TEXT: FOE FOLIO
  FOE FOLIO
  
  FOE FOLIO
  For B X Essentials
  by Mark Craddock
  Art by
  David and Melissa Guyl
  Awful Good Games
  Rick Hershey
  Fat Goblin Games
  B/X Essentials is a trademark of Gavin Norman.
  The trademark and compatibility logo are used with
  permission of Necrotic Gnome, under license.
  CR
  SSPLANES
  g a m e
  s t u d i o
  www.crossplanes.com
  1
  ANIMOPUS
  AC 14, HD 5+4 (42hp), Att 2 x tentacle
  (1d4 or by mind blast), THAC0 +6,
  MV 120ÿ(40ÿ), SV D13 W14 P13 B16 S15
  (M5), ML 6, AL Lawful, XP 350,
  NA 1 (1d4), TT C
  • Consume Brain: If an animopus hits a
  creature with 4 tentacle attacks, it may begin
  consuming the creatureÿs brain, and it must
  save vs paralysis or suffer 2d6 damage.
  • Hate the sun: -2 to-hit and all saves in
  full daylight.
  • Infravision: 90ÿ
  • Magic Resistance: +2 to save vs spells.
  • Mind Blast: Psionic cone attack that is 2ÿ
  wide cone at the mouth, 30ÿwide at the far
  end, anyone within that areas must save vs
  spell or suffer 1d8+1 damage.
  Subterranean, tentacled brain eaters who shun
  the daylight and rule the darkness below the
  earth. They have psionic powers that are fueled
  by the gray matter they receive from their
  victims. The only reason they will allow an
  individual to survive is for their usefulness as a
  slave.
  They typically stand around 7ÿtall.
  BYAKHEE
  AC 13, HD 5 (22hp), Att 2 x talons
  (1d6), THAC0 +6, MV 60ÿ(20ÿ),
  SV D10 W11 P12 B13 S14 (F5), ML 8,
  AL Chaotic, XP 300, NA 1d6 (2d8),
  TT None
  • Infravision: 90ÿ
  • Flight: Flies at 150ÿ(50ÿ).
  A Byakheeÿs natural habitat is the void between
  worlds, however they are often summoned by
  wizards to be used as mounts and servants.
  King Walden of Kzinland keeps a full stable of
  the strange creatures. He has found that they
  like rotten milk as their favorite treat.
  2
  
  CHANGELING
  AC 10, HD 2 (9hp), Att 1 x weapon
  (1d6 or by weapon, THAC0 +2,
  MV 120ÿ(40ÿ), SV D12 W13 P14 B15 S16
  (F1), ML 9, AL Chaotic, XP 15,
  NA 1 (1d6), TT Q
  • Infravision: 90ÿ
  • Shapeshifter: As an action it can assume
  the shape of anyone it can see.
  Changelings are half-fey beings who were
  stolen from their human parents as babies.
  They are haunted by the abduction and
  corrupted by the magic of Faerie. They have
  lost their identity when they were stolen to
  Faerie, and and now they seek a replacement.
  A changeling is willing to kill someone and
  replace them to reclaim it.
  CHUPACABRA
  AC 17, HD 4 (18hp), Att 1 x bite (1d6),
  THAC0 +5, MV 180ÿ(60ÿ),
  SV D10 W11 P12 B13 S14 (F4), ML 10,
  AL Neutral, XP 75, NA 1 (1d4),
  TT None
  • Infravision: 90ÿ
  • Blood drain: A chupacabra may drain
  blood from an unconscious victim: 1d4 hit
  points automatic damage per round.
  • Poison Resistance: +2 to save vs
  poison.
  Strange reptilian creatures that crave blood and
  will hunt nearly any creature that is within
  range, though they prefer livestock and
  terrorize farmers.
  They are generally found in hotter climates
  closer to the equator and are believed to be
  cold-blooded. Chupacabras are about 6ÿlong
  from nose to tail and about 3ÿat the shoulder.
  Their eight legs allow them to easily get into
  pens or over fences.
  3
  COBRIATH
  AC 13, HD 7 (28hp), Att 1 x bite (2d4),
  THAC0 +7, MV 150ÿ(50ÿ),
  SV D8 W9 P10 B11 S12 (F7), ML 11,
  AL Chaotic, XP 850, NA 1 (1d6),
  TT B
  • Poison: Causes death in 1d6 turns (save
  vs poison).
  When the Queen of Nagas was killed by the
  adventuring group knows as the Hammers of
  Justice. The deadly cobriaths sprung from her
  blood as it flowed around her beheaded corpse.
  As the serpents grew to lengths of 60ÿin
  moments, both Ungold the Barbarian and Lady
  Questor, Priestess of Ra, were struck down by
  their venom. On that day, one evil was traded
  for many by well-intentioned fools.
  4
  
  CORPSE LAIRD
  AC 14, HD 3 (13hp), Att 1 x weapon
  (1d6 or by weapon), THAC0 +3, MV 120ÿ
  (40ÿ), SV D12 W13 P14 B15 S16 (F3), ML
  10, AL Chaotic, XP 35, NA 2d4 (2d8),
  TT P
  • Infravision: 90ÿ
  Corpse lairds are large sentient worms that
  inhabit and animate humanoid corpses. Sargoo
  the Sapient claims to have interviewed one
  named Clarence. He claims that they are
  creatures created by Nyx, the Goddess of
  Night, and were made by her to sew chaos in
  the world. On occasion, dozens of corpse lairds
  will converge on a battleground or cemetery
  and raise an entire graveyard and terrorize the
  surrounding countryside for weeks.
  They are not undead.
  Culicideath
  AC 13, HD 2 (9hp), Att 1 x proboscis
  (1d6 or by weapon), THAC0 +2, MV 120ÿ
  (40ÿ), SV D12 W13 P14 B15 S16 (F2), ML
  8, AL Chaotic, XP 25, NA 2d4 (1d6 x 5),
  TT R
  • Blood drain: A culicideath may drain
  blood from an unconscious victim: 1d4 hit
  points automatic damage per round.
  • Infravision:9 0ÿ.
  Culicideath are found in the southern bogs and
  swamps of Zyrkania. They claim their
  civilization is older than the elves and a great
  cataclysm reduced them to their current state.
  They view most other species as a food source
  and view halfling blood as a delicacy. Rumors
  insist that they have farms of them in the
  deepest parts of Blood Drench Swamp.
  They by communicate by whistling through
  their proboscis.
  5
  CUNICULUM
  AC 17, HD 6 (27hp), Att 1 x bite (1d8+1),
  THAC0 +6, MV 90ÿ(30ÿ),
  SV D10 W11 P12 B13 S14 (F6), ML 10,
  AL Netural, XP 275, NA 1 (1d4),
  TT None
  • Burrower: May move underground through
  rock and earth at 150ÿ(50ÿ).
  Burrowing predators that move through the
  earth as if it were water. They wait
  underground, for up to 4 hours between
  breaths, to ambush their prey from below.
  While most measure 8ÿfrom nose to tail and
  about 4ÿat their shoulder, truly titanic
  specimens have been found at twice that size.
  Giants are known to hunt them purely for
  sport, traipsing through the beasts territories
  trying to yank them from the earth and then
  see who can hurl them the farthest. More than
  one caravan has been assault by tossed
  cuniculums.
  6
  
  DEEP ONE
  AC 13, HD 2 (9hp), Att 1 x weapon (1d6
  or by weapon), THAC0 +2, MV 90ÿ(30ÿ),
  SV D12 W13 P14 B15 S16 (F3), ML 10,
  AL Chaotic, XP 20, NA 2d4 (3d10),
  TT T
  • Amphibious: A deep one can breath on
  air and under water and they move through the
  water at a speed of 120ÿ(40ÿ).
  Deep ones are the children of Hydra and
  Dagon and they dwell in the deepest, darkest
  parts of the sea. However, upon the word of
  Dagon, they will undertake an unholy crusade
  to raid and pillaged along the shores and have
  done so for centuries. Sometimes, Mother
  Hydra will issue them a different decree. She
  they will command them to slowly infiltrate a
  lonely coastal community, where they will begin
  interbreeding with the locals. It is unknown why
  Hydra desires this course of action.
  DEEP ONE HYBRID
  AC 10, HD 1 (4hp), Att 1 x weapon (1d6
  or by weapon), THAC0 +1, MV 120ÿ(40ÿ),
  SV D12 W13 P14 B15 S16 (F3), ML 8,
  AL Chaotic, XP 10, NA 1d6 (1d10),
  TT T
  • Swimmer: A deep one hybrid can hold
  their breath for up to 1 hour and they move
  through the water at a speed of 60ÿ(20ÿ).
  The product of a human and deep one
  interbreeding. While they look mostly human,
  their face has a toad-like quality and they have
  unusually large mouths. They can breath
  underwater for up to 1 hour.
  7
  GARP
  AC 13, HD 1-1 (3hp), Att 1 x weapon
  (1d6 or by weapon), THAC0 +1, MV 60ÿ
  (20ÿ), SV D14 W15 P16 B17 S18 (NH), ML
  5, AL Chaotic, XP 5, NA 2d4 (2d10),
  TT R
  • Acidic blood: When you hit a garp in
  melee take 1 damage.
  • Infravision: 90ÿ.
  • Hate the sun: -1 to-hit in full daylight.
  • Hate dwarves: Attack on sight.
  Garps are a strange experiment created by
  Lataveous of Kantenar, the wizard known to
  the world as Storm Master. He hated
  adventurers after his stronghold at Illwind was
  raided by a upstart band. He decided to clone
  goblins and give their blood an acidic quality so
  that when injured they would wound their
  attacker. However, after breeding a large
  number of them, Storm Master was killed by
  yet another band of adventurers and his
  experiments mistakenly released by well
  meaning fools.
  Good luck telling a goblin from a garp these
  days.
  GREY DWARF
  AC 16, HD 2+1 (10hp), Att 1 x weapon
  (1d8 or by weapon), THAC0 +2, MV 60ÿ
  (20ÿ), SV D8 W9 P10 B13 S12 (D2), ML
  11, AL Chaotic, XP 20, NA 3d6
  (1d6 x 10), TT B
  • Enlarge: As an action, once per day, they
  may double their size and +1d4 damage.
  • Infravision: 90ÿ.
  • Invisibility: As an action, once per day,
  they may cast the Invisibility spell (see B/X
  Essentials Cleric and Magic-User
  Spells p17).
  Grey dwarves worship the Rune Thane, who
  dwells in the center of the world. The tenants
  of the Rune Thane prioritize his law over all
  others. Grey dwarves refer to each other as
  comrades and put the glory of the Thaneÿs
  vision and needs over their own. The grey
  dwarves devote themselves to whatever task is
  required of them, eschewing personal desire
  over the community and their Thane. They
  find the freedoms and the importance of the
  individual of most of the surface races to be
  anathema and desire to spread the Rune
  Thaneÿs principals through whatever means are
  necessary.
  8
  
  HOUND OF TINDALOS
  AC 19, HD 5 (23hp), Att 3 x claw, claw,
  bite (1d6 or 1d8), THAC0 +5, MV 120ÿ
  (40ÿ), SV D10 W11 P12 B13 S14 (F5), ML
  12, AL Chaotic, XP 350, NA 1 (1d4),
  TT None
  • Infravision: 90ÿ.
  • True Sight: A hound may see through
  illusions and invisibility.
  • Teleport: A hound can teleport up to 60ÿ
  3 times per day.
  Hounds of tindalos are hunters used by the
  Sorcerers of Yeng to assassinate their enemies.
  The Sorcerers worship Hastur and it is said
  that stewardship of the hounds was a gift to
  them for their loyalty.
  Hounds are 8ÿlong from nose to tail and stand
  about 3ÿat their shoulder. The hounds may slip
  between the angles of our plane and will hound
  their prey until the target is dead.
  9
  IRON SENTINEL
  AC 20 HD 10+1 (55hp), Att 2 x tentacle,
  (1d8+1), THAC0 +9, MV 90ÿ(30ÿ),
  SV D6 W7 P8 B9 S10 (F10), ML 12,
  AL Neutral, XP 1,600, NA 1 (2),
  TT F
  • Infravision: 90ÿ.
  • Magic Resistance: +2 to saves vs
  spells and wands.
  Iron sentinels are the creation of Lady
  Steelheart, a wizard from Kzinland and the
  builder of the wizard tower known the Pinnacle.
  She created the sentinels to guard the Pinnacle
  during her many extraplanar journeys. Over the
  course of her life, she explored many dungeons
  and often left sentinels behind to prevent them
  from being plundered further. Most of these
  constructs are still in working order and
  patrolling those halls.
  They stand about 12ÿtall at their full height,
  but the tentacles let them reduce their height to
  as short as 5ÿtall.
  Lurch
  AC 12, HD 1+1 (5hp), Att 1 x tentacle,
  (1d6+1), THAC0 +1, MV 60ÿ(20ÿ),
  SV D12 W13 P14 B15 S16 (F10), ML 8,
  AL Chaotic, XP 10, NA 1d6 (3d6),
  TT C
  • Infravision: 90ÿ.
  They are found in dungeons, patrolling the
  hallways looking for food. Sargoo the Sapient
  maintains that they are extraplanar creatures
  drawn to dungeons because of the violence and
  strange objects often found there as treasure.
  He insists that they are, essentially, parasites
  that have latched onto the dungeon itself.
  Lurchs stand about 5ÿtall.
  10
  
  MUTANT
  AC 10, HD 2 (9hp), Att 1 x mutation (1d6
  or by weapon), THAC0 +1, MV 120ÿ(40ÿ),
  SV D12 W13 P14 B15 S16 (F1), ML 7,
  AL Chaotic, XP 15, NA 1d4 (2d4),
  TT None
  • Mutation: Roll a d6: 1) prehensile hair
  (may wield weapon), 2) Hurl fire up to 15ÿ
  (1d6 damage, 3) Chitinous armor (AC 6), 4)
  tail (1d6 damage), 5) Wings (Fly at 90ÿ(30ÿ),
  6) Claws (1d6 damage)
  Chaos itself can warp a child in its motherÿs
  womb, twisting them before birth, altering their
  destiny through fear and suspicion even before
  they take their first step.
  NIGHTCOMER
  AC 13, HD 7 (31hp), Att 1 x claws (1d6
  or by weapon), THAC0 +7, MV 150ÿ(50ÿ),
  SV D11 W12 P11 B14 S12 (M7), ML 10,
  AL Chaotic, XP 15, NA 1d4 (3d4+1),
  TT None
  • Infravision: 90ÿ.
  • Magic-User: Casts spells as a 7th level
  magic-user.
  Niala the Night Witch selects 13 maidens be
  transformed by her necromancy and to serve
  her in the Grove of Shadow and Cold. Once
  amongst their ranks, the women conspire,
  sabotage, and murder each other to gain favor
  from their High Lady.
  Only competent and powerful wizards are
  allowed to serve Niala and a nightcomer should
  never be underestimated.
  11
  OCULurk
  AC 16, HD 9 (40hp), Att 1 x eyebeam
  (1d10), THAC0 +8, MV 120ÿ(40ÿ),
  SV D11 W12 P11 B14 S12 (M9), ML 6,
  AL Chaotic, XP 1,600, NA 1 (1),
  TT None
  • Cyclopean Eye: Has an AC of 1 (18).
  • Cysts: When you hit an oculurk in melee,
  one of its cysts will rupture and deal 1d4
  damage to you.
  •
  Eyebeam: Oculurks may use one of the f
  following eyebeam spells:
  1) Charm Person;
  2) Charm Monster;
  3) Sleep;
  4) Telekinesis;
  5) Flesh to Stone (Stone to Flesh Reversed);
  6) Disintegrate;
  7) Cause Fear (Remove Fear Reversed);
  8) Cause Serious Wounds (Cure Serious
  Wounds Reversed);
  9 Death Spell;
  10) Anti-Magic Shell (see B/X Essentials
  Cleric and Magic-User Spells).
  • Infravision: 90ÿ.
  •
  Levitate: Oculurks hover above the
  ground.
  • Magic Resistance: +2 to saves vs
  spells.
  Oculurks are alien outsiders that have found
  their way to the prime material plane.
  They often lair in dungeons, which they speak
  to as if they were sentient, going so far as to
  sometimes claim thy are in relationships with
  them. They are very territorial and will not
  tolerate any interlopers in their lair, especially
  other oculurks.
  Strange cysts and extra eyes grow upon their
  hide, when pierced by weapons they squirt a
  slimy green toxin.
  12
  
  ONI
  AC 14, HD 7+1 (38hp), Att 2 x claws
  (1d6 or by weapon), THAC0 +8, MV 120ÿ
  (40ÿ), SV D12 W13 P11 B14 S13 (T7), ML
  9, AL Chaotic, XP 15, NA 1 (1d4),
  TT T
  • Infravision: 90ÿ.
  • Thief Skills: Onis may Backs-tab, Climb
  Sheer Surfaces, Hear Noise, Hide in
  Shadows, and Move Silently as a 7th level
  thief.
  Spiritual tricksters who seek to corrupt and
  destroy the denizens of the physical world.
  They resent us for our freedoms and how we
  waste them.
  Oni often will lurk around clerics and watch
  them for moments when they break their vows.
  Then they will strike.
  13
  OSSEOUS WOLF
  AC 14, HD 3+2 (15hp), Att 2 x claws
  (1d6 or by bite 1d8), THAC0 +4, MV 150ÿ
  (50ÿ), SV D12 W13 P14 B15 S16 (F3),
  ML 11, AL Chaotic, XP 35, NA 1d4
  (2d4), TT None
  • Infravision: 90ÿ.
  Folklore suggests that Niala the Night Witch
  raised the osseous wolf to serve her, as hunters
  in the night. It is said that she found a dead
  she-wolf in the Grove of Shadow and Cold, her
  lair, and raised the pups on nightmares, cruelty,
  and the bones of her enemies. Once the brood
  was fully grown she terrorized them until they
  left the grove and ventured out into the world.
  After all, she loved them enough to unleash
  them upon the us all and not waste their malice
  on her own domain.
  PHAGENT
  AC 10, HD 1 (4hp), Att 1 x bite (1d4),
  THAC0 +1, MV 60ÿ(20ÿ), SV D12 W13
  P14 B15 S16 (F1), ML 12, AL Chaotic,
  XP 15, NA 1d4 (2d6), TT R
  • Disease Carrier: Anyone who touches
  or is touched by a phagent must make a save
  vs Death or take 1d4 damage from the taint
  it carries.
  • Undead: Immune to effects that affect living
  creatures (e.g. poison). Immune to mind-
  affecting or mind-reading spells (e.g. charm,
  hold, sleep).
  Phagents worshipped Pestilence in life and now
  serve her in undeath by spreading death and
  disease. Phagents are responsible for the
  Yellow Plague in Baraton, the Wilting Cough in
  Kzinland, and the Tears of Blood in Uum.
  14
  
  Sleep SCARAB
  AC 16, HD 8+2 (52hp), Att 1 x bite
  (1d8+1), THAC0 +8, MV 120ÿ(40ÿ), SV
  D8 W9 P11 B11 S12 (F7), ML 10,
  AL Neutral, XP 600, NA 1 (1d4),
  TT None
  Sleep scarabs hunt on the astral plane and prey
  upon dreamers. They are especially drawn to
  spellcasters and because of this the elves have
  been atempting to hunt them to extinction.
  While they feed on the astral plane, a hive with
  a single queen oversees the colony of her
  servants, usally less than 12, here on the prime
  material plane. They bring the fear and life
  essence they take from dreamers to her while
  she gaurds their physical forms, cocooned
  insects less than 6ý long. They can be any size
  within a dream, but usually are as big as a
  horse.
  STARLIGHT SHARK
  AC 15, HD 6 (27hp), Att 1 x bite (1d8),
  THAC0 +6, MV 30ÿ(10ÿ), SV D10 W11
  P12 B13 S14 (F6), ML 10,
  AL Chaotic, XP 275, NA 1 (1d4),
  TT None
  • Flight: Starlight Sharks can fly at 130ÿ
  (30ÿ).
  • Infravision: 120ÿ.
  Voracious predators that surf the night sky
  around Pevlar Tung, the Shelf of Deepest
  Night. It is a holy place for Nyx, the Goddess
  of Night. Stories suggest that she created these
  hunters of the night sky due to her admiration
  of the sharks of the sea. She south to make the
  night more terrifying and knew they could
  bring that fear into the hearts of mortals. Now
  these flying predators hunt her holiest of
  locations.
  13
  STONE MAN
  AC 14, HD 1+1 (5hp), Att 1 x weapon
  (1d6 or by weapon), THAC0 +1, MV 90ÿ
  (30ÿ), SV D12 W13 P14 B15 S16 (F1),
  ML 9 (10 with leader), AL Neutral, XP 10
  (leader: 10), NA 2d4 (4d6), TT S
  • Infravision: 120ÿ.
  • Leader: Groups are led by an stone man
  with 10 hit points. The leader gains a +1
  bonus to damage rolls.
  • Resistance: +4 to save vs Petrify.
  Stone men live deep within the earth in the city
  of Dek and are descended from earth
  elementals. Their own legends even claim they
  are the progenitor of the dwarf race.
  Stone men have recently begun a war upon the
  surface after Dek was divided by a civil war
  where the medusa, Shipara, became queen.
  Their new leader has been told by a soothsayer
  that Queen Rowan III of Voland will be her
  doom and intends to destroy her first.
  STRIGIBEAR
  AC 13, HD 6+2 (30hp), Att 2 x claw (1d6
  or by bite 1d6), THAC0 +7, MV 150ÿ(50ÿ),
  SV D10 W11 P12 B13 S14 (F6),
  ML 8, AL Neutral, XP 275, NA 1d4
  (1d6), TT J
  • Infravision: 90ÿ.
  Strigibears are the creation of Thumar Kont,
  otherwise known as Ursa Modred. He bred
  them over a century in the Forest of Von. His
  notes, discovered by the Master Thief,Korben
  Drode, reveal that he desired the power of the
  bear and the cunning of the owl for his
  creation, and he more than succeeded.
  14
  
  TIEFLING
  AC 10, HD 1 (4hp), Att 1 x weapon (1d6
  or by weapon), THAC0 +1, MV 120ÿ(40ÿ),
  SV D12 W13 P14 B15 S16 (F1), ML 8,
  AL Chaotic, XP 15, NA 1 (1d4),
  TT S
  • Infravision: 90ÿ.
  • Sorcery: A tiefling knows 1 random
  magic-user spell due to their fiendish
  heritage. They may cast it once per day.
  Tieflings have devilish or demonic ancestry that
  courses through their veins. They are often
  shunned and mistreated due to their
  appearance and the ignorance of others.
  TRISKELION
  AC 12, HD 2 (9hp), Att 1 x weapon (1d6
  or by weapon), THAC0 +1, MV 120ÿ(40ÿ),
  SV D12 W13 P14 B15 S16 (F1), ML 8 (10
  with leader), AL Chaotic, XP 20
  (leader: 20), NA 2d4 (4d4), TT T
  • Fire Resistance: Triskelions take �
  damage from fire.
  • Leader: Groups are led by an stone man
  with 10 hit points. The leader gains a +1
  bonus to damage rolls.
  • Resistance: +4 to save vs Petrify.
  Triskelions are from a negative material plane
  and they have come here seeking diamonds.
  They are often found in mines extracting what
  they need. Due to being from a negative
  material plane, they hate all life on a positive
  material plane and will not suffer anything from
  itto live within their territory.
  They stand about 5-1/2 tall on average.
  14
  UMBRAL
  AC 17, HD 6 (27hp), Att 1 x unarmed
  (1d8+1), THAC0 +6, MV 120ÿ(40ÿ),
  SV D10 W11 P12 B13 S14 (F6), ML 11,
  AL Chaotic, XP 275, NA 1 (1), TT None
  • Infravision: 90ÿ.
  • Assassin: Umbrals may Hide in Shadows
  and Move Silently as a 6th level thief.
  Umbrals are the shades of thieves and
  assassins. If you know an umbralÿs true you can
  force it to hunt and kill a victim of your
  choosing using a ritual during the 3 nights of
  the full moon. If the umbral does not kill their
  target by the end of the next full moon, they
  are dragged into Hell.
  16
  
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  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
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  5.Representation of Authority to Contribute: If You are contributing original material as Open
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast,Inc.;Authors Jonathon
  Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave
  Arneson.
  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.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.;
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan,
  Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John
  Tynes, Andy Collins, and JD Wiker.
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis
  Chenault and Mac Golden.
  Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
  Copyright 2007-2009 Daniel Proctor.
  Labyrinth LordTM, Advanced Labyrinth LordTM, and Goblinoid GamesTM are trademarks of
  Daniel Proctor.
  13th Age Archmage Engine Copyright 2013, Fire Opal Media. Author: Chad Dylan Long,
  based on material by Jonathan Tweet and Rob Heinsoo. Edited by Cal Moore and Simon
  Rogers.
  13th Age Copyright 2013, Fire Opal Media. Authors: Rob Heinsoo and Jonathan Tweet. Edited
  by Cal Moore. Additional editing by Simon Rogers. The 13th Age RPG and supplements are
  published under exclusive license to Pelgrane Press.
  13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors Rob Heinsoo, Jonathan Tweet,
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams
  13th Age Bestiary. Copyright 2014, Fire Opal Media and Pelgrane Press Ltd; Authors: Ryven
  Cedyrlle, Rob Heinsoo, Kenneth Hite, Kevin Kulp, ASH LAW, Cal Moore, Steve Townshend,
  Rob Watkins, Rob Wieland.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: Davis Chenault, Mac
  Golden.
  Basic Fantasy Role-Playing Game © 2006–2008 Chris Gonnerman.
  New Spells: A Basic Fantasy Supplement © 2007 Chris Gonnerman, Ola Berg, Angelo
  Bertolli, Jeff Querner, Everett Bradshaw, Emiliano Marchetti, Ethan Moore, Jim Bobb, and
  Scott Abraham.
  OSRIC TM © 2006, Stuart Marshall, adapting material prepared by Matthew J. Finch, based
  upon the System Reference Document, and inspired by the works of E. Gary Gygax, Dave
  Arneson, and many others.
  Swords & Wizardry Core Rules, © 2008, Matthew J. Finch.
  Eldritch Weirdness, Book One, © 2008, Matthew J. Finch.
  Darwin’s World © 2002, RPGObjects; Authors Domi- nic Covey and Chris Davis.
  Mutant FutureTM © 2008, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and
  Ryan Denison.
  Advanced Edition Companion, © 2009–2010, Daniel Proctor. Author Daniel Proctor.
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing Deluxe Edition, © 2010,
  LotFP. Author James Edward Raggi IV.
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Bookspeak, © 2011 Daniel
  Smith.
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Howl of the Moon, © 2011
  Joel Rojas).
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing Grindhouse Edition, © 2011,
  LotFP, Author James Edward Raggi IV.
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing Player Core Book: Rules &
  Magic © 2013 LotFP, author James Edward Raggi IV.
  Cave Cricket from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott
  Greene and Clark Peterson, based on original material by Gary Gygax.
  Crab, Monstrous from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
  Greene, based on original material by Gary Gygax.
  Fly, Giant from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene,
  based on original material by Gary Gygax.
  Golem, Wood from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott
  Greene and Patrick Lawinger.
  Kamadan from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene,
  based on original material by Nick Louth.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene
  and Clark Peterson, based on original material by Gary Gygax.
  Mutant FutureTM © 2008, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and
  Ryan Denison.
  Advanced Edition Companion, © 2009–2010, Daniel Proctor. Author Daniel Proctor.
  B/X Essentials: Core Rules © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Classes and Equipment © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Monsters © 2018 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Adventures and Treasures © 2018 Gavin Norman. Author Gavin Norman.
  Foe Folio © 2018 Cross Planes Game Studio. Author: Mark Craddock. Edited by Tim Baker.
  UPIR
  AC 12, HD 4+2 (26hp), Att 1 x bite
  (1d6+1), THAC0 +5, MV 120ÿ(40ÿ),
  SV D10 W11 P12 B13 S14 (F7), ML 8,
  AL Chaotic, XP 75, NA 1 (1d4), TT S
  • Undead: Make no noise, until they attack.
  Immune to effects that affect living
  creatures (e.g. poison). Immune to mind-
  affecting or mind-reading spells (e.g. charm,
  hold, sleep).
  • Energy drain: A successfully touched
  target permanently loses one experience
  level (or Hit Dice). This incurs a loss of one
  Hit Die of hit points, as well as all other
  benefits due to the drained levels (e.g. spells,
  saving throws, etc.). A characterÿs XP is
  reduced to the lowest amount for the new
  level. A person drained of all levels becomes
  an upir in 3 days.
  • Regeneration: A damaged upir gains 3hp
  at the start of each round, as long as it is
  alive.
  • Destroying:
  a. Sunlight: Save vs death each round
  or be disintegrated.
  b. Stake through the heart:
  Permanently kills.
  c. Immersion in water: For 1 turn
  permanently kills.
  d. Destroying coffins: Permanently
  killed if all hit points lost when unable to rest
  (see Coffins B/X Essentials
  Monsters p44).
  Upir are a type of vampire that can only feed
  off of members of their family. Typically, an
  upir is created after being cursed by a witch or
  by making a pact with an incubus or succubus.
  When an upir appears it is usually only a
  matter of weeks before their whole family is
  wiped out.
  
  CR
  SSPLANES
  g a m e
  s t u d i o
  www.crossplanes.com
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/BX Ascending for BX Essentials/Foe Folio BX Ascending.pdf