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Sample file Appendix Contents

Introduction, 4

Familiar, 41 Aryth, 42 Actaeon, 8 Bogan, 42 Agarat, 9 Fylgar, 42 Ash crawler, 10 Gretch, 42 Ulzaq, 42 Frost salamander, 43 B Ice crab, 43 Baldandar, 11 Fundamental, air/earth, 44 Bargda, 12 Fundamental, fire/water, 45 Bhut, 13 Birds of , 14 Magpie, 14 Piranha bird, 14 Gargantua, 46 Sprackle, 15 Geonid, 47 Blackball, 16 Ghostly horde, 48 Brain collector, 17 Giant, athach, 49 Giant, hephaeston, 50 Golem, amber/skeletal, 51 Golem, drolem, 52 Che vail, 18 Golem, iron /mud, 53 Choker, 19 Golem, rock/silver, 54 Coltpixy, 20 Gray philosopher, 55 Crone of chaos, 21 Guardian warrior, 56 Gyerian, 57 D Darkhood, 22 H Darkwing, 23 Herex, 58 Decapus, 24 Hivebrood, 59 Deep glaurant, 25 Horde, 61 Diabolus, 26 Hsiao, 62 Dragon, 27 SampleHuptzeen file, 63 Crystalline, 28 Hutaakan, 64 Jade, 29 Onyx, 30 Ruby, 31 I Dragonfly, 32 Imp Drake, 34 Wood, 65 Dusanu, 36 Bog, 66 Garden, 66

Elemental of chaos, air/earth, 37 J,K Eolian, 37 Jellyfish Erdeen, 37 Marauder, 67 Elemental of chaos, fire/water, 38 Death's head, 67 Pyrophor, 38 Galley, 67 Undine, 38 Kna, 68 Elemental of law, air/earth, 39 Kopru, 69 Anemo, 39 Kryst, 39 Elemental of law, fire/water, 40 Helion, 40 Lizard, 70 Hydrax, 40 Draco lizard, 70 Giant footpad, 70 Giant gecko, 71 Lava lizard, 71 Rockhome, 71 Contents

Giant tuatara, 71 Spirit, 105 Xytar, 71 Druj, 105 Lizard-kin, 72 Odic, 106 Cayman, 72 Statue, living, 107 Chameleon man, 72 Crystal, 107 Gator man, 73 Iron, 107 Sis'thik (desert scourge), 73 Jade, 107 Lupin, 74 Rock/Ooze, 107 Lycanthrope, werejaguar, 75 Silver, 108 Lycanthrope, wereswine, 76 , 108 Surtaki, 109 M Magen, 77 Manikin, 79 Tabi, 110 Mek, 80 Thoul, 111 Mujina, 81 Thunderhead, 112 Nagpa, 82 Tiger, ebon, 113 Topi, 114 Tortle, 115 N Snapper, 115 Nightshade, 83 Nightcrawler, 84 Nighwalker, 84 V, W , 84 Vampire, velya, Nuckalavee, 85 Swamp velya, 116 White fang, 117 Worm, 118 Great annelid, 118 Pegataur, 86 Caecillia, 118 Phanaton, 87 Fyrsnaca, 119 Plant, dangerous, 88 Leviathan, 119 Amber lotus, 88 Red worm, 119 Archer bush, 89 Sample fileSlime worm, 119 Grab grass, 89 Wyrd, 120 Vampire rose, 89 Greater wyrd, 120 Plasm, 90 Y,Z R, S Yowler, 121 Rakasta, 91 Zombie, lightning, 122 Rock man, 92 Greater lightning zombie, 122 Saberclaw, 93 Sacrol, 94 Encounter Tables, 123 Scamille, 95 Shapeshifter, 96 Adaptor, 96 Metamorph, 97 Polymar, 97 Randara, 97 CREDITS Shargugh, 98 Shark-kin, 99 Design: John Nephew, Teeuwynn Woodruff, John Terra, and Sollux, 100 Spectral death, 101 Development: Tim Beach and Jon Pickens Spectral hound, 102 Editing: Andria Hayday, Sue Weinlein, John Rateliff, and Spider-kin, 103 Anne Brown with Aranea, 103 Cover Art: Jeff Easley Planar spider, 103 Decorative Borders: Randy Asplund-Faith Plopped, 104 Interior Art: Arnie Swekel Rhagodessa, 104 Production: Angelika Lokotz Introduction

his volume holds a host of creatures both 0 -intelligent or not ratable wondrous and horrifying. Each is unique 1 Animal intelligence to the MYSTARA1" campaign, and presented 2-4 Semi-intelligent in AD&D® game terms for the first time 5-7 Low intelligence ever. Of course, other monsters roam the 8-10 Average (human) intelligence realm too; Mystara is home to many crea- 11-12 Very intelligent tures introduced in the Monstrous Manual'" 13-14 High intelligence (a compilation of the original ® Vol- 15-16 Exceptional intelligence umes One and Two, plus other creatures). Further, though Mys- 17-18 Genius tara is the "natural habitat" of the creatures in this appendix, 19-20 Supra-genius most could invade virtually any AD&D game world! 21+ Godlike intelligence The text below explains the format in which each monster is presented. Thereafter, you'll find tips for making the most of TREASURE refers to the treasure tables in the these monsters in play—especially if you're a Dungeon Master Guide (DMG). Most treasures are carried by individuals; trea- (DM) facing experienced adventurers who believe they've "seen sure types appearing in parentheses are typically found in the it all." lair. If individual treasure is indicated, a single monster may A note to '" game players: The descriptions in this carry it (or not, at the DM's discretion). appendix assume the reader already owns two hardcover Major treasures are usually found in the monster's lair; these AD&D rulebooks: the Player's Handbook and the DUNGEON are most often designed and placed by the DM. Intelligent mon- MASTER® Guide. While you'll be able to understand the descrip- sters use any magical items present and try to carry off their tions of many Mystaran creatures without those books, the most valuable treasures if hard pressed. If treasure is assigned deadlier the monster, the more likely it is to boast abilities not randomly, roll for each type possible; if all rolls fail, no treasure covered by the FIRST QUEST game rules. of any type is found. Treasure should be scaled down if only a few monsters are encountered (fewer than the typical encounter, that is). Large treasures are noted by a multiplier (xlO, for exam- The Monsters ple); this should not be confused with treasure type X. Do not Each monster description begins with a summary table covering use the tables to place dungeon treasures, since the numbers the following details: encountered underground will often be much smaller.

CLIMATE/TERRAIN indicates where the creature is most often ALIGNMENT reflects the common behavior of a typical speci- found. Climates include arctic, subarctic, temperate, subtropi- men. Exceptions, though rare, can be expected. cal, and tropical. Typical terrain includes plain/scrub, forest, rough/hill, mountain, swamp, and desert. In some cases, a range No. APPEARING indicates an average encounter size for a is given; for instance, "cold" encompasses arctic, subarcticSample, and wildernes files encounter. The DM should adjust this number to fit colder temperate regions. other circumstances, as the need arises. In a dungeon, for exam- ple, the number appearing is lower. FREQUENCY is the likelihood of encountering a creature in any Note that some "solitary" creatures are found in small groups. given area. DMs can adjust these chances for special locations. This could mean one of two things. One, the groups are very small family units. Or two, several individuals happen to be in the Very rare = 4% chance same place but not as a cooperative group (four alley cats feasting Rare = 11% chance on the same garbage heap do not work as a pack, for example). Uncommon = 20% chance Common = 65% chance ARMOR CLASS represents armor worn by humans and human- oids, as well as a protection due to physical structure or magical ORGANIZATION describes the general social structure the mon- nature, and defensive ability due to speed, reflexes, and so ster adopts. "Solitary" includes small family groups. forth. Humans and man-sized humanoids that wear armor have an unarmored rating in parentheses. Listed AC does not include ACTIVITY CYCLE is the time of day when the monster is most any situational bonuses noted in the description. active. Light is the for "nocturnal" creatures; in subterranean settings, they could be encountered anytime. The activity cycle MOVEMENT shows the relative speed rating of the creature. listed is a general guideline and exceptions are fairly common. Higher speeds may be possible for short periods. Human, demi- human, and humanoid rates are often determined by armor DIET explains what the creature usually eats. Carnivores eat type (unarmored rates appear in parentheses). For monsters meat, herbivores eat plants, and omnivores enjoy a diet that with special locomotion, additional details are provided. Abbre- includes both. Scavengers primarily eat carrion. If a monster viations include: does not fit any of these categories, the substances it does devour are described in the main text. Fl = flying Sw = swimming INTELLIGENCE is the equivalent of human "IQ." Certain mon- Br = burrowing sters are instinctively cunning in combat, despite a low IQ; such Cl = climbing cases are noted in the monster descriptions. Ratings correspond Gl = gliding roughly to the following Intelligence ability scores: Wb = moving across webs Notations for flying creatures include a Maneuverability Class MAGIC RESISTANCE is the percentage chance that any magic from A to E. Class A creatures have virtually total command cast upon the creature will fail to affect it, even if other crea- over their movements in the air; they can hover, face any direc- tures nearby are affected. If the magic penetrates the resistance, tion in a given round, and attack each round. Class B creatures the creature is still entitled to any normal saving throw allowed. are very maneuverable; they can hover, turn 180 degrees in a Creatures may have resistances to certain spells; this is not con- round, and attack in each round. Class C creatures are some- sidered "magic resistance," which is effective against all spells. what agile in the air; they cannot move less than half their A creature with "nil" magic resistance receives any normal sav- movement rate without falling, they can turn up to 90 degrees ing throw allowed. in a round, and attack aerially once every two rounds. Class D creatures are somewhat slow; they cannot move less than half SIZE is abbreviated as follows: their movement rate without falling, can turn only 60 degrees in a round, and they can make one pass every three rounds. Class T = tiny (2 ft. tall or less) E includes large, clumsy fliers; these cannot move less than half S = smaller than a typical human (over 2 ft. to 4 ft.) their movement rate without falling, can turn only 30 degrees in M = man-sized (over 4 ft. to 7 ft.) a round, and they can make one pass every six rounds. See L = larger than man-sized (over 7 ft. to 12 ft.) Chapter 9 of the DMG for more information. H = huge (over 12 ft. to 25 ft.) G = gargantuan (over 25 ft.) HIT DICE is a rating that determines how many hit points a creature can absorb before being killed. Unless otherwise Most creatures are measured in height or length; some are mea- stated, Hit Dice are 8-sided (for 1 to 8 hit points each). To deter- sured in diameter. Those measured in diameter may be given a mine an individual creature's total hit points, the DM rolls the different size category than indicated above. For instance, while Hit Dice listed in the monster description and tallies the result. a 6-foot-tall humanoid is considered size M, a spherical creature (For example, a 2 Hit Die monster has 2d8 hit points.) Some 6 feet in diameter has much more mass, so it's considered size monsters have a hit point spread instead of Hit Dice, and some L. Similarly, a creature 12 feet long with a very slender body have additional points added to their Hit Dice. Thus, a creature (like a snake) might be considered only man-sized. Adjustments with 4+4 Hit Dice has 4d8+4 hit points (8 to 36 total). Note that like these should not move a creature more than one size cate- creatures with +3 or more hit points are considered the next gory in either direction. higher Hit Die for purposes of attack rolls and saving throws. If the DM does not want randomized hit points, it is easy to MORALE is a general rating that indicates how likely the mon- calculate average hit points for a monster by multiplying the ster is to persevere in the face of adversity or armed opposition. number of Hit Dice by 4.5 (the average result of an eight-sided This guideline can be adjusted for individual circumstances. die), rounding up. The average hit points of a 4+4 Hit Dice Ratings correspond to the following ranges: monster, for instance, is 22 (4.5 x 4 = 18, +4 = 22). DMs can of course modify these numbers at their discretion; forSample example, a file2-4 Unreliable stronger-than-average 4+4 Hit Dice Monster might boast 25 or 5-7 Unsteady 30 hit points. 8-10 Average 11-12 Steady THACO is the attack roll the monster needs to hit Armor Class 13-14 Elite 0. This is always a function of Hit Dice, except in the case of 15-16 Champion very large, nonaggressive herbivores (such as some dinosaurs), 17-18 Fanatic or creatures that have certain innate combat abilities. A human 19-20 Fearless or demihuman always uses a player character THACO, regard- less of whether they are player characters or "monsters." The XP VALUE is the number of experience points awarded for THACO does not include any special bonuses (such as those due defeating, but not necessarily killing, the monster. This value is to Strength) noted in the descriptions. a guideline that can be modified by the DM based on the degree of challenge, the encounter situation, and for overall campaign NUMBER OF ATTACKS represents basic attacks the monster can balance. make each melee round, excluding special tactics. Monsters that boast multiple attacks often have several limbs or heads with As noted, the entries above—from Climate/Terrain to XP Value which to pummel, gouge, or bite opponents. —appear in a "summary table" at the start of each monster page. The text below this table begins with a short introduction DAMAGE/ATTACK shows the amount of damage each basic describing the monster's appearance and any languages it hap- attack causes. Damage bonuses due to strength are listed as a pens to speak, followed by the sections outlined below: bonus following the damage range. Combat defines special combat abilities, arms and armor, and SPECIAL ATTACKS detail attack modes such as dragon breath, tactics. magic use, etc. These are explained in full in the monster description. Habitat/Society outlines the monster's general behavior, nature, social structure, and goals. In some cases, it further SPECIAL DEFENSES are precisely that, and again are detailed in describes their lairs (the places they live in), breeding habits, the monster description. and reproduction rates. Introduction

Ecology describes how the monster fits into the campaign the rules and monster descriptions will have to be a lot more world, lists any useful products or byproducts, and presents careful, too. other miscellaneous information. Another colorful way to use names and monsters is to give individual monsters a proper name and a reputation to match. Variations of a monster are given in a special section after the For example, perhaps the heroes learn of Arkathog the Hungry, main monster entry. an ogre whose name is used to frighten local peasant children who would rather not eat their vegetables. A monster with its own name, and even a reputation, is much more interesting to DM Tips: confront. Getting More from Your Monsters As a DM, do you worry about having too few monsters to keep Terrain Modifications players on their toes? Certainly, the AD&D game offers a Monster descriptions include a note about preferred terrain. dizzying array of creatures, and you could consult other mon- You can get more mileage out of the monsters by adapting ster-filled appendices. But consider this: Most action/adventure them to reflect alternate habitats. Some monsters in this appen- writers manage with just one monster to pit against their pro- dix are examples of creatures that have been modified for a dif- tagonists: other human beings. Even without hundreds of ferent terrain: the velya is an aquatic version of the vampire, for dragon species, writers of novels and screenplays find plenty of example. Since vampires cannot cross running water, a new ways to entertain their audiences. That's because each human description was warranted to include appropriate modifica- villain varies from the last; they are not cut from the same cloth. tions. Other monster descriptions include variant forms whose By the same principle, with a little innovation and imagination, attacks reflect their terrain. For example, the marine decapus even mundane monsters can offer a new surprises. The follow- can make more tentacle strikes than the land decapus, because ing text offers suggestions for getting maximum adventure from the land decapus must use at least one tentacle to support its the creatures currently at your fingertips. body or hang from a tree. Just because variants have not been provided for different ter- Monster Names rain does not mean you cannot make them yourself. In fact, you The AD&D game rules use standard names for monsters. Much should. Take a monster and give it white fur and other minor like scientific names in the real world, they define quite pre- changes and you've created an arctic variety. Take a surface ani- cisely what sort of creature is at hand: a green dragon, for exam- mal or fish and give it pale skin and blind eyes, and you've cre- ple, has specific statistics and abilities. ated a deep cavern version. Give a land monster gills and fins, In the real world, however, many animals and plants go by and an aquatic variant springs into being. different names in different areas, even when those areas speak In many cases the changes will be purely "cosmetic": col- the same language. In one place a flower might be called oration, fur. Sometimes—as with the decapus and velya—more "hawkweed," and the same flower might be dubbed "Indian substantial changes are required in order to account for the paintbrush" in another. Sometimes the name is not accurate (in strategies and special strengths and weaknesses of the creature. the sense that the same name might be used for two Sampledifferent In youfiler notes for play, be certain to record such things. Substan- things). tial changes in special attacks, defenses, strengths, and vulnera- This simple twist of names can enhance your game. bilities may also affect the XP value of a monster. As DM, you should keep track of monsters by their standard names (as listed in the rules). But from one place to the next, the Special Twists same monster may be known by different names; and different Faced with jaded players? Spice up existing monsters with spe- monsters might be labeled with the same name. cial twists, so they are not what they seem. You can give mon- In the monster entries in this book, numerous creatures are sters disguises, unusual appearances, special abilities, tools, given alternate names. The brain collector, for example, is weapons, or even the ability to use magic (creating humanoid known on other planes of existence as Neh-thalggu (which is spellcasters, for example). Look at the entry for agarat in this thought to be the creature's own name for itself). "Brain Col- volume. Essentially, this a ghoul with special twists. lector" would be the sort of name used by common people of Note that a special variant can be twice as surprising to char- the Prime Material Plane; it describes the monster from a acters who have already encountered the normal version once human perspective, in which the monster's unsavory gathering or twice. of brains is the primary consideration. Characters who have traveled the planes, however, might call the monsters Neh- Unique Monsters thalggu. In myth and legend, monsters are often unique. Medusa and Or, imagine the village which calls the local wyvern a Pegasus were individuals in Greek myth, not monster types. "dragon." The villagers have probably never seen a real dragon, Following mythic precedent, you can make up unique monsters but they have heard of them—and in their eyes, the descrip- of your own or decide that certain published monsters are tions of dragons match this winged reptile that steals their live- unique. One monster in this appendix that might, for instance, stock. If the villagers persuade the player characters to rid them be unique in your game world is the gray philosopher. Consider of the "dragon," how will the expectation of a real dragon affect the situations: events? Will the heroes attempt to parley with a stupid beast Option One, not unique: "Here comes a gray philosopher! interested only in sheep for dinner each day? Will they expect a We pull out our +2 swords, and attack." great hoard of treasure? Option Two, unique: "There sits Telarxes the Wicked, pon- If your players do not know exactly what to expect, the game dering the decay and fall of the centuries-gone theocracy he will be filled with more suspense. Players who are familiar with once ruled. . . ."