BESTIARY A BASIC GAME SUPPLEMENT

This is a non-profit fanwork for use with your Basic Game campaigns. Dragon Quest ©Square Holdings Co., Ltd. TABLE OF CONTENTS

Table of Contents 1 What is this? 2 Reading the Monster Entries 2 Monsters 3 Slimes 3 Drakeys 4 Scorpions 4 Evil Spirits 4 Wolfmen 5 Drohls 5 Lunatiks 6 Skeletons 6 Evil Knights 6 Evil Magic-Users 6 Chimerae 7 Dragons 8 The Dragon Lord 9 New Spells 10 Healing Spell 10 Magical Flame 10 Seal Magic 10 Surround Spell 10 Thunder 10 Magic Items 11 Faerie Flute 11 Lyre of Ire 11 Rainbow Drop 11 Regalia of the Hero 11 Sphere of Light 11 Staff of Rain 11 Stone of Sunlight 11 Monster Tables 12

1 DRAGON QUEST BESTIARY

WHAT IS THIS? It is a bestiary of nearly every monster and magic item from the first game in the Dragon Quest franchise, the first ever console role-playing game. Seeing as SquareEnix hasn't given us an official tabletop roleplaying game based around the franchise, it falls to the fans to do the work for ourselves. The entries provided here are intended for use with the 1980s-era version of the Basic Game of father of fantasy role-playing. You know the one. The monsters are presented here with minimal deviation from their game mechanics, adhering to the clear intent of their roles in the simulated game world. Some abilities are cut or altered slightly, but for the most part, everything these monsters can do in the original game is accounted for. Many of these entries will conflict with similar entries found in other basic game bestiaries. They are intended to represent the monsters from Dragon Quest, not the monsters from your existing game. The art used in this document is taken from the Dragon Quest fandom wiki and are subject to copyrights held by SquareEnix. The creation of this unlicensed fanwork is not a challenge to SquareEnix's copyrights or trademarks.

READING THE MONSTER ENTRIES If the monster has a special ability that functions like an attack, it may use that ability or attack in a round. If it may The entries here follow a familiar format, a slightly use both, that will be explained in the description of the modified version of the basic game entries. For those monster. unfamiliar or wish to have the differences explained, this is Damage: This is the damage the monster deals when for you. using its normal attacks, in the order the monster usually uses them in. If the nature of the attacks is not self evident, MONSTER STATS the monster's descriptive text will explain what kind of Armor Class: The only valid reason to use descending attacks they are. armor class values is nostalgia, there are no compelling No Appearing: This is the number of said monster arguments to the contrary. To that end these entries are appears in a group when the party meets the monsters via a using a base 10 ascending armor class system. When rolling random encounter or randomly stocked dungeon. The to-hit, your attacks need to be equal to or greater than this referee is encouraged to alter these numbers as needed, or number. If you're using a descending AC system, you should even to include other creatures. already be adroit at adapting armor classes on the fly. If not Morale: Morale is checked at certain points in battle (at subtract the AC from 20, or 19, depending on if you use a the end of a round where it took significant damage, or its base 10 or base 9 armor class system. leader is slain, etc). If a roll of two six-sided dice is equal to Hit Die: This number determines the monster's chance or less than this number it remains in battle. If the roll is to hit in combat, it's saving throw numbers, and the number greater than this number, it feels on its turn in the next round of dice rolled to determine it's hit points. To determine the of combat. monster's hit points roll this many eight-sided dice, adding Treasure Type: These codes should function with the the total number after the + if there is none. Each * tables found in every version of the basic game sets. (asterisk) after the number represents one of the monster's Individual treasures are carried by the monster, where as lair special abilities that affects its challenge in combat and treasures are kept in the monster's lair. If the monster is experience value when defeated. smart enough to realize an item may be magical, it will use Movement: This is the number of feet the monster can the items in combat. A 'Nil' in this entry means the monster move per round in combat. To determine its movement keeps no treasure. during ten-minute game turns multiply this number by 4. If Experience Value: This is the number of experience a number is presented after a / symbol, that is the monster's points the party earns for defeating the monster. It is alternate movement speed(s). determined by the monster's hit dice, with additional points Attacks: This is the number of attacks the monster can added for any significant special abilities the monster has. make in a round when using its weapons or natural attacks.

2 MONSTERS

SLIME Metal Slime Bubble Slime Healslime AC: 11 19 13 13 HD: 1-1 1+1** 2+2* 2+2* MV: 20' 40' 20' 30' (hover) ATK: 1 1 1 1 DMG: 1 – 4 1 – 4 1 – 4 + Poison 1 – 4 No. App: 3 – 12 1 – 3 2 – 12 1 – 6 Morale: 8 4 8 8 TT: Nil LM Nil O XP: 5 16 25 25

These creatures are ambulatory moderately intelligent so they are included here; the bubble slime and the oozes, they come in a wide variety of forms including the healslime. common blue slime and the stronger red 'she-slime'. Of the Bubble slimes are green and deflated looking slimes, most common slime drop body shape, others include the their bodies fizzy and bubbling. The attack of a bubble slime mottled and metal slime. There is a 10% chance that they forces the target to make a saving throw vs. poison. On a speak the common language of menfolk, and even when failed save the target takes 2 – 9 points of poison damage at they do they speak with a below average grasp of language the end of the round. Healslimes appear to be a cross and a verbal tick that makes meaningful communication between a blue slime and a flying jellyfish. They attack by difficult. flailing with their tentacles, and have a 35% chance of As they are immune to poisons of all kinds, including chanting the healing spell each round of combat against a diseases caused by ingesting all but the most virulent foods, randomly determined ally. they are carrion eaters. While a desperate slime will attack The red-colored she slimes are effectively the same as an animal when hungry, they only do so if there is either a the common blue slime except that they are 1+1 hit dice much larger group of slimes and their prey or if there is no monsters. The marginally larger mottled slimes are much other easier food source available. Mottled slimes are like their blue and red kin, but are instead 2+1 hit dice known to be quite territorial, however, and may attack foes monsters. who come too close to their homes. One should be wary of large groups of blue or metal Slimes attack by ramming their foes with their spongy slimes. There is a chance (5%) that these creatures, if ten or ooze body. Metal slimes, which appear to be made from more are encountered, will coalesce into a kingslime of their living quicksilver, are exceedingly fast and may chant a type if threatened. A kingslime has 8 hit dice, and attacks Magical Flame instead of attacking (3/day). twice each round for 5 – 20 points of damage on a hit. Metal There are two other kinds of slimes that appeared in kingslimes can chant a fireball with the same frequency that later Dragon Quest games that became iconic to the series, normal metal slimes chant magical flame.

3 DRACKEY addition to their poisonous stinger, metal scorpions can also chant a Magical Flame spell three times per day. Dracky AC: 13 EVIL SPIRIT HD: 2 Poltergeist Ghost Magighost MV: 10'/30' (fly) AC: 12 12 12 ATK: 1 HD: 3* 4** 6*** DMG: 1 – 4 MV: - /30' (fly) - /30' (fly) - /30' (fly) No. App: 2 – 16 ATK: 1 1 1 Morale: 7 DMG: 1 – 6 1 – 8 2 – 9 TT: L No. App: 1 – 3 1 – 3 1 – 3 XP: 15 Morale: 9 9 9 Drackeys are a species of bulbous comically shaped TT: Nil Nil Nil vampire bats, with their names being derived from the XP: 35 100 750 legendary vampire lord Dracula. Older, more powerful, drackeys are believed to be able to transform into vampires Spectral beings called simply evil spirits are the residual in their own right. While drackeys are not necessarily animating force of dead men kept alive by their evil and unliving creatures, their ability to become actual vampires malice. Many are simply left over after such evil men die, leaves them subject to being turned. but others were prevented from their eternal rest by dark As a drackey ages it gains hit dice, up to 7 total. Those powers or even called back by a powerful sorcerer. Evil drakeys with 5 or more hit dice who are smart enough to spirits are never kind, and even those of the least malicious speak (20% chance) are magidrackeys. Magidrackeys cast temperament are mischievous bordering on being cruel spells with the same ability of a dark apprentice. tricksters. In their weakest for, the poltergeist, ghosts are little more than animating force moving objects and causing GIANT SCORPION harm. Ghosts and magighosts were instead evil heroes and magic-users who retained much of their former selves and Giant Scorpion Metal Scorpion can be quite fearsome. AC: 12 19 Silver and magical weapons deal full damage to evil HD: 1+1* 1+1** spirits, but weapons made of normal steel and wood deal only 1 – 2 points. Poltergeists attack by magically throwing MV: 30' 30' objects (5'/15'/45'). Ghosts and magighosts, on the other ATK: 1 1 hand, attack with spectral weapons that tear at your soul DMG: 1 + Poison 1 + Poison instead of your body, thus ignoring non-magic and non- No. App: 2 – 5 1 silver armor when rolling to-hit. Magighosts may chant a Magical Flame as its attack at-will, and can or throw a Morale: 7 7 Fireball or chant a Sleep each 1/day. Evil spirits are undead, TT: L L leaving them subject to turning. XP: 13 16

Giant scorpions are a species of monstrous scorpion roughly the size of a large dog. While their pincers appear to be dangerous, they aren't. The pincers cannot deal damage to a creature larger a mouse or gerbil, and aren't even painful to anyone wearing clothing. Their dangerous attack is their large forward stinger. On a hit, it deals 1 point of damage and the target must save vs. poisons. On a failed save the creature takes 2 – 20 points of damage at the end of the round. Those giant scorpions found in high mountainous regions have a ruddy brown color to their exoskeleton, and fight with 3+1 hit dice but are otherwise the same as giant scorpions. Metal scorpions, however, are significantly larger and with thick metal plates armoring their bodies. In

4 WOLFMEN Golems attack by striking twice with their heavy stone or clay fists, which strike with enough force to throw man- Wolfman sized creatures 5 – 15' ([1 – 3]×5). Golems are surprisingly AC: 12 susceptible to mind-altering magics, suffering a -2 penalty to their saves vs. spells. However, they are immune to all HD: 2+1* spells that does not deal damage directly, and cannot be MV: 30' (40') harmed by poison or psionics. ATK: 1 (2) The rare goldman, a kind of living statue similar to a DMG: By weapon, (weapon/1 – 6) golem, is made from 2,000 lbs of gold. Upon slaying a goldman, Those materials can be harvested for up to No. App: 1 – 100 500,000 silver pieces worth of raw gold. Morale: 7 TT: L DROHL XP: 25 Drohl Drohlmagi Wolfmen are a kind of shaggy wolf-like beastmen who live AC: 13 13 in wildmen packs. Wolfmen fight as berserkers, entering HD: 2+2 4+2** into their rage at the start of the second round of combat. MV: 20' 20' Berserk wolfmen move up to 40' per round, strike twice per ATK: 3 3 melee round, and attack with a +2 bonus to-hit. A berserk wolfman attack with a weapon in hand and its ferocious DMG: 1 – 2/1 – 2/1 – 4 1 – 2/1 – 2/1 – 4 bite. No. App: 3 – 6 1 – 3 One in every ten wolfmen is a wolfhero, who attacks as Morale: 8 9 a 4+1 hit dice monster, and every 25th wolfman is a TT: L L wolflord. Wolflords are 8+1 hit dice monsters, and always have a magic weapon. The presence of a wolflord increases XP: 20 175 the morale of a pack to 10. Wolfmen are not to be confused with werewolves, Drohls are a race of monstrous giant snail-like beasts. They which are men cursed to transform into a monstrous wolf- stand about as tall as a dwarf, and have large faces. Drohls beast or wolf under certain circumstances. Wolf men are a are not what you would call smart, but do have a sinister different creature entirely. cunning and are quite territorial. The common drohl, sometimes called a drone, attacks GOLEM by slamming with its arm-like protrusions and their shelled foreheads. Each group of drohls has a 30% chance of being Golem Stoneman Goldman led by 1 – 3 of their leader types; drohlmagi. Drohlmagi can AC: 15 16 14 attack with their arms and forehead as a drone does, but will usually use a Magical Flame which it can chant at will, or HD: 10 12 8 throw a Fireball which it can do 3/day. Drohlmagi may also MV: 20' 20' 20' chant a Healing Spell up to twice per day, but may only ATK: 2 2 2 provide healing to itself or other drohls. DMG: 2 – 12/2 – 12 2 – 16/2 – 16 1 – 10/1 – 10 No. App: 1 1 1 Morale: 11 11 11 TT: Nil Nil Special XP: 1,000 1,250 650

Golems are a kind of constructed man, created from simple materials like clay or stone. Golems make for excellent guardians, as they do not need to need to eat or drink and never need rest. The only real downside to using one is that they take their orders literally, and have no ability to make moral judgments. Golems keep not treasure, but may be set to guard one.

5 LUNATIK lesser kin. Silver and magical weapons deal full damage to a demon knight, but weapons made of normal steel and wood Lunatik Raving Lunkatik deal only 1 – 2 points per hit. AC: 13 13 HD: 2+2 4+2** EVIL KNIGHT MV: 5'/20' (fly) 5'/20' (fly) Brigand Blackguard Dark Knight ATK: 2 2 AC: 18 18 17 DMG: 1 – 4/1 – 4 1 – 4/1 – 4 HD: 4+1 6+2 8+3* No. App: 3 – 6 1 – 3 MV: 20' 20' 20' Morale: 8 9 ATK: 1 2 2 TT: L L DMG: By weapon By weapon +1 By weapon +1 XP: 20 175 No. App: 1 – 4 1 1 Morale: 10 10 10 These eye-like bugs, called lunatiks by adventuring folks, TT: R CR CR are little more than a tentacle wreathed eye with a carapace XP: 75 275 1,400 shell. They are erratic and highly territorial. They attack by slamming with their shelled bodies. The bulk of the dragonlord's forces are evil men tempted Raving lunatiks, whose shell is a bright garish fuchsia, with promises of power and wealth if they serve his forces, has the ability to catch a creature's attention with its gaze with said forces filled mostly with brigands and forcing a save vs. petrifaction. On a failed save the target is blackguards. Brigands and blackguards are simply evil stunned for 1 – 6 combat rounds (a stunned creature drops warriors fitted with the finest armor the dragonlord can all held items and cannot attack). spare. Dark Knights, the military leaders of the dragonlord's SKELETON forces, are blessed with undeath by the dark lord. This Skeleton Demon Knight renders them immune to poison and cold. Dark knights prefer to forego a shield in battle, striking twice with a two- AC: 12 16 handed sword or battleaxe, which has a 20% of being HD: 1 7* magical. MV: 30' 30' ATK: 1 1 EVIL MAGIC-USER DMG: By weapon By weapon Dark Apprentice Dragon Warlock No. App: 5 – 20 1 – 4 AC: 10 12 Morale: 11 11 HD: 4* 7* TT: Nil U MV: 30' 30' XP: 7 625 ATK: 1 1 DMG: By spell By spell The dragonlord and his apprentices all practice the dark arts of necromancy, and use these powers to turn the bodies of No. App: 1 – 6 1 – 4 their foes into warriors for dragonlord's army. Skeletons are Morale: 7 8 the bones of dead men, animated through such dark magic. TT: R R Mre powerful skeletons that fight with 3 and 5 hit dice may XP: 75 625 be created by dragon warlocks and the dragonlord himself. These warriors are are capable of individual thought and The dragonlord is a powerful magic-user, able to call all reasoning abilities on part with an average person. Demons sorts of dark forces. This has drawn many mercenary knights have an even greater malevolence, animated via the magicians and would-be wizards to him. They seek possession of a demonic spirits. knowledge and power that only the dragonlord can provide. Skeletons of any category fight with whatever weapons Within the dragonlord's armies they serve as commanders they have on hand or are provided for them by the and messengers, and are usually quite happy to coordinate necromancer who animated them. They cannot be poisoned with eachother... usually. There is a lot of infighting and take no damage from cold. Demons knights have a 30% between the apprentices to determine whom the dragonlord of having a magic weapon, and are more resilient than their will favor most.

6 Dark apprentices, being fourth-level users of black Chimera refers to an amalgam creature birthed from the magic, have two 1st-level spells and two 2nd-level spells. mad experiments of an alchemist or sorcerer. While they Dragon warlocks, being seventh-level users of black magic can take many forms, the dragonlord is fond of fusing three 1st-level spells, two each 2nd and 3rd-level spells, and vultures with exotic reptiles creatures like tsuchinokos and one 4th-level spell. komodo dragons into what he calls his Star Chimeras. These favorite creations lack or have small atrophied lizard legs, CHIMERA regardless the beast cannot walk well and may even need to wriggle across the ground if unable to fly. Chimera, Lesser Chimera, Greater The beak of these chimeric beasts is powerful, and can AC: 14 16 kill a normal man in a single bite. However, it may also HD: 6+3* 12+6* breath a cone of flame (30' long × 15' wide) 3/day. The flaming cone deals dice of damage equal to the chimera's hit MV: 5'/60' (fly) 5'/60' (fly) dice (save vs. dragon breath for half). ATK: 1 1 DMG: 3 – 8 3 – 10 No. App: 1 – 4 1 – 4 Morale: 7 9 TT: I I XP: 500 2,600

7 DRAGON Juvenile Adult Old AC: 17 18 19 HD: 8+4** 10+5** 12+6** MV: 40' (50') 40' (50') 40' (50') ATK: 4 4 4 DMG: 1 – 4/1 – 4/1 – 6/1 – 4 1 – 6/1 – 6/1 – 8/1 – 4 1 – 8/1 – 8/1 – 10/1 – 6 No. App: 1 – 4 1 – 4 1 – 2 Morale: 9 9 9 TT: H H H XP: 2,800 3,100 3,850

The dragon lord has subjugated many wingless rage dragons in his service, powerful legged serpents who can breathe elemental breath and work themselves into a fearsome battle rage. The dragon lord favors only mature dragons within the wild juvenile stage through the early older years, as younger dragons are too weak and older dragons too prideful to control. Dragons attack by clawing twice, then biting and whipping with their tail twice. Instead of attacking the dragon can expel a breath attack three times per day, this breath attack deals damage dice equal to the dragon's hit dice and allows a save vs. dragon breath for half. The shape and element of the attack varies by the kind of dragon it is. These wingless dragons fight as berserkers, entering into their rage at the start of the second round of combat. Berserk dragons move up to 40' per round and attack with a +2 bonus to-hit.

Dragon Breath

Black Line of acidic bile, 30' long × 10' wide. Blue Stroke of lightning 50' long × 5' wide. Green Cloud of poisonous gas, 15' radius, centered 10' in front of the dragon Red Cone of flame, 50' long × 15' wide. White Cone of frost, 50' long × 15' wide.

8 THE DRAGONLORD DRAGONLORD of a humanoid sorcerer. In this form he looks no less sinister, with smooth blue skin and glowing golden eyes. He Dragonlord adorns himself in opulent purple robes and wears a AC: 17 headdress that mimics the shape of horns. HD: 15+5**** The dragonlord is opportunistic, clever, and brutally intelligent, and always operates with a plan. His tactics are MV: 40'/60' (fly) easily framed as simple and destructive, but he has a cold, ATK: 4 calculating intellect. He is fond of performing seemingly DMG: 3 – 10/3 – 10/3 – 12/3 – 8 wanton random acts that disguise a greater plan. The No. App: 1 destruction of a city isn't the wild act of a rampaging dragon he makes it look like, it is a tactical choice as that city may Morale: 10 hold certain resources that he needs to steal or is in a tactical TT: H (×3) place to launch a counterattack against a plan that wont XP: 8,450 come to fruition for a generation. The dragonlord views humans and demihumans as corrupt creatures, no different The orphaned son of the Queen of Dragons, the laying of from the monsters in his employ – if nor more so as they are his egg sapping the last of her spirit and killing her. A convinced of their moral rightness, an idea he finds dragon and sorcerer of immense power, he strives for disgusting. He derives intense pleasure from turning dominion over the world from his throne of evil within the humans, dwarves and elves against one another, seeing what ancient temple of evil Charlock Castle. he does as a sort of mercy. The dragonlord, being a noble purple dragon, can use each of the five kinds of dragon breath each once per day. He can polymorph himself into his humanoid guise at-will, and will will only revert if slain or he so chooses. The dragon lord has 15-levels of black magic on top of his abilities as a dragon. This provides the dragonlord four spells of each levels one through five, and three sixth-level spells.

The dragonlord is a huge purple dragon, with a golden underbelly, and a ridge of red horns. Even in this bestial form, his eyes gleam with a malevolent intellect. However, the dragonlord spends most of his waking hours in the guise

9 NEW SPELLS

Most of the spells found in Dragon Quest track pretty closely to spells found in your old school system of choice. However, a few don't. These spells are presented below. With the exception of the healing spell, which is a white magic spell for clerics, evil magic-users and the dragon lord may have any of the spells in their spellbooks.

HEALING SPELL prevents the subject from casting spells or reading scrolls to create spell effects. This spell automatically fails if cast 2nd-level white magic upon a creature without the ability to cast spells. Range: 30' Duration: Instant SURROUND SPELL The chosen creature within 30' is healed for 1 – 6 points of damage, +1 more point for each hit dice of the monster, to a 2nd-level black magic maximum of 6 – 12 points. Range: 120' Duration: 2 – 8 rounds MAGIC FLAME A creature of the monster's choice within range must make a saving throw vs. spells. On a failed save it becomes 1st-level black magic distracted by hallucinatory doubles of the monster and it's Range: 120' allies. Any attack it makes or special ability it tries to use Duration: Instant has a 50% chance of failing due to the creature trying to With but a word the monster launches a ball of magic fire attack an illusory double. that unerringly strikes a target within range for 2 – 5 points of fire damage. An added ball is conjured for every 3rd hit THUNDER dice the monster has. These added flames may be sent to the same or differing targets. 4th-level black magic Range: See below SEAL MAGIC Duration: Instant The monster launches a cone of lightning bolts 60' long and 4th-level black magic 30' wide at its widest point. Creatures within the cone take 1 Range: 120' – 6 points of lightning damage for each hit die the monster Duration: 2 – 5 rounds has to a maximum of ten dice. Half as much damage if a A spell-casting creature of the monster's choice withinrange save is passed. must make a saving throw vs. spells. On a failed save the subject's ability to cast spells is sealed for the duration. This

10 MAGIC ITEMS Magic Items? Why have monsters from a game if you're not also going to have the treasures they hoard away and protect? When using the above monsters in your campaign, include these items into your treasure tables and crafted treasures.

FAERIE FLUTE REGALIA OF THE HERO This magical flute imbues magic into any song played with The great hero, his or her name not recorded but known by it. The flute's most well known use, as it is what the great the titles Loto and Erdrick, did battle with an evil god who hero used it to do, was to play a lullaby to cast a magical reached for world domination from the throne of evil at Sleep. Other songs may have differing uses, as per the Charlock Castle. In that battle the hero used a suit of armor, referee's purview. Playing a song on the flute takes at least sword, helm, and shield. Each one a disparate piece of one minute, and being hit with an attack ruins the attempt. equipment, but have since become a set iconic to the hero's legacy and lineage. Each one is lacquered a deep blue and LYRE OF IRE fitted with gold, and each one very powerful. Sword of Kings: Longsword +2, +3 vs. demons, A silver lyre, when the strings are strummed, it summons  devils, and dragons. monsters from the local region. The referee will roll for a Shield of Heroes: Shield +2, it adds its bonus to the wandering monster, which appears immediately somewhere  wearer's saving throws vs. dragon breath. within 30 – 120'. Reaction rolls are made, but are at a -3 Armor of Radiance: Plate armor +3, the wearer penalty.  regenerates 1 hit point per hour. Helmet of Ortega: Helmet +1, it adds its bonus to RAINBOW DROP  the wearer's saving throws vs. mind affecting The rainbow drop is a powerful magical potion that, when abilities. pored into a watery passage, will cause a solid rainbow to rise up out of the waters. This rainbow functions as a bridge SPHERE OF LIGHT 10' wide and up to 300' long. It rises up over any shoals and The sphere of light is a powerful magical artifact, a glowing out of the range of any attacks. The bridge remains intact orb roughly one foot in diameter. It appears to be made of indefinitely, but will solidify into stone after one week, hollow glass and is just as light, but is as hard ad steel. The where upon it can be destroyed as any stone bridge could be. sphere radiates a constant 120' radius of daylight that A rainbow drop is created by a magic-user fusing a staff of banishes magical darkness. rain with a stone of sunlight. The sphere's powers are numerous and mighty. If simply placed upon a holy alter within a nexus of magical energies, it creates a protective aura that banishes summoned monsters and prevents further summoning. If held in hand it can be invoked to destroy a magical barrier within 120', even in combat.

STAFF OF RAIN This magical quarterstaff+1 can cast a version the control weather spell once per day. This weather control may only be used to create summon or disperse rain. Any level of rain from a light sprinkle to a heavy rainstorm is possible with this magic staff.

STONE OF SUNLIGHT A magical stone that bears the power of the sun. It is warm to the touch and glows with the light of a candle. Three Lady Lora, princess of Ladutorm invoking the staff of rain and stone of sunlight to craft a rainbow drop. times per day it may be commanded to glow bight, casting a light spell. Once per day it may be thrown as a fireball spell cast at the 6th-level of ability.

11 MONSTER TABLES

AC HD MV Atk Damage No App Morale TT EXP Slime 11 1-1 20' 1 1 – 4 3 – 12 8 Nil 5 Metal Slime 19 1+1 40' 1 1 – 4 1 – 3 4 LM 16 Bubble Slime 13 2+2 20' 1 1 – 4 + Poison 2 – 12 8 N 25 Healslime 13 2+2 30' 1 1 – 4 1 – 6 8 O 25 Dracky 13 2 10'/30' 1 1 – 4 2 – 16 7 L 15 Giant Scorpion 12 1+1 30' 1 1 + Poison 2 – 5 7 L 13 Mountain Scorpion 12 3+1 30' 1 1 + Poison 2 – 5 7 L 50 Metal Scorpion 19 1+1 30' 1 1 + Poison 1 7 L 16 Poltergeist 12 3 - /30' 1 1 – 6 1 – 3 9 Nil 35 Ghost 12 4 - /30' 1 1 – 8 1 – 3 9 Nil 100 Magighost 12 6 - /30' 1 2 – 9 1 – 3 9 Nil 750 Wolfman 12 2+1 30' (40') 1 (2) Weapon, (weapon/1 – 6) 1 – 100 7 L 25 Wolfhero 12 4+1 30' (40') 1 (2) Weapon, (weapon/1 – 6) N/A 7 L 125 Wolflord 12 8+1 30' (40') 1 (2) Weapon, (weapon/1 – 6) N/A 10 L 1,400 Golem 15 10 20' 2 2 – 12/2 – 12 1 11 Nil 1,000 Stoneman 16 12 20' 2 2 – 16/2 – 16 1 11 Nil 1,250 Gold Man 14 8 20' 2 1 – 10/1 – 10 1 11 Special 650 Drohl 13 2+2 20' 3 1 – 2/1 – 2/1 – 4 3 – 6 8 L 20 Drohlmagi 13 4+2 20' 3 1 – 2/1 – 2/1 – 4 1 – 3 9 L 175 Lunatik 13 2+2 5'/20' 2 1 – 4/1 – 4 3 – 6 8 L 20 Raving Lunatik 13 4+2 5'/20' 2 1 – 4/1 – 4 1 – 3 9 L 175 Skeleton 12 1 30' 1 Weapon 5 – 20 11 Nil 7 Skeleton Warrior 12 3 30' 1 Weapon 5 – 20 11 Nil 25 Skeleton Knight 12 5 30' 1 Weapon 5 – 20 11 Nil 125 Demon Knight 16 7 30' 1 Weapon 1 – 4 11 U 625 Brigand 18 4+1 20' 1 Weapon 1 – 4 10 R 75 Blackguard 18 6+2 20' 2 Weapon +1 1 10 CR 275 Dark Knight 17 8+3 20' 2 Weapon +1 1 10 CR 1,400 Dark Apprentice 10 4 30' 1 Spell 1– 6 7 R 75 Dragon Warlock 12 7 30' 1 Spell 1 – 4 8 R 625 Chimera, Lesser 14 6+3 5'/60' 1 3 – 8 1 – 4 7 I 500 Chimera, Greater 16 12+6 5'/60' 1 3 – 10 1 – 4 9 I 2,600 Dragon, Juvenile 17 8+4 40' (50') 4 1 – 4/1 – 4/1 – 6/1 – 4 1 – 4 9 H 2,800 Dragon, Adult 18 10+5 40' (50') 4 1 – 6/1 – 6/1 – 8/1 – 4 1 – 4 9 H 3,100 Dragon, Old 19 12+6 40' (50') 4 1 – 8/1 – 8/1 – 10/1 – 6 1 – 2 9 H 3,850 Dragonlord 17 15+5 40'/60' 4 3 – 10/3 – 10/3 – 12/3 – 8 1 10 H (×3) 8,450

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