Sample file Table of Contents Introduction 3 Main (Creature Name) Index 8

Animals: Mundane, Extinct and Giant 11 Conjurations: Magical and Other planar 22 Humanoids: Tribal and Solitary 32 Lowlife: Plants, Bugs, Worms and Goos 49 Monsters: and Other Fantastical Creatures 59 Undead Mindless and Malignant 82

Creature ‘Type’ Index 90 Habitat Index 92

Compiled by Graeme Morris, Phil Gallagher & Monsters created by Dave Alexander, Jim Bambra, Mike Brunton, William Carlson, Zeb Cook, Michael Gray, Phil Gallagber, , , Bruce Heard, Tom Kirby, AM Gray McCready, Michael Malone, FDnk Menm, Tom Moldvay, Graeme Morris, Bruce Nesmitb, Doug Niles, Merle Rasmussen, Gamy Spiegle, Jean Wells & Skip Williams. Art by Jeff Anderson, Helen Bedfod, Gary Harrcd, Tim Sell, Brian Williams, GeoffSample Wingate & Petefile Young. Many thanks to Mike Brunton, Dawn Buton, Harold Johnson, Frank Menm, Carole Morris & Sarah peck.

Dimbuted to the book mde in the United S!ates by Random Housc Inc. and in Canada by Random House of Canada, Lld. Dislribuled to the toy and hobby mde by regional distributors. Distributed in the United Kingdom by TSR UK Lfd. 0 Copyright 1986 TSR Inr All rights nm DUNGEONS &DRAGONS, DBD, ADVANCED DUNGEONS & DRAGONS. AD&D, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trad-rlrs of TSR, he. This book is pmectd under the copyright laws of the United stltes of America. Any reprcduction or unauthorised use of the material or anwnlr contained hereia is prohiited Without the express written pemksion Of TSR, he. Printed in the Uniied Staicp of America. TSR Inc. POB 756 Lake Geneva WI. 53147 USA

I The Main (Creature Name) Index (Pages 8-10) This lists all the crearurcs both old and new in the D&D gamc. It is useful if YOU know what rhe creature is called and want to find its location in chis booklet or in one of the D&D rules sets. Details of creatures appearing in this hook are listed in bold type.

The Creature "Type" Index (Pages 90-91) This lists the creatures by their type (e.g. humanoid, animal. monster) allowing you Io find particular kinds of creatures quickly.

The Habitat Index (Pages 92-96) This index lists by type the creatures which are to he typically found in various habirats e.g. woodland, aquatic, plains erc.

Creature Types The habirar tables give lists of monsters associated wirh particular environments. These lists are intended to bc a general guide for To niakr this book easy to use, the various creatures have hcen divided populating particular campaign areas. However, only "typical" into "types". The six types used are: creaturesaregiven ineach case,and iris quitepossible (givenrhr righr circumstances) Sor creatures other than those listed to be mcountered. Animals pages 11-21 Emwtplc: A block herir, incir,ded on/? hi ihc "U"m&d" urd Thisgroup includes common animals (e.g. hears, hawks, lizards, frogs "Monnraiiioas" rccrions, cordd he encormicrd cis <> siupicim 's pei or os and sharks) plu\animalsu~hicharenowevtinct(e.g. dinosaurs). Giant purr o/u curniwl und so uppeor in u "Hiinzm E,wimnnieni ". versions of"rea1"creatures (e.g.giant sturgeon fish) arc also included. The range ofenr,ironmentsand situationscovcred byeachcarcgory is Conjurations pages 22-31 described below. Although, in each category, rhese habitats are closely This includes creatures which either live on other planes ofexistence related, rhe overall range can be quite hroad and few ~rcarureslisted or which have strong links with other planes (e.g. elemenials, for a particular category will be found in all of its habitats. Exuriiplr: fundamentals). Although many which live on other planes can appear SNm rhe r.uiiiei r.egiilar(\'uppeirrr in derrrrr, ii is pioccd in the 'Tmpiini' on the Prime Plane oftheir own volition, others must bc summoned in ieciion, bur ii is less i.nrrrriin,il.i,~,nnriiiii hoi plriinr und newr in jiin~1e.r. some way. The remaining creatures in this group are mosrly cnnsiiiiCrs -creatures created by magical means (see CD21). Aquatic: This category covers seas, oceans, lakes, screams, rivcrs, swamps and marshes. Ir nor only includes underwater crcaturer, but Humanoids pages 32-48 also those to be Sound on the surface and/or flying above it. The main criterion far including creatures in this group is that they are more or less human-shaped (c.g.giants, ). Shape is not the only Cold/Arctic: Includes rnow-capped mountains, ice-sheets, snow- condition, however, since the crratures included in thisgroupSample are also, covered file plains and tundra. in general, free-willed, moderarely inrclligenr, and have a language (or orhcr means 01. communication). Most also wear clothes and use Human Environments: This category applies to those creaturcs weapons and tools, while many form tribes or orher social groups. which can be found with or near humans or demi-humans (elves, Thus, for example, bargda, apes, and human-shaped undead and dwarves and halilings). It includes humans and demi-humans constructs are nor considered to be humanoids, while Hutakaans and themselves, races who ofrcn have dealings wirh them, domesticated lupins (who have dog-like heads) are. animals, pests, vermin and creatures who live secretly amongsr humans or demi-humans. It also encompasses creatures which can be Lowlife pages 49-58 summoned (from orher planes etc.) or created to serve human or The crearures in this group are, for the most parr, non-intelligent and demi-human masters. have simple hie-styles. Mosr are plants (e.g.vampire rose), fungi (e& yellow mold), "goos" (e.g. green slime), insects (e.g. giant beetles), Lost Worlds: These are special areas, cur off from the outside arachnids (e.g. spiders) or other invertebrares (e.g. worms, slugs). world, where crearures from a bygone age live on unchanged by time.

Monsters pages 59-81 Mountainous: Also includes cliSfs, gorges and so on This section takes in all manner offantastic and frighteningcreatures. Oiten rhese creatures hare w,eird appearances (e.g. beholder), while Open: Includes plains, savannahs, steppes, scrubland, moorlands others, although they ourwardly resemble members of other groups and non-wooded hills. (c.g. humanoids or animals), have srrange magical abilities or other powcri that set them apart. Other Planes: This includes all planes other than the Prime Plane.

Undead pages 82-87 Tropical: Includes jungles, hot plains and deserts The undead are beings who owe rhcir existence to the action of powerful Sorces on rhe bodies and spirits oSdead creatures. Underground/Ruins: This is one ofrhe broadest environmcntal categories. It includes natural caverns, artificial underground complexes (dungeons), ruins, combs, graveyards, and specially- Finding a Creature consrrucred lairs.

There are rhree ways of linding a creature using this book: Wooded: Includes woodlands, forests and jungles. 3- Wilderness: The second No. Appearing is used for most encounters. Terms Used in the Creature Catalogue If the lair is encountered, the No. Appearing may be up to 5 times the maximum given, depending on the terrain and other'conditions.

References to Rule Books: The followine abbreviations are used~~ to halfof I Inanymonsterlair(whetherinadungeonorwildernqss),up when referring to specific pages in the D&D rule books: BP - Basic the total number present may be young, very old, or &male creatures Players Book; BD - Basic Dungeon Masters Book; E - Expert Rule (sometimes with little or no combat ability). In addition several adults Book; CP - Companion Players Book; CD - Companion Dungeon may be temporarily absent (hunting, scouting, Masters Book; MP - Master Players Book; MD - Master DM's Book. season, time of day and other conditions.

The terms used in the creature descriptions are explained below: Save As

Name Names are for the DMs use; the players should only receive a description when a monster is encountered. An asterisk (") after the Fighters of half their monster level. Some monsters Tay have special . monster's name means that normal weapons cannot harm thecreature adjustments to some Saving Throws, and these are given in the - rpecrul or nmgicul weapons are required. descriptions.

Armour Class This number is used to measure the difficulty of hitting a creature in combat. It is based on several things, including the toughness of the creature's skin, its speed or agility, and armour worn (if any). This number may be adjusted in special situations. For esample, a hobgoblin is nnrriul1.v AC 6 (leurher urnzorrr) bur nqbe changed IO AC 2 ifplure monsters continue to fight. If monsters are e iiiuil orniofir is worn bv the ~ieufiwe. the morale score should be raised by 1-2 poi

Hit Dice This gives the number of 8-aided dice used to find any one monster's hit points. It may be followed by an adjustment (a plus or minus sign followed by another number). The adjustment is the number of hit 3/4 or more). Groups of creatures make a Morale check points added to or subtracted from the total of the Hit Dice. If an group when the first death occurs, and later when halfpf asterisk (") appears after the Hit Dice number, the monster has a are not free to act - killed, magically asleep or controWed special ability (given in the description). Two or more asterisks may he given, one for each special ability.

Move This gives the movement rate for the monster. The number of feet the (BD40 or CD43). Wandering monsters are unlikely; to be carrying monster moves in any one IO-minute turn is given first, followed by treasure unless an individual Treasure Type (a letter, from P to V is the movement rate per IO-second round for use during encounters, A given). A DM may always place more, less, or differejt treasure than special rate is also given for monsters that swim, fly, dig, have webs the type indicated. etc. SampleIntelligence file Attacks This gives the average Intelligence score forth This gives the number and type of attacks which the monster can use may -haw a high& or lower Intelligence score.! Leaders and in one round. Some monsters have special attacks (see Special spellcasters always have higher than average Idtelligence. To Attacks below). determine the Intelligence of an individual. find the averaee Intelligence of its race.koll two six-sided dice. The firstdie is usedyo Damage determine how much this individual's Intellirrence varies from the This gives the amount of damage a monster inflicts if its attack race's average, and the second die is used to determine whether to succeeds. For monsters with more than one attack, the damages are subtract (1-3) or add (4-6) this amount from the racels average. :16 always given in the same order as the types of attacks. The DM may choose an exact damage within the range given, or dice may be rolled c- to determine damage randomly. Individual Creature Intelligence

I L No. Appearing Race's Maa;imum First Die Roll This -gives the number of monsters that could he encountered. Two Ave.Int. Variance 1 2 3 4 5 6 hp numbers are always given; the first applies to dungeons and the second to wilderness. If either number is zero, the monster is not normally found in that location. The DM mavchaneeI thenumber amearinnas.. - desired. In any case, the number should be adjusted according IO the situation: 16-17 3 011223 Dungeon: First find the level of dungeon upon which the encounter 18-19 2 001122 occurs. If the monster's level (Hit Dice) is equal to the level of 20+ 1 001111 dungeon, use the given No. Appearing. If the monster's level is greater than the dungeon level, the No. Appearing should be reduced. If the monster's level is less than the dungeon level, the No. Appearing Intelligence can also be a valuable guide to role-playing a creature. should be increased. If a dungeon lair is encountered, the No. Stupid creatures may make tactical errors in combat; smart ones may Appearing may be up to 5 times the maximum given (at the Dungeon surprise characters with brilliant traps, verbal assaults, and fast Master's discretion). reactions to unexpected situations. Alignment drops to the widpoim ofthe new level. Energy drain afIccts powerf.ul This shows whether the monster’s behaviour is Lawful, Neutral or demi-humans differently from humans, draining 101,000-120,000 XQ Chaotic. Unintelligent monsters are usually Neutral. (ld20 x 1,000 + 100,000).

XP Value Any 1st level character struck by an energy drain attack is killed; the This is the amount of Experience Points awarded for defeating a victim later rises as an undead ofthe same type, under the control of monster using the revised table on MDIO. the slayer. In this case, the armour class and Hit Dice 01. the victim become those ofthe standard undead form, hut the hit points are one half ofthose possessed in life. (Note that such a victim does not rise Special Attacks immediately, hut usually after a period of 24-72 hours, or as givcn in each monster description). Acid Damage from acid is possible from the attacks of black dragon breath, Experience Levels lost to encrgy drain attacks can he restored by gray ooze and other creatures. Normal items will usually be ruined if gaining experience points through normal adventuring or by rhe use the victim of the acid attack fails a Saving Throw vs. Breath. An ofa restore spell (see CP13). optional method orfinding theeffect ofacid damage on magic items is given an CD21. Paralysis This effect ‘freezes’ a character. If a character is hit by a paralysing Charm attackand failsthe SavingThrowvs. Paralysis, thecharacter is unable Some monsters may enchant a character so that the character is to do anything. A paralysed character remainc awake, aware ofwhat is confused, believing that the monster is a friend. If a character is the happening, but cannot do anything that requires movement victim of a charm attack (from a harpy, for example) and fails a (including speaking, spell casting, and so forth) until the paralysis Saving Throw vs. Spells, the character is immediately charmed. A ends. All attacks on a paralysed creature automatically hit; only a roll charmed character is confused and unable to make decisions. The fordamage is made. Paralysisafitselfhasna permanent effectsofany charmed character will not artack or harm the charming monster in kind. It lasts for 2-8 turns (unless a different number is given in the any way, and will obey simple commands from the creature if they monster description). The cleric spell cure light wounds can be used both understand a language (whether the alignment tongue or some to remove paralysis, hut will not cure any damage when used for this other language). If the charmed character does not understand the purpose. monster’s speech, the character will still try to protect the monster from harm. Charmed characters are too confused to use any ~pell~or Petrification magic items which require concentration, This is a dangerous ability of certain fantastic monsters. It may take place due to a gaze, breath, or normal hit in combat, as given in the If the charming monster is killed, the charm effect disappears. A monster description. The victim must make a Saving Throw YS. Turn dispel magic spell can be used to break the charm without killing the to Stone. Ifthe Saving Throw is failed, the sictim turns into a stone monster. Alternarively another Saving Throw against a charm spell statue. All equipment carried, whether normal or magical, turns to may he made if the charming character places his or her “friend” in a stone with the victim, becoming part of the statue and not easily dangerous situation. Otherwise, another Saving Throw is allowed removed. after a period of time that depends on the intelligence of the victim. Poison Poison is a danger toall characters. Ifa character is hit by a pOiSonOus Duration of Charm - Frequency of Saving ThrowsSample attack file (by a snake, for example) and fails the Saving Throw vs. Poison, thecharacterwilleither dieor takeadditional hitpointsofdamageasa Intelligence Save again Intelligence Save again result of the poison. after after 0 120 days 13-15 3 days Spell Immunity 1 90 days 16-17 24 hours This may take many farms. Undead are immune to all spells that affect 60 days 2 18 8 hours themind-charm,sleep, hold,discord,insanity,feehlernind et=; 3 45 days 19 3 hours many fire-using creatures are immune to fire-type ~pdi~.Some 4-5 30 days 20 1 hour QOwerfUl creatures may he immune to spells of low power, such as all 6-8 15 days 21+ ltum /!ni and second led sppe113, possibly in addition to immunity to a 9-12 7 days Specific type ofspell. When spell immunity is mentioned, it applies to all spell-like effects as well, including those produced by monsters or devices. For example, immunity toall 1st-3rd levelspellsalsoconfers Charge immunity to fire halls from a wand or staff (since fire ball is a third If a monster can run toward its omonent.. for 20 vards 120 feet level spell). However, dragon breath is a natural abilityofdragons, not indoors), it inflicts double damage if it hits. A charge cunnoi be made a magical one, and is not affected unless a description mentions it in certain types ofterrain - broken, forest, jungle, mountain or swamp. specifically.

Continuous Damage Swallow Some monsters hold on when they hit their victims. When this occurs, Some monsters are large enough to swallow a victim whole. This no further Hit rolls are needed; the victim takes a given amount of attack always succeeds ifthe Hit roll is 20, and might succeed with a damage each round, usually until the monster is killed. lower number (given in the monster description). The swallowed victim takes agiven amount ofdamage each round until the monster is Energy Drain slain. Ifthe victim has an edged weapon, the monster may be attacked This is a dangerous attack with no Saving Throw allowed. If a from inside, hut with a -4 penalty on Hit Rolls. The inside of any character is hit by an energy drain attack, the character loses one level creature is AC 7 unless noted otherwise. Being swallowed often has of experience (a monster would loseone Hit Die from thiseffect). The effects other than damage (loss ofconsciousness, paralysis, etc.). Ifthe energy drain removes all the benefits of that level -hit points, spells victim dies, the body is completely digested in one hour (6 turns) and and so forth -as soon as it occurs. The victim’s experience point total cannot be recovered. -5- Balancing Monsters swoop This is similar to a charge, but applies to flying monsters. However, The following system can he used to gauge the genera1,difficultylevel double damage is gained only if the monster surprises its opponent. If of any encounter. Exceptions to this system may occur, but it normally the Hit roll is 18 or more and the monster has talons or some way to works if the following assumptions are taken into account: grab prey, the monster holds on and tries to fly away with its victim. If the victim is too heavy, the monster lets go immediately. A swoop The PCparry is composed ofuppropriare characrer classes and adequare1.v cannot he used in dense forest or jungle cover. equipped (including magicl. Review any special abilities of this encounter's monster and make sure the party has the means to damage the creature or to avoid,its ah es. If the party does noi .have.the means, this encounter& too tough for them. ,' may lift a ' The monster is encounrered in a normal mdee. If the monster is waiting mayliftahumaa in ambush, has special weapons,'or has.special traps, &e DM should may lift a horse treat the encounter.as one level tougher than the calculations show. may lift an elephant The monsrers encountered are all rhe same type. If a Axed group of monsters is encountered, make sure the total of the monsters' adjusted *When mounted, a pegasus or hippogriff may carry a human in metal Hit Dice falls within the desired range. If the monsters are mounted, armour plus other gear. add only half the HD of the mum or rider, whicheven is weaker, as additions to the adjusted Hit Dice of,the larger ofthe~mountor rider. Trample ._ , Some monsters try to use their large size to crush their opponents. The roralparzy leevd (TPL)ir equivaht IO the adjurredHir Dice z.ulueof When trampling, a monster gains a +4 bonus to its.Hit Roll if the rhe monsrer. The party lwel is not adjusted for magic or special victim is human-sized or smaller. Some groups of animals, herds, may abilities, whichare considered to be evenly divided awmg the party, also trample, usually inflicting 1-20 points of damage through sheer thus dispersing their impact. If the DM believes special abilities will numbers, rather than large sizes. play a major role imthe encounter,,power bmwses, as described helow should be added IO the TPL. Wrestling Rating This gives certain creatures' wrestling ratings (see CP7). Follow these three steps TO determine the impact of a ., , 1. Determine the TPL (Total Party Level) of the PC party. Changing Monsters 2. Determine the individual monster Hit Dice potential using power bonuses. The creature descriptions given in this book and in the other 3. Determine thetype of challenge faced. rulebooks are only guidelines. You may cbaoge details to suit the needs of your campaign or a specific adventure. Unexpected changes Determine TPL: The TPL is.the sumof the experience levels of all add new levels of excitement and mystery. However use change only the characters in the party. Ifthe DM decides tause powerbonuses, rarely or else the element of surprise is lost, and players may become frustrated because they cannot learn what to expect and how to respond. Sample file

The Hit Dice given for a type of creature should he taken as the average. Both smaller and larger versions certainly exist. To change divide that number by five, rounding off; and add the result to the the size of a monster, use the following modifiers: number of Hit Dice (e.g 4+3 = 5HD). If there are any subtractions, suhrract k/ZHDper2points(e.g. 1-1 = lJ2HD).Thenilddhalfofthe smaller: -1, -2 or -3 original Hit Dice for each power bonus. Power bonuses include: larger: +1, +2 or +3 (i) each asterisk next to a monster's Hit Dice. (e.g A monster with modifiers are the same as ability modifiers for characters. These HD9" =Adjusted H ... " .. odifiers are used in the following manner: (ii) For NPCs a power hon,us is awarded if: Points: add the modifier per Hit Die. * a. everyone in the party has +2 weapons or better. Rolls: add the modifier to the roll. b. There are speM casters. Total the highest spell.levels.that each ge: add the modifier per die of damage. * caster in thegroup maycast,diwide by two, &htndividehythe number subtract the modifier from the roll. in the party, rounding.up. (e.g If a party has four members and one can r Class: subtract the modifier from the AC. cast 1st-8th level spells, treat as 1 power bonus).

re should always he a minimum of 1 pint per die. Determine theichallenge: This stepmay he applied to cresting an encounter or to measuring its impact. the challengk level of an Tocalculaie the XPvalueofdir~crentsrLcmonsten,takrthciriotal hit encounter is elapressed.as a percentage (divide the total adjusted points and dividc by 5. rounding lritctions up. This is the number of monster Hit Dice by the TPL). The table on the following page gives ' Hir Dicc. IO be used when calculating XI' value. the ranges for different levels of challenge. These levels of challenge are described below: ' For cxamde. a normal-sired _. gorgon would have: AC. 2; HD 8'; THACO i2; D 2d6; Save F8 Extreme.Danger:This.encounteris a killer. IfthePCs do not retreat The largest variety of common gorgon would have: AC-I; HD 8+24*; or flee, they will probably be defeated and die. This type of encounter is usually used for "no win" situations, when the DM wants it obvious II THAC6 9, D 2d6+6; Save F8i3; XP as 13 HD.