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Olde Swords Reign

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75% found this document useful (4 votes)
3K views

Olde Swords Reign

Uploaded by

Pablo Parzanini
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

TABLE OF CONTENTS
CREDITS P. 4 RULES & STRONGHOLDS P 61
MEN & MAGIC P. 5 The Basics p. 62

INTRODUCTION P. 6
GENERAL RULES P. 64

CHARACTER CREATION P. 9 Inspiration p. 65


Using Ability Scores p. 66
Races p.10
Saves, Time, & Movement p. 72
Classes p. 13
The Environment p. 74
Backgrounds p. 20
Rests p. 76
Ability Scores p. 23
Between Adventures p. 77
Finishing Your Character p. 24

EQUIPMENT P. 26 COMBAT RULES P. 80


Order of Combat p. 81
Coins p. 27
Movement & Position p. 82
Armor p. 28
Actions in Combat p. 84
Weapons p. 29
Making An Attack p. 86
Adventuring Gear p. 33
Cover p. 88
Damage & Healing p. 89
SPELLS P. 36
Mounted & Underwater Combat p. 92
Spellcasting p. 37
Cleric Spellcasting p. 39
Magic-User Spellcasting p. 40
STRONGHOLD & HIRELINGS P. 93
Strongholds, Guilds, & Towers p. 94
Casting a Spell p. 42
Stronghold Costs p. 95
Spell Lists p. 44
Hirelings p. 96
Spell Descriptions p. 45

MONSTERS & TREASURES P 98 Weapons p. 154


MONSTERS P. 99 Misc. Magic Items p. 155
Awarding XP p. 104 Cursed Items p. 160
Awarding Treasures p. 104

APPENDIX A. CONDITIONS P. 162


MONSTER LISTINGS P. 105 APPENDIX B. CONVERTING
Monsters A-D p. 106 to 112 MONSTERS P. 164

Monsters E-H p. 112 to 123 INDEX P. 166

Monsters I-O p. 123 to 132 OGL P. 168

Monsters P-T p.132 to 142


Monsters U-Z p. 143 to 146

TREASURES P. 147
Armors p. 148
Potions p. 149
Rings p. 150
Scrolls p. 151
Staffs p. 152
Wands p. 153

CREDITS

Written by Scott Myers


Cover by Blake Davis
Interior Art by Dean Spencer, Daniel Comerci,
Jeremy Mohler & Blake Davis

Layout: Scott Myers


Character Sheet Design: Scott Myers

Thank you to my Tuesday gaming group...


Casey Welder, Jonathan Parrack, Miguel Pabon & Damien Fegan

For more Olde Swords Reign goodness please join the facebook community at
www.facebook.com/groups/oldeswordsreign/

Available in softcover print at amazon.com ,


hardcovers at lulu.com

Workhorse Publishing 2021, by Scott Myers.

Published by Scott Myers under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc.
1

5
INTRODUCTION
Welcome to Olde Swords Reign…. A tabletop roleplaying game based firmly on the 5th
Edition rules and with classes, races, equipment, spells and monsters from the original 1974
edition of the game and supplement 1 from 1975. I went into writing and developing this
game by assuming that most Referees (or GMs if you prefer) have a good understanding
of the 5e rules and that any players who are familiar with the game will easily be able to
jump in and run games and/or play.

Most of the rules section is unabashedly a rewrite and edit of the 5e SRD (System
Reference Document) with the intention that ALL of the rules needed to run and play the
game could be in this one volume. Those familiar with 5e will see some small changes (like
no reactions or bonus actions) and some bigger changes (like monsters having Hit Dice
listings and original-era versions of classic spells and classes).

I dove into writing this so my players and I could more easily play classic-era adventure
modules in a 'truer' fashion but with the modern mechanics of 5e. This system also easily
uses any of the bigger Virtual Table Tops (VTTs) that have built in 5e rulesets.

Even if you don't play it I hope something in here is useful for you and your game.

Scott Myers

WHAT IS OLDE SWORDS REIGN?


Olde Swords Reign is a tabletop roleplaying game with Character Classes and Races
modern mechanics taken from the 5E SRD (System There are only 4 classes and 4 races in Olde Swords
Reference Document) and based on the original 1974 Reign. All are based on the 1974 rules and
edition of the World's Oldest Roleplaying Game and supplements for the worlds oldest roleplaying game.
some of that editions supplements. It is not a retro-
clone but more of an homage to the "old-school" style
of play that is more readily accessible to modern
Class Levels
gamers.
Characters in OSR go to level 10 (a future 'Expert'
book may increase levels to 20).
The majority of the game is taken from the above
sources (and some others, see the OGL statement at
the end of the book) and repackaged into a cohesive
and playable game that only requires this one volume Backgrounds
to enjoy.
Backgrounds let characters use their proficiency bonus
for any non-combat related checks that relate to their
background, this replaces skills.
What Are Some of the
Differences Between 5E Simplified Difficulty Classes
and Old Swords Reign? Olde Swords Reign only has 3 Difficulty Classes (DC).
EASY at DC 8. NORMAL at DC 12, and HARD at
• No Feats, Skills or Subclasses DC 16.
• Character Classes and Races

• Class Levels Range and Movement

• Backgrounds Ranges are split into 4 easy categories. CLOSE at


within 5 feet. NEAR at within 30 feet. FAR at beyond
• Simplified Difficulty Classes NEAR and out to 120 feet. And OUT OF RANGE at
past 120 feet.
• Range and Movement
Movement rates are simplified to Slow, Normal and
• Spell Lists
Fast. With Slow being a speed of roughly 15 feet,
• Monster Hit Dice Normal at 30 feet, and Fast at 45 feet.

No Feats, Skills or Subclasses Spell Lists


Olde Swords Reign gets rid of feats, skills and Spells are based on the original 74 edition and only go
subclasses, speeding up play and character creation. to level 5.
Skills are replaced with Backgrounds and straight
ability checks.
Monster Hit Dice
Monsters all have d8 Hit Die, like the original rules
supplements.

CHARACTER
CREATION
8
CHARACTER CREATION BASICS
Step One: Choose a Race p. 10
Step Two: Choose a Class p.13
Step Three: Choose a Background p. 20
Step Three: Roll Ability Scores p. 23
Step Five: Choose Alignment p. 24
Step Six: Choose Additional Languages p. 24
Step Seven: Choose Spells for Clerics & Magic-Users p. 44
Step Eight: Buy Additional Equipment p. 27
Step Nine: Gain an Inspiration for completing
your character p. 65

RACES
The description of each race includes racial traits that
are common to members of that race. The following Dwarf
entries appear among the traits of most races. Class Restrictions. Dwarves can only be Fighters or
multi-classed Fighter / Thieves.
Class Restrictions Ability Score Bonus. Your Constitution score increases
Some races are limited in the classes they can choose, by 1.
such as Dwarves can only be Fighters or Thieves. Speed. You have a walking speed of Normal.
Age. Dwarves mature at the same rate as humans, but
Ability Score Increase they’re considered young until they reach the age of
Every race increases one of a character’s ability scores, 50. On average, they live about 350 years.
besides humans who get to choose two abilities to raise Size. Dwarves stand between 4 and 5 feet tall and
by one each. average about 150 pounds. Your size is Medium.
Alignment. Tends toward Lawful alignment.
Age Languages. You can speak, read and write Common
The age entry notes the age when a member of the and Dwarvish.
race is considered an adult, as well as the race’s SPECIAL
expected lifespan. This information can help you Darkvision. Dwarves have darkvision. 
decide how old your character is at the start of the Dwarven Resistance. You have advantage on saving
game. throws against spells and spell-like effects. 
Giant Fighter. All dwarves add +1 to hit and +1 to
Alignment their Armor Class when fighting the giants. 
Most races have tendencies toward certain alignments, Stone Sense. Dwarves easily takes note of certain
described in this entry. These are not binding for player features of stonework: sloping corridors, moving walls,
characters, but considering why your dwarf is Chaotic, and traps made of stone – in particular: falling blocks,
for example, in defiance of Lawful dwarf society can rigged ceilings, and tiny arrow slits designed to release
help you better define your character. poison gas or darts. They can also identify whether
stonework is recent or not. 
Size When making an Intelligence check related to the
Characters of most races are Medium, a size category origin of stonework, you add double your proficiency
including creatures that are roughly 4 to 8 feet tall. bonus to the check, instead of your normal proficiency
Halflings, however, are Small (between 2 and 4 feet bonus and the DC is always considered EASY (DC 8). 
tall), which means that certain rules of the game affect
them differently. The most important of these rules is
that Small characters have trouble wielding heavy
weapons, as explained in “Equipment.”

Speed
All character races have Normal Speed.

Languages
Your character can speak, read, and write these
languages.

Following Languages may be a list of special abilities


your character has, such as Darkvision.

10

Elf
Class Restrictions. Elves can be Fighters, Thieves,
Magic-Users or multi-classed Fighter / Thieves,
Fighter / Magic-Users or Fighter / Thief / Magic-
Users. 
Ability Score Bonus. Your Charisma score increases by
1.
Speed. Your base walking speed is Normal.
Age. Although elves reach physical maturity at about
the same age as humans, the elven understanding of
adulthood goes beyond physical growth to encompass
worldly experience. An elf typically claims adulthood
and an adult name around the age of 100 and can live
to be 750 years old.
Alignment. Tends toward Neutral or Lawful
alignment.
Size. Elves range from under 5 to over 6 feet tall and
have slender builds. Your size is Medium.
Languages. You can speak, read and write Common
and Elvish.
SPECIAL
Darkvision. Elves have darkvision. 
Find Secret Doors. Elvish vision and keen senses allow
them to spot secret, hidden and concealed doorways.
An elf merely passing within 5 feet of a secret, hidden
or concealed doorway is entitled to a Wisdom check to
spot the door (can be EASY, NORMAL or HARD
DC), as if the elf were actively looking for it. When an
elf actively searches for such doorways, this check is
done with advantage.
Defenses. Elves cannot be paralyzed by ghouls.  Halfling
Elven Weapon Training. All elves are proficient with
Class Restrictions. Halflings can only be Fighters or
swords and bows. They gain +1 to their attacks and
Thieves.
damage rolls with these weapons. 
Ability Score Bonus. Your Dexterity score increases by
1.
Speed. Years of keeping up with the tall ones has made
Halflings fleet of foot. Your base walking speed is
Normal.
Age. A halfling reaches adulthood at the age of 20 and
generally lives into the middle of his or her second
century.
Alignment. Most halflings are lawful in alignment.
Size. Halflings average about 3 feet tall and weigh
about 40 pounds. Your size is Small.
Languages. You can speak, read and write Common
and Halfling.
SPECIAL
Attack Bonus. You gain +1 to hit with ranged
weapons.
Halfling Resistance. You have advantage on saving
throws against spells and spell-like effects. 
Sling Training. All halflings add +3 to hit probabilities
when using the sling.

11

Human
Class Restrictions. Humans can choose any character
class. They may also multi-class as any two classes,
such as Cleric / Fighter, Magic-User / Thief, etc. 
Abilities. Choose 2 ability scores from Strength,
Dexterity, Constitution, Intelligence, Wisdom and
Charisma to increase by 1.
Speed. Your base walking speed is Normal.
Age. Reach adulthood in their late teens and live less
than a century.
Alignment. Tends toward no particular alignment.
Size. Vary widely in height and build, from barely 5
feet to well over 6 feet tall. Regardless of your position
in that range, your size is Medium.
Languages. You can speak, read, and write Common
and one extra language of your choice.

12

CLASSES
The description of each class includes class features that are common to members of that class. The following
entries appear among the features of each class.
Hit Points.
Hit Dice: the dice size for your characters hit points
Hit Points at 1st Level: the amount of hit points your character has at level 1
Hit Points at Higher Levels: the amount of hit points characters gain when achieving a new level

Proficiencies.
Armor: the armors this class can use
Weapons: the weapons this class can use
Tools: any tools a character class is proficient in
Saving Throws: each class is proficient in 2 saving throws

Each class also has a table that shows their level and any features they gain at that level.

Each class also gains a +1 increase to one ability score.

13





Cleric Level Feature

As a cleric, you gain the following class features.


Hit Points. 1 Saving throw bonus, turn undead,
Hit Dice: 1d6 per cleric level
Hit Points at 1st Level: 6 + your Constitution spellcasting
modifier
Hit Points at Higher Levels: 1d6 (or 4) + your 2 -
Constitution modifier per cleric level after 1st
3 -
Proficiencies.
Armor: Light armor, medium armor, shields. 4 +1 to any one ability score
Weapons: Club, mace, flail, sling.
Tools: None. 5 -
Saving Throws: Wisdom, Charisma
6 -
Equipment.
You start with the following equipment: 7 -
• (a)Mace or (b) Flail
• Chainmail and Shield 8 +1 to any one ability score
• Backpack, Iron Rations, 1 person/ 1 week, 6 Torches
and Water/ Wine Skin 9 Establish stronghold
• (a)Sling and Sling Stones or (b) Holy Water/Vial
• (a)Wooden Holy Symbol or (b) Silver Holy Symbol 10 -
• Healing Kit
• 15 gp Ability Score Bonus. Your Wisdom score increases by
Alternatively, you may start with 4d4x10 gp to buy 1.
your own equipment. May not be Neutral. Clerics must be of either Lawful
or Chaotic Alignment. 
Saving Throw Bonus. Clerics gain advantage on saving
throws against being paralyzed or poisoned.
Turn Undead. As an action, you present your holy
symbol and speak a prayer censuring the undead. Each
undead that can see or hear you within Near of you
must make a Wisdom saving throw vs. your Spell Save
DC. If the creature fails its saving throw, it is turned
for 3d6 rounds or until it takes any damage.
A turned creature must spend its turns trying to move
as far away from you as it can, and it can’t willingly
move to a space within Near of you. For its action, it
can only try to escape from an effect that prevents it
from moving. If there’s nowhere to move, the creature
will cower.
Note: Chaotic Clerics do not have the ability to Turn
Undead but at the Referee's discretion can use this
power to gain control of undead or to turn Lawful
magical beings, such as Lammasu. 
Spellcasting. As a conduit for divine power, you can
cast cleric spells. See Spells Rules for the general rules
of spellcasting and the Spells Listing for the cleric spell
list.
Establish Stronghold. At 9th level, a Cleric may
establish a stronghold.

14

Level Feature Alternatively, you may start with 4d4x10 gp to buy


your own equipment.
1 Multiple attacks
Ability Score Increase. Your Strength score increases
by 1.
2 - Multiple Attacks. A Fighter may make one melee
attack per Fighter level he possesses each round against
3 - creatures with 1 HD or less (see Moving Between
Attacks page 82).
4 +1 to any one ability score Establish Stronghold. At 9th level, a Fighter may
establish a stronghold.
5 -

6 -

7 -

8 +1 to any one ability score

9 Establish stronghold

10 -

Fighter
As a fighter, you gain the following class features.
Hit Points.
Hit Dice: 1d8 per fighter level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per fighter level after 1st

Proficiencies.
Armor: Light armor, medium armor, heavy armor,
shields.
Weapons: Simple weapons, martial weapons.
Tools: None.
Saving Throws: Strength, Constitution

Equipment.
You start with the following equipment:
• Chainmail or (b) Leather Armor, Long Bow and
Quiver of 20 Arrows
• (a) any martial weapon and shield or (b) two martial
weapons
• (a) Light Crossbow and Case with 30 Quarrels or (b)
two Hand Axes
• 6 Torches, Backpack, Iron Rations, 1 person/ 1 week
and Water/ Wine Skin
• 5 gp

15

Level Feature
Magic-User 1 Spellcasting
As a magic-user, you gain the following class features.
Hit Points. 2 -
Hit Dice: 1d4 per magic-user level
Hit Points at 1st Level: 4 + your Constitution 3 -
modifier
Hit Points at Higher Levels: 1d4 (or 3) + your 4 +1 to any one ability score
Constitution modifier per magic-user level after 1st
5 -
Proficiencies.
Armor: None. 6 -
Weapons: Dagger.
Tools: None.
Saving Throws: Intelligence, Wisdom 7 -

Equipment. 8 +1 to any one ability score


You start with the following equipment:
• Dagger and Arcane Staff 9 Establish wizard's tower
• Spellbook
• Iron Rations, 1 person/ 1 week, Backpack and 10 -
Water/ Wine Skin
• 10 gp
Alternatively, you may start with 4d4 x 10 gp to buy
your own equipment.

Ability Score Increase. Your Intelligence score


increases by 1.
Spellcasting. As a student of arcane magic, you have a
spellbook containing spells.  See Spells Rules for the
general rules of spellcasting and the Spells Listing for
the magic-user spell list.
Saving Throw Bonus. Magic-Users gain advantage
on all saving throw rolls against spells, including spells
from magic wands and staffs.
Establish Wizard's Tower. At 9th level, a Magic-
User gains the title of “wizard,” and can build a
stronghold to contain the necessary libraries
and laboratories of a high level mage.

16

Hiding in Shadows works the same way, while hidden


Thief there's a possibility of gaining surprise and making a
As a thief, you gain the following class features. Backstab attack. 
Hit Points. Thief Skill: Hear Noise (WIS). Listening intently a
Hit Dice: 1d4 per thief level Thief can hear the slightest sound in a range of
Hit Points at 1st Level: 4 + your Constitution NEAR. This requires a successful WIS Check and may
modifier be EASY, NORMAL or HARD. 
Hit Points at Highter Levels: 1d4 (or 3) + your Saving Throw Bonus. Thieves gain advantage on
Consitution modifier per thief level after 1st saving throws against devices, including traps, magical
wands or staffs, and other magical devices.
Proficiencies. Read Normal Languages. Thieves of 3rd level and
Armor: Light armor. above can figure out the gist of most written
Weapons: Simple weapons, martial weapons. languages, and have an 80% chance to comprehend
Tools: Thieves' Tools. treasure maps or written documents. This does not
Saving Throws: Dexterity, Intelligence mean they can automatically decipher codes or solve
riddles, although it would allow them to understand
Equipment. what a riddle says, for example.
You start with the following equipment, in addition to Read Magical Writings. At 9th level, a Thief has
the equipment granted by your background: gained enough knowledge to decipher magical writings
• Sword (although not the “divine” writings of Clerics). Thieves
• Quiver of 20 Arrows and Short Bow can cast Magic-User spells from scrolls.
• Leather Armor, two Daggers and Thieves' Tools Establish Guild. At 9th level, a Thief is well known
• 6 Torches, Backpack, Iron Rations, 1 person/ 1 week enough to assemble a small guild of Thieves if the
and Water/ Wine Skin character chooses, attracting a shadowy band of
• 25 gp sneaks, thugs, and other unsavory characters into his
Alternatively, you may start with 4d4 x 10 gp to buy (or her) service.
your own equipment.

Ability Score Increase. Your Dexterity score increases


by 1.
Must Be Neutral or Chaotic. All Thieves must be Level Feature
either Neutral or Chaotic in alignment.
Backstab. When attacking with surprise, from behind, 1 Backstab, thief skills, save bonus
the Thief gains advantage on the attack roll and a
successful attack inflicts double damage. At levels 5-8, 2 -
damage is tripled, and above level 8 such an attack
inflicts quadruple damage. 3 Read normal languages
Thief Skills. All thief skill checks are rolled with a
proficiency bonus.
Thief Skill: Open Locks (DEX) & Traps (INT or 4 +1 to any one ability score
DEX). Picking a lock requires a DEX Check. Locks
are EASY (DC 8), NORMAL (DC 12), or HARD (DC 5 -
16). Finding a trap requires an INT Check. Disarming
a trap requires a DEX Check and Thieve's Tools, and 6 -
setting a trap requires 1d4 rounds and a successful INT
Check. Finding, disarming and setting a trap may be 7 -
EASY, NORMAL or HARD. 
Thief Skill: Pick Pocket (DEX). Picking a pocket
8 +1 to any one ability score
requires a DEX Check and may be EASY, NORMAL
or HARD. 
Thief Skill: Move Silently / Hide in Shadows 9 Establish guild, read magical writings
(DEX). Moving Silently requires a DEX Check and is
compared to the NPC or Monsters passive 10 -
Perception. 
17

Beyond 1st Level


As your character goes on adventures and overcomes challenges, he or she gains experience,
represented by experience points. A character who reaches a specified experience point total advances
in capability. This advancement is called gaining a level.

When your character gains a level, his or her class occasionally grants additional features, as detailed
in the class description. Some of these features allow you to increase one of your ability scores by
one point. You can’t increase an ability score above 20. In addition, every character’s proficiency
bonus increases at certain levels.

Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution
modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed
value shown in your class entry, which is the average result of the die roll (rounded up).

When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each
level you have attained. For example, if your 7th level fighter has a Constitution score of 17, when he
reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution
modifier from +3 to +4. His hit point maximum then increases by 8.

The Character Advancement table summarizes the XP you need to advance in levels from level 1
through level 10, and the proficiency bonus for a character of that level. Consult the information in
your character’s class description to see what other improvements you gain at each level.

Advancement Table

Level XP Needed Prof. Bonus

1 0 +2 bonus

2 300 +2 bonus

3 900 +2 bonus

4 2,700 +2 bonus

5 6,500 +3 bonus

6 14,000 +3 bonus

7 23,000 +3 bonus

8 34,000 +3 bonus

9 48,000 +4 bonus

10 64,000 +4 bonus

18


Experience Points
Multiclassing The experience point cost to gain a level is always
Multiclassing allows you to gain levels in multiple based on your total character level, as shown in the
classes. Doing so lets you mix the abilities of those Character Advancement table, not your level in a
classes to realize a character concept that might not be particular class. So, if you are a cleric 6/fighter 1, you
reflected in one of the standard class options. must gain enough XP to reach 8th level before you can
take your second level as a fighter or your seventh level
With this rule, you have the option of gaining a level in as a cleric.
a new class whenever you advance in level, instead of
gaining a level in your current class. Your levels in all Hit Points and Hit Dice
your classes are added together to determine your You gain the hit points from your new class as
character level. For example, if you have three levels in described for levels after 1st. You gain the 1st level hit
magic-user and two in fighter, you’re a 5th level points for a class only when you are a 1st level
character. character.

Only certain races have the ability to multiclass and You add together the Hit Dice granted by all your
some races can only multiclass in certain combinations, classes to form your pool of Hit Dice. If the Hit Dice
see Races for more. are the same die type, you can simply pool them
together. For example, both the thief and the magic-
As you advance in levels, you might primarily remain a user have a d4, so if you are a thief 5/magic-user 5,
member of your original class with just a few levels in you have ten d4 Hit Dice. If your classes give you Hit
another class, or you might change course entirely, Dice of different types, keep track of them separately.
never looking back at the class you left behind. If you are a fighter 5/cleric 5, for example, you have
Compared to a single-class character of the same level, five d8 Hit Dice and five d6 Hit Dice.
you’ll sacrifice some focus in exchange for versatility.
Proficiency Bonus
Prerequisites Your proficiency bonus is always based on your total
To qualify for a new class, you must meet the ability character level, as shown in the Character
score prerequisites for both your current class and your Advancement table, not your level in a particular class.
new one, as shown in the Multiclassing Prerequisites For example, if you are a fighter 3/thief 2, you have
table. For example, a fighter who decides to multiclass the proficiency bonus of a 5th level character, which is
into the thief class must have a Dexterity score of 13 +3.
or higher. Without the full training that a beginning
character receives, you must be a quick study in your Proficiencies
new class, having a natural aptitude that is reflected by When you gain your first level in a class other than
higher- than average ability scores. your initial class, you gain only some of new class’s
starting proficiencies, as shown in the Multiclassing
Multiclassing Prerequisites Proficiencies table.

Class Ability Score Class Proficiencies Gained


Minimum
Cleric Light armor, medium armor,
shields
Cleric Wisdom 13
Fighter Light armor, medium armor,
Fighter Strength 13
shields, simple, martial weapons
Magic-User Intelligence 13
Magic-User None
Thief Dexterity 13
Thief Light armor, thieve's tools

19





BACKGROUNDS
At character creation players choose one background for their character. Or to randomly choose roll a d20 and
check the list below.

Using Backgrounds
Backgrounds grant a proficiency bonus to any, non-combat related checks that would fall under the backgrounds
skillset. Such as a tracking check by a hunter, a smith repairing armor, a barbarian searching the wilds for food, etc.

Players should tell the referee that they would like to use their background proficiency, but the final call on
whether it's applicable to the current check is the referees.

Background List
1. Acrobat 6. Beast Trainer 11. Noble Blood 16. Sellsword
2. Alchemist 7. Beggar 12. Sailor 17. Smith
3. Assassin 8. Farmer 13. Scoundrel 18. Soldier
4. Barbarian 9. Healer 14. Scribe 19. Trader
5. Bard 10. Hunter 15. Seducer 20. Worker

20

Beggar
Background Descriptions Beggars are vagrants or tramps, aimlessly wandering
Acrobat from place to place. They may do casual work here and
Juggling and tumbling are important parts of there, they may sell a few small trinkets that they carry
entertainment in the world. Ceremonies and feasts will about in their backpacks, or they may have to beg for a
have tumblers, jugglers, acrobats, and the like. few coins when times are really hard. Some even turn
 Acrobats are athletic, showing feats of skill, agility, their hands to dishonest pursuits.
and coordination. Some tumblers extend their skills to
a few sleight-of-hand and juggling tricks, and others to Farmer
feats of contortion. Farmers live outside of large settlements, but often
within half a day’s travel, so that they are able to get
Alchemist their produce to market. They are hardy and
They are master brewers and herbalists; mixing and hardworking, and are skilled in basic plant and animal
blending various ingredients together to create potions lore, animal handling, cooking, baking, brewing,
and tinctures. Their work with herbs, fungi, venoms, trading for basic goods, and the like.
and oils enables them to produce perfumes, potions,
powders, poisons, poultices, and other amazing Healer
creations. Healers maintain the medical traditions of their
ancestors; knowledge passed down through the
Assassin generations. This is not magic, but rather a good
Blades-for-hire, perhaps agents in the service of a working knowledge of the body and its functions: a
noble house or guild, spies and assassins make killing healer knows how to set a broken bone, stitch a
and stealing in a discreet manner a way of life. They wound, and defeat an infection. He knows how the
are adept at sneak attacks, killing, information organs work, and of remedies that relieve pain.
gathering, disguises, city lore, persuasion, poisons, and
lock picking. Hunter
The hunter is a master of tracking prey through the
Barbarian wilderness and wastelands. Once hunters locate their
Barbarians are wild and untamed, like the lands they target, they’ll use stealth, traps and/or expert
live in. They have natural skills in wilderness lore, bowmanship to bring it down. They are at home in the
survival, beast riding, intimidation, natural instincts, wild and can survive there for long periods, returning
and so on. to more civilized areas only when they have furs and
hides to sell, or when they require the company of
Bard their fellow men (or women).
Wandering or employed by a lord, the Bard is an
accomplished artist and scholar who knows legends of Noble Blood
past heroes, and who may even be ready to join an Often holding homes in cities and towns, and estates
adventure himself so he can get a good story out of it. or hunting lodges in the countryside, these characters
Some extend their art to a bit of juggling and, possibly, are usually titled (though not necessarily deserving) and
sleight-of-hand trickery. Because they travel and are have some authority over the common people,
great gossips, they learn ancient legends, are good peasants, and thralls. Those of noble blood are often
orators, and have some knowledge of city and world able to obtain credit, have high-ranking contacts, and
lore. are skilled in such things as bribery, browbeating, dress
sense, and etiquette.
Beast Trainer
Beast Trainers are in demand all over for their special Sailor
empathy and skill with animals. They train animals for Sailors are sea warriors and adventurers who are skilled
riding, for pulling wagons, for combat, and even for in sea lore, navigation by stars, and boat handling, and
gladiatorial and pit-fighting. They can calm maddened have a good knowledge of local ports and nearby
creatures, are expert riders and wagoneers, can coastlines and islands. Skilled mariners are always in
recognize whether creatures are dangerous and about demand and will rarely be refused working passage on
to attack or not, and often have some skill in healing board a ship. Some sailors lust for gold and become
them if injured or sick. pirates. 

21

Scoundrel Soldier
Perhaps you fell into a life of crime or began as a Soldiers are the guards in a town or in the standing
young street urchin. In either case, you have a certain armies of rich nobles. They are often stoic but of
unique set of skills that most find unsavory. limited imagination. They will have some city lore,
Scoundrels and other ne’er-do-wells will have skill in perhaps skills in intimidation and riding, as well as a
such things as city lore, climbing, burglary, gambling, limited amount of authority – especially the officers.
and other skullduggery, and may be part of some
“guild” or order. You will almost certainly be robbed at Trader
some time or another, if you stay in the city for any Traders are not shopkeepers – they are wide-traveled
length of time, because of some Scoundrel. adventurers, who seek new and exotic goods to sell
from faraway places. As such, trader characters pick up
Scribe a range of useful skills like trading, appraisal, obtaining
Scribes are chroniclers and teachers, well-educated and rare or unusual goods, persuasion, city lore, knowledge
knowledgeable on a wide variety of subjects – they are of distant places, and guild membership. If you want a
cartographers, astronomers, linguists, historians, and strange or unusual item, speak to a trader first.
philosophers. Scribes are also skilled at debate as they
discuss at length a variety of topics with other Worker
enlightened individuals. Workers are unskilled laborers – men who erect
palisades, dig ditches, build homes, city walls and
Seducer temples, or who load and unload wagons and
There are some who have honed seduction and riverboats. Workers often move around doing a range
manipulation down to an art form. The seducer may of odd jobs here and there, many of which are
be a nobleman’s mistress, an ambitious courtier, or a seasonal or temporary. Workers will be skilled in heavy
power-hungry advisor who tries to gain power over lifting, intimidation, carousing, and hard labor. 
others through flattery and various forms of
enticement. A Seducer is skilled in etiquette, intuition,
conversation, manipulation, and seduction.

Sellsword
These warriors work for anyone who will pay for their
services. Some form themselves into companies under
a strong leader and others travel individually or in small
bands to seek employment. Often these mercenary
groups turn to banditry when not gainfully employed.
Just about all noble houses have used these
mercenaries and sellswords in past conflicts and will
continue to do so. They tend to have skill in living
rough, riding, intimidation, carousing, and in basic
upkeep and repair of weapons and armor.

Smith
These craftspeople work hard at their forges – melting,
bending, shaping, and fixing metal objects. They are
skilled at weapon and armor smithing and repair. They
craft tools and implements, and manufacture many
other metallic items and objects, from shackles and
cages to the metal parts of ships and wagons. Their
skills lie in metallurgy, and the knowledge of weapons,
armor, and metal goods.

22

ABILITY SCORES
Six abilities provide a quick description of every creature’s physical and mental characteristics:
Strength, measuring physical power
Dexterity, measuring agility
Constitution, measuring endurance
Intelligence, measuring reasoning and memory
Wisdom, measuring perception and insight
Charisma, measuring force of personality

ABILITY SCORES & MODIFIERS


A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in
some abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20,
and monsters and divine beings can have scores as high as 30.

Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a
score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability
scores, from 1 to 30.

ROLLING ABILITY SCORES


Roll 3d6 six times, place them in the 6 ability scores. You get a further +1 to two (or three, if human) abilities
based on your choices of race and class.

USING ABILITY SCORES


For more on using abilities see Volume 3: Rules & Strongholds.

Score Mod Score Mod

1 -5 mod 16-17 +3 mod

2-3 -4 mod 18-19 +4 mod

4-5 -3 mod 20-21 +5 mod

6-7 -2 mod 22-23 +6 mod

8-9 -1 mod 24-25 +7 mod

10-11 0 26-27 +8 mod

12-13 +1 mod 28-29 +9 mod

14-15 +2 mod 30 +10 mod

23




FINISHING YOUR
CHARACTER
Choose your languages from the Standard Languages
Alignment table, or choose one that is common in your campaign.
In addition to selecting race, class and backgrounds, at
character creation choose an Alignment. In the game With the referee's permission, you can instead choose a
all monsters, NPCs and player characters have an language from the Exotic Languages table or a secret
alignment. Alignment defines your characters views language, such as thieves’ cant.
and moral code. It is a way to help point out what the
ethics, behavior and awareness of your adventurer Some of these languages are actually families of
towards society are. languages with many dialects. For example, the
Primordial language includes the Auran, Aquan, Ignan,
There are three basic alignments: Lawful, Neutral and and Terran dialects, one for each of the four elemental
Chaotic. planes. Creatures that speak different dialects of the
same language can communicate with one another.
Lawful
Adventurers who choose this alignment believe
strongly in law and order, truth and justice. They fight
so that good triumphs over evil. A fighter who fights
and risks his or her own life, defending others without
expecting anything in return, is the perfect example of
a lawful adventurer.

Neutral
Neutral characters believe in the balance between good
and evil. They may sometimes commit what would be
seen as kind or wicked acts. These adventurers are
usually faithful to the popular maxim that the end
justifies the means. A good example may be the party’s
thief who can steal an object from a just and lawful
king only to later die saving another party member
from a trap.

Chaotic
Chaotic adventurers are evil and selfish. Their own
interests and benefit are paramount. They are not
trustworthy and will lie to benefit themselves. A
necromancer obsessed with killing all living creatures is
the perfect example of this alignment.

Languages
Your race indicates the languages your character can
speak by default. Note these languages on your
character sheet. Characters can also choose one
additional language for each + Intelligence modifier
they have above +1. i.e. a character with a +3 INT
modifier gains two additional languages.

24

Standard Languages

Language Typical Speakers

Common Humans

Dwarvish Dwarves

Elvish Elves

Giant Ogres, Giants

Goblin Goblinoids

Halfling Halflings

Orc Orc

Exotic Languages

Language Typical Speakers

Abyssal Demons

Celestial Celestials

Draconic Dragons, Kobolds

Deep Speech Aboleth, Cloakers

Infernal Devils

Primordial Elementals

Sylvan Fey Creatures, Gnomes

Undercommon Drow, Underworld Traders

25
EQUIPMENT

26
Coins
The three most common coins are the gold piece (gp), the silver piece (sp), and the copper
piece (cp).
One gold piece is worth 10 sp or 100 cp and 1 sp is worth 10 cp.

Occasionally rare, ancient coinage might be found that may be worth more than 1 gp per coin but
these are not kept in circulation and may be sold to moneylenders or coin collectors in exchange for
gold.

Standard Exchange Rates

Coin cp sp gp

Copper 1 1/10 1/100

Silver 10 1 1/10

Gold 100 10 1

SELLING TREASURE
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore.
Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you
can find buyers and merchants interested in your loot.

Arms, Armor, and Other Equipment. Undamaged weapons, armor, and other equipment fetch half their cost when
sold in a market.
Magic Items. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of
most but the wealthiest nobles. The value of magic is far beyond simple gold and should always be treated as such.
Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them
in for coin or use them as currency for other transactions.
Trade Goods. Many people conduct transactions through barter. Like gems and art objects, trade goods—bars of
iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.

Encumbrance
Encumbrance in Olde Swords Reign is very simple, a character can carry their Strength ability score in armor,
weapons and items and an additional 10 items with a backpack. Encumbrance can be increased with sacks (see small
and large sack in the adventuring gear, page 34). Every 100 coins count as 1 item. This minimizes bookkeeping but
some Referees may want to alternate methods to track encumbrance.

27

Don. This is the time it takes to put on armor. You


ARMOR benefit from the armor’s AC only if you take the full
The Armor table shows the cost, weight, and other time to don the suit of armor.
properties of the common types of armor worn in Doff. This is the time it takes to take off armor. If you
fantasy gaming worlds. have help, reduce this time by half.
Armor Proficiency. Anyone can put on a suit of armor
or strap a shield to an arm. Only those proficient in the Armors
armor’s use know how to wear it effectively, however. Armor Cost AC Str. Stealth
Your class gives you proficiency with certain types of
armor. If you wear armor that you lack proficiency None - 10 - _
with, you have disadvantage on any ability check,
saving throw, or attack roll that involves Strength or +DEX
Dexterity, and you can’t cast spells.
Armor Class (AC). Armor protects its wearer from Leather 15 gp 12 - -
attacks. The armor (and shield) you wear determines
your base Armor Class. +DEX
Heavy Armor. Heavier armor interferes with the
wearer’s ability to move quickly, stealthily, and freely.
Plate Mail armor reduces the wearer’s speed by 10 feet
Chain 30 gp 14 9 -
unless the wearer has a Strength score equal to 12 or +DEX
higher.
Stealth. If the Armor table shows “Disadvantage” in
the Stealth column, the wearer has disadvantage on
Plate 50 gp 16 12 Dis.
Dexterity checks to do with stealth. +DEX
Shields. A shield is made from wood or metal and is
carried in one hand. Wielding a shield increases your
Armor Class by 1. You can benefit from only one
Shield 10 gp AC +1 - -
shield at a time.

Light , Medium and Heavy


Armors
No matter the armor you wear you add your Dexterity
modifier to the base number from your armor type to
determine your Armor Class.

Getting Into and Out of Armor


The time it takes to don or doff armor depends on the
armor’s category.

Armor Don Doff

Leather 1 minute 1 minute


Chainmail 5 minutes 1 minute
Plate Mail 10 minutes 5 minutes
Shield 1 action 1 action

28

If you use a weapon that has the ammunition property


WEAPONS to make a melee attack, you treat the weapon as an
Your class grants proficiency in certain weapons, improvised weapon (see “Improvised Weapons” later
reflecting both the class’s focus and the tools you are in the section). A sling must be loaded to deal any
most likely to use. damage when used in this way.
The Weapons table shows the most common weapons,
their price and weight, the damage they deal when they Finesse. When making an attack with a finesse
hit, and any special properties they possess. Every weapon, you use your choice of your Strength or
weapon is classified as either melee or ranged. A Dexterity modifier for the attack and damage rolls. You
melee weapon is used to attack a target within must use the same modifier for both rolls.
CLOSE range of you, whereas a ranged weapon is
used to attack a target at a distance. Heavy. Small creatures, like Halflings, have
disadvantage on attack rolls with heavy weapons. A
Weapon Proficiency heavy weapon’s size and bulk make it too large for a
Your race, class, and feats can grant you proficiency Small creature to use effectively.
with certain weapons or categories of weapons.
Proficiency with a weapon allows you to add your Light. A light weapon is small and easy to handle,
proficiency bonus to the attack roll for any attack you making it ideal for use when fighting with two
make with that weapon. If you make an attack roll weapons.
using a weapon with which you lack proficiency, you
do not add your proficiency bonus to the attack roll. Range. A weapon that can be used to make a ranged
attack has a maximum range in parentheses after the
ammunition or thrown property. Ranges in OSR are
Weapon Categories Close, Near, Far, and Very Far. When attacking a target
The two categories are simple and martial. Most beyond the weapons range, you have disadvantage on
people can use simple weapons with proficiency. These the attack roll and going beyond range with certain
weapons include clubs, maces, and other weapons weapons may be impossible (referee's discretion). You
often found in the hands of commoners. Martial can’t attack a target beyond double the weapons range.
weapons, including swords, axes, and polearms, require
more specialized training to use effectively. Most Reach. This weapon adds 5 feet to your reach when
fighters use martial weapons because these weapons you attack with it, as well as when determining your
put their fighting style and training to best use. reach for opportunity attacks with it.
Weapon Properties Thrown. If a weapon has the thrown property, you can
Many weapons have special properties related to their throw the weapon to make a ranged attack. If the
use, as shown in the Weapons table. weapon is a melee weapon, you use the same ability
modifier for that attack roll and damage roll that you
Ammunition. You can use a weapon that has the would use for a melee attack with the weapon. For
ammunition property to make a ranged attack only if example, if you throw a hand axe, you use your
you have ammunition to fire from the weapon. Each Strength, but if you throw a dagger, you can use either
time you attack with the weapon, you expend one piece your Strength or your Dexterity, since the dagger has
of ammunition. Drawing the ammunition from a the finesse property.
quiver, case, or other container is part of the attack
(you need a free hand to load a one handed weapon). Two Handed. This weapon requires two hands when
At the end of the battle, you can recover half your you attack with it.
expended ammunition by taking a minute to search the
battlefield. Versatile. This weapon can be used with one or two
hands. When used two handed the damage value in
parentheses is the two handed damage.

29



Improvised Weapons
Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon
includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel,
or a dead goblin.

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is
akin to a club. At the Referee’s option, a character proficient with a weapon can use a similar object as if it were that
weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the Referee assigns a damage type appropriate
to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not
have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of Near.

Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so
cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces
of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed
to add silver to the weapon without making it less effective.

30

Simple Melee Weapons

Weapon Cost Damage Properties


Dagger 3 gp 1d4 pierce Thrown (Near), light, finesse
Hand Axe 3 gp 1d6 slash Thrown (Near), light
Mace 5 gp 1d6 (1d8) bludgeon Versatile
Spear 1 gp 1d6 (1d8) pierce Thrown (Near), versatile
Staff 1 gp 1d6 bludgeon -

Martial Melee Weapons

Weapon Cost Damage Properties


Battle Axe 3 gp 1d8 (1d10) slash Versatile
Flail 8 gp 1d8 bludgeon -
Halberd 7 gp 1d10 slash Two-handed, heavy, reach
Lance 4 gp 1d8 pierce Heavy, reach
Morning Star 6 gp 1d8 pierce -
Pike 5 gp 1d8 pierce Two-handed, heavy, reach
Pole Arm 7 gp 1d8 pierce Two- handed
Short Sword 8 gp 1d6 slash Light, finesse
Sword 10 gp 1d6 (1d8) slash Versatile
Two-handed Sword 15 gp 1d10 slash Two-handed, heavy

31
Simple Ranged Weapons

Weapon Cost Damage Properties


Light Crossbow 15 gp 1d4+1 pierce Ammunition, two-handed
Short Bow 25 gp 1d6 pierce Ammunition, two-handed
Sling 1 sp 1d4 bludgeon Ammunition, two-handed

Martial Ranged Weapons

Weapon Cost Damage Properties


Heavy Crossbow 25 gp 1d6+1 pierce Ammunition, two-handed, heavy
Long Bow 40 gp 1d8 pierce Ammunition, two-handed, heavy

Ammunitions

Weapon Cost Range


Case with 30 Quarrels 10 gp Far
Quiver of 20 Arrows 10 gp Far
Silver Tipped Arrow 5 gp Far
Sling Stones (50) 4 cp Near

32
Adventuring Gear

Item Cost Properties


10' Pole 1 gp -
Iron Spikes (12) 1 gp -
3 Stakes & Mallet 3 gp -
50' of Rope 1 gp -
Arcane Staff 10 gp Arcane Focus
Backpack 5 gp -
Flask of Oil 2 gp Refill lanterns, fire
Healing Kit 25 gp 10 wounds
Holy Water 25 gp 1d8 damage to undead
Iron Rations (week) 15 gp -
Lantern 10 gp Light to Near, Bullseye To Far
Large Sack 2 gp Hold 20 additional items
Potion of Healing 75 gp Heal 1d6+1 damage
Silver Holy Symbol 25 gp Needed to Turn Undead
Silver Mirror, small 15 gp -
Small Sack 1 gp Hold 10 additional items
Spellbook 100 gp Holds 20 spells
Standard Rations (7) 5 gp -
Steel Mirror 5 gp -
Thieve's Tools 25 gp Required to pick locks
Torches (6) 1 gp Light to Near
Water/ Wine skin 1 gp -
Wine (quart) 1 gp -
Wolvesbane (bunch) 10 gp Keep werewolves away
Wooden Holy Symbol 2 gp Needed to Turn Undead

33
Potion of Healing. This small vial or potion heals
Adventuring Gear 1d6+1 hit points of damage. Drinking or
administering a potion takes an action.
Descriptions
10' Pole. Used to prod around for traps. Silver Holy Symbol. A holy symbol is a representation
of a god or pantheon. It might be an amulet depicting
12 Iron spikes. Used to climb, spike shut doors, etc. a symbol representing a deity, the same symbol
carefully engraved or inlaid as an emblem on a shield,
3 Stakes & Mallet. For all your vampire hunting or a tiny box holding a fragment of a sacred relic. A
needs. cleric can use a holy symbol as a spellcasting focus. To
use the symbol in this way, the caster must hold it in
50' of Rope. Rope, made of hemp, has 2 hit points hand, wear it visibly, or bear it on a shield.
and can be burst with a Hard (DC 16) Strength check.
Silver Mirror, small. A small (4 inch in diameter)
Arcane Staff. Not used for combat but can be used as mirror, can be used for signaling others from a
an arcane focus. An arcane focus is a special item— an distance.
orb, a crystal, a rod, a specially constructed staff, a
wand like length of wood, or some similar item, Small Sack. Small sacks allow you to carry 10
designed to channel the power of arcane spells. A additional items but they take up a hand and DEX
magic-user can use this item as a spellcasting focus. based moves are HARD.

Backpack- A backpack allows a character to carry 10 Spellbook. Essential for magic-users, a spellbook is a
additional items. See Encumbrance. leather-bound tome with 100 blank vellum pages
suitable for recording spells. Holds up to 20 spells.
Flask of Oil. Can be used as a Near ranged weapon
for 1d6 fire damage per round until extinguished. Standard Rations (7). One week worth of standard
rations. Standard rations are packed in a sack and great
Healing Kit. A Healing Kit contains enough bandages for travel.
and supplies to heal 10 wounds, see Rests in Rules &
Strongholds for more on Healing Kits.  Steel Mirror. A sheet of mirrored steel, usually 2 ft. In
diameter.
Holy Water. Causes 1d8 damage (thrown weapon
attack, Near range) when thrown on most types of Thieve's Tools. A set of small lock picks, pliers, etc,
undead creatures and demons. This can be useful,
since many of the more-powerful undead and demons Torch. A torch burns for 1 hour, providing light out to
can otherwise only be damaged with magical weapons. Near. If you make a melee attack with a burning torch
and hit, it deals 1d4 fire damage.
Iron Rations (7). One week worth of iron rations.
Iron rations are water resistant and great for long
dungeon explorations. Rations consist of dry foods
suitable for underground travel, including jerky, dried
fruit, hardtack, and nuts.

Lantern. A lantern casts light in a Near radius. Once


lit, it burns for 6 hours on a flask (1 pint) of oil. As an
action, you can lower the hood, using it in a direct line
out to Far.

Large Sack. Large sacks allow you to carry 20


additional items but they take up a hand and DEX
based moves are HARD.

34

Transport, Tack & Harness

Item Cost Properties


Barding, 150 gp Provides a mount with AC 17
(Horse Armor)
Cart 100 gp Transport up to 50 items
Large Galley 30,000 gp -
Large Merchant Ship 20,000 gp -
Mule 20 gp Can carry 50 items
Riding Horse 40 gp -
Saddle 25 gp -
Saddle Bags 10 gp Carry 20 items and rider
Small Boat 100 gp Up to 6 passengers
Small Galley 10,000 gp -
Small Merchant Ship 5,000 gp -
Wagon 200 gp Transport up to 100 items
Warhorse 200 gp -

35

SPELLS

36
SPELLCASTING
Magic permeates fantasy gaming worlds and often spells before resting. Manipulating the fabric of magic
appears in the form of a spell. and channeling its energy into even a simple spell is
physically and mentally taxing, and higher level spells
This section provides the rules for casting spells. are even more so. Thus, the table on the next page
Different character classes have distinctive ways of shows how many spell slots of each spell level a
learning and preparing their spells, and monsters use character can use at each character level. For example,
spells in unique ways. Regardless of its source, a spell the 3rd level magic-user has four 1st level spell slots
follows the rules here. and two 2nd level slots.

What Is a Spell? When a character casts a spell, he or she expends a slot


A spell is a discrete magical effect, a single shaping of of that spell’s level or higher, effectively “filling” a slot
the magical energies that suffuse the multiverse into a with the spell. You can think of a spell slot as a groove
specific, limited expression. In casting a spell, a of a certain size—small for a 1st level slot, larger for a
character carefully plucks at the invisible strands of spell of higher level. A 1st level spell fits into a slot of
raw magic suffusing the world, pins them in place in a any size, but a 5th level spell fits only in a 5th level
particular pattern, sets them vibrating in a specific way, slot. So when the 3rd level magic-user above casts magic
and then releases them to unleash the desired effect— missile, a 1st level spell, they spend one of their four
in most cases, all in the span of seconds. 1st level slots and have three remaining.

Finishing a short or long rest restores any expended


Spell Level
spell slots.
Every spell has a level from 0 to 5. A spell’s level is a
general indicator of how powerful it is, with the lowly
(but still impressive) cure light wounds is 1st level and the Casting a Spell at a Higher Level
earth shaking raise dead is 5th. Cantrips & Orisons- When a spellcaster casts a spell using a slot that is of a
simple spells that characters can cast by rote—are level higher level than the spell, the spell assumes the higher
0. The higher a spell’s level, the higher level a level for that casting. For instance, if the 3rd level
spellcaster must be to use that spell. magic-user casts magic missile using one of their 2nd--
level slots, that magic missile expends one of the
Spell level and character level don’t correspond directly. characters 2nd level spell slots.
A character has to be at least 9th level, not 5th level, to
cast a 5th level spell. Casting in Armor
Because of the mental focus and precise gestures
Preparing Spells required for spellcasting, you must be proficient with
Before a spellcaster can use a spell, he or she must the armor you are wearing to cast a spell. You are
have the spell firmly fixed in mind, or must have access otherwise too distracted and physically hampered by
to the spell in a magic item. Spellcasters undergo a your armor for spellcasting.
process of preparing spells. This process varies for
different classes, as detailed in their descriptions. Cantrips & Orisons
Magic-using monsters who cast spells do not have to A cantrip (for magic-users) or orison (for clerics) is a
prepare them. spell that can be cast at will, without using a spell slot
and without being prepared in advance. Repeated
In every case, the number of spells a caster can have practice has fixed the spell in the caster’s mind and
fixed in mind at any given time depends on the infused the caster with the magic needed to produce
character’s level. the effect over and over. A cantrip or orison's spell
level is effectively 0.
Spell Slots
Regardless of how many spells a caster knows or
prepares, he or she can cast only a limited number of

37












Spell Slots per Spell Level

Level 1st 2nd 3rd 4th 5th

1st 2 - - - -

2nd 3 - - - -

3rd 4 2 - - -

4th 4 3 - - -

5th 4 3 2 - -

6th 4 3 3 - -

7th 4 3 3 1 -

8th 4 3 3 2 -

9th 4 3 3 3 1

10th 4 3 3 3 2

38
Cleric Spellcasting Spellcasting Ability
Wisdom is your spellcasting ability for your cleric
As a conduit for divine power, you can cast cleric spells. The power of your spells comes from your
spells. devotion to your deity. You use your Wisdom
whenever a cleric spell refers to your spellcasting
Orisons ability. In addition, you use your Wisdom modifier
At 1st level, clerics know and can cast Orisons. when setting the saving throw DC for a cleric spell you
cast and when making an attack roll with one.
Preparing and Casting Cleric
Spell save DC = 8 + your proficiency bonus + your
Spells Wisdom modifier
The Spell Slots table shows how many spell slots you Spell attack modifier = your proficiency bonus +
have to cast your spells of 1st level and higher. To cast your Wisdom modifier
one of these spells, you must expend a slot of the
spell’s level or higher. You regain all expended spell
slots when you finish a short or long rest. Spellcasting Focus
You can use a holy symbol (see “Equipment”) as a
You prepare the list of cleric spells that are available spellcasting focus for your cleric spells.
for you to cast, choosing from the cleric spell list.
When you do so, choose a number of cleric spells
equal to your Wisdom modifier + your cleric level
(minimum of one spell). The spells must be of a level
for which you have spell slots.

For example, if you are a 3rd level cleric, you have four
1st level and two 2nd level spell slots. With a Wisdom
of 16 (+2), your list of prepared spells can include five
spells of 1st or 2nd level, in any combination. If you
prepare the 1st-level cure light wounds, you can cast it
using a 1st level or 2nd level slot. Casting the spell
doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you


finish a short or long rest. Preparing a new list of cleric
spells requires time spent in prayer and meditation: at
least 1 minute per spell level for each spell on your list.

39





when setting the saving throw DC for a for a magic-


Magic-User Spellcasting user spell you cast and when making an attack roll with
As a student of arcane magic, you have a spellbook one.
containing spells that show the first glimmerings of
your true power. Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus +
Cantrip
your Intelligence modifier
At 1st level, you know and can cast Cantrip.
Spellcasting Focus
Spellbook
You can use an arcane focus as a spellcasting focus for
At 1st level, you have a spellbook containing six 1st-
your magic-user spells
level magic-user spells of your choice. Your spellbook
is the repository of the magic-user spells you know,
except cantrip, which is fixed in your mind. Learning Spells of 1st Level and
Higher
Preparing and Casting Spells Each time you gain a magic-user level, you can add two
The Spell Slots table shows how many spell slots you magic-user spells of your choice to your spellbook for
have to cast your spells of 1st level and higher. To cast free. Each of these spells must be of a level for which
one of these spells, you must expend a slot of the you have spell slots, as shown on the Spell Slots table.
spell’s level or higher. You regain all expended spell On your adventures, you might find other spells that
slots when you finish a short or long rest. you can add to your spellbook.

You prepare the list of magic-user spells that are Your Spellbook
available for you to cast. To do so, choose a number of The spells that you add to your spellbook as you gain
magic-user spells from your spellbook equal to your levels reflect the arcane research you conduct on your
Intelligence modifier + your magic-user level own, as well as intellectual breakthroughs you have had
(minimum of one spell). The spells must be of a level about the nature of the multiverse. You might find
for which you have spell slots. other spells during your adventures. You could
discover a spell recorded on a scroll in an evil wizard’s
For example, if you’re a 3rd level magic-user, you have chest, for example, or in a dusty tome in an ancient
four 1st level and two 2nd level spell slots. With an library.
Intelligence of 16 (+2), your list of prepared spells can
include five spells of 1st or 2nd level, in any Copying a Spell into the Book. When you find a
combination, chosen from your spellbook. If you magic-user spell of 1st level or higher, you can add it
prepare the 1st level spell magic missile, you can cast it to your spellbook if it is of a spell level you can
using a 1st level or a 2nd level slot. Casting the spell prepare and if you can spare the time to decipher and
doesn’t remove it from your list of prepared spells. copy it.

You can change your list of prepared spells when you Copying that spell into your spellbook involves
finish a short or long rest. Preparing a new list of reproducing the basic form of the spell, then
magic-user spells requires time spent studying your deciphering the unique system of notation used by the
spellbook and memorizing the incantations and magic-user who wrote it. You must practice the spell
gestures you must make to cast the spell: at least 1 until you understand the sounds or gestures required,
minute per spell level for each spell on your list. then transcribe it into your spellbook using your own
notation.
Spellcasting Ability
Intelligence is your spellcasting ability for your magic- For each level of the spell, the process takes 1 day and
user spells, since you learn your spells through costs 500 gp. The cost represents material
dedicated study and memorization. You use your components you expend as you experiment with the
Intelligence whenever a spell refers to your spellcasting spell to master it, as well as the fine inks you need to
ability. In addition, you use your Intelligence modifier record it. Once you have spent this time and money,

40







spell to master it, as well as the fine inks you need to If you lose your spellbook, you can use the same
record it. Once you have spent this time and money, procedure to transcribe the spells that you have
you can prepare the spell just like your other spells. prepared into a new spellbook. Filling out the
remainder of your spellbook requires you to find new
Replacing the Book. You can copy a spell from your spells to do so, as normal. For this reason, many
own spellbook into another book—for example, if you magic-users keep backup spellbooks in a safe place.
want to make a backup copy of your spellbook. This is
just like copying a new spell into your spellbook, but The Book’s Appearance. Your spellbook is a unique
faster and easier, since you understand your own compilation of spells, with its own decorative
notation and already know how to cast the spell. You flourishes and margin notes. It might be a plain,
need spend only 1 hour and 100 gp for each level of functional leather volume that you received as a gift
the copied spell. from your master, a finely bound gilt-edged tome you
found in an ancient library, or even a loose collection
of notes scrounged together after you lost your
previous spellbook in a mishap.

41

Most spells require the chanting of mystic words. The


Casting a Spell words themselves aren’t the source of the spell’s
When a character casts any spell, the same basic rules power; rather, the particular combination of sounds,
are followed, regardless of the character’s class or the with specific pitch and resonance, sets the threads of
spell’s effects. magic in motion. Thus, a character who is gagged or in
an area of silence, such as one created by the silence
Each spell description begins with a block of spell, can’t cast a spell with a verbal component.
information, including the spell’s name, level, casting
time, range, components, and duration. The rest of a Somatic (S)
spell entry describes the spell’s effect. Spellcasting gestures might include a forceful
gesticulation or an intricate set of gestures. If a spell
requires a somatic component, the caster must have
Casting Time free use of at least one hand to perform these gestures.
Most spells require a single action to cast, but some
spells require more time to cast.
Duration
Longer Casting Times A spell’s duration is the length of time the spell
Certain spells require more time to cast: minutes or persists. A duration can be expressed in rounds,
even hours. When you cast a spell with a casting time minutes, hours, or even years. Some spells specify that
longer than a single action, you must spend your action their effects last until the spells are dispelled or
each turn casting the spell, and you must maintain your destroyed.
concentration while you do so (see “Concentration”
below). If your concentration is broken, the spell fails, Instantaneous
but you don’t expend a spell slot. If you want to try Many spells are instantaneous. The spell harms, heals,
casting the spell again, you must start over. creates, or alters a creature or an object in a way that
can’t be dispelled, because its magic exists only for an
instant.
Range
The target of a spell must be within the spell’s range.
Concentration
For a spell like magic missile, the target is a creature. For
Some spells require you to maintain concentration in
a spell like fireball, the target is the point in space where
order to keep their magic active. If you lose
the ball of fire erupts.
concentration, such a spell ends.
Most spells have ranges expressed in Ranges from
If a spell must be maintained with concentration, that
Close to Far. Some spells can target only a creature
fact appears in its Duration entry, and the spell
(including you) that you touch. Other spells, such as
specifies how long you can concentrate on it. You can
the shield spell, affect only you. These spells have a
end concentration at any time (no action required).
range of self.
Normal activity, such as moving and attacking, doesn’t
Spells that create cones or lines of effect that originate interfere with concentration. The following factors can
from you also have a range of self, indicating that the break concentration:
origin point of the spell’s effect must be you (see
“Areas of Effect”). • Casting another spell that requires
concentration. You lose concentration on a spell if
Once a spell is cast, its effects aren’t limited by its you cast another spell that requires concentration. You
range, unless the spell’s description says otherwise. can’t concentrate on two spells at once.
• Taking damage. Whenever you take damage while
Components you are concentrating on a spell, you must make a
A spell’s components are the physical requirements you Normal (DC 12) Constitution saving throw to
must meet in order to cast it. Each spell’s description maintain your concentration. If you take damage from
indicates whether it requires verbal (V) or somatic (S) multiple sources, such as an arrow and a dragon’s
components. If you can’t perform one of the breath, you make a separate saving throw for each
components, you are unable to cast the spell. Such source of damage.
as when you are gagged or bound.
Verbal (V)
42

• Being incapacitated or killed. You lose The DC to resist one of your spells equals 8 + your
concentration on a spell if you are incapacitated or if spellcasting ability modifier + your proficiency bonus
you die. + any special modifiers.

The Referee might also decide that certain Attack Rolls


environmental phenomena, such as a wave crashing Some spells require the caster to make an attack roll to
over you while you’re on a storm tossed ship, require determine whether the spell effect hits the intended
you to succeed on an Easy (DC 8) Constitution saving target. Your attack bonus with a spell attack equals
throw to maintain concentration on a spell. your spellcasting ability modifier + your proficiency
bonus.
Targets
A typical spell requires you to pick one or more targets Most spells that require attack rolls involve ranged
to be affected by the spell’s magic. A spell’s description attacks. Remember that you have disadvantage on a
tells you whether the spell targets creatures, objects, or ranged attack roll if you are within 5 feet of a hostile
a point of origin for an area of effect (described creature that can see you and that isn’t incapacitated.
below).
Combining Magical Effects
Unless a spell has a perceptible effect, a creature might The effects of different spells add together while the
not know it was targeted by a spell at all. An effect like durations of those spells overlap. The effects of the
crackling lightning is obvious, but a more subtle effect, same spell cast multiple times don’t combine, however.
such as an attempt to read a creature’s thoughts, Instead, the most potent effect—such as the highest
typically goes unnoticed, unless a spell says otherwise. bonus—from those castings applies while their
durations overlap.
A Clear Path to the Target
To target something, you must have a clear path to it, For example, if two clerics cast bless on the same target,
so it can’t be behind total cover. If you place an area that character gains the spell’s benefit only once; he or
of effect at a point that you can’t see and an she doesn’t get to roll two +1's to attack rolls.
obstruction, such as a wall, is between you and that
point, the point of origin comes into being on the near
side of that obstruction.

Targeting Yourself
If a spell targets a creature of your choice, you can
choose yourself, unless the creature must be hostile or
specifically a creature other than you. If you are in the
area of effect of a spell you cast, you can target
yourself.

Areas of Effect
Spells such as Fire Ball and plant growth cover an area,
allowing them to affect multiple creatures at once.

A spell’s description specifies its area of effect,. Every


area of effect has a point of origin, a location from
which the spell’s energy erupts.

Saving Throws
Many spells specify that a target can make a saving
throw to avoid some or all of a spell’s effects. The spell
specifies the ability that the target uses for the save and
what happens on a success or failure.

43


SPELL LISTS
Cleric Spell Dispel Evil 3rd level 5th level
Insect Plague
Clairaudience Animal Growth
List Quest
Clairvoyance Animate Dead
Orison Raise Dead
Darkvision Cloudkill
1st level Dispel Magic Conjure Elemental
Cure Light Wounds Explosive Runes Contact Higher Plane
Detect Evil Extension II
Magic-User Fireball
Feeblemind
Detect Magic Fly
Light Spell List Hold Monster
Haste
Protection from Evil Magic Jar
Cantrip Hold Person Monster Summoning
Purify Food & Water III
Invisibility, Close radius
1st level Passwall
2nd level Lightning Bolt
Charm Person Telekinesis
Monster Summoning I
Bless Teleport
Detect Magic Protection from Evil,
Find Traps Near Transmute Rock to
Hold Portal Mud
Hold Person
Light Protection from Normal Wall of Iron
Silence Missiles
Magic Missile Wall of Stone
Snake Charm Rope Trick
Protection from Evil
Speak with Animals Slow
Read Languages
3rd level Shield Suggestion
Sleep Water Breathing
Continual Light
Cure Disease 2nd level 4th level
Locate Object
Continual Light Charm Monster
Prayer
Darkness Confusion
Remove Curse
Detect Evil Dimension Door
Speak with Dead
Detect Invisible Extension I
4th level ESP Fear
Invisibility Hallucinatory Terrain
Create Water
Knock Ice Storm
Cure Serious Wounds
Levitate Massmorph
Neutralize Poison
Locate Object Monster Summoning II
Protection from Evil,
Near Plant Growth
Magic Mouth
Speak with Plants Polymorph Others
Mirror Image
Turn Sticks to Snakes Polymorph Self
Phntasmal forces
Remove Curse
5th level Pyrotechnics Wall of Fire
Commune Strength Wizard Eye
Create Food Web

44

SPELL DESCRIPTIONS
Animal Growth
5th-level magic-user spell Referee's Note: Because Orisons and Cantrips are unlimited
Casting Time: 1 action in the 5e ruleset, much care must be taken on what to allow and
Range: Far disallow. 
Components: V, S
Duration: 2 hours Charm Monster
4th-level magic-user spell
This spell causes 1d6 normal creatures to grow Casting Time: 1 action
immediately to giant size. While the spell lasts, the Range: Near
affected creatures can attack as per a giant version of Components: V
themselves. Duration: see below

Animate Dead This spell operates in the same manner as Charm


5th-level magic-user spell Person, but can affect any one living creature, including
Casting Time: 1 action powerful monsters. For monsters of fewer than 3 hit
Range: Far dice, up to 3d6 can be affected. Monsters can break
Components: V, S free of the charm, (one chance per week) by making a
Duration: Permanent successful CHA saving throw.

This spell animates skeletons or zombies from dead Charm Person


bodies. 1d6 undead are animated per level of the caster 1st-level magic-user spell
above 8th. The corpses remain animated until slain. Casting Time: 1 action
Range: Near
Components: V, S
Bless Duration: Until dispelled
2nd-level cleric spell
Casting Time: 1 action This spell affects living bipeds of human size or
Range: Near smaller, such as goblins or dryads. If the spell succeeds
Components: V (CHA saving throw allowed), the unfortunate creature
Duration: 1 hour falls under the caster's influence.
This spell grants its recipient a +1 to attack rolls and
saving throws. Clairaudience
3rd-level magic-user spell
Casting Time: 1 action
Cantrip Range: Near
0-level magic-user spell Components: V, S
Casting Time: 1 action Duration: 2 hours
Range: Touch
Components: V Clairaudience allows the caster to hear through solid
Duration: Instantaneous stone (limiting range to 2 feet or so) and other
obstacles, any sounds within a range of Near. The
A magic user may always perform the small magical spell's effect cannot pass through even a thin sheeting
tricks that they learn as part of their apprenticeship. of lead, however, for this metal blocks it utterly. The
 These effects are always minor in nature, including spell can be cast through a crystal ball.
making small objects disappear, fetching objects from
across a room, animating a broom to sweep a floor,
etc.  These effects are obviously magical.  

Wizard's Bolt: With a successful INT attack roll


(1d20 + INT modifier + Prof. bonus) a cantrip can do
1d2 damage. This increases to 1d4 at level 10. 

45

Clairvoyance This spell confuses people and monsters, making them


3rd-level magic-user spell act randomly. On a roll of 2d6, the creatures will do
Casting Time: 1 action the following:
Range: Near
Components: V, S 2-5 Attack Caster & His Allies
Duration: 2 hours 6-8 Stand Baffled and Inactive
9-12 Attack Each Other
Clairvoyance allows the caster to see through solid
stone (limiting range to 2 feet or so) and other The effects of the confusion may shift every ten
obstacles, anything within a range of Near. The spell's minutes or so, and the dice are once again rolled.
effect cannot pass through even a thin sheeting of
lead, however, for this metal blocks it completely. The spell affects 2d6 creatures, plus an additional
creature for every caster level above 8th. Creatures of
3 hit dice or fewer are automatically affected by the
Cloudkill
spell, and it takes effect instantly. Creatures of 4 hit
5th-level magic-user spell
dice or more automatically overcome the confusion
Casting Time: 1 action
effect as it builds up to its full power (1d12 minutes,
Range: Moves 6ft. per minute
plus the caster's level), and only then are they
Components: V, S
permitted a WIS saving throw. Eventually, these
Duration: 1 hour
creatures are likely to succumb to the confusion, for
they must continue to make another saving throw
Foul and poisonous vapors boil from the thin air,
every 10 minutes until the spell's two-hour duration
forming a cloud 15 feet in radius at any target point
has run its course.
within Far. The cloud moves directly forward at a rate
of 6 feet per minute unless its direction or speed is
affected by winds. Unusually strong gusts can dissipate Conjure Elemental
and destroy the cloud. Poison-laden, the horrid mist is 5th-level magic-user spell
heavier than air, and thus sinks down any pits or stairs Casting Time: 1 action
in its path. For any creature with fewer than 5HD, Range: Far
touching the cloud (much less breathing it) requires a Components: V, S
CON saving throw to avoid immediate death. Duration: Concentration, or until dispelled or slain

The caster summons a 16 HD elemental (any kind)


Commune
from the elemental planes of existence, and binds it to
5th-level cleric spell
follow commands. The elemental obeys the caster only
Casting Time: 1 action
for as long as the caster concentrates on it; and when
Range: Self
the caster ceases to concentrate, even for a moment,
Components: V, S
the elemental is released and will attack its former
Duration: 3 Questions
master.
Higher powers grant an answer to three questions the
caster poses to them. Higher powers do not like being Contact Higher Plane
constantly interrogated by mere mortals, so use of the 5th-level magic-user spell
spell should be limited to once per week or so by the Casting Time: 1 action
Referee. Range: Touch
Components: V
Duration: Instantaneous
Confusion
4th-level magic-user spell
The caster creates a mental contact with the planes,
Casting Time: 1 action
forces, powers, and geometries of the beyond, in order
Range: Far
to gain affirmative or negative answers to the questions
Components: V
he contemplates. The spell's effects depend upon how
Duration: 2 hours
deeply into the caster quests into the various planes of
existence. The caster must decide how "far" into the

46

planes of existence he wishes to make contact. The


number of planes in "depth" that he chooses will This spell creates a one-day supply of food for 24
affect the number of yes or no questions he can ask, humans (or the like). At 10th level the amount of food
the chance that the knowledge is available at that level, doubles.
the chance of receiving a wrong answer, and the
chance that he will become temporarily insane from Create Water
the experience. Temporary insanity lasts for as many 4th-level cleric spell
weeks as the "number" of the plane where the caster's Casting Time: 1 action
sanity failed (or was deliberately removed). Range: Close
Components: V, S
Contact Higher Plane Table Duration: Instantaneous

Max # of Available Wrong Temporary This spell creates a one-day supply of drinking water
Plane
Questions Knowledge Result Insanity for 24 men (or, for game purposes, horses). At 9th
level the amount of water doubles, and it doubles
3rd 3 25% 70% 1% again at every level thereafter.

4th 4 30% 60% 10% Cure Disease


3rd-level cleric spell
5th 5 40% 50% 20% Casting Time: 1 action
Range: Touch
6th 6 50% 40% 30% Components: V, S
7th 7 60% 30% 40% Duration: Instantaneous

8th 8 70% 25% 45% Cures the spell's recipient of any diseases, including
magically inflicted ones. An evil reversal of this spell
9th 9 80% 20% 55% allows a Chaotically aligned Cleric to cause disease.

10th 10 85% 15% 65% Cure Light Wounds


1st-level cleric spell
11th 11 90% 10% 75% Casting Time: 1 action
Range: Touch
12th 12 95% 1% 85% Components: V, S
Duration: Instantaneous
Continual Light
Cures 1d6+1 hit points of damage. An evil reversal of
2nd-level magic-user, 3rd-level cleric spell
this spell allows a Chaotically aligned Cleric to cause
Casting Time: 1 action
light wounds rather than curing them.
Range: Far
Components: V, S
Duration: Permanent unless dispelled Cure Serious Wounds
4th-level cleric spell
The targeted person or object produces light as bright Casting Time: 1 action
as sunlight (and with the same effects as sunlight), to a Range: Touch
radius of Far. Components: V, S
Duration: Instantaneous
Create Food
Cures 2d6+2 hit points of damage. An evil reversal of
5th-level cleric spell
this spell allows a Chaotically aligned Cleric to cause
Casting Time: 1 action
serious wounds.
Range: Close
Components: V, S
Duration: Instantaneous

47

Darkness Detect Magic


2nd-level magic-user spell 1st-level cleric or magic-user spell
Casting Time: 1 action Casting Time: 1 action
Range: Far Range: Self, Near area
Components: V, S Components: V, S
Duration: Instantaneous Duration: 20 min.

Darkness falls within a Near radius of the target point, The caster can perceive, in places, people, or things,
impenetrable even to darkvision. A Light spell or the presence of a magical spell or enchantment out to
Dispel Magic can be used to counteract the darkness. Near. For example, magical items may be discovered in
this fashion, as can the presence of a charm secretly
Darkvision laid upon a person.
3rd-level magic-user spell
Casting Time: 1 action Dimension Door
Range: Touch 4th-level magic-user spell
Components: V Casting Time: 1 action
Duration: 1 day Range: Far
Components: V, S
The recipient of the spell can see in total darkness out Duration: 1 hour
to Near for 24 hours. 
Dimension Door is a weak form of teleportation, a
Detect Evil spell that can be managed by lesser magicians who
1st-level cleric, 2nd level magic-user spell cannot yet manage the Teleport spell. The caster can
Casting Time: 1 action teleport himself, an object, or another willing person,
Range: Far with perfect accuracy to the stated location, as long as
Components: V, S it is within the spell's range. 
Duration: 1 hour
Dispel Evil
The caster detects any evil enchantments, evil 5th-level cleric spell
intentions, evil thoughts, or evil auras within the spell's Casting Time: 1 action
range of Far. Poison is not inherently evil and cannot Range: Near
be detected by means of this spell. Whether there is Components: V, S
any distinction between "evil" and "Chaos" is left to Duration: 10 minutes against an item
the Referee; in most campaigns they are exactly the This spell is similar to the Magic-User spell Dispel
same. Magic, but affects only evil magic. Also unlike the
Dispel Magic spell, Dispel Evil functions (temporarily)
Detect Invisible against evil "sendings", possibly including dreams or
2nd-level magic-user spell supernatural hunting-beasts. The power of an evil
Casting Time: 1 action magic item is held in abeyance for 10 minutes rather
Range: Near than being permanently dispelled. Evil spells are
Components: V, S completely destroyed. As with Dispel Magic, the
Duration: 1 hour chance of successfully dispelling evil is a percentage
based on the ratio of the level of the dispelling caster
The caster can perceive invisible objects and creatures, over the level of original caster (or HD of the
even those lurking in the Astral or Ethereal planes of monster). Thus, a 9th-level Cleric attempting to dispel
existence. an evil charm cast by a 12th-level Cleric has a 75%
chance of success (9/12 = .75, or 75%). If the 10th-
level Cleric was dispelling the 9th-level Cleric's charm,
success would be certain (10/9 = 1.11, or 111%).

48

Dispel Magic
3rd-level magic-user spell
Casting Time: 1 action Extension 1
Range: Far 4th-level magic-user spell
Components: V, S Casting Time: bonus action
Duration: Instantaneous, or 10 minutes against an item Range: Self
Components: V, S
Dispel Magic, although not powerful enough to Duration: see below
permanently disenchant a magic item (nullifies for 10
minutes), can be used to completely dispel most other Extension I lengthens the duration of another of the
spells and enchantments. caster's spells by 50%. Only spells of levels 1-3 can be
The chance of successfully dispelling magic is a affected by Extension I.
percentage based on the ratio of the level of the
dispelling caster over the level of original caster (or
Extension II
HD of the monster). Thus, a 5th-level Magic-User
5th-level magic-user spell
attempting to dispel a charm cast by a 10th-level
Casting Time: bonus action
Magic-User has a 50% chance of success (6/12 = .50,
Range: Self
or 50%). If the 10th-level Magic-User was dispelling
Components: V, S
the 5th-level Magic-User's charm, success would be
Duration: see below
certain (10/5 = 2.00, or 200%).
Extension II lengthens the duration of another of the
caster's spells by 50%. Only spells of levels 1-4 can be
ESP affected by Extension II.
2nd-level magic-user spell
Casting Time: 1 action
Fear
Range: Near
4th-level
Components: V
Casting Time: 1 action
Duration: 2 hours
Range: Cone to Far
Components: V, S
The caster can detect the thoughts of other beings at a
Duration: 1 hour
distance of Near. The spell cannot penetrate more
than two feet of stone, and is blocked by even a thin
This spell causes the creatures in its cone-shaped path
sheet of lead.
to flee in horror if they fail a CHA saving throw. If
they fail the save they must make a WIS saving throw
Explosive Runes (OSR) or drop whatever they are holding. The cone extends
3rd-level magic-user spell to Far from the caster.
Casting Time: 1 action
Range: Written on Parchment
Feeblemind
Components: V, S
5th-level magic-user spell
Duration: Permanent
Casting Time: 1 action
Range: Near
The Magic-User scribes a rune onto parchment,
Components: V
vellum, or paper as a deadly trap. If anyone other than
Duration: Permanent until dispelled
the caster reads the rune, the sigil explodes into fire,
automatically dealing 4d6 points of damage to anyone
Feeblemind is a spell that affects only Magic-Users.
directly in front of it. The parchment or book upon
The INT saving throw against the spell is made at a
which the rune was scribed will also be destroyed. An
disadvantage, and if the saving throw fails, the targeted
explosive rune can be detected, bypassed, and even
Magic-User becomes feeble of mind until the magic is
removed by a higher-level Magic-User. Any Magic-User
dispelled.
at least two levels higher than the rune's creator has a
60% chance to detect it, a 75% chance to bypass it (if
it is detected), and a 100% chance to remove it (if it is
successfully detected and bypassed).

49

Haste
3rd-level magic-user spell
Find Traps Casting Time: 1 action
2nd-level cleric spell Range: Far
Casting Time: 1 action Components: V, S
Range: Near Duration: 30 minutes
Components: V, S
Duration: 20 minutes In an area with a radius of Near feet around the point
where the spell is targeted, as many as 24 creatures
The caster can perceive both magical and non-magical become able to move and attack at double normal
traps at a distance of Near. speed.

Fireball Hold Monster


3rd-level magic-user spell 5th-level magic-user spell
Casting Time: 1 action Casting Time: 1 action
Range: Far Range: Near
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 hour + 10 min. Per caster level

A bead-like missile shoots from the caster's finger, to The caster targets 1d4 creatures, which are completely
explode, at the targeted location, in a furnace-like blast immobilized (WIS saving throw applies). The caster
of fire. The burst radius is an area of Near from the may also target a single creature, in which case the WIS
target point, and damage is 1d6 per level of the caster saving throw is made at disadvantage.
(i.e. an 8th level magic-user casts an 8d6 fireball). A
successful DEX saving throw means that the target Hold Person
takes only half damage. 2nd-level cleric spell, 3rd-level magic-user spell
Casting Time: 1 action
Fly Range: Far
3rd-level magic-user spell Components: V, S
Casting Time: 1 action Duration: 90 minutes
Range: Self
Components: V, S The caster targets 1d4 persons (according to the same
Duration: 10 minutes per caster level + 1d6x10 minutes parameters as the Charm Person spell), who are
completely immobilized (WIS saving throw applies).
This spell imbues the Magic-User with the power of The caster may also target a single person, in which
flight, with a movement rate of Fast per round. The case the saving throw is made with disadvantage.
Referee secretly rolls the 1d6 x 10 additional turns; the
player does not know exactly how long the power of Hold Portal
flight will last. 1st-level magic-user spell
Casting Time: 1 action
Hallucinatory Terrain Range: Touch
4th-level magic-user spell Components: V, S
Casting Time: 1 action Duration: 2d6 x 10 minutes
Range: Within Eyesight
Components: V, S This spell holds a door closed for the spell's duration
Duration: Until touched (other than by ally) or dispelled or until dispelled (see Dispel Magic). Creatures with
This spell changes the appearance of the terrain into magic resistance can shatter the spell without effort.
the semblance of what the caster desires. A hill can be This arcane lock lasts for 2d6 x 10 minutes. 
made to disappear, or it could be replaced with an
illusory forest, for example. This spell requires 25 gp in gold dust, which the spell casting
consumes.

50

Ice Storm darkvision. It also, however, throws a radius of


4th-level magic-user spell invisibility around the recipient, which moves with
Casting Time: 1 action him/her/it. Nothing inside the radius of invisibility
Range: Far can be attacked unless its approximate location is
Components: V, S known, and all attacks are made at disadvantage to hit.
Duration: 1 round If an invisible creature makes an attack, the spell is
A whirling vortex of ice, snow, and hail forms in a broken.
radius of near from the target point. Massive
hailstones inflict 3d10 hit points of damage (no saving Otherwise, it lasts until concentration ends, dispelled
throw applies) to all within the area. or removed by the caster.

Insect Plague Knock


5th-level cleric spell 2nd-level magic-user spell
Casting Time: 1 action Casting Time: 1 action
Range: Within eyesight Range: Near
Components: V, S Components: V, S
Duration: 24 hours Duration: Instantaneous

This spell works only outdoors. A storm of insects This spell unlocks and unbars all doors, gates, and
gathers, and goes wherever the caster directs. The portals within its range, including those held or locked
cloud covers approximately 400 square feet (20 feet by by normal magic.
20 feet, with roughly corresponding height). Any
creature of 2 HD or fewer that is exposed to the cloud Levitate
of insects flees in terror (no saving throw). 2nd-level magic-user spell
Casting Time: 1 action
Invisibility
Range: Self
2nd-level magic-user spell
Components: V, S
Casting Time: 1 action
Duration: 10 min. per caster level
Range: Far
Components: V, S
This spell allows the Magic-User to levitate himself,
Duration: Until dispelled or an attack is made
moving vertically up or down, but the spell itself
provides no assistance with lateral movement. A wall,
The object of this spell, whether a person or a thing,
cliff side, or ceiling could, of course, be used to pull
becomes invisible to both normal sight and darkvision.
along hand-over-hand. Levitation allows up- or
The result is that an invisible creature cannot be
downward movement at a rate of up to 6 feet per
attacked unless its approximate location is known, and
minute (60 feet per 10 min.), and the caster cannot
all attacks are made at disadvantage to hit. If the
levitate more than 20 feet per level from the ground
invisible creature makes an attack, the spell is broken.
level where the spell was cast. (Such range is applied
Otherwise, it lasts until dispelled or removed by the
both to movement into the air and to downward
caster.
movement into a pit or chasm.)
Invisibility, Close Light
3rd-level
1st-level cleric or magic-user spell
Casting Time: 1 action
Casting Time: 1 action
Range: Far
Range: Touch
Components: V, S
Components: V, S
Duration: Concentration, or until dispelled or an attack is
Duration: 2 hours
made
The target person or object produces light about as
Like the Invisibility spell, Invisibility, Close makes the
bright as a torch, to a radius of Near for the duration.
target creature or object invisible to normal sight and

51

Lightning Bolt has a home other than within the magic jar, although
3rd-level magic-user spell the disembodied magic-user can still possess other
Casting Time: 1 action bodies as before. If the jar itself is destroyed while the
Range: Self, out to far Magic-User's soul is within, the soul is lost.
Components: V, S
Duration: Instantaneous Magic Missile
1st-level magic-user spell
A bolt of lighting extends out to Far from the caster, Casting Time: 1 action
almost ten feet wide. Anyone in its path suffers 1d6 Range: Far
points of damage per level of the caster (half with a Components: V,S
successful DEX saving throw). The bolt always Duration: Instantaneous
extends to Far, this means that it ricochets backward
from something that blocks its path. A magical missile flies where the caster directs, within a
distance of Far. The missile hits automatically, doing
Locate Object 1d4+1 points of damage. 
3rd-level cleric, 2nd -level magic-user spell
Casting Time: 1 action The Magic-User casts an additional two missiles for
Range: Near every 5 levels of experience. Thus, at 5th level, the
Components: V, S caster is able to hurl 3 magic missiles for 3d4+3
Duration: 1 round per caster level damage and 5 missiles at 10th level for 5d4+5 damage.

Within the spell's range, the caster perceives the Magic Mouth (OSR)
correct direction (as the crow flies) toward an object 2nd-level magic-user spell
the caster specifies by description in the spell. The Casting Time: 1 action
object must be something the caster has seen, although Range: Touch
the spell can detect an object in a general class of items Components: V, S
known to the caster: stairs, gold, etc. Duration: Permanent or until triggered or dispelled

Magic Jar This enchantment is set upon an object, and the magic
5th-level magic-user spell is triggered when certain conditions established by the
Casting Time: 1 action caster are met. When that happens, a mouth appears
Range: See below on the object and speaks the message it has been
Components: V, S commanded to speak. The message may be up to thirty
Duration: See below words long.

This spell relocates the caster's life essence, Massmorph


intelligence, and soul into an object of virtually any 4th-level magic-user spell
kind. The 'jar' must be within Near of the caster's body Casting Time: 1 action
for the transition to succeed. Once within the magic Range: Far
jar, the caster can possess the bodies of other creatures Components: V, S
and people, provided that they are within Far of the jar Duration: Concentration or until dispelled
and fail a CHA saving throw. The caster can return his
or her soul to the magic jar at any time; if a body the One hundred or fewer man, or horse-sized creatures
caster controls is slain, the soul returns to the jar are changed to appear like innocent trees. The illusion
immediately. The Magic-User can return from the jar is so perfect that creatures moving through the 'forest'
to his or her original body whenever desired, thus will not detect the deception.
ending the spell. If the caster's body is destroyed while
his or her soul is in the magic jar, the soul no longer

52

Mirror Image Monster Summoning II


2nd-level magic-user spell 4th-level magic-user spell
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: n/a
Components: V, S Components: V, S
Duration: 1 hour or until destroyed Duration: 2d6 rounds

The spell creates 1d4 images of the caster, acting in The caster summons allies, who serve him until slain
perfect synchronization with him like mirror images. (or until the duration of the spell expires). The allies
Attackers cannot distinguish the images from the appear immediately.
caster, and may attack one of the images instead of the
caster himself (determined randomly). When a hit is
scored upon one of the images, it disappears. Monster Summoning II

D6 Roll Summoned

Monster Summoning I 1 1d2 hobgoblins


3rd-level magic-user spell
Casting Time: 1 action
Range: n/a 2 1d2 zombies
Components: V, S
Duration: 2d6 rounds

The caster summons allies, who serve him until slain 3 1d2 gnolls
(or until the duration of the spell expires). The allies
appear immediately.
Monster Summoning I 4 1d2 bugbears

D6 Roll Summoned
5 1d6 orcs
1 1d6 giant rats
6 1d6 skeletons
2 1d3 goblins

Monster Summoning III


3 1d3 hobgoblins 5th-level magic-user spell
Casting Time: 1 action
Range: n/a
Components: V, S
4 1d6 kobolds Duration: 2d6 rounds

The caster summons allies, who serve him until slain


5 1d3 orcs (or until the duration of the spell expires). The allies
appear immediately.
6 1d3 skeletons

53

Monster Summoning III

D6 Roll Summoned blessing a meal that heals those dining 1 hp when


finished). 
1 1d4 bugbears Referee's Note: Because Orisons and Cantrips are unlimited in
the 5e ruleset, much care must be taken on what to allow and
2 1d2 harpies disallow. 

Passwall
5th-level magic-user spell
3 1d2 ochre jellies Casting Time: 1 action
Range: Near
Components: V, S
Duration: 30 minutes
4 1d2 wererats
This spell creates a hole through solid rock, about 7
feet high, 10 feet wide, and 10 feet deep (possibly
5 1d2 wights deeper at the discretion of the Referee). The hole
closes again at the end of the spell's duration.
6 1d2 wild boar
Phantasmal Forces
2nd-level magic-user spell
Casting Time: 1 action
Neutralize Poison Range: Far
4th-level cleric spell Components: V, S
Casting Time: 1 action Duration: Concentration
Range: Touch
Components: V, S This spell creates an illusion that seems realistic to all
Duration: Instantaneous who view it. The illusion disappears when it is touched,
but if the viewer believes the illusion is real, it can
This spell counteracts poison if used promptly, but cause damage. Unless the Referee rules otherwise,
cannot be used to bring the dead back to life later. victims of the spell are permitted an INT saving throw,
and the illusion cannot cause more than 2d6 points of
Orison damage per victim. This will depend on circumstances;
0-level cleric spell a truly brilliant use of the spell can be quite
Casting Time: 1 action devastating, and a poorly thought-out illusion might
Range: Touch cause almost immediate disbelief.
Components: V
Duration: Instantaneous Plant Growth
4th-level magic-user spell
The most humble of priestly spells is the orison, a Casting Time: 1 action
brief prayer or invocation of a minor nature. Typically, Range: Far
priests learn a number of orisons as acolytes or Components: V, S
students in order to hone their spellcasting skills and Duration: Permanent until dispelled
emphasize concepts, ideals, or phrases of particular
importance to the faith. Undergrowth in the area suddenly grows into an
impassable forest of thorns and vines. A radius out to
Orisons cannot cause damage, cannot heal more than Far can be affected by this spell and the caster can
1 hp and are generally based around a prayer (such as decide the shape of the area to be enchanted.

54

Polymorph Others Protection from Evil


4th-level magic-user spell 1st-level cleric or magic-user pell
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S Components: V, S
Duration: Permanent until dispelled Duration: 1 hour

This spell allows the caster to turn another being into a Creates a magical field of protection immediately
different type of creature, such as a dragon, a garden around the caster, blocking out aberrations, evil
slug, or of course, a frog or newt. The polymorphed elementals, undead and fiends. These monsters suffer a
creature gains all the abilities of the new form, but disadvantage penalty to hit the caster and the caster has
retains its own mind and hit points. Unwilling targets advantage on saving throws against them. You can also
get a WIS saving throw.  not be charmed, frightened or possessed by such a
creature. 

Protection from Evil, Near


3rd-level cleric, 4th level magic-user spell
Polymorph Self Casting Time: 1 action
4th-level magic-user spell Range: Self, Near radius around self
Casting Time: 1 action Components: V, S
Range: Self Duration: 1 hour
Components: V, S
Duration: 1 hour or Referee's Discretion Creates a magical field of protection around the caster
in a Near radius. Blocking out aberrations, evil
The caster assumes the form of any object or creature, elementals, undead and fiends. These monsters suffer a
gaining the new form's attributes (the use of wings, for disadvantage penalty to hit the caster and the caster has
example), but not its hit points or combat abilities. The advantage on saving throws against them. You can also
Referee might allow the benefit of the new form's not be charmed, frightened or possessed by such a
armor class, if it is due to heavily armored skin. A creature. 
great deal of the spell's effect is left to the Referee to
decide. Protection from Normal Missiles
3rd-level magic-user spell
Casting Time: 1 action
Range: Self
Components: V, S
Prayer Duration: 2 hours
3rd-level cleric spell
Casting Time: 1 action The caster becomes invulnerable to non-magical
Range: 30 ft. missiles, although larger missiles such as boulders will
Components: V, S overcome the spell's magic.
Duration: Instantaneous
Purify Food & Water
The Prayer spell seeks short-term favor from the gods 1st-level cleric spell
to help some other spell or attack to succeed. Prayer Casting Time: 1 action
affects a Near area, causing all creatures in that area to Range: Touch/Close (Referee's discretion)
have disadvantage on their saving throws. Components: V, S
Duration: Instantaneous
The penalty lasts for one full round.
Enough food and water for up to a dozen people is
made pure, removing spoilage and poisons.

55

Pyrotechnics Read Languages


2nd-level magic-user spell 1st-level
Casting Time: 1 action Casting Time: 1 action
Range: Far Range: Normal Reading Distance
Components: V, S Components: V
Duration: 1 Hour Duration: Instantaneous

The caster creates either fireworks or blinding smoke This spell allows the caster to decipher directions,
from a normal fire source such as a torch or campfire. instructions, and formula in languages unknown to the
The Referee will decide exactly how much smoke (or caster. This can be particularly useful for treasure
fireworks) is produced, what effect it has, and what maps, but it does not solve any codes.
happens to it as it is produced, but the amount of
smoke will definitely be more than a Near radius. Read Magic
1st-level magic-user spell
Quest Casting Time: 1 action
5th-level cleric spell Range: Self
Casting Time: 1 action Components: V
Range: Near Duration: 1 or 2 scrolls or other magical writings
Components: V, S
Duration: Until completed This spell allows the caster to read the magical writings,
including scrolls or other magic-users spellbooks.
If the spell succeeds (WIS saving throw applies), the Without the use of this spell, magical writing cannot
caster may set a task for the spell's victim. If the victim be read even by a Magic-User.
does not diligently work at performing the task, a
deadly weakness will set in (50% reduction in
Strength), and an attempt to entirely abandon the quest Remove Curse
incurs a curse set by the caster in the wording of the 3rd-level cleric, 4th-level magic-user spell
original Quest. The details, of course, must be Casting Time: 1 action
approved by the Referee. Range: Touch
Components: V, S
Duration: Instantaneous
Raise Dead
5th-level cleric spell This spell removes one curse from a person or object.
Casting Time: 1 action
Range: Touch/Close (Referee's discretion)
Components: V, S Rope Trick
Duration: Instantaneous 3rd-level magic-user spell
Casting Time: 1 action
Raise Dead allows the Cleric to raise a corpse from the Range: Touch
dead, provided it has not been dead too long. The Components: V, S
normal time limit is 5 days, but for every caster level Duration: 1 hour + 10 minutes per caster level
higher than 8th, the time limit extends another 5 days. This spell enables the user to cause a length of rope (6’
The dead must make a successful NORMAL (DC 12) to 24’) to stand upright by itself, and when he (and up
CON saving throw to be brought back to life (failing to three others) climbs to its summit, disappears into
this saving throw the same cleric may not attempt to another dimension. The rope is simply tossed into the
raise this particular dead again). This spell functions air and climbed. If undisturbed the rope remains in
only on 'human-like' races, that is, ones that can be place for the duration of the spell, but it can be
used for player characters. removed, and if it is, the persons coming back from
the other dimension will fall the distance they climbed
to the top of the rope. 

56

Shield
1st-level magic-user spell
Casting Time: 1 action
Range: Self Slow
Components: V, S 3rd-level magic-user spell
Duration: 20 minutes Casting Time: 1 action
Range: Far
The caster conjures up an invisible shield that Components: V, S
interposes itself in front of attacks. The shield Duration: 30 minutes
improves the caster's armor class to AC 16. If the
caster's armor class is already better than the spell In an area with a radius of Near around the point
would grant, the spell has no effect. where the spell is targeted, as many as 24 creatures
failing a WIS saving throw can move and attack only at
Silence half speed.
2nd-level cleric spell
Casting Time: 1 action
Range: Far
Components: V, S Snake Charm
Duration: 2 hours 2nd-level cleric spell
Casting Time: 1 action
Magical silence falls in an area with a Near radius Range: Near
around the targeted creature or object, and moves with Components: V, S
it. Nothing from this area, no matter how loud, can be Duration: 1d4 x 10 plus 20 minutes
heard outside the radius.
One hit die (1 HD) of snakes can be charmed per level
Sleep of the caster. The snakes obey the caster's commands.
1st-level magic-user spell
Casting Time: 1 action
Range: Far
Components: V, S Speak with Dead
Duration: 1 Hour 3rd-level cleric spell
Casting Time: 1 action
This spell puts enemies into an enchanted slumber (no Range: Touch
saving throw is permitted). It affects creatures based Components: V, S
on their hit dice. Duration: 3 Questions

Sleep Table The caster can ask three questions of a corpse, and it
will answer, although the answers might be cryptic.
Only higher-level Clerics have enough spiritual power
Victims HD Number Affected to command answers of long-dead corpses. Clerics
lower than 8th level can gain answers only from bodies
that have been dead 1d4 days. Clerics levels 8+ can
Less than 1d8 4d4 speak to corpses that have been dead 1d4 months.

1d8 to 2d8 2d6 Note that a die roll is involved here: for example, a
seventh-level Cleric attempting to speak with a two-
day-old corpse might still fail-the d4 roll might indicate
that only a one-day-old corpse can be reached with this
3d8 1d6 particular attempt at the spell.

4d8 1

57

Speak with Animals


2nd-level cleric spell
Casting Time: 1 action
Range: Self Telekinesis
Components: V, S 5th-level magic-user spell
Duration: 1 hour Casting Time: 1 action
Range: Far
The caster can speak with normal animals. There is a Components: V, S
good chance that the animals will provide reasonable Duration: 1 hour
assistance if requested, and they will not attack - unless
the caster uses the spell to say something particularly The caster can move objects using mental power alone.
offensive. The amount of weight that can be lifted and moved is
20 pounds per caster level. It is up to the Referee's
Speak with Plants interpretation of the spell whether the objects can be
4th-level cleric spell thrown, and at what speed.
Casting Time: 1 action
Range: Speaking range
Components: V, S
Duration: 60 minutes Teleport
5th-level magic-user spell
The caster can speak and understand the speech of Casting Time: 1 action
plants. Plants smaller than trees will obey commands, Range: Touch
moving aside when requested, etc. Components: V, S
Duration: Instantaneous
Strength
2nd-level magic-user spell This spell transports the caster or another person to a
Casting Time: 1 action destination that the caster knows, or at least knows
Range: Touch what it looks like from a picture or a map. Success
Components: V, S depends on how well the caster knows the targeted
Duration: 8 hours location, as follows:
1. If the caster has only seen the location in a picture
This spell may be cast upon a Fighter or a Cleric. For or through a map (so that knowledge is not based
the duration of the spell, a Fighter gains 2d4 points of on direct experience), there is only a 25% chance
Strength, and a Cleric gains 1d6 points of Strength. of success, and failure means death, for the
Strength cannot exceed 20. traveler's soul is lost in the spaces between realities.
2. If the caster has seen but not studied the location,
Suggestion there is a 20% chance of error. In the case of an
3rd-level magic-user spell error, there is a 50% chance that the traveler
Casting Time: 1 action arrives low, 1d10x10 feet below the intended
Range: Shouting distance location (with death resulting from arrival within a
Components: V, S solid substance). If the error is high (over the 50%
Duration: 1 week chance for a "low" arrival), the traveler arrives
1d10x10 feet above the targeted location-likely
A spell which works on the principle of hypnosis. If resulting in a deadly fall.
the creature which it is thrown at fails to make a 3. If the caster is well familiar with the location, or
Wisdom saving throw it will carry out the suggestion, has studied it carefully, there is only a 5% chance
immediately or deferred according to the wish of the of error. On a 1 in 6 (roll 1d6) the teleport is low,
magic-user. Self-destruction is 99% unlikely, but otherwise it is high. In either case, the arrival is
carefully worded suggestions can, at the referee’s 1d4x10 feet high or low.
option, alter this probability. Suggestions must be
simple and relatively short, i.e. a sentence or two. 

58

Wall of Ice
4th-level magic-user spell
Casting Time: 1 action
Transmute Rock to Mud
Range: Near
5th-level
Components: V, S
Casting Time: 1 action
Duration: Concentration
Range: Far
The caster conjures up a wall of ice, six feet thick and
Components: V, S
non-transparent. The caster may choose to create a
Duration: 3d6 day unless reversed
straight wall 60 feet long and 20 feet high, or a circular
wall with a 15-foot radius, also 20 feet high. Creatures
This spell transmutes rock (and any other form of
with 3 or fewer hit dice cannot affect the wall, but
earth, including sand) into mud. An area of roughly
creatures of 4+ hit dice are able to smash through it,
300 x 300 feet becomes a deep mire, making it
taking 1d6 points of damage in the process.
Difficult Terrain.
Creatures with fire-based metabolisms take 2d6 instead
of the normal 1d6. Fire spells and magical effects are
negated in the vicinity of the wall.
Turn Sticks to Snakes Wall of Iron
4th-level cleric spell
5th-level magic-user spell
Casting Time: 1 action
Casting Time: 1 action
Range: Far
Range: Near
Components: V, S
Components: V, S
Duration: 1 hour
Duration: 2 hours
The caster conjures an iron wall from thin air. The wall
The caster may turn as many as 2d8 normal sticks into
is 3 feet thick, 50 feet tall, and 50 feet long.
snakes, each one having a 50% chance of being
venomous. The snakes follow commands, but turn
back into sticks at the end of the spell, or when killed. Wall of Stone
5th-level magic-user spell
Casting Time: 1 action
Range: Near
Components: V, S
Duration: Permanent until dispelled
Wall of Fire
4th-level magic-user spell
The wall of stone conjured by this spell is two feet
Casting Time: 1 action
thick, with a surface area of 1,000 square feet. The
Range: Near
caster might choose to make the wall 50 feet long (in
Components: V, S
which case it would be 20 feet tall), or 100 feet long (in
Duration: Concentration
which case it would be only 10 feet tall).
A wall of fire flares into being and burns for as long as
the caster concentrates upon it. Creatures with 3 or Water Breathing
fewer hit dice cannot pass through it, and no creature 3rd-level magic-user spell
can see through it to the other side. Passing through Casting Time: 1 action
the fire inflicts 1d6 hit points of damage (no saving Range: Touch
throw) and undead creatures sustain twice the normal Components: V
damage. The caster may choose to create a straight wall Duration: 2 hours
60 feet long and 20 feet high, or a circular wall with a
15-foot radius, also 20 feet high. The recipient of the spell is able to breathe underwater
until the spell's duration expires.

59

Web Wizard Lock


2nd-level magic-user spell 2nd-level
Casting Time: 1 action Casting Time: 1 action
Range: Far Range: Touch
Components: V, S Components: V
Duration: 8 hours Duration: Permanent unless dispelled

Fibrous, sticky webs fill an area up to Near radius from As with a Hold Portal spell, Wizard Lock holds a door
the target point . It is extremely difficult to get through closed, but it is permanent until dispelled. Creatures
the mass of strands-it takes 10 minutes if a torch and with magic resistance can shatter the spell without
sword (or a flaming sword) are used, and creatures effort. Any Magic-User at least three levels higher than
larger than a horse can break through in 20 minutes. the caster can open the portal, and a Knock spell will
Humans alone take more time to break through- open it as well, although the spell is not permanently
perhaps 30-40 minutes or longer at the Referee's destroyed in these cases.
discretion.

Wizard Eye
4th-level magic-user spell
Casting Time: 1 action
Range: Far
Components: V, S
Duration: 1 hour

The caster conjures up an invisible, magical "eye", that


can move a maximum of Far range from its creator. It
floats along as directed by the caster, and has a
movement rate of Normal.

60

61
THE BASICS
effects to help set the mood, and many players and
How to Play Referees alike adopt different voices for the various
The play of the game unfolds according to this basic adventurers, monsters, and other characters they play
pattern. in the game. Sometimes, a Referee might lay out a map
and use tokens or miniature figures to represent each
1. The Referee describes the environment. creature involved in a scene to help the players keep
The Referee tells the players where their adventurers track of where everyone is.
are and what’s around them, presenting the basic scope
of options that present themselves (how many doors
lead out of a room, what’s on a table, who’s in the
tavern, and so on). Game Dice
The game uses polyhedral dice with different numbers
2. The players describe what they want to do.
of sides. You can find dice like these in game stores
Sometimes one player speaks for the whole party,
and in many bookstores.
saying, “We’ll take the west door,” for example. Other
times, different adventurers do different things: one
In these rules, the different dice are referred to by the
adventurer might search a treasure chest while a
letter d followed by the number of sides: d4, d6, d8,
second examines an esoteric symbol engraved on a
d10, d12, and d20. For instance, a d6 is a six-sided die
wall and a third keeps watch for monsters. The players
(the typical cube that many games use).
don’t need to take turns, but the Referee listens to
every player and decides how to resolve those actions.
Percentile dice, or d100, work a little differently. You
Sometimes, resolving a task is easy. If an adventurer
generate a number between 1 and 100 by rolling two
wants to walk across a room and open a door, the
different ten-sided dice numbered from 0 to 9. One die
Referee might just say that the door opens and
(designated before you roll) gives the tens digit, and the
describe what lies beyond. But the door might be
other gives the ones digit. If you roll a 7 and a 1, for
locked, the floor might hide a deadly trap, or some
example, the number rolled is 71. Two 0s represent
other circumstance might make it challenging for an
100. Some ten-sided dice are numbered in tens (00, 10,
adventurer to complete a task. In those cases, the
20, and so on), making it easier to distinguish the tens
Referee decides what happens, often relying on the roll
digit from the ones digit. In this case, a roll of 70 and 1
of a die to determine the results of an action.
is 71, and 00 and 0 is 100.
3. The Referee narrates the results of the
When you need to roll dice, the rules tell you how
adventurers’ actions.
many dice to roll of a certain type, as well as what
Describing the results often leads to another decision
modifiers to add. For example, “3d8 + 5” means you
point, which brings the flow of the game right back to
roll three eight-sided dice, add them together, and add
step 1.
5 to the total.
This pattern holds whether the adventurers are
The same d notation appears in the expressions “1d3”
cautiously exploring a ruin, talking to a devious prince,
and “1d2.” To simulate the roll of 1d3, roll a d6 and
or locked in mortal combat against a mighty dragon. In
divide the number rolled by 2 (round up). To simulate
certain situations, particularly combat, the action is
the roll of 1d2, roll any die and assign a 1 or 2 to the
more structured and the players (and Referee) do take
roll depending on whether it was odd or even.
turns choosing and resolving actions. But most of the
(Alternatively, if the number rolled is more than half
time, play is fluid and flexible, adapting to the
the number of sides on the die, it’s a 2.)
circumstances of the adventure.

Often the action of an adventure takes place in the


imagination of the players and Referee, relying on the
Referee’s verbal descriptions to set the scene. Some
Referees like to use music, art, or recorded sound

62

This simple rule governs the resolution of most tasks


The D20 in play. "Using Ability Scores" provides more detailed
Does an adventurer’s sword swing hurt a dragon or rules for using the d20 in the game.
just bounce off its iron-hard scales? Will the ogre
believe an outrageous bluff ? Can a character swim
across a raging river? Can a character avoid the main Advantage and
blast of a fireball, or does he or she take full damage
from the blaze? In cases where the outcome of an Disadvantage
action is uncertain, the game relies on rolls of a 20- Sometimes an ability check, attack roll, or saving throw
sided die, a d20, to determine success or failure. is modified by special situations called advantage and
disadvantage. Advantage reflects the positive
Every character and monster in the game has circumstances surrounding a d20 roll, while
capabilities defined by six ability scores. The abilities disadvantage reflects the opposite. When you have
are Strength, Dexterity, Constitution, Intelligence, either advantage or disadvantage, you roll a second d20
Wisdom, and Charisma, and they typically range from when you make the roll. Use the higher of the two
3 to 18 for most adventurers. (Monsters might have rolls if you have advantage, and use the lower roll if
scores as low as 1 or as high as 30.) These ability you have disadvantage. For example, if you have
scores, and the ability modifiers derived from them, disadvantage and roll a 17 and a 5, you use the 5. If
are the basis for almost every d20 roll that a player you instead have advantage and roll those numbers,
makes on a character’s or monster’s behalf. you use the 17.
Ability checks, attack rolls, and saving throws are the More detailed rules for advantage and disadvantage are
three main kinds of d20 rolls, forming the core of the presented on page 67,
rules of the game. All three follow these simple steps.

1. Roll the die and add a modifier.


Roll a d20 and add the relevant modifier. This is
typically the modifier derived from one of the six
Specific Beats General
ability scores, and it sometimes includes a proficiency This rulebook contains rules that govern how the
bonus to reflect a character’s particular skill. (See game plays. That said, many racial traits, class features,
Chapter 1 for details on each ability and how to spells, magic items, monster abilities, and other game
determine an ability’s modifier.) elements break the general rules in some way, creating
an exception to how the rest of the game works.
2. Apply circumstantial bonuses and penalties.
A class feature, a spell, a particular circumstance, or Remember this: If a specific rule contradicts a general
some other effect might give a bonus or penalty to the rule, the specific rule wins.
check.
Exceptions to the rules are often minor. For instance,
3. Compare the total to a target number. many adventurers don’t have proficiency with
If the total equals or exceeds the target number, the longbows, but every elf does because of a racial trait.
ability check, attack roll, or saving throw is a success. That trait creates a minor exception in the game. Other
Otherwise, it’s a failure. The Referee is usually the one examples of rule-breaking are more conspicuous. For
who determines target numbers and tells players instance, an adventurer can’t normally pass through
whether their ability checks, attack rolls, and saving walls, but some spells make that possible. Magic
throws succeed or fail. accounts for most of the major exceptions to the rules.

The target number for an ability check or a saving


throw is called a Difficulty Class (DC). The target
number for an attack roll is called an Armor Class Round Down
(AC).
There’s one more general rule you need to know at the
outset. Whenever you divide a number in the game,
round down if you end up with a fraction, even if the
fraction is one-half or greater.

63

GENERAL
RULES
64
INSPIRATION
Inspiration is a rule the game master can use to reward You either have inspiration or you don’t—you can’t
you for playing your character in a way that’s true to his stockpile multiple “inspirations” for later use.
or her personality traits, ideal, bond, and flaw. By using
inspiration, you can draw on your personality trait of Using Inspiration
compassion for the downtrodden to give you an edge If you have inspiration, you can expend it when you
in negotiating with the Beggar Prince. Or inspiration make an attack roll, saving throw, or ability check.
can let you call on your bond to the defense of your Spending your inspiration gives you advantage on that
home village to push past the effect of a spell that has roll.
been laid on you.
Additionally, if you have inspiration, you can reward
Gaining Inspiration another player for good roleplaying, clever thinking, or
Your Referee can choose to give you inspiration for a simply doing something exciting in the game. When
variety of reasons. Typically, Referees award it when another player character does something that really
you play out your characters alignment or otherwise contributes to the story in a fun and interesting way,
portray your character in a compelling way. Your you can give up your inspiration to give that character
Referee will tell you how you can earn inspiration in inspiration.
the game.

65

USING ABILITY SCORES


Six abilities provide a quick description of Ability Scores and
every creature’s physical and mental
characteristics: Modifiers
• Strength, measuring physical power Each of a creature’s abilities has a score, a number that
defines the magnitude of that ability. An ability score is
• Dexterity, measuring agility not just a measure of innate capabilities, but also
• Constitution, measuring endurance encompasses a creature’s training and competence in
• Intelligence, measuring reasoning and activities related to that ability.
memory A score of 10 or 11 is the normal human average, but
• Wisdom, measuring perception and adventurers and many monsters are a cut above
insight average in some abilities. A score of 18 is the highest
that a person usually reaches. Adventurers can have
• Charisma, measuring force of scores as high as 20, and monsters and divine beings
personality can have scores as high as 30.

Is a character muscle bound and insightful? Brilliant Each ability also has a modifier, derived from the score
and charming? Nimble and hardy? Ability scores and ranging from −5 (for an ability score of 1) to +10
define these qualities—a creature’s assets as well as (for a score of 30). The Ability Scores and Modifiers
weaknesses. table notes the ability modifiers for the range of
possible ability scores, from 1 to 30.
The three main rolls of the game—the ability check,
the saving throw, and the attack roll—rely on the six To determine an ability modifier without consulting
ability scores. The basic rule behind these rolls: roll a the table, subtract 10 from the ability score and then
d20, add an ability modifier derived from one of the divide the total by 2 (round down).
six ability scores, and compare the total to a target
number. Because ability modifiers affect almost every attack
roll, ability check, and saving throw, ability modifiers
come up in play more often than their associated
scores.

Score Mod Score Mod

1 -5 mod 16-17 +3 mod

2-3 -4 mod 18-19 +4 mod

4-5 -3 mod 20-21 +5 mod

6-7 -2 mod 22-23 +6 mod

8-9 -1 mod 24-25 +7 mod

10-11 0 26-27 +8 mod

12-13 +1 mod 28-29 +9 mod

14-15 +2 mod 30 +10 mod

66


If a circumstance suggests that your proficiency bonus


Advantage and applies more than once to the same roll, you still add it
only once and multiply or divide it only once.
Disadvantage
Sometimes a special ability or spell tells you that you
have advantage or disadvantage on an ability check, a
saving throw, or an attack roll. When that happens, you Ability Checks
roll a second d20 when you make the roll. Use the
higher of the two rolls if you have advantage, and use An ability check tests a character’s or monster’s innate
the lower roll if you have disadvantage. For example, if talent and training in an effort to overcome a
you have disadvantage and roll a 17 and a 5, you use challenge. The Referee calls for an ability check when a
the 5. If you instead have advantage and roll those character or monster attempts an action (other than an
numbers, you use the 17. attack) that has a chance of failure. When the outcome
is uncertain, the dice determine the results.
If multiple situations affect a roll and each one grants
advantage or imposes disadvantage on it, you don’t roll For every ability check, the Referee decides which of
more than one additional d20. If two favorable the six abilities is relevant to the task at hand and the
situations grant advantage, for example, you still roll difficulty of the task, represented by a Difficulty Class.
only one additional d20. The more difficult a task, the higher its DC. Olde
Swords Reign only uses three DC's… EASY,
If circumstances cause a roll to have both advantage NORMAL, & HARD.
and disadvantage, you are considered to have neither
of them, and you roll one d20. This is true even if
multiple circumstances impose disadvantage and only Difficulty Classes
one grants advantage or vice versa. In such a situation,
you have neither advantage nor disadvantage. Difficulty DC

When you have advantage or disadvantage and


something in the game lets you reroll the d20, you can EASY 8
reroll only one of the dice. You choose which one.

Inspiration can give a character advantage. The NORMAL 12


Referee can also decide that circumstances influence a
roll in one direction or the other and grant advantage
or impose disadvantage as a result.
HARD 16

Proficiency Bonus
Characters have a proficiency bonus determined by To make an ability check, roll a d20 and add the
level. Monsters also have this bonus, which is relevant ability modifier. As with other d20 rolls, apply
incorporated in their stat blocks. The bonus is used in bonuses and penalties, and compare the total to the
the rules on ability checks with backgrounds, saving DC. If the total equals or exceeds the DC, the ability
throws, and attack rolls. check is a success—the creature overcomes the
challenge at hand. Otherwise, it’s a failure, which
Your proficiency bonus can’t be added to a single die means the character or monster makes no progress
roll or other number more than once. For example, if toward the objective or makes progress combined with
two different rules say you can add your proficiency a setback determined by the Referee.
bonus to a Wisdom saving throw, you nevertheless add
the bonus only once when you make the save.

67

Contests or can be used when the Referee wants to secretly


Sometimes one character’s or monster’s efforts are determine whether the characters succeed at
directly opposed to another’s. This can occur when something without rolling dice, such as noticing a
both of them are trying to do the same thing and only hidden monster.
one can succeed, such as attempting to snatch up a
magic ring that has fallen on the floor. This situation Here’s how to determine a character’s total for a
also applies when one of them is trying to prevent the passive check:
other one from accomplishing a goal— for example,
when a monster tries to force open a door that an 10 + proficiency bonus + ability score modifier
adventurer is holding closed. In situations like these, equals the passive score
the outcome is determined by a special form of ability
check, called a contest. If the character has advantage on the check, add 5. For
disadvantage, subtract 5. The game refers to a passive
Both participants in a contest make ability checks check total as a score.
appropriate to their efforts. They apply all appropriate
bonuses and penalties, but instead of comparing the For example, if a 1st level character has a Wisdom of
total to a DC, they compare the totals of their two 15, he or she has a passive Wisdom score of 14.
checks. The participant with the higher check total
wins the contest. That character or monster either The rules on hiding in the “Dexterity” section below
succeeds at the action or prevents the other one from rely on passive checks, as do the exploration rules.
succeeding.

If the contest results in a tie, the situation remains the


same as it was before the contest. Thus, one contestant Working Together
might win the contest by default. If two characters tie
in a contest to snatch a ring off the floor, neither Sometimes two or more characters team up to attempt
character grabs it. In a contest between a monster a task. The character who’s leading the effort—or the
trying to open a door and an adventurer trying to keep one with the highest ability modifier—can make an
the door closed, a tie means that the door remains ability check with advantage, reflecting the help
shut. provided by the other characters. In combat, this
requires the Help action.
Background Skills
A character can only provide help if the task is one
Each character has a background and that background
that he or she could attempt alone. For example, trying
covers a multitude of differing skills. When making a
to open a lock requires proficiency with thieves’ tools,
non-combat related ability check that the background
so a character who lacks that proficiency can’t help
would cover, inform the Referee, and your proficiency
another character in that task. Moreover, a character
bonus might apply to the ability check.
can help only when two or more individuals working
together would actually be productive. Some tasks,
The final call on whether your background would
such as threading a needle, are no easier with help.
apply to the check is the Referees.

Backgrounds never apply to saving throws, attacks, or


any other combat or damage related checks. Group Checks
When a number of individuals are trying to
accomplish something as a group, the Referee might
ask for a group ability check. In such a situation, the
Passive Checks characters who are skilled at a particular task help
cover those who aren’t. To make a group ability check,
A passive check is a special kind of ability check that everyone in the group makes the ability check. If at
doesn’t involve any die rolls. Such a check can least half the group succeeds, the whole group
represent the average result for a task done repeatedly, succeeds. Otherwise, the group fails.
such as searching for secret doors over and over again,

68


Group checks don’t come up very often, and they’re Encumbrance


most useful when all the characters succeed or fail as a Your Strength score determines the amount of items
group. For example, when adventurers are navigating a you can bear. A character can carry their Strength
swamp, the Referee might call for a group Wisdom ability score in weapons and items, and an
check to see if the characters can avoid the quicksand, additional 10 items with a backpack. This total is
sinkholes, and other natural hazards of the your Encumbrance score.
environment. If at least half the group succeeds, the
successful characters are able to guide their If you carry weight in excess of your Encumbrance
companions out of danger. Otherwise, the group score, you are encumbered, which means your speed
stumbles into one of these hazards. drops to Slow.

If you attempt to carry items in excess of double your


Encumbrance score, you are heavily encumbered,
Using Each Ability which means your speed drops to a crawl and you have
Every task that a character or monster might attempt disadvantage on ability checks, attack rolls, and saving
in the game is covered by one of the six abilities. This throws that use Strength, Dexterity, or Constitution.
section explains in more detail what those abilities
mean and the ways they are used in the game. Dexterity
Dexterity measures agility, reflexes, and balance.
Strength
Strength measures bodily power, athletic training, and Dexterity Checks
the extent to which you can exert raw physical force. A Dexterity check can model any attempt to move
nimbly, quickly, or quietly, or to keep from falling on
Strength Checks tricky footing.
A Strength check can model any attempt to lift, push,
pull, or break something, to force your body through a Attempt to stay on your feet in a tricky situation, such
space, or to otherwise apply brute force to a situation. as when you’re trying to run across a sheet of ice,
Examples include the following activities: balance on a tightrope, or stay upright on a rocking
• Climb a sheer or slippery cliff, avoid hazards while ship’s deck.
scaling a wall, or cling to a surface while something is • Perform acrobatic stunts, including dives, rolls,
trying to knock you off. somersaults, and flips.
• Jump an unusually long distance or pull off a stunt • Planting something on someone else,
midjump. • Concealing an object on your person,
• Swim or stay afloat in treacherous currents, storm- • Conceal yourself from enemies
tossed waves, or areas of thick seaweed. Or another • Slink past guards
creature tries to push or pull you underwater or • Slip away without being noticed
otherwise interfere with your swimming. • Sneak up on someone without being seen or heard
• Force open a stuck, locked, or barred door • Control a heavily laden cart on a steep descent
• Break free of bonds • Steer a chariot around a tight turn
• Push through a tunnel that is too small • Securely tie up a prisoner
• Hang on to a wagon while being dragged behind it • Wriggle free of bonds
• Tip over a statue
• Keep a boulder from rolling Attack Rolls and Damage
You add your Dexterity modifier to your attack roll
Attack Rolls and Damage and your damage roll when attacking with a ranged
You add your Strength modifier to your attack roll and weapon, such as a sling or a longbow. You can also add
your damage roll when attacking with a melee weapon your Dexterity modifier to your attack roll and your
such as a mace, a battleaxe, or a sword. You use melee damage roll when attacking with a melee weapon that
weapons to make melee attacks in hand to hand has the finesse property, such as a dagger or a rapier.
combat, and some of them can be thrown to make a
ranged attack.

69





Armor Class The Referee might call for a Constitution check when
While wearing armor, you add your Dexterity modifier you try to accomplish tasks like the following:
to your Armor Class. • Hold your breath
• March or labor for hours without rest
Hiding • Go without sleep
The Referee decides when circumstances are • Survive without food or water
appropriate for hiding. When you try to hide, make a • Quaff an entire stein of ale in one go
Dexterity check. Until you are discovered or you stop
hiding, that check’s total is contested by the Wisdom Hit Points
check of any creature that actively searches for signs Your Constitution modifier contributes to your hit
of your presence. points. Typically, you add your Constitution modifier to
each Hit Die you roll for your hit points.
You can’t hide from a creature that can see you clearly,
and you give away your position if you make noise, If your Constitution modifier changes, your hit point
such as shouting a warning or knocking over a vase. maximum changes as well, as though you had the new
modifier from 1st level. For example, if you raise your
An invisible creature can always try to hide. Signs of its Constitution score when you reach 4th level and your
passage might still be noticed, and it does have to stay Constitution modifier increases from +1 to +2, you
quiet. In combat, most creatures stay alert for signs of adjust your hit point maximum as though the modifier
danger all around, so if you come out of hiding and had always been +2. So you add 3 hit points for your
approach a creature, it usually sees you. However, first three levels, and then roll your hit points for 4th
under certain circumstances, the Referee might allow level using your new modifier. Or if you are 7th level
you to stay hidden as you approach a creature that is and some effect lowers your Constitution score so as
distracted, allowing you to gain advantage on an attack to reduce your Constitution modifier by 1, your hit
roll before you are seen. point maximum is reduced by 7.

Passive Perception. When you hide, there’s a chance Intelligence


someone will notice you even if they aren’t searching. Intelligence measures mental acuity, accuracy of recall,
To determine whether such a creature notices you, the and the ability to reason.
Referee compares your Dexterity check with that
creature’s passive Wisdom score, which equals 10 + Intelligence Checks
proficiency bonus + the creature’s Wisdom An Intelligence check comes into play when you need
modifier. If the creature has advantage, add 5. For to draw on logic, education, memory, or deductive
disadvantage, subtract 5. reasoning.
• Recall lore about historical events, legendary people,
What Can You See? One of the main factors in ancient kingdoms, past disputes, recent wars, and lost
determining whether you can find a hidden creature or civilizations
object is how well you can see in an area, which might • Deduce the location of a hidden object, discern
be lightly or heavily obscured, as explained in "The from the appearance of a wound what kind of
Environment.” weapon dealt it, or determine the weakest point in a
tunnel that could cause it to collapse
Constitution • Recall lore about terrain, plants and animals, the
Constitution measures health, stamina, and vital force. weather, and natural cycles.
• Recall lore about deities, rites and prayers, religious
Constitution Checks hierarchies, holy symbols, and the practices of secret
Constitution checks are uncommon because the cults.
endurance this ability represents is largely passive • Communicate with a creature without using words
rather than involving a specific effort on the part of a • Estimate the value of a precious item
character or monster. A Constitution check can model • Pull together a disguise to pass as a city guard
your attempt to push beyond normal limits, however. • Forge a document
• Recall lore about a craft or trade
• Win a game of skill

70

Spellcasting Ability Spellcasting Ability


Magic-users use Intelligence as their spellcasting ability, Clerics use Wisdom as their spellcasting ability, which
which helps determine the saving throw DCs of spells helps determine the saving throw DCs of spells they
they cast. cast.

Wisdom Charisma
Wisdom reflects how attuned you are to the world Charisma measures your ability to interact effectively
around you and represents perceptiveness and with others. It includes such factors as confidence and
intuition. eloquence, and it can represent a charming or
commanding personality.
Wisdom Checks
A Wisdom check might reflect an effort to read body Charisma Checks
language, understand someone’s feelings, notice things A Charisma check might arise when you try to
about the environment, or care for an injured person. influence or entertain others, when you try to make an
• Calm down a domesticated animal, keep a mount impression or tell a convincing lie, or when you are
from getting spooked, or intuit an animal’s intentions navigating a tricky social situation.
• Determine the true intentions of a creature, such as • Convincingly hide the truth, either verbally or
when searching out a lie or predicting someone’s through your actions.
next move • Pry information out of a prisoner
• Stabilize a dying companion or diagnose an illness • Delight an audience with music, dance, acting,
• Spot, hear, or otherwise detect the presence of storytelling, or some other form of entertainment.
something • Attempt to influence someone or a group of people
• Spot things that are obscured or easy to miss with tact, social graces, or good nature
• Follow tracks, hunt wild game, guide your group • Find the best person to talk to for news, rumors, and
through frozen wastelands, predict the weather, or gossip
avoid quicksand and other natural hazards. • Blend into a crowd to get the sense of key topics of
• Get a gut feeling about what course of action to conversation
follow
• Discern whether a seemingly dead or living creature
is undead

71

SAVES, TIME & MOVEMENT


tower at the heart of the forest hurry across those
Saving Throws fifteen miles in just under four hours’ time.
A saving throw—also called a save—represents an For long journeys, a scale of days works best.
attempt to resist a spell, a trap, a poison, a disease, or a
similar threat. You don’t normally decide to make a In combat and other fast paced situations, the game
saving throw; you are forced to make one because your relies on rounds, a 6 second span of time.
character or monster is at risk of harm.

To make a saving throw, roll a d20 and add the


appropriate ability modifier. For example, you use your Movement
Dexterity modifier for a Dexterity saving throw.
Swimming across a rushing river, sneaking down a
dungeon corridor, scaling a treacherous mountain
A saving throw can be modified by a situational bonus slope—all sorts of movement play a key role in fantasy
or penalty and can be affected by advantage and gaming adventures.
disadvantage, as determined by the Referee.
The Referee can summarize the adventurers’
Each class gives proficiency in two saving throws. The movement without calculating exact distances or travel
magic-user, for example, is proficient in Intelligence times: “You travel through the forest and find the
saves. Proficiency in a saving throw lets a character add dungeon entrance late in the evening of the third day.”
his or her proficiency bonus to saving throws made Even in a dungeon, particularly a large dungeon or a
using a particular ability score. Most monsters have cave network, the Referee can summarize movement
saving throw proficiencies as well, but they work a little between encounters: “After killing the guardian at the
differently, see Monsters, page 99. entrance to the ancient dwarven stronghold, you
consult your map, which leads you through miles of
The Difficulty Class for a saving throw is often echoing corridors to a chasm bridged by a narrow
determined by the trap, monsters HD, or general stone arch.”
difficulty of the situation. It will be EASY, NORMAL,
or HARD. Sometimes it’s important, though, to know how long it
takes to get from one spot to another, whether the
The result of a successful or failed saving throw is also answer is in days, hours, or minutes. The rules for
detailed in the effect that allows the save. Usually, a determining travel time depend on two factors: the
successful save means that a creature suffers no harm, speed and travel pace of the creatures moving and the
or reduced harm, from an effect. terrain they’re moving over.

Speed
Every character and monster has a speed, which is the
Time distance in that the character or monster can walk in 1
In situations where keeping track of the passage of round. This number assumes short bursts of energetic
time is important, the Referee determines the time a movement in the midst of a life threatening situation.
task requires. The Referee might use a different time
scale depending on the context of the situation at Speeds are Slow, Normal and Fast.
hand. In a dungeon environment, the adventurers’
movement happens on a scale of minutes. It takes Normal movement allows a character to move to
them about a minute to creep down a long hallway, anywhere Near and still make an action, or move out
another minute to check for traps on the door at the to Far and take no action.
end of the hall, and a good ten minutes to search the
chamber beyond for anything interesting or valuable. Slow movement is half that. And Fast movement is 1
1/2 times that. Movements & Distance in Olde Swords
In a city or wilderness, a scale of hours is often more Reign are purposefully vague but Normal is roughly 30
appropriate. Adventurers eager to reach the lonely ft., Slow is 15 ft. and fast is 45 ft. movement.

72




Special Types of Movement Ranges


Movement through dangerous dungeons or wilderness Ranges can become important. Olde Swords Reign
areas often involves more than simply walking. uses a simple and freeform range system but for those
using grid based play on a table or VTT the following
Adventurers might have to climb, crawl, swim, or jump increments can be used.
to get where they need to go.
CLOSE- within 5 feet
Climbing, Swimming, and NEAR- within 30 feet
Crawling FAR- from NEAR to 120 feet
While climbing or swimming, movement is reduced VERY FAR- beyond 120 feet
one step (from Fast to Normal, Normal to Slow, etc.),
unless a creature has a climbing or swimming speed. At Close is within striking distance of all melee weapons
the Referee’s option, climbing a slippery vertical and close enough to whisper to someone.
surface or one with few handholds requires a
successful Strength check. Similarly, gaining any Near is within distance of all ranged weapons. In
distance in rough water might require a successful combat, it is the amount of movement that can be
Strength check. made by someone with Normal movement and still
take an action. And a normal voice is easily heard when
Jumping Near.
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you Far is within distance of more powerful ranged
cover a number of feet up to your Strength score if weapons. In combat, it is the amount of movement
you move at least 10 feet on foot immediately before someone with Normal movement can move and make
the jump. When you make a standing long jump, you no action. Loud voices may need to be used to hear
can leap only half that distance. Either way, each foot each other.
you clear on the jump costs a foot of movement.
Very Far often puts combatants out of eyesight and/
This rule assumes that the height of your jump doesn’t or far out of striking range of each other. Screams may
matter, such as a jump across a stream or chasm. At be needed to be heard by those Very Far away.
your Referee’s option, you must succeed on an EASY
Strength check to clear a low obstacle (no taller than a
quarter of the jump’s distance), such as a hedge or low
wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed


on an EASY, NORMAL, or HARD Dexterity check
(Referee's call, depending on the situation) to land on
your feet. Otherwise, you land prone.

High Jump. When you make a high jump, you leap


into the air a number of feet equal to 1/2 your
Strength score if you move at least 10 feet on foot
immediately before the jump. When you make a
standing high jump, you can jump only 1/4 your STR.
Either way, each foot you clear on the jump costs a
foot of movement.

In some circumstances, your Referee might allow you


to make a Strength check (EASY, NORMAL or
HARD) to jump higher than you normally can.

73

THE ENVIRONMENT
By its nature, adventuring involves delving into places A heavily obscured area—such as darkness, opaque
that are dark, dangerous, and full of mysteries to be fog, or dense foliage, blocks vision entirely. A creature
explored. The rules in this section cover some of the effectively suffers from the blinded condition (see
most important ways in which adventurers interact appendix A) when trying to see something in that area.
with the environment in such places.
The presence or absence of light in an environment
creates three categories of illumination: bright light,
dim light, and darkness.
Falling
Bright light lets most creatures see normally. Even
A fall from a great height is one of the most common gloomy days provide bright light, as do torches,
hazards facing an adventurer. At the end of a fall, a lanterns, fires, and other sources of illumination within
creature takes 1d6 bludgeoning damage for every 10 a specific radius.
feet it fell, to a maximum of 20d6. The creature lands
prone, unless it avoids taking damage from the fall. Dim light, also called shadows, creates a lightly
obscured area. An area of dim light is usually a
boundary between a source of bright light, such as a
torch, and surrounding darkness. The soft light of
Suffocating twilight and dawn also counts as dim light. A
A creature can hold its breath for a number of minutes particularly brilliant full moon might bathe the land in
equal to 1 + its Constitution modifier (minimum of 30 dim light.
seconds).
Darkness creates a heavily obscured area. Characters
When a creature runs out of breath or is choking, it face darkness outdoors at night (even most moonlit
can survive for a number of rounds equal to its nights), within the confines of an unlit dungeon or a
Constitution modifier (minimum of 1 round). At the subterranean vault, or in an area of magical darkness.
start of its next turn, it drops to 0 hit points and is
dying, and it can’t regain hit points or be stabilized Blindsight
until it can breathe again. A creature with blindsight can perceive its
surroundings without relying on sight, within a Near
For example, a creature with a Constitution of 14 can radius. Creatures without eyes, such as oozes, and
hold its breath for 3 minutes. If it starts suffocating, it creatures with echolocation or heightened senses, such
has 2 rounds to reach air before it drops to 0 hit as bats and true dragons, have this sense.
points.
Darkvision
Many creatures in fantasy gaming worlds, especially
those that dwell underground, have darkvision. Within
Vision and Light Near, a creature with darkvision can see in darkness as
if the darkness were dim light, so areas of darkness are
The most fundamental tasks of adventuring, noticing only lightly obscured as far as that creature is
danger, finding hidden objects, hitting an enemy in concerned. However, the creature can’t discern color in
combat, and targeting a spell, to name just a few, rely darkness, only shades of gray.
heavily on a character’s ability to see.

Darkness and other effects that obscure vision can


Truesight
prove a significant hindrance. A creature with truesight can, out to Near, see in
normal and magical darkness, see invisible creatures
and objects, automatically detect visual illusions and
A given area might be lightly or heavily obscured. In a
succeed on saving throws against them, and perceives
lightly obscured area, such as dim light, patchy fog,
the original form of a shapechanger or a creature that
or moderate foliage, creatures have disadvantage on
is transformed by magic.
Wisdom checks that rely on sight.

74

Characters can also damage objects with their weapons


Food and Water and spells. Objects are immune to poison and psychic
Characters who don’t eat or drink suffer the effects of damage, but otherwise they can be affected by physical
exhaustion (see appendix A). Exhaustion caused by and magical attacks much like creatures can. The
lack of food or water can’t be removed until the Referee determines an object’s Armor Class and hit
character eats and drinks the full required amount. points, and might decide that certain objects have
resistance or immunity to certain kinds of attacks. (It’s
hard to cut a rope with a club, for example.) Objects
Food always fail Strength and Dexterity saving throws, and
A character needs one pound of food per day and can they are immune to effects that require other saves.
make food last longer by subsisting on half rations. When an object drops to 0 hit points, it breaks.
Eating half a pound of food in a day counts as half a A character can also attempt a Strength check to break
day without food. an object. The Referee sets the DC for any such check.
A character can go without food for a number of days
equal to their Constitution Score before dying.

Characters may be subject to Exhaustion after a


number of days equal to 1/2 their Constitution score.

Water
A character needs one gallon of water per day, or two
gallons per day if the weather is hot. A character who
drinks only half that much water must succeed on a
Normal (DC 12) Constitution saving throw or suffer
one level of exhaustion at the end of the day. A
character with access to even less water automatically
suffers one level of exhaustion at the end of the day.

Interacting with Objects


A character’s interaction with objects in an
environment is often simple to resolve in the game.

The player tells the Referee that his or her character is


doing something, such as moving a lever, and the
Referee describes what, if anything, happens.

For example, a character might decide to pull a lever,


which might, in turn, raise a portcullis, cause a room to
flood with water, or open a secret door in a nearby
wall. If the lever is rusted in position, though, a
character might need to force it. In such a situation,
the Referee might call for a Strength check to see
whether the character can wrench the lever into place.
The Referee sets the DC (EASY, NORMAL or
HARD) for any such check based on the difficulty of
the task.

75

RESTS
Heroic though they might be, adventurers can’t spend of Hit Dice, which is equal to the character’s level. For
every hour of the day in the thick of exploration, each Hit Die spent in this way, the player rolls the die
social interaction, and combat. They need rest—time and adds the character’s Constitution modifier to it.
to sleep and eat, tend their wounds, refresh their minds
and spirits for spellcasting, and brace themselves for The character regains hit points equal to the total. The
further adventure. player can decide to spend an additional Hit Die after
each roll. A character regains some spent Hit Dice
There are three types of Rests in Olde swords Reign, upon finishing a long rest, as explained below.
they are Breathers, Short Rests, & Long Rests.
Spellcasting characters regain all Spell Slots after a
Short Rest.
Breather
Right after a combat, characters can take a Breather. Long Rest
Breathers are a short, five to ten minute, rest period A long rest is a period of extended downtime, 1d4+1
where they bandage wounds, sip some water and get Days or more long, if in a safe and non-strenuous
their wits about them again. place, such as a village, castle, town, or city . If the rest
is interrupted by any long combats or strenuous
As long as they have water, some bandages, and the activity they cannot gain the benefits of a long rest.
Breather is uninterrupted, each character regains 1d4
plus (or minus) their Constitution modifier in hit Long rests are often done in between adventures but
on the rare occasion characters wish to take one during
points, with a minimum of 1 hit point healed. an adventure they can do so if they can find a safe
If the characters have no bandages (bandages are place and the Referee allows it.
found in the Healing Kits in the Equipment section)
At the end of a long rest, a character regains all lost hit
they only heal their Constitution modifier in hit points. The character also regains spent Hit Dice, up to
points or a minimum of 1 hit point. a number of dice equal to half of the character’s total
number of them (minimum of one die). For example,
Only one Breather can be taken after a combat and if a character has eight Hit Dice, he or she can regain
the damage healed during a Breather can only be four spent Hit Dice upon finishing a long rest.
from the combat preceding it. Breathers cannot
restore temporary hit points or more hit points than A character must have at least 1 hit point at the start
the characters maximum. of the rest to gain its benefits.

Characters can take two back-to-back long rests (an


Short Rest Extended Rest) between adventures to regain ALL of
their Hit Dice.
A short rest is a period of downtime, at least 8 hours
long, during which a character does nothing more
strenuous than sleeping, eating, drinking, reading, and
tending to wounds.

If the rest is interrupted by a period of strenuous


activity—at least 1 hour of walking, fighting, casting
spells, or similar adventuring activity—the characters
must begin the rest again to gain any benefit from it.

A character can spend one or more Hit Dice at the end


of a short rest, up to the character’s maximum number

76

BETWEEN ADVENTURES
Between trips to dungeons and battles against ancient Lifestyle Expenses
evils, adventurers need time to rest, recuperate, and
prepare for their next adventure. Many adventurers Lifestyle Price Per Day
also use this time to perform other tasks, such as
crafting arms and armor, performing research, or
Wretched -
spending their hard earned gold.
Squalid 1 sp
In some cases, the passage of time is something that
occurs with little fanfare or description. When starting
a new adventure, the Referee might simply declare that Poor 2 sp
a certain amount of time has passed and allow you to
describe in general terms what your character has been Modest 1 gp
doing. At other times, the Referee might want to keep
track of just how much time is passing as events Comfortable 2 gp
beyond your perception stay in motion.
Wealthy 4 gp
Lifestyle Expenses Aristocratic 10 gp minimum
Between adventures, you choose a particular quality of
life and pay the cost of maintaining that lifestyle. Wretched. You live in inhumane conditions. With no
Living a particular lifestyle doesn’t have a huge effect place to call home, you shelter wherever you can,
on your character, but your lifestyle can affect the way sneaking into barns, huddling in old crates, and relying
other individuals and groups react to you. For example, on the good graces of people better off than you. A
when you lead an aristocratic lifestyle, it might be wretched lifestyle presents abundant dangers. Violence,
easier for you to influence the nobles of the city than disease, and hunger follow you wherever you go. Other
if you live in poverty. wretched people covet your armor, weapons, and
adventuring gear, which represent a fortune by their
standards. You are beneath the notice of most people.
Lifestyle expenses provide you with a simple way to
Squalid. You live in a leaky stable, a mud floored hut
account for the cost of living in a fantasy world. They
just outside town, or a vermin infested boarding house
cover your accommodations, food and drink, and all
in the worst part of town. You have shelter from the
your other necessities. Furthermore, expenses cover
elements, but you live in a desperate and often violent
the cost of maintaining your equipment so you can be
environment, in places rife with disease, hunger, and
ready when adventure next calls.
misfortune. You are beneath the notice of most
people, and you have few legal protections. Most
At the start of each week or month (your choice), people at this lifestyle level have suffered some terrible
choose a lifestyle from the Expenses table and pay the setback. They might be disturbed, marked as exiles, or
price to sustain that lifestyle. The prices listed are per suffer from disease.
day, so if you wish to calculate the cost of your chosen Poor. A poor lifestyle means going without the
lifestyle over a thirty day period, multiply the listed comforts available in a stable community. Simple food
price by 30. Your lifestyle might change from one and lodgings, threadbare clothing, and unpredictable
period to the next, based on the funds you have at your conditions result in a sufficient, though probably
disposal, or you might maintain the same lifestyle unpleasant, experience. Your accommodations might
throughout your character’s career. be a room in a flophouse or in the common room
above a tavern. You benefit from some legal
Your lifestyle choice can have consequences. protections, but you still have to contend with
Maintaining a wealthy lifestyle might help you make violence, crime, and disease. People at this lifestyle
contacts with the rich and powerful, though you run level tend to be unskilled laborers, costermongers,
the risk of attracting thieves. Likewise, living frugally peddlers, thieves, mercenaries, and other disreputable
might help you avoid criminals, but you are unlikely to types.
make powerful connections.

77





Modest. A modest lifestyle keeps you out of the slums you can eke out the equivalent of a poor lifestyle.
and ensures that you can maintain your equipment. Backgrounds like Hunter allow you to live at the
You live in an older part of town, renting a room in a equivalent of a comfortable lifestyle.
boarding house, inn, or temple. You don’t go hungry
or thirsty, and your living conditions are clean, if
simple. Ordinary people living modest lifestyles include Downtime Activities
soldiers with families, laborers, students, priests, hedge
wizards, and the like. Between adventures, the Referee might ask you what
Comfortable. Choosing a comfortable lifestyle means your character is doing during his or her downtime.
that you can afford nicer clothing and can easily Periods of downtime can vary in duration, but each
maintain your equipment. You live in a small cottage in downtime activity requires a certain number of days to
a middle class neighborhood or in a private room at a complete before you gain any benefit, and at least 8
fine inn. You associate with merchants, skilled hours of each day must be spent on the downtime
tradespeople, and military officers. activity for the day to count. The days do not need to
Wealthy. Choosing a wealthy lifestyle means living a be consecutive. If you have more than the minimum
life of luxury, though you might not have achieved the amount of days to spend, you can keep doing the same
social status associated with the old money of nobility thing for a longer period of time, or switch to a new
or royalty. You live a lifestyle comparable to that of a downtime activity.
highly successful merchant, a favored servant of the
royalty, or the owner of a few small businesses. You Downtime activities other than the ones presented
have respectable lodgings, usually a spacious home in a below are possible. If you want your character to
good part of town or a comfortable suite at a fine inn. spend his or her downtime performing an activity not
You likely have a small staff of servants. covered here, discuss it with your Referee.
Aristocratic. You live a life of plenty and comfort. You
move in circles populated by the most powerful people Crafting
in the community. You have excellent lodgings, You can craft nonmagical objects, including
perhaps a townhouse in the nicest part of town or adventuring equipment and works of art if you have a
rooms in the finest inn. You dine at the best Background that allows you to do so. You might also
restaurants, retain the most skilled and fashionable need access to special materials or locations necessary
tailor, and have servants attending to your every need. to create it. For example, a Smith needs a forge in
You receive invitations to the social gatherings of the order to craft a sword or suit of armor.
rich and powerful, and spend evenings in the company
of politicians, guild leaders, high priests, and nobility. For every day of downtime you spend crafting, you
You must also contend with the highest levels of can craft one or more items with a total market value
deceit and treachery. The wealthier you are, the greater not exceeding 5 gp, and you must expend raw materials
the chance you will be drawn into political intrigue as a worth half the total market value. If something you
pawn or participant. want to craft has a market value greater than 5 gp, you
make progress every day in 5 gp increments until you
Self-Sufficiency reach the market value of the item. For example, a suit
The expenses and lifestyles described here assume that of plate armor (market value 50 gp) takes 10 days to
you are spending your time between adventures in craft by yourself.
town, availing yourself of whatever services you can
afford—paying for food and shelter, paying Multiple characters can combine their efforts toward
townspeople to sharpen your sword and repair your the crafting of a single item, provided that the
armor, and so on. Some characters, though, might characters all have similar Backgrounds and are
prefer to spend their time away from civilization, working together in the same place. Each character
sustaining themselves in the wild by hunting, foraging, contributes 5 gp worth of effort for every day spent
and repairing their own gear. helping to craft the item.

Maintaining this kind of lifestyle doesn’t require you to While crafting, you can maintain a modest lifestyle
spend any coin, but it is time-consuming. If you spend without having to pay 1 gp per day, or a comfortable
your time between adventures practicing a profession, lifestyle at half the normal cost.

78

Practicing a Profession Training


You can work between adventures, allowing you to You can spend time between adventures learning a
maintain a modest lifestyle without having to pay 1 gp new language or training with a weapon or a set of
per day. This benefit lasts as long you continue to tools. Your Referee might allow additional training
practice your profession. options.

If you are a member of an organization that can First, you must find an instructor willing to teach you.
provide gainful employment, such as a temple or a
thieves’ guild, you earn enough to support a The Referee determines how long it takes, and
comfortable lifestyle instead. whether one or more ability checks are required.

Recuperating The training lasts for 250 days and costs 1 gp per day.
You can use downtime between adventures to recover
from a debilitating injury, disease, or poison. After you spend the requisite amount of time and
money, you learn the new language or gain proficiency
After three days of downtime spent recuperating, you with a new tool or weapon.
can make a NORMAL (DC 12) Constitution saving
throw. On a successful save, you can choose one of the
following results:
• End one effect on you that prevents you from
regaining hit points.

• For the next 24 hours, gain advantage on saving


throws against one disease or poison currently
affecting you.

Researching
The time between adventures is a great chance to
perform research, gaining insight into mysteries that
have unfurled over the course of the campaign.
Research can include poring over dusty tomes and
crumbling scrolls in a library or buying drinks for the
locals to pry rumors and gossip from their lips.

When you begin your research, the Referee determines


whether the information is available, how many days
of downtime it will take to find it, and whether there
are any restrictions on your research (such as needing
to seek out a specific individual, tome, or location).
The Referee might also require you to make one or
more ability checks, such as an Intelligence check to
find clues pointing toward the information you seek, or
a Charisma check to secure someone’s aid. Once those
conditions are met, you learn the information if it is
available.

For each day of research, you must spend 1 gp to


cover your expenses. This cost is in addition to your
normal lifestyle expenses.

79

COMBAT
RULES
80
THE ORDER OF COMBAT
A typical combat encounter is a clash between two If you’re surprised, you can’t move or take an action
sides, a flurry of weapon swings, feints, parries, on your first turn of the combat. A member of a
footwork, and spellcasting. The game organizes the group can be surprised even if the other members
chaos of combat into a cycle of rounds and turns. A aren’t.
round represents about 6 seconds in the game world.
During a round, each participant in a battle takes a
turn. The order of turns is determined at the
beginning of a combat encounter, when everyone rolls
initiative. Once everyone has taken a turn, the fight Initiative
continues to the next round if neither side has
defeated the other. Initiative determines the order of turns during combat.
When combat starts, one of the players rolls a d20,
and the Referee makes a d20 roll for the monsters or
Combat Step by Step NPCs. The side with the higher roll goes first.
1. Determine surprise. The Referee determines
whether anyone involved in the combat encounter is The players decide in which order their characters will
surprised. go on their turn, and the Referee decides the monsters
2. Establish positions. The Referee decides where all order. These decisions set the order (called the
the characters and monsters are located. Given the initiative order) in which they act during each round.
adventurers’ marching order or their stated positions in The initiative order remains the same from round to
the room or other location, the Referee figures out round.
where the adversaries are and how far away and in
what direction. If a tie occurs, the players side goes first.
3. Roll initiative. Each side rolls a d20, highest side
wins, determining the order of combatants’ turns.
4. Take turns. Each participant in the battle takes a
turn in side initiative order, the players decide in which
order their characters go in on their turn.
5. Begin the next round. When everyone involved in
Your Turn
the combat has had a turn, the round ends. Repeat step On your turn, you can move a distance up to your
4 until the fighting stops. speed and take one action. You decide whether to
move first or take your action first. Your speed is noted
on your character sheet, but barring Encumbrance or
some other penalty, or effect, your movement is
Surprise Normal.
A band of adventurers sneaks up on a bandit camp, The most common actions you can take are described
springing from the trees to attack them. A gelatinous in the “Actions in Combat” section.
cube glides down a dungeon passage, unnoticed by the
adventurers until the cube engulfs one of them. In The “Movement and Position” section gives the rules
these situations, one side of the battle gains surprise for your move.
over the other.
You can forgo moving, taking an action, or doing
The Referee determines who might be surprised. If anything at all on your turn. If you can’t decide what to
neither side tries to be stealthy, they automatically do on your turn, consider taking the Dodge or Ready
notice each other. Otherwise, the Referee compares the action, as described in “Actions in Combat.”
Dexterity checks of anyone hiding with the passive
Wisdom score of each creature on the opposing side.
Any character or monster that doesn’t notice a threat is
surprised at the start of the encounter.

81

MOVEMENT & POSITION


In combat, characters and monsters are in constant Using Different Speeds
motion, often using movement and position to gain If you have more than one speed, such as your walking
the upper hand. speed and a flying speed, you can switch back and
forth between your speeds during your move.
On your turn, you can move a distance up to your
speed. You can use as much or as little of your speed Whenever you switch, subtract the distance you’ve
as you like on your turn, following the rules here. already moved from the new speed. The result
determines how much farther you can move. If the
Your movement can include jumping, climbing, result is 0 or less, you can’t use the new speed during
and swimming. These different modes of movement the current move.
can be combined with walking, or they can
constitute your entire move. However you’re moving, For example, you have a speed of Normal and a flying
you deduct the distance of each part of your move speed of Fast because you cast the fly spell, you could
from your speed until it is used up or until you are fly 20 feet, then walk 10 feet, and then leap into the air
done moving. to fly 15 feet more.

Movement Rates Difficult Terrain


Olde Swords Reign has 3 movement rates, Slow, Combat rarely takes place in bare rooms or on
Normal, and Fast. featureless plains. Boulder strewn caverns, briar-
choked forests, treacherous staircases- the setting of a
Slow. 15 ft. or so typical fight contains difficult terrain.
Normal. 30 ft. or so
Fast. 45 ft. or so Every foot of movement in difficult terrain costs 1
extra foot. This rule is true even if multiple things in a
All characters have a walking speed of Normal. space count as difficult terrain.

Low furniture, rubble, undergrowth, steep stairs, snow,


and shallow bogs are examples of difficult terrain. The
space of another creature, whether hostile or not, also
Breaking Up Your Move counts as difficult terrain.
You can break up your movement on your turn, using
some of your speed before and after your action. For
example, if you have a speed of Normal, you can
move 10 feet, take your action, and then move 20 feet. Being Prone
Combatants often find themselves lying on the ground,
Moving between Attacks either because they are knocked down or because they
If you take an action that includes more than one throw themselves down. In the game, they are prone, a
weapon attack, you can break up your movement even condition described in appendix A.
further by moving between those attacks. For example,
a fighter who can make two attacks with the Multiple You can drop prone without using any of your speed.
Attacks feature and who has a speed of Normal could Standing up takes more effort; doing so costs an
move 10 feet, make an attack, move 20 feet, and then amount of movement equal to half your speed.
attack again.

82


For example, your speed is Normal, you must spend 15 Whether a creature is a friend or an enemy, you can’t
feet of movement to stand up. You can’t stand up if willingly end your move in its space.
you don’t have enough movement left or if your speed
is 0. If you leave a hostile creature’s reach during your
move, you provoke an opportunity attack.
To move while prone, you must crawl or use magic
such as teleportation. Every foot of movement while
crawling costs 1 extra foot. Crawling 1 foot in difficult
terrain, therefore, costs 3 feet of movement. Flying Movement
Flying creatures enjoy many benefits of mobility, but
they must also deal with the danger of falling. If a
Interacting with Objects flying creature is knocked prone, has its speed reduced
to 0, or is otherwise deprived of the ability to move,
Around You the creature falls, unless it has the ability to hover or it
is being held aloft by magic, such as by the fly spell.
Here are a few examples of the sorts of thing you can
do in tandem with your movement and action:
• draw or sheathe a sword
• open or close a door Creature Size
• withdraw a potion from your backpack
• pick up a dropped axe Each creature takes up a different amount of space.
• take a bauble from a table The Size Categories table shows how much space a
• remove a ring from your finger creature of a particular size controls in combat.
• stuff some food into your mouth Objects sometimes use the same size categories.
• plant a banner in the ground
• fish a few coins from your belt pouch Space
• drink all the ale in a flagon A creature’s space is the area in feet that it effectively
• throw a lever or a switch controls in combat, not an expression of its physical
• pull a torch from a sconce dimensions. A typical Medium creature isn’t 5 feet
• take a book from a shelf you can reach wide, for example, but it does control a space that
• extinguish a small flame wide. If a Medium hobgoblin stands in a 5 foot wide
• don a mask doorway, other creatures can’t get through unless the
• pull the hood of your cloak up and over your head hobgoblin lets them.
• your ear to a door
• kick a small stone Size Categories
• turn a key in a lock
• tap the floor with a 10-foot pole Size Space
• hand an item to another character
Tiny 2 1/2 X 2 1/2 ft.
Small 5 x 5 ft.
Moving Around Other
Medium 5 x 5 ft.
Creatures
You can move through a nonhostile creature’s space. Large 10 x 10 ft.
In contrast, you can move through a hostile creature’s
space only if the creature is at least two sizes larger or Huge 15 x 15 ft.
smaller than you. Remember that another creature’s
space is difficult terrain for you.
Gargantuan 20 x 20 ft. or larger

83



A creature’s space also reflects the area it needs to fight Squeezing into a Smaller Space
effectively. For that reason, there’s a limit to the A creature can squeeze through a space that is large
number of creatures that can surround another enough for a creature one size smaller than it. Thus, a
creature in combat. Assuming Medium combatants, Large creature can squeeze through a passage that’s
eight creatures can fit in a 5 foot radius around another only 5 feet wide. While squeezing through a space, a
one. creature must spend 1 extra foot for every foot it
moves there, and it has disadvantage on attack rolls
Because larger creatures take up more space, fewer of and Dexterity saving throws. Attack rolls against the
them can surround a creature. If five Large creatures creature have advantage while it’s in the smaller space.
crowd around a Medium or smaller one, there’s little
room for anyone else. In contrast, as many as twenty
Medium creatures can surround a Gargantuan one.

ACTIONS IN COMBAT
When you take your action on your turn, you can take
one of the actions presented here, an action you Cast a Spell
gained from your class or a special feature, or an action Spellcasters such as magic-users and clerics, as well as
that you improvise. Many monsters have action many monsters, have access to spells and can use them
options of their own in their stat blocks. to great effect in combat. Each spell has a casting time,
which specifies whether the caster must use an action,
When you describe an action not detailed elsewhere in minutes, or even hours to cast the spell. Casting a spell
the rules, the Refereee tells you whether that action is is, therefore, not necessarily an action. Most spells do
possible and what kind of roll you need to make, if have a casting time of 1 action, so a spellcaster often
any, to determine success or failure. uses his or her action in combat to cast such a spell.

Attack
The most common action to take in combat is the Dash
Attack action, whether you are swinging a sword, firing When you take the Dash action, you gain extra
an arrow from a bow, or brawling with your fists. movement for the current turn. The increase equals
With this action, you make one melee or ranged attack. your speed, after applying any modifiers. With a speed
See the “Making an Attack” section for the rules that of Normal, for example, you can move out to Far on
govern attacks. your turn if you dash.
Certain features, such as the Multiple Attacks feature Any increase or decrease to your speed changes this
of the fighter, allow you to make more than one attack additional movement by the same amount. If your
with this action. speed of Normal is reduced to Slow, for instance, you
can move within Near feet turn if you dash.

84


Ready
Sometimes you want to get the jump on a foe or wait
for a particular circumstance before you act. To do so,
Disengage you can take the Ready action on your turn, which lets
you act before the start of your next turn.
If you take the Disengage action, your movement
doesn’t provoke opportunity attacks for the rest of the
turn. You can also Dash after Disengaging to flee a First, you decide what perceivable circumstance will
danger or retreat. trigger your action. Then, you choose the action you
will take in response to that trigger, or you choose to
move up to your speed in response to it. Examples
include “If the cultist steps on the trapdoor, I’ll pull
the lever that opens it,” and “If the goblin steps next
Dodge to me, I move away.”
When you take the Dodge action, you focus entirely on
avoiding attacks. Until the start of your next turn, any When the trigger occurs, you can either take your
attack roll made against you has disadvantage if you action right after the trigger finishes or ignore the
can see the attacker, and you make Dexterity saving trigger.
throws with advantage. You lose this benefit if you are
incapacitated (as explained in appendix A) or if your When you ready a spell, you cast it as normal but hold
speed drops to 0. its energy, which you release with your reaction when
the trigger occurs. To be readied, a spell must have a
casting time of 1 action, and holding onto the spell’s
magic requires concentration. If your concentration is
Help broken, the spell dissipates without taking effect. For
example, if you are concentrating on the massmorph
You can lend your aid to another creature in the spell and ready magic missile, your massmorph spell ends,
completion of a task. When you take the Help action, and if you take damage before you release magic missile,
the creature you aid gains advantage on the next ability your concentration might be broken.
check it makes to perform the task you are helping
with, provided that it makes the check before the start
of your next turn.

Alternatively, you can aid a friendly creature in Search


attacking a creature within 5 feet of you. You feint,
distract the target, or in some other way team up to When you take the Search action, you devote your
make your ally’s attack more effective. If your ally attention to finding something. Depending on the
attacks the target before your next turn, the first attack nature of your search, the Referee might have you
roll is made with advantage. make a Wisdom check or an Intelligence check.

Hide Use an Object


When you take the Hide action, you make a Dexterity You normally interact with an object while doing
check in an attempt to hide, following the rules for something else, such as when you draw a sword as part
hiding. If you succeed, you gain certain benefits, as of an attack. When an object requires your action for
described in the “Unseen Attackers and Targets” its use, you take the Use an Object action. This action
section. is also useful when you want to interact with more
than one object on your turn.

85

MAKING AN ATTACK
Whether you’re striking with a melee weapon, firing a Rolling 1 or 20
weapon at range, or making an attack roll as part of a Sometimes fate blesses or curses a combatant, causing
spell, an attack has a simple structure. the novice to hit and the veteran to miss.

1.Choose a target. Pick a target within your attack’s If the d20 roll for an attack is a 20, the attack hits
range: a creature, an object, or a location. regardless of any modifiers or the target’s AC. This is
2.Determine modifiers. The Referee determines called a critical hit.
whether the target has cover and whether you have
advantage or disadvantage against the target. In If the d20 roll for an attack is a 1, the attack misses
addition, spells, special abilities, and other effects can regardless of any modifiers or the target’s AC.
apply penalties or bonuses to your attack roll.
3.Resolve the attack. You make the attack roll. On a
hit, you roll damage, unless the particular attack has
rules that specify otherwise. Some attacks cause special
effects in addition to or instead of damage. Unseen Attackers and
Targets
If there’s ever any question whether something you’re
doing counts as an attack, the rule is simple: if you’re Combatants often try to escape their foes’ notice by
making an attack roll, you’re making an attack. hiding, casting the invisibility spell, or lurking in
darkness.

When you attack a target that you can’t see, you have
Attack Rolls disadvantage on the attack roll. This is true whether
you’re guessing the target’s location or you’re targeting
When you make an attack, your attack roll determines a creature you can hear but not see. If the target isn’t
whether the attack hits or misses. To make an attack in the location you targeted, you automatically miss,
roll, roll a d20 and add the appropriate modifiers. If but the Referee typically just says that the attack
the total of the roll plus modifiers equals or exceeds missed, not whether you guessed the target’s location
the target’s Armor Class (AC), the attack hits. The AC correctly.
of a character is determined at character creation,
whereas the AC of a monster is in its stat block. When a creature can’t see you, you have advantage on
attack rolls against it. If you are hidden-both unseen
Modifiers to the Roll and unheard-when you make an attack, you give away
When a character makes an attack roll, the two most your location when the attack hits or misses.
common modifiers to the roll are an ability modifier
and the character’s proficiency bonus. When a monster
makes an attack roll, it uses whatever modifier is
provided in its stat block.
Ability Modifier. The ability modifier used for a melee Ranged Attacks
weapon attack is Strength, and the ability modifier used
for a ranged weapon attack is Dexterity. Weapons that When you make a ranged attack, you fire a bow or a
have the finesse or thrown property break this rule. crossbow, hurl a handaxe, or otherwise send projectiles
Some spells also require an attack roll. The ability to strike a foe at a distance. A monster might shoot
modifier used for a spell attack depends on the spines from its tail. Some spells also involve making a
spellcasting ability of the spellcaster. ranged attack.
Proficiency Bonus. You add your proficiency bonus to
your attack roll when you attack using a weapon with
which you have proficiency, as well as when you attack
with a spell.

86

Range attack against the provoking creature. The attack


You can make ranged attacks only against targets occurs right before the creature leaves your reach.
within a specified range. Each weapon or spell has a
range of Near or Far. You can avoid provoking an opportunity attack by
taking the Disengage action. You also don’t provoke an
Your attack roll has disadvantage when your target is opportunity attack when you teleport or when
beyond that range, and you can't attack a target at all someone or something moves you without using your
beyond double that range. movement, or action. For example, you don’t provoke
an opportunity attack if an explosion hurls you out of
a foe’s reach or if gravity causes you to fall past an
Ranged Attacks in Close Combat enemy.
Aiming a ranged attack is more difficult when a foe is
next to you. When you make a ranged attack with a
weapon, a spell, or some other means, you have Two-Weapon Fighting
disadvantage on the attack roll if you are within When you take the Attack action and attack with a
CLOSE range of a hostile creature who can see you light melee weapon that you’re holding in one hand,
and who isn’t incapacitated. you can use a bonus action to attack with a different
light melee weapon that you’re holding in the other
hand. You don’t add your ability modifier to the
damage of the bonus attack, unless that modifier is
negative.
Melee Attacks
Used in hand to hand combat, a melee attack allows If either weapon has the thrown property, you can
you to attack a foe within your reach. A melee attack throw the weapon, instead of making a melee attack
typically uses a handheld weapon such as a sword or an with it.
axe. A typical monster makes a melee attack when it
strikes with its claws, horns, teeth, tentacles, or other Grappling
body part. A few spells also involve making a melee When you want to grab a creature or wrestle with it,
attack. you can use the Attack action to make a special melee
attack, a grapple. If you’re able to make multiple
Most creatures have a 5 foot reach and can thus attack attacks with the Attack action, this attack replaces one
targets within 5 feet of them when making a melee of them.
attack. Certain creatures (typically those larger than
Medium) have melee attacks with a greater reach than The target of your grapple must be no more than one
5 feet, as noted in their descriptions. size larger than you and must be within your reach.
Using at least one free hand, you try to seize the target
Instead of using a weapon to make a melee weapon by making a grapple check instead of an attack roll: a
attack, you can use an unarmed strike: a punch, kick, Strength check contested by the target’s Strength or
head butt, or similar forceful blow (none of which Dexterity check (the target chooses the ability to use).
count as weapons). On a hit, an unarmed strike deals If you succeed, you subject the target to the grappled
bludgeoning damage equal to 1 + your Strength condition (see appendix A). The condition specifies
modifier. You are proficient with your unarmed strikes. the things that end it, and you can release the target
whenever you like (no action required).

Opportunity Attacks Escaping a Grapple. A grappled creature can use its


In a fight, everyone is constantly watching for a chance action to escape. To do so, it must succeed on a
to strike an enemy who is fleeing or passing by. Such a Strength or Dexterity check contested by your Strength
strike is called an opportunity attack. check.

You can make an opportunity attack when a hostile Moving a Grappled Creature. When you move, you
creature that you can see moves out of your reach. To can drag or carry the grappled creature with you, but
make the opportunity attack, you make one melee your speed is halved, unless the creature is two or more
sizes smaller than you.

87




Contests in Combat push it away from you. If you’re able to make multiple
Battle often involves pitting your prowess against that attacks with the Attack action, this attack replaces one
of your foe. Such a challenge is represented by a of them.
contest. This section includes the most common
contests that require an action in combat: grappling The target must be no more than one size larger than
and shoving a creature. The Referee can use these you and must be within your reach. Instead of making
contests as models for improvising others. an attack roll, you make a Strength check contested by
the target’s Strength or Dexterity check (the target
chooses the ability to use). If you win the contest, you
Shoving a Creature
either knock the target prone or push it 5 feet away
Using the Attack action, you can make a special melee
from you.
attack to shove a creature, either to knock it prone or

COVER

Walls, trees, creatures, and other obstacles can provide might be a low wall, a large piece of furniture, a
cover during combat, making a target more difficult to narrow tree trunk, or a creature, whether that creature
harm. A target can benefit from cover only when an is an enemy or a friend.
attack or other effect originates on the opposite side of
the cover. A target with three quarters cover has a +5 bonus to
AC and Dexterity saving throws. A target has three-
There are three degrees of cover. If a target is behind quarters cover if about three quarters of it is covered
multiple sources of cover, only the most protective by an obstacle. The obstacle might be a portcullis, an
degree of cover applies; the degrees aren’t added arrow slit, or a thick tree trunk.
together. For example, if a target is behind a creature
that gives half cover and a tree trunk that gives three- A target with total cover can’t be targeted directly by
quarters cover, the target has three quarters cover. an attack or a spell, although some spells can reach
such a target by including it in an area of effect. A
A target with half cover has a +2 bonus to AC and target has total cover if it is completely concealed by
Dexterity saving throws. A target has half cover if an an obstacle.
obstacle blocks at least half of its body. The obstacle

88




DAMAGE & HEALING


Injury and the risk of death are constant companions Critical Hits
of those who explore fantasy gaming worlds. The When you score a critical hit, you get to roll extra dice
thrust of a sword, a well placed arrow, or a blast of for the attack’s damage against the target. Roll all of
flame from a fire ball spell all have the potential to the attack’s damage dice twice and add them
damage, or even kill, the hardiest of creatures. together. Then add any relevant modifiers as normal.
To speed up play, you can roll all the damage dice at
once. For example, if you score a critical hit with a
dagger, roll 2d4 for the damage, rather than 1d4, and
Hit Points then add your relevant ability modifier.
Hit points represent a combination of physical and
mental durability, the will to live, and luck. Creatures Damage Types
with more hit points are more difficult to kill. Those Different attacks, damaging spells, and other harmful
with fewer hit points are more fragile. effects deal different types of damage. Damage types
have no rules of their own, but other rules, such as
A creature’s current hit points (usually just called hit damage resistance, rely on the types.
points) can be any number from the creature’s hit
point maximum down to 0. This number changes The damage types follow, with examples to help a
frequently as a creature takes damage or receives Referee assign a damage type to a new effect.
healing.
Acid. The corrosive spray of a black dragon’s breath
Whenever a creature takes damage, that damage is and the dissolving enzymes secreted by a black
subtracted from its hit points. The loss of hit points pudding deal acid damage.
has no effect on a creature’s capabilities until the Bludgeoning. Blunt force attacks—hammers, falling,
creature drops to 0 hit points. constriction, and the like—deal bludgeoning damage.
Cold. The infernal chill radiating from an ice devil’s
spear and the frigid blast of a white dragon’s breath
deal cold damage.
Fire. Red dragons breathe fire, and many spells conjure
Damage Rolls flames to deal fire damage.
Each weapon, spell, and harmful monster ability Force. Force is pure magical energy focused into a
specifies the damage it deals. You roll the damage die damaging form. Most effects that deal force damage
or dice, add any modifiers, and apply the damage to are spells, including magic missile.
your target. Magic weapons, special abilities, and other Lightning. A lightning bolt spell and a blue dragon’s
factors can grant a bonus to damage. With a penalty, it breath deal lightning damage.
is possible to deal 0 damage, but never negative Necrotic. Necrotic damage, dealt by certain undead,
damage. withers matter and even the soul.
Piercing. Puncturing and impaling attacks, including
When attacking with a weapon, you add your ability spears and monsters’ bites, deal piercing damage.
modifier-the same modifier used for the attack roll-to Poison. Venomous stings and the toxic gas of a green
the damage. A spell tells you which dice to roll for dragon’s breath deal poison damage.
damage and whether to add any modifiers. Psychic. Mental abilities such as a psionic blast deal
psychic damage.
If a spell or other effect deals damage to more than Radiant. Radiant damage sears the flesh like fire and
one target at the same time, roll the damage once for overloads the spirit with power.
all of them. For example, when a magic-user casts Slashing. Swords, axes, and monsters’ claws deal
fireball or, the spell’s damage is rolled once for all slashing damage.
creatures caught in the blast. Thunder. A concussive burst of sound deals thunder
damage.

89


Roll a d20. If the roll is 10 or higher, you succeed.


Healing Otherwise, you fail. A success or failure has no effect
Unless it results in death, damage isn’t permanent. by itself. On your third success, you become stable (see
Even death is reversible through powerful magic. Rest below). On your third failure, you die. The successes
can restore a creature’s hit points, and magical methods and failures don’t need to be consecutive; keep track of
such as a cure light wounds spell or a potion of healing can both until you collect three of a kind. The number of
remove damage in an instant. both is reset to zero when you regain any hit points or
become stable.
When a creature receives healing of any kind, hit
points regained are added to its current hit points. A Rolling 1 or 20. When you make a death saving throw
creature’s hit points can’t exceed its hit point and roll a 1 on the d20, it counts as two failures. If you
maximum, so any hit points regained in excess of roll a 20 on the d20, you regain 1 hit point.
this number are lost. For example, a cleric grants a
fighter 7 hit points of healing. If the fighter has 14 Damage at 0 Hit Points. If you take any damage while
current hit points and has a hit point maximum of 20, you have 0 hit points, you suffer a death saving throw
the fighter regains 6 hit points from the cleric, not 7. failure. If the damage is from a critical hit, you suffer
A creature that has died can’t regain hit points until two failures instead. If the damage equals or exceeds
magic such as the raise dead spell has restored it to life. your hit point maximum, you suffer instant death.

Dropping to 0 Hit Points


When you drop to 0 hit points, you either die outright Stabilizing a Creature
or fall unconscious, as explained in the following The best way to save a creature with 0 hit points is to
sections. heal it. If healing is unavailable, the creature can at
least be stabilized so that it isn’t killed by a failed death
Instant Death saving throw.
Massive damage can kill you instantly. When damage
reduces you to 0 hit points and there is damage You can use your action to administer first aid to an
remaining, you die if the remaining damage equals or unconscious creature and attempt to stabilize it,
exceeds your hit point maximum. which requires a successful NORMAL (DC 12)
Wisdom check.
For example, a cleric with a maximum of 12 hit points
currently has 6 hit points. If she takes 18 damage from A stable creature doesn’t make death saving throws,
an attack, she is reduced to 0 hit points, but 12 damage even though it has 0 hit points, but it does remain
remains. Because the remaining damage equals her hit unconscious. The creature stops being stable, and must
point maximum, the cleric dies. start making death saving throws again, if it takes any
damage. A stable creature that isn’t healed regains 1 hit
point after 1d4 hours.
Falling Unconscious
If damage reduces you to 0 hit points and fails to kill
you, you fall unconscious (see appendix A). This Monsters and Death
unconsciousness ends if you regain any hit points. Most Referees have a monster die the instant it drops
to 0 hit points, rather than having it fall unconscious
and make death saving throws.
Death Saving Throws
Whenever you start your turn with 0 hit points, you Mighty villains and special nonplayer characters are
must make a special saving throw, called a death saving common exceptions; the Referee might have them fall
throw, to determine whether you creep closer to death unconscious and follow the same rules as player
or hang onto life. Unlike other saving throws, this one characters.
isn’t tied to any ability score. You are in the hands of
fate now, aided only by spells and features that improve
your chances of succeeding on a saving throw.

90

Knocking a Creature Out Because temporary hit points are separate from your
Sometimes an attacker wants to incapacitate a foe, actual hit points, they can exceed your hit point
rather than deal a killing blow. When an attacker maximum. A character can, therefore, be at full hit
reduces a creature to 0 hit points with a melee attack, points and receive temporary hit points.
the attacker can knock the creature out. The attacker
can make this choice the instant the damage is dealt. Healing can’t restore temporary hit points, and they
The creature falls unconscious and is stable. can’t be added together. If you have temporary hit
points and receive more of them, you decide whether
to keep the ones you have or to gain the new ones. For
example, if a spell grants you 12 temporary hit points
Temporary Hit Points when you already have 10, you can have 12 or 10, not
22.
Some spells and special abilities confer temporary hit
points to a creature. Temporary hit points aren’t actual If you have 0 hit points, receiving temporary hit points
hit points; they are a buffer against damage, a pool of doesn’t restore you to consciousness or stabilize you.
hit points that protect you from injury. They can still absorb damage directed at you while
you’re in that state, but only true healing can save you.
When you have temporary hit points and take damage,
the temporary hit points are lost first, and any leftover Unless a feature that grants you temporary hit points
damage carries over to your normal hit points. For has a duration, they last until they’re depleted or you
example, if you have 5 temporary hit points and take 7 finish a long rest.
damage, you lose the temporary hit points and then
take 2 damage.

91

MOUNTED & UNDERWATER COMBAT


An independent mount retains its place in the initiative
Mounted Combat order. Bearing a rider puts no restrictions on the
A knight charging into battle on a warhorse, a magic- actions the mount can take, and it moves and acts as it
user casting spells from the back of a griffon, or a wishes. It might flee from combat, rush to attack and
cleric soaring through the sky on a pegasus all enjoy devour a badly injured foe, or otherwise act against
the benefits of speed and mobility that a mount can your wishes.
provide.
In either case, if the mount provokes an opportunity
A willing creature that is at least one size larger than attack while you’re on it, the attacker can target you or
you and that has an appropriate anatomy can serve as a the mount.
mount, using the following rules.

Mounting and Dismounting Underwater Combat


Once during your move, you can mount a creature that When adventurers pursue mermen back to their
is within CLOSE of you or dismount. Doing so costs undersea homes, fight off sharks in an ancient
an amount of movement equal to half your speed. For shipwreck, or find themselves in a flooded dungeon
example, if your speed is Normal, you must spend 15 room, they must fight in a challenging environment.
feet of movement to mount a horse. Therefore, you Underwater the following rules apply.
can’t mount it if you don’t have 15 feet of movement
left or if your speed is 0. When making a melee weapon attack, a creature that
doesn’t have a swimming speed (either natural or
If an effect moves your mount against its will while granted by magic) has disadvantage on the attack roll
you’re on it, you must succeed on a NORMAL (DC unless the weapon is a dagger, shortsword, or spear.
12) Dexterity saving throw or fall off the mount,
landing prone in a space within 5 feet of it. If you’re A ranged weapon attack automatically misses a
knocked prone while mounted, you must make the target beyond the weapon’s normal range. Even against
same saving throw. a target within normal range, the attack roll has
disadvantage unless the weapon is a crossbow, or a
If your mount is knocked prone, you can dismount it weapon that is thrown like a spear.
as it falls and land on your feet. Otherwise, you are
dismounted and fall prone in a space within 5 feet it. Creatures and objects that are fully immersed in water
have resistance to fire damage.
Controlling a Mount
While you’re mounted, you have two options. You can
either control the mount or allow it to act
independently. Intelligent creatures, such as dragons,
act independently.

You can control a mount only if it has been trained to


accept a rider. Domesticated horses, donkeys, and
similar creatures are assumed to have such training.
The initiative of a controlled mount changes to match
yours when you mount it. It moves as you direct it, and
it has only three action options: Dash, Disengage, and
Dodge. A controlled mount can move and act even on
the turn that you mount it.

92

STRONGHOLDS
& HIRELINGS
93

STRONGHOLDS, GUILDS & TOWERS


Establish Religious Establish Wizard’s Tower
Stronghold At 9th level, a Magic-User gains the title of “wizard,”
and can build a stronghold to contain the necessary
At 9th level, a Cleric may establish a stronghold and libraries and laboratories of a high level mage. Such a
attract a body of men at arms who will swear fealty to powerful sorcerer will attract a mixed bag of
the character as loyal (or perhaps even fanatical) mercenaries, strange servants (some with odd abilities
soldiers and retainers. and deformities), and perhaps even a few monsters.
This colorful crew will swear fealty and serve the
Clerics with strongholds of their own will have control wizard with considerable (but not unlimited) loyalty. In
of a territory similar to the “Barony” of fighters, and general, such a freehold will encompass a small
they will receive “tithes” equal to 20 Gold Pieces per territory around the tower as well – whatever quantity
inhabitant per year. of wilderness the Magic-User chooses to tame and
protect.

Establish Stronghold
At 9th level, a Fighter may establish a stronghold and Establish Guild
attract a body of men-at-arms who will swear their At 9th level, a Thief is well enough known to assemble
loyalty to the character as their liege Lord (or Lady). a small guild of Thieves if the character chooses,
Most likely, the castle will attract peasants seeking safe attracting a shadowy band of sneaks, thugs, and other
places to establish homes, and the Fighter will become unsavory characters into his (or her) service.
more powerful and influential as the number of such
followers increases. The stronghold will likely be a
small territory carved from the wilderness, held as a
freehold by the self-ennobled character.

94

STRONGHOLDS COSTS
All of the character classes have some ability, at Royal charters and land grants are usually given by the
some level, to establish a stronghold – or to take crown as a reward for faithful service, although they
over a guild, in the case of Thieves. Strongholds can also be bought. Deeds can be bought or inherited.
are usually built by claiming an area of wilderness, A small estate might sell for as little as 100 gp or as
clearing out the monsters that lair in the region, much as 1,000 gp. A large estate might cost 5,000 gp
or more, if it can be bought at all.
and then beginning construction of the new
owner’s fortified place of residence. The nature Once the estate is secured, a character needs access to
and type of stronghold will differ, of course, for building materials and laborers. The Stronghold
the individual’s choices will play an important role. Construction table shows the cost of building the
For instance, it is traditional for you, the player, to stronghold (including materials and labor) and the
create a map of your castle. In general, a strong amount of time it takes, provided that the character
leader who clears out an area with a radius of ten is using downtime to oversee construction. Work can
miles or so will end up in charge of between 2 and continue while the character is away, but each day the
8 (2d4) small settlements. The peasants in these character is away adds 3 days to the construction time.
hamlets, cots, and villages will be overjoyed to find
themselves under the protection of a powerful
and renowned protector – unless your character is Stronghold Construction
a tyrannical overlord in the service of Chaos. Each
settlement holds roughly 1d4 x100 villagers, and Type Time Cost
the normal feudal tax is 10 gp per year per villager.
Sometimes, of course, this is paid with chickens Abbey 50,000 gp 400 days
and oxen, and your stronghold might take on the
appearance of a marketplace, around tax time – Guildhall 5,000 gp 60 days
but a good reeve or bailiff can sort it all out
quickly, without the character’s needing to get Keep or 50,000 gp 400 days
involved. Small Castle

Owning a castle allows a person to house and feed Noble 25,000 gp 150 days
loyal retainers without paying for their room and Estate with
board in local inns, or building campsites in the Manor
cold rain. It is a base of operations and a secure
place to keep treasure. Outpost or 15,000 gp 100 days
Fort
Palace or 500,000 gp 1,200 days
Building a Stronghold Large Castle
A character can spend time between adventures Temple 50,000 gp 400 gp
building their stronghold. Before work can begin, the
character must acquire a plot of land. If the estate lies Tower, 15,000 gp 100 days
within a kingdom or similar domain, the character
will need a royal charter (a legal document granting
Fortified
permission to oversee the estate in the name of the Trading 5,000 gp 60 days
crown), a land grant (a legal document bequeathing
custody of the land to the character for as long as he Post
or she remains loyal to the crown), or a deed (a legal
document that serves as proof of ownership). Land
can also be acquired by inheritance or other means.

95



HIRELINGS
Normal hirelings are assumed to be employed full time Assassin
by the player character. They are given room and board Upkeep Cost: N/A
plus a wage, and the employer supplies any materials Wage: 2,000 per mission
needed. (It is possible to employ people for single tasks Initial Equipment: None.
or short periods; such costs are left up to the Referee.)
As a general rule, food for a single person in a rural
Blacksmith
community such as a castle or village is about 1 gp per
Upkeep Cost: 25 gp/month
month, and perhaps twice that in a city. If the
Wage: 10 gp/month
employer does not own a stronghold to house servants
Initial Equipment: A fully equipped forge costs
and followers, lodging may need to be considered
around 100 gp.
separately. The cost is up to the referee, but staying in
an inn, even in a stable, will cost at least 1 sp per night.
Man-at-Arms (Battles/War)
“Upkeep” covers food and lodging, but does not Upkeep Cost: 1 gp/month in camp or castle.
include wages or any equipment needed to set up a Standard costs of rations if operating in the field
professional or craftsperson. It does cover materials (reduced to 10 gp/month if the character is fielding an
needed for the hireling to function on an ongoing army with adequate wagons to purchase in bulk).
basis. Note that for some crafts or professions, this Wage: If the man-at-arms is a part of the character’s
materials cost can be quite high: blacksmiths use up a stronghold retinue, he costs nothing. Mercenary
quantity of supplies just to keep a forge running, infantry cost around 2 gp/month, archers 4 gp/
alchemists constantly conduct experiments, etc. month, and calvary costs 8 gp/month. Sergeants (one
required for every 10 men-at-arms) cost twice as
Wages depend upon the type of services being sought. normal. Lieutenants (required for every 20), cost three
The cost of initial equipment should be calculated times as normal, and Captains (required for every 60),
using the equipment tables. If the hireling requires a cost four times as normal.
great deal of initial equipment (such as a forge or a Initial Equipment: Determine from equipment list.
library), the Referee may use the values in the list
below or adjust the costs as needed for local Man-at-Arms (Dungeon
conditions. Adventuring)
Upkeep Cost: Cost of rations.
Alchemist Wage: 2 gp/day or upwards of 5 gp/day
Upkeep Cost: 1,000 gp/month Initial Equipment: Determine from equipment list.
Wage: 500 gp/month if the alchemist maintains his
own laboratory. Half that cost if the character Sage
provides one for the alchemist. Upkeep Cost: 2,000 gp/month
Initial Equipment: Fully equipped lab costs 1,000 gp. Wage: N/A
Initial Equipment: Small library costs 2,000 gp.
Animal Trainer
Upkeep Cost: 500 gp/month Sailor
Wage: No cost if he is a part of the character’s Upkeep Cost: 10 gp/month
stronghold retinue; 20 gp/month otherwise. Wage: 2 gp/month
Initial Equipment: This depends on the animal. Initial Equipment: None.

Armorer Servant (Domestic)


Upkeep Cost: 100 gp/month Upkeep Cost: 1 gp/month
Wage: None, if the armorer is a follower of a Wage: 5 gp/month
character with a stronghold. If not, wages are 100 gp/ Initial Equipment: None.
month, over and above the cost of upkeep.
Initial Equipment: A fully equipped forge costs
around 100 gp.

96

Ship Captain Spy


Upkeep Cost: 50 gp/month Upkeep Cost: 10 gp/month
Wage: 250 gp/month Wage: 500 gp per mission
Initial Equipment: A ship. Initial Equipment: None.

Siege or Construction Engineer Torchbearer/Other Non-


Upkeep Cost: 750 gp/month combatant
Wage: 250 gp/month Upkeep Cost: Cost of rations.
Initial Equipment: None. Wage: 1 gp/day
Initial Equipment: Determine from equipment list.

97

98
MONSTERS
A monster’s statistics, sometimes referred to as its stat Celestials are creatures native to the Upper Planes.
block, provide the essential information that you need Many of them are the servants of deities, employed as
to run the monster. messengers or agents in the mortal realm and
throughout the planes.

Constructs are made, not born. Golems are the iconic


Size constructs.
A monster can be Tiny, Small, Medium, Large, Huge, Dragons are large reptilian creatures of ancient origin
or Gargantuan. The Size Categories table shows how and tremendous power.
much space a creature of a particular size controls in
combat. See page 83 for more information on creature Elementals are creatures native to the elemental
size and space. planes.

Size Categories Table Fey are magical creatures closely tied to the forces of
nature. They dwell in twilight groves and misty forests.
Size Space
Fiends are creatures of wickedness that are native to
Tiny 2 1/2 X 2 1/2 ft. the Lower Planes. A few are the servants of deities, but
many more labor under the leadership of archdevils
Small 5 x 5 ft. and demon princes.

Medium 5 x 5 ft. Giants tower over humans and their kind. They are
humanlike in shape, though some have multiple heads
Large 10 x 10 ft. or deformities.

Humanoids are the main peoples of a fantasy gaming


Huge 15 x 15 ft. world, both civilized and savage, including humans and
a tremendous variety of other species.
Gargantuan 20 x 20 ft. or larger
Monstrosities are monsters in the strictest sense—
frightening creatures that are not ordinary, not truly
natural, and almost never benign.
Type
A monster’s type speaks to its fundamental nature. Oozes are gelatinous creatures that rarely have a fixed
Certain spells, magic items, class features, and other shape. They are mostly subterranean, dwelling in caves
effects in the game interact in special ways with and dungeons and feeding on refuse, carrion, or
creatures of a particular type. For example, an arrow of creatures unlucky enough to get in their way.
dragon slaying deals extra damage not only to dragons
but also other creatures of the dragon type, such as Plants in this context are vegetable creatures, not
dragon turtles and wyverns. ordinary flora. Most of them are ambulatory, and
some are carnivorous.
The game includes the following monster types, which
have no rules of their own. Undead are once living creatures brought to a
horrifying state of undeath through the practice of
Aberrations are utterly alien beings. necromantic magic or some unholy curse. Undead
include walking corpses, such as vampires and
Beasts are nonhumanoid creatures that are a natural zombies, as well as bodiless spirits, such as ghosts and
part of the fantasy ecology. specters.

99


A monsters HD determines not only its hit points but


Alignment also can determine its Challenge Rating and its Saving
A monster’s alignment provides a clue to its disposition Throw DCs. See those sections for more.
and how it behaves in a roleplaying or combat
situation. For example, a chaotic monster might be Some monsters are listed as having a + to their HD,
difficult to reason with and might attack characters on such as 3+1, this indicates they get one extra hit point
sight, whereas a neutral monster might be willing to per hit dice. In this case 3d8+3.
negotiate. See page 24 for descriptions of the different
alignments.

The alignment specified in a monster’s stat block is the Speed


default. Feel free to depart from it and change a A monster’s speed tells you how far it can move on its
monster’s alignment to suit the needs of your turn. For more information on speed, see page 72.
campaign. If you want a Lawful green dragon or a Speeds are listed as Slow, Normal or Fast for all
Chaotic lamassu, there’s nothing stopping you. categories, therefore a creature with a Speed of
Normal, fly (fast), can walk at a normal speed (roughly
Many creatures of low intelligence have no 30-ish feet) and fly at fast speed (roughly 45-ish feet).
comprehension of law or chaos. They don’t make
moral or ethical choices, but rather act on instinct. All creatures have a walking speed, simply called the
These creatures are listed as neutral, even though they monster’s speed. Creatures that have no form of
don’t technically have an alignment. ground based locomotion have a walking speed of 0
feet.

Some creatures have one or more of the following


Armor Class additional movement modes.
A monster that wears armor or carries a shield has an
Armor Class (AC) that takes its armor, shield, and Burrow
Dexterity into account. Otherwise, a monster’s AC is A monster that has a burrowing speed can use that
based on its Dexterity and natural armor, if any. If a speed to move through sand, earth, mud, or ice. A
monster has natural armor, wears armor, or carries a monster can’t burrow through solid rock unless it has a
shield, this is noted in parentheses after its AC value. special trait that allows it to do so.

Climb
A monster that has a climbing speed can use all or part
Hit Points & Hit Dice of its movement to move on vertical surfaces. The
A monster usually dies or is destroyed when it drops to monster doesn’t need to spend extra movement to
0 hit points. climb.

A monster’s hit points are presented both as a die Fly


expression and as an average number. For example, a A monster that has a flying speed can use all or part of
monster with 2d8 hit points has 9 hit points on average its movement to fly. Some monsters have the ability to
(2 × 4 1⁄2). hover, which makes them hard to knock out of the air
(as explained in the rules on flying). Such a monster
Hit Dice (HD) are a d8, so a 3 HD Monster has 3d8 stops hovering when it dies.
hit points. Some monsters have 1/2 HD or 1/4 HD.
1/2 HD is a 1d4 (or 1d8 divided by 2) and 1/4 HD is Swim
1d2 (or 1d8 divided by 4). A monster that has a swimming speed doesn’t need to
spend extra movement to swim.

100


Ability Scores Senses


Every monster has six ability scores (Strength, The Senses entry notes a monster’s passive Wisdom
Dexterity, Constitution, Intelligence, Wisdom, and (Perception) score, as well as any special senses the
Charisma) and corresponding modifiers. For more monster might have. Special senses are described
information on ability scores and how they’re used in below.
play, see page 69.
Blindsight
A monster with blindsight can perceive its
Saving Throws surroundings without relying on sight, within a NEAR
radius.
The Saving Throws entry is reserved for creatures that
are adept at resisting certain kinds of effects. Some
creatures don’t have special saving throw bonuses, in Creatures without eyes typically have this special sense,
which case this section says 'none'. as do creatures with echolocation or heightened senses,
such as bats and true dragons.
A saving throw bonus is the sum of a monster’s
relevant ability modifier and its proficiency bonus, If a monster is naturally blind, it has a parenthetical
which is determined by the monster’s Hit Dice (as note to this effect, indicating that the radius of its
shown in Proficiency Bonus by HD below). blindsight defines the maximum range of its
perception.
Saving Throws are split into two categories- Physical
and Mental. A monster with Physical saves gets their Darkvision
proficiency bonus on all Strength, Dexterity or A monster with darkvision can see in the dark within a
Constitution saving throws. A monster with Mental NEAR radius. The monster can see in dim light within
saves gets their proficiency bonus on all Intelligence, the radius as if it were bright light, and in darkness as
Wisdom and Charisma saves. Some powerful creatures if it were dim light. The monster can’t discern color in
(such as most dragons) have both Physical and Mental darkness, only shades of gray. Many creatures that live
saves. underground have this special sense.

The proficiency bonus is added to their ability score Tremorsense


modifier to calculate the bonus. A monster with tremorsense can detect and pinpoint
the origin of vibrations within a NEAR radius,
Proficiency Bonus by Hit Dice provided that the monster and the source of the
vibrations are in contact with the same ground or
HD 0-4 Prof. Bonus +2 substance. Tremorsense can’t be used to detect flying
or incorporeal creatures. Many burrowing creatures
have this special sense.
HD 5-8 Prof. Bonus +3
Truesight
HD 9-12 Prof. Bonus +4 A monster with truesight can, out to a NEAR range,
see in normal and magical darkness, see invisible
HD 13-16 Prof. Bonus +5 creatures and objects, automatically detect visual
illusions and succeed on saving throws against them,
HD 17-20 Prof. Bonus +6 and perceive the original form of a shapechanger or a
creature that is transformed by magic. Furthermore,
the monster can see into the Ethereal Plane within the
HD 21-24 Prof. Bonus +7 same range.

HD 25-28 Prof. Bonus +8

HD 29+ Prof. Bonus +9

101

Some monsters present a greater challenge than even a


Languages typical high level party can handle. These monsters
The languages that a monster can speak are listed in have a challenge rating of 21 or higher and are
alphabetical order. Sometimes a monster can specifically designed to test player skill.
understand a language but can’t speak it, and this is
noted in its entry. A “—” indicates that a creature Experience Points
neither speaks nor understands any language. The number of experience points (XP) a monster is
worth is based on its challenge rating. Typically, XP is
Telepathy awarded for defeating the monster, although the
Telepathy is a magical ability that allows a monster to Referee may also award XP for neutralizing the threat
communicate mentally with another creature within a posed by the monster in some other manner.
specified range. The contacted creature doesn’t need to XP by CR
share a language with the monster to communicate in
this way with it, but it must be able to understand at CR XP CR XP
least one language. A creature without telepathy can
receive and respond to telepathic messages but can’t 0 0 or 1 15 1,300
initiate or terminate a telepathic conversation.
1/4 5 16 1,500
A telepathic monster doesn’t need to see a contacted
creature and can end the telepathic contact at any time. 1/2 10 17 1,800
The contact is broken as soon as the two creatures are
no longer within range of each other or if the
telepathic monster contacts a different creature within 1 20 18 2,000
range. A telepathic monster can initiate or terminate a
telepathic conversation without using an action, but 2 45 19 2,200
while the monster is incapacitated, it can’t initiate
telepathic contact, and any current contact is 3 70 20 2,500
terminated.
4 110 21 3,300
A creature within an area where magic doesn’t function
can’t send or receive telepathic messages.
5 180 22 4,100

6 230 23 5,000
Challenge
7 290 24 6,200
A monster’s challenge rating tells you how great a
threat the monster is. An appropriately equipped and
well rested party of four adventurers should be able to 8 390 25 7,500
defeat a monster that has a challenge rating equal to its
level without suffering any deaths. For example, a party 9 500 26 9,000
of four 3rd level characters should find a monster with
a challenge rating of 3 to be a worthy challenge, but 10 590 27 10,500
not a deadly one.
11 720 28 12,000
Monsters that are significantly weaker than 1st level
characters have a challenge rating lower than 1.
12 840 29 13,500
Monsters with a challenge rating of 0 are insignificant
except in large numbers; those with no effective attacks 13 1,000 30 15,500
are worth no experience points, while those that have
attacks are worth 1 XP each. 14 1,150 - -

102


­


Actions
When a monster takes its action, it can choose from
the options in the Actions section of its stat block or Grapple Rules for
use one of the actions available to all creatures, such as
the Dash or Hide action. Monsters
Many monsters have special attacks that allow them to
Melee and Ranged Attacks quickly grapple prey. When a monster hits with such an
The most common actions that a monster will take in attack, it doesn’t need to make an additional ability
combat are melee and ranged attacks. These can be check to determine whether the grapple succeeds,
spell attacks or weapon attacks, where the “weapon” unless the attack says otherwise.
might be a manufactured item or a natural weapon,
such as a claw or tail spike. A monsters Hit Dice A creature grappled by the monster can use its action
determines their attack bonus, therefore a monster to try to escape. To do so, it must succeed on a
with 8 HD gets a +8 to attack rolls. Strength or Dexterity check against the escape DC in
the monster’s stat block.
Creature vs. Target. The target of a melee or ranged
attack is usually either one creature or one target, the
difference being that a “target” can be a creature or an
object.
Hit. Any damage dealt or other effects that occur as a Monster DCs
result of an attack hitting a target are described after
the “Hit” notation. You have the option of taking When making saving throws versus a Monster, whether
average damage or rolling the damage; for this reason, its a spell, a breath weapon, a paralyzing gaze, etc. the
both the average damage and the die expression are DC for the saving throw is based on the Monsters HD.
presented.
Miss. If an attack has an effect that occurs on a miss, Saves are EASY, NORMAL, & HARD (see page 67).
that information is presented after the “Miss:”
notation. Monsters of 0 to 4 Hit Dice are EASY (DC 8), 5 to 9
Hit Dice are NORMAL (DC 12), and anything above
Multiattack 10 Hit Dice are HARD (DC 16).
A creature that can make multiple attacks on its turn
Saves Vs. Monster
has the Multiattack action. A creature can’t use
Multiattack when making an opportunity attack, which
must be a single melee attack. Monsters HD Save

0 to 4 HD EASY

Limited Usage
5 to 9 HD NORMAL
Some special abilities have restrictions on the number
of times they can be used.

X/Day. The notation “X/Day” means a special ability 10 + HD HARD


can be used X number of times and that a monster
must finish a long rest to regain expended uses. For
example, “1/Day” means a special ability can be used
once and that the monster must finish a long rest to
use it again.

103

AWARDING XP
Characters are awarded experience points (XP) for about outwitting your foes when you can! In fact,
killing monsters and accumulating treasure. Monsters sometimes trickery and guile are the only way to handle
each have a set experience point value (given in the a powerful monster like a dragon or a demon. Skilled
monster’s statistics), and each gold piece acquired players avoid risking their characters’ lives if there is
earns one point as well. It may seem odd to award another, smarter way to walk out of the dungeon with
experience for treasure, but keep in mind that Olde a backpack full of gems and loot.
Swords Reign is not just about slaying monsters – it is

AWARDING TREASURES
As a general guideline, the monetary value of a several of the monsters in an adventure is a good way
treasure ought to be about 2–4 times the monster's of making sure the characters get the right amount of
value in experience points in gold pieces. Keep in experience points from treasure.
mind that hunting and patrolling monsters likely will
not be carting their treasure around with them. If the Some monster lairs may also have magical items or
characters cannot find the monster's lair, they may get gems and other treasures (as determined by the
none of the treasure. Averaging the treasure out over Referee).

104

MONSTER
LISTINGS
105
Bandit Berserker
Medium humanoid, Chaotic Medium humanoid, Chaotic
Armor Class 12 (leather armor) Armor Class 12 (leather armor)
Hit Points 4 (1d8) Hit Dice 1 Hit Points 4 (1d8) Hit Dice 1
Speed Normal Prof. Bonus +2 Speed Normal Prof. Bonus +2
STR 10 (+0) INT 10 (+0) STR 16 (+3) INT 9 (-1)
DEX 10 (+0) WIS 10 (+0) DEX 12 (+1) WIS 10 (+0)
CON 12 (+1) CHA 10 (+0) CON 17 (+3) CHA 9 (-1)
Savings Throws Physical (+2) Savings Throws Physical (+2)
Senses passive perception 10 Senses passive perception 10
Languages Common Languages Common
Challenge 1 (20 XP) Challenge 2 (45 XP)

Bandits are roving groups of thieves, sometimes Berserkers are normal humans, but they fight with
organized into small armies led by more powerful bandit astounding ferocity. A bonus of +1 is added to their
chiefs and captains with higher hit dice. attack rolls. They do not wear armor heavier than leather
armor.
Actions
Sword. Melee Weapon Attack: +1 to hit, reach 5 ft., one Actions
target. Hit: 3 (1d6) piercing damage. Battle Axe. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Light Crossbow. Ranged Weapon Attack. +1 to hit, range one target. Hit: 4 (1d8) slashing damage.
Far, one target. Hit: 3 (1d6) piercing damage.
Black Pudding
Basilisk Large ooze, Neutral
Medium monstrosity, Neutral Armor Class 13
Armor Class 15 Hit Points 45 (10d8) Hit Dice 10
Hit Points 33 (6d8+8) Hit Dice 6+1 Speed Slow, climb (slow) Prof. Bonus +4
Speed Slow Prof. Bonus +3 STR 16 (+3) INT 1 (-5)
STR 16 (+3) INT 2 (-4) DEX 5 (-3) WIS 6 (-2)
DEX 8 (-1) WIS 8 (-1) CON 16 (+3) CHA 1 (-5)
CON 15 (+2) CHA 7 (-2)
Savings Throws Physical (+4)
Savings Throws Physical (+3) Senses blindsight, passive perception 8
Senses darkvision, passive perception 9 Languages -
Languages - Challenge 12 (840 XP)
Challenge 8 (390 XP)

Basilisks are great multi-legged lizards whose gaze turns Black puddings are amorphous globs with an acidic
to stone anyone meeting its eye. surface. They are subterranean predators and
Petrifaction gaze. Anyone meeting its eye makes a scavengers. 
NORMAL WIS save or is turned to stone. (one way of Acid. Any weapon or armor contacting a black pudding
resolving this: fighting without looking incurs will be eaten away by the acid as follows: weapon (1 hit
disadvantage on attack rolls). by the weapon), chainmail or lesser armor (1 hit by
Weakness. If the basilisk’s own gaze is reflected back at pudding), plate mail (2 hits by pudding). If a weapon or
it, it has a 10% chance to force the basilisk into a saving armor is magical, it can take an additional hit per +1
throw against being turned to stone itself. before being dissolved.

Actions Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Pseudopod. Melee Weapon Attack: +10 to hit, reach 5 ft.,
target. Hit: 5 (1d10) piercing damage. one target. Hit: 13 (3d8) bludgeoning damage.

106

Bugbear Chimera
Medium humanoid, Chaotic Large monstrosity Chaotic
Armor Class 14 Armor Class 15
Hit Points 16 (3d8+3) Hit Dice 3+1 Hit Points 40 (9d8) Hit Dice 9
Speed Normal Prof. Bonus +2 Speed Normal, fly (Fast) Prof. Bonus +4
STR 15 (+2) INT 8 (-1) STR 15 (+2) INT 8 (-1)
DEX 14 (+2) WIS 10 (+0) DEX 14 (+2) WIS 10 (+0)
CON 13 (+1) CHA 9 (-1) CON 13 (+1) CHA 9 (-1)
Savings Throws Physical (+2) Savings Throws Physical (+4)
Senses darkvision, passive perception 10 Senses passive perception 12
Languages Goblin Languages Understands Draconic but can't speak
Challenge 4 (110 XP) Challenge 11 (720 XP)

These large, hairy, goblin-like humanoids are stealthier The chimera has three heads; one is the head of a goat,
than their size would suggest. Bugbears stand from 7-8 one the head of a lion, and one the head of a dragon.
ft. in height. Great wings rise from its lion-like body.
Stealthy. Bugbear roll any DEX checks related to stealth
or hiding with advantage. Actions
Multiattack. The chimera makes three attacks: one with
Actions its bite, one with its horns, and one with its claws. When
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., its fire breath is available, it can use the breath in place
one target. Hit: 4 (1d8) piercing damage. of its bite or horns.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 Lion Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
ft. or range Near., one target. Hit: 4 (1d8) piercing target. Hit: 5 (2d4) piercing damage.
damage in melee or 4 (1d8) piercing damage at range. Goat Horns. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) bludgeoning damage.
Centaur Dragon Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.
Large monstrosity, Neutral one target. Hit: 7 (3d4) piercing damage. 
Armor Class 10 Fire Breath (3 times daily). The dragon head exhales
Hit Points 18 (4d8) Hit Dice 4 fire in a Near cone. Each creature in that area must make
Speed Fast Prof. Bonus +2 a NORMAL (DC 15) DEX saving throw, taking 13 (3d8)
STR 18 (+4) INT 9 (-1) fire damage on a failed save, or half as much damage on
DEX 14 (+2) WIS 13 (+1) a successful one.
CON 14 (+2) CHA 11 (+0)
Savings Throws Physical (+2)
Senses passive perception 11
Languages Sylvan
Challenge 4 (110 XP)

Half man, half horse, centaurs are fierce warriors and


well-known creatures of mythology. The referee may
choose any “version” of the centaur from myth or
folklore for his campaign: some are evil, some aloof, and
some are soothsayers.

Actions
Multiattack. The centaur makes three attacks: one with
its pike and two with its hooves.
Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 4 (1d8) piercing damage.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage.
107

Cockatrice Crocodile
Small monstrosity, Neutral Large beast, Neutral
Armor Class 13 Armor Class 15
Hit Points 22 (5d8) Hit Dice 5 Hit Points 13 (3d8) Hit Dice 3
Speed Slow, fly (normal) Prof. Bonus +2 Speed Slow, swim (normal) Prof. Bonus +2
STR 6 (-2) INT 2 (-4) STR 15 (+2) INT 2 (-4)
DEX 12 (+1) WIS 13 (+1) DEX 10 (+0) WIS 10 (+0)
CON 12 (+1) CHA 5 (-3) CON 13 (+1) CHA 5 (-3)
Savings Throws Physical (+2) Savings Throws Physical (+2)
Senses passive perception 11 Senses passive perception 10
Languages - Languages -
Challenge 2 (45 XP) Challenge 3 (70 XP)

A cockatrice resembles a bat-winged rooster with a long, Some normal crocodiles are man-eaters; all are
serpentine tail. dangerous and can conceal themselves well. Normal
Turn to Stone. When bitten must succeed on a crocodiles can grow to be as long as 15 ft.
NORMAL (DC12) Wisdom saving throw or be turned
to stone.  Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Actions creature. Hit: 7 (3d4) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 3 (1d6) piercing damage and possible Turn
to Stone. 

Dire Wolf
Crab, Giant Large beast, Neutral
Medium beast, Neutral Armor Class 14
Armor Class 16 Hit Points 18 (4d8) Hit Dice 4
Hit Points 13 (3d8) Hit Dice 3 Speed Fast Prof. Bonus +2
Speed Normal, swim (normal) Prof. Bonus +2 STR 17 (+3) INT 5 (-3)
STR 13 (+1) INT 1 (-5) DEX 15 (+2) WIS 12 (+1)
DEX 15 (+2) WIS 9 (-1) CON 15 (+2) CHA 7 (-2)
CON 11 (+0) CHA 3 (-4)
Savings Throws Physical (+2) Savings Throws Physical (+2)
Senses blindsight, passive perception 9 Senses passive perception 13
Languages - Languages -
Challenge 3 (70 XP) Challenge 4 (110 XP)

Larger specimens of giant crabs might move more Dire Wolves are large, more intelligent wolves. 
slowly – these stats are for a crab about 5-ft. in diameter.
Actions
Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Multiattack. Giant crab make two claw attacks.  target. Hit: 4 (1d8) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 7 (2d6) bludgeoning damage

108

Dragon, Black (6-8)


Huge dragon, Chaotic
Armor Class 17
Djinn Hit Points 27-36 (6d8 to 8d8)) Hit Dice 6 to 8
Large elemental, Neutral Speed Normal, fly or swim (fast) Prof. Bonus +3 to +4
Armor Class 14
Hit Points 33 (7d8+7) Hit Dice 7+1 STR 23 (+6) INT 14 (+2)
Speed Normal, fly (fast) Prof. Bonus +4 DEX 14 (+2) WIS 13 (+1)
CON 21 (+5) CHA 17 (+3)
STR 21 (+5) INT 15 (+2) Savings Throws Physical, Mental (+3 or +4)
DEX 15 (+2) WIS 16 (+3) Senses blindsight, darkvision, passive perception 21
CON 22 (+6) CHA 22 (+6) Languages Common, Draconic
Challenge 8 to 10 (390-590 XP)
Savings Throws Physical, Mental (+4)
Senses darkvision, passive perception 13
Languages Auran Talk/ Spellcasting. Black dragons have a 45% chance
Challenge 9 (500 XP) of being able to talk; talking black dragons have a 5%
chance of being able to cast 1d4 first-level Magic-User
spells.
Djinn are one of the genies of folklore, creatures of the
air (and possibly of the elemental planes). They can carry Actions
700 pounds of weight, and have a number of magical Multiattack. It then makes three attacks: one with its
powers.  bite and two with its claws or one Breath Weapon attack.
Create. A djinni can create food and water of high Bite. Melee Weapon Attack: +6, +7, +8 to hit, reach 10 ft.,
quality, as well as wooden and cloth objects. They can one target. Hit: 10 (3d6) piercing damage.
also create objects of metal (including coins), but all such Claw. Melee Weapon Attack: +6, +7, +8 to hit, reach 5 ft.,
magically created metals disappear in time. Djinn can call one target. Hit: 2 (1d4) slashing damage.
up illusions, and although these are quite excellent they Breath Weapon (3 times daily). The dragon exhales acid
disappear when touched.  in a 5 foot wide line out to Far. Each creature in that line
Gaseous Form / Invisibility. Djinni can turn themselves must make a NORMAL (DC 12) DEX saving throw,
into gaseous form (cannot attack or be attacked, can taking 21 to 28 (6d6 to 8d6) acid damage on a failed
enter any area that is not airtight), and can become save, or half as much damage on a successful one.
invisible at will. 
Whirlwind. Finally, a djinni can turn itself into a Huge
sized whirlwind much like an air elemental, sweeping
away any creature with one or fewer hit dice.

More powerful types of djinn might be capable of


granting limited wishes or even true wishes.

Actions
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (2d8) slashing damage.

109

Dragon, Gold (10-12)


Huge dragon, Lawful
Armor Class 17
Hit Points 45-54 (10d8 to 12d8)) Hit Dice 10 to 12
Speed Fast, fly and swim (Fast) Prof. Bonus +5

STR 27 (+8) INT 16 (+3)


DEX 14 (+2) WIS 15 (+2)
CON 25 (+7) CHA 24 (+7)
Savings Throws Physical, Mental (+5)
Senses blindsight, darkvision, passive perception 24
Languages Common, Draconic
Dragon, Blue (8-10) Challenge 10 to 12 (1,000-1,3000 XP)
Huge dragon, Chaotic
Armor Class 17
Hit Points 36-45 (8d8 to 10d8)) Hit Dice 8 to 10 Talk/ Spellcasting. Gold dragons have a 100% chance
Speed Normal, burrow (normal) Prof. Bonus +4 of being able to talk and a 25% chance of being able to
cast Magic-User spells: 1d4 first-level, 1d3 second-level,
STR 25 (+7) INT 16 (+3) 1d2 third-level, and 1 fourth-level spell.
DEX 10 (+0) WIS 15 (+2) Change Shape. Gold dragons often appear as human or
CON 23 (+6) CHA 19 (+4) in some other guise.
Savings Throws Physical, Mental (+4)
Actions
Senses blindsight, darkvision, passive perception 22
Multiattack. The dragon makes three attacks: one with
Languages Common, Draconic
its bite and two with its claws or it can use one of its two
Challenge 8 to 10 (390-590 XP)
Breath Weapons. 
Bite. Melee Weapon Attack: +10, +11, +12 to hit, reach 10
ft., one target. Hit: 19 (3d12) piercing damage.
Talk/Spellcasting. Blue dragons have a 65% chance of
Claw. Melee Weapon Attack: +10, +11, +12 to hit, reach 5
being able to talk; talking blue dragons have a 15%
ft., one target. Hit: 2 (1d4) slashing damage.
chance of being able to cast 1d4 first-level Magic-User
spells and 1d3 second-level Magic-User spells.
Breath Weapons (each 3 times daily)
Actions Fire Breath. The dragon exhales fire in a cone out to
Near. Each creature in that area must make a HARD
Multiattack. The dragon makes three attacks: one with
(DC 16) DEX saving throw, taking 45 (10d8 to 12d8) fire
its bite and two with its claws or a breath weapon attack. 
damage on a failed save, or half as much damage on a
Bite. Melee Weapon Attack: +8, +9, +10 to hit, reach 10
successful one.
ft., one target. Hit: 13 (2d12) piercing damage.
Weakening Breath. The dragon exhales gas in a cone
Claw. Melee Weapon Attack: +8, +9, +10 to hit, reach 5
out to Near. Each creature in that area must succeed on
ft., one target. Hit: 2 (1d4) slashing damage.
a HARD (DC 16) STR saving throw or have
Breath Weapon (3 times daily). The dragon exhales
disadvantage on Strength-based attack rolls, Strength
lightning in a 5 feet wide Line out to Far. Each creature
checks, and Strength saving throws for 2d4 x 10
in that line must make a NORMAL (DC 12) DEX
minutes. 
saving throw, taking 29-39 (8d6 to 10d6) lightning
damage on a failed save, or half as much damage on a
successful one.

110

Dragon, Green (7-9) Actions


Huge dragon, Chaotic Multiattack. The dragon makes three attacks: one with
Armor Class 17 its bite and two with its claws or uses its Breath Weapon.
Hit Points 31-40 (7d8 to 9d8)) Hit Dice 7 to 9 Bite. Melee Weapon Attack: +9, +`10, +11 to hit, reach 10
Speed Fast, fly and swim (Fast) Prof. Bonus +4 ft., one target. Hit: 16 (3d10) piercing damage plus 7
(2d6) fire damage.
STR 23 (+6) INT 18 (+4) Claw. Melee Weapon Attack: +9, +10, +11 to hit, reach 5
DEX 12 (+1) WIS 15 (+2) ft., one target. Hit: 2 (1d4) slashing damage.
CON 21 (+5) CHA 17 (+3) Breath Weapon (3 times daily). The dragon exhales fire
in a cone out to Near. Each creature in that area must
Savings Throws Physical, Mental (+4) make a HARD (DC 16) DEX saving throw, taking 31-38
Senses blindsight, darkvision, passive perception 22 (9d6 to 11d6) fire damage on a failed save, or half as
Languages Common, Draconic much damage on a successful one.
Challenge 9 to 11 (500-720 XP)

Dragon, White (5-7)


Talk/ Spellcasting. Green dragons have a 55% chance Huge dragon, Chaotic
of being able to talk; talking green dragons have a 10% Armor Class 17
chance of being able to cast 1d4 first level Magic-User Hit Points 22-31 (5d8 to 7d8)) Hit Dice 5 to 7
spells and 1d2 second level Magic-User spells. Speed Fast, burrow, fly and swim (Fast) Prof. Bonus +3

Actions STR 22 (+6) INT 8 (-1)


Multiattack. The dragon makes three attacks: one with its DEX 10 (+0) WIS 12 (+1)
bite and two with its claws or a Breath Weapon attack.  CON 22 (+6) CHA 12 (+1)
Bite. Melee Weapon Attack: +7, +8, +9 to hit, reach 10 ft.,
one target. Hit: 11 (2d10) piercing damage. Savings Throws Physical, Mental (+3)
Claw. Melee Weapon Attack: +7, +8, +9 to hit, reach 5 ft., Senses blindsight, darkvision, passive perception 21
one target. Hit: 2 (1d4) slashing damage. Languages -
Breath Weapon (3 times daily). The dragon exhales cone out Challenge 7 to 9 (290-500 XP)
to Near. Each creature in that area must make a
NORMAL (DC 12) CON saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage White dragons are usually found in cold regions, where
on a successful one. they camouflage themselves in ice and snow, lying in wait
for prey. 
Dragon, Red (9-11)
Huge dragon, Chaotic White dragons are not able to talk or cast spells.
Armor Class 17
Hit Points 40-49 (9d8 to 11d8)) Hit Dice 9 to 11 Actions
Speed Fast, fly and swim (Fast) Prof. Bonus +4 to +5 Multiattack. The dragon makes three attacks: one with
its bite and two with its claws or it makes a single Breath
STR 27 (+8) INT 16 (+3) Weapon attack. 
DEX 10 (+0) WIS 13 (+1) Bite. Melee Weapon Attack: +5, +6, +7 to hit, reach 10 ft.,
CON 25 (+7) CHA 21 (+5) one target. Hit: 9 (2d8) piercing damage.
Claw. Melee Weapon Attack: +5, +6, +7 to hit, reach 5 ft.,
Savings Throws Physical, Mental (+4 or +5)
one target. Hit: 2 (1d4) slashing damage.
Senses blindsight, darkvision, passive perception 23
Breath Weapon. They breathe a cone of intensely cold
Languages Common, Draconic
air and frost out to Near. Each creature in that area must
Challenge 11 to 13 (720-1,100 XP)
make a NORMAL (DC 12) Dexterity saving throw,
taking 16-24 (5d6 to 7d6) cold damage on a failed save,
or half as much damage on a successful one.
Talk/ Spellcasting. Red dragons have a 75% chance of
being able to talk; talking red dragons have a 20% chance
of being able to cast 1d4 first level Magic-User spells,
1d3 second level Magic-User spells, and 1d2 third level
Magic-User spells. 111

Dryad Elemental, Air (8HD)


Medium fey, Neutral Large elemental, Neutral
Armor Class 10 Armor Class 17
Hit Points 9 (2d8) Hit Dice 2 Hit Points 36 (8d8) Hit Dice 8
Speed Normal Prof. Bonus +2 Speed fly (fast, hover) Prof. Bonus +4
STR 10 (+0) INT 14 (+2)
DEX 12 (+1) WIS 15 (+2) Elemental, Air (12HD)
CON 11 (+0) CHA 18 (+4) Large elemental, Neutral
Savings Throws Mental (+2) Armor Class 17
Senses darkvision, passive perception 14 Hit Points 54 (12d8) Hit Dice 12
Languages Sylvan Speed fly (fast, hover) Prof. Bonus +5
Challenge 3 (70 XP)
Elemental, Air (16HD)
Large elemental, Neutral
Dryads are beautiful female tree spirits who do not Armor Class 17
venture far from their home trees.  Hit Points 72 (16d8) Hit Dice 16
Speed fly (fast, hover) Prof. Bonus +6
Charm. They can cast (as a native magical power) a
strong charm that operates as a Charm Person spell with STR 14 (+2) INT 6 (-2)
disadvantage to the EASY (DC 8) CHA saving throw. DEX 20 (+5) WIS 10 (+0)
Those who are charmed seldom return, or might be kept CON 14 (+2) CHA 6 (-2)
for a hundred years and a day within the dryad’s tree.
Savings Throws Mental (+4, +5, +6)
Actions Senses darkvision, passive perception 10
Wooden Dagger. Melee Weapon Attack: +2 to hit, reach 5 Languages Auran
ft., one target. Hit: 2 (1d4) piercing damage. Challenge 9 (500 XP), 13 (1,000 XP), 17 (1,800 XP)

Efreet
Large Elemental, Chaotic Elementals are living manifestations of the basic forms
Armor Class 17 of matter: earth, air, fire, and water. They are usually
Hit Points 45 (10d8) Hit Dice 10 summoned from their native planes of existence to do
Speed Fast, fly (fast) Prof. Bonus +4 the bidding of a powerful wizard. These beings can also
STR 22 (+6) INT 16 (+3) be “chained” within objects or structures to give the
DEX 12 (+1) WIS 15 (+2) objects magical properties. Elementals are barely
CON 24 (+7) CHA 16 (+3) intelligent at all, but they are as powerful as the forces of
nature that they actually are.
Savings Throws Mental (+2) Whirlwind. Air elementals can turn into a whirlwind of
Senses darkvision, passive perception 14 air with a diameter of Huge hurling any creature of 1
Languages Sylvan HD or less for great distances (and almost certainly
Challenge 3 (70 XP) killing them). These elemental whirlwinds are
approximately 100 ft. in height.

Efreet are a type of genie, associated with fire (in Actions


contrast to the djinn, who have powers over the air). Attack (8HD). Melee Weapon Attack: +8 to hit, reach 5
Efreet can carry up to 1000 pounds of weight, and ft., one target. Hit: 9 (2d8) bludgeoning damage.
under the right circumstances they can be forced to serve Attack (12HD). Melee Weapon Attack: +12 to hit, reach 5
as a slave until they figure out how to free themselves. ft., one target. Hit: 9 (2d8) bludgeoning damage.
An efreeti can create a wall of fire (per the spell). They Attack (16HD). Melee Weapon Attack: +16 to hit, reach 5
appear as giant humans with cruel features, their skin ft., one target. Hit: 9 (2d8) bludgeoning damage.
flickering with flames.

Actions
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 13 (3d8) slashing damage.
112

Elemental, Earth (8HD) Elemental, Fire (8HD)


Large elemental, Neutral Large elemental, Neutral
Armor Class 17 Armor Class 17
Hit Points 36 (8d8) Hit Dice 8 Hit Points 36 (8d8) Hit Dice 8
Speed Normal, burrow Prof. Bonus +4 Speed Fast Prof. Bonus +4

Elemental, Earth (12HD) Elemental, Fire (12HD)


Large elemental, Neutral Large elemental, Neutral
Armor Class 17 Armor Class 17
Hit Points 54 (12d8) Hit Dice 12 Hit Points 54 (12d8) Hit Dice 8
Speed Normal, burrow Prof. Bonus +5 Speed Fast Prof. Bonus +5

Elemental, Earth (16HD) Elemental, Fire (16HD)


Large elemental, Neutral Large elemental, Neutral
Armor Class 17 Armor Class 17
Hit Points 72 (16d8) Hit Dice 16 Hit Points 72 (16d8) Hit Dice 16
Speed Normal, burrow Prof. Bonus +6 Speed Fast Prof. Bonus +6

STR 20 (+5) INT 5 (-3) STR 10 (+0) INT 6 (-2)


DEX 8 (-1) WIS 10 (+0) DEX 17 (+3) WIS 10 (+0)
CON 20 (+5) CHA 5 (-3) CON 16 (+3) CHA 7 (-2)

Savings Throws Physical (+4, +5, +6) Savings Throws Physical (+4, +5, +6)
Senses darkvision, tremorsense, passive perception 10 Senses darkvision, passive perception 10
Languages Terran Languages Ignan
Challenge 9 (500 XP), 13 (1,000 XP), 17 (1,800 XP) Challenge 9 (500 XP), 13 (1,000 XP), 17 (1,800 XP)

Elementals are living manifestations of the basic forms Elementals are living manifestations of the basic forms
of matter: earth, air, fire, and water. They are usually of matter: earth, air, fire, and water. They are usually
summoned from their native planes of existence to do summoned from their native planes of existence to do
the bidding of a powerful wizard. These beings can also the bidding of a powerful wizard. These beings can also
be “chained” within objects or structures to give the be “chained” within objects or structures to give the
objects magical properties. Elementals are barely objects magical properties. Elementals are barely
intelligent at all, but they are as powerful as the forces of intelligent at all, but they are as powerful as the forces of
nature that they actually are. nature that they actually are.
Earth elementals are hulking man-shapes of rock and Fire elementals are formless masses of flame, perhaps
earth. They batter opponents with their great fists, with a vaguely human shape. Their attacks cause
although damage is reduced by 1d6 if the opponent is flammable materials (including wood) to ignite if the
not standing upon earth or rock. Earth elementals can material fails a saving throw (as determined by the
tear apart stone structures, able to rip down even a castle Referee).
wall in a matter of 1d4+4 rounds.
Actions
Actions Touch (8HD). Melee Weapon Attack: +8 to hit, reach 5 ft.,
Slam (8HD). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (3d8) fire damage. 
one target. Hit: 18 (4d8) bludgeoning damage. Touch (12HD). Melee Weapon Attack: +12 to hit, reach 5
Slam (12HD). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (3d8) fire damage. 
ft., one target. Hit: 18 (4d8) bludgeoning damage. Touch (16HD). Melee Weapon Attack: +16 to hit, reach 5
Slam (16HD). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 13 (3d8) fire damage. 
ft., one target. Hit: 18 (4d8) bludgeoning damage.

113

Elemental, Water (8HD) Gargoyle


Large elemental, Neutral Medium elemental, Chaotic
Armor Class 17 Armor Class 14
Hit Points 36 (8d8) Hit Dice 8 Hit Points 18 (4d8) Hit Dice 4
Speed Normal, swim (fast) Prof. Bonus +4 Speed Normal, fly (fast) Prof. Bonus +3
STR 15 (+2) INT 6 (-2)
Elemental, Water (12HD) DEX 11 (+0) WIS 11 (+0)
Large elemental, Neutral CON 16 (+3) CHA 7 (-2)
Armor Class 17
Savings Throws Physical, Mental (+3)
Hit Points 54 (12d8) Hit Dice 12
Senses darkvision, passive perception 10
Speed Normal, swim (fast) Prof. Bonus +5
Languages Terran
Challenge 6 (230 XP)
Elemental, Water (16HD)
Large elemental, Neutral
Armor Class 17 Gargoyles are winged beings resembling the carven
Hit Points 72 (16d8) Hit Dice 16 monstrosities that bedeck the walls of cathedrals and
Speed Normal, swim (fast)Prof. Bonus +6 many subterranean dungeons. They are terribly vicious
predators.
STR 18 (+4) INT 5 (-3) Immune to non-magical weapons. 
DEX 14 (+2) WIS 10 (+0)
CON 18 (+4) CHA 8 (-1) Actions
Multiattack. The gargoyle makes four attacks: one with
Savings Throws Physical (+4, +5, +6) its bite, one with its horns and two with its claws.
Senses darkvision, passive perception 10 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Languages Aquan target. Hit: 3 (1d6) piercing damage.
Challenge 9 (500 XP), 13 (1,000 XP), 17 (1,800 XP) Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 2 (1d3) slashing damage.
Horns. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Elementals are living manifestations of the basic forms target. Hit: 2 (1d4) piercing damage.
of matter: earth, air, fire, and water. They are usually
summoned from their native planes of existence to do
the bidding of a powerful wizard. These beings can also
be “chained” within objects or structures to give the
objects magical properties. Elementals are barely
intelligent at all, but they are as powerful as the forces of
nature that they actually are.
Water elementals cannot move more than Far from a
large body of water, and their damage is reduced by 1d6
if the opponent is not standing in water (or swimming,
etc). These powerful beings can overturn small boats,
and can overturn a ship if given 1d4+4 rounds to work
at it. On water, they can attack ships, battering them to
pieces within 1 hour if not prevented or distracted.

Actions
Slam (8HD). Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 18 (3d10) bludgeoning damage.
Slam (12HD). Melee Weapon Attack: +12 to hit, reach 10
ft., one target. Hit: 18 (3d10) bludgeoning damage.
Slam (16HD). Melee Weapon Attack: +16 to hit, reach 10
ft., one target. Hit: 18 (3d10) bludgeoning damage.

114

Ghoul Gelatinous Cube


Medium undead, Chaotic Large ooze, Neutral
Armor Class 13 Armor Class 11
Hit Points 9 (2d8) Hit Dice 2 Hit Points 18 (4d8) Hit Dice 4
Speed Normal Prof. Bonus +2 Speed Slow Prof. Bonus +3
STR 13 (+1) INT 7 (-2) STR 14 (+2) INT 1 (-5)
DEX 15 (+2) WIS 10 (+0) DEX 3 (-4) WIS 6 (-2)
CON 10 (+0) CHA 6 (-2) CON 20 (+5) CHA 1 (-5)
Savings Throws Physical, Mental (+2) Savings Throws Physical (+2)
Senses passive perception 10 Senses blindsight, passive perception 8
Languages - Languages -
Challenge 3 (70 XP) Challenge 5 (180 XP)

Ghouls are pack-hunting undead corpse eaters.  Gelatinous cubes are semi-transparent cubes that slosh
Immune. Ghouls are immune, like most undead, to through subterranean passages, engulfing debris and
charms and sleep spells. carrion to digest. 
Paralyzing Touch. On a successful claw attack the target Acid. Their entire substance is acidic; if the cube hits
(other than an elf or undead) must succeed on an EASY successfully, the victim must make an EASY Strength
(DC 8) Strength saving throw or be paralyzed for 3d6 x saving throw or become paralyzed (60 minutes) for the
10 minutes.  cube to devour. 
Most gelatinous cubes contain various metallic treasures
Actions or gems that they have engulfed but not yet digested.
Multiattack: Ghouls make 2 claw attacks and one bite
attack each round.  Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
creature. Hit: 2 (1d4) piercing damage. one creature. Hit:5 (2d4) acid damage + paralyze (see
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one above).
target. Hit: 2 (1d3) slashing damage and Paralyzing Touch
(see above).  Giant, Cloud
Huge giant, Chaotic
Armor Class 15
Hit Points 66 (12d8+12) Hit Dice 12+1
Speed Fast Prof. Bonus +5
STR 27 (+8) INT 12 (+1)
DEX 10 (+0) WIS 16 (+3)
CON 22 (+6) CHA 16 (+3)
Savings Throws Physical (+5)
Senses passive perception 17
Languages Common, Giant
Challenge 13 (1,000 XP)

Cloud giants are cunning beasts, often living in cloud-


castles in the sky (hence their name). Cloud giants are
famous for their ability to smell out food, enemies, and
Englishmen.
Keen sense of smell. 

Actions
Morningstar. Melee Weapon Attack: +12 to hit, reach 10
ft., one target. Hit: 21 (6d6) piercing damage.
Rock. Ranged Weapon Attack: +12 to hit, range Far., one
target. Hit: 21 (6d6) bludgeoning damage.

115

Giant, Fire Giant, Frost


Huge giant, Chaotic Huge giant, Chaotic
Armor Class 15 Armor Class 15
Hit Points 60 (11d8+11) Hit Dice 11+1 Hit Points 66 (10d8+10) Hit Dice 10+1
Speed Normal Prof. Bonus +4 Speed Fast Prof. Bonus +4

STR 25 (+7) INT 10 (+0) STR 23 (+6) INT 9 (-1)


DEX 9 (-1) WIS 14 (+2) DEX 9 (-1) WIS 10 (+0)
CON 23 (+6) CHA 13 (+1) CON 21 (+5) CHA 12 (+1)
Savings Throws Physical (+4) Savings Throws Physical (+4)
Senses passive perception 16 Senses passive perception 13
Languages Giant Languages Giant
Challenge 12 (840 XP) Challenge 11 (720 XP)

Frost giants dwell in cold regions, where they build (or


Fire giants are usually found near volcanic mountains, in conquer) castles in remote places of ice and snow.
great castles of basalt or even iron. Immune to Cold. 
Immune to fire. 
Actions
Actions Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (4d6) slashing damage.
one target. Hit: 17 (5d6) slashing damage. Rock. Ranged Weapon Attack: +10 to hit, range Far., one
Rock. Ranged Weapon Attack: +11 to hit, range Far., one target. Hit: 14 (4d6) bludgeoning damage.
target. Hit: 17 (5d6) bludgeoning damage.

116

Giant, Hill Giant, Stone


Huge giant, Chaotic Huge giant, Neutral
Armor Class 15 Armor Class 10
Hit Points 66 (8d8+8) Hit Dice 8+1 Hit Points 67 (9d8+27) Hit Dice 9+3
Speed Fast Prof. Bonus +4 Speed Fast Prof. Bonus +4

STR 23 (+6) INT 9 (-1) STR 23 (+6) INT 10 (+0)


DEX 9 (-1) WIS 10 (+0) DEX 15 (+2) WIS 12 (+1)
CON 21 (+5) CHA 12 (+1) CON 20 (+5) CHA 9 (-1)
Savings Throws Physical (+4) Savings Throws Physical (+4)
Senses passive perception 13 Senses darkvision, passive perception 14
Languages Giant Languages Giant
Challenge 9 (500 XP) Challenge 10 (590 XP)

Stone giants dwell in caves, isolated in the mountain


Hill giants are the least of the giant races; most are fastnesses. They can be quite crafty in setting up
brutish cave-dwellers who dress in pelts and uncured ambushes in their native mountains. Travelers who
hides. wander into the territory of stone giants seldom return.

Actions Actions
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft.,
one target. Hit: 9 (2d8) bludgeoning damage. one target. Hit: 10 (3d6) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range Near, one Rock. Ranged Weapon Attack: +9 to hit, range Far., one
target. Hit: 9 (2d8) bludgeoning damage. target. Hit:10 (3d6) bludgeoning damage. 

Gnoll
Medium humanoid, Chaotic
Armor Class 14 (leather, shield)
Hit Points 9 (2d8) Hit Dice 2
Speed Normal Prof. Bonus +2
STR 14 (+2) INT 6 (-2)
DEX 12 (+1) WIS 10 (+0)
CON 11 (+0) CHA 7 (-2)
Savings Throws Physical (+2)
Senses darkvision, passive perception 10
Languages Gnoll
Challenge 2 (45 XP)

Gnolls are tall humanoids with hyena-like heads. They


may be found both above ground and in subterranean
caverns. They form into loosely organized clans, often
ranging far from home in order to steal and kill with
rapacious ferocity.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 2 (1d4) piercing damage.
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5
ft. or range Near, one target. Hit: 3 (1d6) piercing
damage.
Longbow. Ranged Weapon Attack: +2 to hit, range Far.,
one target. Hit: 5 (1d8) piercing damage.

117

Goblin
Small humanoid, Chaotic
Armor Class 15
Hit Points 2 (1d4) Hit Dice 1/2
Speed Normal Prof. Bonus +2
STR 8 (-1) INT 10 (+0)
DEX 14 (+2) WIS 8 (-1)
CON 10 (+0) CHA 8 (-1)
Golem, Flesh
Medium construct, Neutral
Savings Throws Physical (+2) Armor Class 10
Senses darkvision, passive perception 8 Hit Points 36 (8d8) Hit Dice 8
Languages Goblin Speed Normal Prof. Bonus +4
Challenge 1/2 (10 XP)
STR 19 (+4) INT 6 (-2)
DEX 9 (-1) WIS 10 (+0)
Goblins are small creatures (4 ft tall or so) that inhabit CON 18 (+4) CHA 5 (-3)
dark woods, underground caverns, and (possibly) the
otherworldly realms of the fey. Savings Throws Physical (+4)
Sunlight Sensitivity. While in sunlight, the goblin has Senses darkvision, passive perception 10
disadvantage on attack rolls, as well as on Wisdom Languages Understands the languages of its creator but
checks that rely on sight. can't speak
Challenge 12 (840 XP)
Actions
Claws or Bite. Melee Weapon Attack: +1 to hit, reach 5 Golems are man-shaped creatures built to serve their
ft., one target. Hit: 2 (1d4) slashing or piercing damage. masters, usually powerful wizards or high priests. They
Goblin Scimitar. Melee Weapon Attack: +1 to hit, reach 5 are often used as guardians. 
ft., one target. Hit: 3 (1d6) slashing damage. Immune to nonmagical weapons and spells. Golems
Goblin Shortbow. Ranged Weapon Attack: +1 to hit, range cannot be hit with non-magical weapons and are
Far, one target. Hit: 3 (1d6) piercing damage. unaffected by most spells. 
A creation stitched together from human limbs and
other parts, a flesh golem is similar to Frankenstein’s
monster. Only +1 or better magic weapons can harm a
flesh golem, and it is slowed by fire and cold spells.
Lightning heals the golem for the number of points of
damage that it would normally inflict. No other type of
spell affects a flesh golem.

Actions
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (2d8) bludgeoning damage.

118

Golem, Iron Golem, Stone


Large construct, Neutral Large construct, Neutral
Armor Class 14 Armor Class 14
Hit Points 72 (16d8) Hit Dice 16 Hit Points 54 (12d8) Hit Dice 12
Speed Normal Prof. Bonus +6 Speed Normal Prof. Bonus +5

STR 24 (+7) INT 3 (-4) STR 22 (+6) INT 3 (-4)


DEX 9 (-1) WIS 11 (+0) DEX 9 (-1) WIS 11 (+0)
CON 20 (+5) CHA 1 (-5) CON 20 (+5) CHA 1 (-5)
Savings Throws Physical (+6) Savings Throws Physical (+5)
Senses darkvision, passive perception 10 Senses darkvision, passive perception 10
Languages Understands the languages of its creator but Languages Understands the languages of its creator but
can't speak can't speak
Challenge 17 (1.800 XP) Challenge 16 (1.500 XP)

Golems are man-shaped creatures built to serve their Golems are man-shaped creatures built to serve their
masters, usually powerful wizards or high priests. They masters, usually powerful wizards or high priests. They
are often used as guardians.  are often used as guardians. 
Immune to nonmagical weapons and spells. Golems Immune to nonmagical weapons and spells. Golems
cannot be hit with non-magical weapons and are cannot be hit with non-magical weapons and are
unaffected by most spells.  unaffected by most spells. 
Iron golems are huge moving statues of iron. They can Stone golems are massive stone statues animated by very
breathe a NEAR radius cloud of poison gas as well as powerful magics (much more than just animate object, in
attacking with great power. Weapons of +2 or less do other words). They are slowed by fire spells, damaged by
not affect iron golems. These hulking statues are slowed rock-to-mud spells, and healed by the reverse. Spells that
by lightning spells, but fire-based spells actually restore affect rock, and fire spells, are the only ones that affect
hit points to them. No other type of spell affects them. stone golems. They can only be hit by +2 or better
weapons.
Actions
Fist. Melee Weapon Attack: +16 to hit, reach 5 ft., one Actions
target. Hit: 17 (4d8) bludgeoning damage. Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 13 (3d8) bludgeoning damage.

119

Gorgon Green Slime


Large monstrosity, Chaotic Medium ooze, Neutral
Armor Class 17 Armor Class 1
Hit Points 36 (8d8) Hit Dice 8 Hit Points 9 (2d8) Hit Dice 2
Speed Fast Prof. Bonus +3 Speed none Prof. Bonus +2
STR 20 (+5) INT 2 (-4) STR 1 (-5) INT 1 (-5)
DEX 11 (+0) WIS 12 (+1) DEX 1 (-5) WIS 1 (-5)
CON 18 (+4) CHA 7 (-2) CON 13 (+2) CHA 1 (-5)
Savings Throws Physical (+3) Savings Throws Physical (+2)
Senses darkvision, passive perception 14 Senses passive perception 5
Languages - Languages -
Challenge 5 (180 XP) Challenge 5 (180 XP)

Gorgons are bull-like creatures with dragon-like scales. Green slime isn’t technically a monster, just an extremely
Breath Weapon. Their breath turns people to stone (60 dangerous hazard in underground tombs and other such
ft. range, NORMAL (DC12) CON saving throw applies). places. 
Any metal or organic substance it touches begins to turn
Actions to green slime (EASY CON saving throw). It can be
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one killed with fire or extreme cold, and the transformation
target. Hit: 7 (2d6) piercing damage. process can be arrested by the use of a cure disease spell.

Gray Ooze Griffon


Medium ooze, Neutral Large monstrosity, Neutral
Armor Class 11 Armor Class 16
Hit Points 13 (3d8) Hit Dice 3 Hit Points 31 (7d8) Hit Dice 7
Speed Slow, climb Prof. Bonus +2 Speed Normal, fly (fast) Prof. Bonus +3
STR 12 (+1) INT 1 (-5) STR 18 (+4) INT 2 (-4)
DEX 6 (-2) WIS 6 (-2) DEX 15 (+2) WIS 13 (+1)
CON 16 (+3) CHA 2 (-4) CON 16 (+3) CHA 8 (-1)
Savings Throws Physical (+2) Savings Throws Physical (+3)
Senses blindsight, passive perception 8 Senses darkvision, passive perception 15
Languages - Languages -
Challenge 5 (180 XP) Challenge 8 (3900 XP)

Gray ooze is almost identical in appearance to wet rock, Griffons have the body of a lion, with the head, fore-
but it is a slimy, formless substance that devours prey claws, and wings of an eagle. These creatures can be
and carrion with its acidic secretions, lashing out to strike tamed and ridden as mounts. They usually nest in high
enemies.  mountain aeries, where they lay their eggs and hunt their
Immune. Gray ooze is immune to spells, heat, and cold prey. Because the fledglings can be tamed, young griffons
damage.  and griffon eggs command a very high price in the
Acid. Metal (but not stone or wood) must make a EASY marketplaces of the great cities, or to noble lords and
CON saving throw when exposed to gray ooze or be wizards.
rotted through. When the gray ooze hits a character in
metal armor, the armor must make an item saving
Actions
throw. 
Multiattack. The griffon makes three attacks: one with
Immune to bludgeoning. Only cutting and piercing
its beak and two with its claws.
damages a grey ooze—it is impervious to blunt or
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
crushing attacks.
target. Hit: 9 (2d8) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Actions target. Hit: 2 (1d4) slashing damage.
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 9 (2d8) bludgeoning and acid damage.
120

Harpy Hellhound
Medium monstrosity, Chaotic Medium fiend, Chaotic
Armor Class 12 Armor Class 15
Hit Points 13 (3d8) Hit Dice 3 Hit Points 18-31 (4d8 to 7d8) Hit Dice 4 to 7
Speed slow, fly (normal) Prof. Bonus +2 Speed slow, fly (normal) Prof. Bonus +3
STR 12 (+1) INT 7 (-2) STR 17 (+3) INT 6 (-2)
DEX 13 (+1) WIS 10 (+0) DEX 12 (+1) WIS 13 (+1)
CON 12 (+1) CHA 13 (+1) CON 14 (+2) CHA 6 (-2)
Savings Throws Physical (+2) Savings Throws Physical (+3)
Senses passive perception 10 Senses darkvision, passive perception 15
Languages Common Languages Understands Infernal but cannot speak
Challenge 4 (110 XP) Challenge 7 (290 XP)

Harpies have the upper body of a human female and the Hell hounds are fire-breathing dogs of the underworlds
lower body and wings of a vulture.  or lower planes. 
Song. Their song is a charm that draws its victims to the
harpy (EASY CHA saving throw applies).  Actions
Touch. The harpy’s touch casts the equivalent of a charm Bite. Melee Weapon Attack: +4, +5, +6, +7 to hit, reach 5
person spell (again, EASY CHA saving throw applies). ft., one target. Hit: 3 (1d6) piercing damage.
Fire Breath. Ranged Weapon Attack: +3 to hit, range
Actions Near ft., one target. Hit: 10 (6d4) fire damage. 
Multiattack. The harpy makes three attacks: two with its
claws and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one Hippogriff
target. Hit: 2 (1d3) slashing damage. Large monstrosity, Neutral
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one Armor Class 14
target. Hit: 3 (1d6) bludgeoning damage. Hit Points 16 (3d8+3) Hit Dice 3+1
Speed normal, fly (fast) Prof. Bonus +2

STR 17 (+3) INT 2 (-4)


DEX 13 (+1) WIS 12 (+1)
CON 13 (+1) CHA 8 (-1)
Savings Throws Physical (+2)
Senses passive perception 11
Languages -
Challenge 4 (110 XP)

The hippogriff is similar to a griffon, having the head,


foreclaws, and wings of an eagle, but instead of the body
of a lion, it has the body of a horse.

Actions
Multiattack. The hippogriff makes three attacks: one
with its beak and two with its claws.
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 5 (1d10) piercing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) slashing damage.

121

Homunculus
Tiny monstrosity, Neutral
Hobgoblin Armor Class 13
Medium humanoid, Chaotic Hit Points 9 (2d8) Hit Dice 2
Armor Class 14 (leather and shield) Speed Slow, fly (normal) Prof. Bonus +2
Hit Points 5 (1d8+1) Hit Dice 1+1
Speed Normal Prof. Bonus +2 STR 4 (-3) INT 10 (+0)
DEX 15 (+2) WIS 10 (+0)
STR 13 (+1) INT 10 (+0)
CON 11 (+0) CHA 7 (-2)
DEX 12 (+1) WIS 10 (+0)
CON 12 (+1) CHA 9 (-1) Savings Throws Mental (+2)
Senses darkvision, passive perception 10
Savings Throws Physical (+2)
Languages Understands the language of its creator but
Senses darkvision, passive perception 10
cannot speak
Languages Goblin
Challenge 3 (70 XP)
Challenge 1 (20 XP)

A homunculus is a living, man-like creature created by a


Hobgoblins are simply large goblins, possibly a separate
powerful magic-user as a servant. The precise abilities of
breed living apart from their smaller cousins, or perhaps
a homunculus depend upon the spells and procedures
not, as the Referee decides.
used in its creation), although virtually all are created
with wings of some kind. 
Actions Sleep Bite. The most common homunculus has a sleep-
Sword. Melee Weapon Attack: +1 to hit, reach 5 ft., one inducing bite (EASY CON saving throw).
target. Hit: 4 (1d8) slashing damage. Other Bites. Other homunculus might be created with a
Longbow. Ranged Weapon Attack: +1 to hit, range Far, one poison bite , or might have unusual powers of
target. Hit: 3 (1d8) piercing damage. perception instead (such as the ability to detect magic,
evil, spells, etc).

Actions
Horse, Riding Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Large beast, Neutral creature. Hit: 2 (1d3) piercing damage,
Armor Class 12
Hit Points 9 (2d8) Hit Dice 2
Speed Fast Prof. Bonus +2
Horse, War
STR 16 (+3) INT 2 (-4) Large beast, Neutral
DEX 12 (+1) WIS 11 (+0) Armor Class 12
CON 10 (+0) CHA 7 (-2) Hit Points 13 (3d8) Hit Dice 3
Speed Fast Prof. Bonus +2
Savings Throws Physical (+2)
Senses passive perception 10 STR 18 (+4) INT 2 (-4)
Languages - DEX 12 (+1) WIS 12 (+1)
Challenge 2 (45 XP) CON 14 (+2) CHA 7 (-2)
Savings Throws Physical (+2)
Actions Senses passive perception 11
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one Languages -
target. Hit: 2 (1d4) bludgeoning damage. Challenge 3 (70 XP)

Actions
Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 2 (1d8) bludgeoning damage.

122

Invisible Stalker
Medium elemental, Neutral
Human Commoner Armor Class 16
Medium humanoid, Any alignment Hit Points 36 (8d8) Hit Dice 8
Armor Class 10 Speed Fast, fly (fast) Prof. Bonus +4
Hit Points 3 (1d6) Hit Dice -
Speed Normal Prof. Bonus +2 STR 16 (+3) INT 10 (+0)
STR 10 (+0) INT 10 (+0) DEX 19 (+4) WIS 15 (+2)
DEX 10 (+0) WIS 10 (+0) CON 14 (+2) CHA 10 (+0)
CON 10 (+0) CHA 10 (+0)
Savings Throws Mental (+4)
Savings Throws none Senses darkvision, passive perception 18
Senses passive perception 10 Languages -
Languages Common Challenge 9 (500 XP)
Challenge 1/4 (5 XP)

Invisible stalkers are generally found only as a result of


Humans are such a versatile race that any number of the spell Invisible Stalker. They are invisible flying beings
“monsters” and NPCs can be made from them. created to follow a single command made by the caster.
Berserker warriors, tribesmen, cavemen, princesses, evil
high priests, captains of the guard, foot-soldiers, and
Actions
tavern-keepers are all different human “monsters.” Don’t
Attack. Melee Weapon Attack: +8 to hit, reach 5 ft., one
try to build your non-player characters according to the
target. Hit: 10 (4d4) bludgeoning damage.
rules for player characters. Just make up their stats and
abilities as you see fit.

Actions Kobold
Club. Melee Weapon Attack: +0 to hit, reach 5 ft., one Small humanoid, Chaotic
target. Hit: 2 (1d4) bludgeoning damage. Armor Class 12
Hit Points 2 (1d4) Hit Dice 1/2
Speed Normal Prof. Bonus +2
Hydra, 5 to 12 Headed
Huge monstrosity, Neutral STR 7 (-2) INT 8 (-1)
Armor Class 14 DEX 15 (+2) WIS 7 (-2)
Hit Points 22-54 (5d8 to 12d8) Hit Dice 5 to 12 CON 9 (-1) CHA 8 (-1)
Speed Normal, swim (normal) Prof. Bonus +3, +4
Savings Throws Physical (+2)
STR 20 (+5) INT 2 (-4) Senses darkvision, passive perception 8
DEX 12 (+1) WIS 10 (+0) Languages Draconic
CON 20 (+5) CHA 7 (-2) Challenge 1/4 (5 XP)

Savings Throws Physical (+3 to +4)


Senses passive perception 10 Kobolds are subterranean, vaguely goblin-like
Languages Common humanoids.
Challenge 7 to 14 (290 to 1,150 XP) Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attack rolls, as well as on Wisdom
checks that rely on sight.
Hydrae are great lizard-like or snake-like creatures with
multiple heads. Actions
Dagger. Melee Weapon Attack: +1 to hit, reach 5 ft., one
Actions target. Hit: 3 (1d4) piercing damage.
Multiattack. The hydra makes as many bite attacks as it Sling. Ranged Weapon Attack: +1 to hit, range Near, one
has heads. target. Hit:3  (1d4) bludgeoning damage.
Bite. Melee Weapon Attack: +5 to +12 to hit, reach 10 ft.,
one target. Hit: 3 (1d6) piercing damage.

123

Lich
Lammasu Medium undead, Chaotic
Large monstrosity, Lawful Armor Class 19
Armor Class 13 Hit Points 54 - 81 (12d8 to 18d8) Hit Dice 12 to 18
Hit Points 39 (6d8+12) Hit Dice 6+2 Speed Fast, fly (fast) Prof. Bonus +5 to +7
Speed Normal, fly (fast) Prof. Bonus +4
STR 21 (+5) INT 16 (+3) STR 11 (+0) INT 20 (+5)
DEX 10 (+0) WIS 17 (+3) DEX 16 (+3) WIS 14 (+2)
CON 17 (+3) CHA 14 (+2) CON 16 (+3) CHA 16 (+3)
Savings Throws Physical, Mental (+4) Savings Throws Mental (+5 to +7)
Senses passive perception 19 Senses darkvision, passive perception 19
Languages Common, Draconic, Celestial & More Languages Common, plus up to 5 other languages
Challenge 9 (500 XP) Challenge 15 to 21 (1,300 to 3,000 XP)

Lammasu are akin to angels; they are human-headed, Liches are the undead remnants of wizards, either made
winged lions that often serve as temple guardians and undead by their own deliberate acts during life, or as the
agents of divine Law. Lammasu tend to be defenders of result of other magical forces (possibly including their
Law, temples, and cizilization rather than being active own magics gone awry). 
against the forces of Chaos. If the need arises, of Spells. A lich has the same number of hit dice as the
course, a lammasu is quite capable of taking the original Magic-User and the same spell-casting powers. 
offensive against threats to its wards – but because they Lich Touch. A lich’s touch causes paralysis with no
are often pledged to guard particular places, people, or saving throw.
objects, they will often engage other servants of Law to Fear.  The very sight of one of these dread creatures
pursue such threats. This being the case, a high level causes any being of 4 HD or below to flee in abject
party of Lawful characters might very well be contacted terror. 
by a lammasu with a request for assistance. The lammasu Liches are highly intelligent and totally malign.
are usually generous with their rewards to those who are
effective allies in the battle against Chaos. Actions
Paralyzing Touch. Melee Spell Attack: +12 to +18 to hit,
Spells & Powers. Lammasu are able to 1) become reach 5 ft., one creature. Hit: 5 (1d10) cold damage +
invisible; 2) Dimension Door; 3) use Cleric spells as if they paralyzed. 
were of 6th-level Cleric status; and 4) continually
emanate a Protection From Evil, Near Radius. They speak all
human languages which are lawful or neutral in nature.

Actions
Multiattack. The lammasu makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 3 (1d6) slashing damage.

124

Lion Lizardman
Large beast, Neutral Medium humanoid, Chaotic
Armor Class 13 Armor Class 14
Hit Points 22 (5d8) Hit Dice 5 Hit Points 11 (2d8+2) Hit Dice 2+1
Speed Fast Prof. Bonus +3 Speed Normal, swim (normal) Prof. Bonus +2

STR 17 (+3) INT 3 (-4) STR 15 (+2) INT 7 (-2)


DEX 14 (+2) WIS 12 (+1) DEX 10 (+0) WIS 12 (+1)
CON 13 (+1) CHA 8 (-1) CON 13 (+1) CHA 7 (-2)
Savings Throws Physical (+3) Savings Throws Physical (+2)
Senses passive perception 13 Senses darkvision, passive perception 11
Languages - Languages Lizardfolk
Challenge 5 (180 XP) Challenge 2 (45 XP)

The first lion encountered will be male; all the rest in the Lizardmen are reptilian humanoids, both male and
encounter will be lionesses. female, usually living in tribal villages in the depths of
fetid swamps. Some can hold their breath for long
durations (an hour or more), while others can actually
Actions breathe underwater.
Multiattack. Lions make two claw attacks and one bite
attack. 
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Actions
target. Hit: 5 (1d10) piercing damage. Multiattack. The lizardfolk makes three melee attacks,
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one two claws and one bite or can make one weapon attack. 
target. Hit: 2 (1d3) slashing damage. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d3) slashing damage.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Lizard, Giant target. Hit: 4 (1d8) piercing damage.
Heavy Club. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Large beast, Neutral
one target. Hit: 4 (1d8) bludgeoning damage.
Armor Class 14
Hit Points 13 (3d8) Hit Dice 3
Speed Normal, climb (normal) Prof. Bonus +2
STR 15 (+2) INT 2 (-4)
DEX 12 (+1) WIS 10 (+0)
CON 13 (+1) CHA 5 (-3)
Savings Throws Physical (+2)
Senses passive perception 10
Languages -
Challenge 3 (70 XP)

Giant lizards (the ones described here, in any case) are


about 4ft tall at the shoulder (not quite large enough to
ride). Larger specimens could certainly be found –
perhaps they continue to grow throughout their long
lives, leading to giant lizards of close to saurian
dimensions.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (2d4) piercing damage.

125

Lycanthrope, Werebear Lycanthrope, Wereboar


Medium humanoid, Chaotic Medium humanoid, Chaotic
Armor Class 14 Armor Class 14
Hit Points 27 (6d8) Hit Dice 6 Hit Points 18 (4d8) Hit Dice 4
Speed Normal (Fast in bear form) Prof. Bonus +3 Speed Normal (Fast in boar form) Prof. Bonus +2

STR 19 (+4) INT 11 (+0) STR 17 (+3) INT 10 (+0)


DEX 10 (+0) WIS 12 (+1) DEX 10 (+0) WIS 11 (+0)
CON 17 (+3) CHA 12 (+1) CON 15 (+2) CHA 8 (-1)
Savings Throws Physical (+3) Savings Throws Physical (+2)
Senses passive perception 15 Senses passive perception 14
Languages Common (can't speak in bear form) Languages Common (can't speak in boar form)
Challenge 8 (390 XP) Challenge 6 (230 XP)

Werebears are often found in temperate forests.  Wereboars are often found in the remote wilderness.
Immune. They cannot be hit by normal weapons: only They can take the form of a boar, a human, or a boar-
silver and magical weapons affect them.  like biped.
Curse of Lycanthropy. If anyone is attacked and Immune. They cannot be hit by normal weapons: only
brought below 50% hit points by a lycanthrope, the silver and magical weapons affect them. 
person will become a lycanthrope himself. Curse of Lycanthropy. If anyone is attacked and
brought below 50% hit points by a lycanthrope, the
Actions person will become a lycanthrope himself.
Multiattack. A werebear makes two claw and one bite
attack.  Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (2d4) piercing damage. target. Hit: 7 (2d6) piercing damage.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 2 (1d3) slashing
damage.
Hug. On an attack roll of 18+ (natural roll) with both its
claws, the werebear grabs its victim and hugs it for an
additional 2d8 points of damage.

126

Lycanthrope, Wererat Weretigers are often found in tropical cities and ancient
Medium humanoid, Chaotic jungle ruins, but will appear in more temperate climates
Armor Class 13 as well, if tigers live in the surrounding wilderness. These
Hit Points 13 (3d8) Hit Dice 3 lycanthropes can assume the form of a tiger, a human,
Speed Normal (Fast in rat form) Prof. Bonus +2 or a bipedal, tiger-like hybrid of the two forms.
Immune. They cannot be hit by normal weapons: only
STR 10 (+0) INT 11 (+0)
silver and magical weapons affect them. 
DEX 15 (+2) WIS 10 (+0)
Curse of Lycanthropy. If anyone is attacked and
CON 12 (+1) CHA 8 (-1)
brought below 50% hit points by a lycanthrope, the
Savings Throws Physical (+2) person will become a lycanthrope himself.
Senses darkvision, passive perception 14
Languages Common (can't speak in rat form) Actions
Challenge 4 (110 XP) Multiattack. A weretiger makes two claw and one bite
attack. 
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Wererats are often found in cities, lurking in shadowy target. Hit: 5 (1d10) piercing damage.
alleyways.  Claw (Tiger or Hybrid Form Only). Melee Weapon
Rat Control. Wererats can control rats.  Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4)
Stealth.  Wererats are extremely stealthy, rolling with slashing damage.
advantage on any surprise, stealth, or hiding checks.
Immune. They cannot be hit by normal weapons: only Lycanthrope, Werewolf
silver and magical weapons affect them. 
Medium humanoid, Chaotic
Curse of Lycanthropy. If anyone is attacked and
Armor Class 14
brought below 50% hit points by a lycanthrope, the
Hit Points 18 (4d8) Hit Dice 4
person will become a lycanthrope himself.
Speed Normal (Fast in wolf form) Prof. Bonus +2
Actions STR 15 (+2) INT 10 (+0)
Multiattack. The wererat makes two attacks, only one of DEX 13 (+1) WIS 11 (+0)
which can be a bite. CON 14 (+2) CHA 10 (+0)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 2 (1d3) piercing damage. Savings Throws Physical (+2)
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one Senses darkvision, passive perception 14
target. Hit: 4 (1d6) piercing damage. Languages Common (can't speak in rat form)
Challenge 4 (110 XP)

Lycanthrope, Weretiger Werewolves are the traditional Lycanthropes seen in


Medium humanoid, Chaotic horror movies. They can turn into a wolf or into a wolf-
Armor Class 14 man. 
Hit Points 27 (6d8) Hit Dice 6 Immune. They cannot be hit by normal weapons: only
Speed Normal (Fast in tiger form) Prof. Bonus +3 silver and magical weapons affect them. 
Curse of Lycanthropy. If anyone is attacked and
STR 17 (+3) INT 10 (+0) brought below 50% hit points by a lycanthrope, the
DEX 15 (+2) WIS 13 (+1) person will become a lycanthrope himself.
CON 16 (+3) CHA 11 (+0) Weakness. Wolvesbane keeps them at bay. 
Savings Throws Physical (+3)
Senses passive perception 15 Actions
Languages Common (can't speak in tiger form) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Challenge 7 (290 XP) target. Hit: 5 (2d4) piercing damage.

127

Manticore Mammoths are huge, shaggy precursors to elephants,


larger and more feral, with great, curving tusks. They
Large monstrosity, Chaotic
might be trained as mounts by snow-barbarians. If a lone
Armor Class 10
mammoth is encountered, there is a 50% chance that it is
Hit Points 33 (6d8+6) Hit Dice 6+1
sick or old (no more than 4hp per HD) and a 50%
Speed Normal, fly (fast) Prof. Bonus +3
chance that it is a young bull (no fewer than 4hp per
STR 17 (+3) INT 7 (-2) HD).
DEX 16 (+3) WIS 12 (+1)
CON 17 (+3) CHA 8 (-1) Actions
Multiattack. Mastadon make one gore attack and one
Savings Throws Physical (+3) stomp attack. 
Senses darkvision, passive perception 11 Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Languages Common target. Hit: 10 (3d6) piercing damage.
Challenge 8 (390 XP) Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft. Hit: 7
(2d6) bludgeoning damage.

This horrid monster has bat wings, the face of a feral


human, the body of a lion, and a tail tipped with 24 iron
spikes. The manticore can hurl up to 6 of the iron spikes
from its tail per round, at a maximum range of Far. Medusa
Medium monstrosity, Chaotic
Actions Armor Class 11
Multiattack. The manticore makes three to eight attacks Hit Points 18 (4d8) Hit Dice 4
each round: one with its bite and two with its claws and Speed Normal Prof. Bonus +2
1d6 tail spikes (up to 24 spikes, spikes regrow after a
STR 10 (+0) INT 12 (+1)
Long Rest).
DEX 15 (+2) WIS 13 (+1)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
CON 16 (+3) CHA 15 (+2)
target. Hit: 4 (1d8) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 2 (1d3) slashing damage.
Savings Throws Physical (+2)
Tail Spike. Ranged Weapon Attack: +6 to hit, range Near,
Senses darkvision, passive perception 14
one target. Hit: 3 (1d6) piercing damage.
Languages Common
Challenge 6 (230 XP)
Mastadon
Huge beast, Neutral
Armor Class 14 The terrifying medusa has a female face but hair of
Hit Points 54 (12d8) Hit Dice 12 writhing snakes; it has no legs, but the body of a serpent.
Speed Fast Prof. Bonus +5 Gaze Turns to Stone. Avoiding the gaze of a medusa
requires an EASY (DC 8) WIS saving throw. On a fail
STR 24 (+7) INT 3 (-4) the target turns to stone in 1d4 rounds. Medusa are
DEX 9 (-1) WIS 11 (+0) subject to effects of their own gaze like basilisk. 
CON 21 (+5) CHA 6 (-2) Poison. Those bitten must make a EASY (DC 8) CON
Savings Throws Physical (+5) saving throw or the poison drops them to 0 HP, see
Senses passive perception 10 Death Saves. 
Languages -
Challenge 13 (1,000 XP) Actions
Multiattack. The medusa makes two attacks, one with its
bite and one with its gaze. 
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d10) piercing damage plus Poison (see
above).

128

Merman
Medium humanoid, Neutral Mummy
Armor Class 12 Medium undead, Chaotic
Hit Points 4 (1d8) Hit Dice 1 Armor Class 10
Speed Normal, swim (fast) Prof. Bonus +2 Hit Points 27 (5d8+5) Hit Dice 5+1
STR 10 (+0) INT 11 (+0) Speed Slow Prof. Bonus +3
DEX 13 (+1) WIS 11 (+0)
CON 12 (+1) CHA 12 (+1) STR 16 (+3) INT 6 (-2)
DEX 8 (-1) WIS 10 (+0)
Savings Throws none CON 15 (+2) CHA 12 (+1)
Senses darkvision, passive perception 10
Languages Aquan Savings Throws Physical (+3)
Challenge 1 (20 XP) Senses darkvision, passive perception 10
Languages The languages it knew in life
Challenge 7 (290 XP)
Mermen have the torso of a human and the lower body
of a fish. Although the race is called “mermen,” there
are female members as well. Mummified kings, pharaohs, priests, or sorcerers might
Breath water.  be considerably more powerful than normal mummies.
Immune. Mummies cannot be hit by normal weapons,
Actions and even magical weapons cause only half damage.
Mummy Rot. In addition to normal damage, their touch
Spear. Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft.
also inflicts a rotting disease which prevents magical
or range Near., one target. Hit: 3 (1d6) piercing damage. 
healing and causes wounds to heal at one-tenth of the
normal rate. A Cure Disease spell can increase healing rate
Minotaur to one-half normal, but a Remove Curse spell is required
to completely lift the mummy’s curse.
Large monstrosity, Chaotic
Armor Class 14
Hit Points 27 (6d8) Hit Dice 6 Actions
Speed Fast Prof. Bonus +3 Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d12) bludgeoning damage.
STR 18 (+4) INT 6 (-2)
DEX 11 (+0) WIS 16 (+3)
CON 16 (+3) CHA 9 (-1)
Savings Throws Physical (+3)
Senses darkvision, passive perception 17
Languages Abyssal
Challenge 6 (230 XP)

The minotaur is a man-eating predator, with the head of


a bull and the body of a massive human, covered in
shaggy hair. Most are not particularly intelligent.
Special: Never get lost in labyrinths.

Actions
Multiattack. Minotaur make 3 attacks each round, 1
weapon, 1 gore and 1 bite. 
Battle Axe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 4 (1d8) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (2d4) piercing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 2 (1d3) piercing damage.
129

Ochre Jelly
Large ooze, Neutral
Nixie Armor Class 11
Small fey, Neutral Hit Points 22 (5d8) Hit Dice 5
Armor Class 12 Speed Slow, climb (slow) Prof. Bonus +3
Hit Points 2 (1d4) Hit Dice 1/2
Speed Normal Prof. Bonus +2 STR 15 (+2) INT 2 (-4)
DEX 6 (-2) WIS 6 (-2)
STR 6 (-2) INT 12 (+1) CON 14 (+2) CHA 1 (-5)
DEX 17 (+3) WIS 16 (+3)
CON 9 (-1) CHA 17 (+3) Savings Throws Physical (+3)
Senses blindsight, passive perception 8
Savings Throws Mental (+2) Languages -
Senses passive perception 17 Challenge 6 (230 XP)
Languages Aquan, Sylvan
Challenge 1 (20 XP)
Ochre jellies are amorphous oozes that damage
opponents with their acidic surface. They dissolve any
Nixies are weak water fey creatures.  adventurers they kill, making a raise dead spell
Charm. One in ten of them has the power to cast a impossible. The creature divides if struck with lightning
powerful charm person (disadvantage penalty to EASY (each with half the monster’s existing hit points).
(DC 8) CHA saving throw) that causes the victim to walk
into the water and join the nixies as their slave for a year. Actions
Casting dispel magic against the curse has only a 75% Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft.,
chance of success, and once the victim is actually in the one target. Hit: 7 (2d6) bludgeoning damage.
water the chance drops to 25%. Nixies are ordinarily
friendly, but they are highly capricious.

Actions Ogre
Small Sword. Melee Weapon Attack: +1 to hit, reach 5 ft., Large giant, Chaotic
one target. Hit: 2 (1d4) piercing damage. Armor Class 10
Hit Points 22 (4d8+4) Hit Dice 4+1
Speed Fast Prof. Bonus +2

STR 19 (+4) INT 5 (-3)


DEX 8 (-1) WIS 7 (-2)
CON 16 (+3) CHA 7 (-2)
Savings Throws Physical (+2)
Senses darkvision, passive perception 8
Languages Giant
Challenge 4 (110 XP)

Ogres are normally quite stupid, but more intelligent


versions might be encountered here and there.

Actions
Greatclub. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 5 (1d10) bludgeoning damage.
Large Spear. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range Far., one target. Hit: 5 (1d10) piercing
damage.

130

Orcs are stupid, brutish humanoids that gather in tribes


Ogre Mage of hundreds.  Occasionally, war-bands or even entire
Large giant, Chaotic
tribes of orcs issue forth from their caverns to raid and
Armor Class 15
pillage by night. Orcish leaders are great brutes with
Hit Points 42 (5d8+20) Hit Dice 5+4
additional hit dice, and magic-using shamans may also be
Speed Fast Prof. Bonus +3
found in the larger tribes. Orcish tribes hate each other,
and will fight savagely unless restrained by a powerful
STR 19 (+4) INT 5 (-3)
and feared commander, such as a Chaotic high priest or
DEX 8 (-1) WIS 7 (-2)
an evil sorcerer.
CON 16 (+3) CHA 7 (-2)
Sunlight Sensitivity. While in sunlight, Orcs have
Savings Throws Physical (+3) disadvantage on attack rolls, as well as on Wisdom
Senses darkvision, passive perception 8 checks that rely on sight.
Languages Common, Giant
Challenge 7 (290 XP) Actions
Axe. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 3 (1d6) slashing damage.
Magic. The ogre mage is an ogre with magic powers, Spear. Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft.
based on Japanese legend. An ogre mage can fly, turn or range Near., one target. Hit: 3 (1d6) piercing damage.
invisible (per the spell), create a 10-foot-radius circle of
magical darkness, change into human form, cast Sleep
and Charm Person once per day, and cast a Cone of Frost
with a range of Near, causing 8d6 damage to any caught
within (NORMAL DEX saving throw applies). 

Actions
Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d12) slashing damage.

Orc
Medium humanoid, Chaotic
Armor Class 13 (hide armor)
Hit Points 4 (1d8) Hit Dice 1
Speed Normal Prof. Bonus +2

STR 16 (+3) INT 7 (-2)


DEX 12 (+1) WIS 11 (+0)
CON 16 (+3) CHA 10 (+0)
Savings Throws Physical (+2)
Senses darkvision, passive perception 10
Languages Orc
Challenge 1 (20 XP)

131

Owlbear Phase Spider


Large monstrosity, Chaotic Large monstrosity, Neutral
Armor Class 14 Armor Class 13
Hit Points 27 (5d8+5) Hit Dice 5+1 Hit Points 13 (2d8+4) Hit Dice 2+2
Speed Fast Prof. Bonus +3 Speed Normal, climb (normal) Prof. Bonus +2
STR 20 (+5) INT 3 (-4)
STR 15 (+2) INT 6(-2)
DEX 12 (+1) WIS 12 (+1)
DEX 15 (+2) WIS 10 (+0)
CON 17 (+3) CHA 7 (-2)
CON 12 (+1) CHA 6 (-2)
Savings Throws Physical (+3)
Savings Throws Physical (+2)
Senses darkvision, passive perception 13
Senses darkvision, passive perception 10
Languages -
Languages -
Challenge 5 (180 XP)
Challenge 6 (230 XP)

Owlbears have the body of a bear, but the beak of an


Phase spiders can shift out of phase with their
owl (with some feathers on the head and places on the
surroundings (so they can be attacked only be ethereal
body as well). 
creatures), only to come back into phase later for an
Hug. On an attack roll of 18+ (natural roll), the owlbear
attack.
grabs its victim and hugs it for an additional 2d8 points
Dimension Phasing. Phase spiders can phase in and out
of damage.
of the material plane. 
Lethal Poison. When bit make an EASY CON saving
Actions throw, on a fail drop to 0 hit points.
Multiattack. The owlbear makes three attacks: one with
its bite and two with its claws.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 6 (1d12) piercing damage.
creature. Hit: 7 (1d6) piercing damage and poison. 
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 3 (1d6) slashing damage.

Pegasus
Large celestial, Lawful
Armor Class 10
Hit Points 22 (4d8) Hit Dice 4
Speed Fast, fly (fast) Prof. Bonus +3
STR 18 (+4) INT 10 (+0)
DEX 15 (+2) WIS 15 (+2)
CON 16 (+3) CHA 13 (+1)
Savings Throws Physical (+3)
Senses darkvision, passive perception 16
Languages understands Common but can't speak
Challenge 5 (180 XP)

Pegasi are winged horses. Most have feathered wings, but


some might have bat wings and some might be evil—at
the Referee’s discretion.

Actions
Multiattack. Pegasi make two attacks with their hooves. 
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d8) bludgeoning damage. 132

Pixie
Tiny fey, Neutral
Armor Class 14
Hit Points 3 (1d6) Hit Dice 1/2 Purple Worm
Speed Normal, fly (fast) Prof. Bonus +2 Gargantuan monstrosity, Neutral
STR 2 (-4) INT 10 (+0) Armor Class 13
DEX 20 (+5) WIS 14 (+2) Hit Points 67 (15d8) Hit Dice 15
CON 8 (-1) CHA 15 (+2) Speed Fast, burrow (normal) Prof. Bonus +6

Savings Throws Mental (+2) STR 28 (+9) INT 1 (-5)


Senses passive perception 14 DEX 7 (-2) WIS 8 (-1)
Languages Sylvan CON 22 (+6) CHA 4 (-3)
Challenge 2 (45 XP)
Savings Throws Physical (+6)
Senses darkvision, tremorsense, passive perception 9
Pixies are nasty, treacherous creatures of the fey, Languages -
resembling small, winged people.  Challenge 17 (1,800 XP)
Invisibility. They are naturally invisible, and do not
become visible when they attack. After one round of
attacks, the general location of the pixies may be Purple worms are massive annelids that grow 40 ft and
discerned while they keep fighting, and they may thus be more in length, and sometimes exceed ten feet in width.
attacked (although with disadvantage to the attacker’s die
They are subterranean, chewing tunnels in rock (or
rolls to hit them).  through sand, in deserts, where they are a tan color).
There may certainly be similar fairies that are more Aquatic versions of the purple worm might also exist.
powerful than ordinary pixies – these might have arrows Swallow Whole. These beasts swallow their prey whole
that cause sleep, and attack with a advantage when using on a roll 4 higher than the needed number (natural).
arrows. They can swallow anything the size of a horse or smaller.
Poison Sting. The poison injected by the stinger is lethal
Actions if the victim fails a HARD (DC 16) CON saving
Dagger. Melee Weapon Attack: +1 to hit, one target. Hit: throw, dropping the target to 0 hit points (see Death
2 (1d4) piercing damage. Saves in the Rulebook).

Actions
Multiattack. The worm makes two attacks: one with its
bite and one with its stinger.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one
target. Hit: 13 (2d12) piercing damage.
Stinger. Melee Weapon Attack: +15 to hit, reach 10 ft., one
creature. Hit: 4 (1d8) piercing damage and see Poison
Sting above. 

133

Rat, Giant
Small beast, Neutral
Armor Class 12
Hit Points 2 (1d4) Hit Dice 1/2
Speed Normal Prof. Bonus +2
STR 7 (-2) INT 2 (-4)
DEX 15 (+2) WIS 10 (+0)
CON 11 (+0) CHA 7 (-2)
Savings Throws None
Senses darkvision, passive perception 10
Languages -
Challenge 1/2 (10 XP)

Giant rats are often found in dungeons, and are about


the size of a cat, or perhaps a lynx. The bite of some (1
in 20) giant rats causes disease. A saving throw (EASY
CON) is allowed. The effects of the disease are decided
by the Referee.

Actions Rust Monster


Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one Medium monstrosity, Neutral
target. Hit: 2 (1d3) piercing damage. Armor Class 10
Hit Points 4 (1d8) Hit Dice 1
Speed Fast Prof. Bonus +2
Roc
Gargantuan monstrosity, Neutral STR 13 (+1) INT 2 (-4)
Armor Class 15 DEX 12 (+1) WIS 13 (+1)
Hit Points 54 (12d8) Hit Dice 12 CON 13 (+1) CHA 6 (-2)
Speed Normal, fly (fast) Prof. Bonus +5
STR 28 (+9) INT 3 (-4) Savings Throws Physical (+2)
DEX 10 (+0) WIS 10 (+0) Senses darkvision, passive perception 11
CON 20 (+5) CHA 9 (-1) Languages -
Challenge 5 (180 XP)
Savings Throws Physical (+5)
Senses darkvision, passive perception 10
Languages - These bizarre creatures are about man-size, and look
Challenge 13 (1,000 XP) vaguely like an armadillo; they have armored hide, two
antennae, and a long tail with a flanged growth at the
end. Rust monsters do not attack people – they turn
Rocs are the mythological great birds of legend, large metal into rust and eat the rust – but they just can’t resist
enough to prey upon elephants. They can be trained as trying to eat delicious foods like swords and plate mail,
fledglings to serve as steeds, so roc eggs or fledglings even if they are being attacked. 
would be a prize indeed, worth great sums of gold. Rocs Rust. A hit from a rust monster’s antennae causes metal
might grow as large as 18 HD, with commensurately to rust into pieces, and the same is true for metal objects
increased statistics. striking the rust monster’s body. Magical metal has a 10%
cumulative chance to avoid rusting per +1 bonus of the
Actions armor or weapon.
Multiattack. The roc makes three attacks: one with its
beak and two with its talons. Actions
Beak. Melee Weapon Attack: +12 to hit, reach 10 ft., one Antennae. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 10 (3d6) piercing damage. target. Hit: Rust. see above. 
Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 7 (2d6) slashing damage.  134

Salamanders cannot be enslaved in the same manner


Sabre-tooth Tiger djinn and efreet might be.
Large beast, Neutral
Armor Class 13 Actions
Hit Points 31 (7d8) Hit Dice 7 Multiattack. The salamander makes two attacks: one
Speed Fast Prof. Bonus +3 with its spear and one with its tail.
STR 18 (+4) INT 3 (-4) Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5
DEX 14 (+2) WIS 12 (+1) ft. or range 20 ft./60 ft., one target. Hit: 3 (1d6) piercing
CON 15 (+2) CHA 8 (-1) damage plus 3 (1d6) fire damage.
Tail Constrict. Melee Weapon Attack: +7 to hit, reach 10
Savings Throws Physical (+3) ft., one target. Hit: 11 (2d8) bludgeoning damage plus 3
Senses passive perception 13 (1d6) fire damage, and the target is grappled.
Languages -
Challenge 8 (390 XP)

Sabre-tooth tigers are larger than normal tigers and have


huge, curving, front fangs. 
Rear Claws. If they hit with both fore claws, they can Scorpion, Giant
pull up to rake with their rear claws (2 additional attacks). Large beast, Neutral
Armor Class 16
Actions Hit Points 27 (6d8) Hit Dice 6
Multiattack. Saber-tooth tigers make two claw attack Speed Fast Prof. Bonus +3
and one bite attack. 
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one STR 15 (+2) INT 1 (-5)
target. Hit: 7 (2d6) piercing damage. DEX 13 (+1) WIS 9 (-1)
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one CON 15 (+2) CHA 3 (-4)
target. Hit: 3 (1d4) slashing damage.
Savings Throws Physical (+3)
Senses blindsight, passive perception 9
Salamander Languages -
Large elemental, Chaotic Challenge 8 (390 XP)
Armor Class 14
Hit Points 31 (7d8) Hit Dice 7
Speed Normal Prof. Bonus +3 Giant scorpions are the size of a human being, and are
very aggressive.
STR 18 (+4) INT 11 (+0)
Poison. On a successful sting the target must make a
DEX 14 (+2) WIS 10 (+0)
NORMAL (DC 12) CON saving throw or drop to 0 hit
CON 15 (+2) CHA 12 (+1)
points. 
Savings Throws Physical (+3)
Senses passive perception 10
Languages Ignan Actions
Challenge 8 (390 XP) Multiattack. The scorpion makes three attacks: two with
its claws and one with its sting.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Salamanders are intelligent creatures of the elemental target. Hit: 5 (1d10) bludgeoning damage.
planes of fire. They have the upper body of a human Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one
and the lower body of a snake, and give off tremendous, creature. Hit: 2 (1d4) piercing damage and poison. 
intense heat. 
The very touch of a salamander deals 1d6 hit points of
fire damage, and they wrap their tails around foes to
cause an additional 2d8 points of crushing damage per
round as the victim writhes in the deadly heat of the
serpentine coils. 

135

Sea Monster
Gargantuan monstrosity, Neutral Human sergeants are normally found in command of
Armor Class 17 1d6+5 human soldiers. These are the leaders of city
Hit Points 135 (30d8) Hit Dice 30 guard units and other small military groups.
Speed swim (fast) Prof. Bonus +9
Actions
STR 28 (+9) INT 3 (-4) Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
DEX 18 (+4) WIS 8 (-1) target. Hit: 4 (1d8) slashing damage.
CON 25 (+7) CHA 7 (-2)
Savings Throws Physical, Mental (+9)
Senses blindsight, passive perception 16
Languages -
Challenge 30 (15,500 XP)
Shadow
Medium undead, Chaotic
Sea monsters generally resemble bizarre fish, long- Armor Class 12
necked monsters with seal-like bodies, or massive eels, Hit Points 13 (3d8) Hit Dice 3
although virtually all have a hide of incredibly tough Speed Fast Prof. Bonus +2
scales. In general, their appearance is quite varied, for
there does not appear to be a particular “species” of sea STR 6 (-2) INT 6 (-2)
monster.  DEX 14 (+2) WIS 10 (+0)
Swallow Whole. Sea monsters swallow their prey whole, CON 13 (+1) CHA 8 (-1)
like sea serpents: if the attack roll is 4 over the required Savings Throws Mental (+2)
number (or a natural 20), the victim is swallowed, will die Senses darkvision, passive perception 10
in an hour, and will be fully digested within a day.  Languages -
Sea monsters are not generally venomous. They are Challenge 4 (110 XP)
generally encountered underwater; unlike sea serpents,
they seldom venture to the surface.
Shadows are undead creatures: they are immune to Sleep
Actions and Charm, but the Referee may decide whether they are
Multiattack. Sea Monsters make two attacks: one with undead creatures subject to turning or whether they are
its bite and one with its tail. some horrible “other” thing: a manifestation, perhaps, or
Bite. Melee Weapon Attack: +30 to hit, reach 20 ft., one a creature from another dimension (or gaps in the
target. Hit: 22 (4d10) piercing damage. dimensions). Shadows are dark and resemble actual
Tail. Melee Weapon Attack: +30 to hit, reach 20 ft., one shadows, though they may be even darker in coloration. 
target. Hit: 22 (4d10) bludgeoning damage. Immune to nonmagical weapons. They are not
corporeal, and can only be harmed with magical
weapons or by spells. 
Sergeant-at-Arms Chill Touch. Their chill touch drains one point of
Medium humanoid, Neutral Strength with a successful hit, and if a victim is brought
Armor Class 14 (chain mail) to a Strength attribute of 0, he or she is transformed into
Hit Points 13 (3d8) Hit Dice 3 a new shadow. If the person does not come to such a
Speed Normal Prof. Bonus +2 dark ending, then Strength points return after 90
minutes.
STR 16 (+3) INT 10 (+0)
DEX 12 (+1) WIS 10 (+0)
CON 14 (+2) CHA 10 (+0) Actions
Chill Touch. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Savings Throws Physical (+2) one creature. Hit: see Chill Touch (above). 
Senses passive perception 10
Languages Common
Challenge 3 (70 XP)

136

Skeleton Snake, Giant Constrictor


Medium undead, Chaotic Large beast, Neutral
Armor Class 11 (or 12 with shield) Armor Class 14
Hit Points 2 (1d4) Hit Dice 1/2 Hit Points 27 (6d8) Hit Dice 6
Speed Normal Prof. Bonus +2 Speed Normal, swim (normal) Prof. Bonus +3
STR 10 (+0) INT 6 (-2)
DEX 14 (+2) WIS 8 (-1) STR 19 (+4) INT 1 (-5)
CON 15 (+2) CHA 5 (-3) DEX 14 (+2) WIS 10 (+0)
CON 13 (+1) CHA 3 (-4)
Savings Throws Physical (+2)
Senses darkvision, passive perception 9 Savings Throws Physical (+3)
Languages - Senses blindsight, passive perception 12
Challenge 1/4 (5 XP) Languages -
Challenge 7 (290 XP)

Skeletons are animated bones of the dead, usually under


the control of some evil master. Giant constrictors are twenty to thirty feet long.
Immune to sleep and charm spells.  Constrict. The constrictors do automatic constriction
damage after hitting, and may also manage to pinion an
arm or leg (1 in 6 chance).
Actions
Sword. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 3 (1d6) piercing damage. Actions
Shortbow. Ranged Weapon Attack: +1 to hit, range Far, Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
one target. Hit: 3 (1d6) piercing damage. target. Hit: 3 (1d6) piercing damage. 
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit:5 (2d4) bludgeoning damage.
Slug, Giant
Large monstrosity, Neutral
Armor Class 11
Hit Points 54 (12d8) Hit Dice 12
Speed Slow, climb (slow) Prof. Bonus +5
STR 14 (+2) INT 1 (-5)
DEX 13 (+1) WIS 12 (+1)
CON 16 (+3) CHA 5 (-3)
Savings Throws Physical (+5)
Senses darkvision, passive perception 13
Languages -
Challenge 13 (1,000 XP)

These tremendously large masses of slimy, rubbery flesh


are completely immune to blunt weapons. 
Saliva. In addition to their powerful bite,giant slugs can
spit their acidic saliva at one target at a time. The base
range for spitting is 60 feet, and the victim must make a
HARD DEX saving throw, on a fail taking 6d6 damage,
and half that on a success. 
Some giant slugs might have more or less virulent acidity,
thus changing the damage inflicted.

Actions
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage.
137

Snake, Giant Viper Spectre


Medium beast, Neutral Medium undead, Chaotic
Armor Class 14 Armor Class 17
Hit Points 18 (4d8) Hit Dice 4 Hit Points 27 (6d8) Hit Dice 6
Speed Normal, swim (normal) Prof. Bonus +3 Speed fly (fast, hover) Prof. Bonus +3
STR 10 (+0) INT 2 (-4)
DEX 18 (+4) WIS 10 (+0) STR 1 (-5) INT 10 (+0)
CON 13 (+1) CHA 3 (-4) DEX 14 (+2) WIS 10 (+0)
CON 11 (+0) CHA 11 (+0)
Savings Throws Physical (+3)
Senses passive perception 10 Savings Throws Mental (+3)
Languages - Senses darkvision, passive perception 10
Challenge 6 (230 XP) Languages Understand all the languages it knew in life,
but cannot speak
Challenge 9 (500 XP)
Giant vipers are about ten feet long.
Poison. The bite of a giant viper causes the target to
drop to 0 hit points on a failed NORMAL (DC 12) Spectres are wraith-like undead creatures without
CON Save.  corporeal bodies.
Immune to non-magical weapons. Only magical
weapons can damage a spectre.
Actions Energy Drain. When a spectre hits an opponent, with
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one either hand or weapon, the touch drains two levels from
target. Hit: 2 (1d3) piercing damage and poison.  the victim. Any being killed (or drained below level 0) by
a spectre becomes a spectre as well, a pitiful thrall to its
creator.
Mount. In some cases, these terrifying creatures may be
Soldier mounted upon living beasts, if the beasts have been
Medium humanoid, any alignment trained to tolerate proximity to the undead. 
Armor Class 12 (leather armor)
Hit Points 4 (1d8) Hit Dice 1 Actions
Speed Normal Prof. Bonus +2 Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
STR 12 (+1) INT 10 (+0) creature. Hit: see Energy Drain above. 
DEX 10 (+0) WIS 10 (+0)
CON 12 (+1) CHA 10 (+0)
Savings Throws Physical (+2)
Senses passive perception 10
Languages Common
Challenge 1 (20XP)

Human soldiers serve as city guardsmen, mercenaries,


and men-at-arms. They are generally armed with leather
armor and a mace, sword, or spear.

Actions
Sword. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 4 (1d8) slashing damage.
Mace. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 3 (1d6) slashing damage.
Spear. Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 3 (1d6) piercing
damage.

138

Spider, Giant Stirge


Large beast, Neutral Tiny beast, Neutral
Armor Class 15 Armor Class 12
Hit Points 26 (4d8+8) Hit Dice 4+2 Hit Points 5 (1d8+1) Hit Dice 1+1
Speed Normal, climb (normal) Prof. Bonus +3 Speed Normal, fly (fast) Prof. Bonus +2
STR 14 (+2) INT 2 (-4)
DEX 16 (+3) WIS 11 (+0) STR 4 (-3) INT 2 (-4)
CON 12 (+1) CHA 4 (-4) DEX 16 (+3) WIS 8 (-1)
CON 11 (+0) CHA 4 (-2)
Savings Throws Physical (+3)
Senses passive perception 10 Savings Throws Physical (+2)
Languages - Senses darkvision, passive perception 9
Challenge 7 (290 XP) Languages -
Challenge 2 (45 XP)

Giant spiders are aggressive hunters.


Web. The greater giant spiders are all web builders. Webs Resembling small, feathered, bat-winged anteaters,
spun by giant spiders require a NORMAL (DC 12) DEX stirges have a proboscis which they jab into their prey to
saving throw to avoid becoming stuck. Those who make drain blood. 
a saving throw can fight in and move (5 ft per round) Blood Drain. After a stirge’s first hit, it drains blood
through the webs. The webs are flammable. automatically at a rate of 1d4 hp per round.
Lethal Poison. When bit by a giant spider the target
must make a NORMAL (DC 12) CON saving throw, Actions
failing the save the target drops to 0 hit points.  Blood Drain. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one creature. Hit: 2 (1d3) piercing damage, and attaches
Actions to the target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d8) piercing damage plus poison. 

139

Titan, 17 HD
Gargantuan giant, Neutral Titans are mythological creatures, almost as powerful as
Armor Class 17 gods. A titan has 2 Magic-User spells of each spell level
Hit Points 81 (17d8) Hit Dice 17 from 1st-level spells to 7th-level spells, and 2 Cleric spells
Speed Fast Prof. Bonus +6 of each spell level from 1st to 7th. The Referee might
choose to substitute other magical abilities for spells—
Titan, 18 HD these creatures vary considerably in powers and
Gargantuan giant, Neutral personalities from one to the next.
Armor Class 17
Hit Points 76 (18d8) Hit Dice 18 One possible spell list for a titan might include the
Speed Fast Prof. Bonus +6 following Magic-User and Cleric spells:

Magic-User: Charm Person (1), Sleep (1), Invisibility (2),


Titan, 19 HD Mirror Image (2), Fireball (3), Fly (3), Polymorph Other (4),
Gargantuan giant, Neutral Confusion (4), Conjure Elemental (5), Feeblemind (5).
Armor Class 17
Hit Points 85 (19d8) Hit Dice 19 Cleric: Light (1), Protection From Evil (1), Hold Person (2),
Speed Fast Prof. Bonus +7 Speak with Animals (2), Cure Disease (3), Dispel Magic (3),
Cure Serious Wounds (4), Neutralize Poison (4), Quest (5).
Titan, 20 HD
Gargantuan giant, Neutral Actions
Armor Class 17 Greatsword. Melee Weapon Attack: +17 to +22 to hit,
Hit Points 90 (20d8) Hit Dice 20 reach 10 ft., one target. Hit: 24 (7d6) slashing damage.
Speed Fast Prof. Bonus +7

Titan, 21 HD
Gargantuan giant, Neutral
Armor Class 17 Toad, Giant
Hit Points 94 (21d8) Hit Dice 21 Large beast, Neutral
Speed Fast Prof. Bonus +7 Armor Class 13
Hit Points 13 (3d8) Hit Dice 3
Titan, 22 HD Speed Slow, swim (normal) Prof. Bonus +2
Gargantuan giant, Neutral
Armor Class 17 STR 15 (+2) INT 2 (-4)
Hit Points 99 (22d8) Hit Dice 21 DEX 13 (+1) WIS 10 (+0)
Speed Fast Prof. Bonus +7 CON 13 (+1) CHA 3 (-4)
Savings Throws Physical (+2)
Senses darkvision, passive perception 10
STR 30 (+10) INT 19 (+4) Languages -
DEX 25 (+7) WIS 22 (+6) Challenge 3 (70 XP)
CON 27 (+8) CHA 26 (+8)

Savings Throws Physical, Mental (+6 to +7) Giant toads are about the size and weight of a human.
Senses passive perception 21 They are predators, willing to attack creatures as large as
Languages Giant, Common men. Giant toads can attack at the end of a hop, which is
Challenge 19 to 24 (2,200 to 6,200 XP) in addition to the toad’s normal move.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d10) piercing damage.

140

Treant
Huge plant, Lawful
Wake Trees. All treants can “wake” trees within 60 ft,
Armor Class 17
allowing them to walk at a rate of 15 ft., and possibly to
Hit Points 31-54 (7d8 to 12d8) Hit Dice 7 to 12
attack. (No more than two trees at a time can be awake at
Speed Normal Prof. Bonus +3 to +4
the behest of a single treant.)
STR 23 (+6) INT 12 (+1)
DEX 8 (-1) WIS 16 (+3) Actions
CON 21 (+5) CHA 12 (+1) Multiattack. The treant makes two strike attacks.
Savings Throws Physical (+3, +4)
Senses passive perception 13 Strike (7-8 HD). Melee Weapon Attack: +7, +8 to hit,
Languages Cmmon, Elvish, Druidic, Sylvan reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.
Challenge 7 to 12 (290 to 849 XP)
Strike (9-10 HD). Melee Weapon Attack: +9, +10 to hit,
Treants are tree-like protectors and “shepherds” of reach 5 ft., one target. Hit: 10 (3d6) bludgeoning damage.
forest trees. 
Depending upon their size, they have different hit dice Strike (11-12 HD). Melee Weapon Attack: +11, +12 to hit,
and do different amounts of damage: treants of 7 to 8 reach 5 ft., one target. Hit: 14 (4d6) bludgeoning damage.
hit dice inflict 2d6 points of damage with each strike of
their branch-like hands, treants of 9–10 hit dice inflict
3d6 points, and treants of 11–12 hit dice inflict 4d6
points.  141

Troll Tyrannosaurus Rex


Large giant, Chaotic Huge beast, neutral
Armor Class 15 Armor Class 15
Hit Points 45 (6d8+18) Hit Dice 6+3 Hit Points 81 (18d8) Hit Dice 18
Speed Normal Prof. Bonus +3 Speed Fast Prof. Bonus +6
STR 18 (+4) INT 7 (-2)
STR 25 (+7) INT 2 (-4)
DEX 13 (+1) WIS 9 (-1)
DEX 10 (+0) WIS 12 (+1)
CON 20 (+5) CHA 7 (-2)
CON 19 (+4) CHA 9 (-1)
Savings Throws Physical (+3)
Savings Throws Physical (+6)
Senses darkvision, passive perception 12
Senses passive perception 14
Languages Giant
Languages -
Challenge 8 (390 XP)
Challenge 19 (2,200 XP)

Regeneration. The troll regains 3 hit points at the start


Tyrannosaurus is a deadly carnivorous dinosaur, walking
of its turn. If the troll takes acid or fire damage, this trait
on two legs and attacking with a massively powerful bite. 
doesn't function at the start of the troll's next turn. The
Rip and Tear. When it bites prey, it grabs the victim in
troll dies only if it starts its turn with 0 hit points and
its jaws, shaking and chewing for 3d8 points of
doesn't regenerate.
automatic damage in subsequent rounds. It can inflict
such damage even against opponents as large as a
Actions brontosaurus. Only creatures with shells, bone frills, or
Multiattack. The troll makes three attacks: one with its spines can avoid the horrendous tearing damage a
bite and two with its claws. tyrannosaur can inflict (e.g., triceratops, stegosaurus,
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one ankylosaurus).
target. Hit: 4 (1d8) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Actions
target. Hit: 2 (1d4) slashing damage.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one
target. Hit: 22 (5d8) piercing damage.

142

Unicorn
Large celestial, Lawful
Armor Class 10
Hit Points 18 (4d8) Hit Dice 4 Vampire
Speed Fast Prof. Bonus +3 Medium undead, Chaotic
Armor Class 17
STR 18 (+4) INT 11 (+0) Hit Points 31 to 40 (7d8 to 9d8) Hit Dice 7 to 9
DEX 14 (+2) WIS 17 (+3) Speed Normal, fly (fast) Prof. Bonus +4
CON 15 (+2) CHA 16 (+3)
Savings Throws Physical (+3) STR 18 (+4) INT 17 (+3)
Senses passive perception 13 DEX 18 (+4) WIS 15 (+2)
Languages - CON 18 (+4) CHA 18 (+4)
Challenge 5 (180 XP) Savings Throws Physical, Mental (+4)
Senses darkvision, passive perception 17
Languages Common
Unicorns are generally shy and benevolent creatures, Challenge 10 to 12 (590 to 840 XP)
who will allow only a chaste maiden to approach them. 
Teleport. They can teleport once per day to a distance of
360 ft, with a rider.  Vampires are some of the most powerful of undead
Horn. The unicorn’s horn has healing properties, creatures.
according to legend. (The details of this, if any, are left Shapechanger. can turn into a gaseous form or into a
to the Referee).  giant bat at will
Special: double damage for charge. Immune to non-magical weapon. Can only be hit by
There is considerable room to create variant sorts of magical weapons, and when “killed” in this way they turn
unicorns: evil ones, flying ones, etc. into a gaseous form, returning to their coffins. Can only
be truly killed in coffin. 
Actions Summon. Vampire can summon a horde of bats or 3d6
Multiattack. The unicorn makes three attacks: two with wolves out from the night.
its hooves and one with its horn. Charm. Looking into a vampire’s eyes necessitates a
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one saving throw, or the character is charmed (per the Charm
target. Hit: 4 (1d8) bludgeoning damage. Person spell).
Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one Energy Drain. A vampire’s bite drains two levels from
target. Hit: 4 (1d8) piercing damage. the victim. Any human killed by a vampire becomes a
vampire under the control of its creator.
Regenerate. 3 hp per round. 
Weaknesses. They can be killed (though these are the
only known methods) by immersing them in running
water, exposing them to sunlight, or driving a wooden
stake through the heart. They retreat from the smell of
garlic, the sight of a mirror, or the sight of “good” holy
symbols.

Actions
Bite. Melee Weapon Attack: +7 to +9 to hit, reach 5 ft.,
one creature. Hit: 5 (1d10) piercing damage and Energy
Drain.

143

Weasel, Giant Will 'O Wisp


Tiny undead, Chaotic
Medium beast, Neutral
Armor Class 27
Armor Class 10
Hit Points 40 (9d8) Hit Dice 9
Hit Points 22 (3d8+9) Hit Dice 3+3
Speed fly (fast) Prof. Bonus +4
Speed Fast Prof. Bonus +2
STR 1 (-5) INT 13 (+1)
STR 11 (+0) INT 4 (-3) DEX 28 (+9) WIS 14 (+2)
DEX 16 (+3) WIS 12 (+1) CON 10 (+0) CHA 11 (+0)
CON 10 (+0) CHA 5 (-3)
Savings Throws Mental (+4)
Savings Throws Physical (+2) Senses darkvision, passive perception 12
Senses darkvision, passive perception 13 Languages -
Languages - Challenge 10 (590 XP)
Challenge 4 (110 XP)

Will o’ the wisps are phantom-like shapes of eerie light,


These ferocious predators are often found in dungeon creatures that live in dangerous places and try to lure
complexes, for they lair in caves.  travelers into quicksand, off the edges of cliffs, etc. They
Clamp. When a giant weasel hits an opponent, it clamps usually inhabit swamps or high moors. They can brighten
its jaws and sucks blood, automatically inflicting 2d6 or dim their own luminescence, and change their shapes
points of damage per round.  as well, to appear as a group of lights, a wisp of light, or
Guard Animal. Giant weasels can be trained as guard in the glowing wraithlike shape of a human (often
animals; although they cannot be trained to warn of female). They will generally depart if the attempt to lead
intruders, they are far more deadly than guard dogs.  victims into danger fails, but if they are attacked they can
Pelts. Their pelts sell for 1d6x100gp each. defend themselves with violent shocks of lightning-like
power. These creatures are intelligent, and can be forced
Actions to reveal the location of their treasure hoards.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (2d4) piercing damage. Actions
Shock. Melee Spell Attack: +9 to hit, reach 5 ft., one
Wight creature. Hit: 7 (2d6) lightning damage.
Medium undead, Chaotic
Armor Class 14 Wolf
Hit Points 13 (3d8) Hit Dice 3
Medium beast, Neutral
Speed Normal Prof. Bonus +2
Armor Class 12
STR 15 (+2) INT 10 (+0) Hit Points 13 (2d8+4) Hit Dice 2+2
DEX 14 (+2) WIS 13 (+1) Speed Fast Prof. Bonus +2
CON 16 (+3) CHA 15 (+2) STR 12 (+1) INT 3 (-4)
DEX 15 (+2) WIS 12 (+1)
Savings Throws Mental (+2) CON 12 (+1) CHA 6 (-2)
Senses passive perception 11 Savings Throws Physical (+2)
Languages The languages they knew in life Senses passive perception 13
Challenge 6 (230 XP) Languages -
Challenge 2 (45 XP)

Wights live in tombs, graveyards, and burial mounds


(barrows).  Wolves are pack hunters, and may be found in large
Immune to Sleep and Charm spells.  numbers. Male wolves weigh from 80 to 100 pounds.
Immune to non-magical weapons. besides silvered
weapons.  Actions
Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
target. Hit: 5 (2d4) piercing damage.

144

Wraith
Medium undead, Chaotic
Armor Class 16
Hit Points 18 (4d8) Hit Dice 4 Actions
Speed fly (fast), hover Prof. Bonus +3 Attacks. Wyvern make one bite or 1 sting attack each
round. 
STR 6 (-2) INT 12 (+1) Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
DEX 16 (+3) WIS 14 (+2) creature. Hit: 9 (2d8) piercing damage.
CON 16 (+3) CHA 15 (+2) Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Savings Throws Mental (+3) creature. Hit:3 (1d6) piercing damage. If stung the target
Senses darkvision, passive perception 12 must make a NORMAL (DC 15) CON saving throw, on
Languages The languages it knew in life a failed save the target drops to 0 hit points (see Death
Challenge 8 (390 XP) Saves in the rulebook). 

Wraiths are powerful wights


Immune. Wraiths are powerful wights, immune to all non-
magical weapons other than silver ones (which inflict only
half damage). Arrows are particularly ineffective against
them, for even magical and silver arrows inflict only one Yellow Mold
hit point of damage per hit.  Medium plant, Neutral
Mount. Wraiths can be found riding well-trained battle Armor Class 3
steeds or more unusual mounts that will tolerate their Hit Points 36 (8d8) Hit Dice 8
presence.  Speed fly (fast) Prof. Bonus +4
Level Drain. Just as wights do, wraiths drain a level of
experience from those they hit. STR 1 (-5) INT 13 (+1)
Actions DEX 28 (+9) WIS 14 (+2)
Energy Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., CON 10 (+0) CHA 11 (+0)
one creature. Hit: drains 1 level from the target. If
completely drained of levels by a wraith becomes a Savings Throws none
wight. Senses passive perception 5
Languages -
Challenge 9 (390 XP)
Wyvern
Large dragon, Neutral
Armor Class 16 Yellow mold is a subterranean fungus; it neither moves
Hit Points 31 (7d8) Hit Dice 7 nor attacks. 
Speed Slow, fly (fast) Prof. Bonus +4 Spores. However, if it is poked or struck, it may (50%
STR 19 (+4) INT 5 (-3) chance) release a cloud of poisonous spores, roughly 10
DEX 10 (+0) WIS 12 (+1) ft. in diameter. Failing a NORMAL (DC 10) CON saving
CON 16 (+3) CHA 6 (-2) throw against the spores means that the character drops
to 0 hit points. 
Savings Throws Physical (+4) Poison. Touching yellow mold causes 1d6 points of acid
Senses passive perception 11 damage. 
Languages The languages they knew in life Immune. These growths can be destroyed with fire, but
Challenge 10 (590 XP) are effectively immune to weapons.

A wyvern is a two-legged form of dragon. These


creatures are smaller and less intelligent than true four-
legged dragons, not to mention that they do not have a
breath weapon.

145

Savings Throws Physical (+2)


Zombie Senses darkvision, passive perception 8
Medium undead, Chaotic Languages -
Armor Class 11 Challenge 1/4 (5 XP)
Hit Points 4 (1d8) Hit Dice 1
Speed Slow Prof. Bonus +2
Zombies are mindless creatures, the walking dead.
STR 13 (+1) INT 3 (-4) Immune to sleep and charm. 
DEX 6 (-2) WIS 6 (-2)
CON 16 (+3) CHA 5 (-3) Actions
Claw/Bite. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 4 (1d8) slashing or piercing damage.

146

TREASURES
147
ARMORS
+1 Armors. These armors give a +1 bonus to a Demonic Armor. The armor is possessed by a spirit or
characters Armor Class. demon, with effects to be determined by the Referee.
In general, such armor would provide both benefits
+2 Armors. These armors give a +2 bonus to a and drawbacks.
characters Armor Class.
Ethereal Armor. Ethereal armor is +3 plate mail that
+3 Armors. These armors give a +3 bonus to a also allows the wearer to become insubstantial and
characters Armor Class. incorporeal 50 times, after which it reverts irrevocably
to normal +3 plate mail. In ethereal form, the wearer
+2 Shield. These armors give a +2 bonus to a can attack and be attacked only by ethereal opponents.
characters Armor Class.
Fiery Armor. Fiery armor is +1 armor that is
+3 Shield. These armors give a +3 bonus to a surrounded by flames. These flames deal 1d3 damage
characters Armor Class. to anyone attacking the wearer with melee weapons.

Armor of Arrow Deflection. Missiles aimed at such


armor have a to-hit disadvantage penalty.

148

POTIONS
Strange alchemical brews, in dusty, stoppered bottles, Frozen Concoction. These potions can be readily
are to be found in many of the forgotten or forbidden identified because they are often one or two degrees
places of the world. Time has often worn away any cooler than the surrounding temperature. The potion
markings once left to identify the contents of these allows the imbiber to climb walls without falling, and
mysterious mixtures, if the alchemist ever chose to not to drop held items in case of being surprised or
label them in the first place. The consequences of frightened.
drinking the products of alchemy can be varied: some
of these can produce wondrously useful effects, but Gaseous Form. The user's body turns to a mist,
others might be deadly poisons! allowing access to any place that is not airtight.
Equipment is left behind; only the body becomes
In general, since potions are the product of alchemy gaseous.
rather than magic, they will neither be apparent to
Detect Magic spells, nor easily identified without tasting Giant Strength. The character becomes unbelievably
and experimentation. If the Referee decides that strong for the potion's duration, gaining an additional
alchemy instead manipulates magic, as opposed to 1d8 to damage rolls and +4 to hit (in addition to any
fantastical but otherwise natural chemistry, then detect normal bonuses, including existing Strength bonuses).
magic and dispel magic would work upon potions.
Growth. The character grows to 30 feet in height.
Potions are usable by all character classes. Unless
otherwise noted, potion effects have a duration of 2d6 Healing. This potion cures 1d6+1 hit points of
x 10 minutes. damage.

Clairaudience. As per the spell (page 45). Heroism. The imbiber gains +2 to attacks and damage.

Clairvoyance. As per the spell (page 46). Invisibility. As per the spell (page 51).

Diminution. This potion causes the drinker to shrink Invulnerability. The drinker gains a bonus of +2 on
down to six inches tall for 2d6 hours. Taking smaller saving throws; moreover, any opponents attack with a
doses of the potion will result in less of a reduction in penalty of -2.
size.
Levitation. As per the spell (page 51).
Dragon Control. The drinker gains the ability to
control dragons of a certain type after partaking of Poison. The drinker must make a successful
this type of potion. 1d3 dragons of a specific type NORMAL CON saving throw or die. Some poisons
(determined randomly by the Referee) can be affected cause instant death; others cause death within a certain
as per Charm Monster. number of rounds, or even minutes. In the case of a
few poisons, failing the saving throw causes damage
Ethereality. The Imbiber can move through solid rather than death - such weaker poisons generally also
objects but cannot attack. Equipment also becomes inflict a small amount of damage even if the saving
ethereal. throw is successful.

Extra Healing. This potion is a potent curative; it Slipperiness. Except for the soles of the feet and the
heals 3d6+3 hit points of damage (duration does not palms of the hands, the character suddenly has a
apply). virtually frictionless surface.

Fire Resistance. The drinker becomes immune to Treasure Finding. A character drinking this wonderful
normal fire, gains advantage on saving throws against concoction can detect hoards of treasure within 400
fire attacks, and suffers only half damage to magic fire feet.
attacks that do not permit saving throws.
Undead Control. The drinker can control undead; 2d4
Flying. As per the spell (page 50) undead of fewer than 4 HD and 1d4 undead of 4+ hit
dice fall under the imbiber's control, after the potion is
consumed.
149

RINGS
No more than two magic rings may be worn at a time (NORMAL DEX saving throw indicating half
(one on each hand) without unpredictable and damage).
potentially dire consequences.
Spell Storing, Magic-User. The ring contains 1d6
Djinni Summoning. The wearer of the ring can random Magic-User spells. The wearer (if a Magic-
summon a djinni, who will do the wearer's bidding, User) can cast these spells as if they were normally
following instructions precisely and to the letter, no memorized and prepared spells. Once a spell is cast, it
further. Such rings can be treacherous, but only for cannot be cast a second time until the wearer has taken
those who use them foolishly. a short rest.

Fire Resistance. The wearer has advantage on saving Spell Storing, Cleric. The ring contains 1d6 random
throws vs. magical fire, and is immune to normal fire. Cleric spells. The wearer (if a Cleric) can cast these
spells as if they were normally prepared spells. Once a
Human Control. Such rings allow the wearer to cast spell is cast, it cannot be cast a second time until the
charm person once per day, and to maintain the charm wearer has taken a short rest.
on up to 3 individuals at a time.
Spell Turning. Any spell (other than from a wand or
Invisibility. While wearing the ring, the wearer other item) directly aimed at the wearer of the ring is
becomes invisible. partially reflected back at the caster. Roll a percentile
die to see how much of the spell's power bounces
Mammal Control. The wearer controls 1d8 mammals back; the exact determination of what happens is up to
at a range of up to FAR. Control does not extend to the Referee.
people or to giant animals.
Telekinesis. The wearer can mentally lift and move
Poison Resistance. The wearer has advantage on 200 pounds of weight at a range of 120 feet.
saving throws vs. poison.
Three Wishes. These rings grant the wearer three
Protection, +1. The wearer gains a bonus of +1 to wishes. Beware of outrageous wishes; they backfire.
armor class, and +1 on all saving throws.
X-ray Vision. The wearer has x-ray vision at a range of
Protection, +2. The wearer gains armor class bonus 40 feet. The maximum distance through which the
of +2, and +2 on all saving throws. wearer can see through solid rock is just over 10 feet,
through solid metals (other than lead) is 1 foot, and
Regeneration. The wearer regenerates one hit point through lead is 1 inch.
per combat round, and thus cannot die unless the ring
is removed or the wearer's body is burned.

Shooting Stars. Once per day, the ring can unleash 1d6
lightning bolts that inflict 3d6 hit points each

150

SCROLLS
All scrolls, besides protction scrolls, are spells for Poison. Poisons have no effect upon one who reads
magic-users, and regardless of the level of the spell such a scroll aloud; moreover, any poisons, active or
they can be used by any magic-user capable of reading quiescent, in the scroll reader's body are instantly
them. removed.
Duration: 6 hours.
All protection scrolls can be used by any character
who is able to read. After reading a spell from a scroll Undead. All within a NEAR radius of the reader are
the writing disappears, so the spell is usable one time protected against undead, but only to a limited degree.
only! In any given round, 2d12 undead with fewer than 4
HD, and 2d6 undead with 4-5 HD, and 1d6 undead
with 6+ HD are foiled by the protection of the scroll.
Spell Scrolls Thus, the scroll is effective against all but a vast horde
of undead.
Scrolls that have Cleric or Magic-User spells on them. Duration: 1 hour.
Once used they disintegrate, disappear, or are Were-creatures. All within a NEAR radius around the
otherwise rendered useless. reader are protected from lycanthropes.
Duration. 1 hour.

Protection Scroll
Descriptions Cursed Scrolls
Protection vs. ... Cursed scrolls can inflict curses ranging from the
Demons. All within a NEAR radius around the reader amusing to the annoying, and all the way to the
are protected from the attacks of 1 demon per round. unbelievably catastrophic. The Referee is encouraged
Duration: 40 minutes. to invent interesting curses that might be written on
scrolls, in addition to the possibilities shown on the
Drowning. All within a CLOSE radius of the reader table. A successful saving throw will allow the reader to
gain the ability to breathe underwater. avoid the curse. Most curses can be removed with a
Duration: 1 full day. remove curse spell.
Elementals. This scroll protects against a single
elemental.
Duration: 40 minutes.

Magic. An anti-magic shell with a radius of CLOSE


surrounds and moves with the reader; spells cannot
pass in or out of the shell.
Duration: 1 hour

Metal. Metal cannot harm the reader.


Duration: 1 hour.

151

STAFFS
Like wands, most staffs operate by using up charges. Resurrection. These staffs only carry 10 charges, but a
However, staffs are not as easily rechargeable as wands. charge may be used to cast raise dead.
Magic-Users will have to figure out how it is done, or
hire a wizard to do it (if such a knowledgeable wizard Snake. In combat, a Staff of the Snake is +1 to hit
can even be found). Most staffs carry 200 charges. and +1 damage and you are considered proficient.
When commanded (by using a charge) the staff coils
around the target (with a successful hit) and pinions
Absorption. Absorbs up to 100 levels of spells the victim for 1d4 x10 minutes. This attack is only
directed at the holder before its absorption properties useful on a victim about the size of a human or
cease forever. The holder can cast spells from the staff smaller. The staff will slither back to its owner
in response to hostile spells, using the staff's stored afterwards, at a speed of 24. Only Clerics can employ a
levels, of the exact level of the hostile spell directed at Staff of the Snake.
the caster, but the spell must be chosen from the list
of spells the caster has prepared. Striking. This staff inflicts 2d6 points of damage with
a successful hit (does not use charges) and you are
Beguiling. Foes within NEAR range must make a considered proficient when using.
NORMAL CHA saving throw or consider the holder
to be a loyal friend for 4d4 rounds (uses one charge). Withering. The dreaded Staff of Withering adds ten
years of physical aging with a successful hit and you
Command. A charge can be used to control humans are considered proficient when using it.
(as per a charm person spell), plants, or animals.
Wizardry. The most powerful of staffs, it is a Staff of
Healing. Cures 1d6+1 hit points of damage per Power with additional abilities. At the cost of one
charge. charge, it allows invisibility, summoning elementals
(calling 1d4 at a time), hold person, a wall of fire, passwall,
Power. Casts light (no charge used), casts fireball (4d6 a web spell, or fly.
damage), cold as a Wand of Cold, Lightning Bolts (4d6
damage), acts as a Ring of Telekinesis (costs one
charge) and hits for 2d6 damage (no charge used, &
gain proficiency in staffs).

152

WANDS
Wands may only be used by Magic-Users. Wand of Detection, metal. Such wands detect large
caches of metal, within a range of NEAR. The wand's
Wands that cast spells become useless when they reach user also gets a vague sense of the metal's type. The
zero charges, but can be recharged by casting the spell wand is always active when held, and does not use
into the wand. Each such recharge, where a spell is cast charges.
into the wand, has a 5% chance of destroying the
wand irrevocably. In some cases, a non-rechargeable Wand of Detection, traps and secret doors. These
wand might be found with a large number of charges wands detect traps and secret doors, with a range of
(e.g., 100). Wands may be used while in melee combat. NEAR. The wand is always active when held, and does
not use charges.
Wand of Cold. The wand casts a Cone of Cold out to
NEAR. Creatures caught in the cone take 6d6 damage Wand of Fear. A wand of fear causes creatures in a
(NORMAL CON saving throw applies for half cone-shaped path to flee (NORMAL CHA saving
damage). The wand holds 25 charges and cannot be throw negates). There is a 60% chance that they will
recharged. drop whatever they are holding. The cone extends out
to NEAR. The wand holds 25 charges, and cannot be
Wand of Detection, enemies. These wands detect recharged.
enemies in a radius of NEAR, if the enemies are
thinking hostile thoughts. The wand is always active Wand of Paralyzing: This sort of wand casts a cone
when held, and does not use charges. of paralysis out to NEAR. Creatures in the cone are
paralyzed for 3d6 turns (NORMAL STR saving throw
Wand of Detection, magic. Wands of magic detection negates). The wand holds 25 charges, and cannot be
function as a Detect Magic spell with a range of CLOSE. recharged.
The user gets a vague sense of what sort of magic is
being detected. The wand is always active when held, Wand of Polymorph: Such wands are of two types.
and does not use charges. One type casts polymorph self, and the other casts
polymorph other. The wand carries 10 charges, and
cannot be recharged.

153

WEAPONS
+1 weapons. Gives a +1 bonus to hit and damage rolls. Flaming Weapon. The weapon burns with enchanted
fire when held, inflicting an additional 1d6 points of
+2 weapons. Give a +2 bonus to hit and damage rolls. damage with successful hits in combat. It can also be
used as a light source with a NEAR radius.
+3 weapons. Gives a +3 bonus to hit and damage rolls.
Freezing Weapon. This weapon is freezing cold,
+1 Blunt weapon that destroys undead. Can be a inflicting an additional 1d6 points of damage with
mace, hammer, sling, or club (determine type successful hits.
randomly). Lesser types of undead don’t get a saving
throw, though more powerful types do. Dancing Weapon. A dancing weapon levitates to fight
beside its owner without the need to be held. In the
+1 thrown weapon that returns to hand. This axe or first round it is a +1 weapon, in the second round it is
spear will eventually return to the throwers hand. a +2 weapon, and in the third round it is a +3 weapon.
After 3 rounds, the weapon dances no further until it is
+1 weapon, extra attack. This weapon grants 1 directed at a new opponent, but is +1 regardless.
additional attack for the user once per day.
Intelligent Weapon. A +1 to +3 weapon. There is a
+1, +2 vs. particular type of foe. This weapon 10% chance that such a weapon may have the ability to
provides a +1 bonus to hit and damage rolls, +2 vs. a cast a particular spell once per day at the wielder's
particular type of foe (were-creatures, undead, giants, command. The spell will be either Cleric (50%) or
goblinoids, dragons, etc.). Magic-User (50%), and will be of Level 1d3. Such
weapons generally can communicate with their bearers,
+1, +3 vs. particular type of foe. This weapon and sometimes (25% chance) can speak audibly. Even
provides a +1 bonus to hit and damage rolls, +3 vs. a if the weapon cannot speak audibly, it will
particular type of foe (were-creatures, undead, giants, communicate with its wielder by telepathy when held.
goblinoids, dragons, etc.).

+2, +4 vs. particular type of foe. This weapon


provides a +2 bonus to hit and damage rolls, +4 vs. a
particular type of foe (were-creatures, undead, giants,
orcs, dragons, etc.) to be determined randomly.

154

MISC. MAGIC ITEMS


Amulet against Scrying. The amulet protects the by the bracers can be increased by magical rings or
wearer from all scrying, such as esp or being viewed other protective magics. Usable by: All Classes.
through a crystal ball. Usable by: All Classes.
Carpet of Flying. Flying carpets can carry as many as
Amulet of Demon Control. This amulet functions as a three people, and travel at a Movement Rate of
Protection from Evil spell, and allows the wearer to Normal if they carry more than one passenger. With
attempt to “Charm Monster” upon a demon. Success only one rider, the carpet moves at a Movement Rate
means that the demon is enslaved for 1d6 weeks, of Fast. Usable by: All Classes.
whereupon it becomes free. Usable by: Magic-Users and
Clerics. Censer, Bowl, Brazier, or Stone of Controlling
Elementals. Censers control air elementals, bowls
Arrow of Direction. Such a magic arrow points the (when filled) control water elementals, braziers control
direction of whatever the owner requests. It may be fire elementals, and stones control earth elementals.
used only seven times in a single week. Usable by: All These items can be used to summon a 12 HD
Classes. elemental of the appropriate type. Generally, it takes
10 minutes to prepare the object for use. Usable by:
Bag of Holding. The inside of this bag is larger than Magic-Users.
the outside. The inside dimensions are roughly 10x5x3
feet, but the bag cannot carry more than 1,000 pounds Chime of Opening. Sounding this small chime opens
of weight (roughly 100 items). If it is not empty, the any door, even if the door is barred or Wizard Locked.
bag weighs 50 pounds, no matter how much weight it Usable by: All Classes.
actually contains. Usable by: All Classes.

Beaker of Potions. This small jug fills itself with the


requested potion, out of the 1d4+1 potions it is able
to produce. The jug can be used as many times per
week as the number of different potions it can
produce. Usable by: All Classes.

Boots of Elvenkind. The wearer of the boots moves


with complete silence. Usable by: All Classes.

Boots of Levitation. These boots allow the wearer to


Levitate (as per the spell), with unlimited duration.
Usable by: All Classes.

Boots of Speed. Boots of Speed double the wearer's


movement rate, but require complete rest for a period
of time equivalent to the amount of time they were
used. Usable by: All Classes.

Boots of Leaping. Boots of Leaping allow the wearer


to make prodigious leaps 10 feet high and up to 30 feet
horizontally. These boots also double movement rates,
but outdoors only. They do not require the wearer to
rest after using them. Usable by: All Classes.

Bracers of Defense, AC 13, AC 15, or AC 17. These


bracers improve the wearer's armor class to the stated
level; there is no effect if the wearer is already armored
to the same or higher degree. The armor class granted

155

Cloak of Displacement. The wearer appears to be in a forces all in the area to make a HARD CON saving
slightly different location, off from reality by a foot or throw or drop to 0 hit points (effectively killing
so. The wearer's armor class improves by 2, and the monsters). If the nature of the dust is identified before
cloak also grants a +2 saving throw against any it is experimented with, it can be used as a devastating
targeted attack upon the one wearing it. Usable by: All thrown weapon. Usable by: All Classes.
Classes.

Cloak of Elvenkind. The wearer becomes almost, but Efreeti Bottle. The efreeti that inhabits such a bottle
not quite, invisible. Usable by: All Classes. will serve the bottle's owner for a year and a day unless
it is accidentally released from servitude. Usable by: All
Cloak of Protection, +1. This cloak improves the Classes.
wearer's armor class by 1, and grants a bonus of +1 on
saving throws. Usable by: All but Fighter class Figurine of the Golden Lion. This is a small stone
figurine that transforms into a lion when the command
Cloak of Protection, +2. This cloak improves the word is spoken, fighting at its owner's orders. If it is
wearer's armor class by 2, and grants a bonus of +2 on slain, it turns back into a figurine, but may be used
saving throws. Usable by: All but Fighter class again. The figurine may be used once per week, and no
more. Usable by: All Classes.
Cloak of Protection, +3. This cloak improves the
wearer's armor class by 3, and grants a bonus of +3 on Figurine of the Onyx Dog. This stone figure
saving throws. Usable by: All but Fighter class transforms into a living hound of stone when its
command word is spoken. It will seek whatever the
Crystal Ball. A crystal ball allows the user to see what owner tells it to find, without stopping, until it
is transpiring in whatever location he or she desires to succeeds or is killed. It has a 75% chance to detect
see, over a considerable distance. Such a magic item objects that are invisible or hidden, and of course its
may not be used more than thrice per day, or the user sense of smell detects invisible and hidden creatures
will be driven mad. Certain spells and other with almost perfect success. For purposes of defense
precautions may be used to prevent being seen through and attack, the stone dog is treated as a wolf. It may be
a crystal ball. Some of these items may communicate used twelve times before the statuette becomes
sound, or even thoughts, from the area being scryed, nonmagical. Usable by: All Classes.
although these are rare. Usable by: Magic-Users.

Decanter of Endless Water. This jug pours out one


gallon of water per minute when unstoppered. Usable
by: All Classes.

Dust of Appearance. Dust of Appearance is tossed in


a NEAR radius around the user, and makes any
invisible, astral, displaced, out-of-phase, or dimensional
thing completely visible. The dust generally comes in a
pouch, with enough for 20–30 uses. Usable by: All
Classes.

Dust of Disappearance. When sprinkled in a NEAR


radius, everything therein becomes invisible for 5d6 x
10 minutes. Normal means of detecting invisibility
(such as a Detect Invisibility spell) are not strong
enough to work against the dust's powerful
enchantment. Usable by: All Classes.

Dust of Sneezing and Choking. Pouches containing


this dust ordinarily contain only enough for one
“dose.” When scattered in a radius of NEAR, the dust

156

Gauntlets of Dexterity. When worn, these gloves the mouth of an interdimensional hole 10 feet deep—
grant a bonus of +2 to the wearer's Dexterity (to a items and people can fall or climb down into it once it
maximum of 22). Usable by: All Classes. is placed on the ground. The piece of cloth can
actually be pulled in from the inside to close the hole
Gauntlets of Ogre Power. These gauntlets raise the off entirely, although there is no source of fresh air
wearer's Strength to that of an ogre (STR 19). Usable within, and staying inside will asphyxiate the inhabitant
by: all but Magic-Users. in a short time. The piece of cloth can be picked up
and carried off whenever desired—hence the name
Gauntlets of Swimming and Climbing. These gloves “portable.” Usable by: All Classes.
permit the wearer to swim at a rate of Fast, and climb
sheer walls with a 95% chance of success per ten feet Horn of Blasting. This horn, when blown, has the
of climbing. Usable by: all but Magic-Users. same effect on structures as a catapult, and causes 2d6
points of damage to creatures, deafening them for 10
Gem of Seeing. A Gem of Seeing is used as a lens. It minutes as well. The cone of sound goes out to FAR
shows the truth of what it sees, cutting through The “point” of the cone, at the horn's mouth, is 10
illusions of all kinds, even very powerful ones. Usable feet wide. Usable by: All Classes.
by: All Classes.
Horn of Valhalla, Bronze. The horn summons 2d4
Girdle of Giant Strength. Increases a characters berserk warriors (3 HD) to assist the one who blew the
Strength to 22. Usable by: All Classes. horn. Usable by: Fighters and Clerics.

Helm of Fiery Brilliance. This prodigiously powerful Horn of Valhalla, Iron. The horn summons 2d4
helm grants many benefits to the wearer. Anyone berserk warriors (4 HD) to assist the one who blew the
donning the helm gains a +10 on saving throws against horn. Usable by: Fighters.
fire damage, and can create a Wall of Fire. Fighters
wearing the helm may command a weapon in hand to Horn of Valhalla, Silver. The horn summons 2d4
flame (+1d6 damage). Magic-Users wearing the helm berserk warriors (2 HD) to assist the one who blew the
can add +1 to each die of damage inflicted by a fireball horn. Usable by: All Classes.
or delayed blast fireball spell. Clerics wearing the helm
can ignite objects within NEAR at will, and may cast Horseshoes of Speed. These horseshoes double a
two light or continual light spells for each one the Cleric horse's movement rate. Usable by: Horses.
has actually prepared. The wearer of the helmet is
likely to be attacked by any air elemental creatures, but
fire elemental types (such as efreet or salamanders) will
be favorably disposed. Usable by: All Classes.

Helm of Reading Magic and Languages. The wearer


of the helm can read all languages, including magic
script. Usable by: All Classes.

Helm of Teleportation. When the wearer casts a


Teleportation spell on himself or herself, while
wearing the helm, the teleportation is made without
risk of error, anywhere the wearer desires. This may be
done repeatedly (without further casting of the spell)
for a period of one hour before the concatenation of
spell and helm ends, and it may be done only once per
day. The helm does not assist with Teleportation spells
cast on anyone other than the wearer. Usable by: Magic-
Users.

Hole, Portable. A portable hole is physically a piece of


dark cloth, about 5 feet in diameter. However, it is also

157

Jug of Alchemy. This jug produces whatever liquid is Mirror of Mental Scrying. This hand-mirror (it might
desired, in a commonly used large quantity (e.g., 10 also be found as a smaller mirror on a necklace) allows
gallons of water, but only 5 gallons of wine). It may be the user to cast clairaudience, clairvoyance, and esp, with the
used no more than seven times per day, and will normal range, but for an unlimited time. The mirror
produce only one type of liquid per day. It does not will also answer a question about what it portrays (the
produce magical liquids. Usable by: All Classes. answer is likely to be quite cryptic), but only one
question per week is possible. Usable by: All Classes.
Lenses of Charming. These lenses, when placed over
the eyes, give the wearer the ability to charm those who Necklace of Firebaubles. This necklace is hung with
meet his or her gaze (acting as per a Charm Person 3d4 little baubles. When thrown, the baubles explode
spell). The saving throw against the power of the into 6d6 damage fireballs (per the spell). Usable by: All
lenses is made disadvantage. Usable by: All Classes. Classes.

Libram, Magical (level gain). Magical librams grant a Pipes of the Sewers. These pipes summon 10d6 giant
level of experience to the reader, if the reader is of the rats. The piper does not need to concentrate once the
appropriate character class. Randomly determine the rats arrive (which takes 1d4 x10 minutes), but it is wise
class for which the libram is written, from all character to do so. When the rats arrive, there is an immediate
classes. 5% chance that they will not obey commands, and if
the piper ceases to concentrate on the tune there is a
Luckstone. This stone grants +1 to saving throws and 10% chance that the rats will begin to act of their own
attack rolls. Usable by: All Classes. free will. Every subsequent round in which the piper
fails to concentrate there is another chance to lose
Manual of Beneficial Exercise. Reading this tome control, and the chance increases by 10% each time it
increases the reader's Strength by 1 point (to a is made (first round, 10%, second round 20%, etc.).
maximum of 20). Usable by: All Classes. Usable by: All Classes.

Manual of Golems. This book contains the basic Robe of Blending. These robes make the wearer
instructions and formulae for creating a single type of appear to be a part of the surroundings, including the
golem. The process is expensive, and the creator must ability to appear as another one of a group of nearby
have achieved a certain level of magical expertise in creatures. The robe will make the wearer appear as a
order to use the book, but these are priceless small tree when in forest surroundings, a sand
repositories of forgotten lore. Such books are often formation in the desert, etc. Creatures with 10+ hit
warded by the original owner, against the touch of dice (or levels of experience) have a 10% chance per
anyone not of the Magic-User class, being enchanted level (or HD) above 9th to perceive the wearer as a
to inflict damage or even the loss of a level. Usable by: robed figure rather than a part of the surroundings.
Magic-Users only. Usable by: All Classes.

Manual of Intelligence. Reading this tome increases Robe of Eyes. Hundreds of eyes are woven and
the reader's Intelligence by 1 point (to a maximum of embroidered into the fabric of these magical robes,
20). Usable by: All Classes. granting the wearer tremendous powers of
supernatural perception. In a radius of FAR, anything
Manual of Quickness. Reading this tome increases the the wearer looks upon is seen for what it is: invisible
reader's Dexterity by 1 point (to a maximum of 20). creatures become apparent, illusions are seen as such,
Usable by: All Classes. and this sight even extends into the astral plane. The
wearer cannot be ambushed or otherwise taken by
Manual of Wisdom. Reading this tome increases the surprise, and can follow the trail of anything that has
reader's Wisdom by 1 point (to a maximum of 20). passed by within the last day. Usable by: Magic-Users
Usable by: All Classes. only.

Medallion of ESP. Functions as an ESP spell within


NEAR (75%) or FAR(25%). Usable by: All Classes.

158

Robe of Wizardry. This robe grants the wearer the Scarab of Insanity. This is a carving of a scarab-
ability to cast charm, polymorph, and hold spells with beetle, or perhaps the petrified remains of a real one.
a 95% chance of success. The robes may be tied to When the scarab is displayed, all creatures with 9 or
specific alignments. Usable by: Magic- Users only. fewer hit dice, within a radius of NEAR, fall into
temporary insanity lasting for 2 hours. Creatures with
Rope of Climbing. This item is a 50-foot length of 10+ hit dice still do not receive a saving throw, but
rope that leaps magically upward when commanded, have a 1 in 4 chance to overcome the scarab's insidious
and can tie and untie itself upon command. Usable by: influence. The scarab may be used 12 times, after
All Classes. which it crumbles to dust. At the option of the
Referee, it might be recharged using a Symbol of
Rope of Entanglement. This rope, on command, Insanity spell, but with a 5% chance per charge that the
twines itself around as many as 2d4+1 human-sized item will be destroyed. Usable by: All Classes.
foes. The rope cannot be hit except with a natural roll
of 20 (it is magical), and can sustain 20 hit points of Spade of Excavation. This ordinary-looking spade
damage before fraying and becoming useless. Usable by: digs by itself when commanded, shoveling out one
All Classes. cubic yard (27 cubic feet) per ten minutes. Usable by:
Fighters only.

159

CURSED ITEMS
Cursed items come in many shapes and forms; most Flask of Stoppered Curses. This flask releases a curse
likely they are ancient magical items whose magic has of some kind when its seal is broken.
deteriorated or changed with age, although some of
them were clearly fashioned to serve as traps for the Horn of Collapse. When sounded, this horn causes a
unwary (or for the maker's enemies, perhaps). Note blast of destruction straight upwards, destroying any
that cursed items cannot usually be dropped or ceiling overhead and causing it to collapse.
removed without the assistance of a Remove Curse
spell. Although the Referee is encouraged to dream up Medallion of Projecting Thoughts. While this
individualized cursed items, the samples below should medallion is around a character's neck, the wearer's
prove useful as guidance: thoughts can be “heard” by all nearby.

Bag of Devouring. A Bag of Devouring functions as a Mirror of Opposition. All persons looking into this
bag of holding, but then devours any item placed into mirror are attacked by evil versions of themselves,
it within 1d4+1 hours. exact duplicates including spells and magic items.
When the mirror-opposites are slain, their bodies and
Censer of Hostile Elementals. This is a censer (or equipment disappear into mist, and return to the
brazier, bowl, or stone) that summons elementals—but mirror.
the elementals are hostile instead of under the
summoner's control. Robe of Feeblemindedness. Anyone donning this
cloak has his or her intelligence reduced to that of a
Cloak of Poison. Upon donning this cloak, the garden snail (INT 1).
wearer's body is suffused with magical poisons of
many kinds, and drops to 0 hit points (see Death
Saves) instantly, without the chance of a saving throw.

Crystal Ball of Suggestion: This cursed item does


not function as a crystal ball, but rather implants a
Suggestion (per the spell) in the viewer's mind.

Dancing Boots. These boots function as boots of


elvenkind or speed, until the wearer is in combat or
fleeing. Suddenly, at that point, the unfortunate victim
will begin to dance a jig, or perhaps a stately pavane.

160

161
APPENDIX A: CONDITIONS
Conditions alter a creature’s capabilities in a variety of The condition ends if the grappler is incapacitated (see
ways and can arise as a result of a spell, a class feature, the condition).
a monster’s attack, or other effect. Most conditions,
such as blinded, are impairments, but a few, such as The condition also ends if an effect removes the
invisible, can be advantageous. grappled creature from the reach of the grappler or
grappling effect, such as when a creature is hurled
A condition lasts either until it is countered (the prone away.
condition is countered by standing up, for example) or
for a duration specified by the effect that imposed the Incapacitated
condition. An incapacitated creature can’t take actions or
reactions.
If multiple effects impose the same condition on a
creature, each instance of the condition has its own
duration, but the condition’s effects don’t get worse. A Invisible
creature either has a condition or doesn’t. An invisible creature is impossible to see without the
aid of magic or a special sense. For the purpose of
The following definitions specify what happens to a hiding, the creature is heavily obscured. The creature’s
creature while it is subjected to a condition. location can be detected by any noise it makes or any
tracks it leaves.
Blinded
A blinded creature can’t see and automatically fails any Attack rolls against the creature have disadvantage, and
ability check that requires sight. the creature’s attack rolls have advantage.

Attack rolls against the creature have advantage, and Paralyzed


the creature’s attack rolls have disadvantage. A paralyzed creature is incapacitated (see the
condition) and can’t move or speak.
Charmed
A charmed creature can’t attack the charmer or target The creature automatically fails Strength and Dexterity
the charmer with harmful abilities or magical effects. saving throws.

The charmer has advantage on any ability check to Attack rolls against the creature have advantage.
interact socially with the creature.
Any attack that hits the creature is a critical hit if the
attacker is within 5 feet of the creature.
Deafened
A deafened creature can’t hear and automatically fails
Petrified
any ability check that requires hearing.
A petrified creature is transformed, along with any
nonmagical object it is wearing or carrying, into a solid
Frightened inanimate substance (usually stone). Its weight
A frightened creature has disadvantage on ability increases by a factor of ten, and it ceases aging.
checks and attack rolls while the source of its fear is
within line of sight. The creature is incapacitated (see the condition), can’t
move or speak, and is unaware of its surroundings.
The creature can’t willingly move closer to the source
of its fear. Attack rolls against the creature have advantage.

Grappled The creature automatically fails Strength and


A grappled creature’s speed becomes 0, and it can’t Dexterity saving throws.
benefit from any bonus to its speed.
The creature has resistance to all damage.

162


















The creature is immune to poison and disease,
although a poison or disease already in its system is
suspended, not neutralized.
Exhaustion
Poisoned Some special abilities and environmental hazards, such
A poisoned creature has disadvantage on attack rolls as starvation and the long-term effects of freezing or
and ability checks. scorching temperatures, can lead to a special condition
called exhaustion. Exhaustion is measured in six levels.
Prone An effect can give a creature one or more levels of
A prone creature’s only movement option is to crawl, exhaustion, as specified in the effect’s description.
unless it stands up and thereby ends the condition. Level Effect
1 Disadvantage on ability checks
The creature has disadvantage on attack rolls. 2 Speed halved
3 Disadvantage on attack rolls and saving throws
An attack roll against the creature has advantage if 4 Hit point maximum halved
the attacker is within 5 feet of the creature. Otherwise, 5 Speed reduced to 0
the attack roll has disadvantage. 6 Death

If an already exhausted creature suffers another effect


Restrained that causes exhaustion, its current level of exhaustion
A restrained creature’s speed becomes 0, and it can’t increases by the amount specified in the effect’s
benefit from any bonus to its speed. description.
Attack rolls against the creature have advantage, and A creature suffers the effect of its current level of
the creature’s attack rolls have disadvantage. exhaustion as well as all lower levels. For example, a
creature suffering level 2 exhaustion has its speed
The creature has disadvantage on Dexterity saving halved and has disadvantage on ability checks.
throws.
An effect that removes exhaustion reduces its level as
Stunned specified in the effect’s description, with all exhaustion
A stunned creature is incapacitated (see the condition), effects ending if a creature’s exhaustion level is reduced
can’t move, and can speak only falteringly. below 1.

The creature automatically fails Strength and Dexterity Finishing a long rest reduces a creature’s exhaustion
saving throws. level by 1, provided that the creature has also ingested
some food and drink.
Attack rolls against the creature have advantage.

Unconscious
An unconscious creature is incapacitated (see the
condition), can’t move or speak, and is unaware of its
surroundings
Attack rolls against the creature have advantage.
The creature drops whatever it’s holding and falls
prone. Any attack that hits the creature is a critical hit if
the attacker is within 5 feet of the creature.
The creature automatically fails Strength and Dexterity
saving throws.

163

















APPENDIX B:
CONVERTING MONSTERS
Converting Monsters from Other Old School Games
Converting monsters from most old school games, like S&W, C&C, LL, etc, is pretty straightforward. If the
monsters have Descending Armor Class you will need to switch them to Ascending. Converting Armor Classes is
often done by subtracting the descending AC from 20, so a descending AC of 4 becomes an ascending AC of 16.
For negative ACs add the negative to 20 (AC -2 is AC 22). If they have any special abilities, spells, breath weapons,
etc, that have a Saving Throw you will need to convert the save to an Ability saving throw and based on the
monsters Hit Dice convert the save DC to EASY, NORMAL, or HARD, see page 103 for saves based on HD.
Movements can be easily eyeballed and changed to Slow, Normal, Fast. For ability scores use the 5e versions of the
monster and give them proficiency in Physical, Mental or both in saving throws.

Converting Monsters from 5E


Converting monsters from 5e is a bit more difficult. I am going to use a 5e monster stat block from the SRD and
adapt it step by step below.

164

need to look up the XP value for that on page 102. CL


Step by Step is CR so we have Challenge 8 (390 XP).
Basically I convert from the top of the stat block
down. So first up I am going to change the monster For those that haven't noticed the XP value of
type to just monstrosity without the parenthetical monsters in OSR is just knocking the tens digit off the
shapechanger just to simplify it. So we now have 5e XP for the same Challenge.
Medium monstrosity.
We are going to use the S&W SRD description for the
There are only 3 alignments in Olde Swords Reign, but mimic and just cut and paste that into the stat block.
this mimic is Neutral so that stays. We now have
Medium monstrosity, Neutral. Next I am going to cut and paste the actions from the
5e version and simplify them. OSR monsters get no
Armor Classes can most of the time stay the same, melee or ranged bonuses for their STR or DEX so I
occasionally I will look up an old school version of a have to change the to hit bonus to just the raw Prof.
monster to double check (in this case I looked up a Bonus, so +3 for those. And I need to knock off the
mimic in the S&W SRD online) that has the mimic damage bonuses to leave one simple die roll. And that
with an AC of 13. I am going to go with the 13. So we is that…. done.
have Armor Class 13.
I will release a more detailed pdf down the line on
Hit Points always have to be simplified and we need to converting NPCs and a more detailed step-by-step
figure out a Hit Dice. Again using the S&W online conversion guide.
SRD, the mimic in that has 7 HD. OSR uses a d8 HD.
So Hit Points 31 (7d8) Hit Dice 7. Mimic
Medium monstrosity Neutral
The 5e stat block lists the mimic having a speed of 15 Armor Class 13
ft, so that is Slow. Speed Slow. Hit Points 31 (7d8) Hit Dice 7
Next up is the Proficiency Bonus. Using the table on Speed Slow Prof. Bonus +3
page 101 a 7HD monster has a Prof. Bonus of +3, so
STR 17 (+3) INT 5 (-3)
Prof. Bonus +3.
DEX 12 (+1) WIS 13 (+1)
CON 15 (+2) CHA 8 (-1)
Ability Scores are identical to the 5e version. So we will
just jot those down, STR 17 (+3), DEX 12 (+1), Savings Throws Physical (+3)
CON 15 (+2), INT 5 (-3), WIS 13 (+1), CHA 8 (-1). Senses darkvision, passive perception 11
Languages Aquan
No skills, damage immunity listings, condition Challenge 8 (20 XP)
immunities in OSR so we skip those.

Most monsters in Olde Swords Reign have saving Mimics are formless creatures that imitate surrounding
throw proficiencies (barring very weak monsters). features they have seen. In subterranean settings, they
Mimics don't look to intelligent so I am going to give might be disguised as an archway, treasure chest, door,
them Physical saves, they add their proficiency bonus etc. When touched, they glue themselves to the victim
to their stat when rolling a STR, DEX or CON save. with a strong adhesive, while striking with a suddenly-
Saving Throws Physical (+3). formed tentacle.

Senses are identical to 5e besides taking the Actions


measurement off of darkvision, truesight etc. So the Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft.,
mimic has Senses darkvision, passive Perception one target. Hit: 4 (1d8) bludgeoning damage. If the
11. mimic is in object form, the target is subjected to its
Adhesive trait.
Languages are up next and the mimic has none so Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Languages -. target. Hit: 4 (1d8) piercing damage plus 4 (1d8) acid
So Challenge is up next, I usually use the CL value damage.
from the Swords and Wizardry SRD for the Challenge
of OSR monsters. So looking that up its CL 8 and we

165

APPENDIX C:
CONVERTING OLD-SCHOOL SAVES
When converting older modules you will run across various "old-school saving throws" such as Save vs. Breath
Weapon or Save vs. Wands. The table below will give you a quick and easy list of the saves and their corresponding
Ability Scores for converting the saving throws to Olde Swords Reign. Some Referees may disagree with this list,
and if that is the case change them as you see fit.

Old School Save Conversions

Ability Score Save

Strength Paralysis & Constriction


Dexterity Breath Weapon & Traps
Constitution Disease, Energy Drain & Poison
Wisdom Arcane Magic & Illusion
Intelligence Confusion, Divine Magic, Gaze Attack,
Petrification & Polymorph
Charisma Death Attack, Charm & Fear

166

OGL
Designation of Open Game Content: The following is 2. The License: This License applies to any Open Game
designated Open Game Content pursuant to the OGL Content that contains a notice indicating that the Open
v1.0a: all text and tables, pages 9-170. Game Content may only be Used under and in terms of this
Designation of Product Identity: Product identity is not License. You must affix such a notice to any Open Game
Open Game Content. The following is designated as Content that you Use. No terms may be added to or
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(none), The Olde Swords Reign name and logo. All artwork License itself. No other terms or conditions may be applied
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“Your” means the licensee in terms of this agreement. You Distribute.

167

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extent necessary to make it enforceable.15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of
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15. Copyright Notice:  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document
5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E.
Gary Gygax and Dave Arneson.

System Reference Document 5.1, Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave Arneson.

Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch

Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Au- thors Davis Chenault and Mac Golden.

Into the Unknown. Copyright 2018, Anders Honoré. Anders Honoré.

Olde Swords Reign- Rulebook, Copyright 2021, Bastard Sword Publishing, Author Scott Myers

168

INDEX
10' pole p. 34 Contact Higher Plane p. 46 Extension II p. 49
Ability Scores p. 23, 66 Contests p. 68 Falling p. 74
Advancement p. 18 Continual Light p. 47 Fear p. 49
Advantage p. 67 Cover p. 88 Feeblemind p. 49
Adventuring Gear p. 33 Crab, Giant p. 108 Fighter p. 15
Alignment p. 24 Crafting p. 78 Find Traps p. 50
Ammunition p. 32 Create Food p. 47 Fireball p. 50
Animal Growth p. 45 Create Water p. 47 Flail p. 31
Animate Dead p. 45 Crocodile p. 108 Flask of Oil p. 34
Armor p. 28 Cure Disease p. 47 Fly p. 50
Armor. Magical p. 148 Cure Light Wounds p. 47 Flying p. 83
Arrows p. 32 Cure Serious Wounds p. 47 Food p. 75
Attack p. 84 Cursed Items p. 160 Frightened p. 162
Attack Rolls p .86 Dagger p. 31 Galley p. 35
Backgrounds p. 20 Damage p. 89 Gargoyle p. 114
Bandages p. 34 Darkness p. 48 Ghoul p. 115
Bandit p. 106 Darkvision p. 74, 101 Giants p. 115, 116, 117
Barding p. 35 Dash p. 84 Gnoll p. 117
Basilisk p. 106 Detect Evil p. 48 Goblin p. 118
Battle Axe p. 31 Detect Invisible p. 48 Golem p. 118, 119
Berserker p. 106 Detect Magic p. 48 Gorgon p. 120
Black Pudding p. 106 Dexterity p. 69 Grappled p. 162
Bless p. 45 Dice p.62 Grappling p. 87
Blinded p. 162 Difficult Terrain p. 82 Gray Ooze p. 120
Blindsight p. 74 Difficulty Classes p. 67 Green Slime p. 120
Boat p. 35 Dimension Door p. 48 Griffon p. 120
Breather p. 76 Dire Wolf p. 108 Group Checks p. 68
Bugbear p. 107 Disadvantage p. 67 Halberd p. 31
Cantrips p. 37, 45 Disengage p. 85 Halfling p. 11
Cart p. 35 Dispel Evil p. 48 Hallucinatory Terrain p. 50
Cast a Spell p. 84 Dispel Magic p. 49 Hand Axe p. 31
Centaur p. 107 Djinn p. 109 Harpy p. 121
Chain Armor p. 28 Dodge p. 85 Haste p. 50
Challenge Rating p. 102 Dragon, Black p. 109 Healing p. 90
Charisma p. 71 Dragon, Blue p. 110 Healing Kit p. 34
Charm Monster p. 45 Dragon, Gold p. 110 Heavy Crossbow p. 32
Charm Person p. 45 Dragon, Green p. 111 Hellhound p. 121
Charmed p. 162 Dragon, Red p. 111 Help p. 85
Chimera p. 107 Dragon, White p. 111 Hide p. 85
Clairaudience p. 45 Dryad p. 112 Hippogriff p. 121
Clairvoyance p. 46 Dwarf p. 10 Hirelings p. 97
Cleric p. 14 Efreet p. 112 Hit Points p. 89
Cloudkill p. 46 Elementals p. 112, 113, 114 Hobgoblin p. 122
Cockatrice p. 108 Elf p. 11 Hold Monster p. 50
Coins p. 27 Encumbrance p. 27 Hold Person p. 50
Commune p. 46 ESP p. 49 Hold Portal p. 50
Conditions p. 162 Exhaustion p. 163 Holy Symbol p. 34
Confusion p. 46 Explosive Runes p. 49 Holy Water p. 34
Conjure Elemental p. 46 Extension I p. 49 Horse, Riding p. 35, 122
Constitution p. 70 Extension I p. 49 Horse, War p. 35, 122

169

Human p. 12 Mirror p. 34 Ranged Attacks p. 86


Human Commoner p. 123 Mirror Image p. 53 Ranges p. 73
Hydra p. 123 Monster Summoning I p. 53 Rat, Giant p. 134
Ice Storm p. 51 Monster Summoning II p. 53 Rations p. 34
Improvised Weapons p. 30 Monster Summoning III p. 53 Read Languages p. 56
Incapacitated p. 162 Morning Star p. 31 Read Magic p. 56
Initiative p. 81 Mounted Combat p. 92 Ready p. 85
Insect Plague p. 51 Movement p. 72, 82 Recuperating p. 79
Inspiration p. 65 Mule p. 35 Religious Stringhold p. 94
Intelligence p. 70 Multiclass p. 19 Remove Curse p. 56
Invisible p. 162 Mummy p. 129 Researching p. 79
Invisible Stalker p. 123 Neutralize Poison p. 54 Restrained p. 163
Invisibility p. 51 Nixie p. 130 Rests p. 76
Invisibility, Close p. 51 Ochre Jelly p. 130 Rings. Magical p. 150
Iron Spikes p. 34 Ogre p. 130 Roc p. 134
Jumping p. 73 Ogre Mage p. 131 Rope p. 34
Knock p. 51 Opportunity Attacks p. 87 Rope Trick p. 56
Kobold p. 123 Orc p. 131 Rust Monster p. 134
Lammasu p. 124 Orisons p. 37, 54 Sabre-tooth Tiger p. 135
Lance p. 31 Owlbear p. 132 Sack p. 34
Languages p. 24 Paralyzed p. 162 Salamander p. 135
Lantern p. 34 Passive Checks p. 68 Saving Throws p. 72
Leather Armor p. 28 Passwall p. 54 Scorpion, Giant p. 135
Levitate p. 51 Pegasus p. 132 Scrolls p. 151
Lich p. 124 Petrified p. 162 Sea Monster p. 136
Lifestyle Expenses p. 77 Phantasmal Forces p. 54 Search p. 85
Light p. 51, 74 Phase Spider p. 132 Selling Treasure p. 27
Lightning Bolt p. 52 Pike p. 31 Sergent-At-Arms p. 136
Light Crossbow p. 32 Pixie p. 133 Shadow p. 136
Lion p. 125 Plant Growth p. 54 Shield p. 57
Lizard, Giant p. 125 Plate Armor p. 28 Short Bow p. 32
Lizardman p. 125 Poisoned p. 163 Short Sword p. 31
Locate Object p. 52 Pole Arm p. 31 Silence p. 57
Long Bow p. 32 Polymorph Others p. 55 Silvered Weapons p. 30
Long Rest p. 76 Polymorph Self p. 55 Size p. 83
Lycanthropes p. 126, 127 Potion of Healing p. 34 Short Rest p. 76
Mace p. 31 Potions p. 149 Skeleton p. 137
Magic Jar p. 52 Prayer p. 55 Sleep p. 57
Mallet p. 34 Proficiency Bonus p. 67 Sling p. 32
Magic Items p. 155 Prone p. 82, 163 Sling Stones p. 32
Magic Missile p. 52 Protection from Evil p. 55 Slow p. 57
Magic Mouth p. 52 Protection from Evil, Near p. 55 Slug p. 137
Magic-User p. 16 Protection from Normal Missiles Snakes p. 137, 138
Manticore p. 128 p. 55 Snake Charm p. 57
Massmorph p. 52 Purify Food and Water p. 55 Soldier p. 138
Mastadon p. 128 Purple Worm p. 133 Space p. 83
Medusa p. 128 Pyrotechnics p. 56 Speak with Animals p. 58
Melee Attacks p. 87 Quarrels p. 32 Speak with Dead p. 57
Merman p. 129 Quest p. 56 Speak with Plants p. 58
Minotaur p. 129 Raise Dead p. 56 Spectre p. 138

170

Speed p. 72 Titan p. 140 Wands p. 153


Spear p. 31 Toad, Giant p. 140 Water p. 75
Spellbook p. 34 Torch p. 34 Water Breathing p. 59
Spell Slots p. 38 Training p. 79 Weapons, Magical p. 154
Spider, Giant p. 139 Transmute Rock to Mud p. 59 Weapon Categories p. 29
Stakes p. 34 Treant p. 141 Weapon Proficiency p. 29
Staff p. 31 Tremorsense p. 101 Weapon Properties p. 29
Staffs. Magical p. 152 Troll p. 142 Weasel, Giant p. 144
Strige p. 139 Truesight p. 74, 101 Web p. 60
Strength p. 58, 69 Turn Sticks to Snakes p. 59 Wight p. 144
Stronghold p. 94 Two-handed Sword p. 31 Will 'O Wisp p. 144
Stunned p. 163 Tyrannosaurus Rex p. 142 Wisdom p. 71
Suffocating p. 74 Unconscious p. 163 Wizard Eye p. 60
Suggestion p. 58 Underwater Combat p. 92 Wizard Lock p. 60
Surprise p. 81 Unicorn p. 143 Wizard's Tower p. 94
Sword p. 31 Use an Object p. 85 Wolf p. 144
Telekinesis p . 58 Vampire p. 143 Working Together p. 68
Telepathy p. 102 Vision p. 74 Wraith p. 145
Teleport p. 58 Wagon p. 35 Wyvern p. 145
Thief p. 17 Wall of Fire p. 59 XP p. 104
Thieve's Guild p. 94 Wall of Ice p. 59 Yellow Mold p. 145
Thieve's Tools p. 34 Wall of Iron p. 59 Zombie p. 146
Time p. 72 Wall of Stone p. 59

171

Scott Myers
Workhorse Publishing 2021

172

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