Basic Fantasy Field Guide 1 r45
Basic Fantasy Field Guide 1 r45
Copyright © 2010-2023 Chris Gonnerman, R. Kevin Smoot, James Lemon, and Contributors
All Rights Reserved – Distributed under the terms of the Open Game License version 1.0a
Credits
Contributors: Ray “maddog” Allen, Ola Berg, James D. Jarvis, Chris Gonnerman, R. Kevin Smoot,
Omer Golan-Joel, Steveman, MtBlack, Maliki, Bill Beatty, Sidney Parham, J.D.Neal,
Ray Schmidt, Dan Buterbaugh, Dave Gerard, Stuart Marshall, Brandon "jackel" Baker,
Ross Williams, Rachel Ghoul, and Jered Taikith
Cover Art: Alexander Cook
Artwork: Steveman, Jay042, Cory "Shonuff" Gelnett, Andrew Hartmann, SmokestackJones,
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Basic Fantasy Field Guide Volume 1 Introduction
INTRODUCTION
Need a few new monsters? You've come to the right Attacks: The number (and sometimes type or types) of
place! What you are reading is the first monster attacks the monster can perform. For example, Grimlocks
supplement for the Basic Fantasy Role-Playing Game. may attack once with a weapon, so they are marked 1
If you aren't familiar with the Basic Fantasy RPG, please battleaxe. Chasenets are marked 1 spines, 1 bite as they
visit our website at basicfantasy.org and download a copy can attack with its spines and also bite in a single round.
of the rules.
Damage: The damage caused by successful attacks by the
Monsters in this work are presented in the same format as monster. Generally this will be defined in terms of one or
in the Basic Fantasy Core Rules. Below is the more die rolls.
explanatory text from that work:
No. Appearing: This is given in terms of one or more die
Terms Used In This Work rolls. Monsters that only appear underground and have
no lairs will have a single die roll; those that have lairs
Name: The first thing given for each monster is its name and/or those that can be found in the wilderness will be
(the most common name, if the monster is known by noted appropriately. For example, a monster noted as
more than one). If an asterisk appears after the monster's “1d6, Wild 2d6, Lair 3d6” is encountered in groups of
name, it indicates that the monster can only be hit by 1d6 individuals in a dungeon setting, 2d6 individuals in the
special weapons (such as silver or magical weapons, or wilderness, or 3d6 individuals in a lair.
creatures affected only by fire, etc.) which makes the
monster harder to defeat. Note that number appearing applies to combatants. Non-
combatant monsters (juveniles, and sometimes females)
Armor Class: This line gives the creature’s AC for normal do not count in this number. The text of the monster
combat. If the monster customarily wears armor, the first description should explain this in detail where it matters,
listed AC value is with that armor, and the second, in but the Game Master is always the final arbiter.
parentheses, is unarmored. Some monsters are only able
to be hit (damaged) by silver or magical weapons; these Save As: The character class and level the monster uses
are indicated by (s) after the AC value. Some monsters for saving throws. Most monsters save as Fighters of a
may only be hit with magical weapons, indicated by an level equal to their hit dice.
(m) after the AC figure. Morale: The number that must be rolled equal to or less
Hit Dice: This line gives the creature’s number of hit dice, than on 2d6 for the monster to pass a Morale Check.
and lists any bonus hit points. Monsters always roll eight Monsters having a Morale of 12 never fail morale checks,
sided dice (d8) for hit points, unless otherwise noted. So a and fight until destroyed or have no enemies left.
creature with 3+2 hit dice rolls 3d8 and adds 2 points to Treasure Type: This line reflects how much wealth the
the total.
creature owns. See the Treasure section of the Basic
One or more asterisks (*) may appear after the hit dice Fantasy RPG Core Rules for more details. In most cases,
figure; where present, they indicate a Special Ability Bonus a creature keeps valuables in its home or lair and has no
to experience points (XP) awarded for the monster. See treasure with it when it travels. Intelligent creatures that
Character Advancement in the Adventure section of the own useful, portable treasure (such as magic items) tend to
Core Rules for more details. carry and use these, leaving bulky items at home.
If the monster's Attack Bonus is different than its number XP: The number of experience points awarded for
of Hit Dice, for convenience the Attack Bonus will be listed defeating this monster. In some cases, the figure will vary;
in parentheses after the Hit Dice figure. for instance, Dragons of different age categories will have
different XP values. Review the Experience Points awards
Movement: This line gives the monster's movement rate, table in the Adventure section of the Basic Fantasy RPG
or rates for those monsters able to move in more than one Core Rules to calculate the correct figure in these cases.
fashion. For example, Goblins have a normal walking
movement of 20', and this is all that is listed for them.
Mermaids can only move about in the water, and so their
movement is given as Swim 40'. Pegasi can both walk
and fly, so their movement is listed as 80' Fly 160'.
In addition, a distance may appear in parentheses after a
movement figure; this is the creature's turning distance (see
Part 5: The Encounter in the Basic Fantasy RPG Core
Rules). If a turning distance is not listed, assume 5'.
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Monsters Basic Fantasy Field Guide Volume 1
MONSTERS
Aboleth (and Skum) also broken if the aboleth dies or is separated from its slave
by more than a mile.
Aboleth Skum
Armor Class: 16 13 The slime an aboleth secretes allows a living creature
Hit Dice: 8** 2* (generally its slaves) to breathe underwater for the next 3
No. of Attacks: 4 tentacles 1 bite, 2 claws, hours, but for the same duration the affected creature can
or 1 weapon no longer breathe air; such a creature suffocates in 2d6
minutes if removed from water. Continuous and repeated
Damage: 1d6 tentacle 2d6 bite, 1d4 claw
or by weapon
exposure to the slime slowly transforms the creature into a
skum. The transformation takes about a month.
Movement: 10' Swim 60' 20' Swim 40'
No. Appearing: 1, Lair 1d3+1 1d4+1, Wild 1d4+1, Skum are hapless humanoid creatures transformed by
Lair 1d10+5 aboleths as their servants. A skum resembles a horrific
Save As: Magic-User: 8 Fighter: 2 combination of fish and humanoid. It has a slimy, scaly
Morale: 9 8 or 12 skin and a finned tail used for swimming. A skum attacks
Treasure Type: H None with its teeth and razor-sharp claws, or with any weapon
XP: 1,015 100 provided by its master. Skum have darkvision with a
range of 60 feet. They have the same breathing
The Aboleth are an ancient race of fish-like amphibians, capabilities (and limitations) described above.
usually found lurking in subterranean waters. One
In the presence of its aboleth master, a skum becomes
resembles a huge, slimy fish, with three large eyes and four
totally fearless, having a Morale of 12. If the aboleth
long, sticky tentacles arranged around its mouth. An
master dies its skum enter a frenzied rage, attacking any
aboleth secretes an oily, foul-smelling slime, polluting the
creature in sight and seeking additional victims when those
water where the creature lurks.
nearby have been vanquished.
A blow from an aboleth’s tentacle deals 1d6 points of
damage. Any living creature hit by a tentacle must save
vs. Paralysis or begin to transform over the next 1d4+1
turns. The skin gradually becomes a translucent, slimy
membrane. An afflicted creature must remain moistened
with fresh water or suffer 1d12 points of damage every
turn. A cure disease or remove curse spell cast before
the transformation is complete will restore an afflicted
creature to normal. After the transformation is complete,
only a heal spell can reverse it.
An aboleth can cast ventriloquism, phantasmal force
and hallucinatory terrain at will, as long as these illusions
appear within a range of 60 feet of the creature.
Up to three times per day,
an aboleth can attempt to
enslave any one living
creature within 30 feet.
The target must save vs.
Spells or be utterly
dominated by the aboleth's
mental power. An
enslaved creature will obey
the telepathic commands of
the aboleth. Such a
creature can attempt a new
save vs. Spells every 24
hours to break free, or can
be freed by a remove
curse spell. The control is
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Basic Fantasy Field Guide Volume 1 Monsters
Allip Ankheg
Armor Class: 15 Armor Class: 18
Hit Dice: 6** Hit Dice: 5*
No. of Attacks: 1 touch + special No. of Attacks: 1 bite + hold or 1 acid spit
Damage: energy drain (1 level) Damage: 2d6 + 2d6 per round or 5d6 (special)
Movement: Fly 30' Movement: 30' Burrow 20'
No. Appearing: 1d4, Lair 1d6 No. Appearing: 2d8, Wild 2d8, Lair 1
Save As: Fighter: 6 Save As: Fighter: 5
Morale: 12 Morale: 7
Treasure Type: None Treasure Type: None
XP: 610 XP: 405
An Allip is the spectral remains of someone driven to An Ankheg is a burrowing insect-like monster with six legs
suicide by a madness that afflicted it in life. An allip is not and a nasty disposition. It is about 10 feet long and
entirely mindless, but it is quite insane. weighs about 800 pounds. An ankheg usually lies 5 to 10
feet below the surface, until its antennae detect the
The insane babbling of an allip causes all creatures within approach of prey; it then burrows up to attack, surprising
60 feet to save vs. Paralysis or stop and stare blankly, on a roll of 1-3 on 1d6. Clusters of ankhegs may share
unable to move, attack, or defend for one round. Anyone the same territory but do not cooperate; in particular, this
who saves successfully will be unaffected by the allip's means that morale should be checked for each individual
babble for 24 hours. An allip's touch does no direct separately..
physical damage, but instead drains one energy level;
further, the allip regenerates 1d6 hit points for each level If an ankheg hits with its bite attack, it will grab its prey and
drained. retreat down its tunnel, dragging the victim with it. The
individual automatically takes bite damage each round,
As with all undead, an allip can be Turned by a Cleric (as and may only attempt to break the hold as if doing an
a mummy), and are immune to sleep, charm or hold 'open doors' attempt (1 on d6, adding Strength bonus to
spells. Anyone using mind-reading magic against one will range). Larger-than-man-sized opponents cannot be
suffer energy drain just as if touched. An allip is insanely dragged underground, but the ankheg will still hold on to
fearless and always fights until destroyed. the victim and do damage every round as above.
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Monsters Basic Fantasy Field Guide Volume 1
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Basic Fantasy Field Guide Volume 1 Monsters
Bonobos are closely related to common chimpanzees, but Though short, a Chimpanzee can weigh as much as an
they are much rarer. A bonobo is a less aggressive and adult human, but will be much stronger. While they are
more social member of the ape family. generally herbivorous, they will eat fresh meat when it's
available, even hunting and killing small animals.
Ape, Carnivorous Snow Individuals are rarely aggressive, but they become bolder
in groups; dominant older male chimps can be quite
Armor Class: 15 violent.
Hit Dice: 6
No. of Attacks: 2 claws Ape, Gigantopithecus
Damage: 1d6
Armor Class: 16
Movement: 40'
Hit Dice: 7
No. Appearing: 2d6
No. of Attacks: 2 claws, 1 bite
Save As: Fighter: 6
Damage: 1d8 claw, 1d8 bite
Morale: 8
Movement: 40'
Treasure Type: None
No. Appearing: 1d6, Wild 2d4, Lair 2d4
XP: 500
Save As: Fighter: 7
Carnivorous Snow Apes are a larger variety of Morale: 8
carnivorous ape with shaggy snow-white fur. They have Treasure Type: None
long fangs for killing and tearing flesh. Frost giants often XP: 670
breed snow apes and keep them as pets.
Gigantopithecus are prehistoric gorillas, huge and
A carnivorous snow ape is difficult to see in ice or snow, powerful. It is a vegetarian like their lesser kin, but can be
and thus surprises on 1-4 on 1d6 in such conditions. as vicious as the carnivorous varieties if provoked.
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Monsters Basic Fantasy Field Guide Volume 1
Girallons are the savage, four-armed, magical cousins of Gorillas are generally herbivores; it is aggressive mainly in
the gorilla. An adult girallon is about 8 feet tall, broad- defense of its family group. Otherwise it tends to avoid
chested, and covered in thick fur. It weighs about 800 adventurers.
pounds. A solitary girallon usually conceals itself, attacking
with surprise. When a girallon spots or smells prey, it Ape, Orangutan
charges. A girallon picks up prey that is small enough to
carry and withdraws, often vanishing into the trees before Armor Class: 13
the victim’s companions can retaliate. Hit Dice: 2 or 3
No. of Attacks: 1 maul
A girallon that hits with two or more claw attacks latches Damage: 1d4 or 1d6
onto the opponent’s body and tears the flesh. This attack
Movement: 40'
automatically deals an extra 2d4 points of damage.
No. Appearing: 2d6 or 1-2
Save As: Fighter: 2 or 3
Morale: 8
Treasure Type: None
XP: 75 or 145
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Monsters Basic Fantasy Field Guide Volume 1
Armorollo
Armor Class: 15
Hit Dice: 1
No. of Attacks: 1 claw
Damage: 1d4
Movement: 60'
No. Appearing: 1d4+3, Wild 1d10+3
Save As: Fighter: 1
Morale: 7
Treasure Type: None
XP: 25
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Basic Fantasy Field Guide Volume 1 Monsters
Banshee* Anyone who meets the gaze of a barghest will feel the heat
of the monster's stare; such characters must save vs.
Armor Class: 19 (m) Paralysis or be paralyzed in terror for 1d6+1 turns (or until
Hit Dice: 7** the barghest is slain). A character is deemed to have met
No. of Attacks: 1 touch the gaze of the barghest if they face it in combat, or if the
Damage: Special character is surprised by the monster. Fighting a barghest
Movement: 60' with gaze averted results in a penalty of -4 on all attack
No. Appearing: 1 rolls. Those who succeed at the saving throw are immune
to the monster's gaze for the remainder of the combat (at
Save As: Fighter: 7
least one full turn at the minimum).
Morale: 8
Treasure Type: E Although it is not undead, a barghest is inherently unholy
XP: 800 and can be Turned by Clerics (as a wight). They can only
be harmed by silver or magical weapons.
Banshees are to the fey what ghosts, wraiths, and spectres
are to humans. A banshee usually resembles a colorless, A barghest generally speaks Common as well as the
ash-white elf in ragged clothing and chains. The banshee languages of infernals, goblins, hobgoblins, and bugbears,
understands whatever languages it spoke in life, but rarely and can communicate with wolves. One can sometimes
speaks, instead sobbing uncontrollably. Once per day, the be found ruling over goblins or hobgoblins, but most
banshee's endless weeping reaches a hideous crescendo, commonly a barghest haunts a lonely stretch of road,
and anyone within a 50-foot radius who hears it must save preying on travelers. In these instances its treasure is
vs. Death Ray or die in 2d6 rounds; those who fail their usually buried nearby, likely behind a shrine or such.
saving throw may be saved by application of a remove
curse spell. The touch of a banshee does no damage, but Bat, Giant Flying Fox
it drains 1d4 levels. Because it is incorporeal, a banshee Armor Class: 14
can only be hit by magic weapons.
Hit Dice: 3
A banshee is undead, and thus immune to sleep, charm, No. of Attacks: 1 bite
and hold spells. A banshee can be Turned by a Cleric, as Damage: 1d6
a vampire. A banshee can walk on water, but if it crosses Movement: 10' Fly 60' (10')
running water, loses the ability to drain energy or wail for No. Appearing: 1d10, Wild 2d20
2d12 days. Save As: Fighter: 3
Morale: 9
Barghest*
Treasure Type: None
Armor Class: 16 (s) XP: 145
Hit Dice: 6+3*
No. of Attacks: 2 claws (humanoid) or 1 bite (dog)
Giant Flying Foxes are a special variety of giant bats. It is
similar in appearance to some jungle fruit bats, only much
Damage: 1d6 claw or 2d4 bite
larger and carnivorous. A giant flying fox has typical bat
Movement: 40' or 60' senses, having a natural sonar that grants it Darkvision to a
No. Appearing: 1d6, Wild 1d8 range of 90 feet.
Save As: Fighter: 6
Morale: 10 A giant flying fox has a wingspan over 15 feet and weighs
over 200 pounds. Its bite may carry disease, much like a
Treasure Type: D
giant rat's bite. Any bite has a 5% chance of causing a
XP: 555 disease. A character who suffers one or more bites where
A Barghest is an evil shape-changing fiend that hungers the die roll indicates disease will sicken in 3d6 hours. The
for the souls of mortals. A barghest may appear as a huge infected character will lose one point of Constitution per
demonic black dog, or in a humanoid form nearly seven hour; after losing each point, the character is allowed a
feet tall, resembling a wingless gargoyle. save vs. Death Ray (adjusted by the current Constitution
bonus or penalty) to break the fever and end the disease.
A barghest never uses weapons, even in its humanoid Any character reduced to zero Constitution is dead (see
form, preferring to feel the blood of its enemies run down Constitution point losses in the Encounter section of the
its claws. Barghest are tenacious; if a barghest fails a Core Rules for details on regaining lost Constitution).
morale check and flees, it will return in 1d6 turns to attack
again.
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Monsters Basic Fantasy Field Guide Volume 1
Behir creatures and each must cut their own way out. A behir
can breathe forth a bolt of lightning once every 10 rounds,
Armor Class: 20 dealing 7d6 points of damage to all in its path (20 ft. long
Hit Dice: 13** (AB +10) x 5 ft. wide). Those struck may save vs. Dragon Breath
No. of Attacks: 1 bite+constriction, 6 claws or breath for half damage.
Damage: 2d10 bite, 1d8 constriction, 1d4 claw,
or breath Bisren
Movement: 40'
Armor Class: 15 (11)
No. Appearing: 1d2, Lair 1d2
Hit Dice: 1+2
Save As: Fighter: 13
No. of Attacks: 1 gore, charge, or by weapon
Morale: 9
Damage: 1d6, charge, or by weapon
Treasure Type: L
Movement: 40' (subject to encumbrance)
XP: 2,395
No. Appearing: 1d8, Wild 5d8, Lair 5d8
The Behir is a serpentine monster that can slither like a Save As: Fighter: 1
snake or use its dozen legs to move with considerable Morale: 9
speed. A behir is around 40 feet long and weighs about Treasure Type: D
4,000 pounds. The coloration of a behir ranges from XP: 25
ultramarine to deep blue with bands of gray-brown. A
behir often knows the common language of the region. The Bisren appear to be related in some way to
minotaurs. It appears as a bison-headed humanoid about
A behir will bite its foe and then coil around it. On 7 to 8 feet tall. While a normal minotaur has both distinct
following rounds, the behir causes 1d8 points of humanoid and bull features, a bisren is uniformly
constriction damage and rakes at the victim with 6 of its hybridized with complete coat coverage, hooves, and a
claws for 1d4 points of damage each. Alternatively, a tail. They are normally peaceful nomads. A bisren speaks
behir can swallow whole a small or medium-sized creature its own language and most can speak Common as well.
that it has bitten. The swallowed creature takes 1d8 points
of damage each round. The swallowed creature may A bisren can gore for 1d6 points of damage with its horns
attempt to cut its way out using a small edged weapon or use weapons. It often charges into battle with a gore
such as a dagger to deal 20 points of damage to the behir's attack (+2 to hit with double damage, following all normal
insides (AC 15). The behir may swallow multiple charging rules) and then switches to weaponry for the
remainder of the fight. It must choose whether to attack
with weapons or to gore; it cannot do both in a single
round. A bisren has a +1 bonus on feats of strength such
as opening doors due to its great mass.
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Basic Fantasy Field Guide Volume 1 Monsters
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Monsters Basic Fantasy Field Guide Volume 1
race they are cunning and cruel, preferring trickery over Boglin
direct combat. A bog crone is a master potion maker, and
its huts and caves are usually festooned with potions of all Armor Class: 11
varieties. As its name suggests, a bog crone prefers to live Hit Dice: 1* to 5*
in swampy, overgrown environs. It is also aquatic and can No. of Attacks: 1 weapon or spell
breathe underwater. It speaks Common and Elvish. Damage: 1d6 or by weapon, or per spell
Movement: 30'
A bog crone uses the terrain of its marshy home to its
advantage. It is capable of moving in near-complete No. Appearing: 1d4 (see below)
silence while in swampy terrain, surprising opponents on Save As: Magic-User: 2 to 10 (see below)
1-4 on 1d6. A favored tactic of a bog crone is to surprise Morale: 8
a single opponent and drag them away into a deep pool of Treasure Type: N/O
water, where it then drowns the individual. A bog crone XP: 1 HD 37; 2 HD 100; 3 HD 175;
exudes an aura of unwholesomeness. Near its lair animals 4 HD 280; 5 HD 405
grow sick and die, plants wither, and water turns foul.
This aura of evil even effects magic; any healing spell cast Occasionally a goblin is born different, developing a bluish
upon a target that is standing within 30 feet of the crone tint to its skin during its childhood; such a creature is called
only heals half the normal amount. a Boglin. An adult boglin has the abilities of a Magic-user
of a level equal to twice the monster's hit dice. In any
Boggart given goblin lair, there is a 10% chance that 1d4 boglins
are present. Larger goblin societies, such as a goblin city
Armor Class: 14 or major fortress, will almost always have at least 1d4
Hit Dice: 6* boglins. They are almost never encountered alone.
No. of Attacks: 2 claws
A boglin receives a bonus of +4 on saves vs. any sort of
Damage: 1d6
magic.
Movement: 40'
No. Appearing: 1, Lair 1
Save As: Magic-User: 6
Morale: 7
Treasure Type: D
XP: 555
What a Boggart's true form is none can say, but given the
marks they leave on the bodies of its victims, one can be
reasonably sure that it is clawed. A boggart does not
appear to truly understand language, but it is capable of
imitating a wide range of sounds, including speech. It
feeds on fear, especially from a creature about to be slain.
A boggart prefers not to attack with its claws until it
absolutely has to; instead it will use its inherent magical
abilities. A boggart has a passive form of telepathy so it
knows the greatest fear of any opposing creature. The
boggart then projects an illusory image of the feared item
over itself. Creatures of 1 HD or less that view such an
image must save vs. Death Ray or die of fright. Should
this fail, the boggart will resort to its claws. While it relishes
the sound of screaming, the boggart finds laughter
unbearable and must check morale if it hears the sounds
of genuine mirth.
In all other respects the illusion of a boggart functions like
the spell phantasmal force. Although intelligent, a
boggart is not affected by charm or sleep spells, nor
illusions of any kind.
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Basic Fantasy Field Guide Volume 1 Monsters
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Monsters Basic Fantasy Field Guide Volume 1
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Basic Fantasy Field Guide Volume 1 Monsters
the air and attack prey with all four claws but cannot bite Cadaver
with such an attack. If somehow one gets on top of a
bulette, the area behind its head plates is only AC 15. It is Armor Class: 17
effectively immune to most types of attacks while Hit Dice: 6**
burrowing. No. of Attacks: 1 punch or by spell
Damage: 1d6
A bulette senses vibrations in the earth, and is able to
Movement: 40'
sense positions and numbers of creatures with a range of
60 feet while burrowing. No. Appearing: 1d4
Save As: Fighter: 6
Bunyip Morale: 8
Treasure Type: None
Armor Class: 15
XP: 610
Hit Dice: 6
No. of Attacks: 1 bite The conditions that create a Cadaver are unknown, but
Damage: 1d10+2 it's rumored it arises in areas of dungeons or ruins that
Movement: 40' Swim 20' have been rich in undead for long periods of time. A
No. Appearing: 1 cadaver is a corporeal undead creature bearing a physical
resemblance to a ghoul. It is not exceptionally smart but
Save As: Fighter: 6
shouldn't be underestimated. A cadaver is believed to
Morale: 9
subsist by eating the flesh of other undead creatures.
Treasure Type: None
XP: 500 A cadaver attacks with powerful blows from its fists. As
with all undead, it can be Turned by a Cleric (as a
A Bunyip is a large carnivorous lake-dwelling creature, mummy), and is immune to sleep, charm or hold spells.
with a dog-like face, large tusks, sturdy webbed feet, short It has all the powers and spells of an 8 th-level Cleric,
otter-like fur, and a body much like that of a great bear. It including the power to Turn undead. The spells the
may be found in lakes and rivers in the remote wilderness, cadaver uses will typically include: 1st level: cure light
and also in underground pools and lakes. A bunyip is very wounds* and/or darkness; 2nd level: silence 15’ radius;
aggressive and will usually attack anyone who wanders 3rd level: bestow curse, speak with dead; 4th level:
into its territorial waters. animate dead and/or dispel magic. Healing spells cast
by a cadaver can even heal undead creatures.
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Basic Fantasy Field Guide Volume 1 Monsters
Chasenet
Armor Class: 15
Hit Dice: 1
No. of Attacks: 1 spines, 1 bite
Damage: 1d12 spine, 1d4 bite
Movement: 60'
No. Appearing: 1d4
Save As: Fighter: 1
Morale: 5
Treasure Type: None
XP: 25
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Monsters Basic Fantasy Field Guide Volume 1
Choker Cloaker
Armor Class: 17 Armor Class: 19
Hit Dice: 3+3 Hit Dice: 6**
No. of Attacks: 1 choke No. of Attacks: 1 bite, 1 tail + special (crush)
Damage: 1d3 + special Damage: 1d6 bite, 1d6 crush + special
Movement: 20' Movement: 10' Fly 40'
No. Appearing: 1 No. Appearing: 1d3
Save As: Fighter: 3 Save As: Fighter: 6
Morale: 7 Morale: 7
Treasure Type: U Treasure Type: None
XP: 145 XP: 610
A Choker is a vicious little predator lurking underground, When resting or lying in wait, a Cloaker is almost
grabbing whatever prey happens by. Its hands and feet impossible to distinguish from dark surroundings. A
have spiny pads that help it grip almost any surface. It cloaker has glowing eyes, needle sharp fangs, and a whip-
weighs about 35 pounds, is brown or mottled gray in like tail. It has an 8-foot wingspan and weighs about 100
color, and vaguely humanoid in shape. A choker likes to pounds. Cloakers are generally found in dark places.
perch high, often at intersections, archways, wells, or
A cloaker lies in wait, surprising on a roll of 1-4 on 1d6. It
staircases, reaching down to attack. It generally prefers to
will bite and wrap itself around the target, causing damage
attack lone prey.
equal to 20 minus the victim's unadjusted, shield-less AC;
A choker deals 1d3 points of damage as it grabs its target, creatures with AC 20 or higher will suffer no damage.
and continues to deal 1d3 points of damage each round Dexterity offers no protection against this attack, but
by choking and tearing at its prey until its victim is dead or magical armor bonuses do. The cloaker's tail attack
it is forced to release. Because it seizes its victim by the cannot be used on an enveloped victim, but will be
neck, a creature in the choker's grasp cannot speak or cast applied to those attempting to assist. Attacks against a
spells. A choker is supernaturally quick, and always acts cloaker that has enveloped a victim will do half damage to
first in a combat round. the cloaker and half to the trapped victim.
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Couatl
Armor Class: 16
Hit Dice: 9+** (AB +8)
No. of Attacks: 1 bite, 1 constrict, or spells/powers
Damage: 1d3 bite + poison, 2d4 constrict
Movement: 20' Fly 60'
No. Appearing: 1d2, Lair 1d6
Save As: Fighter: 9+
Morale: 12
Treasure Type: B, I
XP: 1,225
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Darkmantle
Armor Class: 17
Hit Dice: 1+2*
No. of Attacks: 1 constriction
Damage: 1d4
Movement: 20' Fly 60'
No. Appearing: 2d6
Save As: Fighter: 1
Morale: 7
Treasure Type: None
XP: 37
While at rest, a Darkmantle looks much like a stalactite.
Using a muscular 'foot' it attaches itself to the ceiling, its
tentacles wrapped about its body. A darkmantle weighs
about 30 pounds and can change its skin color to match
the surrounding stone. It effectively has 90’ Darkvision,
achieved through a form of echolocation. Magical silence
effectively blinds a darkmantle.
A darkmantle attacks by dropping onto its prey and
wrapping its tentacles around the victim's head to constrict
and suffocate, doing 1d4 points of damage. A darkmantle
that misses its initial attack will usually fly back to its perch
and try again. After successfully attacking, the darkmantle
automatically inflicts 1d4 points of damage each round.
While attached to an individual, a darkmantle takes half
damage from attacks; the other half is inflicted upon the
individual it covers. Once per day a darkmantle can cast
darkness (the reverse of light, with a 6-turn duration). It
most often uses this ability just before attacking.
Death Dragon
Armor Class: 22
Hit Dice: 11** (AB +9)
No. of Attacks: 2 claws + paralysis, 1 bite or breath,
1 tail
Damage: 1d8 claw, 4d8 bite, or breath, 1d8 tail
Movement: 30' Fly 80' (15')
No. Appearing: 1
Save As: Fighter: 11
Morale: 10
Treasure Type: H
XP: 1,765
A Death Dragon is a skeletal monster, a sort of "dragon
lich" who has chosen to become undead for reasons
inscrutable to mortals. In place of whatever breath
weapon it had in life, a death dragon breathes a cloud of
freezing fog (100' long x 55' wide). In addition to dealing
damage, this breath inflicts mummy rot (see ther mummy
entry in the Basic Fantasy RPG Core Rules for details)
on those affected unless they save vs. Death Ray. Its
claws inflict paralysis (like a ghoul), but elves are not
immune; a saving throw vs. Paralysis is allowed to resist.
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Delver
Armor Class: 24
Hit Dice: 18** (AB +12)
No. of Attacks: 2 flippers
Damage: 1d6 + special
Movement: 30' Burrow 10'
No. Appearing: 1
Save As: Fighter: 18
Morale: 11
Treasure Type: None
XP: 4,320
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A Desert Worm is a large carnivorous creature, with a The Ankylosaurus weighs about 8,000 pounds, most of
round mouth ringed with several rows of sharp teeth. A this weight due to its armor plating, side spines, and great,
desert worm has no eyes nor olfactory organs, but it can knobby tail. If attacked or threatened, it lashes out with its
sense movement on the ground within 20 feet. It spends tail, delivering blows of considerable force. A related
most of its life burrowing beneath the sands. A desert species, Paleocinthus, has even more armor plating (AC
worm will eventually leave a potential victim alone if it no 24) and a spiked tail (3d6 points of damage).
longer senses any movement within that area. On a
natural 20 attack roll, a victim of up to dwarf size will be Dinosaur, Compsognathus
swallowed whole, suffering 1d6 points of damage per
round thereafter. Only one such victim may be swallowed Armor Class: 12
at a time. A swallowed creature can cut its way out by Hit Dice: ½ (1d4 HP)
dealing 5 or more points of damage with a small edged No. of Attacks: 1 bite
weapon such as a dagger. Damage: 1d2
Movement: 40'
No. Appearing: Wild 1d10
Save As: Normal Man
Morale: 8
Treasure Type: None
XP: 10
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place, preventing any movement. An entangled creature An ettin is almost never surprised. The GM rolls once for
can burst the web as per the web spell. each head, and only if both heads fail will the monster
suffer surprise.
An ettercap can also create sheets of sticky webbing up to
60 square feet. They usually position these to snare flying Faun (and Ibix)
creatures, but can also try to trap prey on the ground.
Approaching creatures may stumble into it and become Armor Class: 15 (11)
trapped. An ettercap can determine the exact location of Hit Dice: 1
any creature touching its web. No. of Attacks: 1 weapon
Damage: 1d6 or by weapon
Ettin Movement: 40'
Armor Class: 18 No. Appearing: 1d8, Wild 5d8, Lair 5d8
Hit Dice: 13 (AB +10) Save As: Fighter: 1 (with Dwarf bonuses)
No. of Attacks: 2 weapons Morale: 8
Damage: By weapon Treasure Type: D
Movement: 30' XP: 25
No. Appearing: 1, Wild 1d2, Lair 1d4 A Faun is a fey-related race that resembles a sort of
Save As: Fighter: 13 strange cross of goat with a small Human or Elf-like being.
Morale: 7 Standing only about 4 to 5 feet tall, it has a Human-like
Treasure Type: J (E+1d10x1,000 gp in lair) torso and head, but the legs and feet of a goat. A faun can
XP: 2,175
also have other features reminiscent of goats, such as small
horns or large ears. Fauns share the Halfling’s love of a
An Ettin is a vicious and unpredictable 2-headed giant. simple agrarian life, and frequently are found wherever
An ettin rarely bathes, resulting in grimy and dirty skin alcoholic beverages are made.
resembling a thick, gray hide. An adult ettin is about 13 Fauns do not have their own language, preferring to speak
feet tall. It has no language of its own, but speaks a pidgin Elvish among themselves. They also know the language
of Orc and Giant. Creatures that can speak any of these of Halflings, their most common neighbors, and many also
languages can understand only bits and pieces of an ettin’s know the secret languages of fey races such as pixies or
speech. dryads. Most adventuring fauns who travel outside their
Although an ettin is not very intelligent, it is a cunning small shires know Common.
fighter, preferring to ambush victims rather than charge The Ibix is the cousin to the faun, with a head that is much
into a fair fight. An ettin typically wields a spear in each more goat-like. Unlike fauns, an ibix is ill-tempered and
hand, adding +4 to damage rolls due to its great strength.
Because each arm is controlled by one head, the ettin
does not suffer penalties for attacking with two weapons.
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generally considered evil, sometimes even allying with become invisible at will, and once per day can bestow
humanoids such as goblins. It has identical statistics to curse (reverse of remove curse) as a 7th level caster
those listed above, except that it speaks Goblin rather than (usually utilizing the “-4 to attack rolls and saves” version).
Halfling.
Silver or magical weapons are required to strike a
Flederkatze* flederkatze. So long as it has at least 1 hp remaining, the
creature regenerates 1 hp each round; if reduced to less
Armor Class: 19 (see below) than 1 hp a flederkatze dies. It saves against magic
Hit Dice: 2** (including wands) with a +4 bonus.
No. of Attacks: 2 claws, 1 bite + poison
Damage: 1d2 claw, 1d3 bite + poison Flying Man-of-War
Movement: 40' Fly 60' Armor Class: 11
No. Appearing: 1 Hit Dice: 2
Save As: Magic-User: 2 No. of Attacks: Poison (if successful digest of victim)
Morale: 7 Damage: 1 HP (save vs. Paralysis) touch, if
Treasure Type: None touch successful 1d6/round digestive
XP: 125 acid
Movement: Fly 40'
A Flederkatze (“flitter-cats”) is a magical creature that No. Appearing: 3d4
appears to be a mix of feline and bat-like features. It has
Save As: Fighter: 2
dark fur with leathery wings sprouting from its back. Its
Morale: 7
head is cat-like but with bat-like ears. A flederkatze can
fold its wings close to its body, appearing to be a normal Treasure Type: V
cat unless closely inspected. A flederkatze has exceptional XP: 75
hearing, including a form of echolocation with a 120 foot
range; normal invisibility is easily detected, but magical A Flying Man-Of-War is a horse-sized flying jellyfish with
silence effectively negates this power. Its actual eyesight is a distinctive crest like a sail. Its body is filled with hot air,
quite poor (roughly 30 feet), and it suffers discomfort in allowing it to float about 20 feet off the ground, with its
bright sunlight (-1 attack penalty in bright or magical light). tentacles hanging below. Any creature touched by its
tentacles takes only 1 damage, but must save vs. Paralysis
A flederkatze attacks with claws and bite like other felines. or be stunned for 1d4 rounds due to its paralyzing venom.
Its bite contains a toxin that causes 1 additional point of The flying man-of-war will then pull itself down to its prey
damage each round for 10 rounds as the poison travels (if it weighs more than 100lbs) or lift its prey up to its body
through the body. Each round the affected can roll a save and begin digesting it, dealing 1d6 points of damage per
vs. Poison to halt any further damage, although round.
subsequent bites will produce the wounding effect anew
(resetting the 10-round duration). Only one such point of If a flying man-of-war takes at least 6 points of damage
poison damage is applied each round, even if multiple from a single attack, its envelope is punctured and it swiftly
bites are scored without successfully saving. In addition to falls to the ground, immobile; its tentacles will collapse in a
10 feet radius around it and remain poisonous.
physical attacks, a flederkatze can detect magic at will,
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Gerbalaine
Armor Class: 15
Hit Dice: 1
No. of Attacks: 1 punch or weapon (large form)
Damage: 1d4 or by weapon (large form)
Movement: 40'
Frost Worm No. Appearing: 1d6, Wild 2d4, Lair 4d8
Save As: Fighter: 1 (Halfling bonuses)
Armor Class: 18 Morale: 6
Hit Dice: 16** (AB +12) Treasure Type: 1d4 random small gems
No. of Attacks: 1 bite + cold or breath or death XP: 25
explosion
Damage: 2d8 bite, 1d8 cold, 15d6 breath, Gerbalaines are a race of very small fey beings. It has a
20d6 death explosion mouse-like appearance, and because of its size it is often
Movement: 30' mistaken for a common field mouse unless examined
No. Appearing: 1 closely. A gerbalaine is a tinkerer, using small bits of
Save As: Fighter: 16 materials gathered to fashion its home; it often builds
within walls, under floors, or otherwise right under the
Morale: 10
noses of big folk.
Treasure Type: None
XP: 3,520
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Grick
Armor Class: 16
Hit Dice: 2
No. of Attacks: 4 tentacles, 1 bite
Damage: 1d4 tentacle, 1d3 bite
Movement: 30'
No. Appearing: 1, Wild 1d4
Save As: Fighter: 2
Morale: 12
Treasure Type: V
XP: 75
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Guard Fern
Armor Class: 14
Hit Dice: 6*
No. of Attacks: 3 thorn, 1 acid, 1 leaves
Damage: 1d4 thorn, 3d8 acid, 1d8 leaves
Movement: 0' (immobile)
No. Appearing: Wild 1d6
Save As: Fighter: 6
Morale: 12
Treasure Type: None
XP: 555
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Finally, it can lash out with sharp leaves at a single creature deemed to have met its gaze, as is anyone who is
within five feet, dealing 1d8 points of damage on a hit. surprised by the monster. Those who attempt to fight a
gump while averting their eyes suffer a -4 penalty on
Even if chopped to bits, a guard fern will grow back in attack rolls. It is safe to view a gump's reflection in a
1d6+4 weeks. Only burning one or digging up the roots mirror or other reflective surface; anyone using a mirror to
will kill it for good. fight a gump suffers a penalty of -2 to attack. Characters
fighting a gump must make the saving throw each round if
Gump not taking measures to avoid the monster's gaze.
Armor Class: 14 A gump communicates with an odd jibbering and slobbery
Hit Dice: 4* voice that is difficult to understand. It can speak Common
No. of Attacks: 2 fists or 1 weapon and the languages of goblinoid creatures.
Damage: 1d8+3 fist or by weapon +3
Movement: 30' Headless Horseman
No. Appearing: 1, Lair 1 Armor Class: According to armor worn
Save As: Fighter: 4 Hit Dice: 7+**
Morale: 10 No. of Attacks: 1 weapon (also see mount)
Treasure Type: C Damage: 1d8 or by weapon (also see mount)
XP: 280 Movement: 30' (also see mount)
A Gump is a large and blubbery humanoid that stands just No. Appearing: 1 (plus mount)
over a head taller than a human male, with a broad, Save As: Fighter: 7+
jagged toothed grin and small deep-set eyes. Meeting the Morale: special
gaze of a gump is dangerous. Treasure Type: None
XP: 800+ (plus XP of mount)
Anyone who meets the gaze of a gump must save vs.
Paralysis at +2 or suffer the effects of a hold person spell A Headless Horseman is a powerful undead warrior. A
for 1d4+1 rounds. Anyone facing a gump in combat is headless horseman appears in knightly garb, similar to
what it wore in life. Of course, as the name indicates it is
headless, but a jack-o-lantern, helmet, or other decoration
could be worn above the neck. Upon sighting a headless
horseman, characters of less than 5th level must save vs.
Spells or be stricken with fear, running away until out of
sight.
Each headless horseman is a Fighter with a level
equivalent to its HD, and attacks appropriately. The
headless horseman can be Turned by Clerics (as a
vampire, but roll at -4). As with all undead, it is immune
to sleep, charm, and hold spells, as well as cold, acid,
poison, and electricity.
A headless horseman is always accompanied by its mount,
usually an undead (skeleton or zombie) warhorse or
similar creature. Occasionally, a more powerful mount
might accompany a higher-level headless horseman,
perhaps even an undead dragon. This undead mount is
fearless and can only be Turned if the headless horseman
itself is successfully Turned first.
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Hippocampus / Kelpie
Armor Class: 13
Hit Dice: 2 (2*)
No. of Attacks: 2 hooves (plus 1 bite for Kelpie)
Damage: 1d4 hoof (plus 1d4 bite)
Movement: Swim 80'
No. Appearing: Wild 10d10 (Kelpie: Wild 1)
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 75 (100)
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Homunculus A homunculus will try to climb onto its victim and bite with
its venomous fangs. On a failed save vs. Poison, the
Armor Class: 14 opponent will fall asleep for 6d6 minutes. If the master is
Hit Dice: 2 slain the homunculus also dies, its body swiftly melting
No. of Attacks: 1 bite + poison away into a pool of ichor.
Damage: 1d4-1 + poison
Movement: 20' Illusion Trapper
No. Appearing: 1 Armor Class: 18
Save As: Fighter: 2 Hit Dice: 9** (AB +8)
Morale: 12 No. of Attacks: 1 bite
Treasure Type: None Damage: 5d4
XP: 75 Movement: 30'
A Homunculus is a miniature servant created by a wizard. No. Appearing: 1
It is a weak combatant but makes for an effective spy, Save As: Fighter: 9
messenger, or scout. A homunculus’s creator determines Morale: 9
its precise features. A homunculus cannot speak, but the Treasure Type: None (see below)
process of creating one links it telepathically with its XP: 1,225
creator.
The Illusion Trapper is a very proficient hunter. It digs a
It knows what its master knows and can convey to him or 40-foot diameter funnel-shaped pit and casts
her everything it sees and hears (up to a distance of 1,500 hallucinatory terrain to match the surrounding terrain.
feet). A homunculus never travels beyond this range Creatures that come near the pit must save vs. Paralysis
willingly, though it can be moved forcibly. If this occurs, each round they remain in the area or slip on the loose soil
the creature does everything in its power to regain contact and fall to the bottom. The illusion trapper attacks from its
with its master. An attack that destroys a homunculus covering with its large mandibles, and on a successful hit
deals 2d10 points of damage to its master. attaches to the target. It will not open its mandibles until it
or its prey is dead. Any creature bitten by the illusion
trapper must save vs. Poison or be paralyzed for 3d6
rounds. Paralyzed creatures automatically take 5d4 points
of damage each round that it remains in the trapper's grip.
While it does not keep any treasure itself, there is a chance
of items left behind from previous victims.
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Infernal, Spined Devil* Magic or magical weapons are needed to harm a spined
devil, which are immune to non-magical fire and poison;
Armor Class: 19 (m) further, they take only half damage from magical fire. The
Hit Dice: 8* bite of a spined devil is poisonous, but not fatal; anyone
No. of Attacks: 1 bite or 2 blades (horns) or spines or bitten must make a saving throw vs. Poison or fall
by weapon unconscious for 1d6 minutes. Once every 1d6 rounds, a
Damage: 1d6 bite + poison,1d8+2 blade, spined devil can fire a burst of small barbed spines from its
4d6 spines or by weapon + 2 arms and legs, covering a 5 foot radius around the
Movement: 30' monster; any creature within the area takes 4d6 points of
No. Appearing: 1d4+1 damage from the spines. A successful saving throw vs.
Save As: Fighter: 8 Dragon Breath reduces damage from this attack by half.
Morale: 9
Infernal, Succubus*
Treasure Type: None
XP: 945 Armor Class: 20 (m)
Hit Dice: 7**
A Spined Devil is a fearsome beastman who stands taller No. of Attacks: 2 claws or by weapon + special
than the tallest man. A spined devil appears to be a
Damage: 1d4 claw or by weapon
powerfully-built humanoid with a thick gray hide of
leather-like scales and small thorny spines protruding from Movement: 30' Fly 50'
the crevices. A pair of thick bony blades protrude from its No. Appearing: 1
elbows; these blades can be retracted into the monster's Save As: Cleric: 6
body at will. A male will also have an impressive rack of Morale: 7
curved horns protruding from its head. Spined devils tend Treasure Type: I, L
to favor spears and swords as weapons. XP: 800
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Jack O'Lantern the base with a range of five feet in front of the creature.
Anyone caught in the blaze suffers 2d6 points of fire
Armor Class: 15 damage; a save vs. Dragon Breath allows the victim to
Hit Dice: 3* suffer only half damage. Furthermore, they can fly (as the
No. of Attacks: 1 breath spell, at a rate of 20 feet per round) at will.
Damage: 2d6
This monster is a construct, and thus is immune to poison,
Movement: Fly 20'
charm, and sleep; due to its nature it is also immune to
No. Appearing: 1d6 fire. It takes double damage from ice or cold. Water or
Save As: Magic-User: 3 wind-based attacks may snuff the monster's candle, if it
Morale: 9 fails a saving throw vs. Death Ray. If a jack o'lantern's
Treasure Type: U candle is snuffed, it becomes instantly dormant; re-lighting
XP: 175 the candle will restore it to life.
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its bite for 1d6 points of damage. Its mouth is filled with Lerini
virulent microbes and toxins that can quickly overwhelm a
victim. These poisons cause 1d8 points of damage per Armor Class: 13 (11)
hour, plus the loss of 2 points of Constitution unless a save Hit Dice: 1
vs. Poison is made; this save is made each hour until No. of Attacks: 1 bite or weapon
successful, or the victim is dead. Damage: 1d6 or by weapon
Movement: 20' (unarmored 40'), Swim 30'
Kraken No. Appearing: 2d4, Wild 3d6, Lair 6d6
Armor Class: 20 Save As: Fighter: 1
Hit Dice: 36** (+16) Morale: 8
No. of Attacks: 5 tentacles, 1 bite Treasure Type: D
Damage: 7d6 tentacle, 4d6 bite XP: 25
Movement: Swim 40'
A Lerini is a lizard-like humanoid dwelling in swamps and
No. Appearing: 1 warm, wet forests. It stands 4 to 5 feet tall, weighs 60 to
Save As: Fighter: 20 100 pounds, and has a thick, muscular tail measuring 2 to
Morale: 11 3 feet in length. Its skin is covered with soft scales of
Treasure Type: None green, bluish-green or yellowish-green color. Its eyes are
XP: 18,500 large and its hair is thick and oily. A lerini tends to wear
loosely-fitting robes or gowns that don't interfere with its
A Kraken is possibly the largest known creature, with a tail's mobility.
body 150 feet long and 10 barbed tentacles that can reach
an additional 500 feet. Its beak-like mouth is located A lerini is an avid swimmer, and can hold its breath up to
where the tentacles meet the lower portion of its body. It 10 minutes. A lerini tends to go fishing or hunting in small,
usually stays in the deepest parts of the oceans, but will fast river-boats. It has its own tongue, but many also
come to the surface for prey. speak the language of lizard-men and sometimes other
swamp-dwelling beings. A lerini is not necessarily
A kraken strikes its opponents with some of its barbed aggressive, but will fight to defend itself.
tentacles, then grab and crush its victims within its huge
jaws. Once an opponent has been hit, the kraken wraps a
tentacle around the victim and automatically inflicts 7d6
points of damage each round. When six of the tentacles
are wrapped around a ship, the kraken may crush for 4d6
points of damage to the vessel each round. Victims caught
in the kraken’s tentacles attack at -4. If a tentacle takes 60
points of damage it's severed. Severed tentacles will
regrow in 1d10+10 days.
A kraken can jet backward once per round at a speed of
280 feet in a straight line. When a kraken has lost 5 of its
tentacles or 50% of its hit points, it will emit a cloud of jet-
black ink in a 100-foot cubic area. This can be repeated
once per hour. The cloud provides total concealment,
which the kraken will use to escape. Creatures within the
cloud are automatically blinded.
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Megatherium Mohrg
Armor Class: 13 Armor Class: 23
Hit Dice: 9 (AB +8) Hit Dice: 14** (AB +11)
No. of Attacks: 2 claws No. of Attacks: 1 slam or 1 tongue
Damage: 1d10 Damage: 1d6 or special
Movement: 30' Movement: 30'
No. Appearing: Wild 1d4 No. Appearing: Wild 1d4, Lair 1d4 (+ 5d4 zombies)
Save As: Fighter: 9 Save As: Fighter: 14
Morale: 8 Morale: 12
Treasure Type: None Treasure Type: None
XP: 1,075 XP: 2,730
A Megatherium is a gigantic prehistoric ground sloth the A Mohrg is the animated corpse of a mass murderer or
size of an elephant. While a normal sloth is a vegetarian, a other heinous villain. The average mohrg is 5 to 6 feet tall
megatherium is omnivorous, sometimes hunting prey or and weighs about 120 pounds. A mohrg attacks by
scavenging. A megatherium can climb well, assuming the striking enemies with its fists, but it may also lash out with
surface is strong enough to support its massive weight. its 4ft-long tongue. Whomever the tongue touches must
save vs. Paralysis or become paralyzed for 6d4 rounds.
Mimic Unlike zombies, mohrgs move at full speed and have no
penalty to initiative.
Armor Class: 15
Hit Dice: 7** As with all undead, they may be Turned by a Cleric (as a
No. of Attacks: 1 slam vampire), and are immune to sleep, charm, or hold
Damage: 3d4 magic. Creatures killed by a mohrg rise after 1d4 days as
ordinary zombies under the mohrg’s control.
Movement: 10'
No. Appearing: 1
Save As: Fighter: 7
Morale: 10
Treasure Type: None
XP: 800
A master of deception, a Mimic can assume the general
shape of any object or creature that fills roughly 150 cubic
feet. A mimic’s body is hard and has a rough texture, no
matter what appearance it might present. Anyone who
closely examines the mimic can easily detect the ruse. A
mimic can speak Common. In combat a mimic will often
surprise an unsuspecting adventurer by lashing out with a
heavy pseudopod.
A mimic exudes a thick slime that acts as a powerful
adhesive, holding fast any creatures or items that touch it.
A weapon that strikes an adhesive-coated mimic is stuck
fast unless the wielder succeeds on an open doors check
to pull the weapon free. Strong alcohol dissolves the
adhesive in 3 rounds. A mimic can dissolve its adhesive at
will, and the substance will break down 5 rounds after the
creature dies.
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An Eelbat looks like an eyeless eel with bat-like wings and A Frogman is a seven-foot-tall creature with a body
gray slimy skin. Despite the lack of visual organs, it can shaped like a muscular humanoid, with a second set of
sense its surroundings like a bat and it effectively has weaker arms below its stronger pair. It is apparently
Darkvision out to 60 feet. It attacks by biting, and after a sexless, and its head is frog-like but set with a second pair
successful bite it will hang on and drain an additional 1d6 of eyes below the normal set. A frogman never bothers to
points of damage every round. An eelbat can only be wear any sort of clothing, but does use belts or similar
removed by killing it; any attack on the creature while harnesses to support its weapons and equipment.
attached receives an attack bonus of +2, but any attack
that misses will hit its victim instead. A frogman actually has two separate but fully cooperative
brains. One brain operates the eyes and arms on one side
of the body, while the other brain operates the eyes and
arms on the other side. One brain is always in control; it is
not possible to play one brain against the other. A
frogman is generally armed with a single-edged sword,
though it will use any sort of one-handed weapon which
can be wielded by the stronger upper arms. Two-handed
weapons are never used, as a frogman has difficulty with
the level of cooperative control needed to use them; the
exception is two-handed spears, of which it can wield two
each, using one in each set of upper and lower arms.
A frogman can move in nearly complete silence, surprising
opponents on 1-3 on 1d6. A frogman receives a +1
bonus on damage due to its great strength.
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A Gray Render stands about 9 feet tall in spite of its A Spiderwolf is a species of huge wolf-like monsters
hunched posture and is about 4 feet wide, weighing about having eight legs, six eyes, and no tail. It is hairless, with
4,000 pounds. It has a very amphibian, toad-like look, gray slimy skin. A typical spiderwolf stands 5 feet high at
and is gray in color. Its forelimbs are rather small the shoulder and weighs almost 200 pounds. In the wild,
compared to its body, but have viciously sharp claws. A this creature travels and hunts in packs.
gray render has no eyes; instead, it depends on sound to A spiderwolf's bite paralyzes; any living creature bitten by a
locate prey (treat as 90 foot Darkvision). Thus, a silent spiderwolf must save vs. Paralyzation or be paralyzed for
opponent is as good as invisible to the monster. A gray 1d6 turns. It will then ignore that paralyzed creature and
render is never found in groups. When hunting, it hides attack another opponent, turning its attention back to any
and waits for prey to wander close. paralyzed victims only after all opposition is quelled.
A gray render that successfully bites establishes a hold,
tearing the flesh for 2d6 points of damage each round until Necrotic Ooze
it or its prey is dead. Its jaws are so powerful that it is Armor Class: 13
effectively impossible to break the hold through strength
Hit Dice: 3
alone.
No. of Attacks: 1 slam
Nazgorean, Hydramander Damage: 1d6
Movement: 10'
Armor Class: 18 to 21 No. Appearing: 1d4, Wild 1d4, Lair 1d4
Hit Dice: 8 to 12 (AB +10) Save As: Fighter: 3
No. of Attacks: 5 to 8 bites Morale: 11
Damage: 2d6 Treasure Type: None
Movement: 20' (10') XP: 145
No. Appearing: 1, Lair 1
Save As: Fighter: 8 to 12 A Necrotic Ooze is an undead slime creature that
Morale: 11 resembles nothing more than a sickly mass of sticky,
Treasure Type: None oozing yellow-white puss with pustules of running clear
liquid on its exterior. It attacks with a tentacle-like
XP: 8 HD 825; 9 HD 1075; 10 HD 1,300;
11 HD 1,575; 12 HD 1,875
pseudopod.
As with all undead, it can be Turned by a Cleric (as a
A Hydramander is a multi-headed creature from the
wight), and is immune to sleep, charm, or hold spells. As
dimension of Nazgor. The body of a hydramander is
it is mindless, mind reading is useless. It is likewise
similar to the body of a hydra; however, the hydramander
immune to disease and poison.
has no eyes. It depends on sound to locate prey (treat as
Darkvision out to 60 feet). Thus, a silent opponent is as The GM should keep track of who is struck by one; after a
good as invisible to the monster. fight is over, each stricken victim must save vs. Poison; if
this save fails, the victim will suffer a rotting disease that
The individual heads of a hydramander may be attacked;
deals 1d4 points of damage per day unless cured by cure
12 points of damage must be dealt to disable each head.
disease (normal healing has no effect). If slain by the
rotting disease, the victim will quickly turn into a necrotic
ooze.
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An Octopus Fungi appears similar to other giant fungi An Odeum is a foul undead spirit, the revenant of a
such as shriekers. If anyone tries to pass an octopus fungi, person who was murderously insane. They exist only to
it will "unfurl" into a single long tentacle and try to wrap inflict similar madness upon others, driving them to
around the victim and drag them back to the biting core. perform heinous acts. Unlike many other kinds of spectral
A normal attack roll is made; a hit deals 1d6 points of undead, an odeum is not necessarily bound to a specific
damage from the clawed grasping sucker and a victim location; most can move about at will, though they are
must save vs. Dragon Breath, or be drug back to the core drawn to places tainted by great suffering and torment.
the next round. If pulled into the body, two attacks will be An odeum knows and can speak the languages it knew in
made (the tentacle and the mouth) with a +4 bonus each. life, but being insane, its utterances may still be
incomprehensible to those who hear it speak.
An odeum attacks the minds of living creatures, damaging
them with its icy touch. In addition to normal damage
done, any living creature touched by an odeum takes 1d4
points of Wisdom damage. A creature reduced to less
than 3 points of Wisdom by this attack is driven insane
and acts as if under the effects of a confusion spell until its
Wisdom is restored to at least 3 points. (Assume that non-
character monsters have a Wisdom of 9 for this purpose).
Instead of attacking, an odeum can attempt to possess a
living creature using a magical ability similar to magic jar
(as if cast by a 10 th level Magic-User), except that no
receptacle is required. The target is allowed a save vs.
Spells modified its Wisdom bonus to resist this attack. A
creature who successfully saves is immune to possession
by that odeum for a full day; for this reason, an odeum
may delay using this power until its victim has suffered
several attacks, and thus has a Wisdom penalty. If this
attack succeeds the odeum disappears into the target's
body and assumes control.
Once an odeum has possessed a host, it has complete
control of the host's actions, though the host remains
awake and aware. Attacking a host creature will damage
the victim, not the odeum; if the host dies, the odeum
leaves its body and resumes its normal nebulous form.
Outside a host an odeum can only be struck by magical
weapons and spells. Like all undead it is immune to
sleep, charm, and hold spells. It can be Turned by a
Cleric (as a wraith). If successfully Turned by a Cleric
while possessing a host, the host is allowed a new saving
throw, with success resulting in the expulsion of the
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Monsters Basic Fantasy Field Guide Volume 1
odeum. An odeum may also be driven from a host by An ogre mage may cast fly, invisibility, darkness, and
means of dispel evil. polymorph self at-will (one choice per round) as often as
desired. Once per day it can cast charm person and
An odeum will possess a host for as a long as possible, sleep. Also, once per day it can breathe a special cone of
until the host is driven mad by the horrors the odeum cold which is 60 feet long and 12 feet diameter at the
forces it to perform. Only then will the odeum willingly base, inflicting 12d4 points of damage (save vs. Spells for
abandon the host and seek out a new victim. half damage). An ogre magi regenerates 1 hp per round.
Ogre Mage Orc, Snow
Armor Class: 17 Armor Class: 14 (11)
Hit Dice: 5+2** Hit Dice: 1*
No. of Attacks: 1 weapon (+3 to hit) or spells or No. of Attacks: 1 punch or weapon
breath
Damage: 1d8 or by weapon
Damage: 2d6+3 (large weapon), by weapon +3,
by spell, 12d4 breath Movement: 40'
Movement: 40' Fly 40' No. Appearing: 2d4, Wild 3d6, Lair 10d6
No. Appearing: 1, Lair 1d6 Save As: Fighter: 1 (but see below)
Save As: Magic-User: 6 Morale: 8
Morale: 10 Treasure Type: D
Treasure Type: E XP: 37
XP: 450 A Snow Orc is a white-haired relative of the normal orc,
well-suited to cold mountain lairs. It appears even more
An Ogre Mage is a humanoid standing between 9 and 10
bestial than its normal orcish brethren. Its feet are very
feet tall, has 1d4 horns, and 2 large tusks. It is highly
wide and allows it to traverse snow with ease. A snow orc
intelligent and speaks Common and Ogre, among other
is so hairy that it can walk in a blizzard without additional
languages. An ogre mage is very strong (18 Strength),
clothes, though it prefers to wear armor and long capes.
granting it +3 to hit and damage with melee weapons.
A snow orc is never affected by cold weather, and treats
snowy or icy terrain as road terrain for the sake of
movement. While cold-based magic does affect it, a snow
orc saves against cold magic as a 10th-level Fighter rather
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Basic Fantasy Field Guide Volume 1 Monsters
than 1st-level. Like other orcs it has Darkvision to a range Owl, Giant
of 60 feet. It speaks the orcish tongue, but may also speak
Common, Goblin, or even Giant. Armor Class: 15
Hit Dice: 6
Otter (Common and Giant) No. of Attacks: 2 claws
Damage: 1d6
Common Giant
Movement: 10' Fly 70'
Armor Class: 16 16 (see below)
No. Appearing: 1, Lair 1d2, Wild 1d4
Hit Dice: ½* (1d4 HP) 5
Save As: Fighter: 6
No. of Attacks: 1 bite 1 bite
Morale: 9
Damage: 1d2 2d6
Treasure Type: None
Movement: 30' Swim 50' 30' Swim 50'
XP: 500
No. Appearing: 1d4+2 1d3+1
Save As: Fighter: 1 Fighter: 5 A Giant Owl is a nocturnal bird of prey, feared for its
Morale: 7 8 ability to hunt and attack in near silence. It is intelligent
Treasure Type: None L and naturally suspicious. A typical giant owl stands about
XP: 10 360 9 feet tall, has a wingspan of up to 20 feet, and resembles
its smaller cousins in nearly every way.
An Otter is a small or medium-sized semi-aquatic mammal
with a long body. They are fast, maneuverable swimmers, A giant owl attacks by gliding silently just a few feet above
and are playful and social. its prey and plunging to strike when directly overhead. A
giant owl can see five times as far as a human can in dim
A Giant Otter is similar in most ways but is much larger, light.
being 10 to 15 feet in length, with a vicious bite. It is fairly
intelligent and sometimes has small valuables in its den. Owlbear, Fire-breathing
Otyugh Armor Class: 18
Hit Dice: 8*
Armor Class: 17
No. of Attacks: 2 claws, 1 bite (1 hug) or 1 breath
Hit Dice: 6*
Damage: 1d8 claw, 1d8 bite, 2d8 hug,
No. of Attacks: 2 tentacles, 1 bite + special 4d6 breath
Damage: 1d6 tentacle, 1d8 bite + special Movement: 40' Fly 40' (10')
Movement: 20' No. Appearing: 1d4, Lair 1d4, Wild 1d4
No. Appearing: 1 Save As: Fighter: 8
Save As: Fighter: 6 Morale: 9
Morale: 9 Treasure Type: Cx2
Treasure Type: U XP: 945
XP: 555
A Fire-breathing Owlbear is the larger, more bestial
An Otyugh stands on 4 large legs and has a body 8 feet in cousin of the owlbear, sharing most of the same physical
diameter, weighing about 500 pounds. Behind its large features. In addition to the large wings allowing flight, its
mouth are 3 tentacles. When so inclined, an otyugh can coat tends to be closer to rust in color and its beak a bright
communicate verbally using the predominate language of orange. A full-grown fire-breathing owlbear stands nearly
the area, usually Common. 10 feet tall and weighs over 2,000 pounds.
An otyugh attacks living creatures if it feels threatened or if A fire-breathing owlbear usually relies on its powerful
it is hungry; otherwise it is content to remain hidden. An claws and ferocious beak in combat. Like a normal bear,
otyugh slashes and squeezes opponents with its tentacles, it must hit with both claws to deal hug damage. What
which it also uses to drag prey into its mouth. It deals makes it most fearsome is its breath attack, a cone of fire
automatic tentacle damage with a successful attack on 10-20’ long and 10’ wide at the base. Each round, roll to
every round that its prey is held. The bite of an otyugh is determine which attack form is used (1d6, 1-2 indicates
diseased and the recipient of the attack must save vs. breath of fire). If it breathes fire, its victim may save vs.
Poison or contract filth fever (incubation period 1d3 days; Dragon Breath for half damage. It may use this attack a
1d3 reduction of both Dexterity and Constitution). total of 4 times per combat. After an hour of rest, the
breath weapon is usable once again.
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Monsters Basic Fantasy Field Guide Volume 1
The beautiful Phaerim is related to fey such as booka or While its normal form is completely invisible (even while
pixies. The phaerim appear to be a smaller elf-like folk, attacking), when the Phantom Fungus is killed or
except that each has a pair of wings similar to dragonflies somehow made visible it looks like a brown or greenish-
or butterflies. Most phaerim encountered are female. A brown mass with a cluster of nodules at its highest point.
phaerim stands no taller than the average halfling (3 feet) The nodule cluster atop the main mass serves as its
but has a slight build, seldom being heavier than 40 sensory organs. The creature feeds and attacks with a
pounds. Phaerim speak their own language and Elvish, gaping maw lined with rows of teeth. Four stumpy legs
and most know one or more fey languages common to support the creature and allow it to move about its
dryads or pixies. Adventuring phaerim usually know subterranean environment.
Common as well.
Anyone attacking a phantom fungus does so at -4 unless
Phaerim are normally quite reclusive. Similar to halflings, the attacker can detect invisible creatures.
one can hide very effectively, being 90% undetectable so
long as it remains still in a forested environment. Even Phase Spider
indoors one is able to hide with 70% effectiveness.
Armor Class: 15
A phaerim normally walks but can fly if unencumbered. Hit Dice: 9+1 (AB +8)
One can fly for up to 10 rounds, but must remain No. of Attacks: 1 bite + poison
grounded an equivalent amount of time after any flight. A Damage: 1d6 + poison
lightly-encumbered phaerim can fly up to 5 rounds but
Movement: 40'
must rest for 20 rounds. A phaerim takes half damage
from falls due to its reduced weight and wings. No. Appearing: 1d4
Save As: Fighter: 9
Morale: 7
Treasure Type: None
XP: 1,075
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A Plague Hound is an undead canine with an affliction A Poludnitsa, sometimes called "Lady Midday", is a cruel
similar to a ghoul or ghast. It appears as a ravenous beast fey who appears as a young, beautiful woman dressed in
with patches of fur or skin sloughing off. white and holding a scythe. She enjoys engaging in
Those bitten by a plague hound must save vs. Paralyze or conversation, asking complicated and difficult riddles. If
be paralyzed for 2d8 turns; elves are immune to this effect. one answers correctly, she might tell them a great secret
The plague hound's bite also carries the ghoul fever (spoken in riddles, of course). If a wrong answer is given,
affliction, but it is even more virulent. Each bite has a 10% however, she will cause the one answering to suffer a heat
cumulative chance of infecting the victim with ghoul fever stroke; the victim must save vs. Spells or take a -4 penalty
(roll once per bitten character, after the encounter is over, to all attack rolls and ability checks for the next 2d6 hours.
at 10% per each bite; for example, a character bitten three A poludnitsa is usually mischievous rather than outright
times has a 30% likelihood of being infected). If afflicted, evil, but if threatened she will attempt to behead her foes
the victim must save vs. Death Ray (at a penalty of -4) or with her scythe.
die within a day, only to rise at the next sunset as a ghoul.
Any dog or wolf will return as a plague hound. A plague
hound can be Turned by a Cleric (as a wight) and it shares
the common undead traits of immunity to sleep, charm,
and hold spells.
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creatures within 60 feet by various means. Even against Instead of attacking, a rabbit prince may rapidly thump its
invisible opponents, any penalties (such as when foot loudly upon the ground. Anyone within 20 feet must
attacking) are halved for a pseudodragon. save vs. Paralysis or be unable to cast spells for the
remainder of that round (but other actions are still
A pseudodragon has a chameleon-like ability to change possible). Any spells which would be cast simultaneously
color and is able to hide very effectively; so long as it with the rabbit prince's initiative are lost, just as if the caster
remains still, there is only a 10% chance it will be detected had been attacked.
outdoors in forested environments. Even indoors it can
hide with a 30% chance of detection. A rabbit prince is a solitary creature, almost never found in
the company of another of its kind.
Rabbit Prince
Ram, War
Armor Class: 18
Hit Dice: 10* (AB +9) Armor Class: 13
No. of Attacks: 1 weapon (sword) Hit Dice: 3
Damage: 2d6 No. of Attacks: 1 horns or 2 hooves
Movement: 50' Leap 20' Damage: 1d6 horn, 1d4 hoof
No. Appearing: 1 Movement: 40' Climb 20'
Save As: Fighter: 10 No. Appearing: Domestic only
Morale: 10 Save As: Fighter: 3
Treasure Type: None Morale: 9
XP: 1,390 Treasure Type: None
XP: 145
The Rabbit Prince appears as a four foot tall, bipedal
rabbit dressed in ruined finery, wearing an old crown and Dwarves are known for their War Rams, which are
wielding a broken sword. A rabbit prince will roam the specifically bred for strength and aggression. It attacks
wilderness, occasionally attacking farming villages. It has a with either its great horns (needing a short run or charge)
deep hatred for predators and will defend fellow (ordinary) or its hooves. Like the mundane breeds of ram, a war
rabbits from any attackers it sees. ram can negotiate rocky terrain with ease. The climbing
speed listed above assumes its native terrain of rocky
The rabbit prince attacks with supernatural strength, slopes and cliffsides; a war ram cannot climb walls, trees,
moving rapidly and erratically so that anyone trying to or other objects in the traditional sense.
attack with ranged weapons suffers a -2 penalty to his or
her attack roll. In addition to normal movement, a rabbit
prince can leap up to 20 feet and still make an attack in
the same round.
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Ram, Wild A rat dog's bite may carry disease, much like a giant rat's
bite. A rat dog bite has a 5% chance of causing a disease.
Armor Class: 13 Anyone who suffers one or more bites that results in
Hit Dice: 2 disease will sicken in 3d6 hours. The infected character
No. of Attacks: 1 horns will lose one point of Constitution per hour; after losing
Damage: 1d6 each point, the character is allowed a save vs. Death Ray
Movement: 40' Climb 20' (adjusted by their current Constitution bonus or penalty)
No. Appearing: Wild 2d4 to break the fever and end the disease; cure disease will
Save As: Fighter: 2
also break the fever. Any character reduced to zero
Constitution is dead (see Constitution point losses in the
Morale: 7
Encounter section of the Basic Fantasy RPG Core Rules
Treasure Type: None for details on regaining lost Constitution).
XP: 75
A Wild Ram is a large herd animal common to high Red Cap
country. It has large curved horns which it uses to attack Armor Class: 14
with great force. Few creatures can match a wild ram's
Hit Dice: 3*
ability to scramble about the rocky slopes it is native to.
The climbing speed listed above assumes its native terrain No. of Attacks: 1 weapon
of rocky slopes; a wild ram cannot climb walls, trees, or Damage: By weapon
other objects in the traditional sense. Movement: 60'
No. Appearing: 1d4
Rat Dog Save As: Thief: 6
Morale: 8
Armor Class: 15
Treasure Type: D
Hit Dice: 3
XP: 175
No. of Attacks: 1 bite
Damage: 1d6 A Red Cap is a murderous fey that preys upon travelers
Movement: 40' seeking refuge in ruins or abandoned castles. Distantly
No. Appearing: 1d10, Wild 2d20 related to both goblins and fairies, it appears as a small
Save As: Fighter: 3 ugly man with unkempt hair, red eyes, and wickedly
Morale: 9 crooked teeth. A red cap wears small iron shoes and a
Treasure Type: None blood-red hat upon its head; its shoes magically enhance
its speed, so that if somehow removed the red cap's
XP: 145
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Basic Fantasy Field Guide Volume 1 Monsters
movement rate is halved. These shoes are useless to A red slime can also regenerate 1 HP per round (up to
anyone other than a red cap. A red cap prefers to attack what it had when encountered by the PCs), even if
only helpless targets, usually with a knife or other bladed apparently slain. Damage from fire or acid will not be
weapon that will spill blood. regenerated, and so this is the only way to permanently
slay a red slime.
Within its lair a red cap has the abilities of a 6 th-level Thief,
including the sneak attack ability. Outside its lair a red Remorhaz
cap's Thief abilities are only 3rd level.
Armor Class: 20
A red cap can cast sleep once daily, which it uses to
Hit Dice: 7* to 14* (AB +11)
incapacitate those it intends to murder. When hard
No. of Attacks: 1 bite (+ special on 20)
pressed, it will flee and hide, counting on its speed to
evade any pursuers. Damage: 4d6 (7-8 HD), 5d6 (9-12 HD), or
6d6 (13-14 HD) (+ possible special)
The hat of a red cap must be soaked in blood regularly, Movement: 30' Burrow 20'
lest the being wither and fade away. This hat, even if inert No. Appearing: 1
for years, can summon a red cap if soaked in blood anew. Save As: Fighter: by HD
Only total destruction of the hat guarantees a true end.
Morale: 11
Treasure Type: D (see below)
Red Slime
XP: 7 HD 735; 8 HD 945; 9 HD 1150;
Armor Class: 11 to 16 10 HD 1,390; 11 HD 1,670;
Hit Dice: 1* to 6* 12 HD 1,975; 13 HD 2,285;
No. of Attacks: 1 slam 14 HD 2,615
Damage: 1d4, 1d6, 1d8, 1d10, 1d12, or 2d8 A Remorhaz is light blue in color but pulses with a reddish
per round (by HD) glow from the heat its body produces. It is a little more
Movement: 10' than 20 feet long and about 5 feet wide, and weighs about
No. Appearing: 1 10,000 pounds. A remorhaz hides under the snow and
Save As: Fighter: 1 to 6 ice until it hears movement above it, attacking with
Morale: 12 surprise.
Treasure Type: None On an attack roll of 20, the remorhaz swallows prey of
XP: 1 HD 37; 2 HD 100; 3 HD 175; small or medium size whole. Once inside, the opponent
4 HD 280; 5 HD 405; 6 HD 555 takes 2d8 points of bludgeoning damage plus 8d6 points
of fire damage per round from the remorhaz’s gizzard. A
Distant relative of ochre jellies and green slimes, the Red
swallowed creature can cut its way out by using a light
Slime is an oozing mass that appears to be a red pool.
slashing or piercing weapon to deal 25 points of damage
One is easily mistaken for an ochre jelly, save for its color.
to the gizzard (AC 15). Once the victim exits, muscular
This slimy creature is notorious for remaining still and
action closes the hole; another swallowed opponent must
hiding in holes and under ledges to surprise victims.
cut his or her own way out.
A red slime can extend a pseudopod up to 2 feet per HD.
An enraged remorhaz generates heat so intense that
If its attack is successful, the target is ensnared, and the
anything touching its body takes 8d6 points of fire
slime will feed off the victim, dealing damage automatically
damage. Creatures striking a remorhaz with natural or
each round. Hit points drained from the victim are added
unarmed attacks are subject to this damage, but creatures
to the red slime's current hit points; every 8 points thus
striking with melee weapons are not. This heat can melt or
added increases the monster's HD by one, to a maximum
char weapons; any non-magical weapon will be destroyed
of 6 HD. Excess hit points drained after the monster
on a hit. Magical weapons are allowed a save vs. Dragon
reaches its maximum of 48 are ignored. Note that the
Breath to avoid destruction, adding any relevant attack
damage roll increases as the monster grows in size.
bonus to the roll. Treasure recovered will probably be
An ensnared victim may attempt to escape by making an heat resistant, for obvious reasons.
open doors check to break free. A red slime can only feed
on living creatures, but can still make normal attacks
against other monsters. A successful attack against a red
slime may cause it to release a victim; the GM should roll
1d20, and if the die roll is equal to or less than the damage
done to the red slime, the ensnared victim will be freed.
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A Satyr's body has the upper half of a man and the lower
half of a goat, with red or chestnut brown hair, and hooves
and horns that are jet black. It speaks Sylvan, and most
also speak Common. A satyr is related to its lesser kin
Sahuagin (fauns and ibix), but are rarer and more reclusive.
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The Scrab looks like a huge crab with a 6 foot diameter A Sea Hag is a horrible creature with an equally hideous
body. The scrab is protected by a natural form of anti- appearance. The sea hag is found in the water of seas or
magic shell. In order to affect the scrab with a spell, the overgrown lakes, and appears as an old crone whose bent
caster must make a normal attack roll; on a hit, the scrab is shape belies her power and swiftness.
affected by the spell (but still receives a normal saving
throw if the spell allows one). If the attack roll fails, the A sea hag is not subtle and prefers a direct approach to
spell is reflected back onto the caster. combat. It usually remains in hiding until it can affect as
many foes as possible with its horrific appearance. The
Scrabs carry their eyes on armored stalks, which means sight of a sea hag is so revolting that anyone who sets eyes
that no bonus is awarded for attacking them from behind. upon one must succeed on a save vs. Spells or instantly be
weakened, reducing his or her Strength by 2d6 points for
Sea Cat 1d6 turns. This damage cannot reduce a victim’s Strength
score below 0, but anyone reduced to 0 falls to the ground
Armor Class: 18 helpless. Creatures that are affected by this power or that
Hit Dice: 11 (AB +9) successfully save against it cannot be affected again for 24
No. of Attacks: 2 claws, 1 bite hours.
Damage: 1d6 claw, 1d8 bite
A sea hag will attack with two daggers in melee combat. It
Movement: 10' Swim 60'
gains +4 to damage due to its supernatural strength.
No. Appearing: 1, Wild 1d10
Save As: Fighter: 11 Three times per day, a sea hag can focus its evil gaze upon
Morale: 12 any single creature within 10 feet. The target must
Treasure Type: None succeed on a save vs. Poison or be paralyzed for three
days (75%) or die (25%). Remove curse or dispel evil
XP: 1,575
can restore sanity sooner. Creatures with immunity to fear
A Sea Cat is an aquatic hybrid effects are not affected.
having a feline head and a fish
body. A typical sea cat is 12
feet long and weighs 800
pounds, and is sea green in
color.
A sea cat attacks on sight, either
for food or to defend its
territory, and uses both claws
and teeth. It displays amazing
courage, fighting to the death
even against creatures many
times its size. A sea cat will use all of its attack against a
single opponent and that none will stand on the sidelines
even if that means taking turns against a single prey and/or
taking damage from other opponents.
Upon scoring hits with both claw attacks, its bite hits
automatically, dealing 3d6 points of rending damage.
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A Giant Seahorse is not closely related to a hippocampus, A Shambler appears to be a heap of rotting vegetation. It
but is in fact an actual seahorse which grows almost to the is actually an intelligent, carnivorous plant with sensory
size of a pony. Though it is not very strong or graceful, it organs located in its upper body. A shambler’s body has
is sometimes used by undersea races to carry or pull an 8 foot girth and is about 6 feet tall when the creature
things. It has infravision with a range of 120'. Some stands erect. It weighs about 3,800 pounds. It is typically
locathah train a small number of giant seahorses for encountered in temperate marshes or other warm
messengers and scouts (these have a morale of 8). wetlands, but it may also be found in other areas where
rotting vegetation can accumulate in large quantities.
A shambler batters its opponents with two huge arm-like
appendages. If a shambler hits with both slam attacks, it
will automatically constrict for 4d6 points of damage on
the next and subsequent rounds. Because it has only a
plant's intelligence, it will fight to the death. It will constrict
an opponent until it is dead before moving on to another
foe.
A shambler takes half damage from cold and minimal
damage from fire (treat all die roll as 1), and no damage
from electricity; any electrical attack against a shambler will
heal 1d6 hp instead.
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Monsters Basic Fantasy Field Guide Volume 1
Created by powerful spellcasters, a Shield Guardian is a A Crimson Bones is a special type of undead created
construct that protect its masters from harm. Each one is through a combination of alchemy and necromancy. It
magically linked to a particular magical amulet and will appears as a normal skeleton in all regards, save that it is
protect its bearer at any cost. A shield guardian will always blood-red in color, looking as if its bones are covered in a
follow the amulet; if for some reason it and its amulet are gleaming wet coating of fresh blood. A crimson bones will
separated by more than 100 feet, the construct will enter a obey the commands of its creator, or in his or her absence
dormant state, standing still
and waiting impassively for
the return of the amulet.
A shield guardian is 9 feet
tall and weigh at least 1,200
pounds. A shield guardian
cannot speak, but will
understand commands
given by its master. This
construct has Darkvision
with a range of 60 feet.
Note the attack bonus given
above; a shield guardian is
not good for much beyond
defense. It is slow and
straightforward in battle,
bashing alternately with its
heavy stone fists.
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A Pitch Skeleton is a skeletal undead that is covered in a A Skragg is a smaller semi-aquatic relative of the common
black oily or tarry substance, giving it a slick and blackened troll, but appears slightly stockier. It is sometimes called a
appearance. Unlike other skeletons, a pitch skeleton has a swamp troll. It is more likely to communicate with
low level of intelligence and evil intent; they will use basic potential victims rather than just attack, demanding some
strategies in combat, such as changing opponents after a sort of tribute; it will normally leave would-be victims alone
successful strike so as to ignite as many of their enemies as if its demands are met.
possible.
A skragg attacks with claws and its teeth. Like a regular
When a pitch skeleton strikes in combat, a thick black troll, it has the ability to regenerate; however, a skragg
substance is left behind which promptly ignites, causing must have at least 50% of its body immersed in water for
1d6 points of fire damage on the round following the its regeneration to take effect. Unlike a typical troll, a
successful attack. On the next round the fire does 1d4 skragg regenerates from acid damage, but it fears fire like
points of damage, then 1d2 points, and finally a 1 point on other trolls; the lower morale rating (in parenthesis) is used
the fifth round. Additional successful strikes from the pitch when the skragg faces attackers armed with fire.
skeleton restarts this process at 1d6 points of damage on
the next round. Snail, Giant Barb
Like other skeletons, a pitch skeleton takes only half
Armor Class: 17
damage from edged weapons, and only a single point
from arrows, bolts, and sling stones (plus any magical Hit Dice: 4
bonus). A pitch skeleton is completely immune to fire- No. of Attacks: 1 bite or 1 barb
based attacks. As with all undead, it can be Turned by a Damage: 1d8 bite, 1d4 barb
Cleric (as a wraith), and is immune to sleep, charm, and Movement: 10'
hold magic. No. Appearing: 1d4
Save As: Fighter: 4
Morale: 8
Treasure Type: None
XP: 240, 280 (poisonous)
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A Giant Cone Snail is 4 to 6 feet high, and is extremely A Giant Two-Headed Snake has a shell 8 to 10 feet in
well-camouflaged and highly toxic. It has a natural long diameter. It is rarely surprised, as at least one head is
and narrow hypodermic tube (a modified tooth) to inject usually alert. Each head can attack an individual target,
poison, and can launch it up to 20 feet. Stricken victims although the targets have to be close to each other. Its
must save vs. Poison or be paralyzed for 2d6 hours. It poison is quite potent, and saves are made with a -2
swallows prey whole once succumbed. Each snail has but penalty.
a single tooth to launch, and if this attack is not successful,
the creature will retreat inside its shell. This gives it a
Snake, Vort
bonus of +6 to its AC. The snail will then simply wait for Armor Class: 15
any enemy combatants to give up and leave. A giant cone Hit Dice: 1+2*
snail generally will not attack groups of creatures which
No of Attacks: 1 bite
outnumber it, but may lay in wait for a single opponent to
Damage: 1d3 + poison
become isolated and thus vulnerable.
Movement: 50'
Snail, Giant Pounder No. Appearing: 1d4
Save As: Fighter: 1
Armor Class: 16
Morale: 7
Hit Dice: 2
Treasure Type: None
No. of Attacks: 1 tail blow or 1 bite
XP: 37
Damage: 1d4 tail, 1d2 bite
Movement: 10' A Vort, otherwise known as a crested serpent, is a large
No. Appearing: 1d6 snake ranging from 7 to 9 feet in length. It is dark in color
Save As: Fighter: 2 with a contrasting brightly-colored crest on its head.
Morale: 7 A crested serpent is venomous. Small animals bitten by a
Treasure Type: None crested serpent must save vs. Poison or die; larger
XP: 75 creatures (anything kobold size or larger) will be rendered
A Giant Pounder Snail is the size of a large dog or pony. unconscious for 2d4 turns if the save is failed.
It is often heard from a distance, pounding the ground
with a hard bony appendage to locate hollows and
burrows to break into and then engulf any living matter
therein. The appendage is shaped much like a war
hammer or mace. Its mouth is little more than rough
grinding surfaces, and do little more than 1d2 points of
damage, but if provoked they will bite.
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Spider, Giant Ice Neutralize poison will cure the original victim, and dispel
magic will stop the dance for all victims in the area of
Armor Class: 16
effect, whether original or secondary.
Hit Dice: 6*
No. of Attacks: 1 bite + poison In addition to its normal attack, the shrieking tarantula may
Damage: 1d10 flick a cloud of urticating hairs from its abdomen at an
Movement: 50' enemy. This fills an area of a 20 foot radius, and persists
for one round. Creatures caught within the area of effect
No. Appearing: 1d6
suffer a painful, itching rash, and for the next turn must
Save As: Fighter: 6 save vs. Poison each round. A failed save indicates that
Morale: 12 the victim spends that entire round scratching and
Treasure Type: None screaming. These hairs may be used only once, as it takes
XP: 555 a week to regrow.
A Giant Ice Spider is a horse-sized crystal-clear spider Finally, the shrieking tarantula can emit a shriek; those
adapted to icy environments. It is immune to cold-based within 10 feet must save vs. Paralyzation or be stunned
attacks, but takes an additional point of damage (per die) and unable to act for 1 round. When hunting, the spider
from fire or heat effects. Rather than spin silk webs, it often stuns its prey before binding it in silken thread, thus
spins ice into web-like structures. When an ice spider rendering its prey helpless so it can be be fed upon later.
holds perfectly still in its natural environment, it is so hard
to see that it surprises on 1-4 on 1d6. Spider, Giant Trapdoor
Besides a poisonous bite, one can spit its freezing cold Armor Class: 15
saliva up to 30 feet, which can freeze instantly and ensnare Hit Dice: 4*
a man-sized or smaller creature. The ice spider must hit
No. of Attacks: 1 bite
with an attack, and the affected creature can break free
with a 1 on 1d6 (modified by Strength bonus). Damage: 1d8 + poison or wrestling
Movement: 50'
Spider, Giant Shrieking Tarantula No. Appearing: Wild 1d4
Armor Class: 18 Save As: Fighter: 4
Hit Dice: 7* Morale: 8
No of Attacks: 1 bite Treasure Type: None
Damage: 1d12 + poison XP: 280
Movement: 50' A Giant Trapdoor Spider is a pony-sized spider, and digs
No. Appearing: 1 deep tunnels and covers the entrance with a trapdoor-like
Save As: Fighter: 7 patch of silk covered in dirt, leaves, and other camouflage.
Morale: 9 It often lays out camouflaged sensory threads of silk.
Treasure Type: None
It springs out to attack passing creatures by detecting
XP: 735
vibrations, trying to drag them inside its lair (see the
A Shrieking Tarantula is a rare, aberrant form of the wrestling rules in the Encounters section of the Basic
regular giant tarantula. It is about the size of a horse and Fantasy RPG Core Rules). The trap doors can be
has red leg-joints. A shrieking tarantula is somewhat detected as secret doors, but the spider will usually attack
intelligent but is driven by its hunting instincts. long before the search can be completed. When lying in
wait in its tunnel, it surprises on 1-4 on 1d6.
Its bite is deadly; those bitten must save vs. Poison or be
forced to dance wildly. The dance lasts 2d10 rounds,
during which time the victim has a -4 penalty on attacks
and further saving throws. Thieves or characters with
similar Thief-like abilities may not utilize such skills while
dancing. Onlookers must save vs. Spells or begin dancing
themselves; such “secondary” victims suffer the same
penalties as above, but they will only dance for 2d4
rounds. During each round that those bitten are dancing,
they must save vs. Poison again or take 1d4 points of
damage. The secondary victims do not suffer this effect.
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The Stalag looks very much like a stalactite, hanging from A Steel Spider is a construct used by an inventive Magic-
the ceiling of a natural cave. It senses the sounds and User to guard his or her possessions. It is made of steel,
warmth of living creatures nearby, and attacks by dropping with jeweled eyes (worth 100 gp each if removed). Its
onto the victim. Due to its camouflage and its silent attack, main body is one foot in diameter, with each leg two feet
it surprises on 1-5 on 1d6. long. It is often painted black to blend in with its
surroundings. It has Darkvision out to 120 feet.
A steel spider is often placed in ambush, and can only be
detected on a 1 on 1d6 if it is hidden (even with
Darkvision). It can leap 30 feet, and automatically gain
surprise when making a leap attack if it has not already
been detected. It attacks with sword-like forelegs.
As a construct, it is immune to fear, charm, and similar
spells. It takes an additional 1d6 points of damage per hit
from any attack that rusts metal. It only takes half damage
from non-magical weapons. It can climb walls, and even
hang upside down. It is resistant to magic, and gains a +4
bonus to saves vs. Wands or Spells.
Tapper*
Armor Class: 15(s)
Hit Dice: 3
No. of Attacks: 1 punch or mining pick
Damage: 1d4 punch, 1d6 mining pick
Movement: 30'
No. Appearing: 1d6
Save As: Fighter: 3
Morale: 12
Treasure Type: Special
XP: 145
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Tappers jealously guard their claim, attacking with mining Tentacled Horror
picks or similar implements. As with all undead, they can
be Turned by a Cleric (as a zombie), and are immune to Armor Class: 14
sleep, charm or hold spells. Silver or magical weapons Hit Dice: 10+20* (AB +9)
are needed to strike a tapper. A dwarf killed by a tapper No. of Attacks: 5 tentacles + crush
will rise as a zombie in 1d6 rounds unless bless is cast Damage: 1d6 tentacle, 3d6 crush
upon its body. Movement: 30'
No. Appearing: 1
Tendriculos
Save As: Fighter: 10
Armor Class: 16 Morale: 12
Hit Dice: 9* (AB +8) Treasure Type: None
No. of Attacks: 1 bite, 2 tendrils XP: 1,390
Damage: 2d8 bite, 1d6 tendril A Tentacled Horror is roughly 50 feet in diameter and is
Movement: 20' composed of hundreds of thick wriggling tentacles. It has
No. Appearing: 1 no discernible body beyond the mass of pseudopods and
Save As: Fighter: 9 moves by undulating across the ground. It speaks no
Morale: 12 languages.
Treasure Type: None A tentacled horror lacks subtlety in combat, simply moving
XP: 1,150 in and flailing away with its numerous tentacles. A
A Tendriculos is a voracious plant-like creature that can successful hit with three or more tentacles indicates a crush
rear up to a height of 15 feet and weighs about 3,500 attack for an additional 3d6 points of damage. Those who
pounds. Prowling deep in forests or waiting in vegetated witness a tentacle horror for the first time must make a
areas, a tendriculos attacks savagely, showing no fear. save vs. Spells or flee in stark terror for 1d20 rounds.
A tendriculos can swallow whole any creature smaller than A tentacled horror is incredibly resilient; non-magical
itself if it hits with a natural 20 on its bite attack. Once weapons only deal 1 point of damage, while magic
inside the plant’s mass, the opponent must succeed on a weapons, fire, electricity, and acid only deal half damage.
save vs. Paralysis each round or be paralyzed for 3d6 It is immune to sleep, charm, and hold spells.
rounds by the tendriculos’s digestive juices, suffering 2d6
points of acid damage each round. A swallowed creature Terror Bird
can cut its way out by using a light slashing or piercing
Armor Class: 13
weapon to inflict damage of at least half the monster's hit
points to its interior (AC 14). If a victim escapes in this Hit Dice: 3
way, the hole they made closes instantly; any other No. of Attacks: 1 bite
swallowed opponents must cut their own way out. Damage: 1d8
Movement: 60'
If a tendriculos loses part of its body mass it can be
No. Appearing: Wild 1d6, Lair 1d6
regrown in 1d6 minutes. Holding the severed portion
Save As: Fighter: 3
against the wound enables it to reattach in just one round.
Morale: 8
Treasure Type: None
XP: 145
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A "newborn" thulid normally has one HD. Over the Vampire Spawn*
course of the next year the new thulid will slowly
transform, taking on a reddish skin tone and developing Armor Class: 15 (m)
the distinctive thulid head; at this point the thulid gains its Hit Dice: 4*
second HD. Each year thereafter, the thulid gains another No of Attacks: 1 punch or 1 bite
HD, until the maximum of eight is reached. Only a few Damage: 1d6+3 punch, 1d3 bite + special
thulids have the capacity to advance beyond 8 HD.
Movement: 30'
If the victim is rescued from the thulids but the egg is not No. Appearing: 1d4, Wild 1d4, Lair 2d4
slain, the development will be exactly as given. When the Save As: Fighter: 4
victim awakens as a thulid, it will instinctively realize that it Morale: 9
is not among its own kind and feign amnesia or other
Treasure Type: B
illness to avoid discovery until it can find its way
underground and attempt to find its "people." It is aided in XP: 280
this by its telepathy, which can be used to scan for other
A Vampire Spawn is an undead creature that is created
thulids within a 5 mile radius.
when a vampire slays a mortal. Like their creators, a
vampire spawn remains bound to its coffin and to the soil
Thulid, Great Brain of its grave. It appears much as it did in life, except
Armor Class: 11 somehow hardened by its transformation.
Hit Dice: 9** (AB +8) A vampire spawn uses its inhuman strength when
No of Attacks: Special engaging mortals, hammering its foes with powerful blows.
Damage: Special On any natural 20 attack roll, it will bite and drain the
Movement: 1' blood of its victim. If using the bite attack, it suffers a
1 penalty of -5 to Armor Class due to the vulnerable position
No. Appearing:
it must assume. The bite deals 1d3 points of damage and
Save As: Magic-User: 9
drains one level from the victim; a successful saving throw
Morale: 7 vs. Death Ray negates the latter effect (see Energy Drain in
Treasure Type: H the Encounter section in the Basic Fantasy RPG Core
XP: 1,225 Rules for details). A vampire spawn heals 1d4 HP for
A Great Brain looks like a monstrous, immobile brain
ringed by many dexterous but weak tentacles, which it
uses both as manipulators and to drag itself around. The
exact relationship of the great brain to thulids is unknown.
A great brain does not speak, but if it has need for it, can
telepathically communicate with any creature of greater
than animal intelligence.
Although slow and physically weak, a great brain
possesses great magical power, and it shares the thulid's
ability to use a mental blast with the same effects.
Up to three times per day, a great brain can attempt to
enslave any one living creature within 30 feet, which must
save vs. Spells or be utterly dominated by the brain. An
enslaved creature obeys the brain’s telepathic commands.
Such a creature can attempt a new save vs. Spells every
24 hours to break free, or can be freed by a remove curse
spell. The control is also broken if the brain dies or is
separated from the slave by more than a mile. A great
brain can also teleport once per day with no risk of failure.
They can psychically sense living creatures in a 100 foot
radius, and can use the following spells at will: charm
monster, hold monster, confusion, and telekinesis.
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each level it drains. Once it bites, the vampire spawn will comfortably fit into a human skin, half of it splits off and
hold fast and drain the victim each round automatically; becomes a new vermin queen. The mother swarm
only the death of the vampire spawn will break this hold. typically deposits the daughter swarm in the body of its
next victim.
Like vampires, a vampire spawn is unharmed by non-
magical weapons and is immune to sleep, charm, and A vermin queen can freely change between humanoid
hold spells. A vampire spawn can be Turned by a Cleric and colony forms once per round. The touch of a vermin
(as a vampire). However, unlike its creator it can be slain queen in either form paralyzes (much like a ghoul) and it
when its HP is reduced to 0. never takes more than 1d4 points of damage from
weapon attacks. While in colony form, a vermin queen
Vermen fights just like an insect swarm.
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Zombie, Leper
Armor Class: 13
Hit Dice: 1*
No. of Attacks: 2 claws, 1 bite
Damage: 1d3 claw, 1d3 + disease bite
Movement: 30'
No. Appearing: 1d12
Save As: Fighter: 1
Morale: 9
Treasure Type: None
XP: 37
leader (HD 3). Wugs speak Common and their own A Leper Zombie shuffles toward its prey with grim
croaking tongue. purpose and hatred. More agile than other types of
zombies, it is far more deadly as it carries a horrible
A wug is a crafty and merciless warrior, throwing itself into disease that resembles leprosy.
battle with a zealous fanaticism. It will attempt to take
prisoners when possible for later sacrifice. It prefers to It does not seek to consume living folk, but instead slay
attack from ambush and is cunning enough to use the them. A leper zombie may be Turned by a Cleric (as a
terrain to its advantage. ghoul) and is immune to sleep, charm, and hold spells.
Wugs are known to tame other amphibious monsters, in Humanoids bitten by leper zombies may be infected with
particular giant frogs and toads as well as prince frogs; zombie leprosy. Each time a humanoid is bitten or
such creatures might be encountered in a wug lair. clawed, there is a 10% (cumulative per bite and blow)
chance of the infection being passed. The afflicted
Zombie, Flesh Eater humanoid is allowed to save vs. Death Ray; if the save is
failed, the humanoid dies in 3 days. An afflicted
Armor Class: 14
humanoid who dies of zombie leprosy rises as a leper
Hit Dice: 2 zombie at midnight of the following day.
No. of Attacks: 2 claws, 1 bite
Damage: 1d3 claw, 1d6 bite Equipment, arms, and armor of one slain by a leper
zombie (or used to destroy a leper zombie) carries a 5%
Movement: 40'
chance of transmitting the disease each day. The infection
No. Appearing: 2d8
can be removed from gear by washing in holy water,
Save As: Fighter: 2 heating with fire, or casting bless on each item.
Morale: 12
Treasure Type: None
XP: 75
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Open Game License Basic Fantasy Field Guide Volume 1
80
Basic Fantasy Field Guide Volume 1 Open Game License
8. Identification: If you distribute Open Game Content You Nazgorean, Grey Render, Phaerim, Plague Hound, Ram,
must clearly indicate which portions of the work that you wild, Ram, War, Rat Dog, Red Cap, Skeleton (Pitch), and
are distributing are Open Game Content. Tapper Copyright © 2009 R. Kevin Smoot
9. Updating the License: Wizards or its designated Agents Aboleth, Cheetah, Cockroach (giant), Cockroach (balroach),
may publish updated versions of this License. You may use Dinosaur (Deinonychus, Velociraptor), Haunted Bones,
any authorized version of this License to copy, modify and Hippopotamus, Lerini, Lycanthrope (Were-Cockroach), Orc
distribute any Open Game Content originally distributed (Snow), Poludnitsa, Skum Copyright © 2009 Omer Golan-
under any version of this License. Joel
10. Copy of this License: You MUST include a copy of this Ice devil, Vermen, Wolverine Copyright © 2009 Aaron W.
License with every copy of the Open Game Content You Thorne
Distribute. Blade Spirit, Bone Horror, Great Orb of Eyes, Owlbear (Fire-
11. Use of Contributor Credits: You may not market or Breathing), Spined Devil, Sphinx Copyright © 2009
advertise the Open Game Content using the name of any Steveman
Contributor unless You have written permission from the Bunyip Copyright © 2009 MtBlack
Contributor to do so.
Zombie (Flesh Eater) Copyright © 2009 Maliki
12. Inability to Comply: If it is impossible for You to comply
Nazgorean (Frogman, Eelbat, Hydramander, Spiderwolf),
with any of the terms of this License with respect to some
Prince Frog Copyright © 2009 Chris Gonnerman
or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use Crypt Dweller Copyright © 2009 Bill Beatty
any Open Game Material so affected. Ant Lion (giant), Bronze Bird, Eel (common and giant),
13. Termination: This License will terminate automatically Hyena, Hyenodon, Necrotic Ooze, Praying Mantis (giant),
if You fail to comply with all terms herein and fail to cure Red Slime, Rot Vulture, Snail (Giant Barb, Cone, and
such breach within 30 days of becoming aware of the Pounder) Copyright © 2009 J. D. Neal
breach. All sublicenses shall survive the termination of this Ogre Mage, Ghoul Cockroach, and Shrieking Tarantula
License. Copyright © 2013 Stuart Marshall
14. Reformation: If any provision of this License is held to Guard Fern, Mosquito, Giant, and Spider, Giant Trapdoor
be unenforceable, such provision shall be reformed only to Copyright © 2013 J. D. Neal
the extent necessary to make it enforceable. Desert Worm Copyright © 2009 David Grant Sinclair.
15. COPYRIGHT NOTICE Bog Crone, Heucova, Odeum, Skeleton (Crimson Bones),
Open Game License v 1.0 Copyright 2000, Wizards of the Tentacled Horror, Wogg, Worghest Copyright © 2014 Ross
Coast, Inc. Williams
System Reference Document Copyright 2000-2003, Banshee, Barghest, Boggart, Celestial, Solar, Death Dragon,
Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Dinosaur, Compsognathus, Dolphin, Dragon, Brown,
Cook, Skip Williams, Rich Baker, Andy Collins, David Elemental, Cold, Elemental, Lightning, Elemental, Metal,
Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Elemental, Wood, Flying Man-of-War, Hippocampus/Kelpie,
Thomas Reid, James Wyatt, based on original material by Inferal, Lemure, Infernal, Vega, Infernal, Vrock, Iron
E. Gary Gygax and Dave Arneson. Snapper, Linnorm, Seahorse, Giant, Thulid, Great Brain,
Basic Fantasy Role-Playing Game Copyright © 2006-2016 Vermin Queen Copyright © 2014 Rachel Ghoul
Chris Gonnerman. Armorollo, Chasenet, Derej Pit creatures, Drat Copyright ©
New Monsters: A Basic Fantasy Supplement Copyright © 2014 Jered Taikith
2008 Ray “maddog” Allen, Chris Gonnerman, Ola Berg, and The Basic Fantasy Field Guide Volume 1 Copyright © 2010-
James D. Jarvis. 2023 Chris Gonnerman, R. Kevin Smoot, James Lemon, and
Anubian, Bisren, Boglin, Canein, Chelonian, Cu-Sidhe, Faun Contributors.
(Ibix), Flederkatze, Flying Fox (giant bat), Gerbalaine, END OF LICENSE
Headless Horseman, Jack O'Lantern, Nazgorean, Digester,
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