Monster Manual Ii
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Advanced MONSTER MANUAL II An alphabetical listing of monsters found in ADVANCED DUNGEONS & DRAGONS • adventures, including attacks, damage, special abilities, descriptions, and random encounter tables. by Gary Gygax Sample file TSR, Inc. | | TSR (UK) Ltd. POB 756 ^^ ^^^*^> The Mill, Rathmore Road Lake Geneva, I M^A^^BTM Cambridge CB14AD Wl 53147 | ^ ^ I United Kingdom TSR, Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR (UK) Ltd. ©1983 TSR, Inc. All Rights Reserved. ISBN 0-88038-031-4 394-53419-OTSR1200 Project Coordinator: Marlene Weigel Design Consultant: Jeff Grubb Cover Artist: Jeff Easley Interior Artists: Jim Holloway, Harry Quinn, Dave SutherlandSample, Larry Elmorfilee ADVANCED DUNGEONS & DRAGONS and DRAGON are registered trademarks owned by TSR, Inc. This module is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc. Printed in the United States of America r VI I'll V7 7M' VI •\ An Table Sampleof Conltent file s hlPage Preface 4 Acknowledgements 4 How To Use This Book 5 Monsters from A-Z 8 Random Encounter Tables 133 Index , 156 \ Preface More than five years have flown by since I wrote the preface for the first" MONSTER MANUAL During this time I have been designing and col-^ lecting monsters with the aim of publishing a second volume. You have it in your hands now. Besides being larger than MONSTER MANUAL I, this volume contains - all sorts of valuable material. There are new entries for classes such as devils and dinosaurs, demons and lycanthropes, dragons and giants; there are dozens of brand new creatures; and there are even more entries of the best of creatures which have appeared in limited circula- tion elsewhere. This volume puts them all together for easy reference. You will also notice the hundreds of new illustrations. However, as proud as we are of this volume and its predecessor, we aren't content to rest on our laurels! The creation of excellent new monsters is a continuing effort. Can we deny ourselves and our enthusi- astic players the benefits of such creativity? Neverl What we must do then is plan for a reasonable expansion of both volumes of this work. Just as new editions of an encyclopedia are published every few years, so, ideally, will be the MONSTER MANUAL. After all, what is this work if not an encyclopedia of creatures for the ADVANCED DUNGEONS & DRAGONS® game system? While a dozen volumes would not be feasi- ble, we would like one day for the MONSTER MANUAL to comprise three or four books. Of course, newly devised monsters will continue to appear in the pages of DRAGON® magazine and in modules. Most of the contents of MONSTER MANUAL II came about because you, our readers, expressed a desire for new monsters of one type or another. The other entries are here to complete the system. Whatever comes after this will depend by and large upon what suggestions we receive from players. Sample file My sincere gratitude is extended to Frank Mentzer and to Francois V Marcela-Froideval for their valuable assistance. Thanks are also due to the editors and artists and the rest of the crew at TSR who put this together with so much care! E. Gary Gygax October 1982 Acknowledgements Our special thanks to the following people. David Cook, Francois Marcela-Froideval, Jeff Grubb, Luke Gygax, Allen Hammack, Tracy Hickman, Harold Johnson, Vera Jane Koffler, Lenard Lakofka, Brian Pitzer, Mike Price, Paul Reiche, Jim Sandt, Lawrence Schick, David C. Sutherland III. How To Use This Book The term "monster" has two different meanings in this work. The the lair may be with only scouts or perimeter guards. The number range first—and more important—meaning is to designate any creature indicated should therefore be used only as a guideline and should be encountered, human, humanoid, or beast, and whether hostile or not. altered to suit the circumstances. Also, the number range indicated is Thus the term is used generically; until the party of adventurers is not necessarily recommended for underground (dungeon) encounters. certain about what they have met, it is a "monster." The secondary use The DM should select the number appearing in accordance with the type of the term is the more traditional one—to signify a wicked or horrible of challenge he wants to give the player characters. creature of some sort. Advanced Dungeons & Dragons® players will almost certainly be familiar with these two uses of the word already; ARMOR CLASS is a measure of how difficult it is to hit a creature. Armor those who are newcomers may find them a little confusing at first, but class reflects the general type of any protection worn, protection inher- experience will soon determine which of the two uses of the word is ent to the creature due to its physical structure or magical nature, or the appropriate in the particular context. degree of difficultyIn hitting a creature due to its speed, reflexes, etc. All these factors are combined into a single armor class value, and referees Each monster is given a full description in the text and values for a need not adjust this value to take account of high dexterity. Where number of parameters that collectively describe its behavior, combat mode, etc., in general terms. The parameters are explained below. necessary, adjustments have been included in the monster's individual description. Number Ranges MOVE shows the relative constant speed of the monster. Higher speeds Number ranges are used throughout MONSTER MANUAL II to indicate may be possible for short periods. The creature's movement rate can be numbers of creatures appearing, etc. The actual number selected is by scaled to whatever time period is desired by adjusting the ground scale dice roll. Number ranges are given so that the DM can select a number accordingly. In certain cases, more than one number is given under this appropriate to the challenge he wants to set the players. Number ranges heading; this indicates that the monster can travel in two or more appearing frequently and their dice equivalents are listed below for easy different media or modes: reference. X" = ground speed Dice Dice Dice /X" = flying speed Range Roll Range Roll Range Roll //X" = swimming speed 1-2 (1/3 d6) 3-12* (1d10+2) 6-36 (6d6) <X") = burrowing speed 1-3 (1/2 d6) 3-12 (3d4) 6-72 (6d12) *X" = climbing in a web 1-4 (1d4) 3-17 (2d8+1) @X" = climbing in trees 7-10 (1d4+6) 1-6 (1d6) 3-18 (3d6) 7-12 (1d6+6) 1-8 (1d8) 3-30 (3d 10) An agathion confined to ground travel would have only one number 7-28 (3d8+4) 1-10 3-36 (3d 12) such as 9"; however, a dragon that can walk and fly would have two 1-12 (1d12) 9-16 (1d8+8) numbers which would look like this: 6"/24" (6" for ground travel and 1-20 (1d20) 4-15 (1d12+3) /24" for flying). If a single number is given, that does not necessarily 1-100 4-16 (4d4) 10-40 (1d4*10) mean that the monster moves only along the ground (though it does in 4-24 (4d6) most cases); the main text must be consulted to make the meaning clear. 2-5 (1d4+1) 4-26 (2d12+2) 11-20 (1d1O+1O) 2-7 (1d6+1) 4-36 (2d12 + 2d6) 11-30 (1d20+10) The letters in parentheses indicate the monster's maneuverability class 2-8 (2d4) 12-30 (2d 10+10) (MC). Maneuverability class is explained in detail in the DUNGEON 2-9 5-8 (1d4+4) Sample file 12-48 (4d10+8) MASTER'S GUIDE. A monster with maneuverability class A is quick and 2-12 5-20 (5d4) (2d6) highly maneuverable in the air—difficult to hit and capable of rapid and 2-13 (1d12+1) 5-30 (5d6) 13-18 (1d6+12) fundamental changes of direction. At the other extreme, a monster of 2-16 (2d8) 5-40 (5d8) class E is slow-flying and ponderous—a relatively easy target, incapable 2-24 20-160 (2d8*10) (2d12) 5-50 (5d10) of sharp turns, and requiring a good deal of space to accomplish more 3-9 (2d4+1) 6-24 (6d4) 21-40 (1d20+20) than a very minor change in direction of flight. General Entries HIT DICE are used to calculate the number of hit points the monster can lose before dying (or, in some cases, before being temporarily banished The figures and facts given under these headings indicate the general back to place of origin). Unless stated otherwise, hit dice are 8-sided. status of the monster in question. Then follows a description of the The indicated number of dice are rolled and the resulting numbers monster in detail—its behavior, normal habitat, attack/defense styles, added together to arrive at the monster's total hit points. A monster special characteristics, and so on. An illustration of a typical creature of always has at least 1 hit die. the type is included whenever possible. Some monsters have fewer hit points than those indicated by the usual 8-sided die, and these are given in a range. Thus, if a creature has 1 -4 hit FREQUENCY refers to the chance of a creature being encountered in a points, a 4-sided die is rolled to determine the exact number.