dice 
  5d8 
  Armor Class 
  7 (body), 3 (head) 
  Move 
  150’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d8/1d8 
  Defenses 
  None 
  Attacks 
  Charge for 3d6+1d4 
  Size 
  L (5’ at shoulder) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  350 + 8/h.p. 
   
  General: Buffalo are dangerous herd animals that are constantly roaming 
  plains in tropical and sub-tropical climates. Half of the various species of 
  buffalo are aggressive creatures, and will attack those who come within 60’ 
  of the herd. The other half are docile and will flee from danger. If in doubt, 
  roll percentile dice to determine what sort of buffalo are encountered; the 
  difference cannot be determined visually.  
   
  Combat: There is a 75% chance that a herd of buffalo will charge intruders, 
  with each creature doing impact damage of 3d6 plus 1d4 h.p. of trampling 
  damage. Otherwise they attack with their pair of horns. 
   
  Appearance: Buffalo are four-legged herd animals with enormous heads 
  sporting horns and a hump near the neck. There is a wide variation in 
  specifics, though; some are shaggy, some short-furred, some have very long 
  horns, others short but sharp ones, etc.  
   
  Bugbear 
   
  
  Wilderness and Dungeon Monster Descriptions - Bulette (“Land Shark”) 
   
  10 
   
  Warrior 
  Captain 
  Chief 
  Number 
  6d6 
  1 or 2 
  1 
  Morale 
  +3 
  +4 
  +5 
  Hit Dice 
  3d10 
  4d12 
  4d12 (min. 28) 
  Armor Class 
  5 
  4 
  3 
  Move 
  90’/min. 
  90’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  2d4 or by 
  weapon 
  2d4+1 or by 
  weapon +1 
  2d4+2 or by 
  weapon +2 
  Defenses 
  None 
  None 
  None 
  Attacks 
  Surprise 
  Surprise 
  Surprise 
  Size 
  L (7’) 
  L (7’) 
  L (7’) 
  Intelligence 
  8 
  8 
  8 
  Alignment 
  Chaotic evil 
  Chaotic evil 
  Chaotic evil 
  Treasure Type 
  XII 
  XII 
  II 
  Treasure Value 
  1d10 
  1d10 
  1d4x1,000 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  125 + 4/h.p. 
  165 + 5/h.p. 
  165 + 5/h.p. 
   
   
  Shaman/ 
  Witch Doctor 
  Female 
  Young 
  Number 
  1 
  3d6 
  3d6 
  Morale 
  +1 
  -1 
  -2 
  Hit Dice 
  3d10 
  1d10 
  1d4 
  Armor Class 
  5 
  5 
  7 
  Move 
  90’/min. 
  90’/min. 
  60’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  2d4 or by 
  weapon 
  1d8 
  1d4 
  Defenses 
  None 
  None 
  None 
  Attacks 
  Surprise, spells 
  None 
  None 
  Size 
  L (7’) 
  M (6 ½’) 
  S (3’) 
  Intelligence 
  8 
  9 
  7 
  Alignment 
  Chaotic evil 
  Chaotic evil 
  Chaotic evil 
  Treasure Type 
  XI 
  XI 
  None 
  Treasure Value 
  1d10 
  1d10 
  n/a 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  230 + 4/h.p. 
  20 + 2/h.p. 
  5 + 1/h.p. 
   
  General: Bugbears are related to goblins, but are larger and fiercer than 
  their smaller cousins. They function in either darkness or daylight without 
  penalty (they have infravision up to 60’), and thus are equally likely to live 
  above or below ground. If 12 or more bugbear warriors are encountered, 
  they will be led by a captain. If there are 24 or more, it constitutes an entire 
  tribe; there will be an additional captain and a chief, who has a minimum of 
  28 hit points. If an entire tribe is encountered, there will also be half as many 
  females as males, and an equal number of young. Females and young do 
  not fight except in life-or-death situations, but the females will cheer and egg 
  on the males in combat. The chief will only be guarding the tribe’s treasure if 
  they are encountered in their home (25% chance if a tribe is encountered), in 
  which case it will be in a well-protected area.  
   
  Combat: Despite their size and gangly gait, bugbears are stealthy creatures, 
  and enemies have a -1 penalty to their surprise rolls, if applicable. They are 
  quite strong, and can throw weapons such as battle axes, maces, morning 
  stars, and the like (40’ range, 20’ medium range). They will be armed as 
  follows (roll individually for each non-female or young). For large groups, 
  you may wish to use the % Composition column, rather than rolling percentile 
  dice for each individual warrior. 
   
  Die roll (d%) 
  Armed with… 
  % Composition 
  01-06 
  Bastard sword 
  6% 
  07-12 
  Battle axe 
  6% 
  13-18 
  Hammer and broad sword 
  6% 
  19-24 
  Hook fauchard 
  6% 
  25-30 
  Long sword 
  6% 
  31-36 
  Mace and scimitar 
  6% 
  37-42 
  Morning star 
  6% 
  43-48 
  Pole axe 
  6% 
  49-00 
  Spear 
  51% 
   
  Appearance: Bugbears are large fur-covered humanoids with large round 
  pumpkin-like heads. Their fur can run from reddish brown to dark tan, and 
  they have long ears, flat noses, and tooth-filled maws. Their skin (visible in 
  their face) is typically dull yellow. They tend to wear mismatched pieces of 
  armor and stolen clothing and furs that are rarely clean or well-kept. They 
  can speak their own language as well as those of goblins and hobgoblins. 
  They can live to the age of 75. 
   
  Spell casters: Bugbear shamans can rise as high as 5th level, while witch 
  doctors can be as high as 2nd.  
   
  Bulette (“Land Shark”) 
   
   
  Small 
  Normal 
  Huge 
  Number 
  1 (see below) 
  1 (see below) 
  1 (see below) 
  Morale 
  +5 
  +5 
  +5 
  Hit Dice 
  6d12 
  9d12 
  11d12 
  Armor Class 
  -2 (body), 4 (eyes), 6 (under dorsal plate) 
  Move 
  140’/min. (30’/min. burrowing) 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  3 
  Damage 
  4d12/3d6/3d6 
  4d12/3d6/3d6 
  4d12/3d6/3d6 
  Defenses 
  None 
  None 
  None 
  Attacks 
  Jump 
  Jump 
  Jump 
  Size 
  L (6’ at 
  shoulder, 10’ 
  long) 
  L (9’ at 
  shoulder, 12’ 
  long) 
  L (11’ at 
  shoulder, 14’ 
  long) 
  Intelligence 
  1 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  1,375 + 
  10/h.p. 
  2,300 + 
  12/h.p. 
  3,400 + 
  20/h.p. 
   
  General: The bulette is a most feared creature, burrowing under the earth in 
  search of fresh meat. They will avoid elf or dwarf, but will eat almost 
  anything else, being especially fond of halfling, for which they will travel 
  great distances and which will be attacked in preference to other creatures. 
  They are fearless and will attack even large and well-armed parties in order 
  to get a meal. They can travel only a few feet beneath the surface of the 
  ground, with their great dorsal crest visible above, thus giving rise to the 
  nickname “landshark.” 
   
  Combat: The bulette attacks with its powerful bite and two great fore claws. If 
  it is pressed, the creature can jump 8’ in the air, attacking with all four of its 
  claws as it lands rather than just the front two (the rear claws also do 3d6 
  h.p. of damage each). The eyes are only 8” in diameter, but are more 
  vulnerable than the great segmented shell that encases the beast, and the 
  area under the dorsal plate is slightly softer than the rest of the creature, but 
  getting a good angle to attack it is difficult, as it is a 1’ square in the center 
  of the creature’s back. 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  11 
   
  Appearance: The bulette is a nightmare combination of different creatures, 
  part snapping turtle, part armadillo, and of course part shark. They tend to 
  be blue-brown heads and rear sections, with the remainder of the creature 
  being bluish gray or turquoise. The teeth and claws are of ivory.  
   
  C 
   
  Camel 
   
   
  Dromedary 
  Bactrian 
  Number 
  1d12 
  1d12 
  Morale 
  -1 
  -1 
  Hit Dice 
  3 
  3 
  Armor Class 
  7 
  7 
  Move 
  210’/min. 
  180’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  1d4 
  1d4 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  L 
  L 
  Intelligence 
  2 
  2 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  35 + 3/h.p. 
  35 + 3/h.p. 
   
  General: There are two basic sorts of camels. Dromedaries sport a single 
  hump and are found in hot arid environments. Bactrians have two humps and 
  are found in a wide variety of climates. They are generally used as pack 
  animals and mounts, but are usually ill-tempered and difficult to master. 
  Horses are usually not found alongside camels, whose smell they find 
  disconcerting. Camels are excellent beasts of burden, and can carry burdens 
  as indicated below. They can also go for up to two weeks without food or 
  water, utilizing the stores of fat in their humps. 
   
  Burden 
  Dromedary 
  Bactrian 
  0-400 lbs. 
  210’/min. 
  180’/min. 
  401-500 lbs. 
  150’/min. 
  120’/min. 
  501-600 lbs. 
  90’/min. 
  60’/min. 
   
  Combat: Camels can inflict a nasty bite. They are also known to spit, but this 
  is more inconvenient and disgusting than truly harmful. 
   
  Appearance: Camels are large quadrupeds with either one or two large 
  humps, as noted above. They have heavy coats that range from white to 
  brown, although the quintessential color is tan.  
   
  Catoblepas 
   
  Number 
  1d3 
  Morale 
  +2 
  Hit Dice 
  6d10 
  Armor Class 
  7 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6 
  Defenses 
  None 
  Attacks 
  Tail causes stun, death gaze 
  Size 
  L (6’ at shoulder) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  III 
  Treasure Value 
  4d6x100 
  Magical Treasure 
  1d2 (10%) 
  X.P. Value 
  700 + 8/h.p. 
   
  General: The catoblepas is a marsh-dwelling monster greatly feared for its 
  deadly gaze.  
   
  Combat: The catoblepas is able to club enemies with its knobby-ended tail; 
  any successful melee attack is 75% likely to stun the victim for 1d10 rounds, 
  minus 5% per level or hit die. Example: A 5th level thief hit by the tail of a 
  catoblepas would be stunned 50% of the time. The most feared attack of the 
  monster is its gaze, however; meeting the gaze means certain death. The 
  gaze of the creature has a 60’ range, and extends into the astral and 
  ethereal planes. If the beast’s enemy is surprised, one member of the 
  opposing party will be slain, without the benefit of a saving throw. There is 
  otherwise only a 25% chance per round that the creature will raise its head 
  and thus employ its gaze attack. If neither the catoblepas nor its enemies 
  move, this chance increases by 15% per round. If the beast is moving or 
  engaged in melee, it will fix its gaze on an enemy only 10% of the time 
  (check each round). If the catoblepas is pursuing fleeing prey that is 
  deliberately avoiding its gaze, the same chance for the gaze attack to 
  function applies, but the victim does get a saving throw vs. death. 
   
  Appearance: The catoblepas is a hideous sight to behold. Its odiferous body 
  is that of a swollen buffalo, propped up on thick treelike legs. It bears a long 
  tail with a massive club-like tip, and its head is that of a huge tusked boar 
  propped up on an incredibly thin and weak neck. It is gray in tone. 
   
  
  Wilderness and Dungeon Monster Descriptions - Cattle 
   
  12 
  Cattle 
   
   
  Cow 
  Bull 
  Number 
  2d10x10 
  1d20 
  Morale 
  -1 
  +3 
  Hit Dice 
  2 
  5 
  Armor Class 
  7 
  7 
  Move 
  150’/min. 
  150’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  2 
  Damage 
  1d4 
  1d6/1d6 
  Defenses 
  None 
  None 
  Attacks 
  Stampede 
  Charge and trample 
  Size 
  L (4’ at shoulder) 
  L (5’ at shoulder) 
  Intelligence 
  3 
  3 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  n/a 
  35 + 2/h.p. 
   
  General: A herd of cattle will be composed of both bulls and cows, and wild 
  herds are a frequent sight. Cows are timid and will generally avoid danger, 
  but bulls are aggressive animals, and will generally attack intruders who 
  approach the herd within 80’ (75% chance).  
   
  Combat: Bulls attack with their two great horns. If they have 30’ to get a 
  running start, a bull will charge, doing 3d4 h.p. of impact damage if it hits, 
  plus an additional 1d4 h.p. of trampling damage. Cows do not attack 
  directly, but there is a 25% chance that an entire herd will stampede in the 
  direction of danger. If this happens, each enemy will be trampled by 2d4 
  cows, each of which does 1d4 h.p. of damage. (No “to hit” rolls are 
  necessary, nor are saving throws normally allowed in such a circumstance.) 
   
  Appearance: Cows are docile quadrupeds. Bulls appear as ordinary cattle, 
  but larger, and have large forward-pointing horns on their heads.  
   
   
  Centaur 
   
   
  Male 
  Female 
  Young 
  Number 
  4d6 (5d6) 
  8d6 
  5d6 
  Morale 
  ±0 
  -1 
  -2 
  Hit Dice 
  4d8 
  3d8 
  2d8 
  Armor Class 
  5 
  5 
  5 
  Move 
  180’/min. 
  180’/min. 
  180’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  3 
  2 
  2 
  Damage 
  1d6/1d6/by 
  weapon 
  1d6/1d6 
  1d6/1d6 
  Defenses 
  Standard 
  Standard 
  Standard 
  Attacks 
  Standard 
  Standard 
  Standard 
  Size 
  L 
  L 
  M 
  Intelligence 
  8 
  8 
  8 
  Alignment 
  Neutral, Chaotic Neutral, or Chaotic Good 
  Treasure Type 
  Individuals XI, Group III 
  None 
  Treasure Value 
  Individuals 1d8, Group 4d4x1,000 
  n/a 
  Magical Treasure 
  1d4 items (15%), 1d4 scrolls (50%) 
  None 
  X.P. Value 
  85 + 4/h.p. 
  50 + 3/h.p. 
  20 + 8/h.p. 
   
  General: Centaurs are reclusive creatures, dwelling in isolated meadows and 
  pastures far from humans and their ilk. There is a 5% chance that, if they are 
  encountered randomly, they will be found in their home, which will invariably 
  be a secluded glade deep in some forest. In that case, 6d6 males will be 
  found, as well as females and young. Otherwise, only males will be found 
  outside their homes.  
   
  Combat: All centaurs will fight with their forelegs as do horses. Male 
  centaurs will also have ordinary weapons. 
   
  Die roll (d%) 
  Weapons 
  01-50 
  Morning star 
  51-75 
  Composite long bow (& 10d3 arrows) 
  76-00 
  Medium lance and shield (AC 4) 
   
  Appearance: Centaurs have the bodies of horses with the torsos, arms, and 
  heads of humans.  
   
  Centipede, Monstrous 
   
   
  Large 
  Huge 
  Giant 
  Number 
  5d6 
  2d12 
  1d4 
  Morale 
  -1 
  +1 
  +3 
  Hit Dice 
  1d4 (1 h.p.) 
  1d4 
  3d8 
  Armor Class 
  9 
  9 
  5 
  Move 
  210’/min. 
  150’/min. 
  180’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  0 
  0 
  1d3 
  Defenses 
  None 
  None 
  None 
  Attacks 
  Poison 
  Poison 
  Poison 
  Size 
  S (6” long) 
  S (1’ long) 
  M (5’ long) 
  Intelligence 
  0 
  0 
  1 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  31 
  30 + 1/h.p. 
  80+3/h.p. 
   
  General: Monstrous centipedes are common vermin found in underground 
  and most other environments. They are feared both for their great numbers 
  and their venomous bite. They are quite aggressive creatures.  
   
  Combat: Most giant centipedes do no damage when they bite, but their bite 
  is poisonous. However, due to their small size, they get a penalty to all 
  saving throws themselves. 
   
   
   
   
  Poison effect 
  Size 
  Victim’s save 
  bonus 
  Centipede’s save 
  penalty 
  Save succeeds 
  Save fails 
  Large 
  +4 
  -2 
  None 
  4d6 
  Huge 
  +2 
  -1 
  None 
  Death 
  Giant 
  n/a 
  n/a 
  1d8 
  Death 
   
  Description: Monstrous centipedes are simply enormous versions of their 
  ordinary kin. They range in color from black to red, and have multiple pairs 
  of legs and wicked pincers.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  13 
  Chimera 
   
  Number 
  1d4 
  Morale 
  +3 
  Hit Dice 
  9d8 
  Armor Class 
  4 
  Move 
  90’/min., 180’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  6 
  Damage 
  1d3/1d3/1d4/1d4/2d4/3d4 
  Defenses 
  None 
  Attacks 
  Breath weapon 
  Size 
  L (4’ at shoulder) 
  Intelligence 
  3 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VII 
  Treasure Value 
  1d8+3x1,000 
  Magical Treasure 
  1d4 items, no weapons (10%) 
  X.P. Value 
  1,000 + 12/h.p. 
   
  General: The chimera is a dreaded monster, being formed of a number of 
  different creatures.  
   
  Combat: The chimera attacks with its three heads and massive claws; the 
  goat head has two horns which rip at enemies, the leonine claws tear, the 
  lion head bites, and finally the dragon head bites. In addition, the dragon 
  head can breathe fire in a cone 50’ long and 10’ wide at the base, causing 
  3d8 h.p. of damage, but those within the area of effect can save vs. breath 
  weapon to take half damage. There is a 50% chance that the chimera will 
  use its breath weapon in any given round.  
   
  Description: The chimera has the hind parts of a large goat, front parts of a 
  lion, draconic wings, and the heads of a goat, lion, and dragon. They can 
  speak the language of red dragons, but only in a sort of pidgin.  
   
  Cockatrice 
   
  Number 
  1d6 
  Morale 
  +2 
  Hit Dice 
  5d8 
  Armor Class 
  6 
  Move 
  60’/min., 180’/min. (flying - average) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d3 
  Defenses 
  None 
  Attacks 
  Touch petrifies 
  Size 
  S 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  VIII 
  Treasure Value 
  2d4+1x1,000 
  Magical Treasure 
  1d3 items (15%) 
  X.P. Value 
  315 + 5/h.p. 
   
  General: The cockatrice is a most feared creature whose touch can turn living 
  flesh to stone. They are found in all climates except the very coldest, and in 
  almost any terrain. 
   
  Combat: The cockatrice can inflict a minor injury with its beak, but its real 
  danger lies in its ability to turn flesh to stone. A single touch of any part of 
  the creature will require the victim to make a saving throw vs. petrification. 
  Failure indicates they and all their possessions are turned to stone. This effect 
  extends into both the astral and ethereal planes, into which the creature can 
  also see.  
   
  Appearance: The cockatrice looks like a large rooster with a snake-like tail 
  and bat-like wings. The tail is yellow-green, the beak and claws yellow, the 
  wings are slate gray, and the body is a light brown. Wattle and comb are 
  red.  
   
  Coeurl 
   
  Number 
  1d4+1 
  Morale 
  +4 
  Hit Dice 
  6 
  Armor Class 
  4 
  Move 
  150’ /min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  2d4/2d4 
  Defenses 
  Attackers -2 “to hit,” save as 12th level fighter +2 
  Attacks 
  None 
  Size 
  L (6’ long) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  VIII 
  Treasure Value 
  2d4+1x1,000 
  Magical Treasure 
  1d3 items (15%) 
  X.P. Value 
  475 + 8/h.p. 
   
  General: The coeurl is a cat-like creature that uses special vibrations to 
  confuse opponents into thinking that it is several feet away from its actual 
  location. 
   
  Combat: The coeurl attacks with its two suction-cupped tentacles, which issue 
  from its shoulders. In addition, its vibratory powers mean that all attackers 
  get a -2 penalty “to hit” and that the creature itself makes saving throws as a 
  12th level fighter, with a +2 bonus. 
   
  Appearance: The coeurl is a large black cat much like a panther, but has six 
  legs and a pair of tentacles from its shoulders.  
   
  Corpse Creeper 
   
  Number 
  1d6 
  Morale 
  +3 
  Hit Dice 
  3d10 
  Armor Class 
  3 (head), 7 (body) 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  8 
  Damage 
  0 (see below) 
  Defenses 
  None 
  Attacks 
  Paralysis 
  Size 
  L (9’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  VII 
  Treasure Value 
  1d4x1,000 
  Magical Treasure 
  1 armor/weapon (10%) 
  X.P. Value 
  580 + 4/h.p. 
   
  General: The corpse creeper is a scavenger of corpses and rotting flesh 
  which shuns the daylight and above-ground environments in general. Their 
  grasping feet allow them to walk along floors and ceilings as easily as floors. 
  
  Wilderness and Dungeon Monster Descriptions - Couatl 
   
  14 
  Any treasure will most likely be found on the remains of their victims in their 
  lair. 
   
  Combat: The corpse creeper does no damage in melee. However, it does 
  have a greatly feared attack; its eight tentacles will each cause paralysis for 
  3-12 minutes if one hits and a saving throw vs. paralyzation is not made.  
  They do not otherwise cause damage. Once one or more victims are so 
  paralyzed, the creeper will lay its eggs within the host, instantly killing the 
  victim. Each tentacle has a 2’ reach. Egg laying will never take place while 
  the creeper is being threatened, but once the area around the victim(s) is 
  safe, death can be considered instantaneous. They will keep their heavily-
  armored head and dreaded tentacles facing prey if at all possible.  
   
  Appearance: The corpse creeper resembles a huge eight-legged caterpillar 
  with head covered in thick chitin and a mass of writhing tentacles 
  surrounding its mouth. They are around 9’ in length. It can range from a 
  bright green to a dull grey in color.  
   
  Couatl 
   
  Number 
  1d4 
  Morale 
  +3 
  Hit Dice 
  9d8 
  Armor Class 
  5 
  Move 
  60’/min., 180’/min. (flying - perfect) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d3/2d4 
  Defenses 
  Ethereal 
  Attacks 
  Poison, spells 
  Size 
  M (12’ long) 
  Intelligence 
  18 
  Alignment 
  Lawful good 
  Treasure Type 
  VIII 
  Treasure Value 
  7d4x1,000 
  Magical Treasure 
  1 item (10%), 1 armor/weapon (15%) 
  X.P. Value 
  2,400 + 12/h.p. 
   
  General: Although couatl are able to travel into the ethereal plane at will, 
  they are in fact native to the material plane. They are found mostly in tropical 
  rain forest type regions, and usually keep clear of humans and their affairs. 
  Couatls are accomplished spell casters in their own right, although they do 
  not require spell books as do more conventional spell casters. 
   
  Die roll (d%) 
  Spell casting type 
  01-45 
  5th level mage 
  46-80 
  7th level cleric 
  81-00 
  Both 
   
  Combat: The couatl is able to inflict a poisonous bite (victims must save vs. 
  poison or die). They can also constrict victims; one a victim has been hit by 
  the constriction attack, they continue to be constricted for 2d4 h.p. of 
  damage per round until they die or the couatl releases them. Only a 
  successful bend bars check can remove the creatures coils from a victim.  
   
  Appearance: The couatl is a large serpent with brilliantly colored feathered 
  wings. They speak the common tongue and all languages spoken by either 
  serpentine and avian races.  
   
  Cougar 
   
  Number 
  1d2 
  Morale 
  +2 
  Hit Dice 
  3d10 
  Armor Class 
  6 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/1d6 
  Defenses 
  +1 on surprise rolls 
  Attacks 
  Rake with rear claws for 1d4/1d4 
  Size 
  M 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  n/a 
  X.P. Value 
  110 + 4/h.p. 
   
  General: Cougars inhabit all sorts of terrain from wooded mountains to 
  deserts. They are sometimes called mountain lions or pumas.  
   
  Combat: Cougars attack with their fore claws and bite. If both fore claws hit 
  an enemy, they can then attack with their rear claws as well. Cougars are 
  able to leap 20’ to attack an enemy. 
   
  Appearance: Cougars are large cats with short tawny fur.  
   
  Cthonoid 
   
  Number 
  1d4 
  Morale 
  -1 
  Hit Dice 
  8d10 
  Armor Class 
  5 
  Move 
  120’/min. 
  Magic Resistance 
  18 
  No. of Attacks 
  4 
  Damage 
  2 h.p. 
  Defenses 
  None 
  Attacks 
  Mind blast, brain eating 
  Size 
  M 
  Intelligence 
  18 
  Alignment 
  Lawful evil 
  Treasure Type 
  IV 
  Treasure Value 
  1d4x1,000 
  Magical Treasure 
  1 armor/weapon (10%), 1 item (60%), 2d4 potions 
  (40%), 1d4 scrolls (50%) 
  X.P. Value 
  1,800 + 12/h.p. 
   
  General: Cthonoids (sometimes referred to derogatorily as “brain eaters”) 
  are greatly feared creatures that dwell deep underground. They view 
  humans, demi-humans, and humanoids as no better than animals, and 
  sometimes take captives to later use as food. They will flee if it is apparent 
  that a battle is going against them.  
   
  Combat: Cthonoids attack with their four tentacles. If one hits, it inflicts but 2 
  h.p. of damage, but within 1d4 rounds the tentacle will reach the victim’s 
  brain. Once this happens, the victim dies instantly as the brain is ripped out 
  of the body and consumed. In addition, the mind master is able to perform 
  the following, as indicated. 
   
  • 
  Levitate at will 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  15 
  • 
  ESP at will 
  • 
  Astral spell (on self only) three times per day 
   
  In addition, the cthonoid is able to use its dreaded mind blast. This mental 
  attack goes out in a beam 60’ long and 5’ wide. Any creature caught within 
  the beam must make a saving throw as indicated below, based on both the 
  target’s intelligence score and the range at which it is hit. 
   
  Intelligence score 
  Saving throw 
  Effect if Fail 
  0-1 
  n/a 
  None 
  2-4 
  19 
  Death 
  5-7 
  16 
  Coma for 1d3 days 
  8-10 
  14 
  Sleep for 2d6x10 min. 
  11-12 
  12 
  Stunned for 1d6x10 min. 
  13-14 
  10 
  Confused (as per the spell) 
  for 2d10x10 min. 
  15-16 
  8 
  Enraged for 2d12x10 min. 
  (attack the nearest creature) 
  17 
  6 
  Feeblemind 
  (as 
  per 
  the 
  spell) 
  18 
  4 
  1d3 
  forms 
  of 
  insanity 
  (permanent) 
   
  If the target does not roll the indicated saving throw or better on a d20, it 
  suffers the indicated effect. The magical attack adjustment for wisdom 
  applies. All creatures at extreme range (40’-60’) get a bonus of +1 on their 
  saving throws, while those at close range (0’-20’) get a penalty of -1. The 
  mind blast can be used once per round.  
   
  Appearance: Cthonoids are vaguely humanoid in appearance, but have four 
  long tentacles covering their mouth. Their skin is mauve, their eyes pupilless 
  white, and their tentacles black. They have three fingers on each hand, but 
  wear clothing of vaguely disquieting cut and style.  
   
  D 
   
  Dog 
   
   
  War dog 
  Wild dog 
  Number 
  1d4 
  4d4 
  Morale 
  +3 
  +1 
  Hit Dice 
  2d10 
  1d8 
  Armor Class 
  6 
  7 
  Move 
  120’/min. 
  150’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  2d4 
  1d4 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  M 
  S 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  35 + 3/h.p. 
  20 + 2/h.p. 
   
  General: War dogs are large domestic breeds that are specially trained for 
  combat, and fitted with special armor of leather. Wild dogs are found in 
  most regions. If separated from their pack when young, they can be tamed. 
   
  Combat: Dogs attack with their bite. 
   
  Appearance: War dogs are usually large breeds. Wild dogs can be of 
  almost any breed, mostly mixed. 
   
  Doppleganger 
   
  Number 
  3d4 
  Morale 
  -2 
  Hit Dice 
  4d8 
  Armor Class 
  5 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d12 
  Defenses 
  See below 
  Attacks 
  Enemies have -2 penalty to surprise 
  Size 
  M 
  Intelligence 
  13 
  Alignment 
  Neutral 
  Treasure Type 
  III 
  Treasure Value 
  1d6+2x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  330 + 4/h.p. 
   
  General: Dopplegangers are shape-shifting creatures, able to assume the 
  form of any roughly humanoid creature from 4-8’ in height. Their modus 
  operandi is to imitate a victim, slay him secretly, and take his place, then 
  continuing the process until the entire party is slain. If it is unable to do so, it 
  will simply attack the party in the guise of one of the members, counting on 
  the confusion thus engendered to increase its odds of survival.  
   
  Combat: Without a weapon, dopplegangers strike with their fist. They can 
  use ESP at will and imitate others with a 90% chance of success. They are 
  immune to all sleep and charm-type spells. They make all saving throws as if 
  they were 10th level fighters. 
   
  Appearance: The true form of the doppelganger has never been seen, and 
  some sages speculate they may not have one. When assuming the guise of 
  another, they mold their body to form its clothing and possessions. 
   
  Dragon 
   
  There are various types of “true” dragon, and as a race they vary widely in 
  terms of strength and alignment. Generally speaking, those with a metallic 
  name are of good alignment, those of a chromatic color are evil, and those 
  relating to clouds and vapor are neutral. Dragons are, by their nature, 
  rapacious and greedy, even those of good alignment. Most sorts of dragons, 
  even those of good alignment and noble temperament, can thus be flattered 
  and tempted with promises of additional treasure.  
   
  Size: All dragons have three size categories, which in turn determines how 
  many hit dice it has (each entry has three numbers listed; one for small, one 
  for average, and one for huge specimens). If necessary, determine size 
  randomly. 
   
  Die roll (d8) 
  Size 
  1-2 
  Small 
  3-7 
  Average 
  8 
  Huge 
   
  Age: The hit die type as well as other characteristics of the creature is 
  determined by its age. 
  
  Wilderness and Dungeon Monster Descriptions - Dragon 
   
  16 
   
  Table 1: Dragon Characteristics by Age 
  Die roll 
  (d8) 
  Age 
  Hit die type 
  Morale 
  modifier 
  Dragonfear saving 
  throw bonus 
  Chance of Spell 
  casting 
  Spell  
  caster level 
  Treasure 
  multiplier 
  1 
  Very young (1-5 
  yrs.) 
  d4 (1 h.p. per die) 
  -2 
  n/a 
  0% 
  n/a 
  10% 
  2 
  Young (6-15 yrs.) 
  d4 
  ±0 
  n/a 
  10% 
  1d3 
  25% 
  3 
  Sub-adult (16-25 
  yrs.) 
  d6 
  +2 
  n/a 
  20% 
  1d6 
  50% 
  4 
  Young adult (26-50 
  yrs.) 
  d8 
  +4 
  n/a 
  40% 
  2d4 
  100% 
  5 
  Adult (51-100 yrs.) 
  d10 
  +8 
  +5 
  80% 
  2d6+2 
  100% 
  6 
  Old (101-200 yrs.) 
  d12 
  +12 
  +3 
  100% 
  3d6 
  100% 
  7 
  Very old (201-400 
  yrs.) 
  d12 (re-roll anything 
  below 7) 
  +16 
  +1 
  100% 
  3d6+3 
  150% 
  8 
  Ancient (401+ yrs.) 
  d12 (re-roll anything 
  below 9) 
  +20 
  ±0 
  100% 
  4d6 
  200% 
   
  The treasure modifier is used both to determine whether or not a dragon has 
  any treasure at all, and if so, how much treasure it has. Thus, a sub-adult 
  dragon has a 50% chance of having 50% of the listed treasure in its horde.  
   
  All dragons have the following powers and abilities. 
   
  • 
  Infravision (60’ range) 
  • 
  Detect invisible or hidden creatures (10’ range per age group) 
  • 
  Inspire dragonfear when charging or overflying (see below for 
  specifics) 
   
  Dragonfear: When a dragon of adult age or older charges or flies overhead, 
  it inspires what is known as dragonfear. The effect of the dragonfear will 
  depend on the hit dice of the creature or the level of the character affected.  
   
  Table 2: Dragonfear 
  Hit dice 
  Character level 
  Dragonfear effect 
  1d4-1d6 
  Commoner 
  Flee in blind panic for 4d6x10 minutes. 
  1d8-3d6 
  1-2 
  Save vs. magic or be paralyzed with fear 
  (50%) for 10d6 minutes or otherwise flee in 
  blind panic 4d6x10 minutes. 
  3d8-6d6 
  3-5 
  Save vs. magic or have a -1 penalty “to hit” 
  and to damage. 
  6d8+ 
  6+ 
  No effect 
   
  Adult and older dragons are also themselves immune to magical fear of any 
  sort. 
   
  Sleeping dragons: Most dragons, even those of good alignment, tend to 
  sleep atop vast piles of treasure in their lairs. Only in such an environment, 
  there is a chance that any given dragon will be asleep (see the individual 
  dragon descriptions for the chance that the dragon will be asleep when 
  encountered). Dragons will awaken at any noise within 30-120’, however, 
  depending on the volume of the sound and any intervening structures. 
  Bashing open a door, sounds of combat, and even regular talking will 
  usually be enough to awaken the dragon. Dragons will awaken anyway 
  when intruders enter their lair on a roll of 6 on 1d6. If a dragon is sleeping 
  when attacked, the attackers get a bonus of +3 “to hit” on the first strike 
  only; after that, the dragon will be awake and the bonus is lost.  
   
  Mated pairs: If more than one dragon is encountered, they will consist of a 
  mated pair, and any dragons after the first two will be their young (adjust 
  age rolls appropriately). If the young or the other adult in a mated pair are 
  attacked in front of an adult dragon, the adults will immediately use their 
  breath weapons and then attack with claws, tails, and teeth with a +2 bonus 
  “to hit” and damage.  
   
  Spell casting: All dragons have a chance to cast spells, as indicated above. 
  If a given dragon is a spell caster, roll to see what level caster the dragon is. 
  The type of spell caster will depend on the type of dragon; see the individual 
  dragon type descriptions for details. Due to their innate magical natures, 
  dragon spell casters do not need or use spell books or material components, 
  even if they cast spells as mages or their sub-classes. All dragons are able to 
  polymorph self twice per day (once into the chosen form-- for a duration of 
  12 hours maximum--- and once back to dragon form). 
   
  Combat: In combat, dragons use their fore claws, bite, tail, and rear claws. 
  The tail and rear claws can only be used against targets in the flank or rear 
  of the beast, unless it is flying and dives down on targets on the ground, in 
  which case they can use all six attacks against various targets. There is a 
  50% chance that a dragon will use its fearsome breath weapon rather than 
  its claws, tail, and teeth. The breath weapon does a number of points o 
  damage equal to the dragon’s current hit point total (targets are entitled to a 
  saving throw vs. breath weapon to take half damage, rounded up). Dragons 
  may use their breath weapons as often as they wish.  
   
  All dragons are able to speak their own tongue, which is understood by all 
  dragonkind.  
   
  Unfortunately, due to the high number of variables, it is impossible to give a 
  standard experience point (X.P.) value for dragons. The game master must 
  use the formula on p. 144 to calculate the value of each individual dragon. 
  Detect invisible objects counts as a minor power, while dragonfear, spell 
  casting ability, and the dragon’s breath weapon count as major powers. You 
  should also apply the bonuses for such things as the maximum damage the 
  dragon can inflict and its armor class, if applicable.  
   
  See also: dragon turtle (p. 89). 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  17 
  Black Dragon 
   
  Number 
  1d4 
  Morale 
  See Table 1, above 
  Hit Dice 
  6-8 
  Armor Class 
  3 
  Move 
  120’/min., 240’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  6 
  Damage 
  1d4/1d4/3d6/1d6/1d4/1d4 
  Defenses 
  Immune to acid, possible immunity to fear 
  Attacks 
  Breath weapon, dragonfear, possible spells 
  Size 
  L (25-35’ long) 
  Intelligence 
  10 
  Alignment 
  Neutral evil 
  Treasure Type 
  XI 
  Treasure Value 
  3d4x10,000 
  Magical Treasure 
  1d6 items (15%) 
  X.P. Value 
  See above 
   
  General: Black dragons inhabit swamps and marshland, typically making 
  their lair in deep caves. If encountered in their lair, there is a 50% chance 
  that any particular dragon will be sleeping. Black dragons who are able, 
  cast spells as if they were mages.  
   
  Combat: Black dragons attack as indicated above. They can also use their 
  terrible breath weapon at will; a jet of highly corrosive acid some 5’ wide 
  and 60’ long. They are themselves immune to acids and corrosives of all 
  kinds, but when attacked by earth or water based creatures (elementals, 
  umber hulks, spike stones, etc.) those doing so get a +1 bonus both “to hit” 
  and to damage.  
   
  Appearance: Black dragons have fan-shaped wings and sport two straight 
  horns which point forward on their foreheads. They have a fan on their head 
  that goes down the back of their neck. Their snouts are somewhat rounded, 
  and their tails end in a diamond shape. 
   
  Blue Dragon 
   
  Number 
  1d4 
  Morale 
  See Table 1, above 
  Hit Dice 
  8-10 
  Armor Class 
  2 
  Move 
  90’/min., 240’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  6 
  Damage 
  1d6/1d6/3d8/1d12/1d6/1d6 
  Defenses 
  Immune to electricity, possible immunity to fear 
  Attacks 
  Breath weapon, dragonfear, possible spells 
  Size 
  L (37-47’ long) 
  Intelligence 
  12 
  Alignment 
  Lawful evil 
  Treasure Type 
  XI 
  Treasure Value 
  3d4x10,000 
  Magical Treasure 
  1d6 items (15%), 2d4 potions (40%) 
  X.P. Value 
  See above 
   
  General: Blue dragons typically inhabit arid deserts and badlands, usually 
  finding a deep cave or cavern in which to make their lair. If encountered in 
  their lair, there is a 30% chance that any given dragon will be sleeping. Blue 
  dragons who are able, cast spells as if they were illusionists. 
   
  Combat: Blue dragons attack as indicated above. Their breath weapon is a 
  massive bolt of lightning 5’ wide and 100’ long. They are immune to 
  electrical attacks of all types, but are vulnerable to attacks by fire. Fire 
  attacks get an automatic +1 “to hit” and to damage against them.  
   
  Appearance: Blue dragons have bat-shaped wings and a single prominent 
  horn on their nose. They have a series of triangular ridges down their neck 
  and back. Their snouts are round.  
   
  Brass Dragon 
   
  Number 
  1d4 
  Morale 
  See Table 1, above 
  Hit Dice 
  6-8 
  Armor Class 
  2 
  Move 
  120’/min., 240’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  6 
  Damage 
  1d4/1d4/4d4/1d8/1d4/1d4 
  Defenses 
  Possible immunity to fear 
  Attacks 
  Breath weapon, dragonfear, possible spells 
  Size 
  L (25‘-35’ long) 
  Intelligence 
  14 
  Alignment 
  Chaotic good 
  Treasure Type 
  XI 
  Treasure Value 
  3d4x10,000 
  Magical Treasure 
  1d6 items (15%) 
  X.P. Value 
  See above 
   
  General: Brass dragons dwell in deep caverns in sandy desert terrain. They 
  are fond of conversation and tend to have an even more inflated ego than 
  most dragons. If encountered in their lair, there is a 50% chance that any 
  given brass dragon will be asleep. Brass dragons, if they are able, cast 
  spells as if they were clerics.  
   
  Combat: Brass dragons attack as described above. They have two different 
  breath weapons, either of which they may use at will. The first is a cloud of 
  fear gas some 40’ wide, 50’ deep, and 20’ high. Creatures within the cloud 
  must make a saving throw vs. breath weapon. Failure indicates the creature 
  flees in panic for 2d12 rounds. The second is a cone of sleeping gas 70’ 
  long and 20’ wide at the base. Any creature within the cloud must make a 
  saving throw vs. breath weapon or fall asleep for at least 5 minutes.  
   
  Appearance: Brass dragons have fan-shaped wings an thick tails. Their 
  heads are crowned by a pair of bony frills at the base of the skull and they 
  have a thick bone ridge on the top of their head. Their snouts are pointed.  
   
  
  Wilderness and Dungeon Monster Descriptions - Dragon 
   
  18 
  Bronze Dragon 
   
  Number 
  1d4 
  Morale 
  See Table 1, above 
  Hit Dice 
  8-10 
  Armor Class 
  2 
  Move 
  90’/min., 240’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  6 
  Damage 
  1d4/1d4/4d4/1d8/1d4/1d4 
  Defenses 
  Immune to electricity, possible immunity to fear 
  Attacks 
  Breath weapon, dragonfear, possible spells 
  Size 
  L (37‘-47’ long) 
  Intelligence 
  16 
  Alignment 
  Lawful good 
  Treasure Type 
  XI 
  Treasure Value 
  3d4x10,000 
  Magical Treasure 
  1d6 items (15%), 2d4 potions (40%), 1d4 scrolls (50%) 
  X.P. Value 
  See above 
   
  General: Bronze dragons dwell in regions close to large lakes or oceans, as 
  with other types of dragons finding large caverns in which to actually lair. If 
  encountered in their lair, there is a 25% chance that any given dragon will 
  be asleep. If they are able, bronze dragons cast spells as if they were 
  mystics. 
   
  Combat: Bronze dragons attack as described above. They have two different 
  breath weapons, either of which can be used as they wish. The first is a 
  lightning bolt 5’ wide and 100’ long. All creatures struck by it are entitled to 
  a saving throw vs. breath weapon to only sustain half damage. The second is 
  a cloud of repulsion gas 20’ long, 30’ wide, and 30’ high. Any creature in 
  the cloud who fails its saving throw vs. dragon breath must move away from 
  the dragon at its normal movement rate for 6 minutes, even after leaving the 
  cloud. They are immune to all electrical attacks, but are vulnerable to fire-
  based attacks. Fire attacks get an automatic +1 “to hit” and to damage 
  against them. 
   
  Appearance: Bronze dragons have fan-like wings and thin tails. They have a 
  fan running all the length of their body starting at the top of the neck, and 
  have two frills on either side of their face. They have pointed snouts.  
   
  Copper Dragon 
   
  Number 
  1d4 
  Morale 
  See Table 1, above 
  Hit Dice 
  8-10 
  Armor Class 
  2 
  Move 
  90’/min., 240’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  6 
  Damage 
  1d4/1d4/5d4/1d8/1d4/1d4 
  Defenses 
  Immune to acid, possible immunity to fear 
  Attacks 
  Breath weapon, dragonfear, possible spells 
  Size 
  L (31‘-41’ long) 
  Intelligence 
  14 
  Alignment 
  Lawful good 
  Treasure Type 
  XI 
  Treasure Value 
  3d4x10,000 
  Magical Treasure 
  1d6 items (15%), 2d4 potions (40%) 
  X.P. Value 
  See above 
   
  General: Copper dragons dwell in deep caves in the midst of rocky arid 
  regions and badlands. If encountered in their lair, there is a 40% chance that 
  any given copper dragon will be asleep. Copper dragons, if able to cast 
  spells, do so as if they were mages. They are noted for their greed. 
   
  Combat: In melee, copper dragons attack as described above. They have 
  two breath weapons from which they can choose when attacking with that 
  form. The first is a jet of highly corrosive acid some 5’ wide and 70’ long. 
  The second is a cloud of slowing gas 30’ long, 20’ wide, and 20’ high. Any 
  creature within the cloud must make a saving throw vs. breath weapon or 
  move and attack at half speed for the next 6 minutes. Copper dragons are 
  themselves immune to acid attacks and slow spells, but they are vulnerable to 
  earth or water based attacks. Any such attacks from creatures or magic are 
  made with a +1 bonus “to hit” and to damage done.  
   
  Appearance: Copper dragons have fan-like wings and whip-like tails. Their 
  snouts are pointed, they have scaly frills on both cheeks, and they have two 
  large horns that sweep back from their heads.  
   
  Electrum Dragon 
   
  Number 
  1d4 
  Morale 
  See Table 1, above 
  Hit Dice 
  10-12 
  Armor Class 
  0 
  Move 
  90’/min., 240’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  6 
  Damage 
  1d8/1d8/6d6/1d12/1d8/1d8 
  Defenses 
  Immune to fire, possible immunity to fear 
  Attacks 
  Breath weapon, dragonfear, possible spells 
  Size 
  L (49‘-59’ long) 
  Intelligence 
  18 
  Alignment 
  Lawful good 
  Treasure Type 
  XI 
  Treasure Value 
  4d4x10,000 
  Magical Treasure 
  1d6 items (15%), 2d4 potions (40%), 1d4 scrolls (50%) 
  X.P. Value 
  See above 
   
  General: Electrum dragons are the mightiest of the good dragon types, 
  dwelling in all terrains and climates, but always in deep caverns or castles of 
  stone. If encountered in their lair, there is a 20% chance that any given 
  electrum dragon will be asleep. If they are capable of casting spells, electrum 
  dragons will be savants. 
   
  Combat: Electrum dragons fight in melee as described above. They also 
  have two breath weapons at their command; the first is a gout of flame 90’ 
  long and 30’ wide at its base. The second is a cloud of gas 50’ long, 40’ 
  wide, and 30’ high. All creatures within the cloud must make a saving throw 
  vs. breath weapon or be charmed (as a charm person or charm monster 
  spell, as applicable). Electrum dragons are immune to fire and charm attacks 
  themselves, but are vulnerable to earth and water based attacks. Such 
  attacks are made against them with a bonus of +1 ”to hit” and to damage. 
   
  Description: Electrum dragons have bat-shaped wings and long whip-like 
  tails. They have small horns on their temples and beak-like snouts.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  19 
  Green Dragon 
   
  Number 
  1d4 
  Morale 
  See Table 1, above 
  Hit Dice 
  7-9 
  Armor Class 
  2 
  Move 
  90’/min., 240’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  6 
  Damage 
  1d6/1d6/2d10/1d8/1d6/1d6 
  Defenses 
  Immune to poison, possible immunity to fear 
  Attacks 
  Breath weapon, dragonfear, possible spells 
  Size 
  L (31’-41 long) 
  Intelligence 
  11 
  Alignment 
  Lawful evil 
  Treasure Type 
  XI 
  Treasure Value 
  3d4x10,000 
  Magical Treasure 
  1d6 items (15%) 
  X.P. Value 
  See above 
   
  General: Green dragons make their lairs in densely wooded regions, in a 
  deep cave or cavern. If encountered in their lairs, there is a 40% chance that 
  any green dragon will be asleep. If they are capable of casting spells, green 
  dragons will be clerics. They are noted for their short tempers. 
   
  Combat: Green dragons attack as noted above. Their breath weapon is a 
  poisonous cloud of chlorine gas 50’ long, 40’ wide, and 30’ high. They are 
  immune to poisons and corrosives, but are vulnerable to air-based attacks. 
  Such attacks (air elementals, etc.) are made with a +1 bonus ”to hit” and to 
  damage. 
   
  Appearance: Green dragons have bat-like wings and a fan running along 
  their length, from their foreheads to the base of their tail. The tail itself is 
  whip-like, and the snout is pointed.   
   
  Red Dragon 
   
  Number 
  1d4 
  Morale 
  See Table 1, above 
  Hit Dice 
  7-9 
  Armor Class 
  -1 
  Move 
  90’/min., 240’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  6 
  Damage 
  1d8/1d8/3d10/1d12/1d8/1d8 
  Defenses 
  Immune to fire, possible immunity to fear 
  Attacks 
  Breath weapon, dragonfear, possible spells 
  Size 
  L (43’-53’ long) 
  Intelligence 
  16 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XI 
  Treasure Value 
  3d4x10,000 
  Magical Treasure 
  1d6 items (15%), 2d4 potions (40%), 1d4 scrolls (50%) 
  X.P. Value 
  See above 
   
  General: Red dragons are the mightiest of the evil dragon types, and are 
  usually found in hills or mountains, dwelling in some deep cave or cavern 
  complex. If encountered in their lairs, there is a 20% chance that a red 
  dragon will be asleep. Red dragons that are able to, cast spells as mages. 
  They are both cruel and grasping. 
   
  Combat: Red dragons attack as described above. Their breath weapon is an 
  enormous cone of flame 90’ long and 30’ wide at the base. They are 
  immune to fire-based attacks, but are vulnerable to earth and water based 
  attacks. Such attacks get a bonus of +1 ”to hit” and to damage. 
   
  Appearance: Red dragons have bat-like wings and spade-ended tails. They 
  have frills on their jowls and triangular ridges from the base of their skull to 
  the base of their tail. Their snouts are pointed.  
   
  Silver Dragon 
   
  Number 
  1d4 
  Morale 
  See Table 1, above 
  Hit Dice 
  9-11 
  Armor Class 
  -1 
  Move 
  90’/min., 240’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  6 
  Damage 
  1d6/1d6/5d6/1d8/1d6/1d6 
  Defenses 
  Immune to cold, possible immunity to fear 
  Attacks 
  Breath weapon, dragonfear, possible spells 
  Size 
  L (43’-53’ long) 
  Intelligence 
  16 
  Alignment 
  Lawful good 
  Treasure Type 
  XI 
  Treasure Value 
  3d4x10,000 
  Magical Treasure 
  1d6 items (15%), 1d4 scrolls (50%) 
  X.P. Value 
  See above 
   
  General: Silver dragons dwell in caves on mountaintops, or in magical cloud 
  fortresses. If encountered in their lair, there is a 15% chance that a silver 
  dragon will be asleep. If they are able to cast spells, silver dragons will be 
  mages.  
   
  Combat: Silver dragons attack as indicated above. They have two breath 
  weapons, either of which can be used as they deem fit. The first is a cone of 
  frost 80’ long and 30’ wide at the base. The second is a cloud of paralyzing 
  gas 50’ long, 40’ wide, and 20’ high which will render immobile for 2d6 
  minutes any creature that fails its saving throw vs. breath weapon. In 
  addition to being immune to cold based attacks, they are susceptible to both 
  electricity and fire, with such attacks getting a bonus of +1 “to hit” and to 
  damage against them. 
   
  Appearance: Silver dragons have bat-like wings and narrow snouts. They 
  have a fan running from the back of their head to the base of their neck, and 
  then triangular ridges along their spine. Their tail is thick.  
   
  
  Wilderness and Dungeon Monster Descriptions - Dragonne 
   
  20 
  White Dragon 
   
  Number 
  1d4 
  Morale 
  See Table 1, above 
  Hit Dice 
  5-7 
  Armor Class 
  3 
  Move 
  120’/min., 300’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  6 
  Damage 
  1d4/1d4/2d8/1d6/1d4/1d4 
  Defenses 
  Immune to cold, possible immunity to fear 
  Attacks 
  Breath weapon, dragonfear, possible spells 
  Size 
  L (19’-29’ long) 
  Intelligence 
  8 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XVI 
  Treasure Value 
  1d6+3x1,000 
  Magical Treasure 
  2d4 potions (40%) 
  X.P. Value 
  See above 
   
  General: White dragons dwell in frigid arctic lands, making their lair in icy 
  caves and caverns. If encountered in their lair, there is a 60% chance that a 
  white dragon will be sleeping. Those that are able, cast spells as clerics. 
   
  Combat: White dragons attack as described above. Their breath weapon is 
  a cone of frost 70’ long and 25’ wide at its base. They are immune to all 
  cold-based attacks but are vulnerable to both electricity and fire; such attacks 
  are made with a bonus of +1 “to hit” and to damage. 
   
  Appearance: White dragons have bat-like wings and narrow snouts. They 
  have a single fan behind their head, and a whip-like tail.  
   
  Dragonne 
   
  Number 
  1 
  Morale 
  +4 
  Hit Dice 
  9d10 
  Armor Class 
  2 
  Move 
  150’/min., 90’/min. (flying - poor) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d8/1d8/3d6 
  Defenses 
  None 
  Attacks 
  Roar 
  Size 
  L (5’ at shoulder) 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  IV 
  Treasure Value 
  1d4x1,000 
  Magical Treasure 
  1 armor/weapon (10%), 2d4 potions (40%), 1d4 
  scrolls (50%) 
  X.P. Value 
  1,400 + 14/h.p. 
   
  General: Dragonnes are thought to be admixtures of dragons and lions. 
  Their wings are undersized, and can only sustain the creature for 1d3x10 
  minutes in the air.  
   
  Combat: Dragonnes attack with their claws and bite. They also attack with a 
  roar; all those within 120’ must save vs. paralyzation or have their strength 
  cut in half for 2d6 minutes. Those within 30’ will be struck deaf (including -1 
  ”to hit” due to disorientation), with no saving throw allowed, also for 2d6 
  minutes.  
   
  Appearance: The draggone has the body of a metallic dragon with bat-like 
  wings and the head of a lion.  
   
  Dryad 
   
  Number 
  1d6 
  Morale 
  -4 
  Hit Dice 
  2d8 
  Armor Class 
  9 
  Move 
  120’/min. 
  Magic Resistance 
  10 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  See below 
  Attacks 
  Charm 
  Size 
  M 
  Intelligence 
  14 
  Alignment 
  Neutral 
  Treasure Type 
  XIV 
  Treasure Value 
  1d8+1x1,000 
  Magical Treasure 
  None 
  X.P. Value 
  105 + 3/h.p. 
   
  General: Dryads are beautiful nature spirits that inhabit oak trees. They are 
  usually found only in very secluded glades and the deepest, most 
  impenetrable areas of forests. They are never found more than 1,000’ away 
  from the tree in which they make their home; the tree is actually part of their 
  being. They can speak with plants at will. They have intimate knowledge of 
  the woods in which they dwell, and can be persuaded to help travelers if 
  approached gently and with respect and rewards.  
   
  Combat: Dryads will, if pressed, fight with the slender dagger they all carry. 
  However, they are much more likely to flee a hostile encounter if possible; 
  they are able to dimension door from one tree into their own (unless 
  surprised). Males with a charisma of 16 or greater will often be the subject 
  of the dryad’s charm person power, which can be used three times per day, 
  and against which the victim has a penalty of -3 on their saving throw. Men 
  so charmed are taken back to the dryad’s tree; 50% of them are never seen 
  again, while the rest are freed 1d4 years later.  
   
  Appearance: Dryads appear as lovely slender maidens with green hair and 
  eyes. They speak their own language, elvish, pixie, and sprite, as well as 
  being able to speak with plants as noted above. 
   
  Dwarf 
   
  Dwarves are demi-humans, and as such can be player characters (but check 
  with your game master to make sure that dwarves of specific types are 
  allowed in the campaign). As a rule, if reference is just made to “dwarves” 
  without specifying, it should be assumed that hill dwarves are being referred 
  to, unless the context makes it obvious that another type is intended. There 
  are three main types of dwarves; the gray dwarves, hill dwarves, and 
  mountain dwarves. Each is detailed separately below.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  21 
  Hill Dwarf 
   
  Number 
  4d10x10 
  Morale 
  +1 
  Hit Dice 
  1d8 
  Armor Class 
  4 
  Move 
  60’/min. 
  Magic Resistance 
  See below 
  No. of Attacks 
  1 
  Damage 
  By weapon type 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  S (4’ tall) 
  Intelligence 
  12 
  Alignment 
  Lawful good 
  Treasure Type 
  Individuals XII, Community III 
  Treasure Value 
  Individuals 5d8, Community 1d20+20x1,000 
  Magical Treasure 
  1d6 items (35%) 
  X.P. Value 
  14 + 1/h.p. 
   
  General: Hill dwarves tend to dwell in rugged terrain, such as rocky hills, 
  foothills, and the like, dwelling in an elaborate underground community, 
  usually with great open areas, grand staircases, etc. They have infravision 
  (60’ range) and those who are encountered will often (60% chance) have 
  5d4 tamed wolves (25% chance) or 2d4 tamed brown bears (75% chance) 
  as guards and pets. They are noted miners, and have the following chances 
  of detecting unusual stonework. 
   
  • 
  Detect sloping passages and tunnels (75%) 
  • 
  Detect new construction (75%) 
  • 
  Detect moving, shifting, etc., walls and rooms (67%) 
  • 
  Detect pit traps, falling blocks, etc. (50%) 
   
  For every 40 dwarves encountered, there will also be a fighter of level 2d3. 
  Larger groups or settlements will also have the following higher-level types. 
   
  Size 
  Will also have… 
  160+ 
  4th level fighter, 6th level fighter 
  200+ 
  Multi-classed 1d4+2 level fighter/1d4+3 cleric 
  320+ 
  8th level fighter, 7th level fighter, 6th level fighter/7th level 
  cleric, 2 x 4th level fighter/4th level clerics 
   
  Additional higher-level individuals are cumulative. In addition to those listed 
  above, a dwarven community will also have the following. 
   
  • 
  2d6 level 1d4+1 fighters 
  • 
  2d4 level 1d3+1 fighter/level 1d3+1 clerics 
  • 
  Females equal to 50% of the total number of males 
  • 
  Children equal to 25% of the total number of males 
   
  Combat: Dwarves normally wear mail and shield armor. Their weapons 
  should be determined randomly. For large groups, you may wish to use the 
  % Composition column, rather than rolling percentile dice for each individual 
  warrior. 
   
  Die roll (d%) 
  Weapons 
  % Composition 
  01-25 
  Axe, hammer 
  25% 
  26-35 
  Axe, hvy. crossbow 
  10% 
  36-45 
  Axe, mace 
  10% 
  46-55 
  Hammer, pick 
  10% 
  56-65 
  Short sword, lt. crossbow 
  15% 
  66-75 
  Short sword, pole arm 
  10% 
  76-00 
  Sword, spear 
  20% 
   
  All dwarves get a +1 bonus “to hit” against goblins, orcs, and hobgoblins. 
  Ogres, trolls, and giants attempting to attack dwarves get a -4 penalty “to 
  hit.” Dwarves are resistant to poison and magic; they make saving throws 
  against these attacks (as well as rods, staves, and wands) with a bonus of 
  +3.   
   
  Appearance: Dwarves appear as stocky humanoids, generally always 
  bearded (males and females alike). Their skin ranges from tan to light brown, 
  with brown or black hair. They speak their own tongue, as well as gnomish, 
  goblin, kobold, and orcish. 75% of dwarves will also speak the common 
  tongue.  
   
  Mountain dwarf 
   
  Number 
  4d10x10 
  Morale 
  +1 
  Hit Dice 
  1d10 
  Armor Class 
  4 
  Move 
  60’/min. 
  Magic Resistance 
  See below 
  No. of Attacks 
  1 
  Damage 
  By weapon type 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  S (4 ½’ tall) 
  Intelligence 
  12 
  Alignment 
  Lawful good 
  Treasure Type 
  Individuals XII, Community III 
  Treasure Value 
  Individuals 5d8, Community 1d20+20x1,000 
  Magical Treasure 
  1d6 items (35%) 
  X.P. Value 
  14 + 1/h.p. 
   
  General: Mountain dwarves tend to dwell in rough mountain ranges and the 
  like, dwelling in an elaborate underground community, usually with great 
  open areas, open staircases, etc. They have infravision (60’ range) and 
  those who are encountered will often (60% chance) have 5d4 tamed wolves 
  (25% chance) or 2d4 tamed brown bears (75% chance) as guards and 
  reinforcements. They are noted miners, and have the following chances of 
  detecting unusual stonework: 
   
  • 
  Detect sloping passages and tunnels (75%) 
  • 
  Detect new construction (75%) 
  • 
  Detect moving, shifting, etc., walls and rooms (67%) 
  • 
  Detect pit traps, falling blocks, etc. (50%) 
   
  For every 40 dwarves encountered, there will also be a fighter of level 2d3. 
  Larger groups or settlements will also have the following higher-level types. 
   
  Size 
  Will also have… 
  160+ 
  6th level fighter, 4th level fighter 
  200+ 
  Multi-classed 1d4+2 level fighter/1d4+3 cleric 
  320+ 
  8th level fighter, 7th level fighter, 6th level fighter/7th level 
  cleric, 2 x 4th level fighter/4th level clerics 
   
  Additional higher-level individuals are cumulative. In addition to those listed 
  above, a dwarven community will also have the following. 
   
  • 
  2d6 level 1d4+1 fighters 
  • 
  2d4 level 1d3+1 fighter/level 1d3+1 clerics 
  • 
  Females equal to 50% of the total number of males 
  • 
  Children equal to 25% of the total number of males 
   
  Combat: Dwarves normally wear mail and shield armor. Their weapons 
  should be determined randomly. For large groups, you may wish to use the 
  
  Wilderness and Dungeon Monster Descriptions - Eagle 
   
  22 
  % Composition column, rather than rolling percentile dice for each individual 
  warrior. 
   
  Die roll (d%) 
  Weapons 
  % Composition 
  01-25 
  Axe, hammer 
  25% 
  26-35 
  Axe, hvy. crossbow 
  10% 
  36-45 
  Axe, mace 
  10% 
  46-55 
  Hammer, pick 
  10% 
  56-65 
  Short sword, lt. crossbow 
  10% 
  66-85 
  Short sword, pole arm 
  20% 
  86-00 
  Sword, spear 
  15% 
   
  All dwarves get a +1 bonus “to hit” against goblins, orcs, and hobgoblins. 
  Ogres, trolls, and giants attempting to attack dwarves get a -4 penalty “to 
  hit.” Dwarves are resistant to poison and magic; they make saving throws 
  against these attacks (as well as rods, staves, and wands) with a bonus of 
  +3.   
   
  Appearance: Mountain dwarves appear as stocky humanoids, generally 
  always bearded (males and females alike). Their skin ranges from fair to light 
  tan, with reddish or brown hair. They speak their own tongue, as well as 
  gnomish, goblin, kobold, and orcish. 75% of dwarves will also speak the 
  common tongue.   
   
  E 
   
  Eagle 
   
   
  Regular 
  Giant 
  Number 
  1 (95%), 1d8+4 (5%) 
  1d20 
  Morale 
  +1 
  +2 
  Hit Dice 
  1d10 
  4d8 
  Armor Class 
  6 
  7 
  Move 
  10’/min., 300’/min. 
  (flying - average) 
  30’/min., 480’/min. 
  (flying - poor) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  Damage 
  1d2/1d2/1d2 
  1d6/1d6/2d6 
  Defenses 
  Never surprised 
  Never surprised 
  Attacks 
  Dive 
  Dive 
  Size 
  M (7’ wingspan) 
  M (20’ wingspan) 
  Intelligence 
  1 
  10 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  XVII 
  Treasure Value 
  n/a 
  1d10x10 
  Magical Treasure 
  None 
  1d2 (10%) 
  X.P. Value 
  35 + 2/h.p. 
  150 + 4/h.p. 
   
  General: Giant eagles nest on cliffs, mesas, etc. They are able to carry up to 
  200 lbs. if they fly at half speed. They are intelligent creatures and will 
  generally not attack non-evil creatures that do not threaten them. In the aerie 
  there is a 50% chance that there will be 1d4 young or eggs (50% chance of 
  each), but in the nest the adults will attack any intruder. There will not be 
  more than 2 adults in any given nest.  
   
  Combat: Eagles attack with their claws and great beaks in combat. They 
  have such good eyesight that they are never surprised except when in their 
  nests (or at night). They are able to dive on opponents, doing double 
  damage with their claws, but not able to attack with their beaks in that 
  round.  
   
  Appearance: Giant eagles are large versions of their regular cousins. 
  Regular eagle eggs are worth 1d6+4x10 g.p. each, while giant eagle eggs 
  can be sold for 1d4+4x100 g.p. each.  
   
  Ear Seeker 
   
  Number 
  1d4 
  Morale 
  ±0 
  Hit Dice 
  1 hit point each 
  Armor Class 
  9 
  Move 
  10’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  None; see below 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  S (½” long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  0 
   
  General: Ear seekers dwell in cellulose such as trees, tables, wooden doors, 
  etc. but need warm secluded places to lay their eggs, and are greatly feared 
  because they tend to do so in humanoid ears. They most often attack in this 
  way when someone listens at a dungeon door.  
   
  Combat: Ear seekers do no actual damage when they enter an ear, but they 
  will lay 1d8+8 eggs and then emerge, dying within 10 minutes. In 4d6 
  hours, the eggs will hatch, burrowing inside the unfortunate host creature and 
  killing it with 90% certainty. If a cure disease spell is cast on the host before 
  the eggs hatch, they will be destroyed.  
   
  Appearance: Ear seekers are small pale grub-like worms. 
   
  Elephant 
   
   
  African 
  Asian 
  Young 
  Number 
  1d12 
  1d20 
  1d4 
  Morale 
  +2 
  +2 
  -2 
  Hit Dice 
  11d12 
  10d12 
  5d12 
  Armor Class 
  6 
  6 
  6 
  Move 
  150’/min. 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  5 
  5 
  5 
  Damage 
  2d8/2d8/2d6
  /2d6/2d6 
  2d6/2d6/2d6
  /2d6/2d6 
  2d4/2d4/1d6
  /1d6/1d6 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  None 
  None 
  Size 
  L (11’ tall) 
  L (9’ tall) 
  L (4’ tall) 
  Intelligence 
  3 
  3 
  3 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  2,125 + 
  16/h.p. 
  1,500 + 
  14/h.p. 
  225 + 8/h.p. 
   
  General: Elephants travel in herds in warm regions. They are generally not 
  aggressive creatures, but if a single elephant is encountered it will be a 
  rogue bull who will attack 90% of the time. Rogue bulls will have a minimum 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  23 
  of 6 h.p. per hit die. If half the maximum possible number of elephants are 
  encountered, there will be an additional 1d4 young. 
   
  Combat: Elephants attack with their great tusks, grasping and squeezing with 
  their trunk, and trampling enemies with their fore legs. They will not attack 
  anything with their trunk that would injure them in the process. No more than 
  two attacks can be used against the same target. 
   
  Appearance: Elephants are large quadrupeds with large ears, prehensile 
  trunks, and tusks of ivory. The tusks are worth 1d6x100 g.p. each and weigh 
  half as many pounds as they are worth in g.p. (Example: a 400 g.p. tusk 
  would weigh 200 lbs.) 
   
  See also: Mammoth (p. 117), and Mastodon (p. 117). 
   
  Elf 
   
  Elves are demi-humans, and as such can be player characters (but check with 
  your game master to make sure that elves of specific types are allowed in the 
  campaign). As a rule, if reference is just made to “elves” without specifying, 
  it should be assumed that high elves are being referred to, unless the context 
  makes it obvious that another type is intended. There are six main types of 
  elves; dark elves, gray elves, high elves, wild elves, and wood elves. Each is 
  detailed separately below. There is also a species of sea elves, which is dealt 
  with on p. 90.  
   
  There are also half-elves, who are hybrids of humans and elves, but they are 
  not seen in numbers alone, and do not form their own communities. 
  Complete information about half-elves can be found in the Adventures Dark 
  and Deep Players Manual. At the game master’s discretion, some small 
  percentage (5% or so) of all elves encountered can be half-elves, but they 
  should be treated as regular elves of their type where appropriate.  
   
  Gray elf (Faerie) 
   
  Number 
  2d10x10 
  Morale 
  +2 
  Hit Dice 
  1d10 
  Armor Class 
  4 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  90% resistant to sleep and charm effects 
  Attacks 
  None 
  Size 
  M (5’) 
  Intelligence 
  14 
  Alignment 
  Chaotic good 
  Treasure Type 
  Individuals XI, Community III 
  Treasure Value 
  Individuals 1d20, Community 6d4+10x1,000 
  Magical Treasure 
  Community 2d4 potions, 1d4 scrolls 
  X.P. Value 
  28 + 2/h.p. 
   
  General: Gray elves tend to live in isolation from both other types of elves as 
  well as humans, considering themselves to be the aristocracy of the elvish 
  race. They favor isolated meadows deep in wooded regions, and live in 
  stately homes of stone and wood. 50% of gray elves encountered will have 
  hippogriffs as mounts (70%) or griffons as both guards and mounts. Gray elf 
  communities will often (65%) have 2d6 giant eagles as guardians (see p. 22 
  for details). Generally, gray elves do not ride horses, although individuals 
  may do so.  
   
  Gray elves are able to conceal themselves in natural surroundings as if they 
  were invisible. Also when in such surroundings enemies have a -2 penalty on 
  their surprise rolls (if applicable). They have infravision with a 60’ range and 
  are able to detect secret doors on a roll of 1-3 on a d6, and concealed 
  doors on a roll of 1-4.  
   
  For every 20 gray elves encountered, there will also be a fighter of level 2 
  (67%) or level 3 (33%). For every 40 elves encountered, there will also be a 
  level 2 fighter/level 1 mage (67%) or a level 3 fighter/level 2 mage (33%). 
  Larger groups of gray elves, including settlements, will have the following 
  higher-level individuals.  
   
  Size 
  Will also have… 
  100-159 
  Multi-classed 5th level fighter/8th level mage, two 4th level 
  fighter/5th level mages, 4th level fighter/4th level mage/4th 
  level cleric 
  160+ 
  9th level fighter/10th level mage, 6th level fighter/6th level 
  mage/6th level cleric 
   
  In addition to those listed above, a community of high elves will also have 
  the following individuals. 
   
  • 
  One 4th level fighter per 40 elves in the community 
  • 
  One 2nd level fighter/2nd level mage/2nd level cleric per 40 
  elves 
  • 
  One 4th level fighter/7th level mage 
  • 
  One 5th level fighter 
  • 
  One 6th level fighter 
   
  Numbers of higher-level individuals are cumulative.  
   
  Combat: Gray elves usually wear mail and carry shields. All gray elves get a 
  +1 bonus “to hit” with swords. Weapons carried by gray elves should be 
  determined randomly. For large groups, you may wish to use the % 
  Composition column, rather than rolling percentile dice for each individual 
  warrior. 
   
  Die roll (d%) 
  Weapons 
  % Composition 
  01-25 
  Long sword and long bow 
  25% 
  26-75 
  Long sword and spear 
  50% 
  76-00 
  Long sword 
  25% 
   
  5% of all gray elf settlements and groups of more than 60 will also have a 
  contingent of 1d3x10 elf maidens riding unicorns. They will be armed and 
  armored as the men. 
   
  Appearance: Gray elves appear as short and slender humans with fine 
  features and pointed ears. They have either silver hair and amber-hued eyes 
  or golden hair and violet colored eyes. They tend to wear light colors with 
  blue or purple cloaks. Gray elves speak elvish, the common tongue, goblin, 
  orcish, hobgoblin, gnoll, gnomish, and halfling.  
   
  
  Wilderness and Dungeon Monster Descriptions - Elf 
   
  24 
  High elf 
   
  Number 
  2d10x10 
  Morale 
  +1 
  Hit Dice 
  1d10 
  Armor Class 
  5 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  By weapon type 
  Defenses 
  90% immune to sleep and charm effects 
  Attacks 
  None 
  Size 
  M (5’) 
  Intelligence 
  14 
  Alignment 
  Chaotic good 
  Treasure Type 
  Individuals XI, Community III 
  Treasure Value 
  Individuals 1d20, Community 6d4+10x1,000 
  Magical Treasure 
  Community 2d4 potions, 1d4 scrolls 
  X.P. Value 
  28 + 2/h.p. 
   
  General: High elves tend to live in secluded parts of woodlands, making 
  houses of homes of stone and wood. High elf communities will often (65%) 
  have 2d6 giant eagles as guardians (see p. 22 for details). Generally, high 
  elves do not ride horses, although individuals may do so.  
   
  High elves are able to conceal themselves in natural surroundings as if they 
  were invisible. Also when in such surroundings enemies have a -2 penalty on 
  their surprise rolls (if applicable). They have infravision with a 60’ range and 
  are able to detect secret doors on a roll of 1-3 on a d6, and concealed 
  doors on a roll of 1-4.  
   
  For every 20 high elves encountered, there will also be a fighter of level 2 
  (67%) or level 3 (33%). For every 40 elves encountered, there will also be a 
  level 2 fighter/level 1 mage (67%) or a level 3 fighter/level 2 mage (33%). 
  Larger groups of high elves, including settlements, will have the following 
  higher-level individuals.  
   
  Size 
  Will also have… 
  100-159 
  Multi-classed 5th level fighter/8th level mage, two 4th level 
  fighter/5th level mages, 4th level fighter/4th level mage/4th 
  level cleric 
  160+ 
  6th level fighter/9th level mage, 6th level fighter/6th level 
  mage/6th level cleric 
   
  In addition to those listed above, a community of high elves will also have 
  the following individuals. 
   
  • 
  One 4th level fighter per 40 elves in the community 
  • 
  One 2nd level fighter/2nd level mage/2nd level cleric per 40 
  elves 
  • 
  One 4th level fighter/7th level mage 
  • 
  One 5th level fighter 
  • 
  One 6th level fighter 
   
  Numbers of higher-level individuals are cumulative. 
   
  Combat: High elves usually wear scale or lamellar armor and carry shields. 
  All high elves get a +1 bonus “to hit” with swords. Weapons carried by high 
  elves should be determined randomly. For large groups, you may wish to use 
  the % Composition column, rather than rolling percentile dice for each 
  individual warrior. 
   
  Die roll (d%) 
  Weapons 
  % Composition 
  01-10 
  Broad sword and long bow 
  10% 
  11-30 
  Broad sword and spear 
  20% 
  31-50 
  Broad sword 
  20% 
  51-55 
  Two-handed sword 
  5% 
  56-85 
  Spear 
  30% 
  86-00 
  Long bow 
  15% 
   
  5% of all high elf settlements and groups of more than 60 will also have a 
  contingent of 1d3x10 elf maidens riding unicorns. They will be armed and 
  armored as the men. 
   
  Appearance: High elves appear as short and slender humans with fine 
  features and pointed ears. They have dark hair and green eyes. They tend to 
  wear pastels with cloaks of grayish green. High elves speak elvish, the 
  common tongue, goblin, orcish, hobgoblin, gnoll, gnomish, and halfling.  
   
  Wood elf 
   
  Number 
  2d10x10 
  Morale 
  +1 
  Hit Dice 
  1d10 
  Armor Class 
  7 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  By weapon type 
  Defenses 
  90% immune to sleep and charm effects 
  Attacks 
  None 
  Size 
  M (5’) 
  Intelligence 
  13 
  Alignment 
  Neutral good 
  Treasure Type 
  Individuals XI, Community III 
  Treasure Value 
  Individuals 1d20, Community 6d4+10x1,000 
  Magical Treasure 
  Community 2d4 potions, 1d4 scrolls 
  X.P. Value 
  28 + 2/h.p. 
   
  General: Wood elves tend to live deep in secluded woodlands, in homes 
  high in or inside the trees themselves. They are more isolated than gray elf 
  communities, but not so xenophobic as wild elves. Wood elf communities will 
  often (70%) have 2d4 giant owls or 1d6 giant lynx as guardians (see pages 
  62 and 51, respectively). Generally, wood elves do not ride horses, although 
  individuals may do so.  
   
  Wood elves are able to conceal themselves in natural surroundings as if they 
  were invisible. Also when in such surroundings enemies have a -2 penalty on 
  their surprise rolls (if applicable). They have infravision with a 60’ range and 
  are able to detect secret doors on a roll of 1-3 on a d6, and concealed 
  doors on a roll of 1-4.  
   
  For every 20 wood elves encountered, there will also be a fighter of level 2 
  (67%) or level 3 (33%). For every 40 elves encountered, there will also be a 
  level 2 fighter/level 1 mage (67%) or a level 3 fighter/level 2 mage (33%). 
  Larger groups of gray elves, including settlements, will have the following 
  higher-level individuals.  
   
  Size 
  Will also have… 
  100-159 
  Multi-classed 5th level fighter/8th level mage, two 4th level 
  fighter/5th level mages, 4th level fighter/4th level mage/4th 
  level cleric 
  160+ 
  6th level fighter/9th level mage, 6th level fighter/6th level 
  mage/6th level cleric 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  25 
  In addition to those listed above, a community of wood elves will also have 
  the following individuals. 
   
  • 
  One 4th level fighter per 40 elves in the community 
  • 
  One 2nd level fighter/2nd level mage/2nd level cleric per 40 
  elves 
  • 
  One 4th level fighter/7th level mage 
  • 
  One 5th level fighter 
  • 
  One 6th level fighter 
   
  Numbers of higher-level individuals are cumulative. 
   
  Combat: Wood elves usually wear ring mail or brigandine. All wood elves 
  get a +1 bonus “to hit” with swords. Weapons carried by high elves should 
  be determined randomly. For large groups, you may wish to use the % 
  Composition column, rather than rolling percentile dice for each individual 
  warrior. 
   
  Die roll (d%) 
  Weapons 
  % Composition 
  01-40 
  Short bow 
  40% 
  41-50 
  Bastard sword and short bow 
  10% 
  51-70 
  Spear and short bow 
  20% 
  71-80 
  Bastard sword 
  10% 
  81-00 
  Spear 
  20% 
   
  5% of all wood elf settlements and groups of more than 60 will also have a 
  contingent of 1d3x10 elf maidens riding unicorns. They will be armed and 
  armored as the men. 
   
  Appearance: Wood elves appear as short and slender humans with fine 
  features and pointed ears. They have yellow or red hair and eyes of brown, 
  green, or hazel. They tend to wear earth tones with cloaks of green or 
  brownish green. Wood elves speak elvish, treant, and the languages of 
  whatever woodland creatures happen to be in their vicinity.  
   
  Ettin 
   
  Number 
  1d4 
  Morale 
  +3 
  Hit Dice 
  10d10 
  Armor Class 
  3 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  2d8/3d6 
  Defenses 
  Surprise bonus +1 
  Attacks 
  None 
  Size 
  L (13’) 
  Intelligence 
  6 
  Alignment 
  Chaotic evil 
  Treasure Type 
  Individuals XI, Lair III 
  Treasure Value 
  Individual 2d20, Lair 6d6x100 
  Magical Treasure 
  1d2 (10%) 
  X.P. Value 
  1,950 + 14/h.p. 
   
  General: Ettins are cousins of giants who tend to dwell in underground lairs 
  and come out at night in order to hunt and slay. It is a common myth that one 
  can get the two heads of an ettin arguing with one another and thereby slip 
  away to safety; one head is always dominant and has complete control of 
  the whole.  
   
  Combat: Ettins attack with their massive arms, with the left and right attacking 
  simultaneously. Their twin heads make them difficult to surprise. 
   
  Appearance: Ettins are giant humanoid figures with two orc heads, each 
  sporting enormous tusks. They wear ratty furs and discarded clothing, and 
  their skin is orange.  
   
  F 
   
  Flightless Bird 
   
   
  Rhea 
  Emu 
  Ostrich 
  Number 
  2d10 
  2d10 
  2d10 
  Morale 
  -3 
  -3 
  -3 
  Hit Dice 
  1d8 
  2d8 
  3d8 
  Armor Class 
  7 
  7 
  7 
  Move 
  180’/min. 
  180’/min. 
  180’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  1d4 or 2d4 (see 
  below) 
  1d4 or 2d4 (see 
  below) 
  1d4 or 2d4 (see 
  below) 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  None 
  None 
  Size 
  M (5’) 
  M (6 ½’) 
  L (9’) 
  Intelligence 
  1 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  10 + 1/h.p. 
  20 + 2/h.p. 
  35 + 3/h.p. 
   
  General: The term “flightless bird” includes such species as the ostrich, emu, 
  and rhea. They tend to live in warm climates in open grassy terrain. They are 
  not aggressive unless cornered. 
   
  Combat: Flightless birds will either peck (50%) or kick (50%) enemies, but 
  only if there if no other recourse.  
   
  Appearance: Flightless birds have large bulbous bodies covered in feathers, 
  muscular legs, and long featherless necks. They tend to be black or brown 
  with white highlights.  
   
  Frog, Killer 
   
  Number 
  3d6 
  Morale 
  +3 
  Hit Dice 
  1d12 
  Armor Class 
  8 
  Move 
  60’/min., 120’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d2/1d2/1d4+1 
  Defenses 
  None 
  Attacks 
  180’ leap, camouflage 
  Size 
  S (2’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  36 + 2/h.p. 
   
  General: Killer frogs have a taste for human and demi-human flesh. They are, 
  however, cannibalistic, which keeps their numbers down to manageable 
  numbers. They are found in swamps, marshes, rivers, lakes, etc.  
  
  Wilderness and Dungeon Monster Descriptions - Frog, Monstrous 
   
  26 
   
  Combat: Killer frogs attack with their two front claws and sharp teeth. They 
  can leap up to 180’ when attacking, and their coloration makes them very 
  difficult to detect; enemies get a penalty of -2 on their surprise rolls. 
   
  Appearance: Killer frogs appear as larger versions of their normal cousins, 
  but with large talons and many sharp teeth. They are greenish-brown in 
  color.  
   
  Frog, Monstrous 
   
   
  Large 
  Huge 
  Giant 
  Number 
  5d8 
  5d8 
  5d8 
  Morale 
  ±0 
  ±0 
  ±0 
  Hit Dice 
  1d6 
  2d8 
  3d8 
  Armor Class 
  7 
  7 
  7 
  Move 
  30’/min., 90’/min. (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  1d3 
  1d6 
  2d4 
  Defenses 
  None 
  None 
  None 
  Attacks 
  180’ leap, 
  tongue, 
  swallow, 
  camouflage 
  140’ leap, 
  tongue, 
  swallow, 
  camouflage 
  100’ leap, 
  tongue, 
  swallow, 
  camouflage 
  Size 
  S (2’ long, 50 
  lbs.) 
  S (4’ long, 150 
  lbs.) 
  M 
  (6’ 
  long, 
  250 lbs.) 
  Intelligence 
  0 
  0 
  0 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  7 + 1/h.p. 
  30 + 2/h.p. 
  45 + 3/h.p. 
   
  General: Monstrous frogs inhabit places where water and land meet; bogs, 
  swamps, riverbanks, lakes, ponds, etc. They are mostly meat-eaters, and will 
  swallow any creature small enough to fit into their mouth. They are 
  aggressive hunters, but will flee from strong predators or fire.  
   
  Combat: Monstrous frogs attack with their bite. Due to their coloration, 
  enemies have a -2 penalty on all surprise rolls. The sticky tongue of the 
  monstrous frog is three times as long as the frog itself, and strikes with a +4 
  bonus “to hit.” The tongue itself does no damage, but will be used to draw 
  prey into the mouth. If that happens, the frog automatically scores maximum 
  damage. The exact function of the tongue depends on the weight of the 
  creature attacked. 
   
  Victim weighs… 
  Frog will release it… 
  Frog will attack on… 
  Equal to or less than 
  the frog 
  If the tongue is hit (1 
  chance) 
  Next round 
  More than the frog 
  If the tongue is hit (2 
  chances) 
  3rd round 
  Twice as much as the 
  frog 
  Automatically after 2 
  rounds 
  Never 
   
  In addition, giant frogs will swallow prey whole on a natural roll of 20 “to 
  hit.” Such creatures must be smaller than the frog, and have 3 rounds to 
  escape. In order to do so they must score a modified hit of 18 with an edged 
  weapon; success results in the frog being slain automatically. Anyone else 
  attacking a frog with swallowed prey must roll 1d6 every time they hit. On a 
  roll of 1-4, the damage done to the frog is done to the swallowed prey as 
  well. 
   
  Appearance: Monstrous frogs appear as larger versions of ordinary frogs. 
  They are generally the color of their surroundings; mud brown, scum green, 
  etc.  
   
  Frog, Poisonous 
   
  Number 
  2d6 
  Morale 
  ±0 
  Hit Dice 
  1d4 
  Armor Class 
  8 
  Move 
  30’/min., 90’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1 h.p. 
  Defenses 
  None 
  Attacks 
  10’ leap, poison 
  Size 
  S (6”) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  35 + 1/h.p. 
   
  General: Poisonous frogs are found in all the places that regular frogs are 
  found; swamps, rivers, marshes, etc.  
   
  Combat: The poisonous frog’s bite is not very dangerous in and of itself, but 
  both the bite and the skin of the frog itself are poisonous. All those exposed 
  to it must make a saving throw vs. poison with a +4 bonus or die. They can 
  leap up to 10’ to attack.  
   
  Appearance: Poisonous frogs appear as normal frogs, but have a toothy 
  bite. 
   
  Fungi, Deadly 
   
   
  Violet Fungus 
  Number 
  1d4 
  Morale 
  ±0 
  Hit Dice 
  3d6 
  Armor Class 
  7 
  Move 
  10’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4 
  Defenses 
  None 
  Attacks 
  Rotting 
  Size 
  S (4’) - L (7’) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  135 + 4/h.p. 
   
  General: Violet fungi dwell underground places and are ambulatory (albeit 
  slowly), consuming decaying animal matter for the most part. They are often 
  found in the company of shriekers (see p. 70). They so closely resemble 
  shriekers that there is a 75% chance that they will be mistaken for their more 
  benign cousins. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  27 
  Combat: Each violet fungus has 1d4 branches, each of which will not only 
  cause some slight damage if it hits, but which forces the victim to make a 
  saving throw vs. poison. Failure indicates that the victim has begun to rot; 
  one limb will be lost to rot and corruption every round, with each lost limb 
  causing the victim to lose 10% of his total original hit points permanently. At 
  the end of the fifth round, the victim’s torso will rot away, killing the character 
  at last (of course, the victim may have already died as a result of his limbs 
  rotting and falling away). A cure disease spell will halt the progress of the 
  rot, and a regenerate spell will restore one lost limb (and the hit points that 
  were lost with it). The length of the fungus’s branches (and thus its range of 
  attack) depends on its size, which should be determined randomly. 
   
  Die roll (d4) 
  Size 
  Branch length 
  1 
  S (4’) 
  1’ 
  2 
  M (5’) 
  2’ 
  3 
  M (6’) 
  3’ 
  4 
  L (7’) 
  4’ 
   
  Shriekers and other non-animal creatures are immune to the rot of the violet 
  fungus.  
   
  Appearance: Violet fungi are tall and slender mushrooms, overall purplish in 
  color.  
   
  G 
   
  Gargoyle 
   
   
  Gargoyle 
  Number 
  2d8 
  Morale 
  +5 
  Hit Dice 
  4d10 
  Armor Class 
  5 
  Move 
  90’/min., 50’/min. (flying - average) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  4 
  Damage 
  1d3/1d3/1d6/1d4 
  Defenses 
  +1 or better weapon needed to damage 
  Attacks 
  None 
  Size 
  M 
  Intelligence 
  6 
  Alignment 
  Chaotic evil 
  Treasure Type 
  Individuals XV, Lair III 
  Treasure Value 
  Individuals 1d8x10, Lair 4d6x100 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  165 + 5/h.p. 
   
  General: Gargoyles are magical creatures with a preference for dwelling in 
  old ruins and deep underground. They are very aggressive, and will attack 
  any creature 90% of the time. They are known to sometimes work as servants 
  of powerful evil masters. 
   
  Combat: Gargoyles attack with their claws, bite, and spade-like tail. On 
  weapons with an enchantment of +1 or better will harm them.  
   
  Appearance: Gargoyles have skin like stone, tails, and bat-like wings. They 
  will often have horns, although there is considerable variation. Their skin is 
  gray-green.  
   
  Gas Spore 
   
  Number 
  1 
  Morale 
  ±0 
  Hit Dice 
  1 hit point 
  Armor Class 
  9 
  Move 
  30’/min. (floating) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  n/a 
  Defenses 
  explosion 
  Attacks 
  rhizomes 
  Size 
  L (5’ diameter) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  33 
   
  General: The gas spore is a floating fungal creature that strongly resembles 
  the feared sphere of many eyes (see p. 74Error! Bookmark not 
  defined.). At ranges in excess of 10’, there is a 90% chance that a gas 
  spore will be mistaken for an sphere of many eyes. At closer ranges, there is 
  still a 25% chance.  
   
  Combat: Gas spores attack enemies by touching exposed skin with their 
  stalk-like growths; if they are successful, they have infected the victim with 
  their rhizomes (see below). However, if they are struck for but a single point 
  of damage, they explode violently; all creatures within a 20’ radius will take 
  6d6 h.p. of damage (save vs. wands/staves/wands for half damage). If the 
  saving throw is not successful, the gas spore’s awful rhizomes will have 
  penetrated the victim. 24 hours after that happens, the victim will die in 
  agony as 2d4 gas spores erupt from the painfully swollen nodules under their 
  skin. A cure disease spell will remove the rhizomes. 
   
  Appearance: Gas spores are large spherical creatures with what appears to 
  be a large central eye large tooth-filled maw, as well as a ring of smaller 
  stalks atop its head.  
   
  Gelatinous Cube 
   
  Number 
  1 
  Morale 
  ±0 
  Hit Dice 
  4d8 
  Armor Class 
  8 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Paralyzation 
  Defenses 
  Immune to electricity, fear, hold, paralyzation, 
  polymorph, sleep; resistant to cold 
  Attacks 
  Digestion, surprise 
  Size 
  L (10’ on a side) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  XVI 
  Treasure Value 
  1d12x10 
  Magical Treasure 
  1 potion or 1 weapon (10%) 
  X.P. Value 
  150 + 4/h.p. 
   
  General: Gelatinous cubes are commonplace scavengers in underground 
  settings such as dungeons, and are perfectly adapted to such conditions by 
  
  Wilderness and Dungeon Monster Descriptions - Ghast 
   
  28 
  their size and shape, which conforms to the dimensions of many dungeon 
  corridors. They sweep up detritus, carrion, etc. from walls, floors, and 
  ceilings, incidentally also sweeping up indigestible matter such as coins, 
  gems, potion vials, etc. 
   
  Combat: Gelatinous cubes attack by touch; victims must make a saving throw 
  vs. paralyzation or be paralyzed for 5d4 minutes. During this time the cube 
  will flow around the victim and begin digesting him, causing 2d4 h.p. of 
  damage per round until the victim is fully dissolved. Cubes are transparent, 
  making them difficult to see, especially in dungeon environments; enemies 
  have a -1 penalty on their surprise rolls. Gelatinous cubes are resistant to 
  cold based attacks; if they fail a saving throw they only take 1d4 h.p. of 
  damage and are slowed by 50% for 1d6 rounds. If they make their saving 
  throw there is no effect. 
   
  Appearance: Gelatinous cubes are nearly perfectly transparent cubes of 
  viscous material. Sometimes non-digestible items can be seen “floating in 
  mid-air,” which are actually items trapped within the body of the cube as it 
  moves through a dungeon corridor.  
   
  Ghast 
   
  Number 
  1d6 
  Morale 
  +12 
  Hit Dice 
  4d8 
  Armor Class 
  4 
  Move 
  150’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d4/1d4/1d8 
  Defenses 
  Immune to sleep, charm 
  Attacks 
  Stench, paralyzation 
  Size 
  M 
  Intelligence 
  12 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VII 
  Treasure Value 
  7d6x1,000 
  Magical Treasure 
  1 armor/weapon (10%), 2d4 potions (40%), 1d4 
  scrolls (50%) 
  X.P. Value 
  190 + 4/h.p. 
  Turn as Type 
  VI 
   
  General: Ghasts are corporeal undead, being created by the desecration of 
  freshly interred bodies by demons. Ghasts are relatives of ghouls, and are 
  generally found with their weaker cousins in positions of leadership, although 
  they are sometimes used by demons and other powerful evil creatures as 
  servants. They feed on carrion as well as living flesh.  
   
  Combat: Ghasts attack with their claws and teeth. Their touch causes 
  paralyzation for 2d4 rounds unless a saving throw vs. paralyzation is made; 
  this will even affect elves. They are surrounded by a cloud of stench that 
  recalls moldering corpses; anyone within a 10’ radius must make a saving 
  throw vs. poison or have a -2 penalty “to hit” until they leave the area.  
   
  Ghasts are immune to sleep and charm spells, but cold iron weapons will do 
  double damage against them. They can likewise be held at bay by a 
  protection from evil spell, but only if cold iron was used in its construction. 
   
  Appearance: Ghasts are humanoid in form, with fangs and claws.  
   
  See also: ghoul (p. 29).  
   
  Ghost 
   
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  10d8 
  Armor Class 
  0 (when materialized)/8 (on the ethereal plane) 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Age 10d4 years 
  Defenses 
  Etherealness, silver or magic weapons to harm 
  Attacks 
  Aging, possession 
  Size 
  M 
  Intelligence 
  14 
  Alignment 
  Lawful evil 
  Treasure Type 
  VIII 
  Treasure Value 
  1d6+2x1,000 
  Magical Treasure 
  1d4 items (25%), 2d4 potions (40%) 
  X.P. Value 
  4,050 + 14/h.p. 
  Turn as Type 
  XI 
   
  General: Ghosts are incorporeal undead that are formed by the spirits of 
  humans and demi-humans whose evil was such that it would not accept 
  death. They are found in remote haunted places or deep below the ground, 
  where they hunger for the life-force of the living to sustain them. Note that 
  their incorporeal nature means they exist on the ethereal plane most of the 
  time.  
   
  Combat: The very sight of a ghost requires a saving throw vs. magic. Failure 
  indicates the creature will age 10 years and flee in terror for 2d6 rounds. 
  Clerics of 7th level or higher are immune, and all creatures of 9th level and 
  above get a bonus of +2 to their saving throw. They can be seen by material 
  creatures even when in their ethereal (non-corporeal) state.  
   
  Ghosts will first attempt to possess a creature within 60’. The victim is entitled 
  to a saving throw vs. spell, with a bonus or penalty determined by the 
  combined intelligence and wisdom scores of the victim: 
   
  Victim’s intelligence plus 
  wisdom score 
  Victim’s 
  Saving 
  Throw 
  Adjustment 
  Check for control 
  every… 
  34 or greater 
  +2 
  Minute 
  28-33 
  +1 
  Minute 
  20-27 
  ±0 
  Minute 
  12-19 
  -1 
  10 minutes 
  4-11 
  -2 
  Day 
  3 or less 
  -3 
  Week 
   
  If the victim succeeds in his saving throw, the attempt at possession is 
  unsuccessful, but the ghost can try again one minute later against another 
  target. If the attempt is successful (i.e., the victim fails his saving throw), the 
  mind of the caster is suppressed and the ghost takes control of the body, with 
  which it will attack the victim’s comrades (if any). The victim is entitled to a 
  saving throw to re-check for control of his body, the frequency of which 
  depends on the relative intelligence + wisdom scores of the caster and the 
  victim, as noted on the table above.  
   
  If the ghost is unsuccessful in its attempts to possess a victim or if the ghost is 
  removed from the possessed host, it will materialize in order to attack. When 
  it materializes, the ghost can be wounded by enchanted weapons or silver 
  weapons (silver weapons do ½ damage). In such a state, it has an armor 
  class of 0, and its touch will age the victim by 10d4 years. Any human or 
  demi-human slain in this manner cannot be raised from the dead by any 
  force short of the direct intervention of a deity. 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  29 
   
  Note that a ghost can never be attacked by spells or other magical effects 
  except when the caster is on the ethereal plane. On the ethereal plane, the 
  creature is AC 8. Being non-corporeal, poison and paralyzation do not affect 
  them. 
   
  Appearance: Ghosts appear as semi-transparent images of how they 
  appeared in life.  
   
  Ghoul 
   
  Number 
  2d12 
  Morale 
  +10 
  Hit Dice 
  2d8 
  Armor Class 
  6 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/1d6 
  Defenses 
  Immune to sleep, charm 
  Attacks 
  Paralyzation 
  Size 
  M 
  Intelligence 
  7 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XI 
  Treasure Value 
  1d8 
  Magical Treasure 
  None 
  X.P. Value 
  65 + 2/h.p. 
  Turn as Type 
  III 
   
  General: Ghouls are corporeal undead, arising a day after a living creature 
  is slain by another ghoul (a bless spell cast upon the corpse will prevent the 
  transformation). They feed on freshly-interred corpses.  
   
  Combat: Ghouls attack with their claws and bite. Their touch causes 
  paralysis in all humans and demi-humans (except elves) who fail their saving 
  throw vs. paralyzation. This effect will last for 1d6 rounds. They are immune 
  to all sleep and charm type magical effects, but a protection from evil is 
  effective against them. 
   
  Appearance: Ghouls are humanoid in form, with fangs and claws.  
   
  See also: ghast (p. 28).  
   
  Giant 
   
  Giants are, as the term implies, enormous creatures of humanoid form. There 
  are many different races of giant, each with their own characteristics. 
  Generally speaking, they are known for their great strength and greed.  
   
  For young giants of all sorts, roll percentile dice to determine what portion of 
  an adult’s hit points and damage it will have. Young giants will never hurl 
  rocks in combat.  
   
  Each race of giants speaks its own dialect, which is not intelligible to others, 
  even other types of giants.  
   
  Cloud Giant 
   
   
  Male 
  Female 
  Number 
  1d6 
  See below 
  Morale 
  +12 
  +11 
  Hit Dice 
  12d12 
  11d10 
  Armor Class 
  2 
  3 
  Move 
  150’/min. 
  150’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  6d6 
  5d6 
  Defenses 
  +1 to all surprise rolls, 
  catch rocks 
  +1 to all surprise rolls, 
  catch rocks 
  Attacks 
  Hurl rocks, strength 
  Hurl rocks, strength 
  Size 
  L (18’) 
  L (17’) 
  Intelligence 
  10 (90%) or 12 (10%) 
  10 (90%) or 12 (10%) 
  Alignment 
  Neutral good (50%) or 
  neutral evil (50%) 
  Same as male 
  Treasure Type 
  III 
  Treasure Value 
  1d6+3x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  4,250 + 16/h.p. 
  2,700 + 16/h.p. 
   
  General: Cloud giants will be found dwelling in either stone castles atop mist-
  occluded mountaintops or actually on magical cloud islands (the creation of 
  which is a very jealously guarded secret of the race, possessed by a mere 
  10% of their number). In their lair, if between 2 and 5 giants are indicated, 
  there is a 75% chance that the second will be a female, and the rest children 
  (see above). If 6 are encountered, 2 will be adult males, 2 will be adult 
  females, and the other 2 will be children. In their homes, there is a 60% 
  chance that there will be 1d4 spotted lions (see p. 47) as pets/guards.  
   
  Combat: Cloud giants strike with massive clubs. Males have an effective 
  strength of 23 (+5 “to hit,” +11 damage), while females have a strength of 
  22 (+4/+10). In addition, they are able to hurl boulders up to 240’, causing 
  2d12 h.p. of damage if they hit. They have a 60% chance of being able to 
  catch such boulders hurled at them, thus preventing them from causing them 
  damage. All cloud giants have a keen sense of smell, thus making them 
  difficult to surprise. The more intelligent sort of cloud giants can levitate 
  themselves plus 2,000 lbs. twice per day; this is likely related to their ability 
  to create cloud islands in some way. 
   
  Appearance: Cloud giants have pale bluish-white skin and hair of silver or 
  brass hue. They wear robes or loose fitting clothing and lots of jewelry. They 
  speak their own dialect. 
   
  
  Wilderness and Dungeon Monster Descriptions - Giant 
   
  30 
  Fire Giant 
   
   
  Male 
  Female 
  Number 
  1d8 
  See below 
  Morale 
  +11 
  +10 
  Hit Dice 
  11d12 
  10d10 
  Armor Class 
  3 
  4 
  Move 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  5d6 
  4d6 
  Defenses 
  Immune to fire, catch 
  rocks 
  Immune to fire, catch 
  rocks 
  Attacks 
  Hurl rocks, strength 
  Hurl rocks, strength 
  Size 
  L (12’) 
  L (11’) 
  Intelligence 
  8 
  8 
  Alignment 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  II 
  Treasure Value 
  1d6+2x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  2,700 + 16/h.p. 
  2,250 + 14/h.p. 
   
  General: Fire giants tend to dwell in castles of volcanic rock or deep volcanic 
  cavern complexes. If 5 or 6 fire giants are encountered in their lair, the last 
  one or two will be females. If more than 6 are encountered, the remainder 
  will be children (see above). In their lair there is a 25% chance that they will 
  have 1d4 hell hounds as pets/guards (see p. 138 for details).  
   
  Combat: Fire giants most often use enormous swords in combat. Males have 
  an effective strength of 22 (+4 “to hit/+10 damage), while females have a 
  strength of 21 (+4/+9). In addition, they are able to hurl boulders up to 
  200’, which do 2d10 h.p. of damage if they hit. They are able to catch such 
  incoming boulders 50% of the time, thus keeping themselves from being 
  injured. Fire giants are immune to all fire-based attacks both mundane and 
  magical (including the breath of red dragons).  
   
  Appearance: Fire giants are enormous humanoids with coal-black skin and 
  fiery red hair. They wear metal armor or armor made of dragon hide. They 
  speak their own dialect. 
   
  Frost Giant 
   
   
  Male 
  Female 
  Number 
  1d8 
  See below 
  Morale 
  +10 
  +9 
  Hit Dice 
  10d12 
  9d10 
  Armor Class 
  4 
  4 
  Move 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  4d6 
  3d6 
  Defenses 
  Immune to cold, catch 
  rocks 
  Immune to cold, catch 
  rocks 
  Attacks 
  Hurl rocks, strength 
  Hurl rocks, strength 
  Size 
  L (15’) 
  L (14’) 
  Intelligence 
  8 
  8 
  Alignment 
  Chaotic evil 
  Chaotic evil 
  Treasure Type 
  II 
  Treasure Value 
  1d6+2x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  2,250 + 14/h.p. 
  1,800 x.p. + 14/h.p. 
   
  General: Frost giants inhabit great caverns, sometimes ice caves, in frigid 
  regions. If 5 or 6 frost giants are encountered in their lair, the last one or two 
  will be females. If more than 6 are encountered, the remainder will be 
  children (see above). In their lair there is a 50% chance that they will have 
  1d6 winter wolves as pets/guards (see p. 85 for details).  
   
  Combat: Frost giants employ giant versions of weapons such as axes and 
  swords. Males have an effective strength of 21 (+4 “to hit”/+9 damage) and 
  females have a strength of 20 (+3/+8). In addition, they can hurl boulders 
  up to 200’ which cause 2d10 h.p. of damage if they hit. They are able to 
  catch incoming missiles of similar sort 40% of the time, preventing damage. 
  Frost giants are immune to cold and frost of all sorts, including the breath of 
  white dragons.  
   
  Appearance: Frost giants are giant humanoids with snow white skin and hair 
  of either very pale blue or gold color. They wear armor and furs. They speak 
  their own dialect. 
   
  Hill Giant 
   
   
  Male 
  Female 
  Number 
  1d10 
  See below 
  Morale 
  +8 
  +4 
  Hit Dice 
  8d12 
  6d10 
  Armor Class 
  4 
  5 
  Move 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  2d8 
  1d10 
  Defenses 
  Catch rocks 
  Catch rocks 
  Attacks 
  Hurl rocks, strength 
  Hurl rocks, strength 
  Size 
  L (10 ½’) 
  L (9’) 
  Intelligence 
  6 
  6 
  Alignment 
  Chaotic evil 
  Chaotic evil 
  Treasure Type 
  III 
  Treasure Value 
  2d4+1x1,000 
  Magical Treasure 
  1d3 items (15%) 
  X.P. Value 
  1,400 + 12/h.p. 
  90 + 5/h.p. 
   
  General: Hill giants make their homes in caves and caverns in bleak 
  wilderness regions. The number of females and children in a hill giant lair 
  depends on how many total are encountered. (Note that these are included 
  in the total, so if there are 10 total giants, 4 will be males, 3 females, and 3 
  children.  
   
  Number encountered 
  Females 
  Children 
  1-4 
  0 
  0 
  5 
  1 
  0 
  6 
  1 
  1 
  7 
  2 
  1 
  8 
  2 
  2 
  9 
  3 
  2 
  10 
  3 
  3 
   
  In their lairs, there is a 50% chance that hill giants will have one of the 
  following as slaves, guards, and/or pets:  
   
  Die roll (d%) 
  Creature 
  01-50 
  2d4 dire wolves 
  51-80 
  1d3 giant lizards 
  81-00 
  2d4 ogres 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  31 
  Combat: Hill giants use weapons, usually clubs, in combat. Males have an 
  effective strength of 19 (+3 “to hit/+7 damage), while females have a 
  strength of 18/00 (+2/+6). They are able to hurl boulders up to 200’, 
  inflicting 2d8 h.p. of damage if they hit. They can catch such missiles 30% of 
  the time, preventing damage to themselves.  
   
  Appearance: Hill giants are ugly brutes with tan or red-brown hides and dark 
  hair. They wear skins and ill-tanned hides. They speak their own dialect.  
   
  Stone Giant 
   
   
  Male 
  Female 
  Number 
  1d8 
  See below 
  Morale 
  +11 
  +8 
  Hit Dice 
  9d12 
  8d12 
  Armor Class 
  0 
  4 
  Move 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  3d6 
  2d8 
  Defenses 
  Catch rocks 
  Catch rocks 
  Attacks 
  Hurl rocks, strength 
  Hurl rocks, strength 
  Size 
  L (12’) 
  L (10 ½’) 
  Intelligence 
  9 
  6 
  Alignment 
  Neutral 
  Chaotic evil 
  Treasure Type 
  III 
  Treasure Value 
  2d4+1x1,000 
  Magical Treasure 
  1d3 items (15%) 
  X.P. Value 
  1,800 + 14/h.p. 
  1,400 + 12/h.p. 
   
  General: Stone giants prefer to make their homes in caves and caverns deep 
  in mountainous terrain. If 5 or 6 are encountered in their home, the last two 
  will be females. If more than that are encountered in their home, the 
  remainder will be non-combatant children. In their home, there is a 75% 
  chance that they will have 1d4 cave bears acting as pets and guards (see p. 
  108).  
   
  Combat: Stone giants attack with their mighty fists. Males have an effective 
  strength of 20 (+3 “to hit”/+8 damage), while females have an effective 
  strength of 19 (+3 “to hit/+7 damage). They use weapons made of stone, if 
  they use weapons at all. They are able to hurl boulders up to 300’, which do 
  3d10 h.p. of damage if they hit. They are 90% likely to be able to catch 
  such boulders if launched at them, and often stone giants will play games in 
  which such boulders are hurled between them in a savage game of “catch.” 
   
  Appearance: Stone giants look like enormous humans. Their skin is gray in 
  color, and they are typically hairless. They also tend to wear clothes of gray 
  or similar hue.  
   
  Storm Giant 
   
  Number 
  1d4 
  Morale 
  +15 
  Hit Dice 
  15d12 
  Armor Class 
  1 
  Move 
  150’/min. (walking or swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  7d6 
  Defenses 
  Immune to electricity 
  Attacks 
  Strength, magic 
  Size 
  L (21’) 
  Intelligence 
  16 
  Alignment 
  Chaotic good 
  Treasure Type 
  VII 
  Treasure Value 
  1d6+3x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  5,850 + 20/h.p. 
   
  General: Storm giants, the most powerful of all “true” giants, dwell on 
  magical cloud islands or misty mountain peaks. Approximately 10% of them 
  dwell underwater; such creatures are described on p. 92. In their lair, they 
  will either have 1d2 rocs (70% chance-- see p. 67) or 1d4 griffons (30% 
  chance-- see p. 36) as pets and guards. The rocs will also serve as mounts for 
  these enormous beings. There is no difference between the males and 
  females of the race. They are able to breathe water at will, even those who 
  do not normally dwell underwater.  
   
  Combat: Storm giants use their massive fists in melee combat, but generally 
  prefer to use their magical powers to smite enemies. Storm giants have 
  effective strength of 25 (+7 “to hit/+14 damage). In addition, storm giants 
  are able to employ the following magical powers as indicated. 
   
  • 
  Levitate (3,000 lbs. plus their own weight) twice per day 
  • 
  Lightning bolt (8 dice) once per day 
  • 
  Predict weather once per day 
  • 
  Call lightning (3 bolts, 1d6+9 six sided dice each) once per day 
  • 
  Control winds once per day 
  • 
  Weather summoning once per day 
   
  In addition, storm giants are immune to electrical attacks of all sorts, 
  including lightning and the breath of blue dragons.  
   
  Appearance: Storm giants have violet skin and purple or blue-black hair. 
  They wear fine clothing, but tend not to carry weapons. All storm giants 
  speak their own dialect.  
   
  
  Wilderness and Dungeon Monster Descriptions - Gnoll 
   
  32 
  Gnoll 
   
   
  Warrior 
  Captain 
  Guard 
  Number 
  20d10 
  1/20 warriors 
  2d6 
  Morale 
  +2 
  +3 
  +4 
  Hit Dice 
  2d8 
  3d10 
  3d12 
  Armor Class 
  5 
  5 
  4 
  Move 
  90’/min. 
  90’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  By weapon 
  By weapon 
  By weapon +1 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  None 
  None 
  Size 
  L (7’) 
  L (7’) 
  L (7’) 
  Intelligence 
  8 
  8 
  8 
  Alignment 
  Chaotic evil 
  Chaotic evil 
  Chaotic evil 
  Treasure Type 
  XII 
  XII 
  XII 
  Treasure Value 
  2d8 
  2d8 
  2d8 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  28 + 2/h.p. 
  85 + 4/h.p. 
  130 + 5/h.p. 
   
   
  Chieftain 
  Shaman/Witch Doctor 
  Number 
  1 
  1 
  Morale 
  +5 
  +2 
  Hit Dice 
  4d10 
  2d8 
  Armor Class 
  3 
  5 
  Move 
  90’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  By weapon +2 
  By weapon 
  Defenses 
  None 
  None 
  Attacks 
  None 
  Spells 
  Size 
  L (7’) 
  L (7’) 
  Intelligence 
  8 
  8 
  Alignment 
  Chaotic evil 
  Chaotic evil 
  Treasure Type 
  III 
  XI 
  Treasure Value 
  2d4+2x1,000 
  2d8 
  Magical Treasure 
  1d3 items (15%) 
  2d4 potions 
  X.P. Value 
  130 + 5/h.p. 
  53 + 2/h.p. 
   
  General: Gnolls are tribal humanoids who can be found in nearly every 
  climate save the arctic wastes or arid deserts. They have infravision (60’ 
  range) and will live in an underground lair 85% of the time, otherwise 
  making their lair in some abandoned building(s).  
   
  In their lair, there will also be human or demi-human slaves equal to 10% of 
  the total number of warriors, in addition to non-combatant females and 
  young equal to half and twice as many as the total number of warriors.  
   
  For every 20 gnoll warriors there will be a captain present to lead the group. 
  If more than 100 are encountered, they will be led by a chieftain who will 
  have 2d6 guards as his personal retinue. The chief will have most of the 
  tribe’s treasure if they are encountered in their lair (20% chance if a full tribe 
  is encountered), where it will be well hidden and guarded.  
   
  An underground gnoll lair is 30% likely to have 1d3 trolls present as guards 
  and allies. An above-ground lair is 65% likely to have either 4d6 hyenas 
  (80% chance - see p. 42) or 2d6 hyaenodons (20% chance - see p. 116). 
  Gnolls are not good workers, but get along well with orcs, hobgoblins, 
  bugbears, ogres, and trolls, as long as they are in a position of strength. 
  Gnoll tribes get along with one another most of the time.  
   
  Combat: Gnolls attack with weapons. The weapon of any given gnoll should 
  be determined randomly. For large groups, you may wish to use the % 
  Composition column, rather than rolling percentile dice for each individual 
  warrior. 
   
  Die roll (d%) 
  Armed with… 
  % Composition 
  01-20 
  Sword and bardiche 
  20% 
  21-40 
  Sword and battle axe 
  20% 
  41-55 
  Sword and glaive 
  15% 
  56-70 
  Sword and long bow 
  15% 
  71-85 
  Sword and morning star 
  15% 
  85-00 
  Two-handed sword 
  15% 
   
  Appearance: Gnolls are large, humanoid in appearance, with heads very 
  much like those of hyenas. They speak their own language, troll, and there is 
  a 60% chance that the members of any given tribe will speak orcish and/or 
  hobgoblin.  
   
  Spell casters: Gnoll shamans can be as high as 5th level. Witch doctors can 
  be up to 2nd level.  
   
  Gnome 
   
  Gnomes are demi-humans, available for use as player characters (but check 
  with your game master to see whether specific types of gnomes are 
  appropriate in the campaign). When generic “gnomes” are indicated, hill 
  gnome should be assumed, unless the context makes it plain deep gnomes 
  are being referenced. Gnomes are distantly related to dwarves.  
   
  Hill gnome 
   
  Number 
  4d10x10 
  Morale 
  ±0 
  Hit Dice 
  1d8 
  Armor Class 
  5 (4th level and under), 2 (5th level and above) 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  By weapon 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  S (3’) 
  Intelligence 
  12 
  Alignment 
  Neutral, neutral good, lawful good 
  Treasure Type 
  Individuals XVI, Community III 
  Treasure Value 
  Individuals 3d8, Community 5d6x100 
  Magical Treasure 
  Community 1d2 items (10%) 
  X.P. Value 
  14 + 1/h.p. 
   
  General: Hill gnomes dwell in rocky wooded hills. They have infravision (60’ 
  range) and will make their home either in an earthen burrow (25% chance) 
  or an elaborate village dug into the rock of the hills. Gnome clans are not 
  hostile towards one another, but they often will have friendly rivalries 
  between them. 80% of gnome lairs will have the following animals as guards 
  and pets. 
   
  Die roll (d%) 
  Animals present 
  01-70 
  5d6 badgers (see p. 6) 
  71-90 
  3d4 giant badgers (see p. 6) 
  91-00 
  2d8 wolverines (see p. 86) 
   
  Gnomes are accomplished workers of stone, and have the following abilities. 
   
  
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  33 
  • 
  Detect sloping or otherwise graded passages or tunnels (80%) 
  • 
  Detect unsafe walls, floors, and ceilings in danger of imminent 
  collapse within 10’ (70%) 
  • 
  Sense approximate depth below ground (60%) 
  • 
  Sense direction when travelling below ground (50%) 
   
  For every 40 gnomes encountered, there will also be a fighter of level 
  1d3+1. Larger groups will also have higher-level characters as indicated 
  below. 
   
  Size 
  Will also have… 
  160+ 
  3rd level fighter, 5th level fighter 
  200+ 
  Cleric of level 1d3+3, illusionist of level 1d4 
  320+ 
  6th level fighter, 2 x 5th level fighters, 7th level cleric, 4 x 3rd 
  level clerics, 2 illusionsts of level 1d4 
   
  Additional higher-level individuals are cumulative. In addition to those listed 
  above, gnomish communities will also have the following. 
   
  • 
  2d4 fighters of level 1d2+1 
  • 
  1d4 2nd level clerics 
  • 
  Females equal to 50% of the total number of males 
  • 
  Children equal to 25% of the total number of males 
   
  Gnome fighters have a 10% chance per level of having magic armor or a 
  magic weapon. Clerics will have a 10% chance per level of having some 
  magic item usable by that class (scroll, staff, ring, etc.).  
   
  Combat: Gnomes of level 4th and under will wear mail and carry shields. 
  Those of 5th level and higher will wear plate armor and carry shields. Their 
  weapons should be determined randomly. For large groups, you may wish to 
  use the % Composition column, rather than rolling percentile dice for each 
  individual warrior. 
   
  Die roll (d%) 
  Weapons 
  % Composition 
  01-15 
  Club and short sword 
  15% 
  16-30 
  Club and sling 
  15% 
  31-70 
  Club and spear 
  40% 
  71-80 
  Short sword and short bow 
  10% 
  81-00 
  Short sword and spear 
  20% 
   
  Due to their ancient enmity, hill gnomes get a +1 bonus “to hit” against 
  kobolds and goblins. Gnolls, ogres, bugbears, trolls, and giants all get a -1 
  penalty “to hit” when attacking gnomes.  
   
  Appearance: Gnomes have skin of brownish hue with white hair and blue or 
  gray eyes. They tend to wear leather and earth-toned clothing.  
   
  Goat 
   
   
  Regular 
  Giant 
  Number 
  5d4 
  1d12 
  Morale 
  ±0 
  +4 
  Hit Dice 
  1d10 
  3d10 
  Armor Class 
  7 
  7 
  Move 
  150’/min. 
  180’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  1d3 
  2d8 
  Defenses 
  None 
  None 
  Attacks 
  Charge 
  Charge 
  Size 
  M 
  L (5’ at shoulder) 
  Intelligence 
  1 
  3 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  24 + 2/h.p. 
  85 + 4/h.p. 
   
  General: Goats are aggressive herbivores that dwell in rocky locales. If more 
  than 7 are encountered, the remainder will be young. Giant goats are rarely 
  tamed and used as mounts.  
   
  Combat: Goats attack with their sharp horns. Goats may charge; regular 
  goats get a +2 bonus “to hit” if they do, and an additional 1d2 h.p. of 
  damage. If giant goats charge, they receive a bonus of +4 to their damage 
  done.  
   
  Appearance: Goats are shaggy herbivores with four legs. They have two 
  sharp horns on their heads.  
   
  Goblin 
   
   
  Warrior 
  Sergeant 
  Sub-chief/ 
  guard 
  Number 
  4d10x10 
  1/40 warriors 
  1/2d4 
  Morale 
  -1 
  ±0 
  +1 
  Hit Dice 
  1d6 
  1d8 
  1d10 
  Armor Class 
  6 
  6 
  5 
  Move 
  60’/min. 
  60’/min. 
  60’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  By weapon 
  By weapon 
  By weapon 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  None 
  None 
  Size 
  S (4’) 
  S (4’) 
  S (4’) 
  Intelligence 
  8 
  8 
  8 
  Alignment 
  Lawful evil 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  XII 
  XII 
  XII 
  Treasure Value 
  1 
  1 
  1 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  10 + 1/h.p. 
  10 + 1/h.p. 
  20 + 2/h.p. 
   
  
  Wilderness and Dungeon Monster Descriptions - Golem 
   
  34 
   
  Bodyguard 
  Chief 
  Shaman / 
  Witch doctor 
  Number 
  2d4 
  1 
  1 
  Morale 
  +2 
  +2 
  ±0 
  Hit Dice 
  2d8 
  2d8 
  1d6 
  Armor Class 
  5 
  5 
  6 
  Move 
  60’/min. 
  60’/min. 
  60’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  By weapon 
  By weapon 
  By weapon 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  None 
  None 
  Size 
  S (4’) 
  S (4’) 
  S (4’) 
  Intelligence 
  8 
  8 
  8 
  Alignment 
  Lawful evil 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  XII 
  II 
  XI 
  Treasure Value 
  1 
  4d6x100 
  1 
  Magical Treasure 
  None 
  1d2 items 
  (10%) 
  None 
  X.P. Value 
  20 + 2/h.p. 
  20 + 2/h.p. 
  45 + 1/h.p. 
   
  General: Goblins are tribal humanoids who dwell exclusively underground. 
  They dislike sunlight, but have infravision with a 60’ range. They are cousins 
  of both bugbears and hobgoblins, but are regarded as weak and inferior by 
  both. They are accomplished miners, and are able to detect new/unusual 
  construction 25% of the time. They despise gnomes and dwarves and will 
  attack them in preference to all other enemies.  
   
  For every 40 warriors, there will be 5 sergeants (one of whom will be in 
  overall command of the group). If 200 or more goblins are found, there will 
  also be a sub-chief and 2d4 guards. For any given group of goblins 
  encountered, there is a 25% chance that 10% of the warriors, plus all the 
  sergeants, guards, and sub-chief (if applicable) will be mounted on wolves 
  (see p. 85). If this is the case, there will also be 10d4 riderless wolves as 
  well.  
   
  In their lair, there will also be a chief and 2d4 bodyguards. In addition, there 
  will be females equal to 60% of the number of warriors, and young equal to 
  the number of warriors. The females and young are non-combatants. There is 
  a 60% chance that 5d6 wolves will be in the lair as pets/guards, and a 20% 
  chance that 2d6 bugbears will be there as well.  
   
  Combat: Goblins attack with weapons. The weapon of any given goblin 
  should be determined randomly. For large groups, you may wish to use the 
  % Composition column, rather than rolling percentile dice for each individual 
  warrior. 
   
  Die roll (d%) 
  Armed with… 
  % Composition 
  01-10 
  Military pick 
  10% 
  11-30 
  Morning star 
  20% 
  31-40 
  Short sword and military pick 
  10% 
  41-50 
  Short sword and sling 
  10% 
  51-60 
  Short sword and spear 
  10% 
  61-70 
  Sling 
  10% 
  71-00 
  Spear 
  30% 
   
  Appearance: Goblins can have skin of yellow, orange, or dark red color. 
  They dress in leather and favor dark, drab colors. They speak their own 
  tongue, as well as kobold, orcish, and hobgoblin.  
   
  Spellcasters: Goblin shamans can reach 7th level. Medicine men can reach 
  4th level.  
   
  Golem 
   
  Golems are magical constructs, created by clerics or mages with access to 
  special spells, materials, and the specific knowledge necessary to do so. 
  Golems have a set number of hit points, but hit dice are given below in order 
  to properly calculate things such as melee “to hit” rolls and saving throws. 
  Being mindless, all golems are immune to mind-affecting spells such as 
  illusions, charms, etc. Golems also never need to make morale checks.  
   
  All golems can understand and will obey simple commands from their 
  creators, and can be set to wait until a particular event triggers an instruction 
  (i.e., “Wait in this room until someone touches that altar. Destroy the one 
  who does so.”).  
   
  Golem, Clay 
   
  Number 
  1 
  Morale 
  n/a 
  Hit Dice 
  11d10 (50 h.p.) 
  Armor Class 
  7 
  Move 
  70’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d10 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (7’) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  3,600 
   
  General: Clay golems are created by lawful good clerics of 17th level or 
  higher, or other clerics with access to a manual of golems of the appropriate 
  type. Without the manual, creation of a clay golem requires the following: 
   
  • 
  20,000 g.p. for materials, which the cleric fashions into a human-
  shaped statue of clay 
  • 
  30,000 g.p. for vestments (they are re-usable) 
  • 
  Casting a resurrection spell 
  • 
  Casting an animate objects spell 
  • 
  Casting a commune spell 
  • 
  Casting a prayer spell 
  • 
  Casting a bless spell 
   
  All of the spells must be cast in succession while wearing the required 
  vestments, after the statue itself has been constructed (a process that itself 
  takes 6 weeks of uninterrupted work. Once completed, the golem will be 
  under the complete command of the cleric who created it (except see below). 
  If the creator of the golem is himself slain, the golem will follow whatever 
  instructions were last given to it. 
   
  Combat: Golems strike with their fists. Once per day, at the command of its 
  master, the golem can be hasted (as per the spell) for a duration of three 
  rounds, assuming it has been in at least one round of combat already. Only 
  enchanted blunt weapons will harm a clay golem; all others are completely 
  ineffectual. Spells are likewise useless against a clay golem with the 
  following exceptions: 
   
  • 
  Move earth will force it back 120’ and inflict 3d12 h.p. of 
  damage 
  
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  35 
  • 
  Disintegrate will slow the golem to half speed (and half attacks) 
  for 10 minutes, and inflict 1d12 h.p. of damage 
  • 
  Earthquake will halt it for ten minutes and inflict 5d10 h.p. of 
  damage 
   
  Damage inflicted upon a clay golem can only be repaired by a 17th level 
  cleric casting a heal spell. It need not be cast by the creator of the golem. 
   
  For every consecutive round of combat the clay golem is in combat, there is a 
  1% cumulative chance that it will be possessed by a demon. If this happens, 
  the golem will go berserk, completely (and unrecoverably) out of the control 
  of its creator, killing each nearest creature until it is destroyed. If it has not yet 
  been hasted that day, it will do so immediately. Once the golem is no longer 
  in combat, the percentage chance of being possessed resets to 1%. 
   
  Appearance: A clay golem appears as an animated humanoid statue of 
  hardened clay.  
   
  Golem, Flesh 
   
  Number 
  1 
  Morale 
  n/a 
  Hit Dice 
  9d10 (40 h.p.) 
  Armor Class 
  9 
  Move 
  80’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  2d8/2d8 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (7 ½’) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,380 
   
  General: Flesh golems are created from parts of dead bodies by mages of 
  14th level or higher, or those with access to a manual of golems of the 
  appropriate type. Without such a manual, creation of a flesh golem requires 
  the following: 
   
  • 
  40,000 g.p. for materials 
  • 
  Casting a wish spell 
  • 
  Casting a polymorph any object spell 
  • 
  Casting a geas spell 
  • 
  Casting a protection from normal missiles spell 
  • 
  Casting a strength spell 
   
  All of the spells must be cast in succession, after the body of the golem itself 
  has been constructed from bits and pieces of corpses (a process that itself 
  takes 1 month of uninterrupted work. Once completed, the golem will be 
  under the complete command of the cleric who created it (except see below). 
  If the creator of the golem is himself slain, the golem will follow whatever 
  instructions were last given to it. 
   
  Combat: Flesh golems strike with their powerful fists. They are harmed only 
  by enchanted weapons, and spells are mostly ineffectual. They are very 
  strong, able to smash through wooden doors and the like in but a single 
  round. Only the following magic will affect the golem. 
   
  • 
  Fire or cold-based magic will slow the golem by half for 2d6 
  rounds, but do no damage 
  • 
  Electrical attacks will repair damage to the golem at a rate of 1 
  h.p. per hit die of damage 
   
  For every consecutive round of combat the flesh golem is in combat, there is 
  a 1% cumulative chance that it will go berserk, completely out of the control 
  of its creator, killing each nearest creature until it is destroyed. The creator of 
  the golem (only) has a 10% chance per round of regaining control. Once the 
  golem is no longer in combat, or control has been regained by its master, the 
  percentage chance of going berserk resets to 1%. 
   
  Appearance: A flesh golem looks like a tall human with a corpse-like pallor. 
  Stitches are evident across its body, where the parts of different corpses have 
  been sewn together into a single creature.  
   
  Golem, Iron 
   
  Number 
  1 
  Morale 
  n/a 
  Hit Dice 
  18d10 (80 h.p.) 
  Armor Class 
  3 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  4d10 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (12’) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  14,550 
   
  General: Iron golems are created by mages of 18th level or higher, or those 
  with access to a manual of golems of the appropriate type. Without such a 
  manual, creation of an iron golem requires the following: 
   
  • 
  80,000 g.p. for materials, which are used to cast an iron statue 
  in the form of a large human 
  • 
  Casting a wish spell 
  • 
  Casting a polymorph any object spell 
  • 
  Casting a geas spell 
  • 
  Casting a cloud kill spell 
   
  All of the spells must be cast in succession, after the body of the golem itself 
  has been cast from iron (a process that itself takes 3 months of uninterrupted 
  work). Once completed, the golem will be under the complete command of 
  the cleric who created it. If the creator of the golem is himself slain, the 
  golem will follow whatever instructions were last given to it. 
   
  Combat: Iron golems attack with their immensely powerful fists. Every 7 
  rounds, they can breathe out a cloud of poisonous gas some 10’ on a side. 
  Any creature within the cloud must save vs. poison or die. Only weapons 
  with an enchantment of +3 or higher will harm an iron golem, and only the 
  following magical effects will have any effect. 
   
  • 
  Electrical attacks will show the golem to half speed for 3 rounds 
  • 
  Fire attacks will repair damage to the golem at a rate of 1 h.p. 
  per die of damage. 
   
  Iron golems are susceptible to the attack of a rust monster (see p. 68).  
   
  
  Wilderness and Dungeon Monster Descriptions - Gorgon 
   
  36 
  Appearance: Iron golems look like enormous statues of blackened iron in the 
  shape of humans.  
   
  Golem, Stone 
   
  Number 
  1 
  Morale 
  n/a 
  Hit Dice 
  14d10 (60 h.p.) 
  Armor Class 
  5 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d8 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (9 ½’) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  8,950 
   
  General: Stone golems are created by mages of 16th level or higher, or 
  those with access to a manual of golems of the appropriate type. Without 
  such a manual, creation of a stone golem requires the following: 
   
  • 
  60,000 g.p. for materials, which are used to carve a stone statue 
  in the form of a large human 
  • 
  Casting a wish spell 
  • 
  Casting a polymorph any object spell 
  • 
  Casting a geas spell 
  • 
  Casting a slow spell 
   
  All of the spells must be cast in succession, after the body of the golem itself 
  has been carved from stone (a process that takes 2 months of uninterrupted 
  work). Once completed, the golem will be under the complete command of 
  the cleric who created it. If the creator of the golem is himself slain, the 
  golem will follow whatever instructions were last given to it. 
   
  Combat: Stone golems attack using their powerful fists. They can only be 
  damaged by weapons with an enchantment of +2 or better. Every other 
  round, the golem can cast a slow spell which will affect all creatures in front 
  of them in a 10’ range. They are immune to most magic, with the following 
  exceptions. 
   
  • 
  Rock to mud will slow the golem by half for 2d6 rounds 
  • 
  Mud to rock will repair all damage done to the golem 
  • 
  Stone to flesh will weaken the golem on the round following its 
  casting, making it able to be damaged by non-magical weapons 
   
  Appearance: Stone golems appear as large stone statues in human form.  
   
  Gorgon 
   
  Number 
  1d4 
  Morale 
  +3 
  Hit Dice 
  8d10 
  Armor Class 
  2 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d6 
  Defenses 
  None 
  Attacks 
  Breath petrifies 
  Size 
  L (5’ at shoulder) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  VI 
  Treasure Value 
  1d6+2x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  1,750 + 10/h.p. 
   
  General: The gorgon is a monster that dwells in lonely wilderness or deep 
  subterranean locales.  
   
  Combat: A gorgon attacks with its great horns, but it will use its feared 
  breath weapon whenever possible. This is a cloud of vapor 60’ long and 20’ 
  wide at the base. Any creature within the cloud must make a saving throw 
  vs. petrification or be turned to stone. They can see into the astral and 
  ethereal planes, and their breath weapon also affects creatures in those 
  planes.  
   
  Appearance: Gorgons look like large bulls, but are covered in blue-black 
  scales of metal. 
   
  Griffon 
   
  Number 
  2d6 
  Morale 
  +20 
  Hit Dice 
  7d10 
  Armor Class 
  3 
  Move 
  120’/min., 300’/min. (flying - average, poor when 
  mounted) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d4/1d4/2d8 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  V 
  Treasure Value 
  4d6x100 
  Magical Treasure 
  1d2 items (10%), 2d4 potions (40%) 
  X.P. Value 
  375 + 10/h.p. 
   
  General: Griffons are monsters which make their aeries along tall cliffs in 
  rocky terrain, inside caves if possible. They are fond of cheval meat, and will 
  attack horses if they come within 360’. The young can be tamed and trained, 
  and will become fiercely loyal steeds and companions. In any given griffon 
  lair, there is a 75% chance that there will be 1 fledgling for every 2 adults. 
  They are worth 5,000 g.p. if sold. 
   
  Combat: Griffons attack with their two claws and sharp beak. The fledglings 
  do not fight, but the adults are fearless. 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  37 
   
  Appearance: Griffons are large animals with the body and rear legs of a 
  lion, and the wings, fore claws, and head of an immense eagle. 
   
  H 
   
  Halfling 
   
  Halflings are demi-humans, and most campaigns will allow some type of 
  halfling as player characters (but check with your game master to make 
  sure). If a reference is made to “halfling” without reference to a specific type, 
  assume it is the hairfoot race, unless the context makes it plain that some 
  other type is being referenced. There are three types of halfling; hairfoot, 
  stout, and tallfellow. Each is detailed separately.  
   
  Hairfoot Halfling 
   
  Number 
  3d10x10 
  Morale 
  ±0 
  Hit Dice 
  1d6 
  Armor Class 
  7 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  S (3’) 
  Intelligence 
  12 
  Alignment 
  Lawful good 
  Treasure Type 
  Individuals XII, Community II 
  Treasure Value 
  Individuals 1, Community 1d4x1,000 
  Magical Treasure 
  Community 1d2 items (10%) 
  X.P. Value 
  7 + 1/h.p. 
   
  General: Hairfoot halflings generally inhabit the same sorts of open ground 
  and gently rolling hills that typify most human farming communities. They 
  tend to be hard-working and conservative folk, more interested in several 
  square meals a day and a pint of ale than in adventuring, but there are 
  notable exceptions. They make their homes both in small houses and in 
  comfortable underground dwellings. They are fond of dogs; when 
  encountered in their homes will have 1d4 dogs per halfling (see p. 15). They 
  do not swim.  
   
  For every 30 halflings encountered, there will also be 2 end level fighters. 
  Groups or settlements of halflings will have higher-level types accompanying 
  (and leading) them as follows. 
   
  Size 
  Will also have… 
  90+ 
  3rd level fighter, 2nd level thief 
  150+ 
  4th level fighter, 2 x 3rd level clerics, 3 x 2nd level thieves 
   
  Additional higher-level individuals are cumulative. In addition to those listed 
  above, a halfling community will also have the following. 
   
  • 
  Females equal to 100% of the total number of males 
  • 
  Children equal to 60% of the total number of males 
   
  Combat: Halflings generally wear brigandine or leather scale armor. Their 
  weapons should be determined randomly. For large groups, you may wish to 
  use the % Composition column, rather than rolling percentile dice for each 
  individual warrior.  
   
  Die roll (d%) 
  Weapons 
  % Composition 
  01-20 
  Axe, hand 
  20% 
  21-30 
  Short bow 
  10% 
  31-40 
  Short sword 
  10% 
  41-50 
  Short sword, short bow 
  10% 
  51-60 
  Short sword, spear 
  10% 
  61-80 
  Sling 
  20% 
  81-00 
  Spear 
  20% 
   
  All halflings get a bonus of +2 on saving throws vs. rods, staves, wands, 
  poison, and spells. (Note that player character or certain NPC halflings may 
  get different bonuses depending on their constitution score.) Enemies get a -2 
  penalty to their surprise rolls when encountering an all-halfling force. 
  Similarly, halflings are treated as if they were invisible when in woodlands.  
   
  Appearance: Hairfoot halflings appear as diminutive humans with ruddy 
  complexions and large hair-covered feet with thick padded soles. They never 
  wear shoes. Their hair can be varying shades of brown, and they tend 
  towards colorful shirts and waistcoats and earth-toned coats and trousers. 
  They speak their own tongue, the common tongue, gnome, goblin, and 
  orcish.  
   
  Stout Halfling 
   
  Number 
  3d10x10 
  Morale 
  ±0 
  Hit Dice 
  1d6 
  Armor Class 
  6 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  S (3 ½’) 
  Intelligence 
  12 
  Alignment 
  Lawful good 
  Treasure Type 
  Individuals XII, Community II 
  Treasure Value 
  Individuals 1, Community 1d4x1,000 
  Magical Treasure 
  Community 1d2 items (10%) 
  X.P. Value 
  7 + 1/h.p. 
   
  General: Stout halflings generally inhabit gently rolling hills that typify most 
  human farming communities. Said to have some dwarven blood in their 
  veins, they tend to be hard-working and conservative folk, more interested in 
  several square meals a day and a pint of ale than in adventuring, but there 
  are notable exceptions. They make their homes in comfortable underground 
  dwellings. They are fond of dogs; when encountered in their homes will have 
  1d4 dogs per halfling (see p. 15). They are strong swimmers, and have 
  infravision with a 60’ range. 
   
  Stout halflings are able to detect sloping passages 75% of the time, when 
  concentrating on the task.  
   
  For every 30 halflings encountered, there will also be 2 end level fighters. 
  Groups or settlements of halflings will have higher-level types accompanying 
  (and leading) them as follows. 
   
  Size 
  Will also have… 
  90+ 
  3rd level fighter, 2nd level thief 
  150+ 
  4th level fighter, 2 x 3rd level clerics, 3 x 2nd level thieves 
   
  Additional higher-level individuals are cumulative. In addition to those listed 
  above, a halfling community will also have the following. 
  
  Wilderness and Dungeon Monster Descriptions - Harpy 
   
  38 
   
  • 
  Females equal to 100% of the total number of males 
  • 
  Children equal to 60% of the total number of males 
   
  Combat: Halflings generally wear steel cuirasses or scale armor. Their 
  weapons should be determined randomly. For large groups, you may wish to 
  use the % Composition column, rather than rolling percentile dice for each 
  individual warrior.  
   
  Die roll (d%) 
  Weapons 
  % Composition 
  01-10 
  Axe, hand 
  10% 
  11-20 
  Morningstar 
  10% 
  21-30 
  Short bow 
  10% 
  31-40 
  Short sword 
  10% 
  41-50 
  Short sword, short bow 
  10% 
  51-60 
  Short sword, spear 
  10% 
  61-80 
  Sling 
  20% 
  81-00 
  Spear 
  20% 
   
  All stout halflings get a bonus of +2 on saving throws vs. rods, staves, 
  wands, poison, and spells. (Note that player character or certain NPC 
  halflings may get different bonuses depending on their constitution score.) 
  Enemies get a -2 penalty to their surprise rolls when encountering an all-
  halfling force. Similarly, stout halflings are treated as if they were invisible 
  when in woodlands.  
   
  Appearance: Stout halflings appear as diminutive humans with ruddy 
  complexions and large hair-covered feet with thick padded soles. They never 
  wear shoes. Their hair can be varying shades of brown, and they tend 
  towards colorful shirts and waistcoats and earth-toned coats and trousers. 
  They tend to be heavier than hairfoot halflings. They speak their own tongue, 
  the common tongue, dwarvish, gnome, goblin, and orcish.  
   
  Tallfellow Halfling 
   
  Number 
  3d10x10 
  Morale 
  ±0 
  Hit Dice 
  1d6 
  Armor Class 
  6 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  S (4’) 
  Intelligence 
  12 
  Alignment 
  Lawful good 
  Treasure Type 
  Individuals XII, Community II 
  Treasure Value 
  Individuals 1, Community 1d4x1,000 
  Magical Treasure 
  Community 1d2 items (10%) 
  X.P. Value 
  7 + 1/h.p. 
   
  General: Tallfellow halflings generally inhabit gently rolling hills that typify 
  most human farming communities. They are rumored to have elvish ancestry, 
  they tend to be hard-working and conservative folk, more interested in 
  several square meals a day and a pint of ale than in adventuring, but there 
  are notable exceptions. They make their homes in small tidy homes. They are 
  fond of dogs; when encountered in their homes will have 1d4 dogs per 
  halfling (see p. 15). They are known for riding ponies as humans and elves 
  ride horses.  
   
  For every 30 halflings encountered, there will also be 2 end level fighters. 
  Groups or settlements of halflings will have higher-level types accompanying 
  (and leading) them as follows. 
   
  Size 
  Will also have… 
  90+ 
  3rd level fighter, 2nd level thief 
  150+ 
  4th level fighter, 2 x 3rd level clerics, 3 x 2nd level thieves 
   
  Additional higher-level individuals are cumulative. In addition to those listed 
  above, a halfling community will also have the following. 
   
  • 
  Females equal to 100% of the total number of males 
  • 
  Children equal to 60% of the total number of males 
   
  Combat: Halflings generally wear steel cuirasses or scale armor. Their 
  weapons should be determined randomly. For large groups, you may wish to 
  use the % Composition column, rather than rolling percentile dice for each 
  individual warrior.  
   
  Die roll (d%) 
  Weapons 
  % Composition 
  01-10 
  Axe, hand 
  10% 
  11-20 
  Morningstar 
  10% 
  21-30 
  Short bow 
  10% 
  31-40 
  Short sword 
  10% 
  41-50 
  Short sword, short bow 
  10% 
  51-60 
  Short sword, spear 
  10% 
  61-70 
  Sling 
  20% 
  71-00 
  Spear 
  30% 
   
  All tallfellow halflings get a bonus of +2 on saving throws vs. rods, staves, 
  wands, poison, and spells. (Note that player character or certain NPC 
  halflings may get different bonuses depending on their constitution score.) 
  Enemies get a -2 penalty to their surprise rolls when encountering an all-
  halfling force. Similarly, stout halflings are treated as if they were invisible 
  when in woodlands.  
   
  Appearance: Tallfellow halflings appear as diminutive humans with ruddy 
  complexions and large hair-covered feet with thick padded soles. They never 
  wear shoes. Their hair can be varying shades of brown, and they tend 
  towards colorful shirts and waistcoats and earth-toned coats and trousers. 
  They speak their own tongue, the common tongue, elvish, gnome, goblin, 
  and orcish.  
   
  Harpy 
   
  Number 
  2d6 
  Morale 
  +1 
  Hit Dice 
  3d8 
  Armor Class 
  7 
  Move 
  60’/min., 150’/min. (flying - average) 
  Magic Resistance 
  4 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/1d6 
  Defenses 
  None 
  Attacks 
  Charm 
  Size 
  M 
  Intelligence 
  6 
  Alignment 
  Chaotic evil 
  Treasure Type 
  IV 
  Treasure Value 
  4d6x100 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  145 + 3/h.p. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  39 
  General: Harpies are half-human, half-vulture creatures that dwell in desolate 
  wilds (those that dwell along the sea shore are called sirens, and use their 
  powers to lure ships to their doom). 
   
  Combat: Harpies attack with their claws and some weapon, often a club. 
  The song of the harpy will charm all those within 300’ who fail a saving 
  throw vs. magic. Similarly, the touch of a harpy will also charm the victim 
  unless they save vs. magic. Those who are charmed will be kept as pets, and 
  eventually devoured.  
   
  Appearance: Harpies have the bodies of large vultures with the upper torsos, 
  heads, and arms of women. They speak their own language of ugly 
  screeches and trills. 
   
  Hippogriff 
   
  Number 
  2d8 
  Morale 
  +5 
  Hit Dice 
  3d10 
  Armor Class 
  5 
  Move 
  180’/min., 360’/min. (flying - average, poor when 
  mounted) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d6/1d6/1d10 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  XVI 
  Treasure Value 
  5d10x5 
  Magical Treasure 
  None 
  X.P. Value 
  60 + 4/h.p. 
   
  General: Hippogriffs make their nests in wild regions, usually on high cliffs 
  and crags. They are omnivorous, and will attack pegasuses, but are 
  themselves often attacked by griffons. For every 2 hippogriffs share a nest, 
  and in each nest there will either be 1d2 eggs or fledglings, with a 50% 
  chance of either. The eggs are worth 1,000 g.p. and fledglings are worth 
  1,000 g.p. plus 10d10 g.p. each. Hippogriffs are often used as steeds. 
   
  Combat: Hippogriffs attack with their sharp fore claws and beaks. 
   
  Appearance: Hippogriffs have the body and back legs of a horse and the 
  face, wings, and fore claws of a great eagle.  
   
  Hobgoblin 
   
   
  Warrior 
  Sergeant 
  Sub-chief/ 
  bodyguard 
  Number 
  20d10 
  3/20 warriors 
  See below 
  Morale 
  +1 
  +2 
  +3 
  Hit Dice 
  1d10 
  2d10 
  3d10 
  Armor Class 
  5 
  5 
  3 
  Move 
  90’/min. 
  90’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  By weapon 
  By weapon 
  By weapon +2 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  None 
  None 
  Size 
  M 
  M 
  M 
  Intelligence 
  9 
  9 
  9 
  Alignment 
  Lawful evil 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  XII 
  XII 
  XII 
  Treasure Value 
  1d8+1 
  1d8+1 
  1d8+1 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  20 + 2/h.p. 
  35 + 3/h.p. 
  60 + 4/h.p. 
   
   
  Chief 
  Shaman/ Witch doctor 
  Number 
  1 
  1 
  Morale 
  +4 
  +2 
  Hit Dice 
  4d10 
  1d10 
  Armor Class 
  2 
  5 
  Move 
  90’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  By weapon +2 
  By weapon 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  M 
  M 
  Intelligence 
  9 
  9 
  Alignment 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  IV 
  XI 
  Treasure Value 
  2d4+2x1,000 
  1d8+1 
  Magical Treasure 
  1d3 items (15%) 
  None 
  X.P. Value 
  90 + 5/h.p. 
  65 + 2/h.p. 
   
  General: Hobgoblins are tribal humanoids who dwell either above- or 
  underground (20% and 80% chance, respectively). They are capable of 
  operating in sunlight without penalty, and have infravision with 60’ range. 
  Differing tribes of hobgoblins will not get along with one another; there will 
  certainly be insults shouted at one another, and a 15% chance that full-scale 
  combat will ensue, unless some very powerful leader is present to prevent it. 
  Hobgoblins see themselves as naturally superior to orcs and goblins, and will 
  behave accordingly. They are accomplished miners and have a 40% chance 
  of detecting new/unusual construction, sloping passages, and shifting walls. 
  They bear an intense hatred of elves and will attack them before any other 
  foe. Koalinths are a marine-dwelling sub-race of hobgoblins, detailed on p. 
  94. 
   
  For every 20 warriors there will be 3 sergeants. For every 100 warriors, 
  there will be a sub-chief. In their lair, there will also be a chief and 5d4 
  bodyguards. The chief will have possession of the tribe’s treasure, usually 
  well-hidden and protected. The lair will also include females equal to 150% 
  of the number of warriors, and children equal to twice the number of 
  females.  
   
  Above-ground lairs will be fortified villages with guard towers, gates, walls, 
  etc. They will be stocked with four catapults (2 light and 2 heavy) and a 
  
  Wilderness and Dungeon Monster Descriptions - Homunculus 
   
  40 
  ballista per 50 warriors. Underground lairs have a 60% chance of being 
  guarded by 2d4 carnivorous apes (see p. 5).  
   
  Combat: Hobgoblins attack with weapons (chiefs will always attack with two 
  weapons). The weapon of any given hobgoblin should be determined 
  randomly. For large groups, you may wish to use the % Composition column, 
  rather than rolling percentile dice for each individual warrior. 
   
  Die roll (d%) 
  Armed with… 
  % Composition 
  01-20 
  Broad sword and composite 
  bow 
  20% 
  21-25 
  Broad sword and morning star 
  5% 
  26-35 
  Broad sword and spear 
  10% 
  36-40 
  Broad sword and whip 
  5% 
  41-55 
  Fauchard-fork 
  15% 
  56-70 
  Halberd 
  15% 
  71-90 
  Morning star 
  20% 
  91-00 
  Spear 
  10% 
   
  Each hobgoblin tribe will have a tribal standard. This will always be present 
  when the chief is present, and will be present 20% of the time when a sub-
  chief is present. Any hobgoblins within 60’ of the standard will get a +1 
  bonus on all “to hit” rolls, and a +1 bonus to any morale rolls.  
   
  Appearance: Hobgoblins have skin of brick red or dark gray. Their faces are 
  bright orange to red, and males have a blue-red nose. They wear black 
  leather and bright, jarring colors. They speak their own language, goblin, 
  orcish, and the language of carnivorous apes. 20% of all hobgoblins will 
  also speak the common tongue.  
   
  Spell casters: Hobgoblin shamans can advance to 7th level. Witch doctors 
  can rise as high as 4th level.  
   
  Homunculus 
   
  Number 
  1 
  Morale 
  n/a 
  Hit Dice 
  2d8 
  Armor Class 
  6 
  Move 
  60’/min., 180’/min. (flying - average) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d3 
  Defenses 
  See below 
  Attacks 
  Sleep-causing bite 
  Size 
  S (1 ½’) 
  Intelligence 
  See below 
  Alignment 
  See below 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  81 + 2/h.p. 
   
  General: A homunculus is an artificial life-form, created by an alchemist 
  working together with a mage. They cannot speak, but has a special 
  telepathic bond with the mage that created it, allowing each to see and hear 
  through the other’s eyes and ears, as well as being able to receive 
  instructions. The homunculus will never willingly be more than 480’ away 
  from its creator and master. If it is slain, the mage who created it will take 
  2d10 h.p. of damage immediately.  
   
  The homunculus is created by a two step process. First, an alchemist must 
  create a special elixir that will form the basis of the homunculus’s body. The 
  exact formula is a closely guarded secret, but does require a pint of the 
  blood of the mage to whom the creature is to be linked. The elixir costs 
  5d4x100 g.p. and requires 1d4 weeks to create. 
   
  Once the elixir is complete, the mage must cast the following spells upon it. 
  Once they are cast, the homunculus will come to life.  
   
  • 
  Mending 
  • 
  Mirror image 
  • 
  Wizard eye 
   
  Combat: A homunculus attacks with its bite. However, those bitten by the 
  creature must make a saving throw vs. magic or fall into a deep coma-like 
  sleep for 5d6 minutes. 
   
  Appearance: A homunculus is humanoid in form, but with wings, green 
  reptilian skin, and a bat-like head.  
   
  Horse 
   
   
  Draft 
  Pony 
  Wild 
  Number 
  1 
  1 
  5d6 
  Morale 
  -1 
  -1 
  -1 
  Hit Dice 
  3d8 
  1d10 
  2d8 
  Armor Class 
  7 
  7 
  7 
  Move 
  120’/min. 
  120’/min. 
  240’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  1d3 
  1d2 
  1d3 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  None 
  None 
  Size 
  L 
  L 
  L 
  Intelligence 
  1 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure type 
  None 
  None 
  None 
  Treasure value 
  n/a 
  n/a 
  n/a 
  Magical treasure 
  None 
  None 
  None 
  X.P. Value 
  0 
  0 
  20 + 2/h.p. 
   
   
  Light War 
  Med. War 
  Heavy War 
  Number 
  1 
  1 
  1 
  Morale 
  +2 
  +2 
  +2 
  Hit Dice 
  2d8 
  2d10 
  3d10 
  Armor Class 
  7 
  7 
  7 
  Move 
  240’/min. 
  180’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  3 
  Damage 
  1d4/1d4/1d3 
  1d6/1d6/1d3 
  1d8/1d8/1d3 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  None 
  None 
  Size 
  L 
  L 
  L 
  Intelligence 
  1 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure type 
  None 
  None 
  None 
  Treasure value 
  n/a 
  n/a 
  n/a 
  Magical treasure 
  None 
  None 
  None 
  X.P. Value 
  20 + 2/h.p. 
  35 + 3/h.p. 
  60 + 4/h.p. 
   
  General: Horses are found in almost every climate, and are often used as 
  draft animals and mounts. Loud and sudden noises, smells, fire, etc. will 
  panic non-warhorses 90% of the time, while warhorses will only panic 10% 
  of the time (only 10% of all horses can be trained as warhorses).  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  41 
  Horses are able to carry burdens as follows. Remember that the weight of a 
  rider plus all possessions must be included. 
   
  Type 
  Move at full speed 
  Move at half speed 
  Draft 
  0-400 lbs. 
  401-800 lbs. 
  Pony 
  0-200 lbs. 
  201-300 lbs. 
  Wild 
  0-300 lbs. 
  301-600 lbs. 
  Light warhorse 
  0-300 lbs. 
  301-500 lbs. 
  Med. warhorse 
  0-400 lbs. 
  401-650 lbs. 
  Heavy warhorse 
  0-500 lbs. 
  501-750 lbs. 
   
  Combat: Non-warhorses attack with a bite. Warhorses attack with two 
  hooves and a bite. 
   
  Appearance: Horses come in a variety of colors and sizes, and some have 
  longer hair, some shorter, depending on breed.  
   
  Hydra 
   
   
  Hydra 
  Lernaean Hydra 
  Number 
  1 
  1 
  Morale 
  +3 
  +3 
  Hit Dice 
  5d10-12d10 
  5d10-12d10 
  Armor Class 
  5 
  5 
  Move 
  90’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  5-12 
   
  Damage 
  See below 
  See below 
  Defenses 
  None 
  Regeneration 
  Attacks 
  None 
  None 
  Size 
  L (15-32’ long) 
  L (15-32’long) 
  Intelligence 
  3 
  3 
  Alignment 
  Neutral 
  Neutral 
  Treasure type 
  V 
  V 
  Treasure value 
  1d4x1,000 
  1d4x1,000 
  Magical treasure 
  1 armor/weapon (10%) 
  1 armor/weapon (10%) 
  X.P. Value 
  See below 
  See below 
   
  General: Hydras are reptilian beasts dwelling in either swampy, marshy 
  terrain or underground. They are most noted for their variable number of 
  heads. The number of heads will determine not only how many hit dice the 
  creature has, but how much damage each does when it attacks. 
   
  Die roll (d8) 
  No. of 
  heads 
  Body Hit 
  Dice 
  Damage 
  X.P. Value 
  1 
  5 
  5d10 
  1d6 
  165 + 5/h.p. 
  2 
  6 
  6d10 
  1d6 
  250 + 6/h.p. 
  3 
  7 
  7d10 
  1d8 
  400 + 8/h.p. 
  4 
  8 
  8d10 
  1d8 
  650 + 10/h.p. 
  5 
  9 
  9d10 
  1d10 
  1,000 + 12/h.p. 
  6 
  10 
  10d10 
  1d10 
  1,500 + 14/h.p. 
  7 
  11 
  11d10 
  1d12 
  2,150 + 16/h.p. 
  8 
  12 
  12d10 
  1d12 
  2,850 + 16/h.p. 
   
  Combat: Hydras attack with their multiple heads, striking with their beak-like 
  mouths. Up to four heads can attack the same target in a single melee round. 
  Each head has 8 h.p. in addition to the hit points of the body itself; when a 
  head is slain it obviously stops attacking, but only when all heads are 
  destroyed will the creature truly be dead; the heads can continue to fight 
  even though the body itself is dead.  
   
  Lernean hydras will regenerate when one of their heads is decapitated or 
  killed. After it is killed, a head will sprout into two replacement heads which 
  will be fully functional in 1d4 rounds, increasing the total number of hit dice 
  of the creature, its size, and the damage done (if applicable). It is quite 
  possible for a lernean hydra to grow considerably in a single combat. Only 
  burning the stump with fire or acid will prevent regeneration. A successful “to 
  hit” roll with the appropriate substance must be made in order to prevent 
  regeneration. They are otherwise treated as regular hydras.  
   
  The experience point value of a lernaean hydra is dependent on the final 
  number of heads. 
   
  Final Number of Heads 
  Experience Point Value 
  5 
  165 + 5/h.p. 
  6 
  250 + 6/h.p. 
  7 
  400 + 8/h.p. 
  8 
  650 + 10/h.p. 
  9 
  1,000 + 12/h.p. 
  10 
  1,500 + 14/h.p. 
  11 
  2,150 + 16/h.p. 
  12 
  2,850 + 16/h.p. 
  13 
  3,000 + 18/h.p. 
  14 
  3,950 + 18/h.p. 
  15 
  4,000 + 20/h.p. 
  16 
  5,250 + 20/h.p. 
   
  Appearance: A hydra has a large dragon-like body (albeit missing wings) 
  and a number of snake-like heads with sharp beaks, as noted above. They 
  have fans along the back of their necks. They are generally brown, with 
  lighter undersides.  
   
  Pyrohydra 
   
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  5d10-8d10 
  Armor Class 
  5 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
   
  Damage 
  See below 
  Defenses 
  None 
  Attacks 
  Breath weapon 
  Size 
  L (15-28’ long) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure type 
  V 
  Treasure value 
  1d4x1,000 
  Magical treasure 
  1 armor/weapon (10%) 
  X.P. Value 
  See below 
   
  General: Pyrohydras are much like their cousins detailed above, dwelling in 
  either swampy, marshy terrain or underground. The number of heads will 
  determine not only how many hit dice the creature has, but how much 
  damage each does when it attacks. 
   
  Die 
  roll 
  (d10) 
  No. of 
  heads 
  Body Hit 
  Dice 
  Damage 
  X.P. Value 
  1-3 
  5 
  5d10 
  1d6 
  665 + 5/h.p. 
  4-6 
  6 
  6d10 
  1d6 
  750 + 6/h.p. 
  7-9 
  7 
  7d10 
  1d8 
  900 + 8/h.p. 
  10 
  8 
  8d10 
  1d8 
  1,150 + 10/h.p. 
   
  Combat: Hydras attack with their multiple heads, striking with their beak-like 
  mouths. Up to four heads can attack the same target in a single melee round. 
  
  Wilderness and Dungeon Monster Descriptions - Hyena 
   
  42 
  Each head has 8 h.p. in addition to the hit points of the body itself; when a 
  head is slain it obviously stops attacking, but only when all heads are 
  destroyed will the creature truly be dead; the heads can continue to fight 
  even though the body itself is dead.  
   
  Each head is able to breathe fire two times every 24 hours, in an arc 20’ 
  long and 10’ wide at the base. All creatures within the area of effect must 
  take 8 h.p. of damage unless they make a successful saving throw vs. breath 
  weapon, in which case they only take half damage.  
   
  Appearance: A hydra has a large dragon-like body (albeit missing wings) 
  and a number of snake-like heads with sharp beaks, as noted above. They 
  have fans along the back of their necks. They are generally brown with red 
  highlights, with lighter undersides.  
   
  Hyena 
   
  Number 
  2d6 
  Morale 
  +1 
  Hit Dice 
  3d8 
  Armor Class 
  7 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  M 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  35 + 3/h.p. 
   
  General: Hyenas are predatory animals that live and hunt in packs. They can 
  be found in tropical and sub-tropical open terrain. Although they have a 
  reputation as cowardly scavengers, they can also be aggressive hunters.  
   
  Attack: Hyenas attack with their powerful jaws. 
   
  Appearance: Hyenas can have stripes or spots or be relatively solid in 
  coloration, and their fur ranges from short to shaggy. 
   
  See also: Hyaenodon (p. 116).  
   
  I 
   
  J 
   
  Jackal 
   
  Number 
  1d6 
  Morale 
  -2 
  Hit Dice 
  1d4 
  Armor Class 
  7 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d2 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  S 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  5 + 1/h.p. 
   
  General: Jackals are dog-like mammals that are found in warm climates. 
  They are both predators and scavengers, and are related to both wolves and 
  coyotes. They usually reside in open plains, but some species do dwell in 
  woodlands.  
   
  Combat: Jackals attack with their bite. 
   
  Appearance: Jackals look like smallish dogs. Their coats can vary in color 
  from tan to black and white.  
   
  Jackalwere 
   
  Number 
  1d4 
  Morale 
  -1 
  Hit Dice 
  4d8 
  Armor Class 
  4 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d4 
  Defenses 
  Iron or +1 weapons to damage 
  Attacks 
  Sleep gaze 
  Size 
  S (in jackal form) M (in human form) 
  Intelligence 
  12 
  Alignment 
  Chaotic evil 
  Treasure type 
  IV 
  Treasure value 
  4d6x100 
  Magical treasure 
  1d2 items (10%) 
  X.P. Value 
  800 + 4/h.p. 
   
  General: Jackalweres are shape-shifting creatures able to assume the form of 
  either a human or jackal. They seek to waylay travelers, slay them, take their 
  belongings, and devour them. There is a 20% chance that jackalweres will 
  be accompanied by ordinary jackals. Despite popular conception, 
  jackalweres are not lycanthropes.  
   
  Combat: Jackalweres attack with their powerful jaws. They can only be struck 
  by weapons of pure iron (not steel) or those which have an enchantment of 
  +1 or better. The gaze of the jackalwere causes those who fail a saving 
  throw vs. spells to fall into a deep sleep (as per the spell). The gaze attack 
  cannot be used against opponents who are in combat against the creature, 
  or those who are deliberately on their guard against it. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  43 
  Appearance: Jackalweres can assume two forms; a human or a jackal.  
   
  Jaguar (Panther) 
   
  Number 
  1d2 
  Morale 
  +3 
  Hit Dice 
  4d10 
  Armor Class 
  6 
  Move 
  150’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/1d8 
  Defenses 
  +1 to surprise rolls 
  Attacks 
  Rake with rear claws for 1d4+1/1d4+1 
  Size 
  L 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  205 + 5/h.p. 
   
  General: Jaguars are large predatory cats that dwell in jungles and rain 
  forests. They are very aggressive and will hunt creatures much larger than 
  themselves. In their den, there is a 75% chance that 1d3 cubs will be found; 
  the cubs are non-combatants. They are able to climb and swim.  
   
  Combat: Jaguars attack with their fore-claws and powerful bite. If the jaguar 
  hits with both fore-claws, it will leap on the enemy and rake with both rear 
  claws as well. Jaguars can leap up to 30’ to attack prey. They get a +1 
  bonus to their surprise rolls.  
   
  Appearance: Jaguars are large cats with tawny coats covered in black spots. 
  Rare individuals are solid black (such are called black panthers).  
   
  Jelly, Deadly 
   
  Ochre Jelly 
   
  Number 
  1d3 
  Morale 
  n/a 
  Hit Dice 
  6d8 
  Armor Class 
  8 
  Move 
  30’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d4 
  Defenses 
  Electricity splits, flow on walls and ceilings 
  Attacks 
  None 
  Size 
  M 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  150 + 6/h.p. 
   
  General: Ochre jellies are found in underground environments, devouring 
  both cellulose and flesh. They are able to flow through tiny spaces and along 
  walls and ceilings.  
   
  Combat: Ochre jellies attack with their pseudopods; the excretions on their 
  surface inflict painful burns. Electrical attacks do no damage to ochre jellies; 
  on the contrary, large electrical attacks such as lightning bolts or the breath 
  of a blue dragon will split the creature into two smaller ones, each doing half 
  the damage of a whole.  
   
  Appearance: Ochre jellies are amorphous blobs which are golden-yellow in 
  color.  
   
  K 
   
  Ki-Rin 
   
  Number 
  1 
  Morale 
  +5 
  Hit Dice 
  12d10 
  Armor Class 
  -5 
  Move 
  240’/min., 480’/min. (flying - good) 
  Magic Resistance 
  18 
  No. of Attacks 
  3 
  Damage 
  2d4/2d4/3d6 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L 
  Intelligence 
  20 
  Alignment 
  Lawful good 
  Treasure Type 
  XIV 
  Treasure Value 
  3d8x1,000 
  Magical Treasure 
  2d4 potions (40%), 1d4 scrolls (50%) 
  X.P. Value 
  8,500 + 16/h.p. 
   
  General: Ki-rin are a race of powerful flying unicorns who rarely alight on 
  the ground. They will sometimes be found in the service of a lawful good 
  deity or other powerful being, and may aid humans and demi-humans of like 
  alignment in certain circumstances, as they roam the skies looking for good 
  deeds to reward and ill actions to punish. They can be found on the astral 
  and ethereal planes.   
   
  Combat: Ki-rin attack with their front hooves and single sharp horn (which 
  strikes as a +3 weapon, both “to hit” and to damage). In addition, they can 
  cast mage spells as if they were 18th level, and are able to memorize the 
  following numbers of spells per spell level. 
   
   
  Spell Level 
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  # of 
  spells 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
   
  In addition, ki-rin are able to perform the following effects once per day. 
   
  • 
  Create food for 2d12 persons  
  • 
  Create water for 2d12 persons  
  • 
  Create permanent “soft” (32 cu. ft.) or wooden objects (18 cu. ft.) 
  • 
  Create temporary metal objects (200 lbs.); gold lasts 2d5 days, 
  adamantite lasts 1 hour, etc. 
  • 
  Create a visual/auditory/olfactory illusion which does not require 
  concentration to maintain; it is dispelled by touch 
  • 
  Gaseous form (as per the potion) 
  • 
  Wind walk (as per the spell) 
  • 
  Call lightning (as per the spell) 
  • 
  Summon weather (as per the spell) 
   
  Note that any spells or magical effects that involve air or the sky are done at 
  double strength (hit points of summoned creatures, damage done by spells, 
  etc.).  
  
  Wilderness and Dungeon Monster Descriptions - Kobold 
   
  44 
   
  Appearance: Ki-rin appear as burly unicorns, with hides that are brilliant 
  gold in color, and manes of a somewhat darker golden hue. The horn and 
  hooves are pink. (Note that an intact ki-rin hide is worth up to 25,000 g.p.). 
  They speak their own language, but have a special telepathic ability 
  allowing them to communicate with most creatures.  
   
  Kobold 
   
   
  Warrior 
  Guard 
  Number 
  4d10x10 
  See below 
  Morale 
  -2 
  -1 
  Hit Dice 
  1d4 
  1d6 (min. 4) 
  Armor Class 
  7 
  6 
  Move 
  60’/min. 
  60’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  Per weapon 
  Per weapon 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  S (3’) 
  S (3’) 
  Intelligence 
  7 
  8 
  Alignment 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  XII 
  XII 
  Treasure Value 
  1 
  1 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  5 + 1/h.p. 
  10 + 1/h.p. 
   
   
  Chief 
  Shaman/witch doctor 
  Number 
  See below 
  1 
  Morale 
  -1 
  ±0 
  Hit Dice 
  1d6 (min. 4) 
  1d6 (min. 5) 
  Armor Class 
  6 
  6 
  Move 
  60’/min. 
  60’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  Per weapon 
  Per weapon 
  Defenses 
  None 
  None 
  Attacks 
  None 
  Spells 
  Size 
  S (3’) 
  S (3’) 
  Intelligence 
  8 
  8 
  Alignment 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  II 
  XII 
  Treasure Value 
  5d10x10 
  1 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  10 + 1/h.p. 
  30 + 1/h.p. 
   
   
  General: Kobolds are tribal humanoids that are found in dark places such as 
  underground caverns and deep forests. They have infravision that has a 60’ 
  range, and do not function well in sunlight. Kobolds particularly despise 
  brownies, gnomes, pixies, and sprites, and will attack gnomes especially on 
  sight. The chief will have the tribe’s treasure, hidden and protected.  
   
  If more than 40 kobolds are encountered, or if they are encountered in their 
  lair, a chief will be present. For every 40 kobolds encountered there will be 
  two guards. If more than 200 are encountered in their lair, there will be an 
  additional 5d4 guards, females equal to half the number of warriors, and 
  children equal to 10% of the total number of warriors. There will also be 
  3d10x10 eggs. In the lair, there is a 65% chance that the kobolds will either 
  have 1d4+1 wild boars (70% likely) or 1d4 giant weasels (30% chance) as 
  pets and guards.  
   
  Combat: Kobolds attack with weapons, and their shields are either of wood 
  or wicker. They suffer a -1 penalty “to hit” in sunlight due to their dislike of 
  brightness. The weapon of any given kobold should be determined 
  randomly. For large groups, you may wish to use the % Composition column, 
  rather than rolling percentile dice for each individual warrior. 
   
  Die roll (d%) 
  Armed with… 
  % Composition 
  01-20 
  Battle axe 
  20% 
  21-50 
  Club 
  30% 
  51-65 
  Javelins (1d2+1) 
  15% 
  66-75 
  Short sword 
  10% 
  76-80 
  Short sword and javelin 
  5% 
  81-90 
  Short sword and spear 
  10% 
  91-00 
  Spear 
  10% 
   
  Description: Kobolds are small humanoid creatures with dog-like heads with 
  small horns. Their hides are covered with scales that are between red-brown 
  and red-black in color. They have tails. They speak their own language, and 
  75% of them will also speak goblin and orcish as well.  
   
  L 
   
  Lamia 
   
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  9d8 
  Armor Class 
  3 
  Move 
  240’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4 
  Defenses 
  None 
  Attacks 
  See below 
  Size 
  M 
  Intelligence 
  14 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VIII 
  Treasure Value 
  2d4+1x1,000 
  Magical Treasure 
  1d3 items (15%) 
  X.P. Value 
  1,700 + 12/h.p. 
   
  General: Lamias inhabit wild desert-like regions where they seek to lure 
  travelers with their magical powers in order to drink their blood and devour 
  their flesh.  
   
  Combat: Lamias usually fight with daggers, but rely more on their magical 
  powers to deal with victims and enemies. Once per day the lamia is able to 
  do the following: 
   
  • 
  Charm person 
  • 
  Illusion(visual and auditory, requires concentration to maintain) 
  • 
  Mirror image 
  • 
  Suggestion 
   
  In addition, the touch of a lamia permanently drains 1 point of wisdom from 
  the victim. Once a victim is reduced to 2 points of wisdom or less, they will 
  willingly obey the lamia, allowing the creature to devour them at its leisure.  
   
  Appearance: Lamias have the upper body and torso of a beautiful woman, 
  but the lower portion of the creature is a nightmare combination of a lion 
  and a dragon, with claws and hooves on the fore and rear legs, respectively.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  45 
  Lammasu 
   
   
  Common 
  Greater 
  Number 
  2d4 
  1d2 
  Morale 
  +4 
  +8 
  Hit Dice 
  7d12 
  12d12 
  Armor Class 
  6 
  3 
  Move 
  120’/min., 
  240’/min. 
  (flying - average) 
  150’/min., 
  300’/min. 
  (flying - good) 
  Magic Resistance 
  6 
  8 
  No. of Attacks 
  2 
  2 
  Damage 
  1d6/1d6 
  2d6/2d6 
  Defenses 
  See below 
  See below 
  Attacks 
  See below 
  See below 
  Size 
  L 
  L 
  Intelligence 
  18 
  20 
  Alignment 
  Lawful good 
  Lawful good 
  Treasure Type 
  X 
  None 
  Treasure Value 
  6d6x1,000 
  n/a 
  Magical Treasure 
  2d4 potions (40%), 1d4 
  scrolls (50%) 
  None 
  X.P. Value 
  850 + 10/h.p. 
  3,950 + 18/h.p. 
   
  General: Lammasu (the name is both plural and singular) tend to dwell in 
  warmer areas, but are able to travel in all sorts of environments. They are 
  good and kindly creatures, and will aid those of like alignment who are in 
  need.  
   
  Combat: Lammasu attack with their claws. In addition, they can use the 
  following magical effects as indicated. 
   
  • 
  Invisibility once per round 
  • 
  Dimension door once per round 
  • 
  Protection from evil 10’ radius (double strength, always on) 
  • 
  Holy word once per day (10% chance any given lammasu can do 
  this) 
   
  In addition, greater lammasu have the following powers. 
   
  • 
  Empathy at will 
  • 
  Telepathy at will, for communication only 
  • 
  Teleport without error once per round 
  • 
  50% are able to speak a holy word once per day 
   
  Lastly, all lammasu can cast clerical spells as if they were clerics of a level 
  equal to their number of hit dice. The number of spells they can memorize 
  per spell level is as follows. 
   
   
  Spell Level 
  # of spells 
  1 
  2 
  3 
  4 
   
  5 
  Common 
  4 
  3 
  2 
  1 
  0 
  Greater 
  5 
  4 
  3 
  2 
  1 
   
  All healing and curative spells cast by lammasu have double the normal 
  effect.  
   
  Appearance: Lammasu have the bodies of great lions, large eagle-like wings, 
  and kindly human faces framed by beautiful golden manes. They speak their 
  own language. 
   
  Leopard 
   
  Number 
  1d2 
  Morale 
  +2 
  Hit Dice 
  3d10 
  Armor Class 
  6 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/1d6 
  Defenses 
  +1 to surprise rolls 
  Attacks 
  -1 penalty to enemy surprise rolls, rear claw rake for 
  1d4/1d4 
  Size 
  M 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  150 + 4/h.p. 
   
  General: Leopards are large cats that dwell in tropical rain forests and 
  jungles as well as open savannah. They tend to wait in the trees and leap 
  down onto prey. In their lair, there is a 25% chance that 1d3 non-combatant 
  cubs will be present. 
   
  Combat: Leopards attack with their fore claws and bite. If both fore claws hit, 
  they will then rake the victim with their rear claws for 1d4 h.p. each. They 
  are able to leap 25’ onto prey. 
   
  Appearance: Leopards are large cats. Their coats are usually tawny tan with 
  spots and white bellies. Rarely, they can be solid black in color; such cats 
  are known as black panthers.  
   
  Leprechaun 
   
  Number 
  1 (95%) or 1d20 (5%) 
  Morale 
  -1 
  Hit Dice 
  1d6 
  Armor Class 
  8 
  Move 
  150’/min. 
  Magic Resistance 
  16 
  No. of Attacks 
  0 
  Damage 
  n/a 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  S (2’) 
  Intelligence 
  16 
  Alignment 
  Neutral 
  Treasure Type 
  VI 
  Treasure Value 
  1d8+3x1,000 
  Magical Treasure 
  1d4+1 items, no weapons (10%) 
  X.P. Value 
  80 + 1/h.p. 
   
  General: Leprechauns are a fey folk that tend to dwell in isolated green hills 
  and dales, but they have been known to occasionally dwell elsewhere. They 
  are extremely protective of their treasure, and will use any device to trick 
  captors into accepting a false treasure as the real thing. 5% of the time an 
  entire merry band of leprechauns will be encountered; if treated with respect 
  and good nature, they can sometimes be persuaded to accept “big folk” into 
  their revels for an evening. They are, as a whole, a mischievous folk, fond of 
  practical jokes. There is a 75% chance that intruders into their lands will be 
  subjected to hit-and-run attacks, which involve swiping valuables and 
  
  Wilderness and Dungeon Monster Descriptions - Leucrotta 
   
  46 
  dashing away whilst invisible. However, there is a 25% chance every 10 
  minutes that a leprechaun will drop its stolen goods in order to deter pursuit.  
   
  Combat: Leprechauns do not attack conventionally. They are, however, able 
  to perform the following magical effects at will. 
   
  • 
  Invisibility 
  • 
  Polymorph non-living object 
  • 
  Create illusions (visual and auditory, requiring concentration to 
  maintain) 
  • 
  Ventriloquism 
   
  Appearance: Leprechauns appear as diminutive humans, usually with red or 
  blonde hair. They tend to dress in green. They speak their own language, 
  halfling, pixie, elvish, and the common tongue.  
   
  Leucrotta 
   
  Number 
  1d4 
  Morale 
  +2 
  Hit Dice 
  6d10 
  Armor Class 
  4 
  Move 
  180’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d6 
  Defenses 
  Kick when retreating 
  Attacks 
  See below 
  Size 
  L 
  Intelligence 
  9 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VI 
  Treasure Value 
  2d4+1x1,000 
  Magical Treasure 
  1d3 items (15%) 
  X.P. Value 
  475 + 8/h.p. 
   
  General: Leucrottas dwell in isolated wildernesses. They are able to imitate 
  the voice of any human or humanoid creature, and often use this ability to 
  lure victims to their doom.  
   
  Combat: Leucrottas attack with their wicked bite. When retreating, they are 
  able to kick with their rear legs, each one inflicting 1d6 h.p. of damage if it 
  hits.  
   
  Appearance: The leucrotta has the body of a stag, the tail of a lion, and the 
  head of a badger. In place of teeth it has sharp bony ridges. It is able to 
  speak the common tongue.  
   
  Lich 
   
  Number 
  1 
  Morale 
  +15 
  Hit Dice 
  18d8 (or more) 
  Armor Class 
  0 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d10 
  Defenses 
  +1 or better weapon to damage 
  Attacks 
  See below 
  Size 
  M 
  Intelligence 
  20 
  Alignment 
  Any non-good 
  Treasure Type 
  VIII 
  Treasure Value 
  9d6x1,000 
  Magical Treasure 
  1d3 items (30%) 
  X.P. Value 
  10,500 + 16/h.p. 
  Turn as Type 
  XII 
   
  General: A lich is a powerful undead creature, the result of a deliberate 
  transformation of a high-level mage or cleric of no less than 18th level. The 
  exact process for transforming into lichdom is a closely guarded secret, and 
  the formula itself is worth a king’s ransom. Part of the transformation process 
  converts the hit dice of the lich-to-be to d8’s. All liches must maintain a 
  phylactery, in which a portion of their soul is maintained. They are usually 
  found in the most desolate and isolated of wildernesses or underground lairs.  
   
  Combat: Liches can strike with their preternaturally cold claws, but their real 
  power lies in their magical abilities. In addition to retaining whatever spell-
  casting ability they had in life, liches are immune to the following: 
   
  • 
  Charm/enchantment spells 
  • 
  Sleep 
  • 
  Enfeeblement 
  • 
  Polymorph 
  • 
  All cold-based attacks 
  • 
  All electricity-based attacks 
  • 
  Insanity 
  • 
  Death symbol or death spell 
   
  The mere touch of a lich will cause paralyzation for 2d12 minutes unless the 
  victim makes a saving throw. The sight of a lich will instill fear in all creatures 
  with less than 5 hit dice (or who are below 5th level) who fail their saving 
  throw for 2d6 rounds; such creatures will flee in abject terror.  
   
  Appearance: Liches appear as skeletal humanoids, usually wearing tattered 
  robes and faded finery. Their eyes glow with a supernatural fervor. 
   
  
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  47 
  Lion 
   
   
  Male 
  Female 
  Number 
  1d3 
  1d10 
  Morale 
  +4 
  +4 
  Hit Dice 
  5d10 
  5d10 
  Armor Class 
  5 (front) 6 (rear) 
  6 
  Move 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  Damage 
  1d4/1d4/1d10 
  1d4/1d4/1d10 
  Defenses 
  +1 on surprise rolls 
  +1 on surprise rolls 
  Attacks 
  Rake with rear claws 
  for 1d6+1/1d6+1 
  Rake with rear claws for 
  1d6+1/1d6+1 
  Size 
  L 
  L 
  Intelligence 
  3 
  3 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  300 + 6/h.p. 
  300 + 6/h.p. 
   
  General: Lions can be found in almost any warm terrain from desert to 
  savannah to swamp. They form prides, and the females do the hunting while 
  the males defend the group’s territory. In their den there will also be 1d10 
  cubs (the cubs are non-combatants). The cubs will be guarded by 1d4 
  lionesses, who will immediately attack any threat to the cubs. 
   
  Combat: Lions attack with their great fore claws and bite. If both fore claws 
  hit, they can also attack with their rear claws.  
   
  Appearance: Lions are large cats with tawny coats. Males have a large 
  mane surrounding their head, while females and cubs do not.  
   
  See also: Lion, cave (p. 116).  
   
  Lizard, Fire 
   
  Number 
  1d4 
  Morale 
  ±0 
  Hit Dice 
  10d10 
  Armor Class 
  3 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d8/1d8/2d8 
  Defenses 
  Immune to fire-based attacks 
  Attacks 
  Breath weapon 
  Size 
  L (30’ long) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  V 
  Treasure Value 
  1d4+1x1,000 
  Magical Treasure 
  2d4 potions (40%), 1d4 scrolls (50%) 
  X.P. Value 
  1,350 + 14/h.p. 
   
  General: Fire lizards, sometimes referred to as “false dragons,” are slow 
  creatures that sleep for extended periods, like true dragons. There is a 50% 
  chance that any given fire lizard will be asleep when encountered in their 
  subterranean lairs. Treasure consists of shiny objects, to which the fire lizard 
  is attracted. Lairs have a 10% chance of containing 1d4 eggs, each of which 
  is worth 5,000 g.p. on the open market.  
   
  Combat: Fire lizards attack with their two claws and bite. They also have a 
  breath weapon; a small gout of flame 15’ long and 10’ wide at the base. All 
  creatures in the area of effect must make a saving throw vs. breath weapon 
  or take 2d6 h.p. of damage. A successful saving throw indicates only 1d6 
  h.p. of damage. They are themselves immune to fire damage.  
   
  Appearance: Fire lizards are gray with dark red markings on their back and 
  red bellies. 
   
  Lizard, Giant 
   
  Number 
  2d6 
  Morale 
  ±0 
  Hit Dice 
  3d10 
  Armor Class 
  5 
  Move 
  150’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d8 
  Defenses 
  None 
  Attacks 
  Double damage on jaw clamp 
  Size 
  L (15’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  125 + 4/h.p. 
   
  General: Giant lizards inhabit swamps and marshes.  
   
  Combat: Giant lizards attack with their bite. On a natural roll of 20 “to hit”, 
  they have locked their jaws on their opponent and will cause double 
  damage.  
   
  Appearance: Giant lizards look just like ordinary lizards, save for their size. 
   
  Lizard, Monitor (giant) 
   
  Number 
  1d8 
  Morale 
  +3 
  Hit Dice 
  8d12 
  Armor Class 
  5 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  2d6/2d6/3d6 
  Defenses 
  None 
  Attacks 
  Jaw clamp 
  Size 
  L (40’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  II 
  Treasure Value 
  1d12x10 
  Magical Treasure 
  1 armor/weapon (10%) 
  X.P. Value 
  875 + 10/h.p. 
   
  General: Giant monitor lizards are aggressive hunters, and are usually found 
  in warm climates.  
   
  Combat: Giant monitor lizards attack with their bite. They move quickly when 
  attacking, and enemies have a -2 penalty on their surprise rolls. On a roll of 
  20, the lizard has clamped on to the victim. On the next and all subsequent 
  
  Wilderness and Dungeon Monster Descriptions - Lizard, Subterranean 
   
  48 
  rounds, the victim will take automatic (normal) damage. Only victims 7’ tall 
  or 300 lbs. or less can be so grabbed. 
   
  Appearance: Giant monitor lizards look like their non-giant kin, save for their 
  great size. 
   
  Lizard, Subterranean 
   
  Number 
  1d6 
  Morale 
  +1 
  Hit Dice 
  6d10 
  Armor Class 
  6 
  Move 
  120’/min. (walking and climbing) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d6 
  Defenses 
  None 
  Attacks 
  Jaw clamp 
  Size 
  L (20’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  V 
  Treasure Value 
  2d4+1x100 
  Magical Treasure 
  None 
  X.P. Value 
  350 + 6/h.p. 
   
  General: Subterranean lizards, as the name implies, are usually found in 
  underground environs. They are aggressive hunters and are able to climb at 
  normal speed along walls and even ceilings.  
   
  Combat: Subterranean lizards attack with their bite. On a natural roll of 20 
  “to hit”, they have locked their jaws on their opponent and will cause double 
  damage.  
   
  Appearance: Subterranean lizards look like other sorts of giant lizards, but 
  their feet have large round pads on the toes allowing them to “stick” to 
  surfaces. 
   
  Lizard Man 
   
   
  Primitive 
  Evolved 
  Number 
  10d4 
  10d4 
  Morale 
  +2 
  +1 
  Hit Dice 
  2d10 
  2d10 
  Armor Class 
  5 
  4 
  Move 
  60’/min., 120’/min. 
  (swimming) 
  60’/min., 120’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  3 
  1 
  Damage 
  1d2/1d2/1d8 
  By weapon type 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  M (7’) 
  M (7’) 
  Intelligence 
  6 
  9 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  I 
  II 
  Treasure Value 
  2d4+1x1,000 
  2d4x1,000 
  Magical Treasure 
  1d3 items (15%) 
  1d3 items (15%) 
  X.P. Value 
  35 + 3/h.p. 
  50 + 3/h.p. 
   
  General: Although lizard men breathe air, they are found in completely 
  underwater lairs 35% of the time; such lairs are air-filled caves accessible 
  only by swimming. 10% of all lizard man tribes are actually evolved; such 
  individuals dwell in huts instead of caves, and carry shields and use 
  weapons, as described below. They are fond of human flesh. 
   
  Combat: Primitive lizard men attack with their claws and bite. Evolved lizard 
  men are still able to do likewise, but will use barbed darts (30’ range, 1d4 
  h.p. of damage) or javelins, as well as crude morning stars.  
   
  Appearance: Lizard men stand upright, with tails and reptilian heads. Both 
  sorts speak their own tongue.  
   
  Lurker Above 
   
  Number 
  1 
  Morale 
  +20 
  Hit Dice 
  10d10 
  Armor Class 
  6 
  Move 
  10’/min., 90’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6 
  Defenses 
  None 
  Attacks 
  Prey get -2 penalty to surprise, smothering 
  Size 
  L (20’ wide) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  XI 
  Treasure Value 
  5d6x100 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  1,500 + 14/h.p. 
   
  General: The lurker above is a hunter perfectly adapted for its underground 
  environment. It lurks on the ceiling of a chamber or corridor, and then drops 
  down on its unsuspecting prey. They are able to slowly scuttle about on 
  walls, floors, and ceilings, but generally move by flying (they are filled with a 
  lighter-than-air gas that enables them to do so easily).  
   
  Combat: Lurkers above drop on top of their victims, causing them to smother 
  and be crushed beneath its weight automatically for 1d6 h.p. of damage per 
  round. Death from suffocation will take place in any event in 1d4+1 rounds. 
  Those attacked by the lurker above get a -2 penalty on their surprise rolls. 
  Victims cannot use any weapons against the creature that are not both short 
  (daggers, etc.) and in their hand at the time of the attack. Efforts from outside 
  to slay the creature have a 50% chance of damaging those trapped beneath 
  it for half damage as well as the creature itself.  
   
  Appearance: The lurker above is flat, with an underside has the appearance 
  of gray stone, allowing it to remain on ceilings undetected.  
   
  Lycanthrope 
   
  Lycanthropes are humans, demi-humans, and occasionally humanoids that 
  are afflicted with lycanthropy; a disease and curse all in one that allows (or 
  forces) them to assume the guise of an animal.  
   
  Lycanthropy 
   
  Humans, demi-humans, and humanoids bitten (not just harmed) by 
  lycanthropes for more than 50% of their total hit points will themselves 
  become lycanthropes of the type that bit them. Belladonna will prevent the 
  onset of the disease 25% of the time if eaten within 1 hour of the attack, but 
  the being eating it will be incapacitated for 1d4 days and has a 1% chance 
  of dying from the herb itself. A cure disease spell cast by at least a 12th level 
  spell caster will also prevent the onset of the disease, but only if cast within 3 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  49 
  days of the attack. If not cured, lycanthropy will set in 1d8+6 days after the 
  attack.  
   
  Once the disease has taken hold, it can only be removed by a 12th level 
  spell caster casting remove curse when the victim is in his animal form. Note 
  that the lycanthrope will do everything in its power to escape, and will not 
  suffer the spell cast upon him willingly! The lycanthrope also gets a saving 
  throw against the spell, of course.  
   
  Over the course of 2d6 months after the attack, the alignment of the 
  individual infected by the disease will change to that of the lycanthrope. 
  Example: A lawful good mage is bitten by a wererat and becomes a 
  lycanthrope. The game master rolls a 7 for how long it will take him to 
  change alignment. Three and a half months after the attack, the mage will be 
  lawful neutral. Three and a half months later, he will be fully lawful evil. This 
  could well lead to trouble for characters with alignment-dependent classes, 
  such as paladins, including losing their status.  
   
  There are four circumstances in which a lycanthrope will change into its 
  animal form.  
   
  • 
  According to the phases of the moon 
  • 
  After taking 30% damage in melee 
  • 
  At will (after 6 years having the disease) 
  • 
  Animal summoning/conjuring spells that invoke the animal form of 
  the lycanthrope 
   
  The degree to which the phase of the moon controls the transformation from 
  humanoid to animal form depends on how long the victim has been infected. 
  The more experience the victim has with the disease, the more he is able to 
  control the transformation. If the transformation occurs, it will last from sunset 
  to sunrise. At 6 years, the lycanthrope will never involuntarily change, and 
  can always change back. 
   
  In the table below, the first number is the percentage chance that the 
  lycanthrope will involuntarily assume his animal form, and the second is the 
  chance that he will be able to force himself back to humanoid form.  
   
  Years since the onset of lycanthropy 
  Moon Phase 
  1-2 
  3 
  4 
  5 
  6+ 
  Full 
  100/0 
  75/25 
  50/50 
  25/75 
  0/100 
  Waning half 
  75/25 
  25/75 
  15/85 
  5/95 
  0/100 
  Waning quarter 
  50/50 
  5/95 
  0/100 
  0/100 
  0/100 
  New 
  25/75 
  0/100 
  0/100 
  0/100 
  0/100 
  Waxing quarter 
  50/50 
  0/100 
  0/100 
  0/100 
  0/100 
  Waxing half 
  75/25 
  30/70 
  20/80 
  10/90 
  0/100 
   
  If the campaign setting has more than one moon, the game master may 
  apply these chances to all of the moons, only one, or may even have 
  different types of lycanthropes affected by different moons.  
   
  Lycanthropes will not remember actions taken in animal form once they revert 
  back to humanoid form. Right after the disease takes hold, this will be a 
  source of great confusion and mental anguish as unexplained events 
  inexorably lead the victim to the conclusion that they take the form of a beast 
  at night when the moon is full and the wolf bane blooms. After 1d6 years, 
  the animal form will retain some vague memories and knowledge of what the 
  humanoid form knew and had planned; a well-thought-out attack on a 
  village, for example, can be planned in humanoid form and carried out in 
  animal form. As long as one member of the group of lycanthropes is able to 
  do this, the others will follow his instructions to enact the plan, but not to the 
  point of actual mind control or self-destruction. Lycanthropes are not under 
  the control or influence of the lycanthrope who gave them the disease, other 
  than the normal influences of intelligence, charisma, and circumstances. 
   
  Once the transformation has taken place and the lycanthrope is in animal 
  form, possessions (treasure, armor, weapons, etc.) will be forgotten, with the 
  exception of wererats, who will retain swords while in rat-man form. This can 
  be particularly vexing for player characters afflicted with lycanthropy.  
   
  Note that player characters who are afflicted with lycanthropy do not earn 
  any x.p. while in animal form.  
   
  Werebear 
   
  Number 
  1d4 
  Morale 
  +15 
  Hit Dice 
  7d10 
  Armor Class 
  2 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/2d4 
  Defenses 
  Silver or +1 weapon to damage 
  Attacks 
  Hug for 2d8 
  Size 
  L 
  Intelligence 
  16 
  Alignment 
  Chaotic good 
  Treasure Type 
  VI 
  Treasure Value 
  6d6x1,000 
  Magical Treasure 
  1d4 scrolls (50%), 1 item (60%), 1 potion (60%) 
  X.P. Value 
  825 + 10/h.p. 
   
  General: Werebears tend to live deep in wooded environs. They are great 
  haters of evil and will attack evil creatures 75% of the time. Once such battle 
  is joined, they will fight to the death. Solitary werebears have a 50% chance 
  of being accompanied by 1d6 brown bears (see p. 7). If there are brown 
  bears within a mile of the lycanthrope, it can summon 1d6 of them, who will 
  arrive in 2d6x10 minutes.  
   
  Note that a werebear will take damage if the human form is wearing armor 
  when the transformation to animal form takes place. The amount of damage 
  depends on the armor being worn. 
   
  Armor 
  Damage 
  None, furs 
  0 
  Cuirass (leather), gambeson 
  1 
  Lamellar (leather), ring armor, brigandine armor, scale armor 
  (leather) 
  1d2 
  Cuirass (steel), scale armor (steel) 
  1d3 
  Lamellar armor (steel) 
  1d3+1 
  Mail 
  1d4 
  Plated mail 
  1d4+1 
  Plate armor, jousting plate 
  1d6 
   
  Combat: Werebears attack with their great paws and bite. If both paws hit, 
  they will hug the victim for an additional 2d8 h.p. of damage. Only 
  weapons of silver or with a +1 or better enchantment will harm a werebear 
  in animal form.  
   
  Appearance: In human form, werebears tend to be large, hirsute, and quiet. 
  In animal form, they appear as large brown bears.  
   
  
  Wilderness and Dungeon Monster Descriptions - Lycanthrope 
   
  50 
  Wereboar 
   
  Number 
  2d4 
  Morale 
  +5 
  Hit Dice 
  5d10 
  Armor Class 
  4 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d6 
  Defenses 
  Silver or +1 weapon to damage 
  Attacks 
  None 
  Size 
  L 
  Intelligence 
  9 
  Alignment 
  Neutral 
  Treasure Type 
  V 
  Treasure Value 
  1d4x1,000 
  Magical Treasure 
  1 armor/weapon (10%), 2d4 potions (40%) 
  X.P. Value 
  275 + 6/h.p. 
   
  General: Wereboars tend to live in thick forests. They are ornery and 
  argumentative, to the point of insisting that they be in charge of any group or 
  party. When involved in heated arguments over leadership, they can turn 
  into their animal form. They are 15% likely to be accompanied by regular 
  boars (see p. 8).  
   
  Note that a wereboar will take damage if the human form is wearing armor 
  when the transformation to animal form takes place. The amount of damage 
  depends on the armor being worn. 
   
  Armor 
  Damage 
  None, cuirass (leather), furs 
  0 
  Gambeson, lamellar (leather) 
  1 
  Ring armor, brigandine armor, scale armor (leather) 
  1d2 
  Cuirass (steel), scale armor (steel) 
  1d3 
  Lamellar armor (steel) 
  1d3+1 
  Mail 
  1d4 
  Plated mail 
  1d4+1 
  Plate armor, jousting plate 
  1d6 
   
  Combat: In animal form, a wereboar attacks with its great tusks. 
   
  Appearance: In animal form, the wereboar appears as a large boar. 
   
  Wererat 
   
  Number 
  4d6 
  Morale 
  -1 
  Hit Dice 
  3d10 
  Armor Class 
  6 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  By weapon type 
  Defenses 
  Silver or +1 weapon to damage 
  Attacks 
  Enemies get -2 to surprise rolls 
  Size 
  M 
  Intelligence 
  12 
  Alignment 
  Lawful evil 
  Treasure Type 
  III 
  Treasure Value 
  4d6x1,000 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  150 + 4/h.p. 
   
  General: Wererats dwell in cities, typically infesting sewers and catacombs 
  beneath the streets. They are known to both kidnap victims for ransom as 
  well as devouring them. When in an adventuring party, wererats will usually 
  take up the rear. Each wererat can summon and control 2d6 giant rats (see 
  p. 66).  
   
  Note that a wererat will take damage if the human form is wearing armor 
  when the transformation to rat-man form takes place. The amount of damage 
  depends on the armor being worn. 
   
  Armor 
  Damage 
  None, cuirass (leather), furs, lamellar (leather) 
  0 
  Gambeson, ring armor, brigandine armor, scale armor (leather) 
  1 
  Lamellar armor (steel), cuirass (steel), scale armor (steel), mail 
  1d2 
  Plated mail, plate armor, jousting plate 
  1d3 
   
  Combat: In rat-man form, wererats will wield weapons, typically swords. 
  Only weapons of silver or with a +1 or better enchantment will harm a 
  wererat in rat or rat-man form. 
   
  Appearance: Wererats can assume three forms; human, rat-man, and giant 
  rat. The rat-man form is humanoid, standing upright, with a long tail, the 
  head of a rat, and covered in fur. It has hands and can grip weapons.  
   
  Weretiger 
   
  Number 
  1d6 
  Morale 
  +6 
  Hit Dice 
  6d10 
  Armor Class 
  3 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d4/1d4/1d12 
  Defenses 
  Silver or +1 weapon to damage 
  Attacks 
  Rear claw rake for 1d4+1/1d4+1 
  Size 
  L 
  Intelligence 
  9 
  Alignment 
  Neutral 
  Treasure Type 
  VII 
  Treasure Value 
  2d4+2x1,000 
  Magical Treasure 
  1d2 items (15%), 1 potion (15%) 
  X.P. Value 
  525 + 8/h.p. 
   
  General: Weretigers dwell in warm jungle regions and are almost always 
  female. They tend towards selfishness, and will turn on companions if their 
  own interests are being ignored. Cats of all sorts are 75% likely to be well-
  disposed towards weretigers, as the latter can communicate with cats of all 
  sorts. They are 5% likely to be found in the company of other tigers (see p. 
  79). 
   
  Note that a weretiger will take damage if the human form is wearing armor 
  when the transformation to animal form takes place. The amount of damage 
  depends on the armor being worn. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  51 
  Armor 
  Damage 
  None, furs 
  0 
  Cuirass (leather) 
  1d2 
  Gambeson, lamellar (leather), ring armor, brigandine armor, 
  scale armor (leather), cuirass (steel) 
  1d3 
  Mail 
  1d3+1 
  Scale armor (steel) 
  1d4 
  Lamellar armor (steel), plated armor 
  1d4+1 
  Plate armor, jousting plate 
  1d6 
   
  Combat: Weretigers attack with their fore paws and powerful bite. If both 
  claws hit, they can then also attack with their rear claws, which rake the 
  victim. Only weapons of silver or with a +1 or better enchantment will harm 
  a weretiger in animal form. 
   
  Appearance: In animal form weretigers appear as large and supple tigers.  
   
  Werewolf (Wolwere) 
   
   
  Werewolf 
  Cub 
  Number 
  3d6 
  3d6 
  Morale 
  +3 
  +4 
  Hit Dice 
  4d10 
  4d10 
  Armor Class 
  5 
  5 
  Move 
  150’/min. 
  150’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  2d4 
  1d4+1 
  Defenses 
  Silver or +1 weapons to 
  hit 
  Silver or +1 weapons to 
  hit 
  Attacks 
  Enemies get -1 on 
  surprise rolls 
  Enemies get -1 on 
  surprise rolls 
  Size 
  M 
  M 
  Intelligence 
  9 
  8 
  Alignment 
  Chaotic evil 
  Chaotic evil 
  Treasure Type 
  III 
  None 
  Treasure Value 
  1d4x1,000 
  n/a 
  Magical Treasure 
  1 armor/weapon (10%) 
  None 
  X.P. Value 
  205 + 5/h.p. 
  195 + 5/h.p. 
   
  General: Werewolves can be found in almost every climate and terrain. They 
  tend to group together in packs or families, and will immediately attack if 
  their lycanthropic nature is discovered. Wolweres are closely related to 
  werewolves, and will be found together with them; they are wolves that can 
  assume human form, rather than the reverse. Other than that, there is little 
  difference between them.  
   
  Note that a werewolf will take damage if the human form is wearing armor 
  when the transformation to animal form takes place. The amount of damage 
  depends on the armor being worn. 
   
  Armor 
  Damage 
  None, furs 
  0 
  Cuirass (leather) 
  1 
  Gambeson, lamellar (leather), ring armor, brigandine armor, 
  scale armor, cuirass (steel) 
  1d2 
  Scale armor (steel) 
  1d3 
  Lamellar armor (steel) 
  1d3+1 
  Mail 
  1d4 
  Plated mail 
  1d4+1 
  Plate armor, jousting plate 
  1d6 
   
  If a group of werewolves numbers between 5 and 8, they will be a family 
  unit consisting of 1 male, 1 female, and the rest cubs. The cubs will have a 
  penalty “to hit” depending on their maturity; roll 1d4 for each cub and 
  subtract that number from their “to hit” rolls.  
   
  Combat: Werewolves attack with their bite. Only weapons of silver or with a 
  +1 or better enchantment will harm a werewolf in animal form. In a family 
  group, if the female is attacked, the male will gain a bonus of +2 “to hit”. If 
  the cubs are attacked, the female will gain a bonus of +3 and do maximum 
  damage with each hit.  
   
  Appearance: Werewolves in animal form appear as wolves. Werewolves 
  are likely to remain standing upright even in wolf form, while wolweres will 
  always have four feet on the ground.  
   
  Lynx, Giant 
   
  Number 
  1d4 
  Morale 
  +4 
  Hit Dice 
  2d10 
  Armor Class 
  6 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d2/1d2/1d4 
  Defenses 
  90% concealment, 75% trap detection 
  Attacks 
  Enemies get -3 on surprise rolls, rear claw rake for 
  1d3/1d3 
  Size 
  M 
  Intelligence 
  12 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  120 + 3/h.p. 
   
  General Giant lynxes can be found in cold forested places. They are adept 
  at sneaking up on prey and avoiding danger, so they are able to conceal 
  themselves with 90% effectiveness and detect traps and snares 75% of the 
  time. In their den, there is a 25% chance that 1d4 kits will be present. The 
  kits are non-combatants.  
   
  Combat: Giant lynxes attack with their claws and bite. If both claws hit, they 
  are able to attack with their rear claws which rake the victim for 1d3 h.p. 
  each. They are able to leap 15’ to attack.  
   
  Appearance: Giant lynxes are merely larger and more intelligent versions of 
  their regular cousins. They are thickly furred cats, striped and dappled in 
  color, with tufts of fur on the tips of their ears.  
   
  
  Wilderness and Dungeon Monster Descriptions - Manticore 
   
  52 
  M 
   
  Manticore 
   
  Number 
  1d4 
  Morale 
  +5 
  Hit Dice 
  6d10 
  Armor Class 
  4 
  Move 
  120’/min., 180’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/1d8 
  Defenses 
  None 
  Attacks 
  Tail spikes 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Lawful evil 
  Treasure Type 
  V 
  Treasure Value 
  1d6+2x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  525 + 8/h.p. 
   
  General: Manticores are magical beings not unlike sphinxes or chimeras. 
  They prefer desolate wildernesses or deep underground lairs, and are fond 
  of human flesh. They can be found in most climates. 
   
  Combat: Manticores attack with their claws and bite. They will, if possible, 
  begin combat by loosing a volley of iron-hard spikes from their tails. They 
  can fire 4 volleys of 6 spikes each, with the spikes having a range of 180’ 
  and each doing 1d6 h.p. if it hits.  
   
  Appearance: Manticores have the body of a lion, large bat-like wings, and 
  an over-sized human head. The tail is tipped with spikes.  
   
  Medusa 
   
  Number 
  1d3 
  Morale 
  +2 
  Hit Dice 
  6d8 
  Armor Class 
  5 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4 
  Defenses 
  None 
  Attacks 
  Gaze petrifies, poison bite 
  Size 
  M 
  Intelligence 
  12 
  Alignment 
  Lawful evil 
  Treasure Type 
  IX 
  Treasure Value 
  4d4+4x100 
  Magical Treasure 
  1 item (60%), 1 potion (60%) 
  X.P. Value 
  725 + 6/h.p. 
   
  General: Medusas are greatly feared creatures that typically dwell in 
  underground lairs.  
   
  Combat: Medusas will attempt to get victims to stare into their eyes. Those 
  that do must make a saving throw vs. petrification or be turned to stone, 
  along with all their possessions. If the creature’s gaze can be reflected back, 
  then it is susceptible to the same fate. The gaze of the medusa extends into 
  the ethereal and astral planes, as does its effect. The range of the medusa’s 
  gaze is 30’. If the gaze attack fails, the medusa will close with the victim and 
  attack with its snake-like hair. The bite of one of the snakes has a range of 
  1’, and does only 1d4 h.p. of damage, but the victim must make a saving 
  throw vs. poison or die. 
   
  Appearance: Medusas are beautiful women, but have a nest of writhing, 
  hissing snakes for hair. They speak their own language and the common 
  tongue.  
   
  Men 
   
  Men are ubiquitous in most campaign worlds; being the most adaptive of all 
  the intelligent races, they are found in nearly every combination of climate 
  and terrain. They are able to rise to unlimited experience levels in most 
  character classes, which accounts for their global dominance (although other 
  races may, of course, be dominant in specific locales or lands).  
   
  Most men encountered will be commoners with 1d6 hit dice. These often will 
  be led by higher level NPCs, as indicated in the specific entries below. These 
  higher-level NPCs will usually be mounted, and have a chance to possess 
  magic items according to their class. The percentage listed is the chance per 
  experience level that the NPC can have the type of item indicated. 
   
  Item 
  Bard 
  Cavalier 
  / Fighter 
  Mage 
  Cleric 
  Thief 
  Armor 
  5% 
  10% 
  0% 
  5% 
  0% 
  Weapon 
  5% 
  10% 
  0% 
  5% 
  5% 
  Potion 
  5% 
  5% 
  0% 
  5% 
  10% 
  Scroll 
  0% 
  0% 
  5% 
  5% 
  0% 
  Ring 
  5% 
  0% 
  5% 
  0% 
  5% 
  Wand/etc. 
  0% 
  0% 
  10% 
  * 
  0% 
  Wondrous 
  Item 
  5% 
  0% 
  5% 
  5% 
  5% 
   
  For each, roll to see if the character has the indicated type of item, using the 
  tables in the Adventures Dark and Deep Game Masters Toolkit. If the roll 
  indicates a type of item that the character cannot use (due to class or other 
  restrictions), re-roll. If a similarly disqualified item appears a second time, the 
  character does not have that type of item after all.  
   
  • 
  = One exception to the above procedure is in regards to clerics. If 
  a cleric either does not have a magic weapon, or rolls a magic 
  weapon that clerics may not use, clerics only get to re-roll. If they 
  are successful the second time, they have a wand/staff/wand, but 
  it still must be appropriate to their class. 
   
  See also: Men, Pirate (p. 96) and Men, Caveman (p. 118). 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  53 
  Bandit 
   
  Number 
  20d10 
  Morale 
  ±0 
  Hit Dice 
  1d6 
  Armor Class 
  See below 
  Move 
  See below 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  M 
  Intelligence 
  10 
  Alignment 
  Neutral, chaotic neutral, neutral evil, chaotic evil 
  Treasure Type 
  II 
  Treasure Value 
  Individuals 1d8, Group 9d6x1,000 
  Magical Treasure 
  Group 1d3 items (30%) 
  X.P. Value 
  5 + 1/h.p. 
   
  General: Bandits can be found anywhere there are innocent travelers upon 
  whom they can prey. 80% of the time, bandits make camps with tents and 
  similar temporary structures. 10% of the time, a group of bandits will have 
  found a system of caves and caverns with a hidden entrance. The remaining 
  10% of bandit groups will dwell in a castle with 1d4 light catapults. The 
  bandit camp/headquarters will have 2d10 important prisoners (prominent 
  merchants, aristocrats, princesses, etc.) and 5d6 camp followers/slaves. 
  Bandits will always have higher-level NPCs as leaders, as indicated below 
  (NPCs are cumulative unless otherwise noted). 
   
  • 
  For every 20 bandits, one 3rd level fighter 
  • 
  For every 30 bandits, one 4th level fighter 
  • 
  For every 40 bandits, one 5th level fighter 
  • 
  For every 50 bandits, one 6th level fighter, plus a 15% chance of 
  5th level cleric and 3rd level assistant or 6th level cleric and 4th 
  level assistant, plus a 25% chance of 7th-10th level mage (roll 
  1d4 for level) 
  • 
  If there are fewer than 100 bandits, one 8th level fighter as leader 
  • 
  If there are between 100-149 bandits, one 9th level fighter as 
  leader 
  • 
  If there are 150 or more bandits, one 10th level fighter as leader 
   
  Example: A group of 150 bandits would have 7 x 3rd level fighters, 5  x 4th 
  level fighters, 3 x 5th level fighters, a 45% chance of having a cleric of either 
  5th or 6th level (and an assistant 2 levels lower), a 75% chance of a high-
  level mage, and would be led by a 10th level fighter.  
   
  Combat: Bandits attack with weapons. Due to their ability to blend in with 
  the surrounding countryside, enemies get a -2 penalty on all surprise rolls 
  when facing nomads. The weapon and other equipment of any given bandit 
  should be determined randomly. For large groups, you may wish to use the 
  % Composition column, rather than rolling percentile dice for each individual 
  warrior. The composition of a bandit group’s equipment will vary depending 
  on the terrain in which they are found.  
   
  Mountainous, hilly, etc. terrain 
   
  Die roll (d%) 
  Equipped with… 
  Move 
  % Composition 
  01-40 
  Gambeson & shield 
  (AC 7), long sword 
  90’/min. 
  40% 
  41-50 
  Gambeson & shield 
  (AC 7), spear 
  90’/min. 
  10% 
  51-70 
  Gambeson (AC 8), lt. 
  crossbow 
  90’/min. 
  20% 
  71-80 
  Gambeson (AC 8), 
  pole arm (determine 
  type randomly for 
  group) 
  90’/min. 
  10% 
  81-90 
  Gambeson (AC 8), 
  short bow 
  90’/min. 
  10% 
  91-00 
  Med. horse, mail & 
  shield (AC 4), long 
  sword 
  180’/min. 
  10% 
   
  Forest, jungle, swamp, etc. terrain 
   
  Die roll (d%) 
  Equipped with… 
  Move 
  % Composition 
  01-40 
  Gambeson & shield 
  (AC 7), long sword 
  90’/min. 
  40% 
  41-50 
  Gambeson (AC 8), lt. 
  crossbow 
  90’/min. 
  10% 
  51-60 
  Gambeson (AC 8), 
  pole arm (determine 
  type randomly for 
  group) 
  90’/min. 
  10% 
  61-70 
  Gambeson (AC 8), 
  short bow 
  90’/min. 
  10% 
  71-80 
  Lt. horse, gambeson & 
  shield (AC 7), spear 
  240’min. 
  10% 
  81-90 
  Lt. horse, gambeson 
  (AC 8), lt. crossbow 
  240’/min. 
  10% 
  91-00 
  Med. horse, mail & 
  shield (AC 4), long 
  sword 
  180’/min. 
  10% 
   
  Open terrain 
   
  Die roll (d%) 
  Equipped with… 
  Move 
  % Composition 
  01-10 
  Gambeson (AC 8), 
  pole arm (determine 
  type randomly for 
  group) 
  90’/min. 
  10% 
  11-50 
  Lt. horse, gambeson & 
  shield (AC 7), long 
  sword 
  240’/min. 
  40% 
  51-60 
  Lt. horse, gambeson & 
  shield (AC 7), spear 
  240’min. 
  10% 
  61-80 
  Lt. horse, gambeson 
  (AC 8), lt. crossbow 
  240’/min. 
  20% 
  81-90 
  Lt. horse, gambeson 
  (AC 8), short bow 
  240’/min. 
  10% 
  91-00 
  Med. horse, mail & 
  shield (AC 4), long 
  sword 
  180’/min. 
  10% 
   
  Appearance: Bandits are generally dressed in worn, but serviceable, armor 
  and clothing.  
   
  
  Wilderness and Dungeon Monster Descriptions - Men 
   
  54 
  Merchant 
   
  Number 
  5d6x10 
  Morale 
  ±0 
  Hit Dice 
  1d6 
  Armor Class 
  See below 
  Move 
  See below 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  M 
  Intelligence 
  12 
  Alignment 
  Neutral 
  Treasure Type 
  See below 
  Treasure Value 
  See below 
  Magical Treasure 
  See below 
  X.P. Value 
  5 + 1/h.p. 
   
  General: Merchants can be found in almost any land, as long as there are 
  places to ply their trade. They form great caravans of wagons and pack 
  animals for mutual protection, accompanied by heavily armed mercenaries 
  and higher level NPCs. 10% of the total indicated number will actually be 
  merchants, and another 10% will actually be drovers who drive the wagons. 
  The remaining 80% of the numbers indicated will actually be guards. 
   
  The mercenary guards will be led by the following officers. All will wear 
  plate armor and shield, ride medium warhorses, and carry long sword, 
  lance, and mace.  
   
  • 
  A fighter of level 1d6+5 as the commander 
  • 
  A fighter one level lower than the commander 
  • 
  12 2nd level fighters 
   
  The merchants themselves will carry 2d10x10 g.p. worth of type XV treasure. 
  The mercenaries will have 1 g.p. worth of type XII, while the mercenary 
  officers will have 1d8 g.p. of type XII. The pay chest will be hidden 
  somewhere in the caravan; usually disguised as something else, possibly with 
  a decoy box to distract thieves. It will contain 1d3+3x1,000 g.p. worth of 
  type XVI treasure. The merchandize itself will be 10d6x1,000 g.p. worth of 
  type I treasure. You may, at your discretion, make it as high as type VI or 
  anything in between, depending on the affluence of your merchants; the 
  higher types will include more luxury items and art, the lower types will 
  include more sundries. If you opt to do so, any treasure indicated as coins 
  should be converted to luxuries instead. 
   
  Combat: Merchants have mercenary guards who fight for them.  The weapon 
  and other equipment of any given merchant guard should be determined 
  randomly. For large groups, you may wish to use the % Composition column, 
  rather than rolling percentile dice for each individual warrior.  
   
  Die roll (d%) 
  Equipped with… 
  Move 
  % Composition 
  01-10 
  Hvy. warhorse, plate 
  armor & shield (AC 2), 
  lance, long sword (1st 
  level fighters) 
  120’/min. 
  10% 
  11-20 
  Lt. warhorse, steel 
  scale armor (AC 6), lt. 
  crossbow, long sword 
  240’/min. 
  10% 
  21-30 
  Mail (AC 5), hvy. 
  crossbow, mace 
  90’/min. 
  10% 
  31-40 
  Mail (AC 5), pole arm 
  (determine type 
  randomly for group), 
  mace 
  90’/min. 
  10% 
  41-50 
  Med. warhorse, mail & 
  shield (AC 4), flail, 
  mace 
  180’/min. 
  10% 
  51-70 
  Med. warhorse, mail & 
  shield (AC 4), lance, 
  long sword 
  180’/min. 
  20% 
  71-00 
  Ring armor & shield 
  (AC 6), spear, morning 
  star 
  90’/min. 
  30% 
   
  The merchants themselves will be mounted on light horses (240’/min.). 
  Neither they nor the drovers will be armed with anything more than daggers, 
  and will not wear armor.  
   
  Appearance: A merchant caravan will consist of a number of wagons 
  and/or pack animals laden with goods. They will be managed by drovers 
  and protected by numbers of mercenary guards as indicated above. The 
  merchants themselves will be scattered around various of the wagons, and 
  will be well dressed.  
   
  Nomad 
   
  Number 
  3d10x10 
  Morale 
  ±0 
  Hit Dice 
  1d6 
  Armor Class 
  See below 
  Move 
  See below 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  None 
  Attacks 
  Enemies get -2 to surprise rolls 
  Size 
  M 
  Intelligence 
  10 
  Alignment 
  Neutral 
  Treasure Type 
  Individuals XI, Tribe II 
  Treasure Value 
  Individuals 1d6+1, Tribe 1d6x10,000 
  Magical Treasure 
  Tribe 1d3 (50%) 
  X.P. Value 
  5 + 1/h.p. 
   
  General: Nomads dwell in deserts, in steppes, or in plains, from tropical to 
  temperate climates. Their primary activities are hunting and herding, As their 
  name implies, nomads do not have permanent dwellings or villages, but a 
  temporary nomad encampment will consist of a group of yurts, tents, teepees, 
  and/or carts, usually (90%) at a small stream, oasis, or other source of 
  water. A nomad encampment will have non-combatant women and children 
  each equal to double the number of men. It will also have 10d10 slaves, 
  1d4x100 horses, and 2d4x100 herd animals (cattle, sheep, goats, camels, 
  yaks, buffalo, llamas, etc., depending on the location of the tribe). Nomads 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  55 
  will have the following NPCs as leaders (NPCs are cumulative unless 
  otherwise noted). 
   
  • 
  For every 30 nomads, one 3rd level fighter 
  • 
  For every 40 nomads, one 4th level fighter 
  • 
  For every 50 nomads, one 5th level fighter, plus a 15% chance 
  for a 4th-7th level cleric, plus a 15% chance for a 5th 
  • 
  For every 60 nomads, one 6th level fighter 
  • 
  If there are under 150 nomads, one 8th level fighter as leader 
  • 
  If there are between 150 and 249 nomads, one 9th level fighter 
  as leader 
  • 
  If there are 250 or more nomads, one 10th level fighter as leader 
  • 
  A lieutenant 2 levels below the leader, and 12 2nd level fighters 
  as guards 
  • 
  Two 3rd level clerics 
  • 
  One 4th level mage 
   
  Combat: Nomads attack with weapons. The weapon and other equipment of 
  any given nomad should be determined randomly. For large groups, you 
  may wish to use the % Composition column, rather than rolling percentile 
  dice for each individual warrior. The composition of a nomad group’s 
  equipment will vary depending on the terrain in which they are found.  
   
  Desert 
   
  Die roll (d%) 
  Equipped with… 
  Move 
  % Composition 
  01-50 
  Lt. warhorse, leather 
  lamellar & shield (AC 
  7), lance, scimitar 
  240’/min. 
  50% 
  51-70 
  Lt. warhorse, leather 
  lamellar & shield (AC 
  7), scimitar, javelin (2) 
  240’/min. 
  20% 
  71-80 
  Lt. warhorse, leather 
  lamellar (AC 8), lt. 
  crossbow, scimitar 
  240’/min. 
  10% 
  81-90 
  Med. warhorse, mail & 
  shield (AC 4), lance, 
  scimitar 
  180’/min. 
  10% 
  91-00 
  Med. warhorse, mail 
  (AC 5), lt. crossbow, 
  scimitar 
  180’/min. 
  10% 
   
  Steppes, plains, etc. 
   
  Die roll (d%) 
  Equipped with… 
  Move 
  % Composition 
  01-20 
  Lt. warhorse, leather 
  lamellar & shield (AC 
  7), lance, scimitar 
  240’/min. 
  20% 
  21-70 
  Lt. warhorse, leather 
  lamellar (AC 8), 
  composite short bow, 
  scimitar 
  240’/min. 
  50% 
  71-90 
  Med. warhorse, mail & 
  shield (AC 4), lance, 
  scimitar 
  180’/min. 
  20% 
  91-10 
  Med. warhorse, mail 
  (AC 5), composite 
  short bow, scimitar 
  180’/min. 
  10% 
   
  Appearance: Nomads will vary in appearance depending on their place and 
  culture of origin. Some will wear clothing and decorations relating to that 
  herd animal that the tribe uses as its main source of sustenance.  
   
  Tribesman 
   
  Number 
  1d12x10 
  Morale 
  ±0 
  Hit Dice 
  1d8 
  Armor Class 
  7 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  M 
  Intelligence 
  9 
  Alignment 
  Neutral 
  Treasure Type 
  Special 
  Treasure Value 
  5% chance of each of the following per 10 
  tribesmen: 2d6 ivory tusks (1,000 g.p. each), 
  2d4x10 gold nuggests (5 g.p. each), 1d100 uncut 
  gems (10 g.p. each) 
  Magical Treasure 
  None 
  X.P. Value 
  10 + 1/h.p. 
   
  General: Tribesmen can be found in tropical regions such as jungles, isolated 
  islands, etc. They are typically quite primitive compared to most other 
  humans, and are often cannibals, headhunters, and the like. They dwell in 
  villages made of huts of grass, bamboo, or mud, half of which are protected 
  by a wooden stockade. Within a village, there will also be non-combatant 
  women and children each equal to the number of males. A village will also 
  have a 75% chance of having an additional 1d4+1x10 slaves. 50% of all 
  villages will have a special pen with 2d6 captives intended as the “guests of 
  honor” at a cannibalistic feast in the near future. Tribesmen will have the 
  following NPCs as leaders, as indicated below (NPCs are cumulative unless 
  otherwise noted). 
   
  • 
  For every 10 tribesmen, there will be a 3rd level fighter, 4th level 
  druid, and a 10% chance of a 3rd level druid 
  • 
  For every 30 tribesmen, there will be a 6th level druid 
  • 
  1d4 fourth level fighters 
  • 
  1 fifth level fighter (the chief of the tribe) 
  • 
  8th level druid 
   
  Combat: Tribesmen fight with weapons, and all carry large shields. The 
  weapon of any given tribesman should be determined randomly. For large 
  groups, you may wish to use the % Composition column, rather than rolling 
  percentile dice for each individual warrior. 
   
  Die roll 
  Armed with… 
  % Composition 
  01-50 
  Club (treat as mace) 
  50% 
  51-70 
  Spear 
  20% 
  71-80 
  Spear & stone axe 
  10% 
  81-00 
  Stone axe 
  20% 
   
  Appearance: Tribesmen are generally dressed in loincloths, and wear 
  ornaments of shell, bone, and brightly-colored feathers. Many will wear war 
  paint or file their teeth to sharp points. Rarely, they will have more outlandish 
  fashions, such as plates in lips, bones through the nose, rings on the neck, 
  hoops in earlobes, etc.  
   
  
  Wilderness and Dungeon Monster Descriptions - Mimic 
   
  56 
  Mimic 
   
   
  Mimic 
  Killer Mimic 
  Number 
  1 
  1 
  Morale 
  +1 
  +3 
  Hit Dice 
  8d8 
  10d8 
  Armor Class 
  7 
  7 
  Move 
  30’/min. 
  30’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  3d4 
  3d4 
  Defenses 
  Camouflage 
  Camouflage 
  Attacks 
  Glue 
  Glue 
  Size 
  L 
  L 
  Intelligence 
  9 
  3 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  1,000 + 10/h.p. 
  1,300 + 12/h.p. 
   
  General: Mimics are amorphous creatures that are invariably encountered 
  underground, as they detest sunlight. They are able to perfectly mimic any 
  sort of inanimate object, and use this power to appear as doors, chests, 
  furniture, stonework, staircases, etc. They lure in prey in this way and then 
  attack. Regular mimics can be bargained with, often accepting offerings of 
  food in lieu of attack, and even providing intelligence if the offering is 
  sufficiently generous. 
   
  Combat: Mimics attack by forming pseudopods out of their own substance 
  and striking enemies. Whatever the creature hits will be instantly stuck to it, 
  preventing escape. Only a successful bend bars check will allow escape. The 
  glue will dissolve upon the death of the mimic, or at its will.  
   
  Appearance: No one has ever seen a mimic in its true form, and it is 
  possible the creature has none. Regular mimics speak the common tongue as 
  well as the languages of whatever intelligent creatures live in the vicinity; 
  orcish, kobold, etc. Killer mimics do not speak.  
   
  Minotaur 
   
  Number 
  1d8 
  Morale 
  +12 
  Hit Dice 
  6d10 
  Armor Class 
  6 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  2d4 or 1d4/per weapon type +2 
  Defenses 
  +1 to all surprise rolls, immune to maze spell 
  Attacks 
  None 
  Size 
  L (8’) 
  Intelligence 
  6 
  Alignment 
  Chaotic evil 
  Treasure Type 
  IV 
  Treasure Value 
  4d6x100 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  400 + 8/h.p. 
   
  General: Minotaurs are generally found in remote wildernesses or mazey 
  underground caverns and passages. They are keen trackers, able to follow 
  prey by scent alone 50% of the time.  
   
  Combat: Minotaurs will either attack with their horns (for 2d4 h.p.) or bite 
  (1d4) depending on the height of the defender. Only creatures who are 6’ or 
  taller can be attacked by the minotaur’s horns. In addition, they attack with a 
  weapon; either a halberd or footman’s flail (they get +2 to damage when 
  using weapons, as a result of their great strength).  
   
  Appearance: Minotaurs are powerful brutes with the head of a bull and the 
  body of a large human. Their bull head sports large wickedly pointed horns. 
  They speak their own language and 25% of them will speak common as well 
  (with a heavy bullish accent).  
   
  Mold, Deadly 
   
  There are a variety of different deadly molds that are found in underground 
  (or other) environs. It should not be forgotten that most deadly molds have 
  non-deadly cousins that are much the same in appearance, but which have 
  no ill effects.  
   
  Brown Mold 
   
  Number 
  1 
  Morale 
  n/a 
  Hit Dice 
  n/a 
  Armor Class 
  9 
  Move 
  n/a 
  Magic Resistance 
  Standard 
  No. of Attacks 
  0 
  Damage 
  0 
  Defenses 
  Immune to weapons and most magic 
  Attacks 
  Drains heat 
  Size 
  Varies 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  0 
   
  General: Brown mold feeds on energy of all sorts except ultraviolet, which 
  harms it. For this reason, it is found exclusively underground. The area 
  around a patch of brown mold will be noticeably colder than the rest of the 
  area.  
   
  Combat: Brown mold draws heat from victims as its main form of attack. Any 
  creature within 5’ of a patch of brown mold will lose 1d8 h.p. every round 
  for every 10° above 55° it’s body heat is (round down). Example: A human 
  exposed to brown mold will lose 4d8 h.p. per round, since 98° minus 55° is 
  43, divided by 10 is 4. If attacked with fire of any sort (torch, oil, magical 
  fire, etc.) the patch of mold will grow instantly, as much as 8 times its size in 
  but a single round. Once this happens, those in the new area will be subject 
  to the heat-draining attack of the mold. Creatures who themselves are based 
  on cold (white dragons, ice toads, etc.) are not affected by the mold’s attack. 
   
  Only cold-based magic will affect it at all; weapons and most spells and 
  magical effects are useless. The spells ice storm and wall of ice will cause the 
  mold to be dormant for 5d6x10 minutes. The breath weapon of a white 
  dragon, or a wand of cold will destroy brown mold. 
   
  Appearance: Brown mold appears like any other sort of mold, and is light 
  tan in color.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  57 
  Yellow Mold 
   
  Number 
  1 
  Morale 
  n/a 
  Hit Dice 
  n/a 
  Armor Class 
  9 
  Move 
  n/a 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d8 
  Defenses 
  Immune to weapons and most magic 
  Attacks 
  Spores 
  Size 
  Varies 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  0 
   
  General: Yellow mold is always found underground. It is most dreaded 
  because of its deadly spores. Any creature touching the mold will be so 
  attacked; the spores will also affect wood, but not stone or metal.  
   
  Combat: If the mold is touched, it will release its spores 50% of the time, in a 
  cloud 10’ on a side. Any creature within the cloud must make a saving throw 
  vs. poison or die 24 hours later as its lungs become filled with the spores. 
  Both the spells cure disease and resurrection are necessary in order to save 
  such victims, which must be cast before the 24 hour time limit.  
   
  Yellow mold is immune to all weapons and spells other than those which are 
  based on fire or heat. Conventional fire such as oil, dragon breath, etc. will 
  destroy yellow mold. A continual light spell will cause the mold to go 
  dormant for 2d6x10 minutes.  
   
  Appearance: Yellow mold has a dull yellow hue. 
   
  Monkey 
   
   
  Baboon 
  Mandrill 
  Rhesus 
  Number 
  1d4x10 
  2d4x5 
  3d10 
  Morale 
  -2 
  -3 
  -4 
  Hit Dice 
  1d10 
  1d6 
  1d4 
  Armor Class 
  7 
  7 
  8 
  Move 
  120’/min. 
  120’/min. 
  90’/min. 
  (walking 
  and 
  climbing) 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  1d4 
  1d3 
  1d2 
  Defenses 
  None 
  None 
  None 
  Attacks 
  Males +1 dam 
  Males +1 dam 
  None 
  Size 
  S (4’) 
  S (3’) 
  S (2’) 
  Intelligence 
  6 
  6 
  5 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure type 
  None 
  None 
  None 
  Treasure value 
  n/a 
  n/a 
  n/a 
  Magical treasure 
  None 
  None 
  None 
  X.P. Value 
  20 + 2/h.p. 
  10 + 1/h.p. 
  5 + 1/h.p. 
   
  General: Monkeys are generally found in forested or jungle regions. They 
  are mostly herbivores that form large troops. Half of those encountered will 
  be non-combatant young. Baboons and mandrills are ground-dwellers and 
  will attempt to intimidate predators and intruders with a show of their fangs, 
  but all will tend to flee if aggressively confronted. Rhesus monkeys are 
  accomplished climbers and swimmers, as well as being found on solid 
  ground.  
   
  Combat: Monkeys attack with their bite. A baboon or mandrill troop will be 
  led by 2d4 large males that get a +1 bonus to damage.  
   
  Appearance: Baboons are frail-looking apes with longish snouts. They have 
  tails.  Mandrills are noted for their brightly colored blue and red snouts and 
  flanks. Rhesus monkeys are small with large expressive eyes and light brown 
  fur. 
   
  Mule 
   
  Number 
  1 
  Morale 
  -1 
  Hit Dice 
  3d8 
  Armor Class 
  7 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d2/1d6 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  0 
   
  General: Mules are hybrids of horses and donkeys. They are sterile. They are 
  very agile, and can be brought into very difficult terrain such as hills, 
  mountains, and dungeons. They are, however, stubborn creatures and are 
  known to bite or kick their handler if they are in a contrarian mood. Fire does 
  not frighten them, but strange smells or sudden noises may cause them to 
  either bolt or bray (which could attract unwanted attention). The amount they 
  carry will determine their speed: 
   
  Load 
  Speed 
  0-200 lbs. 
  120’/min. 
  201-400 lbs. 
  90’/min. 
  401-600 lbs. 
  60’/min. 
   
  They cannot carry more than 600 lbs. 
   
  Combat: Donkeys attack with a bite and kick. They can only kick creatures to 
  their rear. 
   
  Appearance: Donkeys look like smallish horses.  
   
  
  Wilderness and Dungeon Monster Descriptions - Mummy 
   
  58 
  Mummy 
   
  Number 
  2d4 
  Morale 
  +4 
  Hit Dice 
  6d10 
  Armor Class 
  3 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d12 
  Defenses 
  +1 or better weapons to harm, half damage, immune 
  to sleep, charm, hold, poison, paralysis 
  Attacks 
  Revulsion, mummy rot 
  Size 
  M 
  Intelligence 
  6 
  Alignment 
  Lawful evil 
  Treasure Type 
  VIII 
  Treasure Value 
  2d4+1x1,000 
  Magical Treasure 
  1d3 items (15%) 
  X.P. Value 
  1,150  + 8/h.p. 
  Turn as Type 
  VIII 
   
  General: Mummies are corporeal undead creatures, almost always found in 
  their burial chambers or ruins nearby. They possess a direct connection to the 
  negative plane, which instills in them a dark energy. 
   
  Combat: Mummies attack with their fists. The touch of a mummy will also 
  infect the target with the dreaded mummy rot disease. This leprosy-like 
  affliction will be fatal in 1d6 months. During that time however, it also has 
  the following effects: 
   
  • 
  Victim loses 2 points of charisma per month, permanently 
  • 
  Cure spells and healing potions will not work on the victim 
  • 
  Victim heals wounds at only 1/10th of the normal rate 
   
  The disease can be cured only by a cure disease spell, but charisma losses 
  will not be restored. Those whom the disease kills can only be raised from 
  the dead if both a cure disease and a raise dead spell are cast within 1 hour 
  of death.  
   
  The sight of a mummy will cause all creatures within 60’ to be paralyzed 
  with fear and revulsion for 1d4 rounds unless they make a saving throw vs. 
  magic. If there are more than 6 creatures so potentially affected, each gets a 
  bonus of +1 to its saving throw.  
   
  Mummies are not harmed by mundane weapons, and even magical 
  weapons will only do half damage (round down). As undead, they are 
  immune to magic such as sleep, charm, hold, etc. The spell raise dead will 
  work on the mummy, restoring it to genuine life if it fails its saving throw vs. 
  magic (being reborn as a 7th level fighter).  
   
  Mummies are susceptible to fire due to their desiccated form. An ordinary 
  torch will inflict 1d3 h.p. if it hits. Burning oil will cause 1d8 h.p. on the first 
  round and 2d8 on the second. Magical flame will inflict 1 additional point of 
  damage per attack. Holy water will cause 2d4 h.p. of damage.  
   
  Apeparance: Mummies are desiccated humans, covered in bandages and 
  rotting funeral shrouds.  
   
  N 
   
  Naga 
   
  Nagas are snake-like creatures with magical abilities. They are found in 
  warm regions. A third type of naga, the water naga, is described on p. 97.  
   
  Guardian Naga 
   
  Number 
  1d2 
  Morale 
  +7 
  Hit Dice 
  11d12 
  Armor Class 
  3 
  Move 
  150’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d6/2d4 
  Defenses 
  None 
  Attacks 
  Spells, poison 
  Size 
  L (20’ long) 
  Intelligence 
  16 
  Alignment 
  Lawful good 
  Treasure Type 
  VII 
  Treasure Value 
  3d4x10,000 
  Magical Treasure 
  1d6 items (15%) 
  X.P. Value 
  3,550 + 16/h.p. 
   
  General: As the name indicates, guardian nagas are often found as 
  guardians of some treasure, or warding some great evil. They are the 
  equivalent of 6th level clerics, and are able to cast spells accordingly (no 
  material components or gestures are required).  
   
  Combat: Guardian nagas have both a poisonous bite and are able to 
  constrict enemies in their coils. If bitten, a victim must make a saving throw 
  vs. poison or die. The naga can also spit its poison up to 30’ in lieu of biting. 
   
  Appearance: Guardian nagas have the bodies of great serpents and a 
  human-like head with golden eyes. Their scales are green-gold with silver 
  designs along the back.  
   
  Spirit Naga 
   
  Number 
  1d3 
  Morale 
  +6 
  Hit Dice 
  9d12 
  Armor Class 
  4 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d3 
  Defenses 
  None 
  Attacks 
  Spells, poison, charm 
  Size 
  L (15’ long) 
  Intelligence 
  14 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VI 
  Treasure Value 
  1d4x1,000 
  Magical Treasure 
  1 armor/weapon (10%), 1d4 scrolls (50%), 2 items 
  (60%) 
  X.P. Value 
  2,700 + 14/h.p. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  59 
  General: Spirit nagas are maleficent creatures that dwell in ruins and 
  deserted wildernesses.  
   
  Combat: Spirit nagas attack with a poisonous bite; anyone bitten must make 
  a saving throw vs. poison or be killed. In addition, the gaze of a spirit naga 
  will permanently charm anyone who meets it, unless they make a saving 
  throw vs. paralyzation. Spirit nagas also have the powers of a 5th level 
  mage and a 4th level cleric (spells do not require spell books, material 
  components, or gestures).  
   
  Appearance: Spirit nagas have the bodies of great serpents with human 
  heads. Their serpent bodies have black scales with red bands. 
   
  Nymph 
   
  Number 
  1d4 
  Morale 
  -1 
  Hit Dice 
  3d8 
  Armor Class 
  9 
  Move 
  120’/min. 
  Magic Resistance 
  10 
  No. of Attacks 
  0 
  Damage 
  n/a 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  M 
  Intelligence 
  16 
  Alignment 
  Neutral good 
  Treasure Type 
  XIII 
  Treasure Value 
  1d10x100 
  Magical Treasure 
  1 item (60%), 1 potion (60%) 
  X.P. Value 
  350 + 3/h.p. 
   
  General: Nymphs are lovely creatures who dwell in isolated and beautiful 
  wild watery spots such as grottoes, lakes, streams, etc. They are not fond of 
  intruders, especially those who surprise them; there is a 10% chance that a 
  nymph will be well-disposed towards strangers, but only if they are aware of 
  the intruders before the intruders see the nymph. If the intruder is a good-
  aligned human male with a charisma of 18, they are 90% to be well-
  disposed.  
   
  Combat: Nymphs do not attack physically. However, all nymphs have the 
  spell-casting power of a 7th level druid (spells do not require material 
  components), but none of a druid’s other powers. In addition, they have a 
  number of magical powers at their disposal.  
   
  • 
  Dimension door once per day 
  • 
  The sight of a nymph without its consent causes permanent 
  blindness unless a saving throw vs. magic is made 
  • 
  The sight of a nude nymph without its consent causes death unless 
  a saving throw vs. magic is made 
   
  Appearance: Nymphs appear as beautiful young human girls. They speak 
  their own language and the common tongue.  
   
  O 
   
  Ogre 
   
   
  Warrior 
  Leader 
  Chieftain 
  Number 
  2d10 
  See below 
  1 
  Morale 
  +4 
  +5 
  +6 
  Hit Dice 
  4d10 
  7d10 
  7d12 
  Armor Class 
  5 
  3 
  4 
  Move 
  90’/min. 
  90’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  1d10 (or per 
  weapon 
  type 
  +2) 
  1d10 (or per 
  weapon 
  type 
  +2) 
  1d10 (or per 
  weapon 
  type 
  +2) 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  +1 “to hit” with 
  weapon 
  +1 “to hit” with 
  weapon 
  Size 
  L (9’) 
  L (9’) 
  L (9’) 
  Intelligence 
  6 
  6 
  6 
  Alignment 
  Chaotic evil 
  Chaotic evil 
  Chaotic evil 
  Treasure Type 
  XII 
  XII 
  III 
  Treasure Value 
  1d8x10 
  1d8x10 
  1d4+1x1,000 
  Magical Treasure 
  None 
  None 
  1 armor / 
  weapon (10%) 
  X.P. Value 
  90 + 5/h.p. 
  225 + 8/h.p. 
  375 + 10/h.p. 
   
   
  Female 
  Young 
  Shaman 
  Number 
  2d6 
  4d10x10 
  2d10 
  Morale 
  +4 
  -1 
  +4 
  Hit Dice 
  4d6 
  1d6 
  4d10 
  Armor Class 
  5 
  6 
  5 
  Move 
  90’/min. 
  60’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  2d4 
  (or 
  per 
  weapon type) 
  1d6 (or by 
  weapon) 
  1d10 (or per 
  weapon type) 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  None 
  Spells 
  Size 
  L (9’) 
  S (4’) 
  L (9’) 
  Intelligence 
  6 
  8 
  6 
  Alignment 
  Chaotic evil 
  Chaotic evil 
  Chaotic evil 
  Treasure Type 
  XI 
  None 
  XI 
  Treasure Value 
  1d8x10 
  n/a 
  1d8x10 
  Magical Treasure 
  None 
  None 
  2d4 
  potions 
  (40%) 
  X.P. Value 
  35 + 3/h.p. 
  10 + 1/h.p. 
  165 + 5/h.p. 
   
  General: Ogres are large humanoid brutes that are found in nearly every 
  climate and terrain. They are not-uncommonly found in the ranks of other 
  humanoids such as orcs or gnolls, and are often found in the company of 
  trolls, and they are sometimes used as troops by powerful evil beings and 
  characters. When encountered in numbers, the following leader-types will 
  also be encountered. 
   
  Number 
  Additional ogres 
  11-15 
  1 leader 
  16-20 
  2 leaders, 1 chieftain 
   
  In addition, in their lair there will be 2d6 females and 2d4 young. There is 
  also a 30% chance that 2d4 prisoners will be kept in the lair; these will be 
  kept as slaves 25% of the time, or as food 75%. Demi-humans are a favorite 
  
  Wilderness and Dungeon Monster Descriptions - Ogre Mage 
   
  60 
  meal of ogres, and so there is only a 10% chance that they will still be 
  encountered alive.  
   
  Combat: Ogres attack with either their massive fists or weapons (any sort of 
  weapon is possible; clubs, maces, swords, etc.). When using weapons, 
  ogres get a bonus of +2 to damage, and leaders and chieftains get a bonus 
  of +1 “to hit”.  
   
  Description: Ogres are large humanoid creatures with skin of dull yellow to 
  dark brown. Their hides are covered with warty bumps that are darker than 
  the rest of the skin. They wear poorly-tanned hides, but their weapons are 
  well cared-for. They speak their own language, orcish, troll, and stone giant.  
   
  Spell casters: Ogre shamans can rise as high as 3rd level.  
   
  Ogre Mage 
   
   
  Ogre mage 
  Chief 
  Number 
  1d6 
  1 
  Morale 
  +5 
  +6 
  Hit Dice 
  5d10 
  9d10 
  Armor Class 
  4 
  4 
  Move 
  90’/min., 
  150’/min. 
  (flying - good) 
  90’/min., 
  150’/min. 
  (flying - good) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  1d12 
  1d12 
  Defenses 
  Regenerate 
  Regenerate 
  Attacks 
  See below 
  See below 
  Size 
  L (10 ½’) 
  L (10 ½’) 
  Intelligence 
  8-16 
  8-16 
  Alignment 
  Lawful evil 
  Lawful evil 
  Treasure type 
  V 
  Treasure value 
  6d6x1,000 
  Magical treasure 
  1d4+1 items (35%) 
  X.P. Value 
  900 + 6/h.p. 
  1,300 + 10/h.p. 
   
  General: Ogre magi are a powerful offshoot of the ogre race, imbued with 
  magical powers. They make their lairs in remote locales, either underground 
  or in a fortification. In their lair, there will always be a chief and 2d6 
  prisoners, who are kept as slaves (25%) and food (75%). Ogre magi are as 
  fond of demi-human flesh as their brutish cousins, and so there is but a 10% 
  chance that any given prisoner will be of those races.  
   
  Combat: Ogre magi attack with their fists. In addition, they have the 
  following magical powers. 
   
  • 
  Fly (12 hours per day) 
  • 
  Invisibility at will 
  • 
  Darkness 10’ radius at will 
  • 
  Polymorph self (only to a human, humanoid, demi-human, etc. 
  form) 
  • 
  Regenerate 1 h.p. per round 
  • 
  Charm person once per day 
  • 
  Sleep once per day 
  • 
  Gaseous form once per day 
  • 
  Ray of cold once per day (60’ long, 20’ wide at the base, does 
  8d8 h.p. of damage, save for half damage) 
   
  Appearance: Ogre magi are large humanoids with a single large horn in the 
  middle of their foreheads and large tusk-like fangs. Their skin is either light 
  blue, light green, or tan. Hair is dependent on their skin color; dark green, 
  dark blue, or mustard yellow. Their nails are black, and they wear brightly-
  printed clothing. They speak their own tongue, that of ordinary ogres, and 
  the common tongue.  
   
  Ooze, Deadly 
   
  Gray ooze 
   
  Number 
  1d3 
  Morale 
  n/a 
  Hit Dice 
  3d10 
  Armor Class 
  8 
  Move 
  10’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d8 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  M to L 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  200 + 5/h.p. 
   
  General: Oozes are unnatural horrors that inhabit underground environs.  
   
  Combat: Gray oozes strike by forming snake-like pseudopods with their 
  bodies. Their secretions will eat through metal swiftly (mail in but a single 
  round), but will not harm stone or wood. They are immune to spells, cold, 
  and heat. They are susceptible to electrical attacks, however, as well as 
  normal weapons (the latter, however, will be corroded by the ooze’s 
  secretions).  
   
  Appearance: Gray oozes are amorphous, being able to flow through small 
  spaces as small as 8” high. Those over 18 h.p. are some 3’x8’ in size, while 
  those over 21 h.p. are fully 12’ long. All are no more than 8” thick. Gray 
  oozes are often mistaken for wet stone.  
   
  Orc 
   
   
  Warrior 
  Sergeant 
  Captain 
  Number 
  30d10 
  See below 
  See below 
  Morale 
  +1 
  +2 
  +3 
  Hit Dice 
  1d8 
  1d8 (8 h.p.) 
  2d10 
  Armor Class 
  6 
  6 
  4 
  Move 
  90’/min. 
  90’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  Per weapon 
  Per weapon 
  Per weapon +1 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  None 
  None 
  Size 
  M 
  M 
  M 
  Intelligence 
  8 
  8 
  8 
  Alignment 
  Lawful evil 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  XII 
  XII 
  XII 
  Treasure Value 
  1d6 
  1d6 
  1d6 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  10 + 1/h.p. 
  10 + 1/h.p. 
  20 + 2/h.p. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  61 
   
  Bodyguard 
  Chief 
  Shaman / 
  Witch doctor 
  Number 
  See below 
  See below 
  1 
  Morale 
  +4 
  +4 
  +2 
  Hit Dice 
  3d10 
  3d10 
  1d8 
  Armor Class 
  4 
  4 
  6 
  Move 
  90’/min. 
  90’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  Per weapon +1 
  Per weapon +1 
  Per weapon 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  None 
  Spells 
  Size 
  M 
  M 
  M 
  Intelligence 
  8 
  8 
  8 
  Alignment 
  Lawful evil 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  XII 
  III 
  XI 
  Treasure Value 
  1d6 
  6d6x100 
  1d6 
  Magical Treasure 
  None 
  2 items (10%) 
  2d4 
  potions 
  (40%) 
  X.P. Value 
  35 + 3/h.p. 
  35 + 3/h.p. 
  45 + 1/h.p. 
   
  General: Orcs are vicious humanoids that are found in most climes and 
  terrains. They are organized into tribes, and different tribes are 75% likely to 
  fight one another unless a strong leader is present. For every 30 orcs 
  encountered, there will be 4 sergeants. If 150 or more are encountered, 
  there will be 3d6+1 captains. In the orc lair will be the chief and 5d6 
  bodyguards, as well as non-combatant females equal to the number of 
  warriors, and young equal to half that number. Note that orcs are able to 
  interbreed with many races, and orc-human halfbreeds (commonly referred to 
  as “half-orcs”) are not uncommon. See the Adventures Dark and Deep 
  Players Manual for details on player-character half-orcs. 
   
  They make their lairs in underground caves or other such places 75% of the 
  time; otherwise they will be found in a fortified village with 1d4 watch towers 
  and a gate. Orc lairs are 50% likely to have 1d4+1 ogres there as well, as 
  guards (see p. 59), in addition to being 75% likely to have 1d10 baboons 
  as pets/guards (see p. 57).  
   
  Combat: Orcs attack with weapons. They suffer a -1 penalty “to hit” in 
  sunlight due to their dislike of brightness. The weapon of any given orc 
  should be determined randomly. For large groups, you may wish to use the 
  % Composition column, rather than rolling percentile dice for each individual 
  warrior. 
   
  Die roll (d%) 
  Armed with… 
  % Composition 
  01-10 
  Battleaxe 
  10% 
  11-20 
  Battleaxe & longbow 
  10% 
  21-30 
  Battleaxe & lt. crossbow 
  10% 
  31-35 
  Battleaxe & lucern hammer 
  5% 
  36-45 
  Battleaxe & spear 
  10% 
  46-50 
  Battleaxe & voulge-guisarme 
  5% 
  51-55 
  Long sword & battleaxe 
  5% 
  56-60 
  Long sword & flail 
  5% 
  61-70 
  Long sword & spear 
  10% 
  71-80 
  Lucern hammer 
  10% 
  81-90 
  Spear 
  10% 
  91-00 
  Voulge-guisarme 
  10% 
   
  Note that sergeants, captains, and chiefs will have two weapons each. 
   
  Appearance: Orcs are humanoid in appearance, with pig-like heads. Their 
  skin is brown-green with a blue tint, but their snouts and ears are pink. Their 
  hair is black or dark brown. They tend to wear sickly bright colors associated 
  with their tribe.  
   
  Spell casters: Orc shamans can become 5th level. Orc witch doctors can rise 
  as high as 4th level.  
   
  Otyugh 
   
   
  Neo-otyugh 
  Otyugh 
  Number 
  1 
  1 (90%) 2 (10%) 
  Morale 
  +4 
  +4 
  Hit Dice 
  9d10 - 12d10 
  6d10 - 8d10 
  Armor Class 
  0 
  3 
  Move 
  60’/min. 
  60’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  Damage 
  2d6/2d6/1d3 
  1d8/1d8/1d4+1 
  Defenses 
  Never surprised 
  Never surprised 
  Attacks 
  Disease 
  Disease 
  Size 
  L (3’ tall, 7-8’ wide) 
  M-L (3’ tall, 4-6’ wide) 
  Intelligence 
  11 
  8 
  Alignment 
  Neutral 
  Neutral 
  Treasure type 
  None 
  None 
  Treasure value 
  n/a 
  n/a 
  Magical treasure 
  None 
  None 
  X.P. Value 
  See below 
  See below 
   
  General: Otyughs are subterranean scavengers, living on offal and the other 
  off-casts of other creatures, although they do not eschew fresh meat when 
  they can get it. Often, they will live in deliberate symbiosis with another 
  creature or family of creatures, sometimes being used by the latter as 
  guardians, although they are rarely found in city sewers, which are to them a 
  rich and rare buffet of muck. They typically dwell in the muck and mire of a 
  midden or offal heap. Neo-otyughs are more aggressive than their ordinary 
  cousins. The size of the otyugh should be determined randomly. 
   
  Neo-otyugh 
  Otyugh 
  Die 
  roll 
  (d4) 
  Hit Dice 
  Size 
  X.P. 
  Hit Dice 
  Size 
  X.P. 
  1 
  9d10 
  HD 
  L (7’ 
  wide) 
  1,100 + 
  14/h.p. 
  6d10 
  HD 
  M 
  (4’ 
  wide) 
  325 
  + 
  8/h.p. 
  2 
  10d10 
  HD 
  L (7’ 
  wide) 
  1,100 + 
  14/h.p. 
  7d10 
  HD 
  M 
  (5’ 
  wide) 
  475 
  + 
  10/h.p. 
  3 
  11d10 
  HD 
  L (8’ 
  wide) 
  1,500 + 
  16/h.p. 
  8d10 
  HD 
  M 
  (5’ 
  wide) 
  700 
  + 
  12/h.p. 
  4 
  12d10 
  HD 
  L (8’ 
  wide) 
  1,500 + 
  16/h.p. 
  8d10 
  HD 
  L 
  (6’ 
  wide) 
  700 
  + 
  12/h.p. 
   
  Otyughs are never surprised, as their sensory organs are invariably thrust up 
  above the pile of offal and carrion in which it dwells. 
   
  Combat: Otyughs strike with their two horned tentacles and bite with their 
  enormous toothy maws. If a victim is bitten, there is a 90% chance that they 
  will be infected with a disease (determine randomly).  
   
  Appearance: The otyugh looks like a giant lump of excrement, with three 
  legs, an enormous mouth filled with teeth, and three tentacles. One of the 
  tentacles contains the creature’s sensory organs; a pair of eyes placed atop 
  one another, as well as hearing. The other two tentacles are covered with 
  spines and end in large fleshy pads with sharp spikes, which are used to 
  bludgeon prey. They speak their own language and have a sort of semi-
  telepathy, through which they are able to make arrangements with other 
  types of creatures for mutual protection, nourishment, and the like.  
   
  
  Wilderness and Dungeon Monster Descriptions - Owl 
   
  62 
  Owl 
   
  Number 
  1d4 
  Morale 
  ±0 
  Hit Dice 
  1d4 
  Armor Class 
  7 
  Move 
  10’/min., 240’/min. (flying - good) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d2/1d2 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  S 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2 + 1/h.p. 
   
  General: Owls are nocturnal hunters that are found in most climates. 
   
  Combat: Owls attack with their claws. 
   
  Appearance: There are many varieties of owl, with a wide variety of colors 
  and particulars. Generally speaking, they are squat birds with large eyes.  
   
  Owl, Giant 
   
  Number 
  1d4+1 
  Morale 
  +3 
  Hit Dice 
  4d8 
  Armor Class 
  6 
  Move 
  30’/min., 180’/min. (flying - average) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  2d4/2d4/1d4+1 
  Defenses 
  None 
  Attacks 
  Enemies get -4 on surprise rolls 
  Size 
  M 
  Intelligence 
  12 
  Alignment 
  Neutral 
  Treasure Type 
  XVII 
  Treasure Value 
  5d10x10 
  Magical Treasure 
  1 item (60%), 1 potion (60%) 
  X.P. Value 
  150 + 4/h.p. 
   
  General: Giant owls dwell only in areas far removed from civilization. They 
  hunt nocturnally. In their lair, there is a 20% chance that there will be 1d3 
  eggs (25% chance) or 1d3 hatchlings (75% chance). The eggs are worth 
  1,000 g.p., and hatchlings 2,000 g.p. if returned to civilization and sold.  
   
  Combat: Giant owls attack with their two claws and their beak. They are 
  able to fly silently, thus victims get a penalty of -4 to their surprise rolls.  
   
  Appearance: Giant owls are simply man-sized versions of their normal 
  cousins. They speak their own language.  
   
  Owlbear 
   
   
  Adult 
  Young 
  Number 
  1d4+1 
  1d6 
  Morale 
  n/a 
  n/a 
  Hit Dice 
  5d10 
  2d10 - 4d10 
  Armor Class 
  5 
   
  Move 
  120’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  Damage 
  1d6/1d6/2d6 
  See below 
  Defenses 
  None 
  None 
  Attacks 
  Hug 
  Hug 
  Size 
  L (8’) 
  M 
  Intelligence 
  6 
  6 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  IV 
  None 
  Treasure Value 
  4d6x100 
  n/a 
  Magical Treasure 
  1d2 items (10%) 
  None 
  X.P. Value 
  225 + 8/h.p. 
  See below 
   
  General: Owlbears are surely not natural creatures, being as they are a 
  nightmarish combination of bear and giant owl. They inhabit both dense and 
  forlorn woodlands as well as underground lairs. They are always hungry, 
  aggressive, and foul-tempered, and will always attack on sight. When 
  encountered in their lair, there will either be 1d6 eggs (20% chance) or 1d6 
  young (80% chance). The size of the young should be determined randomly. 
   
  Die roll (d6) 
  Hit dice 
  Damage 
  X.P. Value 
  1-2 
  2d10 
  1d2/1d2/1d4 
  50 + 3/h.p. 
  3-4 
  3d10 
  1d3/1d3/2d3 
  85 + 4/h.p. 
  5-6 
  4d10 
  1d4/1d4/2d4 
  130 + 5/h.p. 
   
  Owlbear eggs are worth 2,000 g.p. each, while 2 hit die owlbear young 
  are worth 5,000 g.p. Older owlbears cannot be trained and thus are 
  worthless to traders. 
   
  Combat: Owlbears attack with their two claws and massive beak. They will 
  invariably fight to the death. If either claw successfully hits a foe with a 
  natural roll of 18 or better, they will hug the victim, inflicting an additional 
  2d8 h.p. of damage. After that, the creature will hug the victim automatically 
  each round until one or the other is killed. It can only hug one victim at a 
  time. 
   
  Appearance: The owlbear is truly a creature out of nightmares. They have 
  black, brown, or light brown fur on their bodies, and lighter-colored feathers 
  around their owl-like head. Their paws and claws are massive, and their eyes 
  are red and fearsome.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  63 
  P 
   
  Pegasus 
   
   
  Adult 
  Foal 
  Number 
  1d10 
  See below 
  Morale 
  +8 
  -1 
  Hit Dice 
  4d10 
  See below 
  Armor Class 
  6 
  6 
  Move 
  240’/min., 
  480’/min. 
  (flying - average, poor 
  when mounted) 
  120’/min., 
  240’/min. 
  (flying - clumsy) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  Damage 
  1d8/1d8/1d3 
  See below 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  L 
  See below 
  Intelligence 
  9 
  9 
  Alignment 
  Chaotic good 
  Chaotic good 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None  
  X.P. Value 
  90 + 5/h.p. 
  See below 
   
  General: Pegasi dwell far away from civilization, as they are skittish and 
  distrustful of other creatures. They are muchly sought after as mounts; they 
  will only serve as such for good-aligned characters, but once they have 
  accepted such service, they will serve to the death. In their aerie, there is a 
  20% chance that there will be wither 1d3 eggs (30% likely) or 1d2 foals.  
   
  The size of the foals should be determined randomly. 
   
  Die roll (d4) 
  Size 
  Hit dice 
  Damage 
  X.P. Value 
  1 
  S 
  1d6 
  1d2/1d2/1 
  5 + 1/h.p. 
  2 
  M 
  1d8 
  1d3/1d4/1 
  10 + 1/h.p. 
  3 
  M 
  2d8 
  1d4/1d4/1d2 
  20 + 2/h.p. 
  4 
  M 
  2d10 
  1d6/1d6/1d3 
  35 + 3/h.p. 
   
  Eggs are worth 3,000 g.p., while foals are worth 5,000 g.p. 
   
  Combat: Pegasi attack with their fore hooves and bite. 
   
  Appearance: Pegasi appear as beautiful horses with the wings of eagles. 
  Their coloration can be anything that normal horses are known to have, with 
  wings of matching or complimentary hue. 
   
  Peryton 
   
  Number 
  2d4 
  Morale 
  +2 
  Hit Dice 
  4d8 
  Armor Class 
  7 
  Move 
  120’/min., 210’/min. (flying - average) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  4d4 
  Defenses 
  +1 or better weapon to damage 
  Attacks 
  +2 bonus “to hit” 
  Size 
  M 
  Intelligence 
  9 
  Alignment 
  Chaotic evil 
  Treasure Type 
  IV 
  Treasure Value 
  1d4x1,000 
  Magical Treasure 
  1 armor/weapon (10%) 
  X.P. Value 
  150 + 4/h.p. 
   
  General: Perytons are usually found in desolate rocky hills and mountains, 
  and are not thought to be of natural origin. Although they need hearts 
  (preferably human) in order to reproduce, they have been known to take 
  prisoners, keeping them until such time as they desire to mate.  
   
  Combat: Perytons attack with their razor-sharp antlers, receiving an 
  automatic +2 bonus on all “to hit” rolls. After slaying a victim, the peryton 
  will immediately tear out its heart, after which it will fly away to mate. They 
  can only be harmed by magical weapons.  
   
  Appearance: Perytons are weird in the extreme. They have the body of a 
  great dark green vulture and the head of a blue-black stag. The chest of the 
  male is blue, while that of the female is dun. They speak their own language.  
   
  Piercer 
   
  Number 
  3d6 
  Morale 
  n/a 
  Hit Dice 
  1d8-4d8 
  Armor Class 
  3 
  Move 
  10’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  See below 
  Defenses 
  None 
  Attacks 
  95% surprise 
  Size 
  S to M 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  See below 
   
  General: Piercers inhabit large underground caves and caverns, hanging on 
  the ceilings. When a warm-blooded creature passes beneath them, they 
  loose themselves from the ceiling, impaling their prey and devouring it. Once 
  sated, they begin their long slow climb back up to the ceiling. The size of 
  each individual piercer should be determined randomly; those of different 
  sizes will usually be found together. 
   
  
  Wilderness and Dungeon Monster Descriptions - Pixie 
   
  64 
  Die roll (d4) 
  Size 
  Hit dice 
  Damage 
  X.P. Value 
  1 
  S 
  1d8 
  1d6 
  10 + 1/h.p. 
  2 
  S 
  2d8 
  2d6 
  20 + 2/h.p. 
  3 
  M 
  3d8 
  3d6 
  35 + 3/h.p. 
  4 
  M 
  4d8 
  4d6 
  60 + 4/h.p. 
   
  Combat: Piercers attack by dropping on victims from above, impaling them. 
   
  Appearance: Piercers are nearly indistinguishable from ordinary stalactites.  
   
  Pixie 
   
  Number 
  5d4 
  Morale 
  -2 
  Hit Dice 
  1d4 
  Armor Class 
  5 
  Move 
  60’/min., 120’/min. (flying - good) 
  Magic Resistance 
  5 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  S (2 ½’) 
  Intelligence 
  16 
  Alignment 
  Neutral 
  Treasure Type 
  V 
  Treasure Value 
  6d6x1,000 
  Magical Treasure 
  2d4+1 potions (40%), 1d4 scrolls (50%), 1 item 
  (60%) 
  X.P. Value 
  105 + 1/h.p. 
   
  General: Pixies inhabit remote and idyllic forests and glens. As they can 
  become invisible at will, they are almost never encountered unless they wish 
  to be. They have a very mischievous nature.  
   
  Combat: Pixies use small swords (treat as daggers) and small short bows 
  (half normal range). The arrows shot from these bows come in three types; 
  each of which gains an automatic +4 bonus “to hit”. The first is the war 
  arrow, which causes 1d4+1 h.p. of damage. The second is the sleep arrow, 
  which causes a deep sleep for 1d6 hours if it hits; the victim is allowed a 
  saving throw vs. magic to escape the effect. The third is the amnesia arrow, 
  which will cause the victim to lose his memory permanently unless a saving 
  throw vs. magic is made. The effect can only be reversed by an exorcism 
  spell. The latter two sorts of arrows do no physical damage. As they are 
  usually invisible, pixies get a +4 bonus on all “to hit” rolls against creatures 
  not able to detect invisibility (note that this is in addition to the +4 bonus they 
  get with their bows). In addition, pixies have the following magical powers. 
   
  • 
  Invisibility at will (pixies can attack while invisible) 
  • 
  Polymorph self at will 
  • 
  Know alignment at will 
  • 
  Cause confusion (permanent) by touch; saving throw vs. magic 
  applies 
  • 
  Create a visual and auditory illusion once per day that does not 
  require concentration 
  • 
  Dispel magic (as 8th level caster) once per day 
  • 
  Dancing lights once per day 
  • 
  ESP once per day 
  • 
  Irresistible dance (10% chance) once per day 
   
  Appearance: When they choose to be seen at all, pixies appear as small 
  elves with dragonfly wings. They speak their own language, sprite, and the 
  common tongue.  
  Porcupine, Giant 
   
  Number 
  1d2 
  Morale 
  -1 
  Hit Dice 
  6d10 
  Armor Class 
  5 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d4 
  Defenses 
  Quills 
  Attacks 
  Quills 
  Size 
  L (10’) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  350 + 6/h.p. 
   
  General: Giant porcupines inhabit woodlands, and are not overly shy about 
  intruding on habited areas. They are not particularly aggressive, but will 
  scavenge for food relentlessly. They will fight if threatened or approached 
  within 30’. 
   
  Combat: Although giant porcupines are able to bite, they are much more 
  likely (90% chance if the beast has taken less than half its total hit points in 
  damage) to use its quills to attack. It can shoot 1d8 of its 3’ long quills each 
  round at enemies up to 30’ away, with each doing 1d4 h.p. when it hits. In 
  addition, those who attempt to attack the giant porcupine will also be struck 
  by 1d4 additional quills. There is no limit to the number of quills the creature 
  possesses. 
   
  Appearance: The giant porcupine appears as a larger version of its normal 
  cousin.  
   
  Pseudo-Dragon 
   
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  2d6 
  Armor Class 
  2 
  Move 
  60’/min., 240’/min. (flying - good) 
  Magic Resistance 
  7 
  No. of Attacks 
  1 
  Damage 
  1d3 
  Defenses 
  Camouflage 
  Attacks 
  Poison 
  Size 
  S (1 ½’) 
  Intelligence 
  9 
  Alignment 
  Neutral good 
  Treasure Type 
  XIII 
  Treasure Value 
  10d10x10 
  Magical Treasure 
  None 
  X.P. Value 
  200 + 2/h.p. 
   
  General: Pseudo-dragons are found in most terrains and climates; they are 
  quite sought after, as they make excellent companions if properly convinced. 
  The magic resistance of the pseudo-dragon can, at their will, be extended to 
  another creature with whom they are in physical contact (for example, as the 
  pseudo-dragon is perched on their shoulder). They are telepathic, and can 
  communicate with other creatures up to 240’ distant (they are also able to 
  transmit what they see and hear via this method). Pseudo-dragons are 
  
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  65 
  sometimes referred to as “false familiars”, as they can give some of the 
  benefits enjoyed by mages with true familiars. The situation is somewhat 
  confused by the fact that the spell find familiar can sometimes provide a 
  pseudo-dragon as the familiar.  
   
  Combat: Pseudo-dragons attack with their tiny jaws. However, they also have 
  a stinger at the tip of their tail which strikes with a +4 bonus “to hit”. Those 
  struck by the stinger must make a saving throw vs. poison or be struck with a 
  death-like catalepsy for 1d6 days. There is a chance equal to 13+ the 
  victim’s CON score that death will ensue at the end of that time (if the CON 
  score is not known, simply assume a 25% chance).  
   
  Pseudo-dragons are able to see invisible objects, and have an innate 
  chameleon-like power that allows them to change color at will. This power 
  allows them to be 80% undetectable to those unable to see invisible objects.  
   
  Appearance: Pseudo-dragons look like miniature red dragons with red-brown 
  scales and a large stinger at the tip of the tail. They are, of course, able to 
  change their coloration at will, as noted above.  
   
  Pudding, Deadly 
   
   
  Black 
  Brown 
  Number 
  1d4 
  1d4 
  Morale 
  ±0 
  ±0 
  Hit Dice 
  10d8 
  11d8 
  Armor Class 
  6 
  5 
  Move 
  60’/min. 
  60’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  3d8 
  5d4 
  Defenses 
  Immune to cold, lightning, 
  and weapons 
  Immune to cold, lightning, 
  and weapons 
  Attacks 
  Dissolve wood and metal 
  Dissolve wood and 
  leather 
  Size 
  S to L (see below) 
  S to L (see below) 
  Intelligence 
  0 
  0 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  1,350 + 14/h.p. 
  1,600 + 16/h.p. 
   
   
  Dun 
  White 
  Number 
  1d3 
   
  Morale 
  ±0 
  ±0 
  Hit Dice 
  8d10 
  9d8 
  Armor Class 
  7 
  8 
  Move 
  120’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  4d6 
  7d4 
  Defenses 
  Immune to cold, lightning, 
  and weapons 
  Immune to cold, lightning, 
  and weapons 
  Attacks 
  Dissolve metal (at half 
  rate) and leather 
  Dissolve wood and 
  leather 
  Size 
  S to L (see below) 
  S to L (see below) 
  Intelligence 
  0 
  0 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
   
   
   
  General: Puddings are thought to be the result of magical or alchemical 
  experiments gone awry, much like slimes, jellies, and oozes. They are 
  essentially great colonies of single-celled organisms that haven’t quite 
  achieved the level of organization of the higher forms of life. Black puddings 
  are found exclusively in underground regions, while brown puddings are 
  found in marshes and swamps, dun puddings in deserts, and white puddings 
  in arctic regions.  
   
  All puddings are able to flow over walls and ceilings, as well as being able 
  to pass their body through cracks as small as 1”. The size of the pudding will 
  be determined by its hit points (the size determines how large an area of 
  wood, metal, etc. can be dissolved):  
   
  Hit points 
  Size (diameter) 
  10-20 
  S (5’) 
  21-40 
  M (6’) 
  41-60 
  L (7’) 
  61-80 
  L (8’) 
   
  Combat: The digestive enzymes of the pudding will do damage to flesh as 
  indicated above. Wood is consumed at a rate of 2” thickness per round, and 
  metal is also subject to its effect; mail will be dissolved in but a minute, plate 
  armor in 2 minutes, plus 1 minute for every “plus” of enchanted armor. 
  Leather is devoured in but a single round, even if it is enchanted in some 
  way.  
   
  All puddings are immune to cold-based attacks, but fire does normal damage 
  to the creature and they thus avoid it. If the pudding is struck by an edged 
  weapon, it will temporarily divide into two creatures, each capable of 
  attacking, each with half the remaining hit points of the whole. It will re-form 
  within a few minutes of combat being over. 
   
  Appearance: Deadly puddings appear as a thick viscous pool or puddle that 
  ripples slightly around its edges as it moves. The white pudding is often 
  mistaken for a patch of snow or ice, the brown pudding blends in to mud, 
  etc. 
   
  Q 
   
  R 
   
  Rakshasa 
   
  Number 
  1d4 
  Morale 
  +3 
  Hit Dice 
  7d10 
  Armor Class 
  -4 
  Move 
  150’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/1d4+1 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  M 
  Intelligence 
  12 
  Alignment 
  Lawful evil 
  Treasure Type 
  V 
  Treasure Value 
  1d8+3x1,000 
  Magical Treasure 
  1d4+1 items, no weapons (10%) 
  X.P. Value 
  925 + 8/h.p. 
   
  
  Wilderness and Dungeon Monster Descriptions - Ram 
   
  66 
  General: Rakshasas, contrary to popular opinion, are native to the material 
  plane, being found in all sorts of climates and regions. They prefer human 
  and humanoid flesh, and use their powerful magical abilities to infiltrate 
  human communities. Their modus operandi is to use their ESP power to 
  determine the identity of someone the victim trusts, then use their illusion 
  power to appear to be that person. Thus disguised, they wait for a propitious 
  moment to attack when the victim is off guard. If more than one are 
  encountered, only the first will be male, and the rest females.  
   
  Combat: Rakshasas attack with their claws and bite. However, they rely on 
  their magical powers to both gull victims and protect themselves. 
   
  • 
  ESP at will 
  • 
  Alter self at will 
  • 
  Immune to all spells under 8th level 
   
  Rakshasas have the spell-casting ability of both a 1st level cleric and a 3rd 
  level mage (no material components or spell books required). They are 
  immune to non-magical weapons, and weapons of +1 or +2 enchantment 
  only do half damage. A hit from a crossbow bolt blessed by a good-aligned 
  cleric will slay them. 
   
  Appearance: It is not known whether rakshasas actually have a true form. 
  On their death, they will remain in whatever form they last held. Even true 
  sight or dispel magic will not strip away the illusionary form of the rakshasa, 
  although it will make it abundantly clear that the form being seen is illusory. 
   
  Ram 
   
   
  Normal (male) 
  Giant (male) 
  Number 
  1 (see below) 
  1 (see below) 
  Morale 
  +3 
  +8 
  Hit Dice 
  2d8 
  4d10 
  Armor Class 
  6 
  6 
  Move 
  150’/min. 
  150’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  1d2 
  2d6 
  Defenses 
  None 
  None 
  Attacks 
  Charge 
  Charge 
  Size 
  M 
  L (6’ at shoulder) 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  28 + 2/h.p. 
  85 + 4/h.p. 
   
  General: Rams are found in mountainous or rocky regions in most climates. 
  They are not particularly aggressive unless they feel themselves or their flock 
  are threatened, in which case they will fight to the death. 75% of encounters 
  will be with an entire herd, rather than a single individual. A herd will consist 
  of 1 male, 1d4 ewes, and 2d4 lambs. The latter are non-combatants.  
   
  Combat: Rams will attack with their horns; they may also charge if there is 
  sufficient room to gain speed; charging does double damage. Ewes do not 
  charge; they only attack with their head butt. 
   
  Appearance: Rams are shaggy quadrupeds with large curving horns. In 
  some species the ewes also have horns, but it is not universal.  
   
  Rat 
   
   
  Normal 
  Giant 
  Number 
  1d100 
  5d10 
  Morale 
  -3 
  -2 
  Hit Dice 
  1d4 (max. 2 h.p.) 
  1d4 
  Armor Class 
  7 
  7 
  Move 
  150’/min. 
  120’/min., 
  60’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  1 
  1d3 
  Defenses 
  None 
  None 
  Attacks 
  None 
  Disease 
  Size 
  S 
  S 
  Intelligence 
  1 
  3 
  Alignment 
  Neutral 
  Neutral evil 
  Treasure Type 
  None 
  VII 
  Treasure Value 
  n/a 
  4d6x100 
  Magical Treasure 
  None 
  1d2 items (10%) 
  X.P. Value 
  2 + 1/h.p. 
  7 + 1/h.p. 
   
  General: Rats in general are found almost everywhere, especially where 
  humans and humanoids make their homes. Giant rats are in particular fond 
  of the flesh of corpses, and are often found burrowing in graveyards and in 
  tombs. Rats fear fire.  
   
  Attack: Rats attack with their bite. Those bitten by giant rats have a 5% 
  chance per bite of contracting a disease unless a saving throw vs. poison is 
  made.  
   
  Appearance: Rats are furred rodents with naked tails, whose fur comes in a 
  wide variety of colors, from white to black to brown to a mix.  
   
  Rat king: On occasion (1% chance per encounter with rats or giant rats) rats 
  will form a rat king. This is a large mass of rats (2d10) that are linked 
  together by their tails into a squealing, squalling mess. The rat king is treated 
  as a single creature, with as many hit points and attacks as the rats that 
  make it up. It still attacks as a 1d4 hit die creature, however.  
   
  Remorhaz 
   
  Number 
  1 
  Morale 
  +8 
  Hit Dice 
  8d12-14d12 
  Armor Class 
  0 (body), 2 (head), 4 (belly) 
  Move 
  120’/min. 
  Magic Resistance 
  15 
  No. of Attacks 
  1 
  Damage 
  6d6 
  Defenses 
  Heat 
  Attacks 
  Swallow whole, heat 
  Size 
  L (21’-42’ long) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  VII 
  Treasure Value 
  1d8+3x1,000 
  Magical Treasure 
  1d4+1 items, no weapons (10%) 
  X.P. Value 
  See below 
   
  General: Remorhaz (the name is singular and plural) inhabit remote arctic 
  regions. They are aggressive in the extreme. To counter the extreme cold of 
  
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  67 
  their environment, the creatures generate great heat within their bodies. The 
  size of the remorhaz should be determined randomly. 
   
  Die roll 
  Hit dice 
  Size 
  X.P. Value 
  1 
  7d12 
  21’ 
  825 + 10/h.p. 
  2 
  8d12 
  24’ 
  1,300 + 12/h.p. 
  3 
  9d12 
  27’ 
  2,050 + 14/h.p. 
  4 
  10d12 
  30’ 
  2,150 + 14/h.p. 
  5 
  11d12 
  33’ 
  2,850 + 16/h.p. 
  6 
  12d12 
  36’ 
  2,950 + 16/h.p. 
  7 
  13d12 
  39’ 
  3,950 + 18/h.p. 
  8 
  14d12 
  42’ 
  4,050 + 18/h,p. 
   
  When encountered in its lair, there is a 25% chance that there will in fact be 
  a mated pair, along with 1d2 eggs worth 5,000 g.p. each.  
   
  Combat: Remorhaz attack with a lightning-quick bite. On a natural roll of 20 
  “to hit” they will swallow a man-sized creature whole, instantly killing him 
  from the heat within the creature. The ridges on the back of the creature will 
  glow red with heat when battle is joined, and anyone touching the back of 
  the creature will suffer 10d10 h.p. of heat damage. The radiated heat from 
  the monster is so great that non-magical weapons will melt if it strike’s the 
  creature’s back.  
   
  Appearance: The remorhaz is a giant cutworm with bony ridges along its 
  back. The body is cool blue everywhere, except for the back whose ridges 
  are white (but which glow red when the creature is in battle). The eyes of the 
  creature are dead white. It also has a pair of fan-like projections along either 
  side of its head; they are too small to support flight, and their exact function 
  is unknown.  
   
  Rhinoceros 
   
   
  Single horned 
  Double horned 
  Number 
  1d6 
  1d6 
  Morale 
  +7 
  +7 
  Hit Dice 
  8d12 
  9d12 
  Armor Class 
  6 
  6 
  Move 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  2d4 
  2d6 
  Defenses 
  None 
  None 
  Attacks 
  Charge, trample 
  Charge, trample 
  Size 
  L 
  L 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  900 + 12/h.p. 
  900 + 12/h.p. 
   
  General: Rhinoceroses are herbivores, but very aggressive and will charge if 
  approached. Their eyesight is poor but their hearing and smell are excellent. 
  If 5 or 6 are encountered, the last two will be young, and non-combatants.  
   
  Combat: Rhinoceroses attack with their horns. They will charge if possible, 
  doing double damage. Against small-sized creatures, the rhinoceros will also 
  be able to trample, attacking with both forefeet and doing 2d4 h.p. per foot 
  that hits.  
   
  Appearance: Rhinoceroses are quadrupeds with either one or two large 
  horns on their noses. They are gray to brown in color. 
   
  See also: Woolly rhinoceros (p. xxx) 
   
  Roc 
   
  Number 
  1d2 
  Morale 
  +20 
  Hit Dice 
  18d12 
  Armor Class 
  4 
  Move 
  30’/min., 300’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  3d6/2d6/4d6 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (60’ wingspan) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  III 
  Treasure Value 
  4d6x100 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  5,000 + 25/h.p. 
   
  General: Rocs are enormous birds that nest on high mountain peaks in warm 
  climates. Powerful giants such as storm or cloud giants will occasionally 
  capture these birds and use them as mounts.  
   
  Combat: Rocs swoop down on victims, striking them with their huge talons. 
  They do not normally attack with their beak unless the prey resists.  
   
  Appearance: Rocs somewhat resemble vast eagles.  
   
  Roper 
   
  Number 
  1d3 
  Morale 
  +4 
  Hit Dice 
  10d10-12d10 
  Armor Class 
  0 
  Move 
  30’/min. 
  Magic Resistance 
  16 
  No. of Attacks 
  1 
  Damage 
  5d4 
  Defenses 
  See below 
  Attacks 
  Strands 
  Size 
  L (9’) 
  Intelligence 
  16 
  Alignment 
  Chaotic evil 
  Treasure Type 
  Special 
  Treasure Value 
  3d6 p.p. and 35% chance of 5d4 gems 
  Magical Treasure 
  None 
  X.P. Value 
  2,750 + 16/h.p. 
   
  General: Ropers are found in deep underground environments, particularly 
  those where stalagmites are found, which affords them a measure of 
  camouflage. Any treasure the creature possesses is found in its gizzard. The 
  size of the roper should be determined randomly. 
   
  Die roll (1d4) 
  Hit dice 
  Strand length 
  1 
  10d10 
  20’ 
  2 
  11d10 
  30’ 
  3 
  12d10 
  40’ 
  4 
  12d10 
  50’ 
  
  Wilderness and Dungeon Monster Descriptions - Rot Grub 
   
  68 
   
  Combat: The roper attacks with six poisonous elastic strands, each of which 
  will cause the victim to lose 50% of his strength score for 1d3 rounds (round 
  down). Creatures struck by the strands will be dragged closer to the roper 
  10’ per round; when the victim has been brought to the roper itself, it will be 
  popped into the great tooth-filled mouth and slain instantly. The strand can be 
  broken on a successful open doors check; they cannot be cut with weapons.  
   
  Ropers are immune to lightning, only take half damage from cold, but get a -
  4 penalty on all saving throws vs. fire and heat. 
   
  Appearance: Ropers are amorphous, able to form a column some 9’ high 
  and 3’ around, or flatten themselves down to a mere lump on the ground. 
  They are thus often mistaken for stalagmites. They are dark yellow in color, 
  and have a great mouth filled with long teeth. Their eyes are atop one 
  another, rather than next to each other. 
   
  Rot Grub 
   
  Number 
  5d4 
  Morale 
  n/a 
  Hit Dice 
  1d4 (1 h.p. each) 
  Armor Class 
  9 
  Move 
  10’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  n/a 
  Defenses 
  None 
  Attacks 
  Burrowing 
  Size 
  S (1”) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  0 
   
  General: Rot grubs are usually found in piles of refuse, and occasionally 
  along walls, floors, or ceilings (whence they drop on unsuspecting creatures).  
   
  Combat: Rot grubs do no actual damage when they hit. Rather, a successful 
  hit indicates the creature has burrowed into the flesh of the victim. Fire must 
  be immediately applied to the wound (causing 1d3 h.p. of damage for a 
  torch) or the victim will be slain in 1d3x10 minutes as the grub burrows its 
  way to the heart. After the first round, only a cure disease spell can save the 
  victim. 
   
  Appearance: Rot grubs appear as small segmented worms of sickly pale hue. 
   
  Rust Monster 
   
  Number 
  1d2 
  Morale 
  ±0 
  Hit Dice 
  5d8 
  Armor Class 
  2 
  Move 
  180’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  None 
  Defenses 
  None 
  Attacks 
  Rust metals 
  Size 
  M 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  XVII 
  Treasure Value 
  10d10x10 
  Magical Treasure 
  None 
  X.P. Value 
  185 + 4/h.p. 
   
  General: Rust monsters dwell in underground regions. They feed on metals of 
  all sorts, but prefer ferrous alloys such as steel, mithril, adamantine, etc. as 
  well as pure iron. They are able to smell metal up to 90’ away, and will 
  pursue parties in order to procure a meal. They will stop such pursuit in order 
  to consume dropped metal object such as iron spikes, but only for as long as 
  it takes to finish them; usually 1 round. They are ravenous, but not 
  particularly threatening creatures (unless you are wearing plate armor!).  
   
  Combat: Rust monsters do no damage when attacking. Rather, the touch of 
  their two antennae causes metals to instantly corrode and fall to pieces, 
  whether they be weapons, armor, etc. Enchanted metal objects get a 10% 
  saving throw for every “plus” of bonus it has.  
   
  Appearance: Rust monsters appear as large insect-like creatures with a small 
  beak, two long antennae, and a curious blade-like tail (but the tail is not 
  sharp).  
   
  S 
   
  Satyr 
   
  Number 
  2d4 
  Morale 
  +1 
  Hit Dice 
  5d8 
  Armor Class 
  5 
  Move 
  180’/min. 
  Magic Resistance 
  10 
  No. of Attacks 
  1 
  Damage 
  2d4 
  Defenses 
  +1 on all surprise rolls, camouflage 
  Attacks 
  Pipes 
  Size 
  M 
  Intelligence 
  12 
  Alignment 
  Neutral 
  Treasure Type 
  XV 
  Treasure Value 
  3d8x1,000 
  Magical Treasure 
  2d4+1 potions (40%), 1 item (60%) 
  X.P. Value 
  280 + 5/h.p. (piper +300) 
   
  General: Satyrs inhabit idyllic woodlands far from civilization, and are quite 
  fond of hedonistic pleasures such as dancing, feasting, drinking wine, etc. 
  They are also quite fond of nymphs, and get along well with centaurs.  
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  69 
   
  Combat: Satyrs attack with their two small but sharp horns. In addition, one 
  satyr in each band encountered will have magical pipes (the so-called “Pan 
  flute”) which they will use to attempt to avoid combat if possible. The pipes 
  have three different effects, but if a creature makes a successful saving throw 
  against one, they will not be affected by others. 
   
  • 
  Charm (usually used to woo attractive women) 
  • 
  Sleep (usually used to subdue inoffensive intruders and steal one 
  or more objects) 
  • 
  Fear (used to drive away noxious intuders) 
   
  All creatures within 60’ must make a saving throw or be affected by the 
  piping. Only one sort of song can be played at any given time.  
   
  Satyrs are able to conceal themselves in forest and woodland undergrowth 
  with 90% effectiveness.  
   
  Appearance: Satyrs have the hindquarters of a goat and the torso, head, 
  and arms of a man. Their skin is ruddy and hair is chestnut brown. They 
  speak their own language, a dialect of elvish comprehensible only to wood 
  elves, and the common tongue. If they are in proximity to a band of centaurs, 
  they will speak their language as well.  
   
  Scorpion, Monstrous 
   
   
  Large 
  Huge 
  Giant 
  Number 
  1d6 
  1d4 
  1d4 
  Morale 
  +2 
  +4 
  +6 
  Hit Dice 
  2d10 
  4d10 
  5d12 
  Armor Class 
  5 
  4 
  3 
  Move 
  90’/min. 
  120’/min. 
  150’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  3 
  Damage 
  1d4/1d4/1 
  1d8/1d8/1d
  3 
  1d10/1d10/1d
  4 
  Defenses 
  None 
  None 
  None 
  Attacks 
  Poison 
  Poison 
  Poison 
  Size 
  S 
  M 
  M 
  Intelligence 
  0 
  0 
  0 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  D 
  Treasure Value 
  n/a 
  n/a 
  2d4+1x1,000 
  Magical Treasure 
  None 
  None 
  1d3 items (15%) 
  X.P. Value 
  90 + 3/h.p. 
  165 + 5/h.p. 
  650 + 6/h.p. 
   
  General: Monstrous scorpions can be found in any climate save the very 
  coldest, and are found both above and below ground.  
   
  Combat: Scorpions will attempt to grab victims with their great claws and 
  then sting with their poisonous stinger. The venom of giant scorpions will kill 
  unless the victim makes a saving throw vs. poison. (the venom of the scorpion 
  will kill the creature itself!). Those struck by the large scorpion gets a +4 
  bonus on their saving throw, while those struck by the huge variety get a 
  bonus of +2. All can attack up to three different enemies in the same round.  
   
  Appearance: Monstrous scorpions appear as larger versions of their ordinary 
  cousins.  
   
  Shadow 
   
  Number 
  2d10 
  Morale 
  +4 
  Hit Dice 
  3d10 
  Armor Class 
  7 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4+1 
  Defenses 
  +1 or better weapon to hit, immune to some spells 
  Attacks 
  Strength drain, 90% undetectable 
  Size 
  M 
  Intelligence 
  6 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VII 
  Treasure Value 
  1d8+3x1,000 
  Magical Treasure 
  1d4+1, no weapons (10%) 
  X.P. Value 
  255 + 4/h.p. 
  Turn as Type 
  IV 
   
  General: Shadows are non-corporeal undead creatures that linger around 
  lonely ruins or deep underground locales. They exist partially on the material 
  plane and partially on the negative plane. 
   
  Combat: Shadows attack by touch. In addition to the regular damage done, 
  the touch of a shadow will drain 1 point of strength from the victim for 
  2d4x10 minutes. If the strength of a victim should become 0, the person dies 
  and becomes a shadow himself.  
   
  Shadows are immune to spells such as sleep, charm, hold, etc. Cold does 
  them no harm. Due to their insubstantial nature, they are 90% undetectable 
  except in extremely bright light such as direct sunlight or a continual light 
  spell. Being non-corporeal, poison and paralyzation do not affect them. 
   
  Appearance: Shadows appear as the shadowy outline of a humanoid 
  creature. They are not truly limited to moving along walls, however; that is 
  simply an optical illusion caused by their translucent nature.  
   
  Shambling Mound 
   
  Number 
  1d3 
  Morale 
  +15 
  Hit Dice 
  8d12-11d12 
  Armor Class 
  0 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  2d8/2d8 
  Defenses 
  See below 
  Attacks 
  Suffocation 
  Size 
  L  
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  BTX 
  Treasure Value 
  1d4x1,000 
  Magical Treasure 
  1 armor/weapon (10%), 1d4 scrolls (50%), 1 item 
  (60%), 1 potion (60%) 
  X.P. Value 
  See below 
   
  General: Shambling mounds (sometimes called “shamblers” are plant 
  creatures that inhabit steamy swamps, marshes, bayous, and also damp 
  
  Wilderness and Dungeon Monster Descriptions - Shedu 
   
  70 
  underground locations. The size of the shambling mound should be 
  determined randomly. 
   
  Die roll (d4) 
  Hit dice 
  Size 
  X.P. Value 
  1 
  8d12 
  L (6’) 
  1,200 + 12/h.p. 
  2 
  9d12 
  L (7’) 
  1,800 + 14/h.p. 
  3 
  10d12 
  L (8’) 
  1,900 + 14/h.p. 
  4 
  11d12 
  L (9’) 
  2,700 + 16/h.p. 
   
  Combat: Shambling mounds attack with their two great club-like arms. If both 
  arms hit the same opponent in the same round, the shambling mound will 
  draw the victim into its own soggy mass of tendrils, suffocating it in 2d4 
  rounds unless the shambler is slain beforehand. Shambling mounds are very 
  fond of shriekers as food. 
   
  Shambling mounds take no damage from crushing weapons such as maces, 
  clubs, etc. All other weapons score only half damage. They are immune to 
  fire due to their moist bodies. Lightning will actually cause the thing to grow 
  by 1 hit die, and cold does only half damage (no damage if the shambling 
  mound makes a saving throw vs. whatever is causing the cold damage).  
   
  Appearance: The shambling mound resembles a great pile of rotting 
  vegetation. It is vaguely humanoid in shape, with structures resembling arms 
  and legs and a head, but these are merely superficial resemblances; the 
  brain of the creature is actually in its “abdomen.” It is roughly six feet across, 
  and two feet across at the top (the “head”).  
   
  Shedu 
   
  Number 
  2d4 
  Morale 
  +7 
  Hit Dice 
  9d12 
  Armor Class 
  4 
  Move 
  120’/min., 240’/min. (flying - average) 
  Magic Resistance 
  5 
  No. of Attacks 
  2 
  Damage 
  1d6/1d6 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L 
  Intelligence 
  16 
  Alignment 
  Neutral good 
  Treasure Type 
  IX 
  Treasure Value 
  6d4+10x1,000 
  Magical Treasure 
  1d4+1 items (35%) 
  X.P. Value 
  1,950 + 14/h.p. 
   
  General: Shedu are magical creatures without fixed abodes that travel the 
  world seeking to further the cause of neutral good, and they can be 
  convinced to aid fellow travelers of that particular ethical outlook. To this 
  end, they sometimes willingly serve particular deities of that ethos. They are 
  frequent travelers on both the astral and ethereal planes, usually on some 
  mission in furtherance of the cause of Good.  
   
  Combat: Shedu attack with their front hooves. In addition, they can use the 
  following magical effects as indicated. 
   
  • 
  Become ethereal at will 
  • 
  Become astral at will 
  • 
  Telepathy sufficient to communicate with any intelligent creature 
  within 60’, at will 
   
  Lastly, all shedu can cast mystic spells as if they were 7th level mystics. The 
  number of spells they can memorize per spell level is as follows. 
   
   
  Spell Level 
   
  1 
  2 
  3 
  4 
  # of spells 
  4 
  3 
  2 
  1 
   
  All healing and curative spells cast by shedu have double the normal effect.  
   
  Appearance:  Shedu have the bodies of bulls, wise-looking human heads 
  (males invariably have beards) and the wings of falcons.  
   
  Shrieker 
   
  Number 
  2d4 
  Morale 
  n/a 
  Hit Dice 
  3d6 
  Armor Class 
  7 
  Move 
  10’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  0 
  Damage 
  n/a 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  S to L 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  5 + 1/h.p. 
   
  General: Shriekers are a species of mobile fungus found in underground 
  environs. They are themselves harmless, but if light is brought within 30’, or 
  anything moves within 10’, each will begin to emit a loud shriek for 1d3 
  rounds. This noise has a 50% chance of attracting nearby monsters (or 
  wandering monsters) each round it lasts. Because of this, they are often set as 
  guards by more intelligent creatures. They are highly sought-after as food by 
  both shambling mounds and purple worms, and are sometimes found in the 
  proximity of violet fungi (see p. 26). The size of each individual shrieker 
  should be determined randomly using 1d3; 1=small, 2=medium, 3=large.  
   
  Combat: Shriekers do not attack. 
   
  Appearance: Shriekers appear as large mushrooms with a red or purple 
  sheen. They are sometimes mistaken for violet fungi (see above).  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  71 
  Skeleton, Animated 
   
  Number 
  3d10 
  Morale 
  n/a 
  Hit Dice 
  1d8 
  Armor Class 
  7 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6 or per weapon 
  Defenses 
  Immune to certain spells, only blunt weapons do full 
  damage 
  Attacks 
  None 
  Size 
  M 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  14 + 1/h.p. 
   
  General: Animated skeletons are a form of corporeal undead, usually (but 
  not always) formed by the spell animate dead. They will operate under the 
  complete power of their master, but will only comprehend simple instructions 
  up to 20 or so words in length. They can be found anywhere, but especially 
  in charnel places, mass graves, ancient battlefields, etc. If they arise 
  spontaneously, they will simply attack any living creature.  
   
  Combat: Skeletons attack using either a weapon (any sort is possible) or with 
  their bony claws. They are immune to mind-affecting spells such as charm, 
  hold, sleep, etc. Being mindless, illusions are useless in their case, and they 
  are likewise immune to cold of all sorts. Due to their skeletal nature, only 
  blunt weapons (clubs, maces, etc.) do full damage. Blades or piercing 
  weapons will only do half normal damage (round down). A vial of holy 
  water will cause 2d4 h.p. against skeletons.  
   
  Appearance: Skeletons appear as animated human skeletons. They usually 
  wear tattered clothing and damaged armor.  
   
  Skunk 
   
   
  Normal 
  Giant 
  Number 
  1d4 
  1 
  Morale 
  -3 
  -2 
  Hit Dice 
  1d4 
  5d10 
  Armor Class 
  7 
  7 
  Move 
  90’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  1 
  1d6 
  Defenses 
  Musk 
  Musk 
  Attacks 
  Musk 
  Musk 
  Size 
  S (1’ long) 
  M (6’ long) 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  7 + 1/h.p. 
  165 + 5/h.p. 
   
  General: Skunks are omnivores who are not above scavenging in and 
  around human settlements. They normally dwell in woodlands. They will back 
  towards intruders and spray their musk if they do not retreat.  
   
  Combat: Skunks attack with their bite. However, they are much more famous 
  for their smelly musk. The musk of the giant skunk will be released in a cloud 
  20’x20’x60’, while that of the normal skunk is but 1/10th as large on all 
  sides. All those in the area of effect must save vs. poison or be blinded. 
  Regardless of whether they save, the victim will also retreat out of the area 
  automatically. The musk of the giant skunk will cause victims to lose half of 
  their strength and dexterity due to retching for 2d4x10 minutes. The stench of 
  the musk is extreme, and will cause those who carry it to be shunned until 
  they can cleanse themselves of it. Cloth will need to be destroyed, and it will 
  take several days of washing and care to rid other items (and creatures!) of 
  the smell.  
   
  Appearance: Skunks are small furred quadrupeds, black in color with a 
  distinctive double white stripe along their back and bushy tail. Giant skunks 
  are merely larger versions of their normal cousins.  
   
  Slime, Deadly 
   
  Slimes are plant-like growths that are found in deep subterranean places. 
  They do not move per se, but do grow along walls, floors, and ceilings, 
  whence they sense vibration and drop on unsuspecting prey.  
   
  Green Slime 
   
  Number 
  1d6 
  Morale 
  n/a 
  Hit Dice 
  2d8 
  Armor Class 
  9 
  Move 
  n/a 
  Magic Resistance 
  Standard 
  No. of Attacks 
  0 
  Damage 
  0 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  S 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  610 + 2/h.p. 
   
  General: Green slime is often found growing on ceilings in underground 
  environments. 
   
  Combat: Green slime drops on creatures from above, automatically hitting 
  those who pass beneath it. The slime can be scraped off (if done 
  immediately) but the scraper will have to be discarded. Green slime eats 
  through metal, consuming mail in but a single round, and plate armor in 3. 
  One inch of wood will be consumed in 1 hour. Once the slime reaches flesh, 
  it will consume it utterly in 1d4 rounds, leaving nothing but a pool of green 
  slime. In such cases no resurrection is possible. It is immune to conventional 
  attack by weapon or spell, but frost and fire will affect it. Cure disease will 
  kill a green slime. 
   
  Appearance: Green slime is bright green in color, appearing as scum, 
  attaching itself to floors, ceilings, and walls.  
   
  
  Wilderness and Dungeon Monster Descriptions - Slithering Tracker 
   
  72 
  Slithering Tracker 
   
  Number 
  1 
  Morale 
  n/a 
  Hit Dice 
  5d8 
  Armor Class 
  5 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  0 
  Damage 
  None 
  Defenses 
  Transparent 
  Attacks 
  Paralyzation 
  Size 
  S (2 ½’) 
  Intelligence 
  9 
  Alignment 
  Neutral 
  Treasure Type 
  IV 
  Treasure Value 
  4d6x100 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  280 + 5/h.p. 
   
  General: The slithering tracker dwells in dark places, especially 
  underground, so that its transparent nature affords it the maximum 
  camouflage (they are 95% undetectable). As a rule, they will not attack 
  immediately (only a 10% chance) but will follow a victim around until it 
  sleeps, and then attack. They are without form, and so are able to slither 
  through very tight spaces; cracks under doors, etc. 
   
  Combat: Slithering trackers do not attack conventionally. They will first 
  paralyze the victim (save vs. poison is allowed to avoid the effect) and then 
  drain all the plasma from the body. This process takes one hour, at which 
  time the victim is dead. If the desanguination process is interrupted, calculate 
  hit point loss proportionally for the amount of time the creature was draining 
  the victim. 
   
  Appearance: Slithering trackers are gelatinous creatures that are completely 
  transparent. Only after they have fed do they flush crimson, and then only for 
  a very brief time.  
   
  Slug, Giant 
   
  Number 
  1 
  Morale 
  +16 
  Hit Dice 
  12d12 
  Armor Class 
  8 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d12 
  Defenses 
  See below 
  Attacks 
  Acid 
  Size 
  L 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,000 + 16/h.p. 
   
  General: Giant slugs inhabit dark places such as underground caverns, 
  dismal ruins, and the like. They are able to squeeze through relatively small 
  openings despite their great bulk.  
   
  Combat: Giant slugs attack with their bite. However, they are more likely to 
  spit acid at enemies; this is not calculated using the normal “to hit” tables, 
  but rather is based on a percentage determined by the range. 
   
  Range 
  % chance to hit on 2nd shot 
  0-60’ 
  50% 
  61-70’ 
  40% 
  71-80’ 
  30% 
  81-90’ 
  20% 
  91-100’ 
  10% 
  100’ or more 
  none 
   
  Note that the first time the creature spits, it only has a 10% chance of hitting 
  the target, no matter the range (up to the maximum of 100’).  
   
  Giant slugs are immune to damage from blunt weapons such as clubs and 
  maces. They are able to smash down doors and similar blockages with ease. 
   
  Appearance: Giant slugs appear much like their smaller cousins. They are 
  relatively amorphous, with rubbery skin, and have a sharply ridged mouth.  
   
  Snake 
   
  Amphisbaena 
   
  Number 
  1d3 
  Morale 
  +3 
  Hit Dice 
  6d10 
  Armor Class 
  3 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d3/1d3 
  Defenses 
  None 
  Attacks 
  Poison 
  Size 
  M (6’ long) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  475 + 6/h.p. 
   
  General: The amphisbaena is classified as a natural animal (for spells and 
  the like), even though it is rather unconventional in appearance. They move 
  either by slithering like a conventional snake or by forming a hoop and 
  rolling. They dwell in any climate except the arctic.  
   
  Combat: Amphisbaenae attack with their two heads, each of which has a set 
  of fangs. The bite of either head is poisonous; the victim must make a saving 
  throw vs. poison or die. Amphiesbaenae are immune to cold.  
   
  Appearance: The amphisbaena is a 6’ long snake with a fully functioning 
  head on each end.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  73 
  Constrictor 
   
   
  Regular 
  Giant 
  Number 
  1d2 
  1d2 
  Morale 
  +2 
  +6 
  Hit Dice 
  3d10 
  6d10 
  Armor Class 
  6 
  5 
  Move 
  90’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  2 
  2 
  Damage 
  1/1d3 
  1d4/2d4 
  Defenses 
  None 
  None 
  Attacks 
  Constriction 
  Constriction 
  Size 
  M (15’ long) 
  L (30’) 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  85 + 4/h.p. 
  225 + 8/h.p. 
   
  General: Constrictor snakes are generally found in warmer climes, where 
  they dwell in trees, whence they loop their coils down upon unsuspecting 
  victims. They tend to sleep for several days after consuming a victim.  
   
  Combat: Constrictor snakes will both bite and constrict the same victim with 
  their bodies. Once a successful constriction hit has been made, further “to 
  hit” rolls are unnecessary as the snake continues to squeeze the life out of its 
  victim. Creatures cooperating with a combined strength of 64 can remove a 
  giant constrictor in 1d4+1 rounds. Those in the coils of a regular constrictor 
  snake need to make an open doors check with a +1 penalty to the roll in 
  order to escape. 
   
  Appearance: Constrictor snakes are generally thick with muscle. Their 
  coloration can span the spectrum.  
   
  Poisonous 
   
   
  Regular 
  Giant 
  Number 
  1d6 
  1d6 
  Morale 
  +2 
  +6 
  Hit Dice 
  2d10 
  4d12 
  Armor Class 
  5 
  5 
  Move 
  150’/min. 
  150’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  1 
  1d3 
  Defenses 
  None 
  None 
  Attacks 
  Poison 
  Poison 
  Size 
  S (5’ long) 
  L (20’) 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  255 + 3/h.p. 
  390 + 5/h.p. 
   
  General: Poisonous snakes are greatly feared, and can be found in nearly 
  every climate and terrain except the most frigid.  
   
  Combat: Poisonous snakes attack with their bite. The nature of their venom 
  can vary greatly, as the game master wishes. Unless stated, the poison of the 
  snake should be determined randomly.  
   
  Saving throw 
  Modifier 
  Die roll (d20) 
  Reg. 
  Giant 
  Damage if save fails 
  01-02 
  +2 
  ±0 
  death 
  03-04 
  +5 
  +3 
  Incapacitated 2d4 days 
  05-06 
  +4 
  +2 
  2d4 
  07-08 
  +3 
  +1 
  3d4 
  09-11 
  +1 
  -1 
  1d6, incapacitated 1d4 days 
  12-14 
  ±0 
  -2 
  2d6, incapacitated 1d6 days 
  15-17 
  -1 
  -3 
  4d6, incapacitated 1d8 days 
  18-20 
  -2 
  -4 
  6d6, incapacitated 2d6 days 
   
  In addition, some poisonous snakes (40%) can actually spit their poison at a 
  victim, not even needing to get close enough to bite. Giant spitting snakes 
  have a range of 30’. 
   
  Appearance: Poisonous snakes can have any sort of coloration imaginable. 
  Some, like the spitting cobra, have hoods that extend behind their heads as 
  they prepare to strike.  
   
  Specter 
   
  Number 
  1d6 
  Morale 
  +3 
  Hit Dice 
  7d12 
  Armor Class 
  2 
  Move 
  150’/min., 300’/min. (flying - perfect) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d8 
  Defenses 
  +1 or better weapons to harm, spell resistance 
  Attacks 
  Energy drain 
  Size 
  M 
  Intelligence 
  14 
  Alignment 
  Lawful evil 
  Treasure Type 
  IX 
  Treasure Value 
  1d4+5x100 
  Magical Treasure 
  1 item (60%), 1 potion (60%) 
  X.P. Value 
  1,650 + 10/h.p. 
  Turn as Type 
  IX 
   
  General: Specters are non-corporeal undead who exist trapped between the 
  material and negative planes. They are usually found in dark and dismal 
  places, as they become powerless in sunlight.  
   
  Combat: Specters attack with the chilling touch of their hands. In addition to 
  the damage indicated above, the touch of a specter will drain 2 experience 
  levels (or hit dice) from the victim, permanently. The accompanying hit points, 
  powers, memorized spells, etc. are also lost. Such lost levels can be regained 
  by the spell restoration or through the normal earning of experience points. If 
  a victim is brought to level zero, they are considered to be slain, and will 
  themselves become a specter of half strength under the command of the 
  specter who slew him. Being undead, they are immune to mind-affecting 
  spells such as charm, sleep, hold, etc. Being non-corporeal, poison and 
  paralyzation do not affect them. A vial of holy water will cause 2d4 h.p. of 
  damage to a specter.  
   
  Appearance: Specters appear as translucent humans (or whatever race the 
  specter was before its death).  
   
  
  Wilderness and Dungeon Monster Descriptions - Sphere of Many Eyes 
   
  74 
   
  Optional Rule: Temporary Level Drain 
   
  Game Masters may, at their discretion, rule that the experience level drain 
  accompanying the touch of a specter is temporary, lasting only for 1d6 days, 
  after which time the lost levels will be regained, along with all the lost hit 
  points and powers thereof. Such a rule should be applied consistently, 
  however; it should not be the case that some specters inflict a temporary level 
  loss and others inflict one which is permanent. Death through such loss 
  would, naturally, preclude any such automatic restoration. The same rule 
  may be applied to other level-draining undead such as wights and vampires. 
  If this rule is used, the X.P. value of the creature should be lowered 
  accordingly.  
   
   
  Sphere of Many Eyes 
   
  Number 
  1 
  Morale 
  +10 
  Hit Dice 
  11d8 
  Armor Class 
  0 (body), 2 (eyestalks), 7 (eyes) 
  Move 
  30’/min. (floating) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d4 
  Defenses 
  Magical eye beams 
  Attacks 
  Magical eye beams 
  Size 
  L (4’-6’ diameter) 
  Intelligence 
  16 
  Alignment 
  Lawful evil 
  Treasure Type 
  VIII 
  Treasure Value 
  3d8x1,000 
  Magical Treasure 
  2d4 potions (40%), 1d4 scrolls (50%) 
  X.P. Value 
  12,900 + 20/h.p. 
   
  General: The sphere of many eyes is a most feared monster; cruel, greedy, 
  and sly. It has an arsenal of magical effects at its command, all projected 
  from its eleven eyes. The sphere of many eyes will usually attack first and ask 
  questions later, but if confronted with a foe that could realistically cause it 
  harm, it will simply demand a tribute. From yet larger enemies, it will offer a 
  ransom to ensure its escape and survival.  
   
  Combat: In combat, the sphere of many eyes has eleven magical beams with 
  which to confront enemies. The monster’s magical effects will function as if 
  cast by an 11th level caster, if applicable.  
   
  • 
  Charm person (as per the spell) 
  • 
  Charm monster (as per the spell) 
  • 
  Sleep (as per the spell) 
  • 
  Telekinesis, maximum 250 lbs. 
  • 
  Flesh to stone (as per the spell, but with a 30’ range) 
  • 
  Disintegrate (as per the spell 20’ range) 
  • 
  Fear (as per the wand) 
  • 
  Slow (as per the spell) 
  • 
  Cause serious wounds (as per the spell, but with a 50’ range) 
  • 
  Death (as per the death spell, but with a 40’ range) 
  • 
  Anti-magic ray (dispels all magic and nullifies other magical 
  effects, with a 140’ range) 
   
  The anti-magic ray emanates from the large central eye, which can only 
  impact targets within a 90° arc in front of the beast. The other eyes are able 
  to affect any target within range, regardless of where the target is relative to 
  the sphere of many eyes.  
   
  When someone attacks the sphere of many eyes, they must first roll percentile 
  dice to see what part of the creature they are able to attack, which will in 
  turn decide what armor class they need to hit.  
   
  Die roll (d%) 
  Presented target 
  01-75 
  Body; AC 0 
  76-85 
  Eye stalk; AC 2 
  86-90 
  Eye on stalk; AC 7 
  91-00 
  Central eye; AC 7 
   
  The central eye can take 1/3 of its total h.p. of damage before it is 
  destroyed (but doing so does not destroy the sphere of many eyes). The body 
  represents the remaining 2/3 of the creatures hit points; if those are lost, the 
  creature is slain. The ten eyestalks can each take 1d4+8 h.p. before they are 
  rendered inoperative, but these hit points do not count against the creature’s 
  total. Severed or otherwise destroyed eye stalks will re-grow in a week, as 
  will the central eye.  
   
  Appearance: The sphere of many eyes is a great globe covered in chitinous 
  plates. It has a broad toothy maw, above which is a large glaring eye. The 
  top of the beast is crowned with a ring of ten smaller eyes on writhing stalks, 
  giving it a 360° field of vision. It floats in mid-air, propelling itself slowly via 
  magical telekinesis (independent of the telekinesis power of its fourth eye). It 
  speaks its own language.  
   
  Sphinx 
   
  Sphinxes are hybrid magical creatures that inhabit warm climates. There are 
  several different types of sphinx, each of which is detailed below. All are 
  great lovers of treasure, but some are more rapacious in its gathering than 
  others.  
   
  Androsphinx 
   
  Number 
  1 
  Morale 
  +8 
  Hit Dice 
  12d10 
  Armor Class 
  -2 
  Move 
  180’/min., 300’/min. (flying - poor) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  2d6/2d6 
  Defenses 
  None 
  Attacks 
  Roar, spells 
  Size 
  L (8’) 
  Intelligence 
  16 
  Alignment 
  Chaotic good 
  Treasure Type 
  VII 
  Treasure Value 
  8d12x1,000 
  Magical Treasure 
  1d4+1 items (70%) 
  X.P. Value 
  2,850 + 16/h.p. 
   
  General: Androsphinxes are, as the name implies, males. They tend to avoid 
  gynosphinxes (the female of their kind) because of the latters’ neutral 
  alignment. All androsphinxes have the powers of a 6th level cleric (but their 
  spells never have a material requirement). 
   
  Combat: Androsphinxes attack with their two great front paws. In addition, 
  they are able to issue a mighty roar three times per day that can be heard for 
  miles in all directions. Each roar gets progressively louder and more 
  powerful. 
   
  • 
  The first roar will cause all creatures within 360’ who fail their 
  saving throws vs. wands to flee in fear for 30 minutes. 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  75 
  • 
  The second roar will cause all those within 200’ who fail their 
  saving throws vs. petrification to be paralyzed with fright for 1d4 
  minutes. In addition, those within 30’ who are smaller than ogre-
  sized will be deafened for 2d6 rounds. 
  • 
  The third roar will cause all those within 240’ who fail their 
  saving throw vs. magic to lose 2d4 points of strength for the same 
  number of rounds. In addition, those within 30’ who are smaller 
  than ogre-sized will be knocked down. Those who are knocked 
  down must make a saving throw vs. dragon breath or be stunned 
  for 2d6 rounds. Those who are not knocked down take 2d8 h.p. 
  of damage unless they are leonine in nature. The third roar will 
  also crack stone within 30’ with a saving throw of 17. 
   
  Appearance: Androsphinxes have the body of a mighty lion, the wings of a 
  large eagle, and the head of a man. They speak a language shared with 
  gynosphinxes, the tongues of criosphinxes and hieracosphinxes, as well as 
  the common tongue.  
   
  Criosphinx 
   
  Number 
  1d4 
  Morale 
  +4 
  Hit Dice 
  10d10 
  Armor Class 
  0 
  Move 
  120’/min., 240’/min. (flying - poor) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  2d4/2d4/3d6 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (7 ½’) 
  Intelligence 
  9 
  Alignment 
  Neutral 
  Treasure Type 
  IX 
  Treasure Value 
  1d8+3x1,000 
  Magical Treasure 
  1d4+1 items, no weapons (10%) 
  X.P. Value 
  1,350 + 14/h.p. 
   
  General: Criosphinxes are generally found in wooded areas or jungles. They 
  are noted for their avarice and have no compunction against acts of banditry 
  or extortion. Criosphinxes greatly lust after gynosphinxes, who do not share 
  their affections, to say the least.  
   
  Combat: Criosphinxes attack with their front claws and bite.  
   
  Appearance: Criosphinxes have the bodies of lions, the heads of rams, and 
  the wings of a great hawk. They speak their own language, that of 
  andro/gynosphinxes, and can speak to all animals.  
   
  Gynosphinx 
   
  Number 
  1 
  Morale 
  +6 
  Hit Dice 
  8d10 
  Armor Class 
  -1 
  Move 
  150’/min., 240’/min. (flying - poor) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  2d/2d4 
  Defenses 
  None 
  Attacks 
  Spells 
  Size 
  L (7’) 
  Intelligence 
  18 
  Alignment 
  Neutral 
  Treasure Type 
  XVII 
  Treasure Value 
  6d6x1,000 
  Magical Treasure 
  1 item (60%), 1 potion (60%) 
  X.P. Value 
  1,550 + 10/h.p. 
   
  General: Gynosphinxes are the females to the androsphinx’s male. They 
  themselves greatly lust after androsphinxes, but the latter eschew their female 
  counterparts due to their neutral alignment and greedy natures. 
  Gynosphinxes will assist others, but will insist on payment (such can range 
  from wealth to knowledge, particularly riddles or the location of an 
  androsphinx the gynosphinx can attempt to woo). They will most certainly 
  slay and devour those who seek to cheat them. 
   
  Combat: Gynosphinxes attack with their two front paws. In addition, they 
  have the following magical powers. 
   
  • 
  Detect magic once per day 
  • 
  Read magic once per day 
  • 
  Read languages once per day 
  • 
  Detect invisible once per day 
  • 
  Locate object once per day 
  • 
  Dispel magic once per day 
  • 
  Clairaudience once per day 
  • 
  Clairvoyance once per day 
  • 
  Remove curse once per day 
  • 
  Legend lore once per day 
  • 
  Symbol (each one, once per week) 
   
  Appearance: Gynosphinxes have the bodies of lions, the wings of falcons, 
  and the head of a beautiful woman. They speak a language shared with 
  androsphinxes, the tongues of criosphinxes and hieracosphinxes, and the 
  common tongue.  
   
  
  Wilderness and Dungeon Monster Descriptions - Spider, Monstrous 
   
  76 
  Hieracosphinx 
   
  Number 
  1d6 
  Morale 
  +6 
  Hit Dice 
  9d10 
  Armor Class 
  1 
  Move 
  90’/min., 360’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  2d4/2d4/1d10 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (7’) 
  Intelligence 
  6 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VI 
  Treasure Value 
  1d6+2x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  600 + 12/h.p. 
   
  General: Hieracosphinxes are generally found in rough rocky terrain. They 
  are evil through and through, and tend to eat travelers and thus add to their 
  stores of treasure.  
   
  Combat: Hieracosphinxes attack with their front paws and beak. 
   
  Appearance: Hieracosphinxes have the body of a lion and the head and 
  wings of a hawk. 
   
  Spider, Monstrous 
   
  Monstrous spiders come in several different sizes, and they can belong to a 
  number of different species as well. For game purposes, monstrous spiders 
  are divided into those who spin webs, and those who are hunters.  
   
  Any size spider (large, huge, or giant) can be either a hunter or a web 
  builder. Details of all are given below.  
   
   
  Large 
  Huge 
  Giant 
  Number 
  2d10 
  1d12 
  1d8 
  Morale 
  +1 
  +2 
  +3 
  Hit Dice 
  1d10 
  2d10 
  4d12 
  Armor Class 
  8 
  6 
  4 
  Move 
  See below 
  See below 
  See below 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  1 
  1d6 
  2d4 
  Defenses 
  None 
  None 
  None 
  Attacks 
  Poison 
  Poison 
  Poison 
  Size 
  S (2’) 
  M (6’) 
  L (12’) 
  Intelligence 
  0 
  1 
  6 
  Alignment 
  Neutral 
  Neutral 
  Chaotic evil 
  Treasure Type 
  XII 
  XIV 
  VI 
  Treasure Value 
  2d20 
  1d12x10 
  4d6x100 
  Magical Treasure 
  None 
  None 
  1d2 items 
  (10%) 
  X.P. Value 
  65 + 2/h.p. 
  145 + 3/h.p. 
  315 + 5/h.p. 
   
  General: Monstrous spiders are divided into two types; hunters and web-
  builders. Examples of this sort of spider are wolf spiders, trap door spiders, 
  etc. Others are web-builders; the webs will stick to and trap victims. 
  Examples of this sort of spider are tarantulas, black widows, etc. 
   
  The size and type of any given giant spider should be determined randomly. 
  All spiders in a given encounter will be of the same type, but not necessarily 
  the same size (unless the scenario specifically indicates otherwise).  
   
  Die roll (d10) 
  Size 
  Type 
  Movement 
  1-2 
  Large 
  Hunter 
  150’/min., 20’ leap 
  3-4 
  Huge 
  Hunter 
  180’/min., 30’ leap 
  5 
  Giant 
  Hunter 
  210’/min., 40’ leap 
  6-7 
  Large 
  Web-builder 
  60’/min., 150’/min. (in web) 
  8-9 
  Huge 
  Web-builder 
  45’/min., 135’/min. (in web) 
  10 
  Giant 
  Web-builder 
  30’/min., 120’/min. (in web) 
   
  Combat: Monstrous spiders attack with their bite. Hunters can leap as 
  indicated above, and when rushing at prey from their hidey-hole, enemies 
  have a -4 penalty to their suprise rolls. Hunters lie in concealment and rush 
  out at prey (giving enemies a -4 penalty to surprise), and they are able to 
  leap onto prey (range is given below).  
   
  Web-builders will attack prey caught in their webs. Victims tangled in webs 
  are attacked with a +4 bonus, and get no bonus for either shield or dexterity. 
  Escaping such webs is possible but the time to do so is dependent on the 
  strength of the victim; 1 round for 18 strength, 2 rounds for 17 strength, etc. 
  Such webs are flammable, but anything else contained within (scrolls, etc.) 
  may be destroyed or damaged by the flames.  
   
  The strength of the poison of the monstrous spider depends on its size. Spider 
  venom is deadly unless a saving throw vs. poison is successful.  
   
  Size 
  Poison 
  Large 
  Victims get +2 saving throw bonus  
  Huge 
  Victims get +1 saving throw bonus 
  Giant 
  No saving throw bonus 
   
  Appearance: Monstrous spiders are merely larger versions of their mundane 
  cousins.  
   
   
  Optional Rule: Alternative Spider Poisons 
   
  Not every game master will want every spider to have instantly fatal poison. 
  For such circumstances, the following alternatives are provided. Note, of 
  course, that not every spider need follow either the standard or the alternate 
  rule; some small hunter spiders may have one type of poison, and others the 
  other. The players will discover which are which through trial and error. 
   
  Type 
  Poison effect 
  Large hunter 
  1d6 h.p. damage, lose 1 point of charisma in 1d6 
  days from scaring unless neutralize poison or heal 
  spell is applied before the loss 
  Huge hunter 
  1d8 h.p. of damage, lose 1 point of constitution in 
  1d6 days unless neutralize poison or heal spell is 
  applied before the loss 
  Giant hunter 
  Instant coma; death comes in 1d8 days 
  Large web-builder 
  Whirling dance for 1d6 minutes; +4 to AC, -4 to all 
  saving throws, no attacks or spells possible 
  Huge web-builder 
  Paralyzation for 1d8 hours 
  Giant web-builder 
  Apparent death; is actually coma that will end in 4d6 
  hours 
   
   
  
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  77 
  Spider, Phase 
   
  Number 
  1d4 
  Morale 
  +4 
  Hit Dice 
  5d12 
  Armor Class 
  7 
  Move 
  60’/min., 150’/min. (in web) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6 
  Defenses 
  Etherealness 
  Attacks 
  Etherealness, poison 
  Size 
  L (14’) 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  VI 
  Treasure Value 
  1d6+2x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  700 + 6/h.p. 
   
  General: Phase spiders appear as little more than larger-than-ordinary 
  monstrous spiders, but they are much more than that indeed. They are 
  intelligent enough to use their ability to become ethereal to withdraw from 
  battles which are going against them.  
   
  Combat: Phase spiders attack with their bite, which is poisonous (victims 
  have a -2 penalty on their saving throws). Phase spiders can also become 
  ethereal at will, reappearing just in time to attack their prey. A phase door 
  spell will force the spider to remain on the material plane for 7 rounds.  
   
  Phase spiders are web-builders (see the entry on monstrous spiders, above, 
  for details). 
   
  Appearance: Phase spiders look like incredibly large spiders.  
   
  Sprite 
   
  Number 
  10d10 
  Morale 
  -1 
  Hit Dice 
  1d8 
  Armor Class 
  6 
  Move 
  90’/min., 180’/min. (flying - good) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  Invisibility 
  Attacks 
  Sleep poison, move silently 
  Size 
  S (2’) 
  Intelligence 
  12 
  Alignment 
  Neutral good 
  Treasure Type 
  IV 
  Treasure Value 
  4d6x100 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  80 + 1/h.p. 
   
  General: Sprites are reclusive creatures that dwell in remote and idyllic 
  woodlands, frequenting clearings and pleasant dales. They will attack evil 
  creatures, but will leave others unmolested unless provoked. Since they are 
  usually invisible, they are unnoticed 75% of the time.  
   
  Combat: Sprites attack with their weapons; small swords (treat as daggers) 
  and tiny short bows (half normal range and damage). Their arrows will be 
  coated in a special sleeping poison which, if the victim fails a saving throw 
  vs. poison, will cause a deep sleep (like the spell) for 1d6 hours. Evil 
  creatures will be slain, and others will be taken far from the sprites’ home. In 
  addition, sprites have the following powers. 
   
  • 
  Invisibility at will 
  • 
  Detect good/evil 5’ range at will 
  • 
  Move silently at will 
   
  Note that enemies will have a -4 penalty ”to hit” against sprites while they 
  are invisible.  
   
  Appearance: Sprites look like tiny elves with insect-like antennae on their 
  foreheads. They favor bright greens, yellows, and browns.  
   
  Stag 
   
   
  Regular 
  Giant 
  Number 
  1d4 
  1d2 
  Morale 
  +2 
  +4 
  Hit Dice 
  3d8 
  5d10 
  Armor Class 
  7 
  7 
  Move 
  240’/min. 
  210’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  Damage 
  2d4/1d3/1d3 
  4d4/1d4/1d4 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  L (4’ at sholder) 
  L (7’ at shoulder) 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  35 + 3/h.p. 
  90 + 5/h.p. 
   
  General: Stags are male deer, noted for their impressive rack of antlers. In 
  addition to the numbers of stags above, there will be 1d6+3 times as many 
  non-combatant does. The stags will defend the does fiercely if threatened. 
  Both stags and does are herbivores.  
   
  Combat: Stags attack with either their mighty antlers or their two front 
  hooves; they cannot attack with all three in the same round.  
   
  Appearance: Stags are quadrupeds, usually brown in color, sometimes with 
  white. Their hooves are ivory or brownish in color.  
   
  
  Wilderness and Dungeon Monster Descriptions - Statue, Animated 
   
  78 
  Statue, Animated 
   
   
  Marble 
  Stone 
  Bronze 
  Number 
  1 
  1 
  1 
  Morale 
  n/a 
  n/a 
  n/a 
  Hit Dice 
  3d10 
  5d10 
  7d10 
  Armor Class 
  4 
  4 
  2 
  Move 
  90’/min. 
  60’/min. 
  30’/min. 
  Magic Resistance 
  1 
  20% 
  30% 
  No. of Attacks 
  2 
  2 
  2 
  Damage 
  1d6/1d6 
  1d8/1d8 
  2d6/2d6 
  Defenses 
  See below 
  See below 
  See below 
  Attacks 
  None 
  None 
  None 
  Size 
  M 
  M 
  M 
  Intelligence 
  6 
  6 
  6 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  85 + 4/h.p. 
  225 + 6/h.p. 
  550 + 10/h.p. 
   
  General: Animated statues are magical constructs similar to golems (see p. 
  34) but not nearly as powerful or difficult to construct. They will follow the 
  orders of their master (usually the one who created it in the first place) but 
  these instructions must be simple; no more than 20 words, maximum.  
   
  Animated statues can be created by mages of 14th, or savants of 16th, level, 
  or by those with access to the proper type of magical workbook of animated 
  statues. Without such a workbook, creation of an animated statue requires 
  the following: 
   
  • 
  10,000, 20,000, or 40,000 g.p. for materials, which are used to 
  create a statue out of marble, stone, or cast one in bronze, 
  respectively 
  • 
  Casting an animate object spell 
  • 
  Casting a limited wish spell 
   
  Both of the spells must be cast in succession after the animated statue itself 
  has been constructed (a process that itself takes 1 month, 6 weeks, or 2 
  months of uninterrupted work for a marble, stone, or bronze statue).  
   
  Combat: Animated statues attack with their fists. Any non-magical weapon 
  striking an animated statue must itself make a saving throw or be broken.  
   
  Weapon type 
  Marble 
  Stone 
  Bronze 
  Wood 
  13 
  14 
  15 
  Metal 
  6 
  7 
  8 
   
  Any weapon striking the animated statue must roll the number indicated 
  above or higher, or be broken. Enchanted weapons do not need to make a 
  saving throw. For weapons made of both metal and wood (for example, 
  spears or most pole-arms) use the saving throw for a wooden weapon. 
  Animated statues are immune to all mind-affecting magic such as sleep, 
  charm, hold, etc.  
   
  Appearance: Animated statues can look like just about anything, as long as 
  it is roughly the size of a human. They are completely still until activated, 
  either at the command of their master or because some pre-determined 
  condition has been activated. They will radiate magic if detected for, but are 
  otherwise indistinguishable from ordinary statues.  
   
  Stirge 
   
  Number 
  3d10 
  Morale 
  -1 
  Hit Dice 
  1d10 
  Armor Class 
  8 
  Move 
  30’/min., 180’/min. (flying - good) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d3 
  Defenses 
  None 
  Attacks 
  Blood drain, use attack column G 
  Size 
  S (2’) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  II 
  Treasure Value 
  2d4+1x1,000 
  Magical Treasure 
  1d3 items (15%) 
  X.P. Value 
  36 + 2/h.p. 
   
  General: Stirges inhabit forlorn woodlands and underground. They attack 
  warm-blooded creatures in great swarms, seeking to drain their blood for 
  nourishment. 
   
  Combat: Stirges attack with their syringe-like beaks, rolling “to hit” on attack 
  column G rather than D, as they ordinarily would. A successful hit indicates 
  that the stirges has pierced the skin of the victim, and it will attach itself and 
  begin automatically drinking blood at the rate of 1d4 h.p. per round. Once 
  each stirges has drunk 12 h.p. worth of blood, it will detach itself and leave. 
  They cannot be removed from a victim without killing the stirge first. 
   
  Appearance: The stirge is a bird some 2’ high with red to dark red feathers. 
  The beak is gray at the base and pink at the tip. The feet, with which it clings 
  to victims, are yellow.  
   
  Su-Monster 
   
   
  Adult 
  Young 
  Number 
  1d12 
  See below 
  Morale 
  +2 
  -1 
  Hit Dice 
  5d12 
  2d12 
  Armor Class 
  6 
  6 
  Move 
  90’/min. (on ground or in 
  trees) 
  90’/min. (on ground or in 
  trees) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  5 
  5 
  Damage 
  1d4/1d4/1d4/1d4/2d4 
  1d2/1d2/1d2/1d2/1d4 
  Defenses 
  None 
  None 
  Attacks 
  Psychic crush 
  None 
  Size 
  M 
  S 
  Intelligence 
  9 
  9 
  Alignment 
  Chaotic neutral 
  Chaotic neutral 
  Treasure Type 
  II 
  None 
  Treasure Value 
  10d6+2x100 
  n/a 
  Magical Treasure 
  2 items (10%) 
  None 
  X.P. Value 
  225 + 6/h.p. 
  50 + 3/h.p. 
   
  General: Su-monsters inhabit dense forests or underground caverns and the 
  like. They tend to hang from their prehensile tails, allowing all four of their 
  limbs to attack enemies, and are as at ease moving through a forest canopy 
  as they are on solid ground. If more than 3 are encountered, there is a 50% 
  chance that the group will consist of 1 male, 1 female, and the rest young.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  79 
  Combat: Su-monsters, as mentioned above, tend to hang from tree limbs by 
  their prehensile tails, allowing all four limbs to attack, plus their bite. In a 
  family group, if the young are threatened or attacked, the female will attack 
  as if she had 10 hit dice, and do double damage for at least an hour. If the 
  female is attacked, the male will do likewise for 40 minutes.  
   
  In addition, adult su-monsters have the ability to deliver a psychic crush once 
  per day. The psychic crush is send out in a cone 30’ long and 20’ wide at 
  the base. All those within the area of effect must make a wisdom check or be 
  knocked unconscious for 1d12 minutes.  
   
  Appearance: Su-monsters appear to be large apes with vicious claws and 
  dead, pupil-less eyes. Their fur is dark gray, the hairless tail and face black, 
  and the paws red.  
   
  Sylph 
   
  Number 
  1 
  Morale 
  ±0 
  Hit Dice 
  3d8 
  Armor Class 
  9 
  Move 
  120’/min., 360’/min. (flying - perfect) 
  Magic Resistance 
  10 
  No. of Attacks 
  0 
  Damage 
  n/a 
  Defenses 
  Invisibility, spells 
  Attacks 
  Spells, conjuring 
  Size 
  M 
  Intelligence 
  16 
  Alignment 
  Neutral good 
  Treasure Type 
  XIII 
  Treasure Value 
  10d10x10 
  Magical Treasure 
  1 item (60%), 1 potion (60%) 
  X.P. Value 
  325 + 3/h.p. 
   
  General: Sylphs are related to nymphs (see p. 59), but frequent airy places 
  such as cliffs, high ledges, mountain peaks, and the tallest of treetops. 
  Occasionally (20%) they will be sympathetic to those of good alignment and 
  will aid them. They are almost never encountered in or near their homes.  
   
  Combat: Sylphs do not attack. They do, however, have the spell casting 
  abilities  of a 7th level mage. In addition, they have the following powers. 
   
  • 
  Become invisible at will 
  • 
  Conjure an air elemental once per week 
   
  Appearance: Sylphs are beautiful humanoids with delicate dragonfly wings. 
  They speak their own language and the common tongue.  
   
  T 
   
  Tick, Monstrous 
   
   
  Large 
  Huge 
  Giant 
  Number 
  2d6 
  2d4 
  3d4 
  Morale 
  +2 
  +3 
  +4 
  Hit Dice 
  2d8 
  4d8 
  6d8 
  Armor Class 
  3 
  3 
  3 
  Move 
  20’/min. 
  25’/min. 
  30’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  1d4 
  1d4 
  1d4 
  Defenses 
  None 
  None 
  None 
  Attacks 
  Blood drain, 
  jump 
  Blood drain, 
  jump 
  Blood drain, 
  jump 
  Size 
  S (1’) 
  S (2’) 
  S (3’) 
  Intelligence 
  0 
  0 
  0 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  65 + 2/h.p. 
  105 + 2/h.p. 
  225 + 3/h.p. 
   
  General: Monstrous ticks can be found in any environment except the 
  coldest, more likely in woodlands, tall grasses, and underground.  
   
  Combat: Ticks attack with their bite. Once a tick has attached itself to a 
  victim by a successful attack, it will automatically drain 1d6 h.p. per round 
  until it is sated. Satiation occurs when the tick has drained a number of hit 
  points from the victim equal to its own (unwounded) total hit points. Ticks can 
  leap ten times their own body length in order to attack prey.  
   
  Ticks can only be removed from victims by killing them, inflicting damage 
  from fire equal to half its total hit points, or immersing it in water. Otherwise 
  they will remain attached until sated, at which time they will drop off. Any 
  creature bitten by a monstrous tick has a chance equal to 60% minus the 
  constitution score of the victim to contract a deadly blood-born disease, 
  which will be fatal in 2d4 days unless a cure disease spell is employed.  
   
  Appearance: Monstrous ticks appear like larger versions of their ordinary 
  kin. 
   
  Tiger 
   
  Number 
  1d4 
  Morale 
  +7 
  Hit Dice 
  5d12 
  Armor Class 
  6 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d4+1/1d4+1/1d10 
  Defenses 
  +1 to surprise rolls 
  Attacks 
  Rear claw rake 
  Size 
  L 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  225 + 6/h.p. 
  
  Wilderness and Dungeon Monster Descriptions - Toad, Giant 
   
  80 
   
  General: Tigers inhabit almost any environment save the very coldest, 
  although they favor warmer climes. In their den, there is a 25% chance that 
  1d3 non-combatant cubs will be present. 
   
  Combat: Tigers attack with their large front paws and bite. If both front paws 
  hit, they are then able to rake the victim with their rear claws for 2d4 h.p. of 
  damage each. Tigers are excellent swimmers and climbers, and are able to 
  leap 50’ to attack an enemy.  
   
  Appearance: Tigers are large cats most often thought of with an orange coat 
  with black stripes and a white belly. They can vary greatly in coloration, 
  however, from black to tan to white.  
   
  Toad, Giant 
   
   
  Non-Poisonous 
  Poisonous 
  Number 
  1d12 
  1d8 
  Morale 
  +2 
  +2 
  Hit Dice 
  2d12 
  2d8 
  Armor Class 
  6 
  7 
  Move 
  60’/min. 
  60’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  2d4 
  1d4+1 
  Defenses 
  None 
  None 
  Attacks 
  Hop 
  Hop, Poison 
  Size 
  M (6’) 
  M (6’) 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  50 + 3/h.p. 
  155 + 2/h.p. 
   
  General: Giant toads are found in almost any climate save the most cold. 
  They are aggressive hunters, and do not scruple to attack creatures their own 
  size or larger.  
   
  Combat: Giant toads attack with their bite. In addition, the bite of the 
  poisonous giant toad requires the victim to make a saving throw vs. poison 
  or die. Both types of giant toads are able to hop up to 60’ (clearing 20’ 
  high), and are able to attack at any point along the arc of their jump.  
   
  Appearance: Giant toads look much like their mundane cousins. There is no 
  difference in appearance between the poisonous and non-poisonous types.  
   
  Toad, Ice 
   
  Number 
  1d4 
  Morale 
  +5 
  Hit Dice 
  5d10 
  Armor Class 
  4 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d4 
  Defenses 
  +3 save vs. cold-based attacks 
  Attacks 
  Cold 
  Size 
  L (8’) 
  Intelligence 
  9 
  Alignment 
  Neutral 
  Treasure Type 
  III 
  Treasure Value 
  4d6x100 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  205 + 5/h.p. 
   
  General: Ice toads are found in both arctic conditions and deep 
  underground. They are actually an intelligent race, and explorers confuse 
  them with their animal-like giant cousins at their peril. 
   
  Combat: Ice toads attack with their bite. In addition, any non-cold-based 
  creature (white dragons, ice trolls, remorhaz, etc.) will suffer 3d6 h.p. of 
  damage every other round they are within 10’ of an ice toad. Ice toads are 
  able to summon this ability at will, and thus can turn it off when in the 
  presence of those whom they do not wish to harm, but cannot turn it on more 
  often than once every other round. 
   
  Appearance: Ice toads appear like large white toads. They speak their own 
  croaking language and none other.  
   
  Trapper 
   
  Number 
  1 
  Morale 
  +11 
  Hit Dice 
  12d12 
  Armor Class 
  3 
  Move 
  30’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  See below 
  Damage 
  See below 
  Defenses 
  Camouflage, half damage from fire and cold 
  Attacks 
  Smothering 
  Size 
  L 
  Intelligence 
  14 
  Alignment 
  Neutral 
  Treasure Type 
  XV 
  Treasure Value 
  6d4+10x1,000 
  Magical Treasure 
  1d4+1 items (35%) 
  X.P. Value 
  2,850 + 16/h.p. 
   
  General: The trapper dwells exclusively in underground environments, where 
  its hard exterior and gift for mimicking stonework serve it well. The creature 
  is able to flatten itself and appear to be an ordinary floor, where it waits for 
  hapless victims to tread upon it, after which it closes upon them, smothering 
  them. 
   
  Combat: The trapper causes damage by smothering and crushing its victims, 
  inflicting damage equal to 4 h.p. plus the armor class of those trapped 
  within. Those trapped within will automatically die within 6 rounds unless the 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  81 
  trapper is slain or convinced to let its prey go free (which will only be done if 
  imminent death is in the offing). Those trapped within are unable to use any 
  weapons. Cold and fire only do half damage to trappers. 
   
  Appearance: The trapper is broad and flat, with a rock-hard exterior that 
  they are able to manipulate to conform to the stone or rock around it. They 
  are some 400-600 square feet in area. They will occasionally form a 
  projection in the shape of a chest, sack, etc. to lure prey into their midst.  
   
  Tree Man 
   
  Number 
  1d20 
  Morale 
  +5 
  Hit Dice 
  7d10-12d12 
  Armor Class 
  0 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  See below 
  Defenses 
  Never surprised 
  Attacks 
  Control trees 
  Size 
  L 
  Intelligence 
  12 
  Alignment 
  Chaotic good 
  Treasure Type 
  XVII 
  Treasure Value 
  5d10x10 
  Magical Treasure 
  2d4 potions (40%) 
  X.P. Value 
  See below 
   
  General: Tree men are strange crosses between trees and humans, 
  shepherds of the forests who despise evil and resent the unrestrained use of 
  fire within their domains. They dwell in deep, dark woodlands or large 
  caverns accessible through such places. The size of each particular tree man 
  should be determined randomly. 
   
  Die roll (d12) 
  Size 
  Hit Dice 
  Damage 
  X.P. Value 
  1-3 
  12’ 
  7d10 
  2d8/2d8 
  1,200 + 10/h.p. 
  4-6 
  14’ 
  8d10 
  2d8/2d8 
  1,425 + 12/h.p. 
  7-8 
  16’ 
  9d10 
  3d6/3d6 
  1,950 + 14/h.p. 
  9-10 
  18’ 
  10d12 
  3d6/3d6 
  2,300 + 14/h.p. 
  11 
  20’ 
  11d12 
  4d6/4d6 
  2,850 + 16/h.p. 
  12 
  22’ or 
  more 
  12d12 
  4d6/4d6 
  3,350 + 18/h.p. 
   
  Those with 7 or 8 hit dice are sometimes called “shrublings,” while those 
  with 11 or 12 hit dice are known as “moss trunks.”  
   
  Combat: Tree men attack with their mighty limbs, which resemble arms and 
  fists. They are, however, quite vulnerable to fire; fire-based attacks against 
  them get a +4 bonus “to hit” and +1 bonus to damage done. Tree men also 
  save against fire with a penalty of -4. 
   
  Tree men are able to animate trees around them. Up to two trees can be 
  animated per tree man, and they must remain within 60’ of the tree man who 
  animated them in the first place. Such trees will function as normal tree men, 
  except they only move 30’ per round (roll randomly to determine the size of 
  the animated tree, just as if it were a normal tree man).  
   
  Appearance: Tree men are vaguely humanoid, but have bark, leaves, and 
  limbs like trees. When they close their eyes and mouths, they are 
  indistinguishable from other trees. They speak their own, very slow and 
  languid, language.  
   
  Troglodyte 
   
   
  Warrior 
  Guard 
  Number 
  10d10 
  See below 
  Morale 
  +1 
  +2 
  Hit Dice 
  2d8 
  3d8 
  Armor Class 
  5 
  5 
  Move 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  3 (or 1) 
  3 (or 1) 
  Damage 
  1d3/1d3/1d4+1 (or 
  per weapon type) 
  1d3/1d3/1d4+1 (or 
  per weapon type) 
  Defenses 
  Odor 
  Odor 
  Attacks 
  Chameleon skin 
  Chameleon skin 
  Size 
  M 
  M 
  Intelligence 
  6 
  6 
  Alignment 
  Chaotic evil 
  Chaotic evil 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  36 + 2/h.p. 
  65 + 3/h.p. 
   
   
  Sub-chief 
  Chieftain 
  Female 
  Number 
  See below 
  1 
  See below 
  Morale 
  +3 
  +4 
  -1 
  Hit Dice 
  4d8 
  6d8 
  1d10 
  Armor Class 
  5 
  5 
  5 
  Move 
  120’/min. 
  120’/min. 
  120’/min. 
  Magic 
  Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  3 (or 1) 
  3 (or 1) 
  3 
  Damage 
  1d3/1d3/1d4+
  1 (or per 
  weapon type) 
  1d3/1d3/1d4+
  1 (or per 
  weapon type) 
  1d3/1d3/1d4+
  1 
  Defenses 
  Odor 
  Odor 
  Odor 
  Attacks 
  Chameleon skin 
  Chameleon skin 
  Chameleon skin 
  Size 
  M 
  M 
  M 
  Intelligence 
  6 
  6 
  6 
  Alignment 
  Chaotic evil 
  Chaotic evil 
  Chaotic evil 
  Treasure Type 
  None 
  III 
  None 
  Treasure Value 
  n/a 
  9d6x1,000 
  n/a 
  Magical 
  Treasure 
  None 
  3 items (30%) 
  None 
  X.P. Value 
  110 + 4/h.p. 
  300 + 6/h.p. 
  18 + 1/h.p. 
   
  General: Troglodytes are reptilian creatures that dwell deep underground in 
  caves and tunnels, and desire the total extermination of all human and demi-
  human life. They have infravision with a 90’ range.  
   
  For every 10 warriors encountered, there will be 1 guard. For every 20 
  warriors, there will be two sub-chiefs. 60 or more warriors will be led by the 
  chieftain himself, accompanied by 2d4 guards as his personal bodyguard. 
  The chieftain will have the tribe’s treasure, carefully hidden and protected.  
   
  In their warren, a troglodyte tribe will also have a number of females equal 
  to the number of males, and there will be a chieftain present regardless of 
  the size of the group.  
   
  Combat: Some troglodytes will attack with claws and a bite, while 
  approximately half will use stone weapons. The weapon of any given 
  troglodyte should be determined randomly. For large groups, you may wish 
  to use the % Composition column, rather than rolling percentile dice for each 
  individual warrior. 
  
  Wilderness and Dungeon Monster Descriptions - Troll 
   
  82 
   
  Die roll (d%) 
  Armed with… 
  % Composition 
  01-10 
  Battle axe 
  10% 
  11-35 
  Javelin (x2) 
  25% 
  36-45 
  Morning star 
  10% 
  46-50 
  Short sword 
  5% 
  51-00 
  Unarmed 
  50% 
   
  Troglodyte javelins do 2d8 h.p. of damage and receive a +3 bonus “to hit”. 
   
  Troglodytes excrete a noxious odor when in combat. Any human or demi-
  human within 10’ must make a saving throw vs. poison or lose 1 point of 
  strength per round for 1d6 rounds. After the last point of strength is lost, it 
  will be a full 10 minutes before they are restored. They are able to control 
  this odor when they so desire (as when lying in ambush, or hiding from a 
  superior foe).  
   
  In addition, troglodytes are able to change the color of their skin, like a 
  chameleon. This means enemies get a -3 penalty on surprise rolls. The power 
  can also be used when hiding or fleeing. 
   
  Appearance: Troglodytes are humanoid-looking reptiles. They are gray, 
  reddish brown, or gray-green in color. They have fans on the tops of their 
  heads that extend to the base of the skull. They have tails. Their eyes glow 
  red in total darkness, due to their infravision.  
   
  Troll 
   
  Number 
  1d12 
  Morale 
  n/a 
  Hit Dice 
  6d12 
  Armor Class 
  4 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d4+4/1d4+4/2d6 
  Defenses 
  Regeneration 
  Attacks 
  None 
  Size 
  L (9’) 
  Intelligence 
  6 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VI 
  Treasure Value 
  2d4+1x1,000 
  Magical Treasure 
  1d3 items (15%) 
  X.P. Value 
  525 + 8/h.p. 
   
  General: Trolls are feared creatures that can be found in every climate and 
  environment, although they prefer underground settings in which to make 
  their lairs. They have keen senses and infravision with a 90’ range.  
   
  Combat: Trolls attack with both claws and a bite, and are able to attack up 
  to three separate opponents at the same time, assuming they are all in range. 
  Trolls are fearless and will never retreat, and are notoriously difficult to 
  control in battle. Trolls also regenerate, starting 3 rounds after they are first 
  wounded. They regenerate 3 lost hit points per round, but can never get 
  more hit points than their original total. Even severed limbs will not die; a 
  hacked-off arm will crawl on the floor looking for victims to grip, etc. Only 
  flame and acid will prevent a wounded troll from regenerating, and such 
  must also be applied to severed pieces, or a full-grown troll will spring from 
  such within 3d6 minutes.  
   
  Appearance: Trolls are tall and thin, with rubbery skin green to gray in color. 
  They have long pointed noses, a shock of dark hair that seems to writhe on 
  its own, and deep black eyes that glow red in total darkness due to their 
  infravision.  
   
  U 
   
  Unicorn 
   
  Number 
  1d4+1 
  Morale 
  +7 
  Hit Dice 
  4d10 
  Armor Class 
  2 
  Move 
  240’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d6/1d6/1d12 
  Defenses 
  See below 
  Attacks 
  +2 “to hit” with horn, charge 
  Size 
  L 
  Intelligence 
  9 
  Alignment 
  Chaotic good 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  1 item (60%), 1 potion (60%) 
  X.P. Value 
  400 + 5/h.p. 
   
  General: Unicorns dwell in idyllic woodland settings, far from civilization 
  and occasionally in the vicinity of such woodland creatures as dryads, faerie 
  dragons, etc. Elven, half-elven, and human maidens may attempt to 
  approach and tame a unicorn to serve as a steed. Such attempts have but a 
  25% chance of success. Unicorn treasure will be kept in some secluded but 
  natural feature in the shady meadow in which they make their home; the 
  hollow of a tree, a hole in the ground behind a rock, etc. 
   
  Combat: Unicorns attack with their front hooves and horn; the horn always 
  gets a bonus of +2 “to hit.” Unicorns can charge against enemies; in such 
  cases they do not attack with their hooves but their horn does double 
  damage if it hits. Unicorns also have the following powers and abilities. 
   
  • 
  Immunity to all poisons in all forms (this ability is passed on to 
  anyone who possesses a unicorn horn) 
  • 
  Sense enemies approaching, 240’ radius 
  • 
  Enemies get -4 on all surprise rolls 
  • 
  Teleport up to 360’ once per day (including rider, if applicable) 
  • 
  Make saving throws as 11th level mage 
  • 
  Immune to charm, hold, and death spells 
   
  Appearance: Unicorns are striking white steeds with brilliant yellow manes, 
  tails, and beards. They have a single spiral horn some 2’ in length in the 
  center of their forehead. They speak their own language and can 
  communicate with horses, mules, and donkeys.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  83 
  V 
   
  Vampire 
   
  Number 
  1d4 
  Morale 
  +16 
  Hit Dice 
  8d10 
  Armor Class 
  1 
  Move 
  120’/min., 180’/min. (flying, in bat form - average) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6+4 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  M 
  Intelligence 
  16 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VII 
  Treasure Value 
  1d8+3x1,000 
  Magical Treasure 
  1d4+1 items, no weapons (10%) 
  X.P. Value 
  3,800 + 12/h.p. 
  Turn as Type 
  X 
   
  General: Vampires are one of the most feared of the corporeal undead, 
  although they have a direct connection to the negative plane. They are 
  vulnerable to sunlight, and must therefore rest during the hours of daylight in 
  their coffin, which must contain a measure of earth from their grave.  
   
  Combat: Vampires attack with their fists, and have the equivalent of 18/76 
  strength. The vampire may attempt to bite any victim against which a 
  successful hit has been scored; the bite of the vampire will also drain 2 
  experience levels (or hit dice, as applicable) from the victim. Anyone who is 
  completely drained of life energy in this way will become a vampire under 
  the command of the one who created him thus one day after being buried. If 
  the commanding vampire is destroyed, the ones under its command become 
  free willed. Note that it is therefore possible to have a vampire with the 
  powers and skills of a character class; a vampire cavalier, mage, etc.  
   
  Vampires are only harmed by weapons with an enchantment of +1 or better. 
  They are immune to spells such as sleep, charm, hold, etc. and poison. 
  Paralysis has no effect on them.  A vial of holy water will cause 1d6+1 h.p. 
  of damage to a vampire. In addition, vampires have the following powers. 
   
  • 
  Regenerate 3 h.p. per round 
  • 
  Polymorph self into large bat 
  • 
  Charm person with gaze (victims get -2 penalty to saving throw 
  vs. magic) 
  • 
  Summon 10d10 rats or bats (underground) or 3d6 wolves 
  (outdoors), who will appear in 2d6 rounds 
   
  In addition, vampires have certain vulnerabilities that can be exploited. 
  Garlic will cause it to delay for 1d4 rounds. A mirror or holy symbol will 
  cause it to stay away for a time, but it will actively seek to either remove, 
  destroy, or cause to be moved the offending object. Sunlight will cause 10% 
  of the vampires hit points to be lost per round, and a vampire immersed in 
  running water for 3 consecutive minutes will be automatically slain. A 
  wooden stake through the heart will slay a vampire, but if the stake is 
  removed, it will return to un-life. Only decapitation and a blessing of the 
  severed head will truly prevent such reanimation.  
   
  When brought to 0 hit points, vampires are not actually slain, but rather turn 
  into gaseous form. In this state, they will then return to their earth-filled coffin 
  within 2 hours, and a new body will regenerate for them there in 8 hours. If 
  they do not return to their coffin within 2 hours, they will be forever 
  destroyed.  
   
  Appearance: Vampires appear much as they did in life, their appearance 
  not betraying their undead state, except for their long fangs, which the 
  vampire can hide or extend in order to bite a victim. 
   
  W 
   
  Wasp, Giant 
   
  Number 
  1d20 or 1d20+20 
  Morale 
  +1 
  Hit Dice 
  4d8 
  Armor Class 
  4 
  Move 
  60’/min., 210’/min. (flying - average) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  2d4/1d4 
  Defenses 
  None 
  Attacks 
  Poison 
  Size 
  M (5’) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  XVII 
  Treasure Value 
  20d10x10 
  Magical Treasure 
  None 
  X.P. Value 
  320 + 4/h.p. 
   
  General: Giant wasps are greatly feared, as they lay their eggs inside 
  paralyzed victims, who are then eaten alive when the larvae hatch. They 
  generally prey on other giant insects, but are not above feeding on animals 
  or humans and their ilk. They are found in most climates save the coldest. 
  There are two general types; those who build mud nests, and those who 
  build larger nests of paper. It is the latter who will be found in greater 
  numbers if encountered in their lair (determine randomly, 50% chance of 
  either type).  
   
  Combat: Giant wasps attack with their bite and sting. Anyone struck by the 
  stinger must make a saving throw vs. poison or be paralyzed permanently. 
  The paralysis can only be cured by a neutralize poison spell. If given a round 
  with the victim unmolested, the wasp will then lay its eggs within the body, 
  which will hatch in 1d4+1 days. Once that happens, death is almost 
  immediate as the larvae consume the host.  
   
  Giant wasps are vulnerable to fire. Magical flames such as a fireball or wall 
  of fire will singe off their wings, as will a large enough mundane fire such as 
  a bonfire. A torch will not suffice. Wasps whose wings have been singed do 
  not take additional damage, but will be unable to fly. 
   
  Appearance: Giant wasps appear as larger versions of their mundane 
  cousins.  
   
  
  Wilderness and Dungeon Monster Descriptions - Weasel 
   
  84 
  Weasel 
   
   
  Normal 
  Giant 
  Number 
  1d6 
  1d8 
  Morale 
  -1 
  +4 
  Hit Dice 
  1d4 
  3d10 
  Armor Class 
  6 
  6 
  Move 
  120’/min. 
  150’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  1d2 
  2d6 
  Defenses 
  None 
  None 
  Attacks 
  None 
  Blood drain 
  Size 
  S (1’ long) 
  M (6’ long) 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  5 + 1/h.p. 
  125 + 4/h.p. 
   
  General: Weasels, both normal and giant, are voracious predators that are 
  found in temperate climates, where they dwell in woods. The giant variety 
  will often be found in deep underground environs, hunting for prey. 
   
  Combat: Weasels attack with their bite. In addition, giant weasels will suck 
  the blood from a victim automatically, as it latches onto the wound and 
  drinks. 2d6 h.p. will be drained each round this way. 
   
  Appearance: Weasels are short and long predators with fur that can be in a 
  variety of colors from white to brown to black, striped, solid, or spotted. The 
  giant variety looks like the regular type, only larger. Giant weasel pelts are 
  worth 1d6x1000 g.p. 
   
  Wenge Goliath 
   
  Number 
  1d4 
  Morale 
  +6 
  Hit Dice 
  8d12 
  Armor Class 
  2 
  Move 
  60’/min., 1’-6’/min. (tunneling) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  3d4/3d4/1d10 
  Defenses 
  None 
  Attacks 
  Confusion 
  Size 
  L (8’x5’) 
  Intelligence 
  9 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XV 
  Treasure Value 
  6d4+10x1,000 
  Magical Treasure 
  1d4+1 items (35%) 
  X.P. Value 
  1,300 + 12/h.p. 
   
  General: The wenge goliath (pronounced “venga”) is a predator that lurks 
  beneath the surface of the ground, where they prey on creatures such as 
  purple worms, ankhegh, etc. They are also most fond of human flesh. They 
  are able to tunnel through solid rock at a rate of 1’ per minute, and soft soil 
  at 6’ per minute.  
   
  Combat: Wenge goliaths attack with their powerful claws and bite with their 
  enormous pincers. However, any intelligent creature that meets the four-eyed 
  gaze of the goliath must make a saving throw vs. magic or be affected as 
  per the result on the following table for 3d4 minutes.  
   
  Roll 
  Action 
  01-10 
  Wander off in random direction 
  11-60 
  Stand in dumb puzzlement for 1 minute, then re-roll 
  61-80 
  Attack nearest creature for 1 minute, then re-roll 
  81-00 
  Attack the goliath for 1 minute, then re-roll 
   
  Appearance: The wenge goliath is a dark brown in color, tending towards a 
  light gray on the belly and lower part of the head. It is barrel-shaped, with a 
  flat head sporting an enormous pair of mandibles and incredibly hard and 
  strong talons on its hands. Their coloration makes them mistakable for a 
  humanoid of some sort at distances greater than 40’.  
   
  Wight 
   
  Number 
  2d8 
  Morale 
  +16 
  Hit Dice 
  4d10 
  Armor Class 
  5 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4 
  Defenses 
  Silver or enchanted weapons to wound 
  Attacks 
  Energy drain 
  Size 
  M 
  Intelligence 
  9 
  Alignment 
  Lawful evil 
  Treasure Type 
  VI 
  Treasure Value 
  1d4x1,000 
  Magical Treasure 
  1 armor/weapon (10%) 
  X.P. Value 
  540 + 5/h.p. 
  Turn as Type 
  V 
   
  General: Wights are corporeal undead, greatly feared because of both their 
  ferocious hatred of living creatures and their ability to drain energy from 
  those they touch. They avoid light of all sorts, and daylight in particular. They 
  draw their strength from the negative plane.  
   
  Combat: Wights attack with their claws. However, a successful strike from a 
  wight will also drain one experience level (or hit die) from the victim. If a 
  victim is completely drained, it will become a half-strength wight under the 
  command of the creature that slew it. Wights are immune to spells such as 
  sleep, charm, and hold, and can only be wounded by silver or enchanted 
  weapons. Holy water will cause 2d4 h.p. of damage if it hits a wight. The 
  spell raise dead will destroy a wight. 
   
  Appearance: Wights appear as wild humans with claws and an inhuman 
  glow in their eyes. Their skin is mottled and decayed in places, which 
  betrays their true nature.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  85 
  Will-O-Wisp 
   
  Number 
  1 (90%) or 1d3 (10%) 
  Morale 
  ±0 
  Hit Dice 
  9d8 
  Armor Class 
  -8 
  Move 
  180’/min. (floating) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d8 
  Defenses 
  Immune to most spells 
  Attacks 
  None 
  Size 
  S 
  Intelligence 
  16 
  Alignment 
  Chaotic evil 
  Treasure Type 
  V 
  Treasure Value 
  1d6x10,000 
  Magical Treasure 
  1d3 items (50%) 
  X.P. Value 
  1,200 + 12/h.p. 
   
  General: Will-o-wisps are cunning creatures that lurk in treacherous places 
  where either natural or man-made traps are plentiful. The will-o-wisp will 
  attempt to lure others into such traps, where they feed on the life energy of 
  the victims as they die a lingering death. Usually only a single will-o-wisp will 
  be found, but there is a 10% chance that 1d3 will be encountered. In such 
  cases, there is a 90% chance that the creatures’ lair (and treasure) will be 
  nearby. 
   
  Combat: The will-o-wisp will usually not attack in the conventional sense, but 
  will try to lure victims to their doom as indicated above. If pressed, however, 
  they can lash out with an electrical jolt. They are immune to almost al spells; 
  only protection from evil, magic missile, and maze will affect them. If brought 
  to 5 h.p. or under, the creature will surrender and hand over its treasure in 
  exchange for its life.  
   
  Appearance: Will-o-wisps are balls of light that float in the air. They can 
  move slowly or swiftly, can change their color, and can wink themselves out 
  for up to 2d4 minutes at a stretch, all of which is used to convince victims 
  that the will-o-wisp is something that should be followed or investigated.  
   
  Wolf 
   
   
  Normal 
  Worg 
  Number 
  2d10 
  3d4 
  Morale 
  +1 
  +3 
  Hit Dice 
  2d10 
  4d12 
  Armor Class 
  7 
  6 
  Move 
  180’/min. 
  180’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  1d4+1 
  2d4 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  S 
  L (5’ at shoulder) 
  Intelligence 
  3 
  6 
  Alignment 
  Neutral 
  Neutral evil 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  35 + 3/h.p. 
  90 + 5/h.p. 
   
  General: Wolves are found in most climates save the hottest. They move and 
  hunt in packs and are cunning hunters. The howl of wolves will panic herd 
  animals, pack animals, etc. 50% of the time, unless they are being actively 
  calmed by humans. Wolf dens are 30% likely to contain 1d4 cubs; these can 
  be taken and trained as companions. Worgs are cunning evil beasts that are 
  sometimes used as mounts for humanoid cavalry, particularly goblins.  
   
  Combat: Wolves attack with their bite.  
   
  Appearance: Wolves are four-legged predators similar in appearance to 
  dogs, whose fur can range in color from white to brown to black, solid or 
  with markings. Worgs have their own language.  
   
  Wolf, Winter 
   
  Number 
  2d4 
  Morale 
  +4 
  Hit Dice 
  6d10 
  Armor Class 
  5 
  Move 
  180’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d8 
  Defenses 
  None 
  Attacks 
  Frost 
  Size 
  L (6’ at shoulder) 
  Intelligence 
  9 
  Alignment 
  Neutral evil 
  Treasure Type 
  XVI 
  Treasure Value 
  3d8x1,000 
  Magical Treasure 
  1 item (15%) 
  X.P. Value 
  245 + 5/h.p. 
   
  General: Winter wolves are a magical offshoot of the wolf race. They are 
  found in arctic locales, and are thoroughly evil.  
   
  Combat: Winter wolves attack with their bite. Once every 10 minutes, 
  however, they can also breathe a cone of frost with a range of 10’ in front of 
  themselves; any creature within range must make a saving throw vs. breath 
  weapon or take 6d4 h.p. of damage. Those who save take half damage. 
  They are immune to cold-based attacks, but fire-based attacks will inflict 1 
  h.p. extra per hit die of damage.  
   
  Appearance: Winter wolves appear as large wolves with white or silver fur. 
  The pelt of a winter wolf is worth some 5,000 g.p. They speak their own 
  language, and that of worgs.  
   
  
  Wilderness and Dungeon Monster Descriptions - Wolverine 
   
  86 
  Wolverine 
   
   
  Normal 
  Giant 
  Number 
  1 
  1 
  Morale 
  +9 
  +12 
  Hit Dice 
  3d8 
  4d10 
  Armor Class 
  5 
  4 
  Move 
  120’/min. 
  150’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  Damage 
  1d4/1d4/1d4+1 
  1d4+1/1d4+1/2d4 
  Defenses 
  None 
  None 
  Attacks 
  Ferocity, musk 
  Ferocity, musk 
  Size 
  S 
  M 
  Intelligence 
  3 
  3 
  Alignment 
  Neutral 
  Neutral evil 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  125 + 3/h.p. 
  205 + 5/h.p. 
   
  General: Wolverines dwell in arctic and semi-arctic habitats. They are 
  ferocious hunters, noted for their viciousness and cunning. 
   
  Combat: Wolverines attack with their claws and bite. Due to their ferocity, 
  wolverines get a +4 bonus “to hit.” In addition, they are able to spray a 
  musk at enemies in their rear quarter, very similar to that of a skunk (see p. 
  71). The musk of the giant wolverine will be released in a cloud 
  20’x20’x60’, while that of the normal wolverine is but 1/10th as large on all 
  sides. All those in the area of effect must save vs. poison or be blinded. 
  Regardless of whether they save, the victim will also retreat out of the area 
  automatically. The musk of the giant wolverine will cause victims to lose half 
  of their strength and dexterity due to retching for 2d4x10 minutes. The stench 
  of the musk is extreme, and will cause those who carry it to be shunned until 
  they can cleanse themselves of it. Cloth will need to be destroyed, and it will 
  take several days of washing and care to rid other items (and creatures!) of 
  the smell. Wolverines are known to use their musk to ruin the belongings and 
  food of humans and demi-humans, seemingly out of spite. 
   
  Appearance: Wolverines look like small bears; they are short and stocky, 
  with round broad heads and rounded ears. Their coloring can vary from 
  black to white to brown, with patterns of any of the three.  
   
  Worm, Purple 
   
  Number 
  1d2 
  Morale 
  +19 
  Hit Dice 
  15d12 
  Armor Class 
  6 (exterior), 9 (stomach) 
  Move 
  90’/min. (crawling and burrowing) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 (1 in front, 1 in rear) 
  Damage 
  2d12/2d4 
  Defenses 
  None 
  Attacks 
  Swallow, poison 
  Size 
  L (50’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  XV 
  Treasure Value 
  1d4+1x1,000 
  Magical Treasure 
  1 armor/weapon (10%) 
  X.P. Value 
  4,900 + 20/h.p. 
   
  General: Purple worms are greatly feared predators that dwell deep beneath 
  the surface of the earth. They can sense vibrations in the ground up to 60’ 
  distant, and will attack the cause, as they are quite territorial. In their lair 
  they regurgitate metals and gems that they consume, which are not 
  digestible. They are fond of shriekers as food. 
   
  Combat: Purple worms attack with their bite and the stinger located on the tip 
  of their tails (which will do the damage indicated above and slay those stung 
  unless they make a saving throw vs. poison). Because of their great length, 
  this usually means only one or the other will be employed (depending on the 
  disposition of the attackers) but in large open spaces, or against great 
  numbers of foes, both can be used.  
   
  If the mouth strikes an enemy (maximum 8’ x 6’ in size) with a roll of 4 or 
  higher more than required, the purple worm has swallowed the victim. A 
  natural 20 will always indicate a swallowing, regardless of the actual 
  number needed to hit. The victim will automatically die in 6 rounds; 2 hours 
  later the victim will be completely digested and thus beyond the power of 
  magic such as raise dead to restore. If, however, the swallowed victim is 
  able to cut its way out of the worm before the 6 rounds have elapsed, it can 
  escape its fate. Only slashing or thrusting weapons can do damage, and the 
  amount of damage done is reduced by 1 for each round the victim is inside 
  the worm. The stomach has an effective AC of 9, when attacked from within. 
   
  Appearance: Purple worms are fifty feet long and some 8 feet in diameter. 
  Their heads are dominated by a great tooth-filled maw, and their tails sport a 
  large stinger. They are deep purple in color.  
   
  See also: Mottled worm (p. 107).   
   
  Wraith 
   
  Number 
  2d6 
  Morale 
  +6 
  Hit Dice 
  5d10 
  Armor Class 
  4 
  Move 
  120’/min., 240’/min. (flying - good) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6 
  Defenses 
  Silver or +1 weapons to wound 
  Attacks 
  Energy drain 
  Size 
  M 
  Intelligence 
  12 
  Alignment 
  Lawful evil 
  Treasure Type 
  VII 
  Treasure Value 
  1d6+2x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  575 + 6/h.p. 
  Turn as Type 
  VII 
   
  General: Wraiths are non-corporeal undead that have a strong link to the 
  negative plane. They dwell in darkness, often far beneath the earth, for 
  sunlight drains them of all their power.  
   
  Combat: Wraiths attack with their death-chilled touch. The touch of a wraith 
  will drain one experience level (or hit die) from the victim. Any creature 
  drained of all experience levels or hit dice will die. A vial of holy water will 
  cause 2d4 h.p. of damage to a wraith.  
   
  Appearance: Wraiths appear as vaguely humanoid clouds of darkness with 
  glowing eyes.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  87 
  Wyvern 
   
  Number 
  1d6 
  Morale 
  +14 
  Hit Dice 
  7d12 
  Armor Class 
  3 
  Move 
  60’/min., 240’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  2d8/1d6 
  Defenses 
  None 
  Attacks 
  Poison 
  Size 
  L (35’ long) 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  IV 
  Treasure Value 
  1d6+2x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  925 + 10/h.p. 
   
  General: Wyverns are found in temperate wildernesses, usually far away 
  from civilization. They are aggressive hunters, and will attack regardless of 
  the strength of an enemy. 
   
  Combat: Wyverns attack with their bite and stinger-equipped tail. Those 
  struck by the tail must make a saving throw vs. poison or die. The tail is very 
  long and flexible, and can therefore attack enemies even in front of the 
  wyvern.  
   
  Appearance: Wyverns look like dragons, but have only a single pair of legs. 
  Their tails are tipped with a large stinger. They are usually brown or gray in 
  color.  
   
  X 
   
  Y 
   
  Yeti 
   
  Number 
  1d6 
  Morale 
  +8 
  Hit Dice 
  4d10 
  Armor Class 
  6 
  Move 
  150’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d6/1d6 
  Defenses 
  Immune to cold 
  Attacks 
  Hug, fright, invisibility 
  Size 
  L (8’) 
  Intelligence 
  9 
  Alignment 
  Neutral 
  Treasure Type 
  II 
  Treasure Value 
  2d4+1x1,000 
  Magical Treasure 
  1d3 items (15%) 
  X.P. Value 
  435 + 5/h.p. 
   
  General: Yetis inhabit the coldest regions, always away from civilization. 
  They are ferocious creatures, fond of human flesh. 
   
  Combat: Yetis attack with their claws. If either claw hits with a “to hit” roll of 
  a natural 20, the yeti will pull the victim to its breast and crush it for an 
  additional 2d8 h.p. of damage, then releasing it. Those looking into the 
  pale, colorless eyes of the yeti must make a saving throw vs. paralyzation or 
  be paralyzed with fear for 3 rounds. Such fear-struck victims will be 
  automatically struck twice and hugged once by the yeti before the fear 
  abates.  
   
  In addition, due to their coloration and cunning, yetis are invisible in any sort 
  of snowy conditions. Characters have a 5% chance per experience level 
  above 1st of spotting a yeti. Any yeti within 1d3x10’ will be spotted, 
  however. 
   
  Appearance: Yetis are large humanoid creatures, covered in long white fur.  
   
  Z 
   
  Zombie 
   
  Number 
  3d8 
  Morale 
  n/a 
  Hit Dice 
  2d8 
  Armor Class 
  8 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d8 
  Defenses 
  Immune to some spells 
  Attacks 
  None 
  Size 
  M 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  20 + 2/h.p. 
  Turn as Type 
  II 
   
  General: Zombies are undead creatures, usually (but not always) created by 
  the spell animate dead. They are under the complete command of the spell 
  caster or other who created them, and are able to follow simple commands, 
  usually about a dozen words.  
   
  Combat: Zombies attack with their fists, but because of their slow nature, 
  they always strike last in the round. Like all other undead, they are immune to 
  spells such as hold, charm, and sleep. Cold based attacks do not affect them. 
  A vial of holy water will cause 2d4 h.p. of damage to a zombie.  
   
  Appearance: Zombies appear as they did in life, but their skin will have 
  begun to decay and their eyes are lifeless orbs. They tend to move with a 
  shuffling gait.  
   
  
  Underwater and Waterborne Monster Descriptions - Barracuda 
   
  88 
  Underwater and 
  Waterborne Monster 
  Descriptions 
   
  A 
   
  B 
   
  Barracuda 
   
  Number 
  2d6 
  Morale 
  +1 
  Hit Dice 
  1d4 - 3d8 (see below) 
  Armor Class 
  6 
  Move 
  300’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  S to L (see below) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  See below 
   
  General: The barracuda is a very aggressive fish that inhabits warm salt 
  water. They will attack any prey they believe is easily taken. Their size (and 
  hit dice) will vary depending on species: 
   
  Die roll (d%) 
  Hit dice 
  Size 
   
  01-25 
  1d4 
  S (3’) 
  10 + 1/h.p. 
  26-75 
  2d6 
  M (5’) 
  20 + 2/h.p. 
  76-00 
  3d8 
  L (7’) 
  35 + 3/h.p. 
   
  Combat: The barracuda attacks with its sharp bite. It can go from being 
  motionless to full speed in under a minute. 
   
  Appearance: The barracuda is a very long fish with prominent sharp teeth. 
  They are dark on top with a white belly.  
   
  C 
   
  Coral, Poisonous 
   
  Number 
  1 
  Morale 
  n/a 
  Hit Dice 
  n/a 
  Armor Class 
  10 
  Move 
  0 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4 
  Defenses 
  None 
  Attacks 
  Poison 
  Size 
  Varies 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  0 
   
  General: Poisonous coral can be found in shallow salt waters. It can range in 
  size from a small ball-sized growth to a colony miles in length. It is sometimes 
  found intermingled with the non-poisonous varieties.  
   
  Combat: The edges and protrusions of poisonous coral are razor sharp. It 
  does not, itself, attack, but those attempting to navigate around it must make 
  a dexterity check or be nicked by its sharp edges. Those who are cut must 
  make a saving throw vs. poison; failure means they will die in 2d6x10 
  minutes unless a neutralize poison spell or similar magic is applied.  
   
  Appearance: Poisonous coral is indistinguishable from ordinary coral. Its 
  shape and colors are manifold.  
   
  Crab, Giant 
   
  Number 
  2d6 
  Morale 
  +1 
  Hit Dice 
  3d8 
  Armor Class 
  3 
  Move 
  90’/min. (walking and swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  2d4/2d4 
  Defenses 
  None 
  Attacks 
  Surprise enemies -2 
  Size 
  L (4’ diameter) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  35 + 3/h.p. 
   
  General: Giant crabs function well both on land and in the water, usually 
  roaming about in search of food. They can be found in both salt and fresh 
  water.  
   
  Combat: Giant crabs attack with their two great pincers. They tend to hide, 
  suddenly rushing forward at prey, meaning that enemies get a -2 on their 
  surprise rolls (if applicable).  
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  89 
   
  Appearance: Giant crabs appear in all ways as simply enormous versions of 
  their smaller cousins. Their eyes are on stalks, allowing them to see around 
  corners or over obstacles.  
   
  Crayfish, Giant 
   
  Number 
  1d4 
  Morale 
  -1 
  Hit Dice 
  4d12 
  Armor Class 
  4 
  Move 
  60’/min., 120’/min (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  2d6/2d6 
  Defenses 
  None 
  Attacks 
  Surprise enemies -1 
  Size 
  L (8’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  90 + 5/h.p. 
   
  General: Giant crayfish can function on land, but are truly at home only in 
  water. They are found only in fresh water.  
   
  Combat: Giant crayfish attack enemies with their two large fore claws. They 
  usually hide, rushing to attack potential prey; enemies get a -1 penalty on 
  their surprise roll (if applicable).  
   
  Appearance: Giant crayfish appear as larger versions of their smaller 
  cousins.  
   
  Crocodile (Alligator) 
   
   
  Normal 
  Giant 
  Number 
  3d8 
  2d6 
  Morale 
  +3 
  +6 
  Hit Dice 
  3d10 
  7d10 
  Armor Class 
  5 
  4 
  Move 
  60’/min., 120’/min. 
  (swimming) 
  60’/min., 120’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  2 
  2 
  Damage 
  2d4/1d12 
  3d6/2d10 
  Defenses 
  None 
  None 
  Attacks 
  Surprise enemies -1 
  Surprise enemies -1 
  Size 
  L (8’-15’ long) 
  L (21’-30’ long) 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure type 
  None 
  None 
  Treasure value 
  n/a 
  n/a 
  Magical treasure 
  None 
  None 
  X.P. Value 
  60 + 4/h.p. 
  400 + 8/h.p. 
   
  General: Crocodiles (and alligators) are mindless eating machines. They are 
  lethargic in the cold, and their movement is reduced by 50%. 
   
  Combat: Crocodiles attack with their fearsome jaws as well as their mighty 
  tail. They tend to attack from concealment, giving enemies a penalty of -1 on 
  their surprise rolls (if applicable).  
   
  Appearance: Crocodiles are terrifying reptiles, with thick muscular tails and 
  great toothy maws, scaled with thick ridges and plates along their back 
  running from gray to dark greenish brown in appearance. Alligators differ in 
  appearance from crocodiles only in the shape of the snout; that of the 
  crocodile is narrow, while that of the alligator is rounded. 
   
  D 
   
  Dolphin 
   
  Number 
  2d10 
  Morale 
  +3 
  Hit Dice 
  2d10 
  Armor Class 
  5 
  Move 
  300’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d4 
  Defenses 
  Save as 4th level fighter 
  Attacks 
  None 
  Size 
  M (6’ long) 
  Intelligence 
  11 
  Alignment 
  Lawful good 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  65 + 3/h.p. 
   
  General: Dolphins are marine mammals found in salt water. They form 
  nomadic schools. As they are mammals, they must occasionally surface in 
  order to breathe through their top-hole. They will assist humans in danger, 
  and will attack sharks unless outnumbered by 2-1. 
   
  Combat: Dolphins attack by butting with their heads and snouts. 
   
  Appearance: Dolphins are sleek creatures with strong tails, narrow snouts, 
  and intelligent eyes.  
   
  Dragon Turtle 
   
  Number 
  1 
  Morale 
  +15 
  Hit Dice 
  12-14 
  Armor Class 
  0 
  Move 
  30’/min., 90’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  2d6/2d6/4d8 
  Defenses 
  Standard 
  Attacks 
  Breath weapon, capsize boats 
  Size 
  L (30’ diameter) 
  Intelligence 
  12 
  Alignment 
  Neutral 
  Treasure Type 
  VI 
  Treasure Value 
  8d6x1,000 
  Magical Treasure 
  1 armor/weapon (10%), 2d4 potions (40%), 1d4 
  scrolls (50%), 1d10 items (85%) 
  X.P. Value 
  See below 
   
  
  Underwater and Waterborne Monster Descriptions - Eel 
   
  90 
  General: The dragon turtle is a very dangerous creature that inhabits 
  freshwater lakes and rivers as well as salt water seas. Dragon turtles age as 
  do dragons, and their hit die type will change accordingly: 
   
  Die roll (d8) 
  Age 
  Hit die type 
  1 
  Very young (1-5 yrs.) 
  d4 (1 h.p. per die) 
  2 
  Young (6-15 yrs.) 
  d4 
  3 
  Sub-adult (16-25 yrs.) 
  d6 
  4 
  Young adult (26-50 yrs.) 
  d8 
  5 
  Adult (51-100 yrs.) 
  d10 
  6 
  Old (101-200 yrs.) 
  d12 
  7 
  Very old (201-400 yrs.) 
  d12 (re-roll anything below 7) 
  8 
  Ancient (401+ yrs.) 
  d12 (re-roll anything below 9) 
   
  The size of the dragon turtle should also be determined randomly. 
   
  Die roll (d6) 
  Size 
  X.P. Value 
  1-2 
  12 hit dice 
  2,850 + 16/h.p. 
  3-4 
  13 hit dice 
  3,950 + 18/h.p. 
  5-6 
  14 hit dice 
  4,050 + 18/h.p. 
   
  Combat: Dragon turtles attack with their claws and fearsome bite. In any 
  given round, there is a 50% chance that the dragon turtle will use its breath 
  weapon instead; a blast of steam 60’ long, 40’ high, and 40’ wide.  The 
  breath weapon will do a number of points of damage equal to the dragon 
  turtle’s current total hit points to all creatures within the area of effect, except 
  those who make a successful saving throw vs. breath weapon, who only take 
  half damage. If they surface directly beneath a ship, there is a 50-90% 
  chance (depending on the size of the ship) that it will capsize, tossing all on 
  deck into the water. The exact chance depends on the size of the ship, with 
  smaller ships having a greater chance to capsize.  
   
  Appearance: Dragon turtles appear as large green turtles with long snaky 
  necks and draconic heads. They have green/gold heads and a crest going 
  down along its neck. They speak their own language.  
   
  E 
   
  Eel 
   
   
  Electric 
  Giant Moray 
  Weed 
  Number 
  1d3 
  1d4 
  1d6x10 
  Morale 
  +1 
  +2 
  ±0 
  Hit Dice 
  2d8 
  5d10 
  1d6 
  Armor Class 
  9 
  6 
  8 
  Move 
  120’/min. 
  (swimming) 
  90’/min. 
  (swimming) 
  150’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  1d3 
  3d6 
  1 
  Defenses 
  Immune to 
  electricity 
  None 
  Camouflage 
  Attacks 
  Electricity 
  None 
  Poison 
  Size 
  M (9’ long) 
  L (20’ long) 
  M (6’ long) 
  Intelligence 
  0 
  0 
  0 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure type 
  None 
  None 
  VI 
  Treasure value 
  n/a 
  n/a 
  6d6+1x1,000 
  Magical treasure 
  None 
  None 
  None 
  X.P. Value 
  65 + 2/h.p. 
  49 + 1/h.p. 
  150 + 6/h.p. 
   
  General: All eels are aggressive if approached or threatened. They are 
  found in warm water, with electric eels being freshwater creatures, and giant 
  and weed eels being able to dwell in either salt or fresh water. 
   
  Combat: All eels attack with their bite.  
   
  Electric eels: These creatures can deliver a jolt of electricity to all creatures 
  within a 15’ radius. The damage done depends on the distance the target is 
  from the eel. 
   
  Distance 
  Damage 
  0-5’ 
  3d8 h.p. 
  6-10’ 
  2d8 h.p. 
  10-15’ 
  1d8 h.p. 
   
  Weed eels: These creatures dwell in large colonies with a multitude of holes 
  all leading to a central chamber where the young are reared. They have a 
  poisonous bite; victims must save vs. poison or die. They are also naturally 
  similar in appearance to normal seaweed; all but an expert will be fooled by 
  the colony, assuming it to be an ordinary outcropping covered with 
  vegetation.  
   
  Elf, Sea 
   
  Number 
  2d10x10 
  Morale 
  +1 
  Hit Dice 
  1d10 
  Armor Class 
  5 
  Move 
  120’/min., 120’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  By weapon type 
  Defenses 
  90% immune to sleep and charm effects 
  Attacks 
  None 
  Size 
  M (5’) 
  Intelligence 
  14 
  Alignment 
  Chaotic good 
  Treasure Type 
  Individuals XII, Community III 
  Treasure Value 
  Individuals 1d20, Community 6d4+10x1,000 
  Magical Treasure 
  Individuals none, Community 1d4+1 items (35%), 
  2d4 potions (40%), 1d4 scrolls (50%) 
  X.P. Value 
  28 + 2/h.p. 
   
  General: Sea elves tend to live in thick beds of seaweed in remote salt water 
  abodes. They will live in caverns carved from the rock of the sea-bottom or 
  coral reefs. They tend to be on good terms with their land-dwelling cousins, 
  with whom they trade. They are also on good terms with dolphins, with 
  whom they are sometimes found.  They are sworn foes of both sahuagin and 
  sharks. Note that, generally speaking, sea elves are not allowed as a player 
  character race. Sea elves cannot be mages.  
   
  Sea elves are able to conceal themselves in seaweed or among coral reefs 
  as if they were invisible. Also when in such surroundings enemies have a -2 
  penalty on their surprise rolls (if applicable). They have infravision with a 60’ 
  range and are able to detect secret doors on a roll of 1-3 on a d6, and 
  concealed doors on a roll of 1-4.  
   
  For every 20 sea elves encountered, there will also be a fighter of level 2 
  (67%) or level 3 (33%). For every 40 elves encountered, there will also be a 
  level 2 fighter/level 1 cleric (67%) or a level 3 fighter/level 2 cleric (33%). 
  Larger groups of sea elves, including settlements, will have the following 
  higher-level individuals.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  91 
  Size 
  Will also have… 
  100-159 
  Multi-classed 5th level fighter/8th level cleric, two 4th level 
  fighter/5th level clerics, 4th level fighter/4th level cleric/4th 
  level thief 
  160+ 
  6th level fighter/9th level mage, 6th level fighter/6th level 
  cleric/6th level thief 
   
  In addition to those listed above, a community of sea elves will also have the 
  following individuals. 
   
  • 
  One 4th level fighter per 40 elves in the community 
  • 
  One 2nd level fighter/2nd level cleric/2nd level thief per 40 
  elves 
  • 
  One 4th level fighter/7th level cleric 
  • 
  One 5th level fighter 
  • 
  One 6th level fighter 
   
  Finally, for every 20 sea elves encountered (whether in a community or not) 
  there is a 50% chance that there will be 1d3 friendly dolphins as well (see p. 
  89).  
   
  Combat: Sea elves usually wear scale armor. All sea elves get a +1 bonus 
  “to hit” with tridents. Weapons carried by sea elves should be determined 
  randomly. 
   
  Die roll (d%) 
  Weapons 
  01-10 
  Spear  
  11-30 
  Trident 
  31-55 
  Spear and net 
  56-85 
  Trident and net 
  86-00 
  Net 
   
  Appearance: Sea elves appear as short and slender humans with fine 
  features, gill slits on their necks, and pointed ears. Their skin is a silvery 
  green, while their hair is green or blue-green. Sea elves speak only elvish.  
   
  Eye of the Deep 
   
  Number 
  1 
  Morale 
  +5 
  Hit Dice 
  11d8 
  Armor Class 
  5 
  Move 
  60’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  2d4/2d4/1d6 
  Defenses 
  None 
  Attacks 
  See below 
  Size 
  L (4’ diameter) 
  Intelligence 
  12 
  Alignment 
  Lawful evil 
  Treasure Type 
  V 
  Treasure Value 
  6d6x1,000 
  Magical Treasure 
  None 
  X.P. Value 
  3,700 + 16/h.p. 
   
  General: It is thought that the eye of the deep and the sphere of many eyes 
  are related, as they share a number of traits. The eye of the deep inhabits 
  deep salt water regions. They are cruel, imperious, and very aggressive.  
   
  Combat: The eye of the deep attacks with its two large pincer claws and its 
  toothy bite. However, it also has a number of magical effects it can cause 
  with its eyes. The great central eye can cause a blinding flash which stuns 
  those in its range; 30’ long and 20’ wide at the base. All those within the 
  area of effect must make a saving throw vs. poison or be stunned for 2d4 
  rounds. The two smaller eye stalks can also be used in conjunction to 
  produce a visual and auditory illusion within a 60’ range. Independently, 
  one can be used to cast hold person and the other hold monster (both as per 
  the mage spell).  
   
  When someone attacks the eye of the deep, they must first roll percentile dice 
  to see what part of the creature they are able to attack; all parts of the eye of 
  the deep are AC 5.  
   
  Die roll (d%) 
  Presented target 
  01-75 
  Body/claws 
  76-85 
  Eye stalk 
  86-90 
  Eye on stalk 
  91-00 
  Central eye 
   
  The central eye can take 1/3 of its total h.p. of damage before it is 
  destroyed (but doing so does not destroy the eye of the deep). The body 
  represents the remaining 2/3 of the creatures hit points; if those are lost, the 
  creature is slain. The ten eyestalks can each take 1d4+8 h.p. before they are 
  rendered inoperative, but these hit points do not count against the creature’s 
  total. Severed or otherwise destroyed eye stalks will re-grow in a week, as 
  will the central eye.  
   
  Appearance: The eye of the deep is a sphere some 4’ in diameter, with a 
  large central eye and two other eyes on flexible stalks. It has a pair of large 
  pincers that resemble the claws of a crab or lobster, and a large mouth full of 
  small sharp teeth. Its underside is fringed with tendrils which it uses to move 
  about in the dark seas it inhabits.  
   
  F 
   
  Floating Eye 
   
  Number 
  1d12 
  Morale 
  ±0 
  Hit Dice 
  1d4 
  Armor Class 
  9 
  Move 
  300’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  0 
  Damage 
  n/a 
  Defenses 
  n/a 
  Attacks 
  Hypnotism 
  Size 
  S (1’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  30 + 1/h.p. 
   
  General: Floating eyes are salt water fish that are almost always 
  accompanied by predators such as sharks (30%), barracuda (40%), or giant 
  giant eels (30%). They are found in shallow waters.  
   
  Combat: Floating eyes have but one visible feature; a great single eye. That 
  eye can cause all those looking at it to be hypnotized if they do not make a 
  successful saving throw vs. paralyzation. Those who fail will be struck 
  helpless and immobile, easy prey for the predators who follow this fish 
  around. 
   
  
  Underwater and Waterborne Monster Descriptions - Gar, Giant 
   
  92 
  Appearance: The floating eye is a fish, completely transparent except for its 
  single great eye.  
   
  G 
   
  Gar, Giant 
   
  Number 
  1d6 
  Morale 
  +3 
  Hit Dice 
  8d10 
  Armor Class 
  3 
  Move 
  300’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  5d4 
  Defenses 
  None 
  Attacks 
  Swallow 
  Size 
  L (20-30’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  550 + 10/h.p. 
   
  General: These aggressive hunters dwell in deep fresh water bodies.  
   
  Combat: Giant gar attack with their toothy maws. On a natural roll of 20 “to 
  hit” the fish will swallow its prey whole (if possible). If that happens, the 
  victim will have a 5% cumulative chance per melee round of dying. If the 
  victim can inflict damage equal to the fish’s total original hit points with an 
  edged weapon, he can cut himself out (killing the fish in the process). Any 
  piercing type attack (spear, trident, harpoon, etc.) made while the gar has 
  swallowed someone whole has a 20% chance of damaging the creature 
  swallowed as well as the fish itself. 
   
  Appearance: The giant gar is a long and thin fish with an enormous pointed 
  mouth lined with sharp teeth. 
   
  Giant, Storm 
   
  Number 
  1d4 
  Morale 
  +15 
  Hit Dice 
  15d12 
  Armor Class 
  1 
  Move 
  150’/min. (walking or swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  7d6 
  Defenses 
  Immune to electricity 
  Attacks 
  Strength, magic 
  Size 
  L (21’) 
  Intelligence 
  16 
  Alignment 
  Chaotic good 
  Treasure Type 
  VII 
  Treasure Value 
  1d6+3x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  5,850 + 20/h.p. 
   
  General: A small percentage (10%) of storm giants, the most powerful of all 
  “true” giants, dwell in large castles beneath the sea. In their lair, they will 
  have 2d4 sea lions (see p. 102) as pets and guards. There is no difference 
  between the males and females of the race. They are able to breathe water 
  at will, even those who do not normally dwell underwater.  
   
  Combat: Storm giants use their massive fists in melee combat, but generally 
  prefer to use their magical powers to smite enemies. Storm giants have 
  effective strength of 25 (+7 “to hit/+14 damage). In addition, storm giants 
  are able to employ the following magical powers as indicated. Note that 
  they are able to use their lightning-based abilities even underwater.  
   
  • 
  Levitate (3,000 lbs. plus their own weight) twice per day 
  • 
  Lightning bolt (8 dice) once per day 
  • 
  Predict weather once per day 
  • 
  Call lightning (3 bolts, 1d6+9 six sided dice each) once per day 
  • 
  Control winds once per day 
  • 
  Weather summoning once per day 
   
  In addition, storm giants are immune to electrical attacks of all sorts, 
  including lightning and the breath of blue dragons.  
   
  Appearance: Storm giants have light green skin and dark green hair. They 
  wear fine clothing, but tend not to carry weapons. They speak the dialect 
  common to all storm giants.  
   
  H 
   
  Hippocampus 
   
  Number 
  2d4 
  Morale 
  +2 
  Hit Dice 
  4d8 
  Armor Class 
  5 
  Move 
  240’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L 
  Intelligence 
  9 
  Alignment 
  Chaotic good 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  60 + 4/h.p. 
   
  General: Hippocampuses are often used as steeds by certain underwater 
  races such as Tritons. They are swift, intelligent, and hardy.  
   
  Combat: The hippocampus attacks with its bite. 
   
  Appearance: Hippocampuses have the front half of a horse, with the forelegs 
  ending in fins, and the rear half of a large fish. The creature is covered in 
  scales throughout, with smaller, fine scales in the front and larger scales in 
  the rear. They can vary in color greatly, from white to black to green to 
  brown.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  93 
  Hippopotamus 
   
   
  Cow 
  Bull 
  Number 
  2d6 
  1 for every 4 cows 
  Morale 
  +3 
  +4 
  Hit Dice 
  8d12 
  8d12 
  Armor Class 
  6 
  6 
  Move 
  90’/min., 120’/min. 
  (swimming) 
  90’/min., 120’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  2d6 
  3d6 
  Defenses 
  None 
  None 
  Attacks 
  Capsize boats 
  Capsize boats 
  Size 
  L 
  L 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  375 + 6/h.p. 
  375 + 6/h.p. 
   
  General: Hippopotamuses are large tropical mammals that dwell in rivers 
  and lakes. Although they do not eat meat, they are aggressive creatures. 
  They are able to remain underwater a full 15 minutes.  
   
  Combat: Hippopotamuses attack with their enormous jaws. 
   
  Appearance: Hippopotamuses are large, barrel-shaped creatures with stubby 
  legs. They are brown-gray and mostly hairless.  
   
  I 
   
  Ixitxachitl 
   
   
  Regular 
  Vampiric 
  Number 
  10d10 
  See below 
  Morale 
  +2 
  +3 
  Hit Dice 
  1d10 
  2d10 
  Armor Class 
  6 
  6 
  Move 
  120’/min. (swimming) 
  120’/min. (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  3d4 
  3d4 
  Defenses 
  None 
  Regenerate 
  3 
  h.p./ 
  round 
  Attacks 
  Spell-casting 
  Energy drain 
  Size 
  M 
  M 
  Intelligence 
  13 
  14 
  Alignment 
  Chaotic evil 
  Chaotic evil 
  Treasure Type 
  VI 
  Treasure Value 
  6d6+1x1,000 
  Magical Treasure 
  2d4 potions (40%) 
  X.P. Value 
  28 + 2/h.p. 
  290 + 3/h.p. 
   
   
  Guard 
  Leader 
  Number 
  10d10 
  See below 
  Morale 
  +4 
  +5 
  Hit Dice 
  3d10 
  4d10 
  Armor Class 
  6 
  6 
  Move 
  120’/min. (swimming) 
  120’/min. (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  3d4 
  3d4 
  Defenses 
  None 
  None 
  Attacks 
  Spell-casting 
  Spell-casting 
  Size 
  M 
  M 
  Intelligence 
  13 
  14 
  Alignment 
  Chaotic evil 
  Chaotic evil 
  Treasure Type 
  See above 
  Treasure Value 
  See above 
  Magical Treasure 
  1d4+1 items, see below for type (70%) 
  X.P. Value 
  50 + 3/h.p. 
  85 + 4/h.p. 
   
  General: Ixitxachitl (pronounced “ix-it-za-chit-ll”) are an evil race that inhabits 
  shallow tropical waters. Their lairs are usually very well-hidden cave 
  complexes inside coral reefs. Larger groups or communities will have the 
  following extraordinary individuals: 
   
  Number encountered 
  Will also have… 
  Every 10 individuals 
  2nd level cleric 
  Every 20 individuals 
  3rd level cleric 
  Every 20 individuals 
  50% chance of vampiric ixitxachitl 
  Every 50 individuals 
  5th level cleric 
  50 or more 
  Leader, 2 guards 
   
  Extraordinary individuals are cumulative. If a leader is encountered, it and its 
  guards will only have magic items appropriate to their form (i.e., no rings, 
  etc.).  
   
  Combat: Ixitxachitl attack with their barbed tails. Leaders are also the 
  equivalent of an 8th level cleric, while guards are always 6th level clerics. 
  Note that ixitxachitl clerics never need material components or gestures to 
  enact their spells.  
   
  Vampiric ixitxachitl regenerate 3 h.p. per round, and their touch will drain a 
  level or hit die from the victim. No saving throw is allowed, but the creature 
  must make a successful “to hit” roll. 
   
  Appearance: Ixitxachitl look like large stingrays with wickedly barbed tails, 
  but their eyes are full of fiendish intelligence.  
   
  J 
   
  
  Underwater and Waterborne Monster Descriptions - Koalinth (Marine Hobgoblin) 
   
  94 
  K 
   
  Koalinth (Marine Hobgoblin) 
   
   
  Warrior 
  Sergeant 
  Sub-chief/ 
  bodyguard 
  Number 
  20d10 
  3/20 warriors 
  See below 
  Morale 
  +1 
  +2 
  +3 
  Hit Dice 
  1d10 
  2d10 
  3d10 
  Armor Class 
  5 
  5 
  3 
  Move 
  90’/min. 
  90’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  By weapon 
  By weapon 
  By weapon +2 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  None 
  None 
  Size 
  M 
  M 
  M 
  Intelligence 
  9 
  9 
  9 
  Alignment 
  Lawful evil 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  XII 
  XII 
  XII 
  Treasure Value 
  1d8+1 
  1d8+1 
  1d8+1 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  20 + 2/h.p. 
  35 + 3/h.p. 
  60 + 4/h.p. 
   
   
  Chief 
  Shaman/ Witch doctor 
  Number 
  1 
  1 
  Morale 
  +4 
  +2 
  Hit Dice 
  4d10 
  1d10 
  Armor Class 
  2 
  5 
  Move 
  90’/min. 
  90’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  By weapon +2 
  By weapon 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  M 
  M 
  Intelligence 
  9 
  9 
  Alignment 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  IV 
  XI 
  Treasure Value 
  2d4+2x1,000 
  1d8+1 
  Magical Treasure 
  1d3 items (15%) 
  None 
  X.P. Value 
  90 + 5/h.p. 
  65 + 2/h.p. 
   
  General: Koalinths are a marine sub-race of hobgoblin; tribal humanoids 
  who dwell in shallow salt water, making their lair in caves and caverns. They 
  are capable of operating in sunlight without penalty, and have infravision 
  with 60’ range. Differing tribes of hobgoblins, including koalinths, will not 
  get along with one another; there will certainly be insults shouted at one 
  another, and a 15% chance that full-scale combat will ensue, unless some 
  very powerful leader is present to prevent it. They bear an intense hatred of 
  sea elves and will attack them before any other foe. 
   
  For every 20 warriors there will be 3 sergeants. For every 100 warriors, 
  there will be a sub-chief. In their lair, there will also be a chief and 5d4 
  bodyguards. The chief will have possession of the tribe’s treasure, usually 
  well-hidden and protected. The lair will also include females equal to 150% 
  of the number of warriors, and children equal to twice the number of 
  females.  
   
  Combat: Koalinths attack with weapons (chiefs will always attack with two 
  weapons). The weapon of any given koalinth should be determined 
  randomly. For large groups, you may wish to use the % Composition column, 
  rather than rolling percentile dice for each individual warrior. 
   
  Die roll (d%) 
  Armed with… 
  % Composition 
  01-25 
  Fauchard-fork 
  25% 
  26-50 
  Military fork 
  25% 
  51-70 
  Spear 
  20% 
  71-00 
  Trident 
  30% 
   
  Each koalinth tribe will have a tribal standard. This will always be present 
  when the chief is present, and will be present 20% of the time when a sub-
  chief is present. Any hobgoblins within 60’ of the standard will get a +1 
  bonus on all “to hit” rolls, and a +1 bonus to any morale rolls.  
   
  Appearance: Koalinths have skin of light red or light gray. Their faces are 
  green, and males have a blue-red nose. They wear black leather and bright, 
  jarring colors. They speak their own language, goblin, orcish, and the 
  language of carnivorous apes. 20% of all koalinths will also speak the 
  common tongue.  
   
  Spell casters: Koalinth shamans can advance to 7th level. Witch doctors can 
  rise as high as 4th level.  
   
  See also: Hobgoblin (p. 39).  
   
  L 
   
  Lamprey 
   
   
  Normal 
  Giant 
  Number 
  1d2 
  1d4 
  Morale 
  ±0 
  ±0 
  Hit Dice 
  1d10 
  5d8 
  Armor Class 
  7 
  6 
  Move 
  120’/min. (swimming) 
  90’/min. (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  1d2 
  1d6 
  Defenses 
  None 
  None 
  Attacks 
  Blood drain (2 
  h.p./round) 
  Blood drain (10 
  h.p./round) 
  Size 
  S 
  M 
  Intelligence 
  0 
  0 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  28 + 2/h.p. 
  165 + 5/h.p. 
   
  General: Lampreys are eel-like creatures that inhabit deep waters, either salt 
  or fresh.  
   
  Combat: Lampreys attack with their tooth-ringed mouths. A successful attack 
  indicates they have latched on to their prey, and will automatically drain 
  blood as indicated above until the victim is dead.  
   
  Appearance: Lampreys are eel-like in appearance, and their mouths are 
  filled with sharp teeth that allow them to hang on to prey. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  95 
  Leech, Giant 
   
  Number 
  4d4 
  Morale 
  ±0 
  Hit Dice 
  1d8 - 4d8 
  Armor Class 
  9 
  Move 
  30’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4 per hit die 
  Defenses 
  None 
  Attacks 
  Blood drain 
  Size 
  S to M 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  160 + 4/h.p. 
   
  General: Giant leeches are found in still fresh waters such as swamps and 
  lakes. They wait in mud and muck and attack passing creatures. The size of 
  the leech should be determined randomly. 
   
  Due roll (d4) 
  Hit dice 
  Size 
  1 
  1d8 
  S (3’ long) 
  2 
  2d8 
  S (4’ long) 
  3 
  3d8 
  M (5’ long) 
  4 
  4d8 
  M (6’ long) 
   
  Combat: Giant leeches attack by attaching their mouths onto prey. Once 
  they have done so, the leech drains the blood of the victim automatically, 
  causing 1d4 h.p. of damage per hit die it possesses. However, the victim will 
  not normally notice the attack unless they are being very vigilant, or until they 
  have lost 50% of their total hit points, at which point the weakness caused by 
  loss of blood will be a clue that something is amiss. If a creature is bitten by 
  a giant leech, there is a 50% chance that the victim will also contract a 
  disease that is fatal in 1d4+1 weeks unless magical curing is applied.  
   
  Appearance: Giant leeches look like larger versions of their normal cousins.  
   
  Locathah 
   
   
  Warrior 
  Sergeant 
  Number 
  20d10 
  See below 
  Morale 
  +1 
  +2 
  Hit Dice 
  2d8 
  3d8 
  Armor Class 
  6 
  6 
  Move 
  120’/min. 
  (swimming) 
  120’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  Per weapon type 
  Per weapon type 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  M 
  M 
  Intelligence 
  12 
  12 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  II 
  Treasure Value 
  9d6x1,000 
  Magical Treasure 
  1d3 items (30%) 
  X.P. Value 
  20 + 2/h.p. 
  35 + 3/h.p. 
   
   
  Captain 
  Chief 
  Number 
  See below 
  1 
  Morale 
  +2 
  +3 
  Hit Dice 
  4d8 
  5d8 
  Armor Class 
  6 
  6 
  Move 
  120’/min. 
  (swimming) 
  120’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  Per weapon type 
  Per weapon type 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  M 
  M 
  Intelligence 
  12 
  12 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  See above 
  Treasure Value 
  See above 
  Magical Treasure 
  See above 
  X.P. Value 
  60 + 4/h.p. 
  90 + 5/h.p. 
   
  General: Locathah are intelligent nomads that travel in shallow seas, hunting 
  and gathering food. They dwell in hollowed-out undersea lairs of stone, 
  protected by stone doors, 4d6 moray eels, and 50% of the time by a 
  portugese man-o-war (see pp. 90 and 99, respectively). 
   
  For every 40 locathah encountered, there will be one captain and four 
  sergeants. If more than 120 are encountered, there will also be a chief and 
  12 additional sergeants who act as his guard. Locathah invariably use giant 
  eels as mounts (see p. 90 for details) and these creatures will also attack in 
  combat.  
   
  Combat: Locathah attack with weapons. The weapon of any given locathah 
  should be determined randomly. For large groups, you may wish to use the 
  % Composition column, rather than rolling percentile dice for each individual 
  warrior. 
   
  Die roll (d%) 
  Armed with… 
  % Composition 
  01-30 
  Crossbow 
  30% 
  31-50 
  Lance (med.) 
  20% 
  51-70 
  Net and dagger 
  20% 
  71-00 
  Trident 
  30% 
   
  Crossbows used by locathah are specially designed for use underwater.  
   
  Appearance: Locathah are humanoid in appearance, with the heads of 
  narrow fish and great black eyes. They have fins on their ears, and their 
  bodies are covered in pale yellow scales which are darker on their back. 
   
  
  Underwater and Waterborne Monster Descriptions - Masher 
   
  96 
  M 
   
  Masher 
   
  Number 
  2d4 
  Morale 
  -1 
  Hit Dice 
  8d8 
  Armor Class 
  7 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  5d4 
  Defenses 
  Spines 
  Attacks 
  None 
  Size 
  L (12’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  650 + 10/h.p. 
   
  General: Mashers are large tube-shaped fish that are found around coral 
  reefs in warm shallow seas. They get their name from their habit of smashing 
  the coral and devouring it.  
   
  Combat: Although mashers are normally gentle creatures, if startled or 
  threatened they will attack by bashing enemies with their bodies. In addition, 
  they have 4’ long poisonous dorsal spines. These spines can be so 
  positioned that the masher can only be attacked from directly below or from 
  the very front. If the fish is attacked from any other direction, the attacker is 
  subject to attack by the spine. If it hits, the poison will cause the victim to die 
  unless a saving throw vs. poison is made.  
   
  Appearance: Mashers are large fish shaped something like a snake. They 
  have long spines projecting out in all directions save beneath and directly in 
  front.  
   
  Men, Pirate 
   
  Number 
  5d6x10 
  Morale 
  ±0 
  Hit Dice 
  1d6 
  Armor Class 
  See below 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  M 
  Intelligence 
  10 
  Alignment 
  Neutral 
  Treasure Type 
  Individuals XII, Group IV 
  Treasure Value 
  Individuals 1, Group 2d4+1x10,000 
  Magical Treasure 
  None 
  X.P. Value 
  5 + 1/h.p. 
   
  General: Pirates prey on other ships and are known to raid coastal villages 
  and towns as well. They can be found in any sort of water; oceans, seas, 
  lakes, and even rivers. If encountered on land, their ship will not be far off 
  the coast. The pirate’s ship will be of a type large enough to hold the entire 
  band, and usually serves as the permanent home for the group. Exceptionally 
  large pirate bands will have more than one ship, and will rarely (20%) have 
  a hidden headquarters on some island or deserted coastline. Pirates will 
  have the following higher-level NPCs (see p. 52 to determine chances of 
  having magic items), all of whom will wear mail armor.  
   
  • 
  One 3rd level fighter for every 50 pirates 
  • 
  One 5th level fighter for every 100 pirates 
  • 
  If less than 200 pirates, an 8th level fighter as captain and a 
  lieutenant of 6th level. 
  • 
  If 200 or more pirates, a 10th level fighter as captain and a 
  lieutenant of 7th level.  
   
  Combat: Pirates fight with weapons. The weapon of any given pirate should 
  be determined randomly. For large groups, you may wish to use the % 
  Composition column, rather than rolling percentile dice for each individual 
  warrior. 
   
  Die roll (d%) 
  Armed with… 
  % Composition 
  01-10 
  Leather cuirass & shield (AC 
  7), cutlass 
  10% 
  11-30 
  Leather cuirass (AC 8), battle 
  axe 
  20% 
  31-40 
  Leather cuirass (AC 8), heavy 
  crossbow 
  10% 
  41-60 
  Leather cuirass (AC 8), light 
  crossbow 
  20% 
  61-90 
  Leather cuirass (AC 8), spear 
  30% 
  91-95 
  Mail & shield (AC 4), cutlass, 
  hand axe 
  5% 
  96-00 
  Mail (AC 5), cutlass 
  5% 
   
  Appearance: Pirates will usually be a rag-tag bunch, with only the officers 
  and captain being well-dressed (and even that is not a given).  
   
  See also: Men (p. 52).  
   
  Merman 
   
  Number 
  20d10 
  Morale 
  ±0 
  Hit Dice 
  1d10 
  Armor Class 
  7 
  Move 
  10’/min., 180’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  None 
  Attacks 
   
  Size 
  M 
  Intelligence 
  8-12 
  Alignment 
  Neutral 
  Treasure Type 
  IV 
  Treasure Value 
  7d6x1,000 
  Magical Treasure 
  1d3 items (15%) 
  X.P. Value 
  20 + 2/h.p. 
   
  General: Mermen are found in warmer salt waters. They both hunt and herd 
  fish, and sometimes venture out on rocks or beaches to sun themselves. Their 
  communities tend to consist of chambers and passages tunneled out of coral 
  or stone. 10% of merman communities, however, are actual villages on the 
  sea floor, with houses made of giant shells, seaweed wattle, stone, and a 
  sort of concrete made of sand and barnacle glue. They will also have pens 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  97 
  where fish are kept. Merman communities will also have 3d6 tamed 
  barracuda as guardians (see p. 88). Merman communities will also have 
  females and children each equal to the number of males.  
   
  Combat: Mermen fight with weapons. The weapon of any given merman 
  should be determined randomly. For large groups, you may wish to use the 
  % Composition column, rather than rolling percentile dice for each individual 
  warrior. 
   
  Die roll (d%) 
  Armed with… 
  % Composition 
  01-30 
  Crossbow and dagger 
  30% 
  31-50 
  Net, javelin, and dagger 
  20% 
  51-90 
  Trident and dagger 
  40% 
  91-00 
  Trident, dagger, grapple 
  10% 
   
  The crossbows used by mermen are specially designed for use underwater. 
  The grapples are used to attack ships on the surface; they have a range of 
  30’ and hit with 90% accuracy. 10 mermen hold the line of each grapple; 
  for each grapple that hits, the ship is slowed by 10’/min. After 4d6 minutes, 
  a ship that has been reduced to 0 movement will begin to sink. Once that 
  happens, the mermen will loot it at their leisure.  
   
  Appearance: Mermen appear as attractive humans from the waist up. From 
  the waist down they have the bodies of fish. They speak their own language 
  and half of them speak the locathah language. 
   
  Morkoth 
   
  Number 
  1 
  Morale 
  +2 
  Hit Dice 
  7d8 
  Armor Class 
  3 
  Move 
  180’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d10 
  Defenses 
  Spell reflection 
  Attacks 
  Hypnosis, charm 
  Size 
  M 
  Intelligence 
  16 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VII 
  Treasure Value 
  6d4+10x1,000 
  Magical Treasure 
  1d4+1 items (35%) 
  X.P. Value 
  1,050 + 8/h.p. 
   
  General: The morkoth inhabits deep salt waters. It makes its lair in a cave 
  which is at the center of a six-armed spiral pattern either carved in the rock 
  or coral above it, or which is laid in the sand and repeatedly restored as the 
  pattern is washed away by the tides and other actions of the sea. This 
  pattern is itself a trap, for it hypnotizes those who view it to follow the 
  spiraling pattern and enter the cave. A saving throw vs. spells is allowed to 
  resist following the pattern and entering the lair of the morkoth. The entrance 
  to the lair is almost always small enough to prevent the entrance of creatures 
  larger than man-sized.  
   
  Attack: The morkoth attacks with its sharp beak. Once a creature enters the 
  lair of the morkoth, the hypnotic effect of the spiral is broken, but any 
  creature coming within 60’ of the beast must make a second saving throw vs. 
  magic with a -4 penalty or be charmed by it. Such charmed creatures are 
  then devoured a bit at a time, without even realizing their own doom. 
  Morkoths also have a unique resistance to spells; any magical effect, whether 
  from a spell or magical item, will be reflected back upon the wielder, 
  including those which affect an area. Only if a dispel magic spell is cast 
  simultaneously will the magic have a chance to affect the morkoth, and then 
  only 50% of the time.  
   
  Appearance: Morkoths appear as a cross between a giant squid and a 
  human, with two tentacles resembling legs, a ring of six tentacles beneath the 
  head, and a beak beneath the two eyes, giving the creature a loathsome 
  parody of a mammalian face.  
   
  N 
   
  Naga 
   
  Water Naga 
   
  Number 
  1d4 
  Morale 
  +5 
  Hit Dice 
  7d12 
  Armor Class 
  5 
  Move 
  90’/min., 180’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4 
  Defenses 
  None 
  Attacks 
  Spells, poison 
  Size 
  L (10’ long) 
  Intelligence 
  12 
  Alignment 
  Neutral 
  Treasure Type 
  VIII 
  Treasure Value 
  2d4+1x1,000 
  Magical Treasure 
  1d3 items (15%) 
  X.P. Value 
  1,325 + 10/h.p. 
   
  General: Water nagas are serpent-like creatures that dwell in fresh water, 
  either on the surface or deep beneath the ground. They rarely attack first for 
  they are both curious and not particularly evil in disposition.  
   
  Combat: Water nagas attack with their poisonous bite; those so attacked 
  must make a saving throw vs. poison or die. In addition, they have the 
  powers of a 5th level mage (spells do not require a spell book, material 
  components, or gestures).  
   
  Appearance: Water nagas have the bodies of large snakes topped with a 
  human head. Their scales are patterned green and brown of various shades. 
  Their eyes are green or amber in color.  
   
  See also: naga, p. 58.  
   
  
  Underwater and Waterborne Monster Descriptions - Nixie 
   
  98 
  Nixie 
   
  Number 
  2d4x10 
  Morale 
  -1 
  Hit Dice 
  1d4 
  Armor Class 
  7 
  Move 
  60’/min., 120’/min. (swimming) 
  Magic Resistance 
  5 
  No. of Attacks 
  1 
  Damage 
  Per weapon 
  Defenses 
  None 
  Attacks 
  Charm 
  Size 
  S (4’) 
  Intelligence 
  12 
  Alignment 
  Neutral 
  Treasure Type 
  V 
  Treasure Value 
  5d6x100 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  32 + 1/h.p. 
   
  General: Nixies inhabit freshwater lakes, although they are able to leave the 
  water to walk on land. Their homes are made of woven seaweed, thus 
  blending in with their surroundings and 95% undetectable at any range 
  beyond 20’. A nixie community will have either 1d2 giant gar (20% chance) 
  or 1d4+1 giant pike (80% chance) to guard it (see pp. 92 and 99, 
  respectively). Nixies are known to take humans and demi-humans as slaves, 
  keeping them captive for as long as a year and then releasing them.  
   
  Combat: Nixies are generally armed with daggers and javelins; the latter are 
  used hand-to-hand (like spears) when underwater. In the air, they can be 
  thrown like normal javelins. Nixies are able to summon 10d10 small fish in 
  but a single round, which can be used to obscure the vision of and confuse 
  intruders, dim magical lights, etc.  
   
  If 10 nixies are together in a group, they can collectively generate a 
  powerful charm spell, which has a range of 30’ and must be aimed at a 
  single target. The victim gets a saving throw vs. spells with a -2 penalty. If he 
  fails, the victim will be brought into the nixies’ lair; nixies are able to cast a 
  water breathing spell on any land-breather once per day, which lasts for the 
  entire day. If the victim was charmed prior to entering the water, the shock of 
  the entry is 75% likely to break the nixies’ charm; otherwise, he is doomed 
  for the year unless rescued.  
   
  Nixies dislike bright light and fire, and will generally keep their distance. A 
  continual light spell will also keep them away, but they can and will use their 
  fish summoning ability to blot out such lights.  
   
  Appearance: Nixies are humanoid in form, and are generally handsome 
  folk. Their skin has fine green scales and their fingers and toes are webbed. 
  Their eyes have very large pupils. They speak their own language and the 
  common tongue.  
   
  O 
   
  Octopus, Giant 
   
  Number 
  1d3 
  Morale 
  +2 (see below) 
  Hit Dice 
  8d10 
  Armor Class 
  7 
  Move 
  120’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  7 
  Damage 
  1d4/1d4/1d4/1d4/1d4/1d4/2d6 
  Defenses 
  Camouflage, ink 
  Attacks 
  Constriction, seize ships, surprise 
  Size 
  L 
  Intelligence 
  1 
  Alignment 
  Neutral evil 
  Treasure Type 
  III 
  Treasure Value 
  6d6x1,000 
  Magical Treasure 
  None 
  X.P. Value 
  550 + 10/h.p. 
   
  General: Giant octopi dwell in shallow salt water, often making their homes 
  in shipwrecks and caves. They are predators and will not scruple to attack 
  humanoids.  
   
  Combat: Giant octopi attack with 6 tentacles and their large beak (the 
  remaining two tentacles are used to anchor the creature as it attacks). Due to 
  their ability to change color to match their surroundings, enemies get a -3 
  penalty on all surprise rolls.  
   
  Once struck by a tentacle, the victim will suffer automatic constriction 
  damage for 2d4 h.p. per round until and unless the tentacle is severed or 
  removed. One tentacle can attack a creature less than 8’ tall; two can attack 
  larger creatures. Creatures so entrapped by the tentacles may have their 
  limbs pinned. 
   
  Die roll (1d4) 
  Limbs pinned 
  Combat effect 
  1 
  1 arm 
  -3 “to hit” 
  2 
  2 arms 
  Cannot attack 
  3-4 
  None 
  -1 “to hit” 
   
  Each tentacle has 8 h.p. in addition to the total number of h.p. for the 
  creature. Severing the tentacle will stop the constriction. The constriction can 
  also be avoided by prying the tentacle loose; such requires a strength of 
  18/20. Doing so will not free the victim, however, who will be immediately 
  carried to the beak and bitten.  
   
  If 3 or more of the tentacles are severed, there is a 90% chance that the 
  octopus will flee, shooting out a large cloud of ink 60’ in diameter to cover 
  its escape.  
   
  Octopi can grab ships and bring them to a halt. The largest ships will take 
  30 minutes to so be stopped; smaller vessels will halt more quickly. 
   
  Appearance: Giant octopi appear much like their smaller cousins. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  99 
  Otter, Giant 
   
   
  Adults 
  Kits 
  Number 
  1d4+1 
  See below 
  Morale 
  -1 
  -2 
  Hit Dice 
  5d8 
  3d8 
  Armor Class 
  5 
  5 
  Move 
  90’/min., 180’/min. 
  (swimming) 
  90’/min., 180’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  3d6 
  1d6 - 2d6 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  L (10’) 
  S-M 
  Intelligence 
  3 
  3 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  90 + 5/h.p. 
  35 + 3/h.p. 
   
  General: Giant otters dwell in freshwater lakes and streams. They are 
  generally friendly and non-aggressive, but will always defend the kits. In their 
  lair, there will always be 2 adults and the rest will be kits. The size of the kits 
  should be determined randomly. 
   
  Die roll (d4) 
  Size 
  Damage 
  1 
  S (4’) 
  1d6 
  2 
  S (5’) 
  1d6 
  3 
  M (6’) 
  2d6 
  4 
  M (7’) 
  2d6 
   
  The play and frolicking of giant otters can be misinterpreted as hostility, and 
  they could accidentally cause damage to carts, spook mounts, etc. Their pelts 
  are worth 1d4x1000 g.p.  
   
  Attack: Giant otters attack with their bite. 
   
  Appearance: Giant otters appear as larger versions of their normal kin. 
   
  P 
   
  Pike, Giant 
   
  Number 
  1d8 
  Morale 
  +4 
  Hit Dice 
  4d10 
  Armor Class 
  5 
  Move 
  360’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  4d4 
  Defenses 
  None 
  Attacks 
  Enemies get -3 on surprise rolls 
  Size 
  L (9’-14’) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  85 + 4/h.p. 
   
  General: Giant pike dwell in deep freshwater lakes. They hunt aggressively 
  and will attack nearly anything.  
   
  Combat: Giant pike attack with their bite. Due to their speed, enemies get a -
  3 penalty on all surprise rolls.  
   
  Appearance: Giant pike are merely huge versions of their normal cousins; 
  they are long and thin fish.  
   
  Portuguese Man-O-War 
   
  Number 
  1d10 
  Morale 
  n/a 
  Hit Dice 
  1d8 -  4d8 
  Armor Class 
  9 
  Move 
  10’/min. (drifting) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  See below 
  Damage 
  1d10 
  Defenses 
  Transparent 
  Attacks 
  Paralyzation 
  Size 
  S to L 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  See below 
   
  General: Portuguese men-o-war are a species of dangerous jellyfish who drift 
  through warm oceans. They are most feared for their long tentacles, which 
  trail behind and below them as they drift. The size of each Portuguese man-o-
  war should be determined randomly. 
   
  Die roll (d4) 
  Size 
  Tentacles 
  Hit dice 
  X.P. Value 
  1 
  S 
  (2 
  ½’ 
  dia.) 
  10 x 10’ long 
  1d8 
  80 + 1/h.p. 
  2 
  M (5’ dia.) 
  20 x 20’ long 
  2d8 
  120 + 2/h.p. 
  3 
  L (7 ½’ dia.) 
  30 x 30’ long 
  3d8 
  140 + 3/h.p. 
  4 
  L (10’ dia.) 
  40 x 40’ long 
  4d8 
  185 + 4/h.p. 
   
  Combat: Portuguese men-o-war attack with their poisonous tentacles. The 
  touch of each tentacle will cause 1d10 h.p. of damage, and the victim must 
  make a saving throw vs. paralyzation or be drawn up by the tentacles and 
  devoured in 3d4x10 minutes. Each tentacle can be severed by a single h.p. 
  of damage, but such damage does not count against the creature as a 
  whole; only strikes against the body have a chance of killing it. Severed 
  tentacles will regenerate in but a few days.  
   
  In addition, Portuguese men-o-war are nearly invisible in water; they are 90% 
  likely to remain undetected until it is too late. (Detect invisibility, true seeing, 
  etc. will remove this benefit.) 
   
  
  Underwater and Waterborne Monster Descriptions - Ray 
   
  100 
  R 
   
  Ray 
   
  Manta Ray 
   
  Number 
  1 
  Morale 
  ±0 
  Hit Dice 
  8d12-11d12 
  Armor Class 
  6 
  Move 
  180’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  3d4/2d10 
  Defenses 
  None 
  Attacks 
  Camouflage, swallowing, poison 
  Size 
  L (32’-44’ across) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  XVI 
  Treasure Value 
  5d10x10 
  Magical Treasure 
  1 item (60%), 1 potion (60%) 
  X.P. Value 
  1,200 + 16/h.p. 
   
  General: Manta rays are enormous creatures that inhabit warm salt water 
  seas. Their gizzards will contain their treasure. The size of the ray should be 
  determined randomly. 
   
  Die roll (d4) 
  Hit dice 
  Size 
  1 
  8d12 
  32’ 
  2 
  9d12 
  36’ 
  3 
  10d12 
  40’ 
  4 
  11d12 
  44’ 
   
  Manta rays will rest on the bottom of the sea, where their natural coloration 
  serves to camouflage them from casual discovery with 90% effectiveness.  
   
  Combat: Manta rays attack with their mouth and poisonous tail; the latter is 
  only used when the ray is fighting for its life, and the target must be on the 
  ray’s flank or rear. If the ray scores a hit on a creature with its mouth that is 
  more than 2 higher than the minimum number needed to hit, the ray has 
  swallowed the victim. Such victims will be automatically dead within 6 
  rounds unless the ray is slain and the victim cuts its way out. The interior 
  armor class of the ray is the same as the exterior, but the damage done from 
  within is lessened by 1 point for every round they are inside. Only sharp or 
  pointed weapons will do damage in this way. The poison in the tail spine of 
  the ray will cause paralyzation for 2d4 rounds unless the target makes a 
  saving throw vs. poison.  
   
  Appearance: Manta rays are huge creatures that glide through the water. 
  They are relatively flat, with long spined tails and an enormous maw.  
   
  Pungi Ray 
   
  Number 
  1d3 
  Morale 
  -5 
  Hit Dice 
  4d10 
  Armor Class 
  7 
  Move 
  120’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  See below 
  Damage 
  1d4 
  Defenses 
  Camouflage 
  Attacks 
  Poison 
  Size 
  L (15’x6’) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  410 + 4/h.p. 
   
  General: Pungi rays are found in warm and shallow seas. They tend to linger 
  on the bottom, where their natural camouflage makes them 90% unlikely to 
  be spotted, with just their spines protruding (which themselves look like 
  marine plants).  
   
  Combat: Pungi rays do not attack directly, but they are sometimes 
  inadvertently trod upon or fallen on as they lie on the sea bottom. Someone 
  stepping on a pungi ray would suffer one attack from the ray’s protruding 
  spines; someone actually falling on the ray would suffer 2d4 such attacks. 
  Anyone struck by the spine of a pungi ray must make a saving throw vs. 
  poison or die. Pungi rays will flee if disturbed. 
   
  Appearance: Pungi rays are flat, and wider than they are long, 15’x6’ in 
  size. Their dorsal spines are 1’-2’ in length, but as noted above the creature 
  and its spines are nearly undetectable as it rests on the ocean floor.  
   
  Stingray 
   
  Number 
  1d3 
  Morale 
  ±0 
  Hit Dice 
  1d8 
  Armor Class 
  7 
  Move 
  90’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d3 
  Defenses 
  Camouflage 
  Attacks 
  Spine 
  Size 
  S 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  90 + 1/h.p. 
   
  General: Stingrays are found in shallow warm seas. They tend to rest on the 
  bottom, where they cover themselves with sand and are thus 90% 
  undetectable. If stepped on, they will attack with their tail spine and then flee, 
  but are otherwise harmless. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  101 
  Combat: Stingrays attack with their tail spines. Those struck by the tail must 
  make a saving throw vs. poison or be paralyzed for 5d4 rounds and take an 
  additional 5d4 h.p. of damage.  
   
  Appearance: Stingrays are small (only 3-4’ across), with pale undersides and 
  dark tops.  
   
  S 
   
  Sahuagin 
   
   
  Warrior 
  Lieutenant 
  Chieftain / 
  Guard 
  Number 
  2d4x10 
  See below 
  See below 
  Morale 
  +3 
  +4 
  +5 
  Hit Dice 
  2d10 
  3d10 
  4d10 
  Armor Class 
  5 
  5 
  5 
  Move 
  120’/min., 240’/min. (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  Per weapon 
  Per weapon 
  Per weapon 
  Defenses 
  Keen senses 
  Keen senses 
  Keen senses 
  Attacks 
  Claws, bite 
  Claws, bite 
  Claws, bite 
  Size 
  M 
  M 
  M 
  Intelligence 
  14 
  14 
  14 
  Alignment 
  Lawful evil 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  XII 
  XII 
  XII 
  Treasure Value 
  1d20 
  1d20 
  1d20 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  35 + 3/h.p. 
  85 + 4/h.p. 
  130 + 5/h.p. 
   
   
  Baron 
  Prince 
  Female 
  Number 
  1 
  1 
  See below 
  Morale 
  +6 
  +7 
  +2 
  Hit Dice 
  6d10 
  8d10 
  2d8 
  Armor Class 
  5 
  5 
  5 
  Move 
  120’/min., 240’/min. (swimming) 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  Per weapon 
  Per weapon 
  Per weapon 
  Defenses 
  Keen senses 
  Keen senses 
  Keen senses 
  Attacks 
  Claws, bite 
  Claws, bite 
  Claws, bite 
  Size 
  M 
  M 
  M 
  Intelligence 
  14 
  14 
  14 
  Alignment 
  Lawful evil 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  III 
  XI 
  Treasure Value 
  3d8x1,000 
  1d20 
  Magical Treasure 
  2 items (40%), 1 potion (60%) 
  None 
  X.P. Value 
  350 + 8/h.p. 
  600 + 12/h.p. 
  20 + 2/h.p. 
   
  General: Sahuagin (aka “sea devils”) are greatly feared, as they are not only 
  universally despised by those races that dwell underwater, but also because 
  they often come ashore and raid human and demi-human settlements along 
  the coasts. They themselves dwell in warm oceans up to 1,500’ deep.  
   
  Sahuagin have excellent senses. They are able to see 300’ in water 100 feet 
  deep, and can even see 210’ in water up to 1,000’ deep. Their hearing is 
  quite acute (hearing the clink of armor or weapons, or the rowing of oars, up 
  to a mile away).  
   
  A band of sahuagin will always be led by a chieftain plus one lieutenant for 
  every 10 warriors. In their lair there will also be the following individuals. 
   
  • 
  One baron 
  • 
  Nine lieutenants 
  • 
  3d4x10 females 
  • 
  1d4x10 hatchlings 
  • 
  2d4x10 eggs 
  • 
  2d4 sharks (see p. 102) 
   
  In addition, there is a 10% chance per 10 warriors that there will be a cleric 
  of 1d4+4th level and 1d4 assistant clerics of 3rd or 4th level. These clerics 
  will always be present in the sahuagin lair. Clerics are invariably female.  
   
  1 sahuagin lair in 20 will be the stronghold of a prince. In that case, there 
  will be an additional nine guards, an 8th level cleric, and four 4th level 
  clerics. In such a lair the numbers of warriors, females, hatchlings, and eggs 
  is double normal, and there will be 4d6 sharks present. All sahuagin lairs 
  are formed of buildings constructed of stone and slabs of coral, camouflaged 
  by seaweed and other undersea plant life.  
   
  There is rumored to be a king of all sahuagin with 10d10 hit dice, in a vast 
  city with many thousands of the creatures, guards, nobles, etc. 
   
  Combat: Sahuagin normally attack with their weapons, although they 
  possess sharp talons on their hands and feet that can cause 1d2 and 1d4 
  h.p. of damage, respectively. They can also bite for 1d4 h.p.  
   
  The weapon of any given sahuagin should be determined randomly. For 
  large groups, you may wish to use the % Composition column, rather than 
  rolling percentile dice for each individual warrior. 
   
  Die roll (d%) 
  Armed with… 
  % Composition 
  01-20 
  Heavy crossbow & dagger 
  20% 
  21-50 
  Spear & dagger 
  30% 
  51-00 
  Trident, net, & dagger 
  50% 
   
  The crossbows used by sahuagin are specially designed for use underwater. 
  When raiding on land, sahuagin bring 3 javelins instead of nets. Nets are 
  barbed, and can only be escaped by creatures with a strength of 16 or 
  more, who can tear it off. 
   
  Appearance: Sahuagin are humanoid, with dark green (almost black) scales 
  which are somewhat lighter on the belly. Their fins and eyes are black.  
   
  Mutants: Approximately one sahuagin in 216 is a mutant with four fully-
  functional arms. (Roll 3d6; if all are 6’s, then the sahuagin is a mutant.) Such 
  mutants are able to attack with all six limbs plus their bite. They are otherwise 
  treated as normal sahuagin, but are worth 50 x.p. + 3/h.p. 
   
  
  Underwater and Waterborne Monster Descriptions - Sea Hag 
   
  102 
  Sea Hag 
   
  Number 
  1d4 
  Morale 
  +3 
  Hit Dice 
  3d8 
  Armor Class 
  7 
  Move 
  150’/min. (swimming) 
  Magic Resistance 
  10 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  See below 
  Attacks 
  Weakness, gaze causes death 
  Size 
  M 
  Intelligence 
  9 
  Alignment 
  Chaotic evil 
  Treasure Type 
  IV 
  Treasure Value 
  6d6+4x100 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  600 + 3/h.p. 
   
  General: Sea hags dwell in shallow warm seas where there is much 
  seaweed and other vegetation in which to make their home. There is a very 
  rare offshoot of the breed that will make their home in fresh water.  
   
  Combat: Sea hags will attack with a weapon (almost always a dagger), but 
  their real power is magical in nature. The hag is so ugly that the sight of it 
  will cause weakness unless a saving throw vs. magic is made; the victim will 
  lose half of its strength for 1d6x10 minutes. The gaze of the sea hag will kill 
  any creature within 30’ unless a saving throw vs. poison is successful. The 
  killing gaze can only be used 3 times per day. 
   
  Appearance: Sea hags are horribly ugly humanoids with greenish skin and 
  hair.  
   
  Sea Horse, Giant 
   
  Number 
  1d20 
  Morale 
  -2 (+2 if trained) 
  Hit Dice 
  2d10-4d10 
  Armor Class 
  7 
  Move 
  210’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  See below 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  20 + 4/h.p. 
   
  General: Giant sea horses are gentle, skittish creatures that are often 
  captured and trained as mounts by underwater races such as sea elves and 
  locathah. If so trained, their morale will improve to +2. The size of the sea 
  horse should be determined randomly: 
   
  Die roll (d10) 
  Hit dice 
  Damage/attack 
  1-5 
  2d10 
  1d4 
  6-9 
  3d10 
  1d4+1 
  10 
  4d10 
  2d4 
   
  Combat: Sea horses attack by ramming their enemies with their head.  
   
  Appearance: Giant sea horses appear much as their ordinary cousins, save 
  for their size.  
   
  Sea Lion 
   
  Number 
  3d4 
  Morale 
  +8 
  Hit Dice 
  6d10 
  Armor Class 
  5 (head), 3 (body) 
  Move 
  180’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d6/1d6/2d6 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  IX 
  Treasure Value 
  1d4x1,000 
  Magical Treasure 
  1 armor/weapon (10%) 
  X.P. Value 
  150 + 6/h.p. 
   
  General: Sea lions (which should not be confused with the seal species of the 
  same name) are aggressive predators that are half fish and half great cat. 
  Any treasure they possess will be found in the remains of their prey, which is 
  often taken back to the sea lion den. The young, if captured, can be trained.  
   
  Combat: Sea lions attack with their heavy fore claws and powerful bite.  
   
  Appearance: Sea lions have the torso, head, and fore claws of a lion, with 
  scales and webbed claws. Their rear half is that of a great fish.  
   
  Shark 
   
  Number 
  3d4 
  Morale 
  +12 
  Hit Dice 
  3d8-8d12 
  Armor Class 
  6 
  Move 
  240’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  See below 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  M to L 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  See below 
   
  General: Sharks inhabit salt water seas in almost every clime save the 
  coldest. They are relentless eating machines, and are able to sense blood or 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  103 
  splashing up to a mile away. Wounded fish or other creatures are 90% likely 
  to be attacked. The exact size of the shark should be determined randomly. 
   
  Die roll (d6) 
  Hit Dice 
  Size 
  Damage 
  X.P. Value 
  1 
  3d8 
  M (5’) 
  1d4+1 
  35 + 3/h.p. 
  2 
  4d8 
  M (7’) 
  1d4+1 
  60 + 4/h.p. 
  3 
  5d10 
  L (9’) 
  2d4 
  150 + 6/h.p. 
  4 
  6d10 
  L (11’) 
  2d4 
  225 + 8/h.p. 
  5 
  7d12 
  L (13’) 
  3d4 
  375 + 10/h.p. 
  6 
  8d12 
  L (15’) 
  3d4 
  600 + 12/h.p. 
   
  Combat: Sharks attack with their great bite. They rely on their own motion to 
  move water over their gills, however; a motionless shark will suffocate in 
  1d4+1 rounds. 
   
  Appearance: Sharks vary greatly in size, shape, and coloration. Most are 
  sleek fish with prominent dorsal fins that often break the surface of the water 
  as they swim, but this is not universal. 
   
  See also: megalodon (p. 117).  
   
  Snake, Sea, Giant 
   
  Number 
  1d8 
  Morale 
  +12 
  Hit Dice 
  9d12 
  Armor Class 
  5 
  Move 
  120’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d6/3d6 
  Defenses 
  None 
  Attacks 
  Poison 
  Size 
  L (100’) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  1,000 + 12/h.p. 
   
  General: Sea snakes dwell in warm oceans and seas. The giant sort are so 
  massive that they will even attack ships, but both sorts are venomous in the 
  extreme. Fortunately, they only attack when hungry or threatened.  
   
  Combat: Sea snakes will attack with their venomous bite. The bite of the sea 
  snake is invariably deadly, unless the victim makes a saving throw vs. 
  poison. 
   
  Giant sea snakes are so large that they are able to constrict not only prey but 
  entire ships. A ship caught in the coils of a giant sea snake will lose 10% of 
  its structural integrity per round until it is destroyed.  
   
  Appearance: Sea snakes appear as any other sort of snake.  
   
  Spider, Giant Water 
   
   
  Fresh Water 
  Salt Water 
  Number 
  1d10 
  1d10 
  Morale 
  +5 
  +7 
  Hit Dice 
  3d12 
  6d12 
  Armor Class 
  5 
  5 
  Move 
  150’/min. 
  150’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  1d4 
  2d4 
  Defenses 
  None 
  None 
  Attacks 
  Poison 
  Poison 
  Size 
  M (6’) 
  L (12’) 
  Intelligence 
  3 
  3 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  XVI 
  XVI 
  Treasure Value 
  1d10+1x10 
  1d10+1x10 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  190 + 4/h.p. 
  575 + 8/h.p. 
   
  General: Giant water spiders dwell in large underwater chambers made of 
  silk, which hold air. They are entered through a sort of airlock system that 
  maintains pressure within the dwelling without allowing the entrance of 
  water. Intelligent underwater creatures such as tritons will sometimes be on 
  good terms with the water spiders in their area. The spiders themselves move 
  by walking around on the floor of the sea or lake, breathing through a series 
  of air-filled bubbles attached to their body and refreshed through differences 
  in osmotic pressure.  
   
  Combat: Giant water spiders attack with their poisonous bite. Those bitten 
  must make a saving throw or die.  
   
  Appearance: Giant water spiders are of the non-hairy sort. They range in 
  color from light tan to black.  
   
  See also: monstrous spider (p. 76).  
   
  Squid, Giant 
   
  Number 
  1 
  Morale 
  +14 
  Hit Dice 
  12d12 
  Armor Class 
  7 (tentacles, head) 3 (body) 
  Move 
  180’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  9 
  Damage 
  1d6/1d6/1d6/1d6/1d6/1d6/1d6/1d6/5d4 
  Defenses 
  Ink 
  Attacks 
  Constriction 
  Size 
  L 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  III 
  Treasure Value 
  9d6x1,000 
  Magical Treasure 
  3 items (30%) 
  X.P. Value 
  2,000 + 16/h.p. 
   
  General: Giant squids inhabit the deep oceans, and are aggressive hunters, 
  sometimes (10%) even attacking ships on the surface if they are noticed. 
  Sperm whales are their implacable foes.  
   
  
  Underwater and Waterborne Monster Descriptions - Strangle Weed 
   
  104 
  Combat: When a giant squid attacks, two of its ten tentacles will be used to 
  anchor the creature, with the other eight used to attack (as many as eight 
  different man-sized opponents can be thus attacked in a single round). The 
  beak can also be used to attack. On the first round, a tentacle will do 1d6 
  h.p. of damage, but after that the target is considered to be grabbed and 
  will automatically be constricted for 2d6 h.p. per round until the tentacle is 
  severed. Creatures so entrapped by the tentacles may have their limbs 
  pinned. 
   
  Die roll (1d4) 
  Limbs pinned 
  Combat effect 
  1 
  1 arm 
  -3 “to hit” 
  2 
  2 arms 
  Cannot attack 
  3-4 
  None 
  -1 “to hit” 
   
  Each tentacle has 10 h.p. (over and above the total hit points for the squid); 
  sharp or piercing weapons attacking the tentacle can sever a tentacle; 
  smashing weapons cannot. Those trapped by the tentacles may be brought 
  to the mighty beak to be finished off.  
   
  If 4 or more tentacles are severed, the squid is 80% likely to flee by issuing a 
  large cloud of ink 60’x60’x80’ to cover its escape.  
   
  Squid can attack surface ships; small boats will be dragged under 
  immediately; larger ships will be dragged to a standstill in but 10 minutes, 
  and thereafter treated as if it were rammed if 8 or more tentacles grasp it 
  (soon foundering and sinking). Victims can also be plucked off the deck of 
  ships and dragged below the surface to their doom.  
   
  Appearance: Giant squid look much like their smaller cousins. The body of 
  the squid is protected by a hard carapace, and they have eyes the size of 
  dinner plates.  
   
  Strangle Weed 
   
  Number 
  3d4 
  Morale 
  n/a 
  Hit Dice 
  4d8 
  Armor Class 
  6 
  Move 
  n/a 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3d4 
  Damage 
  See below 
  Defenses 
  None 
  Attacks 
  Strangling 
  Size 
  S 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  XVIII 
  Treasure Value 
  4d6+1x100 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  35 + 3/h.p. 
   
  General: Strangle weed is a type of semi-intelligent seaweed found in 
  shallow warm seas. The sea bed around it is generally littered with the 
  possessions (and remains) of former victims just under the surface of the 
  sand. 
   
  Combat: Any creature coming within range of the long fronds of the strangle 
  weed will be entangled within it. It will have 3d4 fronds total. Each frond has 
  a strength score of 4d4, and multiple fronds do and will attack the same 
  creature if possible. Subtract the victim’s strength from the total strength of the 
  fronds attacking him, to determine either the damage done or his chance of 
  escaping. 
   
  Victim’s 
  STR 
  minus 
  Weeds’ STR 
  % Chance to Escape 
  Damage per Round 
  10 or more 
  100% 
  n/a 
  9 
  90% 
  n/a 
  8 
  80% 
  n/a 
  7 
  70% 
  n/a 
  6 
  60% 
  n/a 
  5 
  50% 
  n/a 
  4 
  40% 
  n/a 
  3 
  30% 
  n/a 
  2 
  20% 
  n/a 
  1 
  10% 
  n/a 
  0 
  0% 
  n/a 
  -1 
  0% 
  1 
  -2 
  0% 
  2 
  -3 
  0% 
  3 
  etc. 
   
   
   
  Any creature that is entwined has a -2 penalty on all “to hit” rolls.  
   
  Appearance: Strangle weed is virtually indistinguishable from normal 
  seaweed. It grows in a patch some 3d4 square feet (equal to the number of 
  fronds), and each frond is between 7’ and 12’ in length. 
   
  T 
   
  Triton 
   
   
  Warrior 
  Sergeant 
  Number 
  10d6 
  See below 
  Morale 
  +2 
  +3 
  Hit Dice 
  3d8 
  5d8 
  Armor Class 
  4 
  4 
  Move 
  150’/min. (swimming) 
  150’/min. (swimming) 
  Magic Resistance 
  18 
  18 
  No. of Attacks 
  1 
  1 
  Damage 
  Per weapon type 
  Per weapon type 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  M 
  M 
  Intelligence 
  14 
  14 
  Alignment 
  Neutral good 
  Neutral good 
  Treasure Type 
  III 
  Treasure Value 
  8d6x1,000 
  Magical Treasure 
  3 items (25%), 2d4+1 potions (40%), 1d4 scrolls 
  (50%) 
  X.P. Value 
  105 + 3/h.p. 
  205 + 5/h.p. 
   
  
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  105 
   
  Lieutenant 
  Captain 
  Number 
  See below 
  See below 
  Morale 
  +4 
  +5 
  Hit Dice 
  7d8 
  9d8 
  Armor Class 
  4 
  4 
  Move 
  150’/min. (swimming) 
  150’/min. (swimming) 
  Magic Resistance 
  18 
  18 
  No. of Attacks 
  1 
  1 
  Damage 
  Per weapon type 
  Per weapon type 
  Defenses 
  None 
  Conch horn 
  Attacks 
  None 
  Conch horn 
  Size 
  M 
  M 
  Intelligence 
  14 
  14 
  Alignment 
  Neutral good 
  Neutral good 
  Treasure Type 
  See above 
  Treasure Value 
  See above 
  Magical Treasure 
  See above 
  X.P. Value 
  525 + 8/h.p. 
  1,300 + 12/h.p. 
   
  General: Tritons originally hail from the elemental plane of water, but are 
  found on the material plane in warmer seas where they dwell in either 
  shallows or great deeps. They get along well with humans and similar races, 
  as long as they do not have hostile intentions. When encountered outside 
  their dwelling, there is a 90% chance that tritons will be mounted either on 
  hippocampi (65% likely) or giant sea horses (35% likely); see pp. 92 and 
  102, respectively. They dwell in large undersea castles of stone and coral 
  80% of the time, and grandly carved caverns the rest of the time.  
   
  For every 10 triton warriors, there will be a sergeant. For every 20, there will 
  be a lieutenant. Any group of tritons, regardless of size, will be led by a 
  captain. There is also a chance, equal to 10% per 10 tritons encountered, 
  that there will be 1d4 mages, each of level 1d6. 
   
  In their home, the following individuals will also be encountered.  
   
  • 
  60 warriors 
  • 
  6 sergeants 
  • 
  3 lieutenants 
  • 
  1 mage level 1d4+6 
  • 
  1 cleric level 1d4+7 
  • 
  4 clerics, each level 1d4+1 
  • 
  Non-combatant females equal to the number of warriors and 
  others 
  • 
  Non-combatant children equal to the number of warriors and 
  others 
   
  In addition, a triton community is 75% likely to have 2d6 sea lions as both 
  pets and guardians.  
   
  Combat: Tritons attack with weapons, and wear armor made of special fish 
  scales (if caught unawares and unarmored, their natural AC is 5). The 
  weapon of any given triton should be determined randomly. For large 
  groups, you may wish to use the % Composition column, rather than rolling 
  percentile dice for each individual warrior. 
   
  Die roll (d%) 
  Armed with… 
  % Composition 
  01-30 
  Heavy crossbow and dagger 
  30% 
  31-40 
  Long sword and dagger 
  10% 
  41-60 
  Spear and dagger 
  20% 
  61-00 
  Trident and dagger 
  40% 
   
  The crossbows used by tritons are specially designed for use underwater.  
   
  Captains will also carry magical conch shells, which when blown can be 
  used to summon the following effects, as well as being used for more 
  mundane signaling purposes. 
   
  • 
  Calm rough waters 
  • 
  Summon 5d4 hippocampi 
  • 
  Summon 5d6 giant sea horses 
  • 
  Summon 1d10 sea lions (see p. 102) 
  • 
  Cause panic in sea creatures with intelligence of 1 or greater for 
  3d6x10 minutes; they are allowed a saving throw vs. magic with 
  a -5 penalty 
   
  Appearance: Tritons are humanoid in appearance, but have legs that are 
  covered in silver-blue scales and which end in fins rather than feet. Their 
  torsos are covered in fine silver scales. Their hair is blue or turquoise.  
   
  Turtle, Giant Sea 
   
  Number 
  1d3 
  Morale 
  +16 
  Hit Dice 
  15d12 
  Armor Class 
  2 (shell), 5 (head/flippers) 
  Move 
  10’/min., 150’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  4d4 
  Defenses 
  Shell 
  Attacks 
  None 
  Size 
  L (20’) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  900 + 10/h.p. 
   
  General: Giant sea turtles are gentle giants that live in shallow seas.  
   
  Combat: Giant sea turtles attack with their bite. However, it is possible that 
  they will surface beneath a boat or ship, inadvertently capsizing it. A fishing 
  boat would have a 90% chance of being so overturned, while a typical small 
  merchantman would have but a 10% chance. Such turtles can draw their 
  heads and fins inside their shells, rendering them AC 3, in case of danger. 
   
  Appearance: Giant sea turtles are larger versions of their ordinary cousins. 
   
  
  Underwater and Waterborne Monster Descriptions - Turtle, Giant Snapping 
   
  106 
  Turtle, Giant Snapping 
   
  Number 
  1d4 
  Morale 
  +9 
  Hit Dice 
  10d12 
  Armor Class 
  0 (shell), 5 (head and limbs) 
  Move 
  30’/min., 120’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  6d6 
  Defenses 
  Shell 
  Attacks 
  Surprise 
  Size 
  L (20’) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  1,950 + 14/h.p. 
   
  General: Giant snapping turtles are voracious predators that lie in the muddy 
  bottoms of freshwater lakes and rivers, waiting for prey. 
   
  Combat: Giant snapping turtles attack with their bite. However, due to their 
  propensity to camouflage themselves under mud at the bottom of the water in 
  which they live, enemies get a -3 penalty to all surprise rolls. They wait for 
  prey, and then extend their long (10’) necks to bite any creature in range. If 
  pressed, they will retract their head and limbs within their shell, making them 
  AC 2. 
   
  Appearance: Giant snapping turtles look like larger versions of their 
  mundane cousins.  
   
  U 
   
  V 
   
  W 
   
  Whale 
   
  Whales are sea-going mammals that have a great deal of intelligence. Some 
  are more aggressive than others, but all are dangerous, mostly because of 
  their great size. There are a great number of whale species; only a 
  representative few are detailed here. Despite popular opinion, they are not 
  all “gentle giants.” Whales are economically valuable for practically their 
  entire body, and a fresh whale carcass can be sold for 100 gp. per hit die. 
   
  Gray Whale 
   
  Number 
  1d8 
  Morale 
  +20 
  Hit Dice 
  24d12 
  Armor Class 
  4 
  Move 
  210’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d8 
  Defenses 
  None 
  Attacks 
  Tail smash 
  Size 
  L (50’ long) 
  Intelligence 
  8 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  5,000 + 35/h.p. 
   
  General: Gray whales are found in cold shallow seas. They are non-
  carnivorous, feeding on krill and plankton, but are dangerous if provoked.  
   
  Combat: Gray whales use their massive flukes to strike enemies. On the 
  surface, they are able to smash with their enormous tails, causing 12 h.p. of 
  damage if they hit. They can overturn or even destroy boats and ships. 
   
  Appearance: Gray whales have flat heads and large mouths. They sport two 
  blow holes, and their gray skins are marked with white spots where parasites 
  have dropped off. They have no dorsal fin, but rather 6-12 dorsal knuckles. 
  They are filter feeders, and thus have no teeth, but rather a large baleen.  
   
  Killer Whale (“Orca”) 
   
  Number 
  1d8 
  Morale 
  +17 
  Hit Dice 
  12d12 
  Armor Class 
  4 
  Move 
  180’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  5d4 
  Defenses 
  None 
  Attacks 
  Tail smash 
  Size 
  L (25’ long) 
  Intelligence 
  9 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  1,300 + 16/h.p. 
  
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  107 
   
  General: Killer whales, also known as orcas, are found in every open ocean, 
  from the warmest to the coldest, along the coasts and in the deeps. They are 
  aggressive hunters, and will not hesitate to attack humans. Some are known 
  to feed on sharks.  
   
  Combat: Killer whales attack with their bite. In addition, when on the surface 
  they can smash with their tails, causing 6 h.p. when they hit. They are able 
  to overturn small boats, and sometimes medium sized ones as well. 
   
  Appearance: Killer whales are known for their characteristic black and white 
  coloration. They have prominent dorsal fins, and many large teeth.  
   
  Sperm Whale 
   
  Number 
  1d8 
  Morale 
  +18 
  Hit Dice 
  36d12 
  Armor Class 
  4 
  Move 
  240’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  15d4 
  Defenses 
  None 
  Attacks 
  Tail smash 
  Size 
  L (65’ long) 
  Intelligence 
  8 
  Alignment 
  Neutral 
  Treasure Type 
  Special (35% chance of being in stomach) 
  Treasure Value 
  1d3x1000 coins of each type, 1d20 gems, 1d20 
  jewelry 
  Magical Treasure 
  1d4 items (35%) 
  X.P. Value 
  8,000 + 35/h.p. 
   
  General: Sperm whales are found in most deeper seas, from the coldest ice-
  free waters to the warmest. They shun broad shallow seas, but frequent 
  continental shelves and deep underwater chasms. They are carnivores, 
  hunting not only fish, but giant squid as well. They are the largest non-
  monstrous creature known to exist. Sperm whales produce ambergris, which 
  is worth 1d20x1000 g.p. per chunk.  
   
  Combat: Sperm whales attack with their bite. In addition, when on the 
  surface they are able to smash with their tails, doing 18 h.p. of damage 
  when they hit. They are capable of overturning medium sized boats with 
  ease, and have been known to attack large ships when provoked. 
   
  Sperm whales can swallow small creatures such as humans whole, if they 
  score a hit with their mouth 5 or more higher than the minimum roll required 
  to hit. They have a chance to hold coins, gems, and jewelry in their stomach 
  (see above). Creatures so swallowed will suffer 1 h.p. of damage every 10 
  minutes from the digestive juices, although the whale can be induced to 
  cough up its contents if enough irritation is produced in its stomach.  
   
  Worm, Mottled 
   
  Number 
  1d2 
  Morale 
  +19 
  Hit Dice 
  15d12 
  Armor Class 
  6 (exterior), 9 (stomach) 
  Move 
  90’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 (1 in front, 1 in rear) 
  Damage 
  2d12/2d4 
  Defenses 
  None 
  Attacks 
  Swallow, poison 
  Size 
  L (50’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  XV 
  Treasure Value 
  1d4+1x1,000 
  Magical Treasure 
  1 armor/weapon (10%) 
  X.P. Value 
  4,900 + 20/h.p. 
   
  General: Mottled worms are related to purple worms and dwell in the muck 
  and mire at the bottom of the sea. They will often times surface to attack 
  prey, including whole ships. In their lair they regurgitate metals and gems 
  that they consume, which are not digestible.  
   
  Combat: Mottled worms attack with their bite and the stinger located on the 
  tip of their tails (which will do the damage indicated above and slay those 
  stung unless they make a saving throw vs. poison). Because of their great 
  length, this usually means only one or the other will be employed (depending 
  on the disposition of the attackers) but in large open spaces, or against great 
  numbers of foes, both can be used.  
   
  If the mouth strikes an enemy (maximum 8’ x 6’ in size) with a roll of 4 or 
  higher more than required, the purple worm has swallowed the victim. A 
  natural 20 will always indicate a swallowing, regardless of the actual 
  number needed to hit. The victim will automatically die in 6 rounds; 2 hours 
  later the victim will be completely digested and thus beyond the power of 
  magic such as raise dead to restore. If, however, the swallowed victim is 
  able to cut its way out of the worm before the 6 rounds have elapsed, it can 
  escape its fate. Only slashing or thrusting weapons can do damage, and the 
  amount of damage done is reduced by 1 for each round the victim is inside 
  the worm. The stomach has an effective AC of 9, when attacked from within. 
   
  Appearance: Mottled worms are fifty feet long and some 8 feet in diameter. 
  Their heads are dominated by a great tooth-filled maw, and their tails sport a 
  large stinger. Their skin is a mottled gray and brown.  
   
  See also: Purple worm (p. 86).  
   
  X 
   
  Y 
   
  Z 
   
  
  Prehistoric Monster Descriptions - Archelon 
   
  108 
  Prehistoric Monster 
  Descriptions 
   
  A 
   
  Archelon 
   
  Number 
  1d4 
  Morale 
  -2 
  Hit Dice 
  7d12 
  Armor Class 
  3 
  Move 
  30’/min., 150’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (12’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  225 + 8/h.p. 
   
  General: Archelon is not properly a dinosaur, but lived during the 
  Cretaceous period. It is an herbivorous giant turtle. 
   
  Combat: Archelon attacks with its massive beak. 
   
  Appearance: Archelon is a giant turtle-like creature with fins instead of legs. 
  It does not have a solid carapace, but rather bones that support a semi-rigid 
  covering on its back.  
   
  Axebeak 
   
  Number 
  1d6 
  Morale 
  +2 
  Hit Dice 
  3d8 
  Armor Class 
  6 
  Move 
  180’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/2d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (7’) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  35 + 3/h.p. 
   
  General: The axebeak is a large flightless bird. It is an aggressive hunter. 
   
  Combat: The axebeak attacks with its two great claws and its large beak.  
   
  Appearance: The axebeak looks like a large ostrich, but with more muscular 
  legs tipped with sharp claws, and a large head with an oversized razor-
  sharp beak.  
   
  B 
   
  Baluchitherium 
   
  Number 
  1d3 
  Morale 
  +4 
  Hit Dice 
  14d12 
  Armor Class 
  5 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  5d4/5d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (20’ tall) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  4,200 + 18/h.p. 
   
  General: The baluchiterium is an ancestor of the rhinoceros. If two are 
  encountered, they will be a mated pair. A third will be a young non-
  combatant. Although it is herbivorous, it is aggressive and will usually attack 
  intruders who come too close.  
   
  Combat: In combat the baluchitherium will charge, trampling enemies with its 
  great forefeet.  
   
  Appearance: The baluchiterium looks like an enormous rhinoceros with very 
  long legs, although it is missing the horns on its nose.  
   
  Bear, Cave 
   
  Number 
  1d2 
  Morale 
  +5 
  Hit Dice 
  6d10 
  Armor Class 
  6 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d8/1d8/1d12 
  Defenses 
  None 
  Attacks 
  Hug for 2d8 
  Size 
  L (12’) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  475 + 8/h.p. 
   
  General: Cave bears are very aggressive omnivores from the Pleistocene 
  period.  
   
  Combat: Cave bears strike with their massive paws as well as a powerful 
  bite. If a bear manages to hit a target with a natural 18 or better with one or 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  109 
  both of its paws, it will catch the prey in a grip and squeeze. Brown bears 
  will do 2d4 h.p. from this hug, while black bears do 2d6. The hug only lasts 
  that round, but hugs on subsequent rounds are possible. Cave bears can 
  fight for 1d4 minutes after being brought to negative hit points, but will 
  instantly die if brought to -9 or less. 
   
  Appearance: Cave bears are large furry mammals. They walk on all fours, 
  but can stand upright to reach things.  
   
  See also: bear (p. 7). 
   
  Boar, Giant 
   
   
  Adult 
  Young 
  Number 
  2d4 
  See below 
  Morale 
  +8 
  +8 
  Hit Dice 
  7d10 
  4d8 
  Armor Class 
  6 
  6 
  Move 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  3d6 
  1d6+1 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Size 
  L (5’ at shoulder) 
  M (3’ at shoulder) 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure type 
  None 
  None 
  Treasure value 
  n/a 
  n/a 
  Magical treasure 
  None 
  None 
  X.P. Value 
  225 + 8/h.p. 
  60 + 4/h.p. 
   
  General: Giant boars are found in temperate climates throughout the 
  Pleistocene era. They are highly aggressive predators. If more than 2 are 
  encountered, there is a 25% chance that the remainder will be young.  
   
  Combat: Giant boars attack with their large slashing tusks. Adults are able to 
  fight 1d4 rounds past the point of reaching negative hit points. As soon as 
  they reach -11 hit points, however, they will collapse. 
   
  Appearance: Giant boars look like enormous versions of their ordinary 
  cousins. 
   
  C 
   
  D 
   
  Dinicthys 
   
  Number 
  1d4 
  Morale 
  +3 
  Hit Dice 
  10d12 
  Armor Class 
  2 (head), 7 (body) 
  Move 
  210’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  5d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (25’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  1,500 + 14/h.p. 
   
  General: Dinichtys is a prehistoric saltwater fish found in the Devonian 
  period (see below).  
   
  Combat: Dinicthys attacks with its bite. On a natural roll of 20 “to hit” it 
  swallows its prey whole (death will come in 1d3 rounds unless the creature 
  can be cut open and the prey freed). 
   
  Appearance: Dinicthys is an enormous fish with bony armored plates 
  covering its head.  
   
  Dinosaur 
   
  Although dinosaurs from various periods are listed herein, it should be 
  stressed that the dinosaurs reigned on earth for many millions of years, and 
  most of them were not co-extant with one another. Of course, given the 
  nature of time in a magical world such as that posited in Adventures Dark 
  and Deep, nothing prevents the game master from mixing and matching 
  dinosaurs (or any other creaure, for that matter) from different periods, 
  having some survive in some demi-plane, lost continent, hollow world, 
  isolated valley or plateau, etc.  
   
  For reference, the period in which each dinosaur flourished historically is 
  given, as indicated below. The age of the dinosaurs ended with the end of 
  the Cretaceous period, and the famous Cretaceous Extinction.  
   
  Period 
   
  Time span (approximate) 
  Cambrian 
  - 
  542 million BCE - 496 million BCE 
  Ordovician 
  - 
  496 million BCD - 445 million BCE 
  Silurian 
  - 
  445 million BCE - 418 million BCE 
  Devonian 
  - 
  418 million BCE - 374 million BCE 
  Carboniferous 
  - 
  374 million BCE - 303 million BCE 
  Permian 
  - 
  303 million BCE - 253 million BCE 
  Triassic 
  - 
  253 million BCE - 203 million BCE 
  Jurassic 
  - 
  203 million BCE - 150 million BCE 
  Cretacious 
  - 
  150 million BCE - 65 million BCE 
   
  All dinosaurs are simple-minded (nearly to the point of mindlessness) eating 
  machines. Herbivores will ignore non-threatening creatures (although a 
  
  Prehistoric Monster Descriptions - Dinosaur 
   
  110 
  stampede of a herd of such creatures will result in almost certain death for 
  those caught in its path), while carnivores will pursue food doggedly until it is 
  quite out of reach.  
   
  See also: Archelon (p. 108).  
   
  Allosaurus 
   
  Number 
  1d2 
  Morale 
  +3 
  Hit Dice 
  15d12 
  Armor Class 
  5 
  Move 
  150’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d4/1d4/6d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (30’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  2,400 + 20/h.p. 
   
  General: Allosaurus is a carnivorous dinosaur of the Jurassic period.  
   
  Combat: In combat, allosaurus attacks with its fore claws and massive bite. If 
  the creature hits with both claws, it has grasped its prey and gets a +4 bonus 
  ”to hit” with its bite.  
   
  Appearance: Allosaurus is a bipedal dinosaur with a large head with great 
  jaws and prominent teeth, a long tail, and small arms with claws.  
   
  Anatosaurus 
   
  Number 
  2d6 
  Morale 
  -5 
  Hit Dice 
  12d10 
  Armor Class 
  5 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (30’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  1,300 + 16/h.p. 
   
  General: Anatosaurus is a herbivorous dinosaur of the Cretaceous period. It 
  will flee from any sign of danger. 
   
  Combat: Anatosaurus attacks with its long tail. 
   
  Description: Anatosaurus is a bipedal duck-billed dinosaur. 
   
  Ankylosaurus 
   
  Number 
  1d4+1 
  Morale 
  -2 
  Hit Dice 
  9d10 
  Armor Class 
  0 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d6 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (15’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  900 + 12/h.p. 
   
  General: Ankylosaurus is an herbivorous dinosaur of the Cretaceous period. 
   
  Combat: In combat ankylosaurus attacks with its massive clubbed tail.  
   
  Appearance: Ankylosaurus is quadrupedal, and sports a heavy boned back 
  and protruding spikes along its perimeter, making it difficult to attack.  
   
  Brachiosaurus 
   
  Number 
  3d6 
  Morale 
  -2 
  Hit Dice 
  36d12 
  Armor Class 
  5 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  5d4 
  Defenses 
  None 
  Attacks 
  Trample 
  Size 
  L (60’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  5,000 + 35/h.p. 
   
  General: Brachiosaurus is a herbivorous dinosaur of the Jurassic period. They 
  travel in herds, and are the largest of the dinosaurs, weighing some 80 tons.  
   
  Combat: Brachiosaurus attacks with its massive tail. It can also trample 
  smaller creatures; if so, it will inflict 8d10 h.p. of damage. 
   
  Appearance: Brachiosaurus is an immense quadruped with a long neck and 
  tail, thick legs, and relatively small head. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  111 
  Brontosaurus 
   
  Number 
  3d6 
  Morale 
  -1 
  Hit Dice 
  30d12 
  Armor Class 
  5 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d6 
  Defenses 
  None 
  Attacks 
  Trample 
  Size 
  L (70’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  5,000 + 35/h.p. 
   
  General: Brontosaurus is a herbivorous dinosaur of the Jurassic period. They 
  travel in herds.  
   
  Combat: Brontosaurus attacks with great sweeps of its tail. However, if it 
  tramples smaller creatures, they will each take 4d10 h.p. of damage. 
   
  Appearance: Brontosaurus is an immense quadruped with a long neck and 
  tail, thick legs, and relatively small head.  
   
  Camarasaurus 
   
  Number 
  2d4 
  Morale 
  -5 
  Hit Dice 
  20d12 
  Armor Class 
  6 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d4 
  Defenses 
  None 
  Attacks 
  Trample 
  Size 
  L (50’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  4,000 + 30/h.p. 
   
  General: Camarasaurus is a herbivorous dinosaur of the Jurassic period. 
   
  Combat: Camarasaurus attacks with its great tail. If it tramples or stampedes 
  over smaller creatures, it will do 3d10 h.p. of damage. 
   
  Appearance: Camarasaurus is an immense quadruped with a long neck and 
  tail, legs that are both thick and tall, and a relatively squat and round head.  
   
  Ceratosaurus 
   
  Number 
  1d4 
  Morale 
  +3 
  Hit Dice 
  8d10 
  Armor Class 
  5 
  Move 
  150’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d6/1d6/4d4 
  Defenses 
  None 
  Attacks 
  Trample 
  Size 
  L (17’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  600 + 12/h.p. 
   
  General Ceratosaurus is a carnivorous dinosaur of the Jurassic period.  
   
  Combat: Ceratosaurus attacks with its two fore claws and large tooth-filled 
  bite.  
   
  Appearance: Ceratosaurus is bipedal, with a long tail and short fore arms. It 
  is noted for the blade-like on its nose, which is not, however, used in combat.  
   
  Cetiosaurus 
   
  Number 
  1d4 
  Morale 
  -3 
  Hit Dice 
  24d12 
  Armor Class 
  6 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d6 
  Defenses 
  None 
  Attacks 
  Trample 
  Size 
  L (60’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  5,000 + 35/h.p. 
   
  General: Cetiosaurus is an herbivorous dinosaur of the Jurassic period. 
   
  Combat: Cetiosaurus attacks with a sweep of its tail. However, if it tramples 
  smaller creatures, they will take 4d10 h.p. of damage. 
   
  Appearance: Cetiosaurus is a quadruped, but its tail is noticeably shorter 
  and the neck thicker than other dinosaurs of its general type. 
   
  
  Prehistoric Monster Descriptions - Dinosaur 
   
  112 
  Diplodocus 
   
  Number 
  1d6 
  Morale 
  -3 
  Hit Dice 
  24d12 
  Armor Class 
  6 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d6 
  Defenses 
  None 
  Attacks 
  Trample 
  Size 
  L (80’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  5,000 + 35/h.p. 
   
  General: Diplodocus is an herbivorous dinosaur of the Jurassic period. 
   
  Combat: Diplodocus attacks with its great tail. If it tramples smaller creatures, 
  it will do 3d10 h.p. of damage to each. 
   
  Appearance: Diplodocus is a quadruped, with a long neck, very long tail 
  and a relatively small head. 
   
  Elasmosaurus 
   
  Number 
  1d2 
  Morale 
  +7 
  Hit Dice 
  15d12 
  Armor Class 
  7 
  Move 
  90’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  4d6 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (50’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  2,400 + 20/h.p. 
   
  General: Elasmosaurus is a carnivorous dinosaur of the Cretaceous period. It 
  inhabited the water exclusively.  
   
  Combat: Elasmosaurus attacks with its bite full of sharp teeth.  
   
  Appearance: Elasmosaurus has an enormously long neck which acts like a 
  rudder for the rest of the creature. It has a short tail and fins, and a smallish 
  head filled with sharp teeth.  
   
  Gorgosaurus 
   
  Number 
  1d2 
  Morale 
  +5 
  Hit Dice 
  13d12 
  Armor Class 
  5 
  Move 
  150’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/7d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (30’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  1,800 + 18/h.p. 
   
  General Gorgosaurus is a carnivorous dinosaur of the Cretaceous period. 
   
  Combat: Gorgosaurus attacks with its two foreclaws and massive bite. 
   
  Appearance: Gorgosaurus is bipedal, with a massive head, small fore arms, 
  and a long tail.  
   
  Iguanadon 
   
  Number 
  3d6 
  Morale 
  -2 
  Hit Dice 
  13d12 
  Armor Class 
  5 
  Move 
  150’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/2d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (30’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  150 + 6/h.p. 
   
  General: Iguanadon is an herbivorous dinosaur of the Cretaceous period. 
   
  Combat: Iguanadon attacks with its thumb-spikes and tail. 
   
  Appearance: Iguanadon is semi-upright, sometimes walking on all fours, but 
  able to stand and move upright. It has a thick but short tail and the hands 
  sport a prominent thumb spike which is used in combat.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  113 
  Lambeosaurus 
   
  Number 
  2d8 
  Morale 
  -4 
  Hit Dice 
  12d12 
  Armor Class 
  6 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d6 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (20’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  1,300 + 16/h.p. 
   
  General: Lambeosaurus is an herbivorous dinosaur of the Cretaceous period. 
   
  Combat: Lambeosaurus attacks with its bite. 
   
  Appearance: Lambeosaurus can go either bipedal or quadrupedal. Its most 
  distinctive feature is the large bony crest on the top of the skull, which is used 
  to generate sound to warn others in the herd of the approach of predators.  
   
  Megalosaurus 
   
  Number 
  1d2 
  Morale 
  +3 
  Hit Dice 
  12d12 
  Armor Class 
  5 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d6 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (25’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  1,300 + 16/h.p. 
   
  General: Megalosaurus is a carnivorous dinosaur of the Jurassic period. 
   
  Combat: Megalosaurus attacks with its massive tooth-filled jaws. 
   
  Appearance: Megalosaurus is bipedal, with a relatively short tail, small 
  arms, and large head. 
   
  Monoclonius 
   
  Number 
  2d6 
  Morale 
  +1 
  Hit Dice 
  8d12 
  Armor Class 
  4 (body), 2 (head) 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d8 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (18’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  550 + 8/h.p. 
   
  General: Monoclonius is an herbivorous dinosaur of the Cretaceous period.  
   
  Combat: Monoclonius attacks with its prominent horn, which projects from its 
  snout. 
   
  Appearance: Monoclonius is a quadruped, and not only has a large horn 
  projecting upwards from its snout, but also a large bony frill at the base of 
  the skull which provides an excellent defense against frontal attack.  
   
  Mosasaurus 
   
  Number 
  1d3 
  Morale 
  +4 
  Hit Dice 
  12d12 
  Armor Class 
  7 
  Move 
  30’/min., 150’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  4d8 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (50’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  1,300 + 18/h.p. 
   
  General: Mosasaurus is a marine dinosaur and a carnivore of the 
  Cretaceous period.   
   
  Combat: Mosasaurus attacks with its great jaws.  
   
  Appearance: Mosasaurus has a relatively thick body and tail, flippers, and a 
  crocodile-like head. 
   
  
  Prehistoric Monster Descriptions - Dinosaur 
   
  114 
  Pentaceratops 
   
  Number 
  2d6 
  Morale 
  +3 
  Hit Dice 
  12d12 
  Armor Class 
  6 (body), 2 (head) 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d6/1d10/1d10 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (20’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  1,300 + 18/h.p. 
   
  General: Pentaceratops is a herbivorous dinosaur of the Cretaceous period. 
   
  Combat: Pentaceratops attacks with its nasal horn and two great horns on its 
  forehead. 
   
  Appearance: Pentaceratops is a quadruped, with one horn protruding from 
  its snout and two more protruding forward from its skull. It sports an 
  enormous bony frill at the base of the skull, which defends it against attacks 
  from the front. It has two more horns under its eyes, but these are not used in 
  combat.  
   
  Plateosaurus 
   
  Number 
  5d4 
  Morale 
  -5 
  Hit Dice 
  8d12 
  Armor Class 
  5 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  0 
  Damage 
  n/a 
  Defenses 
  None 
  Attacks 
  Trample 
  Size 
  L (20’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  375 + 10/h.p. 
   
  General: Plateosaurus is an herbivorous dinosaur of the Triassic period. 
   
  Combat: Plateosaurus will invaariably flee rather than attack. If it tramples 
  some smaller creature, however, it can cause 1d10 h.p. of damage. 
   
  Appearance: Plateosaurus is bipedal, with a thick tail and short arms. 
   
  Plesiosaurus 
   
  Number 
  1d3 
  Morale 
  +3 
  Hit Dice 
  20d12 
  Armor Class 
  7 
  Move 
  150’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  5d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (50’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  4,000 + 30/h.p. 
   
  General: Plesiosaurus is a marine dinosaur, and a carnivor from the Jurassic 
  period.  
   
  Combat: Plesiosaurus attacks with its toothy bite. 
   
  Appearance: Plesiosaurus has a long neck, club-like head, and four flippers. 
  Its tail is relatively short. 
   
  Pteranodon 
   
  Number 
  3d6 
  Morale 
  +2 
  Hit Dice 
  3d10 
  Armor Class 
  7 
  Move 
  30’/min., 150’/min. (flying - average) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (30’ wingspan) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  85 + 4/h.p. 
   
  General: Pteranodon is a flying dinosaur, and a carnivore from the 
  Cretaceous period. It normally hunts in water, attacking fish and other 
  creatures swimming in shallow water, but it will attack land-based prey as 
  well.  
   
  Combat: Pteranodon doesn’t have any teeth, but it will spear prey with its 
  beak, and is capable of carrying aloft creatures many times its own weight 
  (which is relatively light; 50 lbs. or so).  
   
  Appearance: Pteranodon is a very delicate dinosaur with great wings with a 
  thin membrane. It has a large crest on the back of its skull which aids in 
  stabilizing flight.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  115 
  Stegosaurus 
   
  Number 
  2d4 
  Morale 
  +2 
  Hit Dice 
  18d12 
  Armor Class 
  2 (plates), 5 (underside) 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  5d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (35’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  3,000 + 25/h.p. 
   
  General: Stegosauus is an herbivorous dinosaur from the Jurassic period. 
   
  Combat: Stegosaurus attacks with its spiked tail, which it presents to any 
  threatening creature. It possesses large bony plates along its spine which 
  provide defense from most attacks (90% will strike at the bone plates).  
   
  Appearance: Stegosaurus is a quadruped, with a low head and very 
  prominent bony ridges along its spine. It also has a thick tail with four spikes 
  some 2’ or more in length. 
   
  Styracosaurus 
   
  Number 
  2d4 
  Morale 
  +3 
  Hit Dice 
  10d12 
  Armor Class 
  2 (head), 4 (body) 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d8 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (18’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  1,950 + 14/h.p. 
   
  General: Styracosaurus is an herbivorous dinosaur of the Cretaceous period.  
   
  Combat: Styracosaurus attacks with its great horn jutting up from its nose. It 
  sports a ring of upright horns coming off a bone frill at the base of the neck 
  which it uses for defense. 
   
  Appearance: Styracosaurus is a quadruped with a thick tail. It has a large 
  horn on its nose and a large bony frill at the base of the skull with four to six 
  horns, as well as horns protruding from its cheeks.  
   
  Teratosaurus 
   
  Number 
  1d3 
  Morale 
  +1 
  Hit Dice 
  10d12 
  Armor Class 
  5 
  Move 
  180’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/3-18 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (20’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  900 + 14/h.p. 
   
  General: Teratosaurus is a carnivorous dinosaur of the Triassic period. 
   
  Combat: Teratosaurus attacks with its claws and fierce bite. 
   
  Appearance: Teratosaurus is a quadruped, looking something like a 
  crocodile with long legs.  
   
  Triceratops 
   
  Number 
  2d4 
  Morale 
  +4 
  Hit Dice 
  16d12 
  Armor Class 
  2 (head), 6 (body) 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d8/1d12/1d12 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (24’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  4,000 + 20/h.p. 
   
  General: Triceratops is an herbivorous dinosaur of the Cretaceous period. 
   
  Combat: Triceratops attacks with its nasal horn and two large horns 
  protruding forward from its head. It also has a large bony frill that helps 
  defend it from frontal attacks. 
   
  Appearance: Triceratops is a quadruped, with a horn on its nose and two 
  large horns on its forehead that aim forward. It has a large bony frill and a 
  relatively short tail.  
   
  
  Prehistoric Monster Descriptions - Hyaenodon 
   
  116 
  Tyrannosaurus 
   
  Number 
  1d2 
  Morale 
  +10 
  Hit Dice 
  18d12 
  Armor Class 
  5 
  Move 
  180’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d6/1d6/5d8 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (20’ high, 50’ long) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  6,550 + 25/h.p. 
   
  General: The feared Tyrannosaurus is a carnivorous dinosaur of the 
  Cretaceous period. 
   
  Combat: Tyrannosaurus attacks with its two claws and massive jaws. 
   
  Appearance: Tyrannosaurus is bipedal with a large head, small arms, and 
  long tail. 
   
  E 
   
  F 
   
  G 
   
  H 
   
  Hyaenodon 
   
   
  Number 
  2d4 
  Morale 
  +1 
  Hit Dice 
  5d8 
  Armor Class 
  7 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  90 + 5/h.p. 
   
  General: Hyaenodons are predatory animals that live and hunt in packs. 
  They can be found in tropical and sub-tropical open terrain. They are both 
  effective hunters and scavengers.  
   
  Attack: Hyaenodons attack with their powerful jaws. 
   
  Appearance: Hyaenodons can have stripes or spots or be relatively solid in 
  coloration, and their fur ranges from short to shaggy. 
   
  See also: Hyena (p. 42).  
   
  I 
   
  J 
   
  K 
   
  L 
   
  Lion, Cave 
   
  Number 
  1d3 
  Morale 
  +4 
  Hit Dice 
  6d10 
  Armor Class 
  6 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d6/1d6/1d12 
  Defenses 
  +1 on surprise rolls 
  Attacks 
  Rake with rear claws for 1d8/1d8 
  Size 
  L 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  300 + 6/h.p. 
   
  General: Cave lions can be found in almost any warm terrain from desert to 
  savannah to swamp, and are found in the Pleistocene epoch. In their den 
  there will also be 1d10 cubs (the cubs are non-combatants). The cubs will be 
  guarded by 1d4 lionesses, who will immediately attack any threat to the 
  cubs. 
   
  Combat: Cave lions attack with their great fore claws and bite. If both fore 
  claws hit, they can also attack with their rear claws.  
   
  Appearance: Cave lions are large cats with tawny spotted coats.  
   
  See also: Lion (p. 47).  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  117 
  M 
   
  Mammoth 
   
  Number 
  1d12 
  Morale 
  +8 
  Hit Dice 
  13d12 
  Armor Class 
  5 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  5 
  Damage 
  3d6/3d6/2d8/2d6/2d6 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (10’ - 14’ tall) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  3,000 + 18/h.p. 
   
  General: Mammoths are large herbivores from the Pliocene Epoch through 
  the Pleistocene. They can be found in nearly any climate where they can 
  graze on grasses and short plants. They travel in herds and are intelligent, 
  social animals, akin to elephants.  
   
  Combat: Mammoths attack with their great tusks, grasping and squeezing 
  with their trunk, and trampling enemies with their fore legs. They will not 
  attack anything with their trunk that would injure them in the process. No 
  more than two attacks can be used against the same target. 
   
  Appearance: Mammoths look like elephants with shaggy fur. Their tusks are 
  larger than those of the elephant, and they have large rises on the tops of 
  their skulls.  
   
  Mastodon 
   
  Number 
  1d12 
  Morale 
  +8 
  Hit Dice 
  12d12 
  Armor Class 
  6 
  Move 
  150’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  5 
  Damage 
  2d8/2d8/2d6/2d6/2d6/2d6 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (10’ tall) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  2,000 + 16/h.p. 
   
  General: Mastodons are elephant-like creatures that were found in most 
  climates from the Oligocene through the Pleistocene eras. They are leaf-
  eaters.  
   
  Combat: Combat: Mammoths attack with their great tusks, grasping and 
  squeezing with their trunk, and trampling enemies with their fore legs. They 
  will not attack anything with their trunk that would injure them in the process. 
  No more than two attacks can be used against the same target. 
   
  Appearance: Mastodons look like elephants with short fur and longer tails.  
   
  Megalodon (Giant Shark) 
   
  Number 
  1d3 
  Morale 
  +20 
  Hit Dice 
  10d12-15d12 
  Armor Class 
  5 
  Move 
  180’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  See below 
  Defenses 
  None 
  Attacks 
  Swallow whole 
  Size 
  L 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure type 
  None 
  Treasure value 
  n/a 
  Magical treasure 
  None 
  X.P. Value 
  See below 
   
  General: Megalodons, or giant sharks, are an ancestor of the modern shark, 
  differing little from their descendent except in size. They can detect blood or 
  thrashing in the water up to a mile distant, and are 90% likely to attack 
  injured creatures. The size of the megaladon should be determined 
  randomly. 
   
  Die roll (d6) 
  Hit dice 
  Size 
  Damage 
  X.P. Value 
  1 
  10d12 
  L (20’) 
  4d4 
  1,500 + 14/h.p. 
  2 
  11d12 
  L (26’) 
  4d4 
  2,150 + 16/h.p. 
  3 
  12d12 
  L (32’) 
  5d4 
  2,250 + 16/h.p. 
  4 
  13d12 
  L (38’) 
  5d4 
  3,000 + 18/h.p. 
  5 
  14d12 
  L (44’) 
  6d6 
  3,100 + 18/h.p. 
  6 
  15d12 
  L (50’) 
  6d6 
  4,000 + 20/h.p. 
   
  Combat: Megalodons attack with their bite. If they strike a target with a roll 4 
  or more greater than the minimum needed to hit, they have swallowed the 
  target whole. Such victims must free themselves within 6 rounds by cutting 
  through the shark (killing it) or be automatically slain. For each round the 
  victim is within the shark’s belly, damage done is reduced by 1 h.p., and 
  blunt weapons will have no effect.  
   
  Appearance: Megalodons look like giant versions of normal sharks. 
   
  See also: shark (p. 102).  
   
  
  Prehistoric Monster Descriptions - Men, Caveman 
   
  118 
  Men, Caveman 
   
  Number 
  1d10x10 
  Morale 
  ±0 
  Hit Dice 
  2d8 
  Armor Class 
  7 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type, +1 due to strength 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  M 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  Special 
  Treasure Value 
  5% chance of one of the following per 10 tribesmen: 
  2d6 ivory tusks (1,000 g.p. each), 2d4x10 gold 
  nuggests (5 g.p. each), 1d100 uncut gems (10 g.p. 
  each) 
  Magical Treasure 
  None 
  X.P. Value 
  20 + 2/h.p. 
   
  General: Caveman is a generic term for very primitive humans living at a 
  Neolithic level (including both Cro-Magnon and Neanderthal). Occasionally 
  they will be found in the modern era, in extremely isolated valleys, plateaus, 
  etc. Caveman lairs will invariably be in large caves and cavern complexes; 
  in their homes there will also be as many non-combatant females and half as 
  many children as there are males. Cavemen will have the following NPCs as 
  leaders, as indicated below (NPCs are cumulative unless otherwise noted). 
   
  • 
  For every 10 tribesmen, there will be a 3rd level fighter and a 
  10% chance of a 3rd level cleric 
  • 
  1d4 fourth level fighters 
  • 
  1 fifth level fighter (the chief of the tribe) 
   
  Due to their superstitious nature and fear of new and unusual situations, 
  cavemen get a -1 penalty on all morale checks dealing with such.  
   
  Combat: Cavemen fight with weapons. The weapon of any given tribesman 
  should be determined randomly. For large groups, you may wish to use the 
  % Composition column, rather than rolling percentile dice for each individual 
  warrior. 
   
  Die roll 
  Armed with… 
  % Composition 
  01-50 
  Club (treat as mace) 
  50% 
  51-70 
  Spear 
  20% 
  71-80 
  Spear & stone axe 
  10% 
  81-00 
  Stone axe 
  20% 
   
  Appearance: Cavemen are muscular, with Neanderthals looking somewhat 
  more brutish than their Cro-Magnon cousins, but otherwise little different. 
  They wear skins.  
   
  See also: Men (p. 52).  
   
  N 
   
  O 
   
  P 
   
  Q 
   
  R 
   
  Rhinoceros, Woolly 
   
  Number 
  1d4 
  Morale 
  +7 
  Hit Dice 
  10d12 
  Armor Class 
  5 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d6 
  Defenses 
  None 
  Attacks 
  Charge, trample 
  Size 
  L 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  1,350 + 14/h.p. 
   
  General: Woolly rhinoceroses inhabit the Pleistocene epoch, and are 
  herbivores, but very aggressive and will charge if approached. Their 
  eyesight is poor but their hearing and smell are excellent. If 5 or 6 are 
  encountered, the last two will be young, and non-combatants.  
   
  Combat: Wooly rhinoceroses attack with their horns. They will charge if 
  possible, doing double damage. Against small-sized creatures, the 
  rhinoceros will also be able to trample, attacking with both forefeet and 
  doing 2d4 h.p. per foot that hits.  
   
  Appearance: Woolly rhinoceroses are quadrupeds with either one or two 
  large horns on their noses. They are covered with thick red-brown hair. 
   
  See also: Rhinoceros (p. 67). 
   
  S 
   
  Smilodon 
   
  Number 
  1d2 
  Morale 
  +9 
  Hit Dice 
  7d10 
  Armor Class 
  6 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d4+1/1d4+1/2d6 
  Defenses 
  +1 to surprise rolls 
  Attacks 
  Rake with rear claws 
  Size 
  L 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  550 + 10/h.p. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  119 
  General: Smilodons, often called saber-toothed cats, hailing from the 
  Pleistocene age. They are excellent hunters. 
   
  Combat: Smilodons attack with their two powerful front claws and their 
  famous bite. They get a +2 bonus “to hit” when biting.If both front claws hit, 
  they are able to rake with their rear claws for 2d4 h.p. of damage each.  
   
  Appearance: Smilodons are great cats. They are characterized by their 6”-
  9” fangs. They have short tails, and their coats are tan with either spots or 
  stripes.  
   
  T 
   
  Titanothere 
   
   
  Adult 
  Young 
  Number 
  1d12 
  See below 
  Morale 
  +17 
  +11 
  Hit Dice 
  12d12 
  6d12 
  Armor Class 
  6 
  6 
  Move 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  2d8 
  1d8 
  Defenses 
  None 
  None 
  Attacks 
  Charge, trample 
  Charge, trample 
  Size 
  L (8’ at shoulder) 
  L (4’ at shoulder) 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  2,000 + 16/h.p. 
  350 + 8/h.p. 
   
  General: Titanotheres are herbivorous herd animals from the Eocene period. 
  They are large and aggressive, however, and will almost never retreat once 
  battle is joined. If more than 6 are encountered, 1d4 of the remainder will be 
  young.  
   
  Combat: Titanotheres attack with the prominent horns on their noses. They 
  will charge enemies who threaten the herd, doing double damage if they hit. 
  They are also able to trample smaller creatures, doing 2d6 h.p. of damage 
  per foot (each foot attacks separately). Young trample for 1d6 h.p. 
   
  Appearance: Titanotheres appear superficially like rhinoceroses, but they are 
  actually more closely related to horses. They have a prominent bony 
  protrusion on their nose which is much larger in the males than females.  
   
  U 
   
  V 
   
  W 
   
  Wolf, Dire 
   
  Number 
  3d4 
  Morale 
  +3 
  Hit Dice 
  3d12 
  Armor Class 
  6 
  Move 
  180’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d4 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  L (4’ at shoulder) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  60 + 4/h.p. 
   
  General: Dire wolves are found in most climates save the hottest, during the 
  Pleistocene period. They move and hunt in packs and are cunning hunters. 
  The howl of wolves will panic herd animals, pack animals, etc. 50% of the 
  time, unless they are being actively calmed by humans. Wolf dens are 30% 
  likely to contain 1d4 cubs; these can be taken and trained as companions.  
   
  Combat: Dire wolves attack with their bite.  
   
  Appearance: Dire wolves are four-legged predators similar in appearance to 
  enormous dogs, whose fur can range in color from white to brown to black, 
  solid or with markings. 
   
  X 
   
  Y 
   
  Z 
   
  
  Extraplanar Monster Descriptions - Aerial Servant 
   
  120 
  Extraplanar Monster 
  Descriptions 
   
  A 
   
  Aerial Servant 
   
  Number 
  1 
  Morale 
  +1 
  Hit Dice 
  3d8 
  Armor Class 
  3 
  Move 
  240’/min. (flying - perfect) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  8d4 
  Defenses 
  Invisible, +1 or better weapon to hit 
  Attacks 
  Enemies have -2 to surprise rolls (min. 1) 
  Size 
  L (8’) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  5,250 + 20 per h.p. 
   
  General: The aerial servant is a type of air elemental, usually found either on 
  the elemental plane of air, the ethereal, or the astral plane. They can be 
  summoned to the material plane by clerics using the aerial servant spell. They 
  are immensely strong, and can carry 1,000 lbs. of goods. 
   
  Combat: The natural invisibility of the aerial servant gives them a natural 
  advantage when surprising enemies; they get a -2 penalty to their surprise 
  roll (minimum of 1). Only weapons with a +1 or better enchantment can 
  harm an aerial servant. If they hit an opponent, they can catch them in a 
  vice-like grip. Only those with a strength greater than 18 can even attempt to 
  break the grip of the aerial servant; there is a 1% chance per point of 
  exceptional strength, and creatures with 18/00 or 19 strength can break the 
  grip automatically. Example: a fighter with a strength of 18/43 would have 
  a 43% chance of breaking the grip of an aerial servant.  
   
  Appearance: The aerial servant is normally invisible. On the astral or 
  ethereal planes, however, it can be dimply perceived as a shadowy 
  humanoid outline.  
   
  B 
   
  C 
   
  D 
   
  Daemon 
   
  Larva (least daemon) 
   
  Number 
  10d4 (Hades) 
  Morale 
  n/a 
  Hit Dice 
  1d8 
  Armor Class 
  7 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4+1 
  Defenses 
  None 
  Attacks 
  None 
  Size 
  M 
  Intelligence 
  6 
  Alignment 
  Neutral evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  10 + 1/h.p. 
  Turn as Type 
  XIII 
   
  General: Larvae are the souls and spirits of those of neutral evil alignment, 
  and are found on the plane of Hades. They are used to create least devils, 
  daemons, and demons as well as creatures such as quasits, imps, and worry 
  hags, as well as being used by liches to sustain themselves. They are thus 
  valuable commodities. 
   
  Combat: Larvae attack with a bite. 
   
  Appearance: Larvae appear as long sickly worms of ivory hue with human 
  faces distorted by evil, greed, and anguish. 
   
  Demon 
   
  Demons inhabit the 666 layers of the Abyss, and embody the ethos of 
  chaotic evil. Some demons come in a wide variety of types, while others are 
  unique (the latter tending to be incredibly powerful, on the level of deities).  
   
  Demons are able to travel from one layer to another within their home plane, 
  as well as enter the planes of Tarterus, Pandemonium, or Hades. They can 
  also enter the astral plane from the top layer of any of those planes. They 
  cannot enter the material plane without some sort of magical intervention 
  (spell, gate, magical device, etc.), but can enter the ethereal plane from the 
  astral where they intersect above the material.  
   
  Demons are proud and vicious, and never willingly serve any master, 
  particularly a mortal. If forced to serve a mortal, they will not cease to 
  attempt to subvert, impede, or ultimately slay him. Demons will sometimes 
  carry mortals back to their home plane in order to enslave them. Greater 
  demons have individual names, while lesser and least demons do not.  
   
  All demons, of whatever type, have the following abilities: 
   
  • 
  Infravision (constant) 
  • 
  Teleport without error at will 
  • 
  Telepathy allowing them to understand all languages, but not to 
  read minds; those with intelligence of 8 or higher can converse 
  with any creature 
  • 
  Half damage from cold-based attacks 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  121 
  • 
  Half damage from electrical attacks and lightning 
  • 
  Half damage from fire (including magical fire and dragon’s 
  breath) 
  • 
  Half damage from gas attacks 
  • 
  Specially made iron weapons will cause full damage to all 
  demons, even those normally affected only by enchanted 
  weapons. Steel weapons (which are normally carried by 
  adventurers) do not have this effect.  
   
  In addition, most types of demons have other magical and other powers, as 
  described in their specific entry below. Remember also that all demon lords 
  are treated as lesser deities, and have all of the powers ascribed to such 
  beings as listed in the Adventures Dark and Deep Game Masters Toolkit.  
   
  Many demons are able to gate in others of their kind when in distress, as 
  described below. Note that most will be hesitant to do so, for it places them 
  under an obligation to those who respond to the call for aid. Opening such a 
  gate counts as the demon’s action for that round, while those who enter 
  through it (if any) are fully able to function on the following round. Demons 
  entering through a gate may, of course, gate in others of their kind… 
   
  Note that a pentagram will keep least, lesser, and even greater demons at 
  bay, but demon princes and lords will not be stopped.  
   
  Demonic possession 
   
  All but the least demons are able to attempt to possess mortals (demon 
  princes and their ilk can do so as well, but only do so very rarely; it would 
  be quite unlikely for a Prince of the Abyss to bother to possess some twelve 
  year old girl for no good reason, for example). Demons do this for several 
  reasons. First and foremost is to cause mischief and evil on the material 
  plane, for they despise the good lives that mortals live, compared to their 
  own frightful existences; thus, they often select some paragon of weal and 
  law and seek to use their position to advance the cause of chaotic evil. 
  Secondly, they revel in corrupting individuals thus; paladins, for example, 
  will lose their exalted status for sins committed even while under demonic 
  control. Lastly, it gives them an opportunity to exist in the material plane, if 
  only vicariously, and all denizens of the lower planes crave such experiences 
  as a relief from their literal eternity of torment and woe.  
   
  The process of demonic possession is begun by a demon when it is on the 
  Astral plane and detects a likely victim. There is no set procedure or 
  percentage chance for a case of demonic possession to occur; they are more 
  likely in times of emotional, physical, mental, or similar stress (when the 
  victim is most vulnerable), but such stress is no guarantee that a demon will 
  attempt to possess the unfortunate so afflicted. It is a relatively rare 
  phenomenon.  
   
  A demon attempting to possess a normal mortal must engage in a trial of 
  wills, during which time the demon plays upon the emotional and spiritual 
  weaknesses and feelings of guilt in the target. At first, this will seem like 
  particularly harsh feelings of conscience, but will eventually erupt into full-
  fledged inner war. The process will take 1d4 days before the demon has 
  fully worn down the victim enough to attempt outright possession.  
   
  When the demon attempts to possess the victim, a saving throw vs. magic is 
  made, using the following modifiers. The goetic quotient (GQ) is calculated 
  by adding the victim’s intelligence and wisdom scores, and subtracting the 
  demon’s intelligence and hit dice. Thus, if a human with an INT of 13 and a 
  WIS of 15 were being possessed by a marilith, the GQ would be 4. The 
  modifiers are cumulative.  
   
  Circumstance 
  Saving throw modifier 
  GQ 9 or greater 
  +4 
  GQ 6 to 8 
  +3 
  GQ 3 to 5 
  +2 
  GQ 0 to 2 
  +1 
  GQ -1 to -4 
  0 
  GQ -5 to -8 
  -1 
  GQ -9 to -12 
  -2 
  GQ -13 or lower 
  -3 
  Victim is chaotic in alignment 
  +1 
  Victim is evil in alignment 
  +2 
   
  If the victim is successful in his saving throw, the attempt to possess has 
  failed. There is only a 10% chance that a demon will re-attempt such a failed 
  possession. If so, the second attempt will take place 1d4 days after the first.  
   
  There is a 1% cumulative chance per day that demonic possession will befall 
  a mortal who is himself travelling astrally; the demon is able to take control 
  of the body while the soul is absent. In such cases, possession is automatic; 
  when the mortal soul attempts to return, the struggle against the demon’s 
  influence will commence at that time, but with the demon being on the 
  “defense” as it were. If the “deposession” fails, the silver cord is cut and the 
  soul of the host is forever lost.  
   
  While a mortal is possessed, they are able to hear, see, and remember 
  everything that happens during the experience. Indeed, having the mortal 
  soul trapped helplessly within the body during the experience is one of the 
  things in which demons revel, as they are able to keep up a constant mental 
  conversation with the trapped soul.  
   
  While possessed, the demon is able to perform any of its magical abilities. It 
  is otherwise limited to the powers and skills of the possessee. Demons 
  cannot, however, cast spells memorized by a possessed person (neither can 
  such spells be cast by the person possessed, of course). Memories are 
  accessible to the demon, but there will always be subtle (or not so subtle) 
  differences in personality that a discerning person can use to recognize the 
  fact that something is amiss.  
   
  If the demon attempts some particularly heinous act (slaying the possessed 
  person’s wife, for example, or defiling a particularly holy place), a single 
  attempt to shake off the possession can be attempted. During the attempt, it 
  will be quite obvious to outside observers what is happening, for during a 
  2d6 round period, the victim will be seen to have a very physical 
  confrontation with himself as the original soul and the demonic spirit wrestle 
  for control of the body.  
   
  The demon will only leave the body if forced to do so by some magic such as 
  exorcism, spirit wrack, etc. An imminent mortal threat to the body will also be 
  effective, as the demon will be confined to the Abyss if the body is slain 
  while possessed, just as if its own material body was slain on the material 
  plane.  
   
  Amulets 
   
  Singular demons, at the level of princes and lords, have demonic amulets 
  that contain a vital essence of their dark souls. They do this for self-protection; 
  unless the amulet itself is destroyed, slaying such a demon is impossible, even 
  on its home plane. The amulet need not appear as a piece of jewelry, of 
  course; it can take on any form desired, although only the most powerful 
  demons will not be forced to carry their amulet on their person. 
   
  If some other creature or person should gain possession of the demon’s 
  amulet, however, the demon in question is placed in a very precarious 
  position. Such will generally serve the possessor of the amulet for no longer 
  than 24 hours, at the end of which time it must either be destroyed or it will 
  automatically return to its rightful owner. If it is destroyed, the demon will be 
  banished to its home plane instantly, where it must dwell for a year and a 
  day. After this time the amulet will reform, and the demon will be freed to 
  
  Extraplanar Monster Descriptions - Demon 
   
  122 
  seek its vengeance (of course, during the interval, the demon will send allies 
  and minions to deliver a taste of its wrath). It is possible for the amulet to be 
  returned to its owner after a service has been rendered, along with a 
  generous stipend, and the demon not be filled with rage and resentment, but 
  such details are left to the game master to determine.  
   
  Balor (Greater Demon) 
   
  Number 
  1 
  Morale 
  +8 
  Hit Dice 
  8d12 
  Armor Class 
  -2 
  Move 
  60’/min., 150’/min. (flying - poor) 
  Magic Resistance 
  15 
  No. of Attacks 
  1 
  Damage 
  1d12+1 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (12’) 
  Intelligence 
  14 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VII 
  Treasure Value 
  1d8+3x1,000 
  Magical Treasure 
  1d4+1, no weapons (10%) 
  X.P. Value 
  3,600 + 12/h.p. 
   
  General: The balor is one of the most feared of the demonic races; 
  fortunately they are thought to be low in number. They are considered to be 
  “greater” demons. They serve as generals in the armies of the demon lords, 
  and sometimes rule domains of their own in the Abyss. They tend to be more 
  organized than other demons. 
   
  Combat: Balors attack either with their great long swords (which do 1d12 
  h.p. of damage and are of +1 enchantment) or their many-tailed whip. Roll 
  each round to determine which weapon the demon will use to attack: 
   
  Die roll (d6) 
  Attacks with 
  1-4 
  Sword 
  5-6 
  Whip 
   
  If the creature attacks with its whip, it will cause itself to burst into flames and 
  drag the creature hit into the fire. Creatures with less than 20 strength will not 
  be able to resist the demon’s strength. The amount of damage done by the 
  flames depends on the power of the demon (hit points here refers to the 
  original amount the demon possessed; the damage done by the fire is not 
  lowered as the demon takes damage). 
   
  Demon’s original h.p. 
  Fire damage 
  Less than 32 
  2d6 
  32-64 
  3d6 
  More than 64 
  4d6 
   
  In addition, balors can employ the following magical abilities as indicated 
  (but they can only be used one at a time).  
   
  • 
  Darkness 10’ radius at will 
  • 
  Cause fear (60’ range; save or flee at maximum speed for 2d6 
  minutes) at will 
  • 
  Detect magic at will 
  • 
  Read magic at will 
  • 
  Read languages at will 
  • 
  Detect invisibility at will 
  • 
  Pyrotechnics at will 
  • 
  Dispel magic at will 
  • 
  Suggestion at will 
  • 
  Telekinesis (600 lbs.) at will 
  • 
  Symbol (discord, fear, sleep, or stunning) at will 
  • 
  Gate once every 10 minutes: 
   
  Die roll (d%) 
  Result of gate 
  01-80 
  1 Glabrezu 
  81-00 
  1 Marilith 
   
  Balors can only be hit by non-iron weapons of +1 or greater enchantment. 
  Iron weapons will affect them normally.  
   
  Appearance: These creatures appear as tall and muscular humanoids with 
  enormous bat-like wings and horns atop their heads. Their faces are those of 
  demonic bats, and their flesh is licked with red-black flames at will.  
   
  Demogorgon (Demon Lord) 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  22d12 (200 h.p.) 
  Armor Class 
  -8 
  Move 
  150’/min. 
  Magic Resistance 
  19 
  No. of Attacks 
  3 
  Damage 
  Special 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (18’) 
  Intelligence 
  21 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XVIII 
  Treasure Value 
  6d6x1,000 
  Magical Treasure 
  2d4 potions, 1d4 scrolls, 10 items (85%) 
  X.P. Value 
  74,000 (material form), 740,000 (permanently slain) 
   
  General: Demogorgon, Prince of Demons, King of the Abyss, is one of the 
  most powerful beings in the multiverse, and contends with the other greatest 
  demon lords for dominion of the levels of the Abyss in endless war and 
  intrigue. Both Orcus and Graz’zt are his arch-rivals.  
   
  Combat: The powers and abilities of this being are many and varied. If both 
  his mandrill-heads fix their gaze on one or more creatures, they will be 
  hypnotized (up to 100 hit dice total, individuals with 15HD or greater are 
  entitled to a saving throw vs. spell, all others are automatically affected). 
  Those hypnotized will be under his control for ten minutes (not to the point of 
  self-destruction), and will be under post-hypnotic suggestion for 1d6x10 
  minutes thereafter.  
   
  Individually the heads are no less effective. The left causes any creature 
  within 20’ (with an intelligence of 1 or greater) to become completely 
  enamored of him, implicitly trusting him and following his instructions and 
  suggestions for ten minutes (but not to the point of self-destruction or acting 
  against their alignment). The right will cause insanity for 1d6x10 minutes. 
  When the heads are used individually, intended targets are entitled to a 
  saving throw vs. spells.  
   
  Demogorgon’s tail can be used to strike enemies, permanently draining 1d4 
  levels or hit dice if it hits.  
   
  Each tentacle will cause 1d6 h.p. of regular damage, plus mortals will be 
  attacked by a rotting disease, causing a limb (determine which limb 
  randomly) to become numb and unusable 6 minutes after the hit, and will 
  drop off in a withered husk 6 minutes after that. Once the limb drops off, the 
  
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  123 
  victim will permanently lose 25% of its total hit points. A cure disease spell 
  will be effective only if it is cast before the limb drops off; if so, it will heal 
  within 1d4 weeks. Multiple hits will affect multiple limbs, and total hit point 
  loss will be cumulative.  
   
  In addition, Demogorgon is able to cast the following spells, and activate the 
  following magical powers, as indicated: 
   
  • 
  Continual darkness at will 
  • 
  Charm person at will 
  • 
  Create illusion (visual and/or auditory; no concentration required) 
  at will 
  • 
  Cause fear (60’ range; save or flee at maximum speed for 2d6 
  minutes) at will 
  • 
  Levitate (5,000 lbs. weight) at will 
  • 
  Detect magic at will 
  • 
  Read magic at will 
  • 
  Read languages at will 
  • 
  Detect invisibility at will 
  • 
  ESP at will 
  • 
  Dispel magic at will 
  • 
  Clairaudience at will 
  • 
  Clairvoyance at will 
  • 
  Suggestion at will 
  • 
  Water breathing at will 
  • 
  Polymorph self at will 
  • 
  Wall of ice at will 
  • 
  Charm monster at will 
  • 
  Telekinesis (700 lb. weight) at will, with each head 
  • 
  Regenerate 3 h.p. per minute 
  • 
  Feeblemind once per day 
  • 
  Power word: stun once per day 
  • 
  Symbol (any) once per day 
  • 
  Sticks to snakes at will 
  • 
  Gate once per round: 
   
  Die roll (d%) 
  Result of gate 
  01-15 
  Fails, must wait until next round to try again 
  16-26 
  1 Vrock 
  27-37 
  1 Hezrou 
  38-48 
  1 Glabrezu 
  49-59 
  1 Nalfeshnee 
  60-80 
  1 Marilith 
  81-00 
  1 Balor 
    
  In addition, Demogorgon can only be harmed by non-iron weapons with an 
  enchantment of +2 or better. Iron weapons will affect him normally. 
   
  Description: The appearance of this king of demons befits his terrible power 
  and represents his dominion over all things cold blooded. He stands 18’ tall 
  and mostly reptilian in form, covered with blue-green snake scales. He sports 
  two great mandrill heads atop snake-like necks, each of which is capable of 
  issuing commands to his slaves and retainers at the same time. He has a 
  great forked tail and the lower portion of a lizard. Rather than arms, he has 
  a pair of tentacles.  
   
  Glabrezu (Lesser Demon) 
   
  Number 
  1d6 (Abyss), 1d3 (elsewhere) 
  Morale 
  +5 
  Hit Dice 
  10d10 
  Armor Class 
  -4 
  Move 
  90’/min. 
  Magic Resistance 
  12 
  No. of Attacks 
  5 
  Damage 
  2d6/2d6/1d3/1d3/1d4+1 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (9 ½’) 
  Intelligence 
  9 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VIII 
  Treasure Value 
  2d4+1x1,000 
  Magical Treasure 
  1d3 items (15%) 
  X.P. Value 
  2,400 + 14/h.p. 
  Turn as Type 
  XIII 
   
  General: The Glabrezu (the term is both singular and plural) are the most 
  powerful of the so-called “lesser demons.” They fill the ranks of the demonic 
  hordes as non-commissioned officers and are often found tending in the 
  courts of the Lords of the Abyss as guards and servants.  
   
  Combat: Glabrezu attack with their pincers, human-like claws, and fierce 
  bite. They can be struck by non-magical weapons. They are also able to 
  employ the following magical powers, as indicated (those which are done 
  “at will” can only be done one at a time).  
   
  • 
  Darkness 10’ radius 
  • 
  Cause fear (60’ range; save or flee at maximum speed for 2d6 
  minutes) at will 
  • 
  Levitate (3,000 lbs.) at will 
  • 
  Pyrotechnics at will 
  • 
  Polymorph self at will 
  • 
  Telekinesis (400 lbs.) at will 
  • 
  Gate once every 10 minutes: 
   
  Die roll (d%) 
  Result of gate 
  01-30 
  Fails, must wait 10 minutes to try again 
  31-54 
  1 Vrock 
  55-77 
  1 Hezrou 
  78-00 
  1 Glabrezu 
   
  Description: These fearsome creatures tower more than nine feet in height, 
  with the body of a muscular human topped with a horned dog’s head with 
  wings the shape of bats’ ears. Where their hands would normally be, they 
  have wicked pincers, but they also have a pair of ordinary human arms 
  coming from their chest.  
   
  
  Extraplanar Monster Descriptions - Demon 
   
  124 
  Hezrou (Lesser Demon) 
   
  Number 
  1d6 (Abyss), 1d3 (elsewhere) 
  Morale 
  +3 
  Hit Dice 
  9d10 
  Armor Class 
  -2 
  Move 
  60’/min., 120’/min (swimming) 
  Magic Resistance 
  11 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/4d4 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (7’) 
  Intelligence 
  6 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VII 
  Treasure Value 
  4d6x100 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  2,000 + 12/h.p. 
  Turn as Type 
  XIII 
   
  General: Hezrou (the name is singular and plural) are lesser demons that 
  throng the armies of the Abyssal lords. They are fond of human flesh, and 
  will gladly take precious metals and gems. 
   
  Combat: A hezrou will attack with its claws and enormous toothy bite. They 
  can be struck by non-magical weapons. They have the following magical 
  powers (those which are done “at will” can only be done one at a time). 
   
  • 
  Darkness (15’ radius) 
  • 
  Cause fear (60’ range; save or flee at maximum speed for 2d6 
  minutes) at will 
  • 
  Levitate (2,400 lbs.) at will 
  • 
  Detect invisibility at will 
  • 
  Telekinesis (300 lbs.) at will 
  • 
  Gate once every 10 minutes: 
   
  Die roll (d%) 
  Result of gate 
  01-20 
  Fails, must wait 10 minutes to try again 
  21-70 
  1 Hezrou 
   
  Description: Hezrou are monstrous crosses between humans and frogs. They 
  have large tooth-filled mouths and human-like arms and hands.  
   
  Juiblex (Demon Lord) 
   
  Number 
  Unique 
  Morale 
  +15 
  Hit Dice 
  14d12 (88 h.p.) 
  Armor Class 
  -7 
  Move 
  30’/min. 
  Magic Resistance 
  13 
  No. of Attacks 
  1 
  Damage 
  4d10 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (9’) 
  Intelligence 
  18 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XVI 
  Treasure Value 
  13d6x1,000 
  Magical Treasure 
  None 
  X.P. Value 
  47,280 (material form), 472,800 (permanently slain) 
   
  General: Juiblex (pronounced “jwee-blex”) is the Faceless Prince, most 
  hideous and terrible demon lord of slimes, jellies, oozes, and putrefaction.  
   
  Combat: In combat, Juiblex is able to form pseudopods of his own flesh and 
  strike at enemies, with damage from a combination of the force of the blow 
  and the corrosive properties of his bodily secretions. The Faceless Prince is 
  also able to gush forth jets of slime, which are combinations of both green 
  slime and ochre jelly once every ten minutes. These jets have a range of 15’ 
  and are 3 cubic feet in size. Finally, he is able to perform the following, as 
  indicated. 
   
  • 
  Darkness (15’ radius) at will 
  • 
  Cause fear (60’ range; save or flee at maximum speed for 2d6 
  minutes) at will 
  • 
  Circle of cold (like a cone of cold, but in a 10’ radius around him) 
  • 
  Regenerate 2 h.p. per minute 
  • 
  Detect invisibility once per minute 
  • 
  Locate object once per minute 
  • 
  ESP once per minute 
  • 
  Fly once per minute 
  • 
  Dispel magic once per minute 
  • 
  Invisibility 10’ radius once per minute 
  • 
  Charm monster once per minute 
  • 
  Hold monster once per minute 
  • 
  Telekinesis (1,500 lbs.) once per minute 
  • 
  Project image once per round 
  • 
  Phase door once per minute 
  • 
  Putrify food and water once per minute 
  • 
  Cause disease once per minute 
  • 
  Speak with monsters once per minute 
  • 
  Unholy word once per day 
  • 
  Gate once per round: 
   
  Die roll (d%) 
  Result of gate 
  01-30 
  Fails, must wait until next round to try again 
  31-70 
  1d4 Hezrou 
   
  In addition, only non-iron weapons with an enchantment of +2 or better can 
  damage Juiblex. Iron weapons will affect him normally. 
   
  Description: Juiblex is without form. At times he can spread himself out in a 
  broad pool of corruption some 18’ across, or raise himself into a towering 
  and undulating pillar of slime. He bears a number of red baleful eyes, and 
  his form varies from sickly green and yellow to disgusting brown and amber. 
   
  
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  125 
  Manes (Least Demon) 
   
  Number 
  4d6 
  Morale 
  +13 
  Hit Dice 
  1d8 
  Armor Class 
  7 
  Move 
  30’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d2/1d2/1d4 
  Defenses 
  +1 or better weapon to wound 
  Attacks 
  None 
  Size 
  S (3’) 
  Intelligence 
  3 
  Alignment 
  Chaotic evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  18 + 1/h.p. 
  Turn as Type 
  XIII 
   
  General: Manes (the name is both plural and singular) are the spirits of those 
  dead who in life professed an ethos of chaotic evil. They cannot be slain 
  normally; if reduced to 0 hit points, they simply disappear in a puff of vapor 
  and reform in 24 hours. On occasion, however, they are consumed by more 
  powerful demons, which does destroy them utterly. While they are mostly 
  found in the layers of the Abyss, they can also be found in Tarterus and 
  Pandemonium, depending on the moral shading of their ethos. They are 
  sometimes used as raw materials to create more powerful creatures, such as 
  demons, ghosts, etc. 
   
  Combat: Manes attack with their long nails and teeth. They can only be 
  harmed by non-iron weapons with an enchantment of +1 or better. Mind-
  affecting spells, such as sleep, charm, etc. have no effect on them. 
   
  Appearance: Manes appear as diminutive and sexless humans with long 
  nails, hollow pits for eyes, and stringy black hair.  
   
  Marilith (Greater Demon) 
   
  Number 
  1d6 (Abyss), 1d3 (elsewhere) 
  Morale 
  +7 
  Hit Dice 
  7d12 
  Armor Class 
  -5 (torso and arms), -7 (tail) 
  Move 
  120’/min. 
  Magic Resistance 
  16 
  No. of Attacks 
  7 
  Damage 
  6 by weapon, 2d4 (tail) 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (7’) 
  Intelligence 
  14 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XI 
  Treasure Value 
  6d4+10x1,000 
  Magical Treasure 
  1d4+1 items (35%) 
  X.P. Value 
  3,000 + 12/h.p. 
   
  General: Mariliths are fearsome ladies of the Abyss who regularly dominate 
  those demons of lesser power. They are considered “greater demons.” 
   
  Combat: Mariliths employ weapons in each of their six hands (usually 
  swords, scimitars, or battle axes), each able to strike at a separate opponent, 
  as long as they are in range. In addition, the marilith’s tail can be used to 
  constrict an enemy; once it hits, the victim will sustain 2d4 h.p. of constriction 
  damage per round until it or the marilith is dead. In addition, a marilith is 
  able to employ the following magical abilities: 
   
  • 
  Darkness (5’ radius)  
  • 
  Charm person at will 
  • 
  Levitate (3,300 lbs.) at will 
  • 
  Read languages at will 
  • 
  Detect invisibility at will 
  • 
  Project image once per round 
  • 
  Pyrotechnics at will 
  • 
  Polymorph self at will 
  • 
  Gate once every 10 minutes: 
   
  Die roll (d%) 
  Result of gate 
  01-03 
  Fails, must wait 10 minutes to try again 
  04-33 
  1 Vrock 
  34-58 
  1 Hezrou 
  59-73 
  1 Glabrezu 
  74-88 
  1 Nalfeshnee 
  89-98 
  1 Balor 
  99-00 
  1 Demon lord (a paramour; determine randomly or 
  select according to appropriateness to the scenario) 
   
  In addition, Mariliths can only be struck by non-iron weapons with an 
  enchantment of +1 or better. Iron weapons will affect them normally. 
   
  Description: Mariliths appear as beautiful human females with six arms, but 
  their lower portions are in fact giant snake tails. They can, however, take on 
  whatever form they desire.  
   
  Nalfeshnee (Greater Demon) 
   
  Number 
  1d6 (Abyss), 1d3 (elsewhere) 
  Morale 
  +6 
  Hit Dice 
  11d10 
  Armor Class 
  -1 
  Move 
  90’/min., 120’/min. (flying - clumsy) 
  Magic Resistance 
  13 
  No. of Attacks 
  3 
  Damage 
  1d4/1d4/2d4 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (10 ½’) 
  Intelligence 
  12 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XVIII 
  Treasure Value 
  1d6+2x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  3,000 + 16/h.p. 
   
  General: Nalfeshnee (the term is both singular and plural) are counted 
  among the “greater demons” and are often used as trusted servants and 
  officers by the great demon lords. They have a taste for human flesh and 
  blood.  
   
  Combat: In melee, Nalfeshnee will lash out with their claws and strike with 
  their toothy bite. In addition, they can employ the following powers as 
  indicated. 
   
  • 
  Darkness 10’ radius at will 
  • 
  Create illusion (visual and/or auditory; no concentration required) 
  once per round 
  
  Extraplanar Monster Descriptions - Demon 
   
  126 
  • 
  Cause fear (60’ range; save or flee at maximum speed for 2d6 
  minutes) once per round 
  • 
  Levitate (3,600 lbs.) once per round 
  • 
  Detect magic once per round 
  • 
  Read languages once per round 
  • 
  Dispel magic once per round 
  • 
  Project image once per round 
  • 
  Polymorph self once per round 
  • 
  Telekinesis (500 lbs.) once per round 
  • 
  Symbol (fear or discord) once per round 
  • 
  Gate once every 10 minutes: 
   
  Die roll (d%) 
  Result of gate 
  01-40 
  Fails, must wait 10 minutes to try again 
  41-55 
  1 Vrock 
  56-70 
  1 Hezrou 
  71-85 
  1 Glabrezu 
  86-00 
  1 Nalfeshnee 
   
  In addition, Nalfeshnee can only be struck by non-iron weapons with an 
  enchantment of +1 or better. Iron weapons will affect them normally. 
   
  Description: Nalfeshnee are enormous apes with the legs of goats. Their 
  heads are boar-like, and they have tiny wings that appear to be totally 
  inadequate to the task of supporting their vast bulk in flight.  
   
  Orcus (Demon Lord) 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  20d12 (120 h.p.) 
  Armor Class 
  -6 
  Move 
  90’/min., 180’/min. (flying - poor) 
  Magic Resistance 
  17 
  No. of Attacks 
  3 
  Damage 
  2d6+1/2d6+1 or by weapon/2d4 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (15’) 
  Intelligence 
  20 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XVIII 
  Treasure Value 
  9d12x1,000 
  Magical Treasure 
  2d4 potions (40%), 1d4 scrolls (50%), 1d4+1 items 
  (70%) 
  X.P. Value 
  63,900 (material form), 639,000 (permanently slain) 
   
  General: Orcus, Lord of the Undead, is one of the most powerful princes of 
  the Abyss. He harbors an intense hatred of Demogorgon, who styles himself 
  as overlord of all demons. He is especially noted for his infamous wand, 
  which he is known to sometimes send to the material plane on its own, to 
  work evil before he reclaims it (see below for details).  
   
  Combat: Orcus can either strike with his immense horny fists or with a 
  weapon (which will certainly be magical, or perhaps his Wand), in which 
  case he will have a +6 bonus “to hit” and +8 to damage. In addition, he has 
  a long tail with a poisonous stinger. He gets a -3 initiative adjustment with it, 
  and those struck by it must save vs. poison with a -4 penalty or die. In 
  addition, Orcus has the following powers and abilities. 
   
  • 
  Continual darkness at will 
  • 
  Charm person at will 
  • 
  Create illusion (visual and/or auditory; no concentration required) 
  at will 
  • 
  Detect magic at will 
  • 
  Read magic at will 
  • 
  Read languages at will 
  • 
  Detect invisibility at will 
  • 
  ESP at will 
  • 
  Pyrotechnics at will 
  • 
  Dispel magic at will 
  • 
  Clairvoyance at will 
  • 
  Clairaudience at will 
  • 
  Lightning bolt (12 HD) at will 
  • 
  Telekinesis (1,200 lbs.) at will 
  • 
  Suggestion at will 
  • 
  Polymorph self at will 
  • 
  Project image once per round 
  • 
  Wall of fire at will 
  • 
  Animate dead (as a 19th level mage) at will 
  • 
  Speak with dead (as 20th level cleric) at will 
  • 
  Feeblemind once per day 
  • 
  Symbol (any) once per day 
  • 
  Polymorph any object once per day 
  • 
  Shape change once per day 
  • 
  Time stop once per day 
  • 
  Gate once per round: 
   
  Die roll (d%) 
  Result of gate 
  01-20 
  Fails, must wait until next round to try again 
  21-36 
  1 Vrock 
  37-52 
  1 Hezrou 
  43-68 
  1 Glabrezu 
  69-84 
  1 Nalfeshnee 
  85-92 
  1 Marilith 
  93-00 
  1 Balor 
   
  • 
  Summon undead once per minute: 
   
  Die roll (d%) 
  Result of summons 
  01-25 
  4d12 skeletons 
  26-50 
  4d8 zombies 
  51-75 
  4d6 shadows 
  76-00 
  2d4 vampires 
   
  In addition, Orcus can only be hit by non-iron weapons of +3 or better 
  enchantment. Iron weapons will affect him normally. 
   
  Description: Orcus is enormously fat and 15’ tall, with gray skin and goat 
  hair over his body. His legs and head are those of a goat and a ram, 
  respectively. He sports enormous black bat-wings, human arms, and a 
  poison-tipped tail.  
   
  The Wand of Orcus: This is the prized possession of the Prince of the 
  Undead, an artifact-level magical item with a shaft of obsidian topped by a 
  gleaming ivory skull. In the hands of the demon prince, it will kill or 
  annihilate (as appropriate) any creature it touches short of one of equal 
  standing (such as another demon prince, an arch devil, arch angel, etc.) by 
  the slightest touch. In the hands of anyone else, the Wand will still work as 
  indicated, but victims are entitled to a saving throw vs. death to avoid their 
  fate. However, anyone attempting to use it will instantly and irredeemably be 
  changed from their previous alignment to chaotic evil.  
   
  
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  127 
  Quasit (least demon) 
   
  Number 
  1 
  Morale 
  -1 
  Hit Dice 
  3d6 
  Armor Class 
  2 
  Move 
  150’/min. 
  Magic Resistance 
  5 
  No. of Attacks 
  3 
  Damage 
  1d2/1d2/1d4 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  S 
  Intelligence 
  6 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XIII 
  Treasure Value 
  3d10x10 
  Magical Treasure 
  None 
  X.P. Value 
  325 + 3/h.p. 
   
  General: Quasits are found throughout demonic society as minor servitors, 
  and can also be found on the planes of Pandemonium and Tarterus. They are 
  created from larvae (see p. 120). They are able to polymorph self at will into 
  any two of the following forms: a giant centipede, bat, frog, or wolf. They 
  possess infravision with a 60’ range. They are often sent to the material 
  plane as familiars to mages of chaotic evil bent. As such, they grant their 
  masters the following powers. 
   
  • 
  A telepathic link, through which the quasit not only communicates, 
  but shares its sight and hearing with its master; range 1 mile 
  • 
  Magic resistance equal to the quasit’s, when both are within 10’ 
  of one another 
  • 
  Master is increased by 1 experience level when the quasit is 
  within 1 mile; further than that, the master loses an experience 
  level (not just the one gained by the quasit’s proximity) 
  • 
  If the quasit is killed, the master loses 4 experience levels 
  • 
  Commune with the lower planes once per week, 6 questions 
  allowed 
   
  The quasit will snatch the soul of its master upon his death and hasten with it 
  back to the lower planes to seek a reward from the more powerful creatures 
  there.  
   
  Combat: When they are polymorphed into animal form, quasits use the 
  attack form of that creature. In their native form, they attack with their claws 
  and bite. Creatures struck by the claws must make a saving throw vs. poison 
  or lose 1 point of dexterity for 2d6 rounds due to the burning itch that is 
  caused thereby. Only weapons made of cold iron or those with an 
  enchantment of +1 or better can wound a quasit, and it is immune to cold, 
  fire, and lightning. The quasit has the following magical powers, which it can 
  use in whatever form it happens to be in at the time. 
   
  • 
  Invisibility at will 
  • 
  Regenerate 1 h.p. per round 
  • 
  Fear 30’ radius once per day 
   
  Quasits make all saving throws as if they had 7 hit dice. 
   
  Appearance: Quasits are small humanoid creatures with long claws, spade-
  tipped tails, curved horns on their heads, and a generally reptilian cast about 
  them.  
   
  Succubus (Greater Demon) 
   
  Number 
  1 
  Morale 
  +4 
  Hit Dice 
  6d8 
  Armor Class 
  0 
  Move 
  120’/min., 180’/min (flying - average) 
  Magic Resistance 
  75% 
  No. of Attacks 
  2 
  Damage 
  1d3/1d3 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  M (6’) 
  Intelligence 
  16 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XV 
  Treasure Value 
  4d8x1,000 
  Magical Treasure 
  1 item (15%) 
  X.P. Value 
  2,100 + 6/h.p. 
   
  General: Succubi are solitary creatures, preferring to work their evil singly. 
  They prefer to seduce prey rather than engaging in outright battle.  The 
  succubus is considered a greater demon.  
   
  Combat: Succubi are able to fight with their nails, but prefer to rely on their 
  magical powers. The kiss of a succubus will drain 1 level or hit die from the 
  victim, permanently, but the victim will not be aware of the effect as long as 
  they remain in the demon’s amorous embrace. In addition, they have the 
  following magical powers.  
   
  • 
  Darkness (5’ radius) at will 
  • 
  Become ethereal at will (only functions while the demon is on the 
  astral or material planes, of course; the ethereal plane does not 
  extend to the Abyss) 
  • 
  Charm person at will 
  • 
  ESP at will 
  • 
  Clairaudience at will 
  • 
  Suggestion at will 
  • 
  Shape change at will (to anything of general human/demi-
  human/humanoid form and size) 
  • 
  Gate once every 10 minutes: 
   
  Die roll (d%) 
  Result of gate 
  01-40 
  Fails, must wait 10 minutes to try again 
  41-82 
  1 Nalfeshnee 
  83-97 
  1 Balor 
  98-00 
  1 Demon lord (a paramour; determine randomly) 
   
  They cannot be damaged by non-iron weapons of less than +1 enchantment. 
  Iron weapons will affect them normally. 
   
  Appearance: A succubus in her natural form appears as a tall and beautiful 
  human girl with large bat-like wings and petite horns on her head. They can, 
  of course, appear in any human, demi-human, or humanoid form desired. 
  When in male guise, they are referred to as incubi. 
   
  
  Extraplanar Monster Descriptions - Devil 
   
  128 
  Vrock (Lesser Demon) 
   
  Number 
  1d6 (Abyss), 1d3 (elsewhere) 
  Morale 
  +6 
  Hit Dice 
  8d10 
  Armor Class 
  0 
  Move 
  120’/min., 180’/min. (flying - average) 
  Magic Resistance 
  10 
  No. of Attacks 
  5 
  Damage 
  1d4/1d4/1d8/1d8/1d6 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (8 ½’) 
  Intelligence 
  6 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XIV 
  Treasure Value 
  1d4x1,000 
  Magical Treasure 
  1 armor/weapon (10%) 
  X.P. Value 
  1,275 + 10/h.p. 
  Turn as Type 
  XIII 
   
  General: The vrock is a lesser demon, arguably among the weakest of the 
  “true” demons. Untold hordes of these creatures stock the armies of all the 
  demon lords of the Abyss. They are fond of human flesh, and will gladly take 
  precious metals and gems. 
   
  Combat: Vrocks attack with their fore claws, rear claws, and vicious beaks. 
  They can be wounded by any sort of weapon. In addition, they have the 
  following magical powers (note that they can only employ one “at will” 
  power at a time). 
   
  • 
  Darkness (5’ radius) at will 
  • 
  Detect invisibility at will 
  • 
  Telekinesis (200 lbs.) at will 
  • 
  Gate once every 10 minutes: 
   
  Die roll (d%) 
  Result of gate 
  01-90 
  Fails, must wait 10 minutes to try again 
  91-10 
  1 Vrock 
   
  Appearance: Vrocks appear as a mix of man and vulture. They have 
  muscular human torsos and arms, but the head, feet, fail, and wings of a 
  great vulture.  
   
  Yeenoghu (Demon Lord) 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  16d12 (100 h.p.) 
  Armor Class 
  -5 
  Move 
  180’/min. 
  Magic Resistance 
  16 
  No. of Attacks 
  1 
  Damage 
  3d6 (plus see below) 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (12’) 
  Intelligence 
  16 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VIII 
  Treasure Value 
  7d8+10x1,000 
  Magical Treasure 
  1d4+4 items (25%) 
  X.P. Value 
  54,500 (material form), 545,000 (permanently slain) 
   
  General: Yeenoghu is the demon lord of gnolls, but is also (due to the 
  intricacies of the politics of the Abyss) overlord of all ghouls and ghasts. At 
  most times there will be 66 gnolls (each with 15 h.p.) with him, but if he is 
  ever alone he can always summon 6d10 gnolls of that sort to him in but a 
  single melee round. He can also summon 1d10+5 ghouls in the same span, 
  if desired.  
   
  Combat: Yeenoghu wields his dreaded flail in combat (see below for details). 
  In addition, he can invoke the following magical powers as indicated. 
   
  • 
  Telepathy so others can hear his thoughts if he desires (120’ 
  range) 
  • 
  Able to see into the astral and ethereal planes 
  • 
  Darkness 10’ radius once per round 
  • 
  Magic missile once per round, 3 times per day, 6 missiles each, 
  each doing 2d4 h.p. of damage 
  • 
  Detect magic once per round 
  • 
  Read magic once per round 
  • 
  Read languages once per round 
  • 
  Detect invisibility once per round 
  • 
  Invisibility once per round 
  • 
  Fly once per round 
  • 
  Hold person once per round 
  • 
  Dispel magic once per round (as a 20th level mage) 
  • 
  Suggestion once per round 
  • 
  Polymorph self once per round 
  • 
  Cause fear (60’ range; save or flee at maximum speed for 2d6 
  minutes) once per round 
  • 
  Teleport without error once per round 
  • 
  Telekinesis (1,000 lbs.) once per round 
  • 
  Transmute rock to mud once per round 
  • 
  Mass charm once per round 
  • 
  Gate once every round: 
   
  Die roll (d%) 
  Result of gate 
  01-20 
  Fails, must wait until next round to try again 
  21-00 
  1d4+1  Vrocks 
   
   
  Only non-iron weapons of +1 or greater enchantment can harm Yeenoghu. 
  Iron weapons will affect him normally, whether they are enchanted or not.  
   
  Appearance: Yeenoghu appears as an enormous gnoll, with even more 
  pronounced hyena-like features.  
   
  The Flail of Yeenoghu: This dreaded weapon is never outside the possession 
  of its master. It’s handle is seven feet in length, with three chains of 
  adamantine, each with a specially enchanted spiked ball of the same 
  material. When it hits, roll randomly to see which ball hit, for each has a 
  different effect. 
   
  Die roll (d6) 
  Effect 
  01-02 
  3d6 h.p. damage 
  03-04 
  3d6 h.p. damage, plus victim must save vs. wands or 
  be paralyzed for 2d6 rounds 
  05-06 
  3d6 h.p. damage, plus victim must save vs. magic or 
  be confused (as per the spell) for a maximum of 30 
  minutes. 
    
  Devil 
   
  Devils inhabit the plane of the Nine Hells, and are the champions of the 
  lawful evil ethos. They are regimented both collectively and individually, with 
  
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  129 
  the infernal society being formed of specific castes and hierarchies, 
  membership in which is determined by raw power. By becoming more 
  powerful, one is able to move up within the hierarchy, and thus devils are 
  constantly scheming to do so. 
   
  Devils are able to move among the layers of the Nine Hells (although doing 
  so requires authorization from the upper echelons of the infernal command 
  structure), as well as Gehenna, Acheron, and Hades. They are able to travel 
  into the astral plane, but rarely do so. They cannot enter other planes, 
  including the material plane, without some sort of magical means such as a 
  gate. 
   
  A devil killed in the material or astral plane is not truly slain; it merely returns 
  to the Hells where it reforms in 90 years (during which time it suffers as a 
  lemure). An arch-devil so slain does not endure lemure status, but cannot 
  leave its own domain within the Hells for a decade (not to mention the loss of 
  face within the infernal dominions as a whole). It will most certainly seek 
  vengeance at that time.  
   
  All devils are able to attack multiple opponents in a round, as long as it has 
  more than one attack listed. All devils possess the following powers and 
  abilities. 
   
  • 
  Telepathy used to converse with any intelligent creature 
  • 
  Half damage from cold based attacks 
  • 
  Immune to fire-based attacks, both magical and mundane 
  • 
  Half damage from gas attacks 
  • 
  Charm person once per round 
  • 
  Suggestion once per round 
  • 
  Illusion once per round 
  • 
  Infravision (constant) 
  • 
  Teleport without error once per round 
  • 
  Know alignment once per round 
  • 
  Animate dead once per round 
   
  Silver weapons will harm all devils, including those only normally affected by 
  enchanted weapons. Remember that all arch-devils are considered to be 
  lesser deities, and have all of the powers associated with such beings as 
  listed in the Adventures Dark and Deep Game Masters Toolkit.  
   
  Many devils are able to summon others of their kind when in distress, as 
  described below. Note that most will be hesitant to do so, for it places them 
  under an obligation to those who respond to the call for aid. Such 
  summoning counts as the devil’s action for that round, while those who enter 
  through it (if any) are fully able to function on the following round. Devils so 
  summoned, may, of course, summon others of their kind… 
   
  A pentagram will keep most sorts of devils at bay, with the exception of arch-
  devils.  
   
  Infernal Pact 
   
  All devils save the least sort are able to enter into an infernal pact with a 
  mortal. Even the arch-devils are able to do so, but rarely do, as their time is 
  much more valuably spent in pursuits other than legal wrangling over a 
  single mortal soul. But other devils on the mortal plane will seek out mortals 
  in order to tempt them into such a pact. Normally, these mortals will be in 
  some sort of distress, whether it be mental, financial, emotional, etc. Note 
  that those of lawful evil alignment will never be offered such a pact, as their 
  souls are already destined to descend to the Hells once they die.  
   
  It is also possible for some wicked (or desperate) individual to actually 
  summon or actually seek out a devil for the purposes of forming such a pact. 
  No matter where the impetus comes from, the game master should strictly 
  enforce the rule that entering into such a pact is an inherently lawful evil act, 
  and will cause an immediate shift in alignment, with all the consequences 
  thereof.  
   
  The Hells maintain legions of lawyers whose sole job it is to continuously 
  perfect the language of such pacts, making them air tight and legally binding 
  in every jurisdiction in the multiverse. In essence, the mortal bargains for 
  some worldly, material gain in exchange for his soul upon death. When the 
  bargain is made with a lesser devil, the benefit will take the form of, and be 
  subject to the strictures of, a limited wish spell. When made with a greater 
  devil, the pact can fulfill a full wish. An actual contract is signed with the 
  blood of the mortal in question, and copies are stamped and sequestered in 
  a special section of one of the many palaces in the Hells.  
   
  Getting out of such a pact is difficult in the extreme, and doing so 
  successfully is the stuff of legend and song. Only the most clever of mortals is 
  able to actually deceive or otherwise trick a devil in matters regarding an 
  infernal pact. Once the pact is signed, it should be remembered that the 
  mortal no longer has any leverage, and so challenges to contests of skill or 
  wit, etc. are not going to have any sway. Only if the condemned can get 
  some sort of power over the devil that entered into the pact with him, or can 
  otherwise make an offer of greater value than his own soul, can the pact 
  even be considered to be revoked.  
   
  Talismans 
   
  All types of devils save those of the least status have a specific talisman 
  which they guard very carefully, for if another gains possession of the 
  talisman, that being will have power over the devil in question.  
   
  • 
  Lesser devils will be forced to serve the possessor of the talisman 
  for nine days, and no devil of that type can harm the possessor 
  during that time. 
  • 
  Greater devils are forced to serve for nine hours, and devils of 
  that type are prevented from harming the possessor for that time. 
  • 
  Arch-devils can be compelled to perform a single service, and that 
  arch-devil is prevented from harming the possessor for nine 
  minutes. 
   
  In order to use a devil’s talisman, one must perform a human sacrifice 
  (including humanoid or demi-human, naturally), which is an inherently evil 
  act. If a talisman falls into the hands of a non-devil, the relevant arch-devil 
  will instantly become aware of the problem and will dispatch appropriate 
  forces to recover it. 
   
  Talismans can also be used to summon the specific type of devil for which it 
  is designed. In fact, there is a 10% chance that even scrutinizing such a 
  talisman will inadvertently summon the type of devil attuned to it. Bear in 
  mind that the protective qualities of the talisman are not automatically 
  activated.  
   
  
  Extraplanar Monster Descriptions - Devil 
   
  130 
  Asmodeus (Arch-Devil) 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  21d12 (199 h.p.) 
  Armor Class 
  -7 
  Move 
  120’/min., 240’/min. (flying - average) 
  Magic Resistance 
  18 
  No. of Attacks 
  1 
  Damage 
  2d12+2 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (13 ½’) 
  Intelligence 
  20 
  Alignment 
  Lawful evil 
  Treasure Type 
  IX 
  Treasure Value 
  12d12x1,000 
  Magical Treasure 
  1d4+12 items (75%) 
  X.P. Value 
  70,965 (material form), 709,650 (permanently slain) 
   
  General: Asmodeus is the Arch Fiend, the Prince of the Hells, and the 
  Overlord of all devils. The various Dukes of Hell vie constantly for his throne, 
  but over the millennia Asmodeus has maintained his position by pitting the 
  various rivals against one another in a complicated game of politics. He is 
  without doubt the most cunning of the arch-devils, and dwells in a palace on 
  the 9th level of Hell with pit fiends as his servitors. Once per year Asmodeus 
  demands the other arch-devils present themselves at his court and make 
  obeisance to him.  
   
  Combat: Asmodeus has a strength of 24; the damage given above refers to 
  the damage he can inflict if he should physically strike an opponent (the 
  strength bonus is not included). He is much more likely, however, to use one 
  or more of his magical abilities, as indicated below, or his fearsome ruby rod 
  (see below). 
   
  • 
  Gaze causes fear at will (60’ range; save or flee at maximum 
  speed for 2d6 minutes unless successfully saving throw vs. magic 
  is made) 
  • 
  Gaze causes weakness at will (save vs. magic of strength is 50% 
  for 1d6x10 minutes) 
  • 
  Gaze causes chill at will (50% movement, -5 or -25% penalty on 
  all die rolls) (save vs. magic is allowed) 
  • 
  Pyrotechnics once per round 
  • 
  Produce flame once per round 
  • 
  Wall of fire once per round 
  • 
  Fly at will 
  • 
  Ice storm once per round 
  • 
  Wall of ice once per round 
  • 
  Continual light once per round 
  • 
  Read languages once per round 
  • 
  Read magic once per round 
  • 
  Detect invisibility once per round 
  • 
  Locate object once per round 
  • 
  Invisibility once per round 
  • 
  Dispel magic once per round 
  • 
  Hold person once per round 
  • 
  Hold monster once per round 
  • 
  Shape change once per round 
  • 
  Beguile once per round (as per the rod) 
  • 
  Rulership once per round (as per the rod) 
  • 
  Mass charm once per round 
  • 
  Geas once per round 
  • 
  Restoration once per round 
  • 
  Raise dead fully once every ten minutes 
  • 
  Symbol (pain, insanity, or hopelessness) once per day 
  • 
  Unholy word once per day 
  • 
  Summon devils once every round; 2 lesser or 1 greater (his 
  choice) 
   
  Only non-silver weapons of +3 or better enchantment can harm Asmodeus. 
  Silver weapons will harm him regardless of their enchantment or lack thereof. 
   
  Appearance: Asmodeus is devilishly handsome, suave and charming when 
  he wishes to be. He appears as a large human, with horns and pointed ears. 
  On those rare occasions that he loses his temper, or (more likely) calculates 
  that appearing to lose his temper is called for, he can appear as most 
  fearsome and evil, although his physical form does not alter; it is merely his 
  carriage and expression which conveys the utter evil within his dark soul.  
   
  The Ruby Rod of Asmodeus: The Prince of Hell has an enchanted rod made 
  of pure ruby (worth one million g.p. simply for the quality of the gem itself). It 
  has the following functions (any one of which can be used each round). 
   
  • 
  Functions as a rod of absorption 
  • 
  Cause serious wounds by touch (requires a successful “to hit” roll) 
  • 
  Blast of frost, acid, or lightning, as per the appropriate draconic 
  breath weapon, each doing 36 h.p. (successful saving throw 
  allows only ½ damage) 
   
  Baalzebul (Arch-Devil) 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  19d12 (166 h.p.) 
  Armor Class 
  -5 
  Move 
  90’/min., 240’/min. (flying - good) 
  Magic Resistance 
  17 
  No. of Attacks 
  1 
  Damage 
  2d6 (+ poison) 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (12’) 
  Intelligence 
  18 
  Alignment 
  Lawful evil 
  Treasure Type 
  VIII 
  Treasure Value 
  7d6+2x1,000 
  Magical Treasure 
  1d4+10 items (65%) 
  X.P. Value 
  61,410 (material form), 614,100 (permanently slain) 
   
  General: Baalzebul, Lord of the Flies, is generally regarded as the second-
  most powerful of the dukes of Hell, behind Asmodeus. He rules over both the 
  sixth (“Malbolge”) and seventh (“Maldomini”) layers of Hell.  
   
  Combat: In combat, Baalzebul attacks with his envenomed bite (those bitten 
  must make a saving throw vs. poison or die). In addition, he has the 
  following magical powers and abilities, as indicated. 
   
  • 
  Pyrotechnics once per round 
  • 
  Produce flame once per round 
  • 
  Wall of fire once per round 
  • 
  Fly once per round 
  • 
  Continual light once per round 
  • 
  Read languages once per round 
  • 
  Read magic once per round 
  • 
  Detect invisibility once per round 
  • 
  Locate object once per round 
  • 
  Invisibility once per round 
  • 
  Dispel magic once per round 
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  131 
  • 
  Shape change once per round 
  • 
  Beguile once per round (as the rod) 
  • 
  Rulership once per round (as the rod) 
  • 
  Hold person once per round 
  • 
  Charm monster once per round 
  • 
  Geas once per round 
  • 
  Restoration once per round 
  • 
  Raise dead fully once every ten minutes 
  • 
  Symbol (pain or insanity) once per day 
  • 
  Unholy word once per day 
  • 
  Summon 1d4 horned devils once per round 
   
  Baalzebul can only be harmed by non-silver weapons of +3 or greater 
  enchantment. Silver weapons will harm him regardless of their enchantment 
  or lack thereof. 
   
  Appearance: Baalzebul appears as a giant human with the horns of a bull 
  and enormous eyes like those of a fly. His teeth are sharply pointed.  
   
  Barbed Devil (Lesser Devil) 
   
  Number 
  3d4 (Nine Hells), 1d2 (elsewhere) 
  Morale 
  +4 
  Hit Dice 
  8d10 
  Armor Class 
  0 
  Move 
  120’/min. 
  Magic Resistance 
  10 
  No. of Attacks 
  3 
  Damage 
  2d4/2d4/3d4 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  M (7’) 
  Intelligence 
  12 
  Alignment 
  Lawful evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  1,425 + 10/h.p. 
  Turn as Type 
  XIII 
   
  General: Barbed devils are most often found on the third and fourth levels of 
  the Nine Hells, and generally serve as fodder in the great armies of the 
  dukes Mammon and Belial.  
   
  Combat: In melee, barbed devils attack with both claws and their spiked 
  tails. If they hit in combat, their victim must make a saving throw vs. wands or 
  be struck by fear, fleeing at maximum speed for 2d6 minutes. They can never 
  be surprised, and thus make excellent guards. In addition, they are able to 
  employ the following magical powers as indicated.  
   
  • 
  Pyrotechnics once per round 
  • 
  Produce flame once per round 
  • 
  Hold person once per round 
  • 
  Summon another barbed devil once every 10 minutes (30% 
  chance of success; failure indicates they must wait ten minutes 
  before trying again) 
   
  Appearance: Barbed devils are humanoid in appearance, but their thick skin 
  is covered in sharp pointed barbs (hence their name). They have horns, 
  fangs, tails, and large bat-like ears. They are grey-green in color.  
   
  Bone Devil (Lesser Devil) 
   
  Number 
  2d4 (Nine Hells), 1d2 (elsewhere) 
  Morale 
  +5 
  Hit Dice 
  9 
  Armor Class 
  -1 
  Move 
  150’/min. 
  Magic Resistance 
  8 
  No. of Attacks 
  1 
  Damage 
  3d4 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (9 ½’) 
  Intelligence 
  12 
  Alignment 
  Lawful evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,800 + 12/h.p. 
  Turn as Type 
  XIII 
   
  General: Bone devils are mostly found on the fifth and lower levels of the 
  Nine Hells, where they tend to prefer colder climes. They have ultravision 
  (60’ range) as well as the infravision that al devils possess. 
   
  Combat: Bone devils wield wickedly barbed bone hooks, which they use to 
  ensnare prey and bring it close enough for their poisonous stingers to be 
  brought into play. If they hit with the hook (causing 3d4 h.p. of damage), 
  there is a 50% chance that the devil will be able to bring the victim close 
  enough for its tail to strike in the same round as well. If the tail hits, it does an 
  additional 2d4 h.p. of damage, and the victim must make a saving throw vs. 
  poison. Failure indicates the victim will lose 1d4 points of strength for 10 
  minutes. In addition, bone devils have the following magical powers, as 
  indicated. 
   
  • 
  Fear (5’ radius) once per round 
  • 
  Create illusion once per round 
  • 
  Fly once per round 
  • 
  Invisibility once per round 
  • 
  Detect invisibility once per round 
  • 
  Fear (as per the spell) once per round 
  • 
  Summon another bone devil once every ten minutes (40% chance 
  of success; failure indicates they must wait ten minutes before 
  trying again) 
   
  Description: Bone devils are gaunt in the extreme, humanoid in form but with 
  particularly skull-like heads with bulging eyes. They also have scorpion-like 
  tails that arch above their heads. They are bone white in color.  
   
  
  Extraplanar Monster Descriptions - Devil 
   
  132 
  Dispater (Arch-devil) 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  17d12 (144 h.p.) 
  Armor Class 
  -2 
  Move 
  150’/min. 
  Magic Resistance 
  16 
  No. of Attacks 
  1 
  Damage 
  4d6 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  M (7’) 
  Intelligence 
  18 
  Alignment 
  Lawful evil 
  Treasure Type 
  XIII 
  Treasure Value 
  10d10x10 
  Magical Treasure 
  2d4 potions (40%) 
  X.P. Value 
  48,040 (material form) 480,400 (permanently slain) 
   
  General: Dispater rules the second layer of the Nine Hells from his cruel 
  capital Dis.  
   
  Combat: In combat, Dispater hits opponents with his staff, detailed below. In 
  addition, he is able to employ the following magical powers, as indicated. 
   
  • 
  Pyrotechnics once per round 
  • 
  Produce flame once per round 
  • 
  Wall of fire once per round 
  • 
  Light once per round 
  • 
  Read magic once per round 
  • 
  Read languages once per round 
  • 
  Detect invisibility once per round 
  • 
  Shape change once per round 
  • 
  Beguile once per round (as per the rod) 
  • 
  Geas once per round 
  • 
  Restoration once per round 
  • 
  Raise dead fully once every ten minutes 
  • 
  Summon other devils once per round: 
   
  Die roll 
  Result of summoning 
  01-10 
  Fails; must wait until next round 
  11-33 
  1 Pit Fiend 
  34-00 
  1d3 Erinyes 
   
  Description: Except for his small horns, pointed ears, and the goat’s hoof in 
  place of his left foot, Dispater appears like a handsome human. 
   
  The Staff of Dispater: The staff wielded by Dispater combines the effects of a 
  rod of rulership with a double-strength staff of striking.  
   
  Erinyes (Lesser Devil) 
   
  Number 
  4d4 (Nine Hells), 1d3 (elsewhere) 
  Morale 
  +3 
  Hit Dice 
  6d12 
  Armor Class 
  2 
  Move 
  60’/min., 210’/min. (flying - average) 
  Magic Resistance 
  6 
  No. of Attacks 
  1 
  Damage 
  2d4 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  M (6’) 
  Intelligence 
  9 
  Alignment 
  Lawful evil 
  Treasure Type 
  XV 
  Treasure Value 
  6d6x1,000 
  Magical Treasure 
  None 
  X.P. Value 
  875 + 8/h.p. 
  Turn as Type 
  XIII 
   
  General: Erinyes are common to the second level of the Nine Hells, and are 
  also most often seen on the material plane, as they are effective at tempting 
  mortals into performing evil deeds, as well as being efficient hunters of those 
  who are already of lawful evil alignment, and whose passage to the Hells is 
  to be hastened.  
   
  Combat: Although Erinyes have the equivalent of 18/01 strength, they gain 
  no bonuses ”to hit” or to damage. In combat they wield magical daggers 
  that exude an acidic venom (in addition to the normal damage listed above, 
  victims must save vs. poison or faint from the pain for 1d6 minutes). In 
  addition, they bear ropes of entanglement that they can use effectively in 
  melee (these ropes and daggers will lose their potency in the hands of any 
  creature other than an erinyes). In addition, they have the following magical 
  powers. 
   
  • 
  Appearance can cause fear in all who look upon them, at will (all 
  viewers are entitled to a saving throw vs. wands) 
  • 
  Detect invisibility once per round 
  • 
  Locate object once per round 
  • 
  Invisibility once per round 
  • 
  Polymorph self once per round 
  • 
  Produce flame once per round 
  • 
  Summon another erinyes once every ten minutes (25% chance of 
  success; failure indicates she must wait ten minutes before trying 
  again) 
   
  Appearance: Erinyes appear as beautiful human females with feathered 
  wings. Because of this, they are sometimes confused with angels. However, 
  when driven to anger, their countenances will often betray their infernal 
  rather than heavenly nature.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  133 
  Geryon 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  16d12 (133 h.p.) 
  Armor Class 
  -3 
  Move 
  30’/min., 180’/min. (flying - good) 
  Magic Resistance 
  15 
  No. of Attacks 
  3 
  Damage 
  3d6/3d6/2d4 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (10’ tall, 30’ long) 
  Intelligence 
  16 
  Alignment 
  Lawful evil 
  Treasure Type 
  IX 
  Treasure Value 
  8d6x1,000 
  Magical Treasure 
  1d6 items (15%) 
  X.P. Value 
  47,975 (material form), 479,750 (permanently slain) 
   
  General: Geryon, the Wild Beast, rules the fifth layer of the Nine Hells.  
   
  Combat: In melee, Geryon uses his enormously powerful arms to strike at 
  opponents (he has an effective strength of 24; the strength bonus is not 
  reflected in the above damage numbers). In addition, his tail sports a 
  poisonous stinger at its tip in addition to the regular damage it does (those 
  struck must save vs. poison with a -4 penalty or die). He also has his great 
  horn, as detaled below. Finally, he is able to employ the following magical 
  powers as described. 
   
  • 
  Ice storm once per round 
  • 
  Wall of ice once per round 
  • 
  Light once per round 
  • 
  Read languages once per round 
  • 
  Read magic once per round 
  • 
  Detect invisibility once per round 
  • 
  Locate object once per round 
  • 
  Dispel magic once per round 
  • 
  Invisibility once per round 
  • 
  Shape change once per round 
  • 
  Beguile once per round 
  • 
  Geas once per round 
  • 
  Raise dead fully once per round 
  • 
  Symbol (pain) once per day 
  • 
  Unholy word once per day 
  • 
  Cause fear by his gaze (60’ range; save vs. spells or flee at 
  maximum speed for 2d6 minutes) 
  • 
  Summon devils once per round: 
   
  Die roll (d%) 
  Result of summoning 
  01-05 
  Fails; wait until next round 
  06-62 
  1d2 Bone devils 
  63-00 
  1 Ice devil 
   
  Appearance: Geryon has the torso and head of a handsome and muscular 
  human. His lower body, however, is that of an enormous serpent tipped with 
  a venomous stinger, and his arms are those of a massive gorilla.  
   
  The Horn of Geryon: The duke of Hell possesses an enchanted bull’s horn 
  which allows him to summon 5d4 minotaurs, who will appear in but a single 
  round and will fight on his behalf to their death. The horn can only be 
  sounded but once per week. 
   
  Horned Devil (Greater Devil) 
   
  Number 
  1d4+1 (Nine Hells), 1d2 (elsewhere) 
  Morale 
  +5 
  Hit Dice 
  5d10 
  Armor Class 
  -5 
  Move 
  90’/min., 180’/min. (flying - poor) 
  Magic Resistance 
  10 
  No. of Attacks 
  4 or 1 plus by weapon type 
  Damage 
  1d4/1d4/1d4+1/1d3 or 1d3 plus weapon 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (9’) 
  Intelligence 
  14 
  Alignment 
  Lawful evil 
  Treasure Type 
  XVIII 
  Treasure Value 
  3d8x1,000 
  Magical Treasure 
  1 item (15%) 
  X.P. Value 
  1,320 + 6/h.p. 
   
  General: Horned devils are found mostly on the sixth and seventh layers of 
  the Hells, where they fill the legions of their dukes.  
   
  Combat: If armed (80% chance), horned evils will wield either a military fork 
  (75%) or a whip (25%). The fork a wicked two-tined fork which does 2d6 
  h.p. of damage if it hits. The whip sports cruel barbs along its length and will 
  not only do 1d4 h.p. of damage if it hits, but will stun the victim for 1d4 
  rounds unless they successfully make a saving throw vs. magic. If unarmed, 
  the horned devil strikes with its claws and bite. Either way, the barbed devil 
  also can hit opponents with its tail; those hit by the tail will bleed for 1 h.p. 
  per round until the injury is bound. It is possible for the same target to suffer 
  multiple tail wounds, each of which requiring a separate melee round to bind 
  to prevent bleeding. In addition, horned devils have the following magical 
  powers. 
   
  • 
  Fear 5’ radius (constant, but saving throw vs. wands applies) 
  • 
  Pyrotechnics once per round 
  • 
  Produce flame once per round 
  • 
  ESP once per round 
  • 
  Detect magic once per round 
  • 
  Phantasmal force once per round 
  • 
  Summon another horned devil once every ten minutes (50% 
  chance of success; failure means the devil must wait ten minutes to 
  try again) 
   
  Description: The horned devil is the quintessential image of “a devil.” It is 
  humanoid, covered in large scales, with horns, bat wings, fangs, and large 
  ears. It also has a spade-tipped tail.  
   
  
  Extraplanar Monster Descriptions - Devil 
   
  134 
  Ice Devil (Greater Devil) 
   
  Number 
  1d4 (Nine Hells), 1 (elsewhere) 
  Morale 
  +6 
  Hit Dice 
  11d10 
  Armor Class 
  -4 
  Move 
  60’/min. 
  Magic Resistance 
  11 
  No. of Attacks 
  4 
  Damage 
  1d4/1d4/2d4/3d4 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (10 ½’) 
  Intelligence 
  14 
  Alignment 
  Lawful evil 
  Treasure Type 
  XVI 
  Treasure Value 
  6d6x1,000 
  Magical Treasure 
  None 
  X.P. Value 
  4,400 + 16/h.p. 
   
  General: Ice devils hail from the frosty eighth level of the Nine Hells. They 
  have ultravision (60’ range) and are vicious and cruel as befits their standing 
  as greater devils. 
   
  Combat: In combat, ice devils attack with their claws, mandibles, and tail. A 
  few (25%) of them carry great spears that they employ instead of their claw 
  and mandible attack; the spears do 2d6 h.p. of damage and cause the 
  victim to make a saving throw vs. paralyzation. Failure means the victim has 
  been numbed with extreme cold, slowing them by 50% for 3d6 rounds (half 
  movement, half attack rate). They regenerate 1 h.p. of damage per round, 
  and have an effective strength of 18/76 but do not get any bonuses “to hit” 
  or to damage. In addition, ice devils have the following powers. 
   
  • 
  Fear 10’ radius (constant, but saving throw vs. wands applies) 
  • 
  Fly once per round 
  • 
  Wall of ice once per round 
  • 
  Detect magic once per round 
  • 
  Detect invisibility once per round 
  • 
  Polymorph self once per round 
  • 
  Ice storm once per day 
  • 
  Summon other devils once every ten minutes: 
   
  Die roll (d%) 
  Result of summoning 
  01-40 
  Fails; must wait ten minutes before trying again 
  41-82 
  1d2 Bone devils 
  83-00 
  1 Ice devil 
   
  Ice devils can only be harmed by non-silver weapons of +2 enchantment or 
  better. Silver weapons will affect them regardless of whether or not they are 
  enchanted.  
   
  Appearance: The ice devil is insectoid in appearance, although it is vaguely 
  humanoid with two arms, two legs, and an upright stature. Its body and 
  limbs are encased in gleaming white chitin, while it has a head like that of 
  an enormous ant with wicked mandibles.  
   
  Imp (least devil) 
   
  Number 
  1 
  Morale 
  +1 
  Hit Dice 
  2d10 
  Armor Class 
  2 
  Move 
  60’/min., 180’/min. (flying - poor) 
  Magic Resistance 
  5 
  No. of Attacks 
  1 
  Damage 
  1d4 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  S (2’) 
  Intelligence 
  9 
  Alignment 
  Lawful evil 
  Treasure Type 
  XI 
  Treasure Value 
  2d20 
  Magical Treasure 
  None 
  X.P. Value 
  275 + 3/h.p. 
   
  General: Imps are found in the service of the Dukes of Hell, but can also be 
  found in Gehenna and Acheron as well. Imps can polymorph self at will into 
  the form of two of the following: a large spider, raven, giant rat, or goat. 
  They have infravision with a 60’ range.  
   
  Imps are sometimes sent to the material plane to serve as familiars of evil 
  mages. When a mage has such a familiar, he gains the following powers 
  and abilities. 
   
  • 
  He and the imp are telepathically linked, each able to see and 
  hear through the eyes and ears of the other (including the imp’s 
  infravision ability), with a range of 1 mile.  
  • 
  If the imp is within 10’ of the mage, the mage will gain 30% 
  magic resistance and regenerate 1 h.p. per round. 
  • 
  If the imp is within 1 mile of the mage, the mage gains 1 
  experience level. If the imp is more than 1 mile away, the mage 
  loses 1 level (not just the level he gained from the imp’s 
  proximity!). 
  • 
  If the imp is slain, the master loses 4 levels instantly, with a 
  minimum of 1st level. 
  • 
  Once per week, the imp can commune with its infernal masters 
  (as per the spell, but with 6 questions allowed). 
   
  Combat: In combat the imp strikes with its stinger-tipped tail. When 
  polymorphed, the imp may use any of its magical powers, but only those 
  physical attacks normal for that form. Imps are only harmed by silver or 
  magical weapons, and are immune to cold, fire, or electrical-based attacks. 
  They make saving throws vs. magic as if they had 7 hit dice. They regenerate 
  1 h.p. per round, and are able to employ the following magical abilities, as 
  indicated. 
   
  • 
  Detect good at will 
  • 
  Detect magic at will 
  • 
  Invisibility at will 
  • 
  Suggestion once per day 
   
  Appearance: Imps are small humanoid figures with wings, a long tail with a 
  stinger on the end, horns, long pointed ears, and a large nose. It is generally 
  gray-green in color.   
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  135 
  Lemure (Least Devil) 
   
  Number 
  5d6 (Nine Hells), 1d6 (elsewhere) 
  Morale 
  -2 
  Hit Dice 
  3d8 
  Armor Class 
  7 
  Move 
  30’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d3 
  Defenses 
  See below 
  Attacks 
  None 
  Size 
  M (5’) 
  Intelligence 
  3 
  Alignment 
  Lawful evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  65 + 3/h.p. 
  Turn as Type 
  XIII 
   
  General: Lemures are the souls of those mortals of lawful evil ethos who end 
  up in the Nine Hells, and most are destined for an eternity of torment at the 
  hands of their diabolic masters. They are found in untold billions on every 
  level of the plane, and are not only used as fodder for the infernal armies, 
  but the best are used to form new devils, as well as lawful evil undead. 
   
  Combat: Lemures attack with their claws. They regenerate 1 h.p. of damage 
  each round (thus being able to withstand the torments visited upon them), 
  and can only be truly slain by objects which have been blessed such as holy 
  water.  
   
  Appearance: Lemures are humanoid blobs of flesh with enormous black pits 
  for eyes. Their skin seems to flow in a disgusting non-stop undulation. They 
  have arms, but no legs; they move by oozing over the ground. 
   
  Pit Fiend (Greater Devil) 
   
  Number 
  1d3 (Nine Hells), 1 (elsewhere) 
  Morale 
  +15 
  Hit Dice 
  13d12 
  Armor Class 
  -3 
  Move 
  60’/min., 150’/min. (flying - poor) 
  Magic Resistance 
  13 
  No. of Attacks 
  3 
  Damage 
  1d4+4/1d6+6/2d4 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (12’) 
  Intelligence 
  16 
  Alignment 
  Lawful evil 
  Treasure Type 
  XVI 
  Treasure Value 
  6d6x1,000 
  Magical Treasure 
  None 
  X.P. Value 
  7,900 + 18/h.p. 
   
  General: Pit fiends are the most powerful of the devils below the status of 
  arch-devil; they serve as officers and generals in the infernal armies, and as 
  important functionaries in the courts of the dukes of the Hells, as well as 
  serving as the personal bodyguard of Asmodeus himself.  
   
  Combat: Pit fiends wield two weapons in combat; the first is a bladed pick 
  much like an ankus (elephant-goad), and the second is a huge spiked club. 
  They can wield both simultaneously with no penalty, and can strike with their 
  tails as well for 2d4 h.p. of damage (if a hit is scored, the victim is subject to 
  automatic constriction damage for the same amount each turn, and is unable 
  to attack until released). They have an effective strength of 18/00, but do not 
  receive any bonuses “to hit” or to damage. They regenerate 2 h.p. of 
  damage each round. In addition, they have the following magical powers at 
  their command.  
   
  • 
  Fear 20’ radius (constant, but saving throw vs. wands applies) 
  • 
  Pyrotechnics once per round 
  • 
  Produce flame once per round 
  • 
  Wall of ice once per round 
  • 
  Wall of fire once per round 
  • 
  Detect magic once per round 
  • 
  Detect invisibility once per round 
  • 
  Polymorph self once per round 
  • 
  Hold person once per round 
  • 
  Symbol (pain) once per day 
  • 
  Summon other devils once every ten minutes: 
   
  Die roll (d%) 
  Result of summoning 
  01-30 
  Fails; must wait ten minutes before trying again 
  31-72 
  1d3 Barbed devils 
  73-00 
  1 Pit fiend 
   
  In addition, pit fiends can only be harmed by non-silver weapons of +2 or 
  better enchantment. They can be harmed by silver weapons regardless of 
  their enchantment or lack thereof. 
   
  Appearance: Pit fiends are humanoid in form, but have great bat-like wings 
  and tails. Their heads are most ugly, having enormous fangs, horns, and bat-
  like ears.  
   
  Tiamat (Arch-Devil) 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  16d12 (128 h.p.) 
  Armor Class 
  0 
  Move 
  60’/min., 180’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  6 
  Damage 
  2d8/3d6/2d10/3d8/3d10/1d6 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (60’ long) 
  Intelligence 
  18 
  Alignment 
  Lawful evil 
  Treasure Type 
  XVIII 
  Treasure Value 
  4d4x10,000 
  Magical Treasure 
  6 items (15%) 
  X.P. Value 
  63,580 (material form), 635,800 (permanently slain) 
   
  General: Tiamat, Queen of Dragons, inhabits the topmost level of the Nine 
  Hells. In her vast palace, She is attended by her five consorts; one each huge 
  adult dragon of each evil type; black, blue, green, red, and white. All have 
  the maximum number of hit points and are able to cast spells.  
   
  Combat: Tiamat’s immense bulk prevents her from using her claws in attack, 
  but she is able to bite with all five heads and sting with her envenomed tail, 
  as well as cast spells with or use the breath weapon of any of her heads 
  (each head having the breath weapon, and being able to cast spells, as 
  appropriate to a dragon of its color).  Thus, in any round of combat, she can 
  bite, breathe, and cast spells simultaneously, as long as no head is engaged 
  
  Extraplanar Monster Descriptions - Djinni 
   
  136 
  in more than one attack in any given melee round. Her tail sports a poison 
  stinger, and will slay any target struck unless they make a saving throw vs. 
  poison. The amount of damage done by her breath weapons depends on 
  which head is breathing, but her breath weapons do not lose their potency 
  as her heads or body take damage. 
   
  Head 
  Breath weapon damage 
  Black 
  64 h.p. acid 
  Blue 
  80 h.p. lightning 
  Green 
  72 h.p. chlorine gas 
  Red 
  88 h.p. fire 
  White 
  56 h.p. frost 
   
  Each of Tiamat’s heads can take 16 h.p. of damage before it is destroyed, 
  and her body will take 48 h.p. before falling, although each head should be 
  treated as a dragon of its type in terms of immunity to certain attacks; the red 
  head is immune to fire, the white to cold, etc. Any head so destroyed will be 
  regenerated in but 24 hours. If her body takes fatal damage, she is slain as 
  are other Arch-devils.  
   
  Appearance: Tiamat is a titanic figure with five writhing heads and immense 
  fan-like wings. The colors of her heads blend together across her back until 
  they turn to muddy brown at her tail. Her belly and legs are a pale green.  
   
  Djinni 
   
   
  Regular 
  Noble 
  Number 
  1 
  1 
  Morale 
  +5 
  +7 
  Hit Dice 
  7d10 
  10d10 
  Armor Class 
  4 
  4 
  Move 
  90’/min., 240’/min. 
  (flying - perfect) 
  90’/min., 240’/min. 
  (flying - perfect) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  2d8 
  3d8 
  Defenses 
  None 
  None 
  Attacks 
  See below 
  See below 
  Size 
  L (10 ½’) 
  L (10 ½’) 
  Intelligence 
  12 
  14 
  Alignment 
  Chaotic good 
  Chaotic good 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  725 + 5/h.p. 
  725 + 5/h.p. 
   
  General: Djinn (djinni is the singular) are native to the elemental plane of air. 
  They are able to enter those quasi- and para-elemental planes adjoining the 
  plane of air, as well as the ethereal and material planes. Djinn are able to 
  bear burdens as follows. 
   
  Weight (lbs.) 
  Afoot 
  Flying 
  0-599 
  As long as desired 
  600-699 
  80 min. (then rest 1 hr.) 
  60 min. (then rest 1 hr.) 
  700-799 
  70 min. (then rest 1 hr.) 
  50 min. (then rest 1 hr.) 
  800-899 
  60 min. (then rest 1 hr.) 
  40 min. (then rest 1 hr.) 
  900-999 
  50 min. (then rest 1 hr.) 
  30 min. (then rest 1 hr.) 
  1,000-1,999 
  40 min. (then rest 1 hr.) 
  20 min. (then rest 1 hr.) 
  1,100-1,200 
  30 min. (then rest 1 hr.) 
  10 min. (then rest 1 hr.) 
   
  Mortals are able to capture and enslave djinn, binding them to specific 
  objects such as rings, lamps, bottles, etc. Special incantations and pentacles 
  are used in the process, but the specifics are left to the individual game 
  master. Once the djinni has been so enthralled, it will serve well if it is well 
  treated by its master, but will be surly and undermine the meaning of 
  commands if it is ill-treated. If a noble djinn is so captured, it will grant three 
  wishes to the one who controls it, but after the third wish is granted, it will 
  automatically be freed. (Only 1% of all djinn encountered will be of the 
  noble variety.) 
   
  All djinn have the following magical powers. 
   
  • 
  Create food for 2d6 persons once per day 
  • 
  Create permanent soft items (16 cu. feet) once per day 
  • 
  Create permanent wooden items (9 cu. feet) once per day 
  • 
  Create metal items (100 lbs.) once per day; will last a maximum 
  of 24 hours, with harder metals lasting a mere hour 
   
  Combat: Djinn attack with their fists. Any air-based creature has a -1 penalty 
  both “to hit” and to damage against the djinn. In addition to the magical 
  powers listed above, they also have the following, which are more useful in 
  combat. 
   
  • 
  Invisibility once per day 
  • 
  Gaseous form once per day 
  • 
  Create visual and auditory illusions once per day (no 
  concentration required) 
  • 
  Whirlwind once per day (cone-shaped tornado 10’x30’x70’; lasts 
  1 minute, but takes 10 minutes for form or dissipate;  causes 2d6 
  h.p. damage to all within, automatically killing anything under 
  2d8 HD). A whirlwind formed by a noble djinni will cause 3d6 
  h.p. of damage.  
   
  Appearance: From the waist up, djinn appear as handsome humans. From 
  the waist down they are simply clouds. Djinn can communicate with any 
  creature whose gaze they can meet, as well as having their own language 
  which sounds like rushing winds. 
   
  E 
   
  Efreet 
   
  Number 
  1 
  Morale 
  +5 
  Hit Dice 
  10d10 
  Armor Class 
  2 
  Move 
  90’/min., 240’/min. (flying - good) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d8 
  Defenses 
  None 
  Attacks 
  See below 
  Size 
  L (12’) 
  Intelligence 
  12 
  Alignment 
  Lawful evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  1,950 + 14/h.p. 
   
  General: Efreet (the name is both singular and plural) are creatures native to 
  the elemental plane of fire. They are able to enter those quasi- and para-
  elemental planes adjacent to the plane of fire, as well as the material and 
  ethereal planes. They are able to bear burdens as follows. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  137 
  Weight (lbs.) 
  Afoot 
  Flying 
  0-750 
  As long as desired 
  751-900 
  60 min. (then rest 1 hr.) 
  40 min. (then rest 1 hr.) 
  1,050-1,200 
  50 min. (then rest 1 hr.) 
  30 min. (then rest 1 hr.) 
  1,201-1,350 
  40 min. (then rest 1 hr.) 
  20 min. (then rest 1 hr.) 
  1,351-1,500 
  30 min. (then rest 1 hr.) 
  10 min. (then rest 1 hr.) 
   
  Efreet are mortal enemies of djinn, and will attack them on sight. Mortals are 
  able to capture and enslave efreet, forcing them to serve for a maximum of 
  1,001 days, or until three wishes have been granted to its master. Efreet 
  despise captivity and service, and will invariably attempt to pervert the 
  intention of its commands or wishes, and undermine its master and hopefully 
  bring him to destruction. They are cruel and vengeful beings.  
   
  Combat: In melee, efreet attack with their powerful fists. However, all efreet 
  also have the following magical powers: 
   
  • 
  Invisibility once per day 
  • 
  Gaseous form once per day 
  • 
  Detect magic once per day 
  • 
  Enlarge (as a 10th level mage) once per day 
  • 
  Polymorph self once per day 
  • 
  Create visual and auditory illusions once per day (no 
  concentration required) 
  • 
  Wall of fire once per day 
   
  Non-magical fire has no effect on an efreet. Magical fire-based attacks are 
  made against them with a -1 penalty both “to hit” and to damage.  
   
  Appearance: Efreet appear as muscular humanoids with fearsome features, 
  fangs, horns, and flames for hair. From the waist down they are creatures of 
  living flame.   
   
  Elemental 
   
  Elementals are the primary inhabitants of the four elemental planes of 
  existence; air, earth, fire, and water. They can be brought to the material 
  plane through a number of different magical means; spells, devices, staves, 
  etc., and the way the elemental was brought to the material plane will often 
  determine how powerful the elemental is. (All elementals use d10’s to 
  determine their hit points, but will have more or fewer hit dice.)  
   
  Elementals brought to the material plane will resent being so summoned, and 
  will actively seek to escape. Thus, the one summoning the elemental must 
  concentrate on controlling it. Failure to do so will mean the elemental has 
  broken free and will turn on the one who summoned it 25% of the time, 
  otherwise simply returning to its plane of origin.  
   
  The spell dispel magic can be used to take over a controlled elemental, if the 
  caster explicitly states he is using the spell to disrupt the conjurer’s control 
  rather than the elemental itself. If he fails, however, the elemental in question 
  will become aware of the attempted take-over and will seek out that caster if 
  it becomes uncontrolled. The elemental in question will also be boosted in 
  power to 10 h.p. per hit die.  
   
  Air Elemental 
   
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  2 
  Move 
  360’/min. (flying - perfect) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d10 
  Defenses 
  Hit only by +2 or better weapons 
  Attacks 
  Whirlwind 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,850 + 15/h.p. 
   
  General: Air elementals are native to the elemental plane of air.  
   
  Combat: Air elementals attack by buffeting their foes with blasts of air. While 
  in mid-air, as opposed to fighting on the ground, they get a +1 bonus “to hit” 
  and a +2 bonus to damage caused. They can only be harmed by weapons 
  of +2 or better enchantment. In addition, they are able to create a whirlwind 
  some 20’ wide at the bottom, 60’ wide at the top, and with a height equal to 
  10 x the number of hit dice the elemental possesses. It requires ten full 
  minutes to create and dissipate, and lasts for but one minute, but during that 
  time it will kill any creature with 3d6 or fewer hit dice, and cause 2d8 h.p. 
  of damage to all others. If the whirlwind cannot be raised to its maximum 
  height due to a ceiling or similar obstruction, it will kill creatures with 2d6 or 
  fewer hit dice and do 1d8 h.p. of damage to all others. 
   
  Appearance: Air elementals are composed of nothing but air, and are thus 
  unseen, but they can be detected as a rustling of the air where none should 
  be. They are not treated as invisible creatures.  
   
  Earth Elemental 
   
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  2 
  Move 
  60’/min.  
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  4d8 
  Defenses 
  Hit only by +2 or better weapons 
  Attacks 
  See below 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,850 + 15/h.p. 
   
  General: Earth elementals hail from the elemental plane of earth. It should be 
  noted that they are incapable of crossing water, needing to pass underneath 
  it in the bedrock instead.  
   
  
  Extraplanar Monster Descriptions - Hell Hound 
   
  138 
  Combat: Earth elementals smash opponents with their powerful fists. Any 
  enemy that is standing on ground, stone, or earth takes maximum damage 
  from the blow of an earth elemental, while those not in touch with the ground 
  (those who are levitating, flying, etc.) are struck with a -2 penalty on the 
  damage inflicted. Earth elementals can also strike stone buildings and other 
  constructions, destroying a typical small building in but 2 minutes.  
   
  Appearance: Earth elementals appear on the material plane as vaguely 
  humanoid figures of living rock.  
   
  Fire Elemental 
   
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  2 
  Move 
  120’/min.  
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d8 
  Defenses 
  Hit only by +2 or better weapons 
  Attacks 
  Set fire 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,850 + 15/h.p. 
   
  General: Fire elementals are native to the elemental plane of fire. They are 
  incapable of passing over non-flammable liquids such as water.  
   
  Combat: Fire elementals attack by lashing out with fiery tendrils. They will 
  ignite any flammable object or substance they come in contact with, but 
  when fighting enemies that themselves use fire (such as red dragons, fire 
  giants, etc.) they suffer a -1 penalty on all damage rolls. 
   
  Appearance: Fire elementals appear as living flames. 
   
  Water Elemental 
   
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  2 
  Move 
  60’/min., 180’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  5d6 
  Defenses 
  Hit only by +2 or better weapons 
  Attacks 
  Stop or capsize ships 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,850 + 15/h.p. 
   
  General: Water elementals are native to the elemental plane of water. They 
  cannot move more than 60’ from water (at least 1,000 cubic feet).  
   
  Combat: Water elementals attack with pseudopods of living water. However, 
  when outside water itself, they suffer a penalty of -1 on all damage rolls. 
  They are able to stop large ships (1 ton per hit point of the elemental) and 
  can capsize smaller ships (1 ton per hit die of the elemental).  
   
  Appearance: Water elementals are formed of living water. When out of 
  water, they appear vaguely humanoid. 
   
  F 
   
  G 
   
  H 
   
  Hell Hound 
   
  Number 
  2d4 
  Morale 
  +3 
  Hit Dice 
  4d8-7d8 
  Armor Class 
  4 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d10 
  Defenses 
  See below 
  Attacks 
  Breathe fire 
  Size 
  M 
  Intelligence 
  6 
  Alignment 
  Lawful evil 
  Treasure Type 
  VII 
  Treasure Value 
  4d6x100 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  250 + 8/h.p. 
   
  General: Hell hounds are native to the Nine Hells, but can be found on the 
  material plane, as they are sometimes brought there as guards or servants. 
  They have keen eyesight and smell, and have a 50% chance of detecting 
  hidden or invisible creatures (this makes them prized as watchdogs by 
  certain evil creatures). The number of hit dice of each hell hound should be 
  determined randomly. 
   
  Die roll (d4) 
  Hit dice 
  Breath weapon damage 
  1 
  4d8 
  4 h.p. 
  2 
  5d8 
  5 h.p. 
  3 
  6d8 
  6 h.p. 
  4 
  7d8 
  7 h.p. 
   
  Combat: Hell hounds attack with their vicious bite, but are also able to 
  breathe fire 10’ in front of them. Those in the area of effect are entitled to a 
  saving throw vs. breath weapon in order to take half damage (round up). 
  Hell hounds get a +1 bonus to their own surprise roll, and enemies subtract 2 
  from their surprise roll.  
   
  Appearance: Hell hounds are large dogs with dark red fur. Their eyes glow 
  with a hellish red luminance, and their teeth and tongues are black.  
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  139 
  I 
   
  Invisible Stalker 
   
  Number 
  1 
  Morale 
  +20 
  Hit Dice 
  8d8 
  Armor Class 
  3 
  Move 
  120’/min. (flying - perfect) 
  Magic Resistance 
  6 
  No. of Attacks 
  1 
  Damage 
  4d4 
  Defenses 
  Invisible 
  Attacks 
  Surprise -4 
  Size 
  L (8’) 
  Intelligence 
  13 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  1,090 + 10/h.p. 
   
  General: Invisible stalkers are native to the elemental plane of air, but they 
  can be found on the material plane as the result of the spell invisible stalker 
  or similar magic. They are occasionally found on the astral or ethereal 
  planes, and in such places they can be dimly seen, thus losing their benefit of 
  invisibility.  
   
  If summoned to the material plane, an invisible stalker will obey its master 
  until it is released or is slain. They can track any prey that has passed nearby 
  within 24 hours. If ordered to attack, nothing will prevent them from doing so 
  except their own destruction or that of the enemy; even its master cannot 
  order it off. While it will normally obey well, for every day it remains in 
  service, there is a 1% cumulative chance that it will resent its situation and 
  attempt to pervert the orders of its master in order to bring about his doom 
  and its own freedom.  
   
  Combat: Invisible stalkers attack with pistons of air. If slain anywhere outside 
  of their home plane, they simply return to the plane of air. 
   
  Appearance: Invisible stalkers are vaguely humanoid creatures of pure air. 
  They are not normally visible to mortals. They can understand the common 
  tongue, but speak only their own whispery language.  
   
  J 
   
  K 
   
  L 
   
  M 
   
  N 
   
  Night Hag 
   
  Number 
  1 (Material Plane), 2d6 (Hades) 
  Morale 
  +3 
  Hit Dice 
  8d8 
  Armor Class 
  9 
  Move 
  90’/min. 
  Magic Resistance 
  13 
  No. of Attacks 
  1 
  Damage 
  2d6 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  M 
  Intelligence 
  16 
  Alignment 
  Neutral evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  1,750 + 10/h.p. 
   
  General: Night hags dwell on the plane of Hades, which they share with the 
  daemons, with whom they exist in an uneasy truce that is riddled with 
  intrigues and occasionally punctuated by open violence. They will generally 
  attack good-aligned beings on sight, as long as they feel victory is 
  achievable.  
   
  They will occasionally come to the material plane in search of victims of 
  neutral evil alignment; those who are brought back to Hades become larvae 
  (see p. 120). These will be identified using the hag’s know alignment ability 
  (see below), and initially attacked by means of a superior-strength sleep 
  spell, which affects characters of 12th level or less; a saving throw vs. spells 
  is allowed to ignore the effect. If the victim is put to sleep, he will be 
  strangled and his now-larval soul stolen back to Hades immediately. If not, 
  the hag will begin to “ride” the victim, visiting his dreams in astral form and 
  riding him throughout the night in a nightmarish journey across the land. 
  Each night of such riding causes the victim to lose 1 point of constitution 
  permanently. Once the victim’s constitution is lowered to 0, he dies, and his 
  soul is claimed by the hag and brought back to Hades.  
   
  Combat: Night hags attack with their iron-sharp nails. In addition, they have 
  the following magical powers. 
   
  • 
  Know alignment at will 
  • 
  Polymorph self at will 
  • 
  Magic missile (2d8 h.p. damage) 3 times per day 
  • 
  Ray of enfeeblement 3 times per day 
  • 
  Gate (vrock 50% or barbed devil 50%) with 50% chance of 
  success, once per day 
   
  Night hags are unaffected by magical effects based on sleep, charm, fear, 
  fire and cold. They are harmed only by weapons of silver, cold iron, or those 
  with an enchantment of +3 or better.  
   
  Appearance: Night hags are incredibly ugly women with skin the color of an 
  overripe plum, iron-black hair, and eyes that glow with a baleful red glow. 
  Their feet and hands sport long black talons.  
   
  Periapt 
   
  Each night hag possesses a special periapt that allows them to travel on the 
  astral plane from either their own home of Hades or the material plane. If this 
  
  Extraplanar Monster Descriptions - Nightmare 
   
  140 
  periapt is lost, the hag may opt to return home to Hades immediately, or else 
  she is stranded on either the material or astral planes. In the hands of a 
  mortal, a night hag’s periapt will cure disease by touch, and give the 
  possessor a +2 bonus to all saving throws. If possessed by a character or 
  creature of good alignment, however, it will decay 10% per use until it 
  crumbles to dust and is forever useless.  
   
  Nightmare 
   
  Number 
  1 
  Morale 
  +5 
  Hit Dice 
  6d12 
  Armor Class 
  -4 
  Move 
  150’/min., 360’/min. (flying - average) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d6+4/1d6+4/2d4 
  Defenses 
  Smoke, become astral or ethereal 
  Attacks 
  None 
  Size 
  L 
  Intelligence 
  14 
  Alignment 
  Neutral evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  600 + 8/h.p. 
   
  General: Nightmares are found throughout the lower planes, although their 
  true native home is Hades. They are often used as mounts by powerful 
  demons, daemons, devils, hags, and the like, as well as serving the most 
  powerful of undead masters on the material plane.  
   
  Combat: Nightmares attack with their fiery hooves and their vicious fangs. In 
  addition, they constantly breathe forth a cloud of noxious smoke when in 
  combat. Any creature with which the nightmare is in melee must make a 
  saving throw vs. breath weapon; failure indicates all “to hit” and damage 
  rolls are made at a -2 penalty. They are able to venture onto the astral or 
  ethereal planes (as applicable) at will.  
   
  Appearance: Nightmares appear as large black steeds with flaming hooves, 
  fangs, fan-like ears, and unkempt tails and manes. Their eyes glow red with 
  hate and fury.  
   
  O 
   
  P 
   
  Q 
   
  R 
   
  S 
   
  Salamander 
   
  Number 
  1d4+1 
  Morale 
  +5 
  Hit Dice 
  7d12 
  Armor Class 
  5 (upper body), 3 (lower body) 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  Per weapon/2d6 
  Defenses 
  +1 or better weapon to wound 
  Attacks 
  Heat 
  Size 
  M 
  Intelligence 
  14 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XVI 
  Treasure Value 
  1d8+3x1,000 
  Magical Treasure 
  1d4+1, no weapons (10%) 
  X.P. Value 
  825 + 10/h.p. 
   
  General: Salamanders are native to the elemental plane of fire. They 
  typically dwell in places no less than 500° Fahrenheit and can endure places 
  less than 300° for only a few hours.  
   
  Combat: Salamanders strike with a weapon and constrict enemies 
  with their tails. The body temperature of the creature is so high that it 
  will cause an additional 1d6 points of heat damage when it 
  constricts (naturally, creatures who are themselves resistant to heat 
  will not suffer this additional damage, but will still be subject to the 
  constriction itself). They are immune to fire of all sorts, as well as sleep, 
  charm, hold, etc. Cold-based attacks will do an additional 1 h.p. per 
  die of damage.  
   
  Description: Salamanders have the upper body of a human and the 
  lower body of a great serpent. They are coppery in tone above, and 
  red-orange in the tail. Their eyes are flaming yellow. 
   
  T 
   
  Thought Eater 
   
  Number 
  1d3 
  Morale 
  -4 (when attacked on the ethereal plane) 
  Hit Dice 
  3 
  Armor Class 
  9 
  Move 
  60’/min. (floating in the ether) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  0 
  Damage 
  n/a 
  Defenses 
  None 
  Attacks 
  Mental drain 
  Size 
  S (3’) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  255 + 3/h.p. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  141 
  General: Thought eaters dwell exclusively on the ethereal plane, but its 
  senses extend to the material, where it hunts for food. They are attracted to 
  mental energy in all its forms, and feed thereupon, to the detriment of those 
  whom it encounters.  
   
  Combat: The thought eater does not attack physically, and will flee if 
  attacked physically on or into the ethereal plane. It can only be thwarted by 
  spells which eliminate mental activity such as forget, mind blank, etc. The 
  mental drain of the creature will have the following effects. 
   
  Range 
  Vs. spell casters 
  Vs. non-spell casters 
  61’ or greater 
  none 
  none 
  11’-60’ 
  Lose 
  1d6 
  levels 
  of 
  memorized spells per 
  round 
  Lose 1d3 minutes of 
  short 
  term 
  memory 
  (only once per person) 
  0-10’ 
  Lose 
  2d8 
  levels 
  of 
  memorized spells per 
  round 
  Lose 
  1 
  point 
  of 
  intelligence per round, 
  permanently 
   
  For spell level loss, roll to see how many spell levels are lost. Then determine 
  randomly from the list of spells the caster has memorized. If the spell caster is 
  stripped of all memorized spells, then the thought eater will switch to 
  consuming points of intelligence.  
   
  The thought eater will stop attacking/eating once it has consumed 10 points 
  of intelligence, 20 spell levels, 30 minutes of short-term memory, or any 
  combination thereof (with each point of intelligence equivalent to 2 spell 
  levels and 3 minutes of memory). Any creature reduced to an intelligence of 
  0 will die. Example: A single thought eater could consume 6 points of 
  intelligence, 4 spell levels, and 4 minutes of memory.  
   
  Appearance: When viewed on the ethereal plane, the thought eater looks 
  like an emaciated platypus with an enormous head and a toothed bill. It is a 
  light gray in color.  
   
  Titan 
   
  Number 
  1 (10% chance of 2) 
  Morale 
  +20 
  Hit Dice 
  See below 
  Armor Class 
  See below 
  Move 
  See below 
  Magic Resistance 
  11 
  No. of Attacks 
  1 
  Damage 
  See below 
  Defenses 
  See below 
  Attacks 
  See below 
  Size 
  L (18’) 
  Intelligence 
  19 
  Alignment 
  Chaotic good, neutral, or evil 
  Treasure Type 
  VIII 
  Treasure Value 
  7d6+1x1,000 
  Magical Treasure 
  1d4 items (25%) 
  X.P. Value 
  See below 
   
  General: Titans dwell on the plane of Olympus, but will occasionally venture 
  to the material plane for a time. They should not be confused with the 
  Greater Titans that populate Greek mythology and have powers equivalent to 
  deities (Kronus, Tethys, etc.). While the two may be related in an individual 
  game master’s campaign, the titans presented here are most certainly on a 
  much lower level of power than such beings.  
   
  Even among such lesser beings, there is a great deal of variation. Unless 
  otherwise specified, the size and powers of any individual titan should be 
  determined randomly. 
   
  Die roll 
  (d6) 
  Hit 
  Dice 
  AC 
  Move 
  Dmg 
  X.P. Value 
  1 
  17d12 
  2 
  210’/min. 
  7d6 
  7,000 + 25/h.p. 
  2 
  18d12 
  1 
  210’/min. 
  7d6 
  7,000 + 25/h.p. 
  3 
  19d12 
  0 
  150’/min. 
  7d6 
  9,000 + 30/h.p. 
  4 
  20d12 
  -1 
  150’/min. 
  7d6 
  9,000 + 30/h.p. 
  5 
  21d12 
  -2 
  150’/min. 
  8d6 
  11,000 + 35/h.p. 
  6 
  22d12 
  -3 
  150’/min. 
  8d6 
  11,000 + 35/h.p. 
   
  Titans are, as a race, on good terms with storm giants when on the material 
  plane. There is a 20% chance that, when encountered there, there will be 
  storm giants present as well (see p. 31).  
   
  Combat: Titans attack with a blow from their enormous fists. In addition, they 
  have the following abilities. 
   
  • 
  Invisibility at will 
  • 
  Levitate twice per day 
  • 
  Etherealness twice per day 
   
  All titans are accomplished spell casters. They cast mage and cleric spells as 
  if they were characters of the level indicated below. 
   
   
   
  Spells per spell level 
  Die 
  roll 
  (d4) 
  Cast 
  spells 
  as... 
  1st 
  2nd 
  3rd 
  4th 
  1 
  4th 
  level 
  spell caster 
  2 
  - 
  - 
  - 
  2 
  5th 
  level 
  spell caster 
  2 
  2 
  - 
  - 
  3 
  6th 
  level 
  spell caster 
  2 
  2 
  2 
  - 
  4 
  7th 
  level 
  spell caster 
  2 
  2 
  2 
  2 
   
  For each spell level, the titan is able to cast a number of both mage and 
  clerical spells as indicated above, at the level of experience indicated above. 
  Example: A titan with a roll of 3 would cast two first level mage, two second 
  level mage, two 3rd level mage, two first level cleric, two second level cleric, 
  and two third level cleric spells, each as if they were a spell caster of 6th 
  level in the appropriate class. 
   
  Appearance: Titans appear as enormous humans, both handsome and 
  muscular. The males do not wear facial hair. They speak their own language, 
  all the various languages of giants, and the common tongue.  
   
  U 
   
  V 
   
  
  Extraplanar Monster Descriptions - Water Weird 
   
  142 
  W 
   
  Water Weird 
   
  Number 
  1d3 
  Morale 
  +7 
  Hit Dice 
  3d10 
  Armor Class 
  4 
  Move 
  120’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  0 
  Damage 
  n/a 
  Defenses 
  See below 
  Attacks 
  Drowning 
  Size 
  L (10’ long) 
  Intelligence 
  12 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XVIII 
  Treasure Value 
  4d8x1,000 
  Magical Treasure 
  1 item (15%) 
  X.P. Value 
  370 + 4/h.p. 
   
  General: Water weirds are native to the elemental plane of water, but are 
  sometimes encountered on the material plane whither they have been 
  summoned as guardians for some treasure or locale. They are actually able 
  to take over control of water elementals by entering their watery body, with a 
  50% chance of success.  
   
  Combat: Water weirds do not attack conventionally. They form in 2 rounds 
  (from some source of water), taking the form of a serpent. Once formed, they 
  strike (as a creature with 6d8 hit dice); the victim must make a saving throw 
  vs. paralyzation or be pulled into the water, where it will drown unless the 
  water weird is disrupted (see the Adventures Dark and Deep Game Masters 
  Toolkit for rules on drowning).  
   
  Water weirds only take 1 point of damage from sharp or pointed weapons; 
  blunt weapons do normal damage. Cold-based attacks will slow the creature 
  to half speed and half attack speed. Fire based attacks will do half normal 
  damage maximum; if the water weird makes its saving throw, it takes no 
  damage. If reduced to 0 hit points, the water weird is not slain, but merely 
  disrupted. It will reform in 2 rounds. A purify water spell will actually slay it 
  permanently.  
   
  Appearance: Water weirds look like serpents made of living water.  
   
  Wind Walker 
   
  Number 
  1d3 
  Morale 
  +4 
  Hit Dice 
  6d10 
  Armor Class 
  7 
  Move 
  150’/min., 300’/min. (flying - perfect) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d6 
  Defenses 
  Immune to most weapons and spells 
  Attacks 
  Telepathy 
  Size 
  L 
  Intelligence 
  12 
  Alignment 
  Neutral 
  Treasure Type 
  XVIII 
  Treasure Value 
  7d6x1,000 
  Magical Treasure 
  1d2 items (10%) 
  X.P. Value 
  575 + 8/h.p. 
   
  General: Wind walkers are native to the elemental plane of air, but will 
  sometimes dwell on the material plane, where they are found either in the 
  windy heights at the tops of mountains and in cloud islands, or in enormous 
  wind-swept caverns deep below the ground. They are telepathic (each wind 
  walker acting in concert adds 10’ to the range, so it can be anything from 
  10’-30’ total).  
   
  Combat: Wind walkers attack with buffeting winds, and will pursue fleeing 
  enemies for at least 1d4+1 minutes. They are immune to attack by 
  conventional weapons and most magic. Air-based creatures such as djinn, 
  air elementals, etc. can combat them, however. Only select spells will affect 
  them, and those in very non-standard ways, as indicated below. 
   
  • 
  Control weather slays them unless they save vs. magic 
  • 
  Slow acts as a fireball against them 
  • 
  Ice storm will cause them to retreat for 1d4 rounds 
  • 
  Haste will cause wind-walkers to take only half damage from 
  attacks, and do double damage when they attack 
   
  They are foiled by magical barriers.  
   
  Appearance: Wind walkers are normally invisible, being composed of 
  nothing but air. However, they are detectable by the loud rushing wind 
  sound that precedes them at a range of 1d3x10’. 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  143 
  X 
   
  Xorn 
   
  Number 
  1d4 
  Morale 
  +6 
  Hit Dice 
  7d12 
  Armor Class 
  -2 
  Move 
  90’/min. (walking and through solid rock) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  4 
  Damage 
  1d3/1d3/1d3/6d4 
  Defenses 
  See below 
  Attacks 
  Enemies get -4 on surprise rolls 
  Size 
  M (5’) 
  Intelligence 
  9 
  Alignment 
  Neutral 
  Treasure Type 
  XIV 
  Treasure Value 
  10d6+5x100 
  Magical Treasure 
  1 item (60%), 1 potion (60%) 
  X.P. Value 
  1,275 + 10/h.p. 
   
  General: Xorn are native to the elemental plane of earth, but are sometimes 
  encountered on the material plane deep beneath the ground as they search 
  for choice minerals and crystals to consume. They will accept offerings of 
  precious metals or gems in exchange for passage, and as they can smell 
  such items up to 20’ away, they are 90% likely to attack if refused.  
   
  Combat: Xorn attack with their three arms and their immensely powerful 
  jaws. Their exterior is the same consistency and color as normal rock, and 
  thus they have a great ability to surprise enemies or prey. They are immune 
  to fire or cold based magic, and electrical attacks will do either half or no 
  damage, depending on whether or not the xorn makes its saving throw. They 
  are vulnerable to certain earth-based magic, as noted below. 
   
  • 
  Move earth hurls them 30’ and stuns them for one round 
  • 
  Stone to flesh or rock to mud turns their armor class to 8 for one 
  round 
  • 
  Passwall does 10+10 h.p. of damage 
   
  Xorn are able to change their molecular structure in order to pass through 
  solid rock. Doing so requires but a single round, and they are likely to do so 
  to avoid encounters that are going badly against them. While doing so, a 
  xorn will be slain if a passwall spell is cast upon it.  
   
  Apperarance: Xorn are radially symmetrical, with three eyes, arms, and legs 
  and a large mouth full of flat teeth on the top of its body. Its skin has the 
  consistency and color of stone.  
   
  Y 
   
  Z 
   
   
   
   
   
  
  Appendix I: Modifying and Creating New Monsters 
   
  144 
  Appendix I: Modifying 
  and Creating New 
  Monsters 
   
  There is really no limit to the creatures that can be introduced into the game. 
  Some game masters will prefer a certain amount of verisimilitude, requiring 
  that animals and monsters have some sort of logical ecology and balance. 
  Others will simply shrug and say “it’s just a game” and press on to create 
  wild and challenging creatures for the sake of the game. Neither thought 
  process is right or wrong, and each game master is encouraged to find the 
  balance which is right for his campaign and group of players. 
   
  Experience Point Values 
   
  The various attributes and abilities of each new creature are fairly fluid and 
  open to the creative process. One value that is not, however, is the 
  experience point value of each creature. For the sake of balance, each 
  creature’s value in x.p. should be determined by the following formula, which 
  is flexible enough to accommodate most creatures. As with all things in the 
  game, the game master should feel free to use his discretion when assigning 
  x.p. values.  
   
  Hit Dice 
  d4 
  d6 
  d8 
  d10 
  d12 
  Base X.P. 
  X.P. per h.p. 
  Minor Power Bonus 
  Major Power Bonus 
  1 
  - 
  - 
  - 
  - 
  2 
  1 
  1 
  10 
  2 
  1 
  - 
  - 
  - 
  5 
  1 
  2 
  25 
  3 
  2 
  1 
  - 
  - 
  10 
  1 
  4 
  35 
  4 
  3 
  2 
  1 
  - 
  20 
  2 
  8 
  45 
  5 
  4 
  3 
  2 
  1 
  35 
  3 
  15 
  55 
  6 
  5 
  4 
  3 
  2 
  60 
  4 
  25 
  65 
  7 
  6 
  5 
  4 
  3 
  90 
  5 
  40 
  75 
  8 
  7 
  6 
  5 
  4 
  150 
  6 
  75 
  125 
  9 
  8 
  7 
  6 
  5 
  225 
  8 
  125 
  175 
  10 
  9 
  8 
  7 
  6 
  375 
  10 
  175 
  275 
  11 
  10 
  9 
  8 
  7 
  600 
  12 
  300 
  400 
  13 
  11 
  10 
  9 
  8 
  900 
  14 
  450 
  600 
  15 
  13 
  11 
  10 
  9 
  1,300 
  16 
  700 
  850 
  17 
  15 
  13 
  11 
  10 
  1,800 
  18 
  950 
  1,200 
  19 
  17 
  15 
  13 
  11 
  2,400 
  20 
  1,250 
  1,600 
  21 
  19 
  17 
  15 
  13 
  3,000 
  25 
  1,550 
  2,000 
  22 
  21 
  19 
  17 
  15 
  4,000 
  30 
  2,100 
  2,500 
  23 
  22 
  21 
  19 
  17 
  5,000 
  35 
  2,600 
  3,000 
   
  Any creatures with higher hit dice than listed on the table should use the 
  bottom row of the table to calculate experience points.  
   
  To calculate the experience point value of a given creature, simply find the 
  proper row based on the type and number of hit dice it has. Add the base 
  x.p. value and the x.p. per hit point. Then for each type A power and each 
  type B power, add the appropriate bonus. If a creature has more than one of 
  either power, add the bonus multiple times accordingly.  
   
  Examples of minor powers include: 4 or more attacks per round, missiles, an 
  AC of 0 or less, blood drain, hug, regeneration, silver or magic weapons to 
  wound, 1st - 3rd level defensive spells, etc. 
   
  Examples of major powers include: experience level drain, paralyzation, 
  poison, breath weapon, magic resistance (of any strength), mind blast, spell 
  use, swallow whole, any single attack potentially doing 24 h.p. per round, 
  two attacks potentially doing 30 h.p. per round, three attacks potentially 
  doing 36 h.p. per round, four attacks potentially doing 42 h.p. per round, 
  etc.  
   
  Turn as Type 
   
  Generally speaking, when designing new types of undead, the game master 
  should use existing creatures as a guideline to determine how they should be 
  treated for turning by clerics and paladins. You should resist the temptation to 
  assign an overly-high number to your new creature; bear in mind that even 
  the mighty vampire is only turned as a type X creature. 
   
  For creatures from the outer planes, only the weaker sorts can be turned. 
  Anything labeled a “greater” being of its type (greater devil, greater angel, 
  etc.) will be immune to turning by clerics, as will the unique sorts. However, 
  lesser and least types can be so affected, but always as type XIII. Use the 
  following guidelines as a rule of thumb to determine what sort of outer planar 
  creatures are affected by clerical turning. 
   
  • 
  AC -4 or worse 
  • 
  10 or fewer hit dice (of any type) 
  • 
  Magic resistance 65% or less 
   
  
  ADVENTURES DARK AND DEEP Bestiary - Playtest Version 1.0 
   
  145 
  License Information 
   
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  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax 
  and Dave Arneson.  
   
  Castle Zagyg Class Options & Skills for Yggsburgh, Copyright 2006 Troll 
  Lord Games, author Gary Gygax. 
   
  ADVENTURES DARK AND DEEP Players Guide, Copyright 2011, Joseph 
  Bloch.  
   
  ADVENTURES DARK AND DEEP Bestiary, Copyright 2011, Joseph Bloch. 
   
  ADVENTURES DARK AND DEEP Game Masters Toolkit, Copyright 2011, 
  Joseph Bloch. 
  
  License Information 
   
  146 
   
   
  END OF LICENSE  
   
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  The following items are designated Product Identity, as defined in Section 
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  ADVENTURES DARK AND DEEP, the bard class as presented herein, the jester 
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