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Basic Fantasy Field Guide 1 r45

The aboleth is an ancient amphibious creature that can control other creatures through its slime. It attacks with four tentacles, doing 1d6 damage each. It secretes a slime that allows creatures to breathe underwater but causes them to suffocate in air over time, transforming them into mindless skum servants over a month. Skum serve the aboleth willingly and attack with claws, teeth, or weapons.

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100% found this document useful (1 vote)
771 views83 pages

Basic Fantasy Field Guide 1 r45

The aboleth is an ancient amphibious creature that can control other creatures through its slime. It attacks with four tentacles, doing 1d6 damage each. It secretes a slime that allows creatures to breathe underwater but causes them to suffocate in air over time, transforming them into mindless skum servants over a month. Skum serve the aboleth willingly and attack with claws, teeth, or weapons.

Uploaded by

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

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

2nd Edition (Release 45)

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,
Stephen Trenkamp, Natalie Schoonover, Martín Serena, Alexander Cook, John Fredericks,
Luigi Castellani, Erik Wilson, Stephen Bennett, Francisco Chavez, and Bruce Ripple
Proofing: Beren Belagund, J. D. Neal, mwest, jonathon, Martin Serena, Alan Vetter,
and NewbieSalmon
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'.

1
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

2
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.

3
Monsters Basic Fantasy Field Guide Volume 1

In desperation, an ankheg can spit a line of acid; one will Anubian


use this attack upon failing a morale check, and then flee
on the next round if any opponents are still standing. This Armor Class: 14 (11)
attack affects all opponents within a 30 feet long, 5 feet Hit Dice: 1+1
wide path, doing 5d6 points of damage; a successful No. of Attacks: 1 punch or 1 weapon
saving throw vs. Dragon Breath will reduce this damage by Damage: 1d4 or by weapon
half. An ankheg can use this attack at most once every six Movement: 30', 40' unarmored
hours. No. Appearing: 1d6, Wild 2d4, Lair 4d8
Save As: Fighter: 1
Ant Lion, Giant
Morale: 8
Armor Class: 16 Treasure Type: Q, R each; D, K in lair
Hit Dice: 4 XP: 25
No. of Attacks: 1 bite
Damage: 1d10
Anubians are a noble race of desert dwelling humanoids
with heads which resemble jackals. They are usually very
Movement: 40' Burrow 10’
distrustful of outsiders, but not normally hostile. They will,
No. Appearing: 1d4, Wild 1d6, Lair 2d6 however, defend the scarce resources found within desert
Save As: Fighter: 4 oasis refuges or lush river valleys. An anubian speaks its
Morale: 8 own language and writes using a complex system of
Treasure Type: None hieroglyphs; few speak Common.
XP: 240
The statistics given are for standard warriors; one might
The Giant Ant Lion is a gigantic predatory beetle about also encounter additional civilian types who have 1-1 HD,
the size of a cow. It builds a network of underground AC 13, and a morale of 7. In addition, for every eight
tunnels with multiple trapdoors which are about nine feet typical warriors, there is a leader type having 3+3 HD (145
in diameter above the tunnels. The trap doors are difficult XP) who grants a +1 morale bonus to those it commands.
to locate (normal trap detection rules), as they are Anubians are fervently religious, and in addition to the
camouflaged to look like the surrounding materials. When leader types above, one will also find a priest with the
a victim reaches the center, the ground gives way, swirling abilities of a 3rd level Cleric for every leader type. When
downward like water down a drain and dragging the victim applicable, use hit dice appropriate for their class (for
below. The depth of the drop is generally ten to twenty instance, anubian priests use d6 for hit dice).
feet, and normal falling damage is inflicted. Then, of
course, the monster will attack its prey.

4
Basic Fantasy Field Guide Volume 1 Monsters

Ape, Bonobo Ape, Chimpanzee


Armor Class: 13 Armor Class: 13
Hit Dice: 1-1 Hit Dice: 1+1
No. of Attacks: 2 claws No. of Attacks: 2 fists
Damage: 1d3 Damage: 1d4
Movement: 50' Movement: 50'
No. Appearing: 1d6, Wild 2d10 No. Appearing: 1d4, Wild 2d8
Save As: Fighter: 1 Save As: Fighter: 1
Morale: 7 Morale: 8
Treasure Type: None Treasure Type: None
XP: 10 XP: 25

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.

5
Monsters Basic Fantasy Field Guide Volume 1

Ape, Girallon Ape, Gorilla


Armor Class: 16 Armor Class: 14
Hit Dice: 7 Hit Dice: 4
No. of Attacks: 4 claws, 1 bite No. of Attacks: 1 maul, 1 bite
Damage: 1d6 claw, 1d8 bite Damage: 1d6 maul, 1d6 bite
Movement: 40' Movement: 40'
No. Appearing: 1, Wild 1d2, Lair 2d4 No. Appearing: 1d6, Wild 2d4, Lair 2d4
Save As: Fighter: 7 Save As: Fighter: 4
Morale: 10 Morale: 7
Treasure Type: None Treasure Type: None
XP: 670 XP: 240

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

Orangutans are usually heavier than humans (averaging


225 to 250 pounds or so) and stronger. The statistics for a
2 HD individual represent adult females or younger males,
while the 3 HD statistics are for larger mature males; there
will usually only be one such in a group of orangutans.
Orangutans are shy creatures and would generally prefer
to be left alone, but they are physically powerful and may
be very dangerous if cornered or provoked.

6
Basic Fantasy Field Guide Volume 1 Monsters

Ape, Winged Aranea


Armor Class: 14 Armor Class: 13
Hit Dice: 3 Hit Dice: 4**
No. of Attacks: 2 claws or 1 rock No. of Attacks: spider form: 1 bite, web, or spells
Damage: 1d4 claw or 1d6 rock hybrid form: 1 bite, web, spells, or
Movement: 40' Fly 40' (10') weapon
No. Appearing: 1d6, Wild 2d4, Lair 2d4 humanoid form: spells or weapon
Save As: Fighter: 4 Damage: 1d6 bite+poison or by weapon
Morale: 7 (9 in flight) Movement: natural spider form: 50' Climb 30'
humanoid or hybrid form: 30'
Treasure Type: None
No. Appearing: 1d6, Wild 1d6, Lair 1d6
XP: 145
Save As: Magic-User: 4
A Winged Ape resembles an ordinary carnivorous ape, Morale: 7
save for the bat-like wings sprouting from its back. An Treasure Type: D
adult male winged ape is 4 to 5 feet tall and weighs about XP: 320
200 to 250 pounds. A winged ape often prefers to attack
from the air, throwing rocks as far as 50 feet or by An Aranea is an intelligent, shape-changing spider-
dropping them. Each ape can carry aloft 1d4+2 rocks. creature with sorcerous powers. It has three distinct forms;
Attacks against opponents more than 30 feet away (in any in its natural form, one appears as a giant spider having a
direction) are made at -2 to hit. pair of small arms (about 2 ft long) located just below its
fanged mandibles. The second form is a hybrid spider-
humanoid form, a sort of a spider-centaur having a multi-
eyed spider face. The third form is that of a humanoid
which might be any size from halfling to human; other
than its dark, coarse hair and slightly bulging eyes, this
form is not particularly spider-like. The humanoid form is
distinctive; an individual aranea cannot change its
humanoid form, either in terms of appearance nor size.
An aranea remains in one form until it chooses to assume
a new one, and can only change forms once per round.

7
Monsters Basic Fantasy Field Guide Volume 1

Aranea generally speak Common and may be able to Badger, Giant


speak other humanoid languages as well. They have
Darkvision with a 60 feet range, and can cast spells as 4 th Armor Class: 17
level magic-users. These powers can be used in any form. Hit Dice: 10 (AB +9)
No. of Attacks: 1 bite
In human or hybrid form the aranea may utilize weapons
Damage: 4d4
and other equipment of the same sorts that might be used
Movement: 50'
by normal characters. In these forms one has a movement
rate of 30 feet per round. The humanoid form has no No. Appearing: 1d4
other special abilities beyond spells and weapon use. In Save As: Fighter: 10
spider or hybrid form the aranea may bite; those bitten Morale: 9
must save vs. Poison or die, in addition to taking normal Treasure Type: None
damage. XP: 1,300
In either hybrid or spider form an aranea may create a Giant Badgers are quite simply gigantic versions of
web up to six times per day, in a fashion similar to the web normal badgers. Giant badgers are squat and broad, and
spell. This effect is not magical; it has a maximum range of are fast burrowers. A giant badger is sometimes
50 feet, and covers at most three 10' x 10' x 10' cubes (or domesticated by a giant, but even a tame one is
equivalent volume). untrustworthy and may attack its master.
Aranea in spider form may move through any web,
whether created by magic, by a giant spider, or by an
aranea, at the listed movement rate. This makes an
aranea effectively immune to the web spell.

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

The Armorollo is most commonly found in the open


grassland. When curled up an armorollo resembles a rock,
as its top portion is covered in thick rock-colored plates.
The armorollo is a pack creature and are never found in
groups of less than 4. An armorollo moves by rolling
across the ground at high speed, springing open at the last
moment to attack with its sharp claws. The armorollo can
also emit a large cloud of thick white smoke once per day
(filling 30 cubic feet) that serves to conceal its movements.
Lastly, the armorollo emits a piercing shriek that helps find
its prey by following the echo.
Multiple armorollos will work together to attack. Some will
stop to emit smoke, others will shriek, and the remainder
attack through the smoke guided by the shriek. When
fighting as a group, armorollos have a +3 attack bonus.

8
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.

9
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

Blade Spirit* be Turned by a Cleric (as a wraith), but not destroyed


permanently except as described below. A blade spirit can
Common Greater only be harmed by magical weapons.
Armor Class: 17 (m) 19 (m)
Hit Dice: 9 (AB +8) 12 (AB +10) Upon the defeat of a blade spirit, the animated body falls
No. of Attacks: 3/2 (see below) 2 weapons apart and the possessed sword goes dormant for 1d10
days. A remove curse spell cast on the weapon during
Damage: By weapon +4 By weapon +6
this time will drive the spirit out of the weapon
Movement: 30' 30' permanently; otherwise the spirit will begin reassembling a
No. Appearing: 1 1 body.
Save As: Fighter: 9 Fighter: 12
Morale: 9 10 A Greater Blade Spirit is simply a more powerful spirit
Treasure Type: Special Special pursuing even greater ambitions. It deals more damage
(+6 damage) and has magical weapons determined by the
XP: 1,075 1,875
Game Master. They can be Turned by a Cleric (as a
Blade Spirits are restless souls of warriors fallen on the vampire), and the dispel evil spell is required to
battlefield. The body of a blade spirit appears as a rotting permanently destroy the spirit.
or desiccated form or sometimes seems to be assembled
from various corpses, always carrying a distinctive melee Bog Crone
weapon. The weapon itself is possessed with the undead Armor Class: 15
spirit, which animates the form in order to continue its
Hit Dice: 5+2**
battles.
No. of Attacks: 2 claws
A common blade spirit may make 3 weapon attacks every Damage: 1d4+2
two rounds; this means one attack on every odd- Movement: 30' Swim 40'
numbered round, and two on every even-numbered No. Appearing: 1, Lair 1
round. Save As: Fighter: 5
A blade spirit deals damage according to its weapon type Morale: 10
with +4 added to the damage. Like most undead, a blade Treasure Type: U; E, N in lair
spirit is immune to poison, charm and hold spells. It may XP: 450

Bog Crones are loathsome and repugnant fey who dwell


in marshlands, swamps, and other watery environs. It
stands near 7 feet tall hunched over. It has sickly blue-
white skin, long wet black hair, and jaundiced eyes. As a

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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

Bone Horror* Bronze Bird


Common Greater Armor Class: 18
Armor Class: 14 (m) 19 (m) Hit Dice: 1
Hit Dice: 4* 12* (AB +10) No. of Attacks: 1 beak, 1 wings or 1 feather throw
No. of Attacks: 2 claws or 1 sting 2 claws or 1 sting Damage: 1d4 beak, 1d6 wing, 1d4 feather
Damage: 1d6+3 claw or 1d10+4 claw or Movement: 30' Fly 120' Swim 30'
1d4+poison sting 1d6+poison sting No. Appearing: Wild 1d10, Lair 10d10
Movement: 20' Fly 30' 30' Fly 40' Save As: Fighter: 1
No. Appearing: 1d4 1 Morale: 7
Save As: Cleric: 4 Cleric: 12 Treasure Type: Special, see below
Morale: 12 12 XP: 25
Treasure Type: None None
XP: 280 1,975 A Bronze Bird resembles a crane or similar water fowl. It
dwells in regions of extreme heat such as volcanic lake
A Bone Horror is a large, vaguely humanoid creature shores. Each feather shines like polished metal, and
constructed from bones and parts from several creatures, indeed its body contains significant amounts of magical
magically animated in service to its master. One has a metals. The metal does not hinder it, and the bronze bird
massive zombie-like head flanked by twin skulls, large can move, fly, and otherwise behave normally.
desiccated bat wings, and a gigantic scorpion-like tail. The
bone horror attacks with its two sharp claws or its skeletal The metal feathers of the bronze bird are the source of its
stinger; those struck by it must save vs. Poison or die. high armor class. It attacks with its beak for 1d4 points of
damage, and flails its wings lined with razor sharp feathers
Magical weapons, fire, or spells are required to damage a for 1d6 points of damage. Instead of striking with a wing,
bone horror. One can be Turned by a Cleric (as a wight). a bronze bird may choose to throw a dagger-like feather
As with other undead creatures, they are immune to sleep, up to 30 feet, dealing 1d4 points of damage; in flight the
charm or hold spells. range is 90 feet if thrown from above. One can only
throw 2 such feather-daggers (one from each wing); the
A Greater Bone Horror is simply a much larger and feathers grow back in 1d8 days. A bronze bird is immune
stronger version of the bone horror. The save against the to normal fire, receives a +1 bonus to saves against very
greater bone horror's poison sting is made at a -4 penalty. hot or magical fire, and takes 1 less hit point of damage
Greater bone horrors are Turned as vampires. per die from such attacks.
Once removed from the bird, the feathers become
completely non-magical. The feathers of a bronze bird are
generally worth as much as 2d6 x 10 GP.

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Monsters Basic Fantasy Field Guide Volume 1

Brownie* Silver or magical weapons are required to strike a brownie.


So long as one has at least 1 hit point remaining, it
Armor Class: 19 (s) (also invisibility) regenerates 1 hit point each round; however, if reduced
Hit Dice: 1** below 1 hp a brownie will die like any other creature. A
No. of Attacks: 1 miniature weapon brownie saves against magic (including wands) with a +4
Damage: 1d2 bonus, and has a +1 bonus with respect to paralysis or
Movement: 30' petrify saves.
No. Appearing: 1
Save As: Magic-User: 1 (with bonuses)
Bulette
Morale: 7 Armor Class: 22
Treasure Type: None Hit Dice: 9** (AB +8)
XP: 49 No. of Attacks: 1 bite, 2 claws or 4 claws
Damage: 3d8 bite, 2d6 claw
A Brownie is a small fey being closely related to pixies and
Movement: 40' Burrow 10'
sprites, as it is an elf-like creature about 2 feet tall. A
brownie is able to shape-change at will into the form of a No. Appearing: 1d2
small deer or hawk. A brownie is industrious and Save As: Fighter: 9
predisposed to tinkering with and fixing things. In all forms Morale: 11
the brownie has Darkvision with a range of 60 feet. A Treasure Type: None
brownie can speak Common as well as the languages of XP: 1,225
pixies and sprites.
The Bulette (pronounced Boo-lay) is a terrifying predator
In its natural humanoid form, a brownie attacks with its that lives only to eat. Almost 10 feet tall and 15 feet long,
miniature weapon, sometimes with paralytic poison it resembles something akin to a gigantic armadillo crossed
applied (save vs. Poison or be held for 2d4 rounds as per with a snapping turtle. A bulette moves by quickly
the hold person spell). In its other forms, see the antelope burrowing through the earth, leaping out to attack those
or hawk monster entry in the Core Rules; none of these on the surface.
other forms will have the poison attack. In addition to its
weapon attack, a brownie has several magical qualities A bulette attacks anything it regards as edible, biting for
available in any of its forms. It can detect magic at will, 3d8 points of damage and clawing for 2d6 points of
become invisible at will, and once per day can cast damage with each fore claw. It can leap 10 feet through
confusion as a 7th level caster. A brownie can attack while
completely invisible without disrupting the effect (generally
each opponent must take a -4 penalty on attacks against
the brownie).

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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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Monsters Basic Fantasy Field Guide Volume 1

Canein canein is behind the target. The GM must rule on the


effects of any countermeasures taken.
Armor Class: 14 (11)
Hit Dice: 1 Celestial, Solar
No. of Attacks: 1 bite or 1 weapon
Armor Class: 17
Damage: 1d4 or by weapon
Hit Dice: 7**
Movement: 40'
No. of Attacks: 1 weapon
No. Appearing: 2d4, Wild 3d6, Lair 10d6
Damage: By weapon + 2
Save As: Fighter: 1 (+2 vs. Death Ray or Poison
and Paralysis or Petrification). Movement: 50' Fly 90'
Morale: 8 No. Appearing: 1
Treasure Type: D Save As: Cleric: 10
XP: 25 Morale: 11
Treasure Type: V
Caneins are a race of dog-like humanoids known for their XP: 800
extreme sense of loyalty whether to liege, friend, or family.
Although only marginally smaller than the average human, A Solar is a zealous champion of justice. It may appear in
there is a great deal of physical variance among the a variety of forms, but in general it is a very tall and
individual caneins; some short and stocky, others lean, beautiful humanoid figure, with at least one set of golden
and variations in the coloration of their coats. However, wings like those of a giant eagle. A solar knows the
all caneins share a similar facial structure similar to the languages of all but the most utterly mindless of creatures.
various bulldog or boxer type dog breeds, having jowls A solar will usually fight in an honorable manner, but is not
and squat features. The honorable caneins follow knight- above pressing an obvious advantage. A solar casts spells
like codes and attitudes, often serving a patron. Most as a 9th level Cleric, and can detect the surface thoughts of
caneins speak Common or the predominate human any creature within 100 feet. Additionally, it is capable of
language of the region; they have no true language of their Turning undead and unholy creatures as a Cleric of 9th
own. level.
A canein has a keen sense of smell, able to identify A solar takes only half damage from non-magical
individuals by scent alone. This also allows the canein to weapons, and they are immune to sleep, hold, and
sense the presence of concealed or invisible creatures, and charm spells, as well as illusions.
penalties associated with combating such foes are halved.
A canein can also track with this ability; tracking a foe who
takes no countermeasures to avoid being so tracked has
an 80% chance of success, minus 15% for each hour the

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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

In appearance a Chasenet looks like a brightly-colored


ball of fluff in a wide range of extravagant colors. A pile of
chasenets sleeping under a tree, as is their wont, can look
like a bed of flowers in the distance.
Much like the fox, the chasenet is the darling of the
hunting courtier set. A chasenet is extremely fast and
agile, which accounts for its rather high AC. A chasenet is
generally an inoffensive creature, preferring to run rather natural enemies to Lizard Men, often competing fiercely
than fight, only attacking if cornered. for the same resources.
If cornered, the chasenet will turn and launch itself at its A chelonian's thick skin grants it a base AC of 13, and its
attacker with long porcupine-like spines erupting from its back is especially tough (AC 17). Use these figures unless
fur. If the chasenet hits, it will continue to attack armor worn grants better AC.
ferociously by biting its adversary until removed by force
or its attacker perishes. A chelonian has a vicious bite, causing 1d6 points of
damage. It can choose to either attack with a bite or by
Chelonian weapon, but when utilizing a weapon and roll a natural 20
on attack, it can roll for a bite attack as well. If the
Armor Class: 14, 17 Rear (13, 17 Rear) chelonian finds itself in a grapple (wrestling), the chelonian
Hit Dice: 1 gets a free bite attack roll each round at +2 to hit. A
No. of Attacks: 1 bite or weapon chelonian is resistant to poisons, and has a +2 bonus on
Damage: 1d6 bite or by weapon+ special
those saves.
Movement: 30' Swim 30' A chelonian has a natural swim speed of 30 feet while
No. Appearing: 1d8, Wild 5d8, Lair 5d8 unencumbered (it cannot swim while wearing armor or
Save As: Fighter: 1 (+2 Poison saves) encumbered), and it can hold its breath twice as long as
Morale: 8 the normal rules state. Its underwater vision is also twice
Treasure Type: D as effective as the other races. A chelonian has the ability
to submerge with just its eyes and nostrils above the
XP: 25
surface of water. When it is able to employ this maneuver,
Inhabiting rivers and swampy regions, a Chelonian is a a chelonian can surprise others with a roll of 1-4 on 1d6.
race of reptilian humanoids bearing resemblance to long-
necked snapping turtles. Is it normally content to remain
within its own small societies, but on occasion a more
adventurous individual can be found. A chelonian is
protected by thick scaly skin, as well as a shell-like growth
that covers their backside except for its thick tail. A
chelonian stands about 5 feet tall. However, its neck can
stretch out to make it up to 8 feet tall for very short
periods.
Chelonians have their own language, and adventuring
chelonians always know Common as well. Chelonians are

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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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Basic Fantasy Field Guide Volume 1 Monsters

Clockwork Skeleton Cockroach, Giant, and Balroach


Armor Class: 13 Giant Balroach
Hit Dice: 2+2 Armor Class: 15 18
No. of Attacks: 1 punch or weapon Hit Dice: 1* 5**
Damage: 1d6 or by weapon No. of Attacks: 1 bite 1 bite
Movement: 40' Damage: 1d4 1d8
No. Appearing: 2d6 Movement: 50' 40'
Save As: Fighter: 2 No. Appearing: 1d4, Wild 2d4, 1, Wild 1, Lair 1d6
Morale: 12 Lair 2d8
Treasure Type: None Save As: Fighter: 1* Fighter: 5*
XP: 75 Morale: 6 9
Treasure Type: None G
The Clockwork Skeleton is a skeletal construct made of XP: 37 450
bronze and powered by a strange arrangement of pulleys,
coils, wires, and gears. It has rudimentary brain matrices A Giant Cockroach is a massive and particularly
limited to knowing a patrol area, responding to alarms, disgusting version of the common cockroach. It can reach
knowing friend from foe, and standing guard. It will not up to 2 feet in length (not including antennae) and weighs
automatically attack unless what it is guarding is disturbed. about 40 pounds. A giant cockroach feeds on
Unlike a normal animated skeleton, a clockwork skeleton decomposing material and will defend its nest and
is vulnerable to edged weapons due to the nature of the territory. While a giant cockroach saves as a 1st-level
wires and pulleys that make up its mechanics. Crucially, Fighter in most situations, it saves as a 10th-level Cleric vs.
this creature is not an undead monster (despite its obvious Poison, and is immune to most disease-based attacks.
resemblance) and thus cannot be Turned.
The dreaded Balroach is a variety of giant cockroach
Like any construct, a clockwork skeleton is immune to larger than a horse. While it is an omnivore and scavenger
sleep, charm, and hold spells. As it is mindless in the rather than a predator, it will also fiercely defend its lair.
traditional sense, no form of mind reading is of any use
against it. It never fails morale and always fights until The balroach is immune to all poisons, diseases, or similar
destroyed. types of afflictions. Besides its powerful mandibulae, its
disgusting appearance and horrible smell offers itself
A clockwork skeleton is vulnerable to electrical attacks; in protection; any being that comes within 20 feet of a
addition to normal damage done, all clockwork skeletons balroach must save vs. Poison or suffer from a severe
within 40 feet react as if being Turned by a Cleric of the nausea, causing a -4 penalty to all attack rolls, saving
same level as the caster. Roll on the clerical Turning table throws and ability checks, and a -20% penalty to all Thief
for normal skeletons: a result of “T” will cause the abilities.
clockwork skeletons to move about randomly without
attacking, while “D” inflicts an additional 1d8 points of
damage per level of the caster.

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Monsters Basic Fantasy Field Guide Volume 1

Cockroach, Giant Ghoul communication with intelligent creatures. A couatl has


keen senses, including paranormal, which gives it the
Armor Class: 16 equivalent of Darkvision with a 90 foot range. A couatl is
Hit Dice: 2** a benevolent force of goodness, and is rarely aggressive
No. of Attacks: 1 bite unless first attacked.
Damage: 1d6 + paralysis + disease
When pressed into direct physical combat, a couatl will
Movement: 50' bite for 1d3 points of damage plus a deadly poison (save
No. Appearing: 2d6 vs. Poison or die instantly). In addition, the couatl wraps
Save As: Fighter: 2 about its foe, causing 2d4 points of damage from
Morale: 12 constriction each round. However, a couatl prefers to
Treasure Type: None attack from the air, using spells or other powers.
XP: 125 A couatl casts spells as either a Magic-user (40%), Cleric
(40%), or sometimes as both (20%), equivalent to their hit
Animated through the use of foul magics, a Giant Ghoul
dice (9th level). In addition, any couatl can, at will, cast
Cockroach is a ravenous monster, seeking to devour all
detect evil, detect invisibility, detect magic, ESP, and
flesh. Those bitten by this monstrosity must save vs.
read languages. A couatl can also become invisible and
Paralysis or be paralyzed for 2d8 turns; elves are immune
insubstantial (incorporeal). In this form, it moves at half
to this effect, just as with the paralysis of the ordinary
speed in any direction, and can move through solid
ghoul. In addition to paralysis, the giant ghoul cockroach's
objects freely. A couatl can teleport twice per day.
bite may carry disease, much like a giant rat's bite. Any
successful bite has a 5% chance of causing a disease. A couatl can polymorph itself freely, and will not hesitate
to change into another, more effective form in combat.
A character who suffers one or more ghoul cockroach
bites where the die roll indicates disease will sicken in 3d6
hours. The infected character will lose one point of
Constitution per hour; after losing each point, the
character is allowed a save vs. Death Ray (adjusted by the
current Constitution bonus or penalty) to break the fever
and end the disease. Any character reduced to zero
Constitution is dead (see Constitution Point Losses in the
Encounter section of the Basic Fantasy RPG Core Rules
for details on regaining lost Constitution).
As with all undead, it can be Turned by a Cleric (as a
ghoul), and is immune to sleep, charm, or hold spells. As
it is mindless, no form of mind reading is of any use
against it. A giant ghoul cockroach never fails morale, and
always fights until destroyed.

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

The powerful and legendary Couatl is a large serpent with


a pair of feathered wings; since it is a shape-changer, one
rarely sees this form. It can speak Common, communicate
freely with reptiles and avians, or may use telepathic

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Basic Fantasy Field Guide Volume 1 Monsters

Crypt Dweller* Cu-Sidhe


Armor Class: 13 (m) Common Special*
Hit Dice: 2* Armor Class: 16 16 (s)
No. of Attacks: 2 claws or 1 weapon Hit Dice: 1 1** (+2d8 hp
Damage: 1d4 claw or by weapon enlarged)
Movement: 60' No. of Attacks: 1 bite 1 bite
No. Appearing: 1-2 Damage: 1d4 1d4 (2d4 enlarged)
Save As: Fighter: 2 Movement: 50' 50'
Morale: 12 No. Appearing: 1d4 1d4
Treasure Type: None Save As: Fighter: 1 Magic-User: 1
XP: 100 (Elf bonuses) (Elf Bonuses)
Morale: 8 9
A Crypt Dweller is an undead creature improperly buried Treasure Type: None None
or placed into a grave that has been desecrated or defiled. XP: 25 100
It resembles a zombie, and is often mistaken for one. A
crypt dweller attacks with clawed hands, or sometimes Cu-Sidhe are an elven breed of canine. Their fur is
with a weapon if one was entombed with the creature. Its patterned like tree bark, giving them excellent camouflage;
main defense is that it can only be damaged by magical so long as one remains still, there is only a 10% chance it
weapons or spells. will be detected in forest terrain. Even indoors,
underground, or in non-preferred terrain they are able to
Strikes from normal weapons will only make the crypt
hide such that there is only a 30% chance of detection.
dweller pause slightly, making it lose initiative on the
They have Darkvision with a 60 foot range, and
following round. Like all undead, it can be Turned by
particularly acute canine senses. As with most canines,
Clerics (as a wight), and are immune to sleep, charm, and they prefer to attack as a pack, and will generally avoid
hold spells. No form of mind reading or mental contact is combat if met singly.
of any use against it. A crypt dweller always fights until
destroyed. Most cu-sidhe are much like other wolf or dog breeds,
loyal and obedient pets and working dogs. One in six
pups born is a special exception, having human-level
intellect and the ability to learn magical skills. These
special cu-sidhe can detect magic and detect invisibility
at will. A magic-wielding cu-sidhe can cast a form of
growth of animals on itself twice per day, lasting up to 1
hour. This also grants a temporary 2d8 bonus hit points
while enlarged (as if granted
by a potion of heroism).
While enlarged, they may
be used as mounts by small
or medium characters.
Special cu-sidhe are only hit
by weapons which are silver
or magical; furthermore, so
long as one has at least 1
remaining hit point, it is able
to regenerate 1 hit point
each round. However, if
reduced below 1 hp, a cu-
sidhe will die like any other
creature. They save vs. all
magic with a +4 bonus.

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Monsters Basic Fantasy Field Guide Volume 1

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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Basic Fantasy Field Guide Volume 1 Monsters

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

A Delver resembles a cross between an enormous


centipede and a slug. A delver is roughly 15 feet long and
12 feet tall. It has a huge mouth and slits for eyes.
Delvers have spongy flipper-like arms, each of which ends
in six black digging nails. A delver’s ability to sense
vibrations gives the equivalent of Darkvision with a 60 foot
range.
A delver produces a mucus-like slime that is highly
corrosive. Merely touching it causes 2d6 points of damage
to organic creatures. The slime deals 4d8 points of
damage to metallic creatures or objects, while against
stony creatures (including earth elementals) the slime
causes 8d10 points of damage. A delver prefers to fight
from its tunnel, which it uses to protect its flanks while
lashing out with its two flippers, causing 1d6 points of
damage each (plus the corrosive damage noted above).
On the round following a successful hit, the victim takes
1d6 points of damage from the slime unless is it washed
off with at least a quart of fluid. For metal or stone
creatures, this damage is half of the noted corrosive
damage listed (2d8 or 4d10 respectively). Anyone
attacking a delver with natural weapons will take damage
from the corrosive slime each time an attack succeeds
unless they succeed on a save vs. Paralysis.
Each time a delver strikes, the individual's shield, armor,
and clothing (in that order) may be destroyed. The victim
must make a save vs. Paralysis for each item; any
successful saving throw means subsequent items are
unaffected. For example: a Fighter is struck by a delver;
he fails his first saving throw, and his shield is destroyed.
He succeeds at his second save, so his armor and clothing
are safe... for this round, at least. Magic shields or armor
will lose one “plus” each time they are damaged, instead
of being destroyed outright.

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Monsters Basic Fantasy Field Guide Volume 1

Derej Pit Creatures Derej Mongoose


These creatures were created by Derej the Mage to train Armor Class: 13
slaves destined for the fighting pits. As they were designed Hit Dice: 1*
for training, the number of these creatures appearing is No. of Attacks: 1 bite (special, see below)
generally equal to the sum of the levels of the group of Damage: 1d6
adventurers facing them. They will always attack until
Movement: 40'
reduced to zero hit points.
No. Appearing: Special
Derej Pit Creatures are easily identified as they are all Save As: Fighter: 1
white with a diamond-shaped red mark on their foreheads. Morale: 12
When reduced to zero hit points, a derej pit creature Treasure Type: None
dissolves into a harmless white mist.
XP: 37
Derej Cat The Derej Mongoose has 1 attack per round normally,
but if it hits an opponent, it adds 1 attack per round for the
Armor Class: 13 (special, see below)
next round; subsequently, on each round when it hits with
Hit Dice: 1*
all of its attacks, it adds an additional attack per round for
No. of Attacks: 2 claws the next round. On any round where it misses with at
Damage: 1d6 least one attack, the number of attacks it can make in the
Movement: 40' next round decreases by 1 (to a minimum of 1 attack per
No. Appearing: Special round); if it is unable to attack any foe in any given round,
Save As: Fighter: 1 the number of attacks it can make returns to 1 upon the
Morale: 12 next round.
Treasure Type: None
XP: 37
Derej Rat
Armor Class: 13
Each time a Derej Cat evades a strike (i.e. is attacked
Hit Dice: 1*
unsuccessfully) its armor class increases by 2 points. Its
AC is reduced by 1 point per turn after combat ends, to a No. of Attacks: 1 bite
minimum of 13. Damage: 1d4
Movement: 40'
Derej Cobra No. Appearing: Special
Save As: Fighter: 1
Armor Class: 13
Morale: 12
Hit Dice: 1*
Treasure Type: None
No. of Attacks: 1 bite
XP: 37
Damage: 1d4 (special, see below)
Movement: 40' Each time a Derej Rat is slain, its original hit points are
No. Appearing: Special distributed to any remaining derej rats in its group, until all
Save As: Fighter: 1 of the derej rats are destroyed.
Morale: 12
Treasure Type: None
XP: 37

A Derej Cobra's bite increases in damage every time it


strikes. A derej cobra rolls 1d4 points of damage for its
first hit, 1d6 for its second hit, and so on up to 1d12; after
1d12, the damage becomes 2d6, then 2d8, then 2d10.
This increased damage potential is reduced 1 die level per
turn after combat ends, to a minimum of 1d4.

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Basic Fantasy Field Guide Volume 1 Monsters

Desert Worm Dinosaur, Ankylosaurus


Armor Class: 14 Armor Class: 21
Hit Dice: 4* Hit Dice: 9 or (9* for Paleocinthus) (AB +8)
No. of Attacks: 1 bite No. of Attacks: 1 tail
Damage: 1d10 + special Damage: 2d6 (3d6 for Paleocinthus)
Movement: 40’ Burrow 30’ Movement: 30'
No. Appearing: 1 No. Appearing: 1d3, Wild 1d4+1
Save As: Fighter: 3 Save As: Fighter: 9
Morale: 12 Morale: 8
Treasure Type: None Treasure Type: None
XP: 280 XP: 1,075 (Paleocinthus 1,150)

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

A Compsognathus is a tiny, chicken-sized prehistoric


reptile that runs swiftly to catch insects and other small
prey. Alone it isn’t much of a threat, but on occasion it
has been known to gang up on a large creature.

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Monsters Basic Fantasy Field Guide Volume 1

Dinosaur, Raptor Dolphin


Deinonychus Velociraptor Armor Class: 15
Armor Class: 15 15 Hit Dice: 2
Hit Dice: 3 1 No. of Attacks: 1 ram
No. of Attacks: 2 claws or 1 bite 2 claws or 1 bite Damage: 2d4
Damage: 1d6 claw, 1d8 bite 1d4 claw or bite Movement: Swim 120'
Movement: 50' 80' No. Appearing: Wild 2d10
No. Appearing: 1d3, Wild 2d3, 1d4, Wild 2d4, Save As: Fighter: 4
Lair 2d6 Lair 2d8 Morale: 8
Save As: Fighter: 3 Fighter: 1 Treasure Type: None
Morale: 8 8 XP: 75
Treasure Type: None None
XP: 145 25 A Dolphin is an aquatic mammal that resembles a large
fish. It is highly intelligent and usually acts friendly toward
A Deinonychus is a medium-sized feathered dinosaur, humans and humanoid creatures. Because it is a
weighing approximately 150 pounds and reaching about mammal, a dolphin must surface periodically to breathe
11 feet in length from nose to tail. Deinonychus is an avid air, though it can hold its breath for up to an hour of light
predator and a skilled pack-hunter, that attacks by biting or activity (or two turns of strenuous action). A dolphin is
leaping and using its formidable claws. Against large prey frequently found in the company of mermaids.
a deinonychus will bite and hold on in order to use its
claws for automatic damage each round; however while Dragon, Brown
holding its AC drops to 11.
Armor Class: 17
The Velociraptor is a small feathered dinosaur, weighing Hit Dice: 6**
about 30 pounds and similar in size to a turkey. It acts No. of Attacks: 2 claws, 1 bite or breath, 1 tail
and attacks in a similar manner to the deinonychus. Damage: 1d4 claw, 2d8 bite or breath, 1d4 tail
Movement: 30' Fly 80'
No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 6
Morale: 7
Treasure Type: H
XP: 610

A Brown Dragon is the smallest and weakest of the


dragons, but is far craftier. A brown dragon favors rocky
cliff-sides and canyons for its home. The brown dragon is
a highly territorial but cowardly hermit, and even a mated
pair will jealously separate their treasure from one another.
A brown dragon prefers to ambush trespassers by
blending into the rocks. Some larger ones have been
known to accumulate boulders to drop from above onto
unsuspecting adventurers.
A brown dragons' claws are especially well-suited to
climbing sheer cliff surfaces, which it does as well as a
Thief (level equivalent to the brown dragon's HD).

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Basic Fantasy Field Guide Volume 1 Monsters

Brown Dragon Age Table Drat


Age Category 1 2 3 4 5 6 7
Hit Dice 3 4 5 6 7 8 9 Armor Class: 11
Attack Bonus +3 +4 +5 +6 +7 +8 +8 Hit Dice: ½* (1d4 HP)
Breath Weapon Hurricane-force winds (Cone) No. of Attacks: Special
Length - 60' 70' 80' 85' 90' 95' Damage: Special
Width - 25' 30' 30' 35' 40' 45' Movement: 30'
Chance/Talking 0% 15% 20% 30% 45% 55% 65% No. Appearing: 1
Spells by Level Save As: Fighter: 1
Level 1 - 1 2 3 3 3 3 Morale: 7
Level 2 - - - - 1 2 3 Treasure Type: None
Claw 1d4 1d4 1d4 1d4 1d4 1d6 1d8 XP: 13
Bite 2d4 2d6 2d6 2d8 2d8 2d10 2d10 The Drat, so-called because of the frequent expletives
Tail 1d4 1d4 1d4 1d4 1d4 1d6 1d6 emitted in its vicinity, is so rare as to elicit skepticism with
regards to its very existence. It appears to be a common
Dragonne rat, and can be encountered anywhere that a rat might be
found. The drat would be little more than an annoyance if
Armor Class: 18 not for its special ability.
Hit Dice: 9* (AB +8)
No. of Attacks: 2 claws, 1 bite A drat has an aura of bad luck which covers a radius of 30
Damage: 2d6 claw, 2d4 bite feet around it. Anyone besides the drat within the radius
suffers a cumulative penalty of -1 per round on attack and
Movement: 40' Fly 30'
saving throw rolls, while giving opponents (who are
No. Appearing: 1d6, Wild 1d6, Lair 1d10
outside the radius or are immune, i.e. drats) a cumulative
Save As: Fighter: 9 +1 bonus on attack rolls against affected creatures. The
Morale: 10 maximum penalty (or bonus) which may accrue is -6 (or
Treasure Type: None +6).
XP: 1,150
There is no way to detect this effect, other than to attempt
A Dragonne appears as a strange combination of a lion and fail at attacks or saving throws, and the drat does not
and dragon, possessing huge claws, fangs, and eyes. Its even need to be visible. For instance, a drat could be
scales and stiff hair are the color of brass. A dragonne is peacefully sleeping on the other side of a wall from the
about 12 feet long and weighs about 700 pounds. It is adventurers and its sphere of influence will still affect them.
very intelligent and communicates in one or more The only surefire way to detect the presence of a drat is by
languages of its home territory. A dragonne’s wings are noticing the ever increasing string of unlikely events
useful only for short flights, carrying the creature for 10 to beginning to happen. For instance, a very dexterous Thief
20 minutes at a time at relatively slow speeds. will, after only a few minutes exposure, begin to bumble
about so clumsily that they will soon trip over their own
A dragonne attacks by biting and clawing. In addition, feet. It is essential that the GM be completely and
every 1d4 rounds a dragonne can produce a tremendous scrupulously fair in the use of this monster.
roar. To anyone within 120 feet, the roar causes
temporary weakness, resulting in a -2 penalty to attack
rolls, damage, and any Strength checks for 2d6 rounds
unless they save vs. Paralysis. Those within 30 feet are
also deafened for the same period, with no save allowed.
A deafened creature can react only to what it can see or
feel, is surprised on 1-3 on 1d6, and suffers a -1 penalty to
its initiative rolls. However, a deafened creature is
immune to further roars until its deafness alleviates (after
the 2d6 rounds).

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Monsters Basic Fantasy Field Guide Volume 1

Draugr Eel, Common & Giant


Armor Class: 17 Common Giant
Hit Dice: 9** (AB +8) Armor Class: 11 12
No. of Attacks: 1 weapon Hit Dice: 1 2, 4, or 6 (*)
Damage: 1d10+3 No. of Attacks: 1 bite 1 bite
Movement: 30' Damage: 1d6 1d8, 1d10, or 1d12
No. Appearing: 1, Lair 1 Movement: 60' Swim 60' Swim
Save As: Fighter: 9 No. Appearing: Wild 1d6 Wild 1d6
Morale: 11 Save As: Fighter: 1 Fighter: 2, 4, or 6
Treasure Type: B, M Morale: 8 8
XP: 1,225 Treasure Type: None None
XP: 25 2 HD 75; 2* HD 100;
A Draugr is the undead remains of an ancient king, 4 HD 240; 4* HD 280;
generally found only in its ancient crypt. It appears as a 6 HD 500; 6* HD 555
skeleton wearing antique plate mail. A draugr usually
wields a two-handed sword in combat. It can see invisible Common Eels will often be found along reefs or in other
opponents. areas where they can hide in holes and nooks in order to
ambush prey. Common eels are territorial and aggressive
Once per turn, a draugr can breathe a cone of ice out to in defense of their lair.
10 feet in front of it. Anyone caught in this cloud of frozen
mist must save vs. Spells or be stunned (-2 to AC, in A Giant Eel is the huge cousin to the common eel, and is
addition to losing any Dexterity and shield bonuses) and similar in most ways except size. This great aquatic beast
unable to act for one round. Spellcasters who fail their is often found in lost underwater ruins or as a guardian
save are unable to cast any spell for the remainder of the raised and trained by underwater races.
round.
1 in 6 giant eels can emit an electrical shock up to three
As with all undead, a draugr can be Turned by a Cleric (as times per day, which will affect those within a 20 feet
a vampire), and is immune to sleep, charm or hold spells. radius. The shock causes 1d4 points of damage for each
hit die of the giant eel; a saving throw vs. Dragon Breath is
allowed for half damage. During a round when an eel
uses its shock, it is immune to electrical attacks. On other
rounds a giant electric eel has a +2 bonus on saves against
electrical attacks.

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Basic Fantasy Field Guide Volume 1 Monsters

Elemental* Elemental, Lightning*


Elementals are incarnations of the elements that compose Staff Device Spell
existence. Armor Class: 18 (m) 20 (m) 22 (m)
Hit Dice: 8* 12* (AB +10) 16* (AB +12)
It is possible to summon an elemental by one of three
means: By the use of a staff, or of a device, or by casting No. of Attacks: -- special --
a spell. For each elemental type, separate statistics are Damage: 1d12 2d8 3d6
provided for each of these three categories. Movement: Fly 120'
No. Appearing: -- special --
Due to their highly magical nature, elementals cannot be Save As: Fighter: 8 Fighter: 12 Fighter: 16
harmed by non-magical weapons.
Morale: -- 10 --
The Core Rules present elementals conforming to the Treasure Type: -- None --
classical elements of European tradition (air, earth, fire, XP: 945 1,975 3,385
and water). Asian traditions present a different group: fire,
earth, metal, water, and wood. Metal and wood A Lightning Elemental resembles dark clouds, lit from
elementals are presented below, completing this set when within by flashes of lightning. It can magnetically draw
added to the fire, earth, and water elementals found in the metal items towards itself as if using telekinesis. It deals
Core Rules. Additionally, cold and lightning elementals an extra 1d8 points of damage to creatures that are in
are provided for those who wish to be less traditional. As contact with water or metal but not touching solid ground.
always, the Game Master decides what sort of monsters A lightning elemental takes double damage when attacked
appear in his or her world. by air or wind attacks (including air elementals). A
lightning elemental can choose either to strike a single
Elemental, Cold* creature or create a mighty thunderclap. If the latter attack
is used, all creatures within a 30 foot radius must save vs.
Staff Device Spell Paralysis or be deafened for 1d8 turns.
Armor Class: 18 (m) 20 (m) 22 (m)
Hit Dice: 8* 12* (AB +10) 16* (AB +12) Elemental, Metal*
No. of Attacks: 1 punch or stomp + special
Staff Device Spell
Damage: 1d12 2d8 3d6
Armor Class: 18 (m) 20 (m) 22 (m)
Movement: 40'
Hit Dice: 8* 12* (AB +10) 16* (AB +12)
No. Appearing: -- special --
No. of Attacks: 1 punch, stomp, or special
Save As: Fighter: 8 Fighter: 12 Fighter: 16
Damage: 1d12 2d8 3d6
Morale: -- 10 --
Movement: 30'
Treasure Type: -- None --
No. Appearing: -- special --
XP: 945 1,975 3,385
Save As: Fighter: 8 Fighter: 12 Fighter: 16
A Cold Elemental resembles a crude, headless ice statue Morale: -- 10 --
with long, sharp icicles in place of hands. A cold elemental Treasure Type: -- None --
takes double damage from fire attacks. It deals an XP: 945 1,975 3,385
additional 1d8 points of damage against creatures that are
hot or flaming in nature, as well as creatures made of A Metal Elemental resembles lithe figures made of molten
liquids or oozes. A cold elemental's body is so bitterly cold metal. It is able to shape its extremities into cruel blades.
that creatures within 5 feet take 1d6 points of damage Despite its appearance, a metal elemental is normally cool
automatically, unless they are immune to the effects of to the touch. Metal armor affords no protection against a
cold. Any liquids the cold elemental touches immediately metal elemental, and indeed it deals an additional 1d8
freezes solid. A cold elemental cannot enter places where points of damage to creatures, vehicles, or structures that
the temperature is above 50 degrees Fahrenheit. are made of or in direct contact with some form of metal.
Lightning attacks deal double damage to it. A metal
elemental cannot cross a body of water greater than its
own height.

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Monsters Basic Fantasy Field Guide Volume 1

Elemental, Wood* Ettercap


Staff Device Spell Armor Class: 14
Armor Class: 18 (m) 20 (m) 22 (m) Hit Dice: 6+1
Hit Dice: 8* 12* (AB +10) 16* (AB +12) No. of Attacks: 2 claws, 1 bite + poison
No. of Attacks: 1 punch or stomp Damage: 1d3 claw, 1d8 bite + poison
Damage: 1d12 2d8 3d6 Movement: 30'
Movement: 40' No. Appearing: 1d2
No. Appearing: -- special -- Save As: Fighter: 6
Save As: Fighter: 8 Fighter: 12 Fighter: 16 Morale: 7
Morale: -- 10 -- Treasure Type: None
Treasure Type: -- None -- XP: 500
XP: 945 1,975 3,385
An Ettercap's appearance is a cross between a grossly-
A Wood Elemental superficially resembles a treant, but bloated spider and a humanoid. It is often found in the
closer inspection reveals that rather than a single tree it is company of 2-4 large spiders. An ettercap is about 6 feet
made up of dozens of interlinked trees. A wood elemental tall, weighs about 200 pounds, and speaks Common.
takes double damage from fire attacks of any kind, and
does 1d8 points of extra damage to creatures in contact An ettercap is not a brave creature, but its cunning traps
often ensure that the enemy never draws a weapon.
with vegetation (including weapons or shields made mainly
of wood), as well as to earthen or stone structures. When an ettercap does engage its enemies, it attacks with
its keen-edged claws and venomous bite. It usually will
not come within melee reach of any foe that is still able to
Elephant, Shovel Tusk
move. The poison of an ettercap paralyzes its foe on a
Armor Class: 20 missed saving throw vs. Poison. This paralysis will wear
Hit Dice: 10 (AB +9) off naturally in 1d6+6 turns.
No. of Attacks: 1 tusk or trample An ettercap can throw a web eight times per day to
Damage: 1d10 tusk, 4d10 trample entangle enemies. To hit, the ettercap must make an
Movement: 40' attack roll against AC10 + the target's Dexterity modifier
No. Appearing: Wild 1d12 (and any magic modifier). If the ettercap hits, the target is
Save As: Fighter: 10 entangled. An entangled creature takes a -2 penalty on
Morale: 8 attack rolls and a -4 penalty on Dexterity. The web has a
Treasure Type: None maximum range of 50 feet and is effective against targets
of up to Medium size. The web anchors the target in
XP: 1,300

The Shovel Tusk Elephant is a prehistoric relative of the


modern elephants; they have a variety of forms depending
on the exact era and region. All varieties have extended
lower jaws tipped with a shovel-like plate or tusk. Shovel
tusk elephants vary in size; the statistics given are for a
larger specimen such as a bull.

30
Basic Fantasy Field Guide Volume 1 Monsters

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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Monsters Basic Fantasy Field Guide Volume 1

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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Basic Fantasy Field Guide Volume 1 Monsters

A frost worm can breathe a 30-foot cone of frost, once per


hour, for 15d6 points of cold damage. Those struck may
save vs. Dragon Breath for half damage. Opponents held
motionless by the frost worm’s trill cannot save.
When killed, a frost worm turns to ice and shatters in an
explosion, dealing 20d6 points of damage to everything
within 100 feet. A victim may save vs. Dragon Breath for
half damage.

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

A Frost Worm grows about 40 feet long, has two huge


mandibles, and a strange orifice on its head that it uses to
create a trilling sound during combat. It can burrow
through ice and frozen earth but not stone. When moving
through such hard materials, it leaves behind a usable
tunnel about 5 feet in diameter.
A frost worm lurks under the snow, waiting for prey to
come near. It begins an attack with the trill, which forces
its prey to stand motionless, and then sets upon helpless
prey with its bite. This trilling affects all creatures other
than frost worms within a 100-foot radius. Creatures must
save vs. Paralysis or be stunned for as long as the worm
trills and for 1d4 rounds thereafter. However, if the victim
is attacked or violently shaken, another saving throw is
allowed. Once a creature has resisted or broken the effect,
it cannot be affected again by that same frost worm’s trill
for 24 hours.
The body of a frost worm generates intense cold, causing
opponents to take an extra 1d8 points of cold damage
every time the creature succeeds on a bite attack. Any
creature attacking a frost worm unarmed or with non-
magical weapons suffers this same cold damage each time
one of its attacks hits.

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Monsters Basic Fantasy Field Guide Volume 1

Up to 3 times per day, a gerbalaine may magically assume Glyptodon


a larger form, growing to approximately Halfling size. It is
this form that gives the above statistics when pressed into a Armor Class: 19
fight, although a gerbalaine is more likely to run away than Hit Dice: 4
fight. When in its natural mouse-size form, a gerbalaine No. of Attacks: 1 tail or trample
has effectively only 1 hp, but is very difficult to hit (AC Damage: 1d8 tail or trample
22). A gerbalaine who saves (with Halfling bonuses) Movement: 20' (10')
against an area-of-effect damaging spell takes no damage, No. Appearing: 1d6
and even if the save fails takes only half damage. A
Save As: Fighter: 4
gerbalaine's skill with devices is comparable to a 10 th-level
Morale: 7
Thief.
Treasure Type: None
Gibbering Mouther XP: 240

Armor Class: 19 A Glyptodon is a prehistoric herbivorous mammal similar


Hit Dice: 9** (AB +8) to an armadillo, only much larger with a club-like tail.
No. of Attacks: 6 bites + special Adult specimens may grow to the size of wagons. It is
Damage: 1d6 + special
covered in bony plates, but is usually only dangerous
when harassed or attacked.
Movement: 10'
No. Appearing: 1
Save As: Fighter: 9
Morale: 12
Treasure Type: None
XP: 1,225

A Gibbering Mouther is a horrible creature seemingly


drawn from a lunatic’s nightmares. It has the fluid body of
an amoeba, with eyes and toothy mouths constantly
appearing and disappearing all over its body.
As soon as a mouther spots something edible, it begins a
constant gibbering. All creatures (other than mouthers)
within 60 feet must save vs. Paralysis or be affected as Great Orb of Eyes
though by a confusion spell for 1d2 rounds. A gibbering
mouther may fire a stream of spittle at one opponent Armor Class: 19
within 30 feet. The mouther makes an attack against AC Hit Dice: 12* (AB +10)
10 + Dex bonus of the target; if it hits, it deals 1d4 points No. of Attacks: 1d4 rays or spell-like ability
of acid damage, and the target must save vs. Poison or be Damage: By ray or spell
blinded for 1d4 rounds. Any creature bit by 3 or more of
Movement: Fly 30'
its mouths will be engulfed on the next round. The
mouther will be able to make 12 subsequent bite attacks No. Appearing: 1 Wild, 1 Lair
on the engulfed creature. A swallowed creature can cut its Save As: Magic-User: 12
way out by dealing 5 points of damage with a small edged Morale: 9
weapon such as a dagger. Treasure Type: None
XP: 1,975

A Great Orb of Eyes is a living mass of pulsing and ever-


moving eyes. It is highly intelligent but is unable to
communicate vocally. A great orb of eyes can see in all
directions, making it nearly impossible to surprise. It has
Darkvision out to 120 feet, and with concentration may
detect magic or detect invisible (see below). In combat
a great orb of eyes usually levitates high, trying to avoid
melee combat. From this vantage, it fires its eye rays,
preferring to cause fear, hold, or charm as many foes as
possible. Each round it fires 1d4 rays, each at a different
target. If the die roll is greater than the number of possible

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Basic Fantasy Field Guide Volume 1 Monsters

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

An adult Grick is a large snake-like creature weighing


around 200 pounds and stretching about 8 feet long from
the tip of its tentacles to the end of its tail. A grick’s body
coloration is uniformly dark with a pale underbelly, and
the tentacles attach just behind its head; the tentacles are
segmented like the body of an earthworm.
A grick hunts by hiding near high-traffic areas, using its
natural coloration to blend into the shadows; when doing
targets, the extra rays are lost. The GM may roll to this, the grick surprises on a 1-3 on 1d6. When prey
determine which rays fires or choose those with the most ventures near, a grick lashes out with its tentacles. The
destructive effect(s). jaws are small and weak compared to its body mass, so
rather than consume its kill immediately, a grick normally
Great Orb of Eyes Rays
drags victims back to the lair to be eaten at leisure.
1. Death: target must save vs. Death Ray or die.
Multiple gricks do not fight in concert; rather, each attacks
2. Draining: target takes 3d6 points of damage. They may
the prey closest to it, and breaks off the fight as soon as it
save vs. Spells for half damage. The great orb of eyes
can drag a dead or unconscious victim away.
heals half that many hit points.
3. Fear: target is affected by cause fear (reversed remove
fear) spell, as cast by a 12th-level Cleric.
4. Charm: target is affected by charm monster spell, as
cast by a 12th-level Magic-user.
5. Hold: target is affected by hold monster spell, as cast
by a 12th-level Magic-user.
6. Blinding: target is affected by cause blindness (reversed
remove blindness) spell, as cast by a 12th-level Cleric.
A great orb of eyes rarely ever uses its death ray unless its
very life depends on it, instead preferring to drain foes for
sustenance. A great orb of eyes can also cast telekinesis
three times per day (as a 12 th-level caster). Charmed
individuals become slaves, providing any necessary
manual labor, and a great orb of eyes can communicate
telepathically with any such charmed being. When their
usefulness fades, these slaves are drained for sustenance.

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Monsters Basic Fantasy Field Guide Volume 1

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

A Guard Fern is a huge, bushy plant. It is typically


cultivated and placed to guard narrow features, such as a
hallway or gap in a wall. Guard ferns are immune to
acids, and have a fire-retardant structure that reduces all
fire-based damage by half (a successful saving throw
means it takes no damage).
The guard fern is immobile but can attack in all directions.
It reacts to any vibration and heat sources.
It has three attacks that intensify as targets move closer. At
sixty to thirty feet, it can fire a spray of large, sharp thorns,
Grimlock each dealing 1d4 points of damage; each human-sized
person might be hit by 1d4 thorns. At five to thirty feet, it
Armor Class: 15
sprays a shower of acid, dealing 3d8 points of damage
Hit Dice: 2 with a save vs. Dragon Breath reducing damage by half. It
No. of Attacks: 1 battleaxe can perform both of these attacks three times in any
Damage: 1d8 direction before it must grow more thorns or replenish the
Movement: 30' acid, regaining one attack in each category each day.
No. Appearing: 1d4, Wild 1d10+10, Lair 1d6 x10
Save As: Fighter: 2
Morale: 7
Treasure Type: D
XP: 75

A Grimlock is a muscular humanoid with gray skin. It is


blind, but its exceptional senses of smell and hearing allow
it to notice foes nearby. As a result, it usually shuns
ranged weapons and rushes to attack, brandishing stone
battleaxes.
A grimlock can sense all foes within 40 feet as a sighted
creature would. Beyond that range, treat all targets as
having total concealment. A grimlock is susceptible to
sound- and scent-based attacks, however, and is affected
normally by loud noises, sonic spells (such as silence 15'
radius) and overpowering odors. Negating a grimlock’s
sense of smell or hearing reduces its ability to fight. If both
of these senses are negated, a grimlock is effectively
blinded. It is immune to gaze attacks, visual effects,
illusions, and other attacks that rely on sight.

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Basic Fantasy Field Guide Volume 1 Monsters

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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Monsters Basic Fantasy Field Guide Volume 1

Heucova* A Kelpie is the flesh-eating freshwater cousin of the


hippocampus, and is able to take the form of a normal
Armor Class: 16 (s) horse or a human for 2 turns each day. It is cruel and
Hit Dice: 2** loves nothing more than to drown and devour its victims
No. of Attacks: 2 claws or 1 weapon (in any form), usually by way of casting charm person.
Damage: 1d4 claw or by weapon
Movement: 40' Hippopotamus
No. Appearing: 1d6, Wild 2d4, Lair 2d4 Armor Class: 17
Save As: Cleric: 2 Hit Dice: 6
Morale: 10 No. of Attacks: 1 bite or 1 trample
Treasure Type: D Damage: 2d6 bite, 4d6 trample
XP: 125 Movement: 40' Swim 30'
No. Appearing: Wild 3d10
A Heucova is a Cleric who has been cursed to undeath for
his or her faithlessness. It resembles a skeleton wrapped in Save As: Fighter: 6
old, tattered robes or rusting armor. Small points of red Morale: 9
light can be seen in each of its empty eye sockets. A Treasure Type: None
heucova speaks and reads all the languages it knew in life. XP: 500

A heucova is a cowardly combatant, preferring to set up A Hippopotamus is a massive herbivore dwelling in


traps and ambushes for potential interlopers. It will attack tropical and sub-tropical swamps, lakes, and rivers. While
Clerics before anyone else. Those struck by the heucova's it feeds on various herbs and weeds, it is territorial,
claws must save vs. Poison or contract a terrible wasting aggressive, and hot-tempered, and is likely to attack
disease. Each day the target takes 1d3 points of anyone who encroaches into its territory. Not only can it
Constitution damage. Those reduced to 0 Constitution trample its foes with its enormous weight, but a
die, and rise as a zombie on the following day, under the hippopotamus also has long, sharp teeth that can deliver a
control of the heucova. A cure disease spell must be used devastating bite.
to prevent death. Ability points lost due to a heucova's
disease return at a rate of 1 per day of complete rest. All
heucova are capable of casting spells as a Cleric (level
1d4+1), however these spells are always reversed.
A heucova can be Turned by a Cleric (as a wight), and like
all undead are immune to sleep, charm, and hold spells.
A heucova can only be harmed by silver or magical
weapons. In addition, it takes 1d6 points of damage from
the touch of a holy symbol.

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)

A Hippocampus is the horse of the sea, with a mane that


looks like seaweed and a dolphin’s tail. Although they
appear to be mammals, they are able to breathe
underwater.

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Basic Fantasy Field Guide Volume 1 Monsters

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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Monsters Basic Fantasy Field Guide Volume 1

Infernals source nearby gives a +2 to the save. In addition, an ice


devil can cast magic missile once per hour.
Infernal beings are monstrosities with otherworldly or
extra-dimensional origins. These beings are universally An ice devil is completely immune to cold-based damage,
vile and at odds with the powers of goodness. There are and it regenerates 2 hp per round when in icy or wintry
several distinct races or groups of infernal beings, generally conditions. Fire or heat-based attacks cause an additional
grouped by their origin. They might be called demons, 50% damage to an ice devil. Magical attacks, such as
devils, or other related terms. damaging spells, inflict only half damage upon an ice devil.
This magical resistance causes magical weapons to lose the
Infernal, Ice Devil benefit of any damage bonus (although any to-hit bonuses
still apply).
Armor Class: 18
Hit Dice: 3** Infernal, Imp*
No. of Attacks: 1 claw + special
Damage: 1d3 / 1d4 cold Armor Class: 19(s)
Movement: 30’ Fly 50’ Hit Dice: 2**
No. Appearing: 1d4 No. of Attacks: 1 tail stinger
Save As: Fighter: 3 Damage: 1d4 + poison
Morale: 9 Movement: 20' Fly 60'
Treasure Type: None No. Appearing: 1
XP: 205 Save As: Cleric: 2
Morale: 7
An Ice Devil is a winged and clawed humanoid monster Treasure Type: None
around 3 feet tall. Its hairless bodies are genderless, with XP: 125
blue skin so light as to be almost white.
An Imp is a diminutive, dark, bat-winged humanoid
Whenever an ice devil attacks, an additional 1d4 cold standing about 2 feet tall with a dagger-like tail stinger. It
damage is dealt. An ice devil can breathe a cone of icy is able to change at-will into the form of a massive spider,
shards every 1d4 rounds, causing 1d4 cold damage to one raven, or giant rat, all with a devilish look. In all forms the
creature within 10 feet of the ice devil. Additionally, the imp has Darkvision with a range of 60 feet.
individual struck must save vs. Paralysis or suffer a -1
penalty to hit and damage for 1d6 rounds. Any large heat In its natural form, an imp attacks with its poisonous
stinger; those struck must save vs. Poison or die suffering
tremendous pain. In its other forms it cannot use its
poison attack. In addition to physical attacks, an imp has

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Basic Fantasy Field Guide Volume 1 Monsters

several magical qualities available in any of its forms. It Infernal, Quasit*


can detect magic at-will, become invisible at-will, and
once per day can charm person (as a 7th-level caster). Armor Class: 19 (m)
Hit Dice: 2**
An imp is immune to poison, cold, fire, and electrical No. of Attacks: 2 claws, 1 bite
attacks. Silver or magical weapons, or spells, are required Damage: 1d2 claw, 1d3 bite + poison
to strike an imp. So long as it has at least 1 hp remaining,
Movement: 30'
it regenerates 1 hp each round; if reduced below 1 hp an
imp will die like any other creature. An imp has a bonus No. Appearing: 1
of +4 on all saving throws against magic (including wands). Save As: Magic-User: 2
Morale: 7
Infernal, Lemure Treasure Type: None
XP: 125
Armor Class: 12
Hit Dice: 3 A Quasit is a diminutive demonic being, roughly
No. of Attacks: 1 claw humanoid in shape and standing about 2 feet tall. It is a
Damage: 1d4 natural shape-shifter, able to change at will into the form of
Movement: 40' a giant centipede, giant bat, or a wolf, all with horrific
No. Appearing: 5d6 visages that set it apart from a normal animal. In all forms
the quasit has 60-foot Darkvision.
Save As: Fighter: 3
Morale: 6 (11) In its natural demonic form, a quasit attacks with its
Treasure Type: None poisonous claws and bite. The poisonous claws cause an
XP: 145 unnatural burning itch that will temporarily reduce the
Dexterity of the target by 1 point for each successful
A Lemure is said to be the soul of a damned one, attack. The points return 10 minutes after the end of
converted into a wretched form to serve more powerful combat. In its other forms, see the relevant monster entry
infernals. Its body resembles the one it had in life, covered for its attack forms. In addition to physical attacks, a quasit
in bubbling pitch and utterly devoid of speech or has several magical qualities available in any of its forms.
intelligence. All other infernals can telepathically control a They can detect magic at will, become invisible at will,
lemure without effort; while it is thus controlled, a lemure and once per day can cause fear (reversed remove fear)
has a morale of 11. A lemure regenerates 1 HP of normal as a 7th level caster.
damage per round, even if reduced to 0 HP; damage from
magic weapons, fire, spells, or holy water cannot be As an infernal being, a quasit is immune to electrical and
regenerated in this way. poison attacks, and receives only half damage from acid,
cold, or fire-based attacks. Magical weapons or spells are
required to strike a quasit. In addition, so long as it has at
least 1 hp remaining, a quasit regenerates 1 hp every
round; if reduced below 1 hp a quasit will die. A quasit
saves against magic (including wands) with a +4 bonus.

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Monsters Basic Fantasy Field Guide Volume 1

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

A Succubus is a female demonic entity. In her natural


form, one appears as a beautiful winged humanoid
temptress. A succubus can speak any language, and has
Darkvision with a range of 120 feet.

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Basic Fantasy Field Guide Volume 1 Monsters

A succubus prefers to avoid combat whenever she can, Infernal, Vrock*


using her spell-like powers instead. When forced to, she
can attack with her claws or with a normal weapon. A Armor Class: 13 (m)
succubus can use the following spells at will (as a 12 th level Hit Dice: 8*
caster): charm person, suggestion, darkness 15' radius, No. of Attacks: 2 claws, 2 talons, 1 bite
dimension door, ESP, and clairaudience (as the potion). Damage: 1d4 claw, 1d8 talon, 1d6 bite
Movement: 40' Fly 120'
A succubus can change shape at will, and will use this
ability to assume a pleasing guise relevant to her chosen No. Appearing: 1d4
target; this deception can be maintained indefinitely. Save As: Fighter: 8
Morale: 11
If the succubus can get a charmed individual alone, she Treasure Type: None
will drain the victim through her kisses. A charmed victim
XP: 945
will submit to this willingly. Each round of kissing applies
one negative level to the recipient, and all lost hp are A Vrock is the warrior of the infernals. It comes in many
transferred to the succubus (even if this temporarily raises horrible forms, but the most common one resembles a
her above her normal maximum; excess points are blend of the ugliest features of a man, a vulture, and a bat.
temporary and only last a single day). An unwilling target A vrock can attack with all five of its attacks while in flight,
of such affections (i.e. one not charmed) must be but cannot use its talons on the ground. A vrock is
restrained, obviously, but if she can do so she will; immune to non-magical weapons. It can cast darkness,
draining the life of a victim in this way is still her preferred detect invisibility, and telekinesis at will, and once per
method of killing. day has a 10% chance of summoning one of their own
As an infernal, a succubus is immune to lightning and kind to fight alongside it.
poison, and takes only half damage from acid, cold, or
fire-based attacks. Magical weapons are required to hit a Iron Snapper
succubus in combat. Armor Class: 17
Hit Dice: 6*
Infernal, Vega*
No. of Attacks: 1 bite
Armor Class: 17 (m) Damage: 2d8
Hit Dice: 9** (AB +8) Movement: 40'
No. of Attacks: 1 whip + special No. Appearing: 1d2, Wild 1d2, Lair 1d2
Damage: 2d6 + special Save As: Fighter: 6
Movement: 60' Fly 150' Morale: 9
No. Appearing: 1, Lair 1 Treasure Type: None
Save As: Fighter: 9 XP: 555
Morale: 10
An Iron Snapper is a large, highly territorial serpent with
Treasure Type: A
grey scales and beak, orange underbelly, and thick
XP: 1,225 armored plates on its back. Its bite is strong enough to
A Vega is an extremely powerful infernal that resembles a tear through steel plates; as it must be, for iron is its
winged humanoid figure made of fire and darkness. It is primary food. Any time an iron snapper successfully bites
among the most dishonorable and cruel of all creatures. A an opponent with a natural attack roll of 19 or 20, it
vega is extremely skilled with its whip and on a successful destroys any armor
hit can choose to pull a creature close enough to itself that the opponent is
the heat radiating from its body deals 3d6 points of wearing or breaks
damage. A vega is only affected by magical weapons and one object held by
spells of 3rd level or greater, and take only half damage the opponent,
from fire, lightning, and cold. A vega can cast cause fear, preferring items
darkness, detect magic, detect invisibility, dispel made of iron or
steel if possible.
magic, and telekinesis at will.

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Monsters Basic Fantasy Field Guide Volume 1

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.

A Jack O’Lanterns is a strange sentient pumpkin (or other Komodo Dragon


such gourds or squash) with a lit candle inside it. That it
was created by a mad wizard is obvious. Each individual Armor Class: 14
jack o'lantern has a distinctive personality that is generally Hit Dice: 2*
mirrored by the expression carved into its face. They are No. of Attacks: 1 bite
always encountered within a mile or two of the pumpkin Damage: 1d6 + disease
patch where they originally grew. When a jack o'lantern is Movement: 30'
at rest or otherwise inert, it is impossible to tell from a No. Appearing: Wild 1d6
normal fruit, as each can close its carved eyes, mouth, and
Save As: Fighter: 2
other apertures and appear entirely ordinary.
Morale: 7
A jack o’lantern can project fire from its openings; this Treasure Type: None
breath weapon is in the form of a cone five feet wide at XP: 100

A Komodo Dragon is a huge lizard about twice the weight


of an adult human. It is an aggressive carnivore that hunts
by ambush, and has a toxic bite that can kill within hours.
This giant lizard has a keen sense of smell, and readily
tracks dead or dying prey. A komodo dragon attacks with

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Basic Fantasy Field Guide Volume 1 Monsters

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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Monsters Basic Fantasy Field Guide Volume 1

Lich* then is slain is permanently dead and cannot be raised


(but may still be reincarnated).
Armor Class: 19+(m)
Hit Dice: 10+** (AB +9) A lich can only be hit by magical weapons or spells. Like a
No. of Attacks: 1 touch, weapon, or spell normal skeleton, it takes only half damage from edged
weapons, and only a single point from arrows, bolts, or
Damage: 1d8 + drain, by weapon,
or by spell sling stones (plus any magical bonus). As with all undead,
it can be Turned by a Cleric (as vampire, but with a -6
Movement: 30'
penalty on the check), and is immune to sleep, charm, or
No. Appearing: 1
hold spells. Despite having Magic-user or Clerical levels,
Save As: Magic-User or Cleric: by HD the lich uses d8 for rolling hp like other monsters.
Morale: 8
Treasure Type: G A lich's life-force is kept safe within an object called a
XP: 1,480 phylactery, often hidden and protected. This allows the
lich to persist even when its physical form is destroyed; in
A Lich is a former Magic-user or Cleric (of at least 10 th that event, the monster's physical form will slowly
level with all spells and powers intact) who used dark regenerate at a rate of 1 HP per hour. In order to
magic to prolong its life into a state of undeath. A lich completely destroy a lich, its phylactery must be located
initially appears rather ghoulish or zombie-like, but after and destroyed; however, only very powerful magic or
some time its body degrades and it begins to appear catastrophic natural damage (a disintegrate spell, a wish,
skeletal. In spite of its great powers, a lich will act to or throwing it into an active volcano) can actually damage
preserve itself by any means it has at its disposal. It knows the object.
the value and function of all magical items
in its lair, and will use them to their greatest
effect.
Simply encountering a lich for the first time
is so terrifying that the subject must save vs.
Spells or flee for 2d6 rounds. A lich's gaze
is also terrifying; effective up to 30 feet, the
affected target must save vs. Spells or be
paralyzed in fright for 2d4 rounds. A lich
prefers to attack with spells from a distance.
A lich that hits a living target with its touch
deals 1d8 points of damage and drains the
victim 1d4 points of Constitution while
healing itself an equal amount of damage.
The Constitution damage is permanent, a
result of physical and psychic drain. Due to
longevity and/or vitality traits, elves can
ignore the first 10 points of Constitution
drain; dwarves the first 4 points, and
halflings the first 2 points. Lost Constitution
can be regained at a rate of 1 point per
casting of a restoration spell; nothing else
(except a wish) can restore Constitution lost
to a lich. Any character whose Constitution
is reduced to zero dies immediately, but will
rise in 1d4 rounds as a lesser wight under
the command of the lich. Use statistics for
the wight (in the Basic Fantasy RPG Core
Rules), but instead of energy drain, the
lesser wight deals 1d4 points of damage
plus 1 point of Constitution damage.
Anyone who becomes a lesser wight and

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Basic Fantasy Field Guide Volume 1 Monsters

Linnorm Lizard, Shocker


Armor Class: 17 Armor Class: 16
Hit Dice: 7** Hit Dice: 2*
No. of Attacks: 1 bite, 2 claws, or breath No. of Attacks: 1 bite + special
Damage: 2d8 bite + poison, 1d10 claw, or Damage: 1d4 bite + special (see below)
breath Movement: 40' Swim 20'
Movement: 40' No. Appearing: 1d6, Lair 2d6
No. Appearing: 1d2 Save As: Fighter: 2
Save As: Fighter: 8 Morale: 7 (4 if alone)
Morale: 9 Treasure Type: None
Treasure Type: E XP: 100
XP: 800
A Shocker Lizard has a pale gray or blue underside and a
A Linnorm, like a wyvern, is distantly related to a dragon. darker hue on its back. It is about 1 foot tall at the
A linnorm resembles a large, horned snake with a pair of shoulder and weighs 25 pounds. This lizard is typically
clawed forelimbs. A linnorm can breathe an 80-foot long, found in warm marshes.
30-foot wide cloud of fetid gas, much like a dragon's
breath, for 7d8 points of damage. The bite of the linnorm Once per round, a shocker lizard can deliver an electrical
is poisonous; those bitten must save vs. Poison or die. A shock to a single opponent within 5 feet. This attack will
linnorm is immune to all poisons. stun (paralyze) the target on a failed save vs. Death Ray
for a total of 2d8 rounds. Whenever two or more shocker
lizards are within 20 feet of each other, they can work
together to create a lethal shock. This effect has a radius of
20 feet, centered on any one contributing lizard. The
shock deals 2d8 points of electrical (lightning) damage for
each lizard contributing to it (maximum 12d8); a successful
save vs. Death Ray reduces the damage by half.
A shocker lizard relies on its electrical abilities in combat,
and tends to bite only after attempting to shock an
opponent.
Shocker lizards can automatically detect any electrical
discharges within 100 feet. A solitary lizard almost always
flees, but if other shocker lizards are nearby, it will "home
in" on its comrades’ discharges.

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Monsters Basic Fantasy Field Guide Volume 1

Locathah ambush or other trap, it continues to employ its crossbow


for as long as possible, otherwise wielding a spear.
Armor Class: 14 Although primarily used for fishing, this spear makes a
Hit Dice: 2 formidable weapon. A locathah lacks teeth, claws, and
No. of Attacks: 1 spear or 1 light crossbow other natural weapons, so it is not especially dangerous if
Damage: 1d6 spear or light crossbow unarmed; it will generally flee if caught unarmed.
Movement: 10' Swim 60'
No. Appearing: 1d4, Wild 1d20, Lair 3d10+70
Lycanthrope, Werecockroach*
Save As: Fighter: 2 Armor Class: 15 (s)
Morale: 7 Hit Dice: 3**
Treasure Type: D No. of Attacks: 1 bite or 1 weapon
XP: 75 Damage: 1d6 or by weapon
Although humanoid in shape, a Locathah is more fish Movement: 50' Human Form 40' Fly 10'
than man. The average locathah stands 5 feet tall and No. Appearing: 2d4, Wild 2d10, Lair 2d10
weighs 175 pounds. Females and males look very much Save As: Fighter: 3*
alike, although the former can be recognized by the two Morale: 8
ochre stripes marking its egg sacs. A locathah speaks its Treasure Type: C
own language. XP: 205
Any attack from a locathah usually begins with it loosing A Werecockroach is a human (or occasionally other
volleys of bolts from its unique crossbow; this special humanoid) who can transform into a gigantic cockroach.
crossbow has a range of 60 feet underwater as well as In human form, a werecockroach tends to be a thin,
normal ranges on the surface. If it manages to set up an unkempt person, usually walking a bit hunched and
typically fond of wearing long, brown overcoats or robes.
A werecockroach dislikes sunlight and other bright lights,
preferring to wander about at night or underground even
when in human form. Regardless of current form, a
werecockroach tends to scurry, stopping from time to time
to sniff and look around.
A werecockroach can assume the form of an enormous,
unsightly 6 foot long cockroach. When in this insect form,
a werecockroach is able to fly, albeit clumsily and slowly,
and attacks by biting. In addition to this insect form, a
werecockroach can also assume an intermediate form (a
"roachman"). In this form, the werecockroach cannot fly
and looks generally humanoid in shape, but has insect
mandibles protruding from its mouth, two thin, long
antennae on its head, shiny black bug eyes, spikes sticking
out of its limbs, and four dark brown wings on its back.
The roachman form shares the insect form's immunity to
normal weapons, but must use a weapon to attack instead
of biting.
In any form, a werecockroach is immune to normal
weapons, and one must use silver or magical weapons in
order to harm it. A werecockroach has a bonus of +5 on
saves vs. Poison, and is immune to most forms of disease,
saving at +5 against any disease that the GM rules may
harm them. However, a werecockroach has a weakness:
it recoils from bright lights (as bright as sunlight or a
continual light spell; twilight, torches, light, or lanterns
won't affect one); a werecockroach must make a Morale
check when exposed to such a light, with failure causing it
to scurry away to the nearest dark place.

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Basic Fantasy Field Guide Volume 1 Monsters

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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Monsters Basic Fantasy Field Guide Volume 1

Monkey, Common & Baboon Nazgorean


Common Baboon The term Nazgorean refers to any of a group of monstrous
Armor Class: 16 13 otherworldly creatures believed to be from a realm or
Hit Dice: ½ (1d4 HP) 1 dimension called Nazgor. Little is known about this realm
No. of Attacks: 1 bite 1 bite or its inhabitants, but all that have been encountered so far
share a few common traits.
Damage: 1d3 1d4
Movement: 50' 40' In general, a being from Nazgor has a grayish cast to its
No. Appearing: Wild 3d6 Wild 3d6 skin, which is usually wet and slimy. It suffers damage
Save As: Fighter: 1 Fighter: 1 when exposed to sunlight and/or dry air. Sunlight alone
Morale: 7 8 causes 1d4 points of damage per hour, as does dry air;
exposure to both causes 1d8 points of damage per hour
Treasure Type: None None
unless the being can periodically wet its skin and move
XP: 10 25
into areas of shadow or darkness.
A Common Monkey weighs about 30-40 pounds. They Nazgoreans are truly alien, so much so that their brains are
are usually shy, but if one or more of them becomes effectively immune to all forms of sleep, charm, or hold
comfortable around humans they can be quite a nuisance. magic. Attempting to read the mind of a Nazgorean (via
This smaller type of monkey is generally inconsequential to ESP, for example) causes the character who made the
adventurers. attempt to save vs. Spells or become confused (as the
A Baboon (the natural form of the baboon, as opposed to spell) for 2d6 rounds. Those which are apparently
the rock baboon in the Basic Fantasy RPG Core Rules) sentient cannot learn any normal language, nor is it
weighs 60-90 pounds. It lives in packs and often hunts generally possible for normal characters or creatures to
other small game. It will face down predators on occasion. learn their language (if indeed they have one; none have
An ordinary baboon does not normally present a threat to ever been witnessed engaging in any sort of conversation).
adventurers, but if cornered or threatened it will become Finally, they cannot perform magic in any normal way;
hostile. even magic items that normally work for any character or
creature will not function in their hands.
Mosquito, Giant
Nazgorean, Digester
Armor Class: 11
Armor Class: 17
Hit Dice: ½* (1d4 HP)
Hit Dice: 12* (AB +10)
No. of Attacks: 1 bite
No. of Attacks: 1 claw + special
Damage: 1d3 + 1d3/round (blood drain)
Damage: 1d8 + special
Movement: 50'
Movement: 60'
No. Appearing: Wild 2d6x10
No. Appearing: 1, Wild 1d3, Lair 1d3+3
Save As: Fighter: 1
Save As: Fighter: 12
Morale: 9
Morale: 7
Treasure Type: None
Treasure Type: None
XP: 13
XP: 1,975
Giant Mosquitos swarm victims by the dozen, with 1d6+1
attacking each living creature they encounter. A successful A Digester is a bizarre otherworldly being from Nazgor
attack causes 1d3 points of damage and results in the that seems to only exist to hunt and eat. It is about 5 feet
insect attaching itself to the victim, draining 1d3 hp per tall, 7 feet long from snout to tail, and superficially similar
round until the mosquito is sated (having caused damage to a bipedal dinosaur except for an odd aperture on its
at least equal to three times its own total hp) or killed. To head that sprays digestive juices at prey. A digester does
aid in feeding, it injects an anti-coagulant; a victim will not have discernible eyes, locating prey by sound (treat as
bleed another 1d3 hp for 1d3 rounds after feeding or Darkvision to 60 feet); magical silence effectively blinds it.
killed. Any healing spell or potion will stop the bleeding, A digester attacks by spraying a gout of acid in a cone 20
as will taking a round to bind the wound. feet long and 20 feet wide at the far end, causing 8d8
points of damage to everything in the area. A successful
save vs. Dragon Breath will reduce damage by half. The
digester can spray again every 1d4 rounds and otherwise
attacks with one hind-claw for 1d8 points of damage.

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Basic Fantasy Field Guide Volume 1 Monsters

Nazgorean, Eelbat Nazgorean, Frogman


Armor Class: 14 Armor Class: 13
Hit Dice: 1* Hit Dice: 3
No. of Attacks: 1 bite No. of Attacks: 2 weapons
Damage: 1d6 + 1d6/round (blood drain) Damage: 1d8+1 or by weapon +1
Movement: 5' Fly 70' Movement: 40'
No. Appearing: 2d6 No. Appearing: 2d6
Save As: Fighter: 1 Save As: Fighter: 3
Morale: 10 Morale: 10
Treasure Type: None Treasure Type: None
XP: 37 XP: 145

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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Monsters Basic Fantasy Field Guide Volume 1

Nazgorean, Gray Render Nazgorean, Spiderwolf


Armor Class: 19 Armor Class: 14
Hit Dice: 10 (AB +9) Hit Dice: 4**
No. of Attacks: 2 claws, 1 bite No. of Attacks: 1 bite
Damage: 1d6 claw, 2d6 bite Damage: 1d10 + paralysis
Movement: 30' Movement: 60'
No. Appearing: 1 No. Appearing: Wild 2d4, Lair 2d4
Save As: Fighter: 10 Save As: Fighter: 5
Morale: 12 Morale: 10
Treasure Type: None Treasure Type: None
XP: 1,300 XP: 320

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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Basic Fantasy Field Guide Volume 1 Monsters

Octopus Fungi Odeum*


Armor Class: 15 Armor Class: 16 (m)
Hit Dice: 6 Hit Dice: 4*
No. of Attacks: 1 tentacle or 1 tentacle + bite (at +4) No. of Attacks: 1 touch
Damage: 1d6 tentacle, 1d10 bite Damage: 1d6 + Wisdom drain
Movement: 0' (immobile) Movement: Fly 60'
No. Appearing: 1d12 No. Appearing: 1
Save As: Fighter: 6 Save As: Fighter: 4
Morale: 12 Morale: 12
Treasure Type: None Treasure Type: C
XP: 500 XP: 280

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

Phaerim Phantom Fungus


Armor Class: 15 Armor Class: 14
Hit Dice: 1d6 hp (1 HD) Hit Dice: 2
No. of Attacks: 1 weapon No. of Attacks: 1 bite
Damage: By weapon Damage: 1d6
Movement: 30' Fly 60' Movement: 20'
No. Appearing: 2d4, Wild 3d6, Lair 10d6 No. Appearing: 1
Save As: Fighter: 1 (Elf bonuses) Save As: Fighter: 2
Morale: 8 Morale: 12
Treasure Type: D Treasure Type: None
XP: 25 XP: 75

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

A Phase Spider is an aggressive predator that can shift


quickly from an intangible state to attack opponents.
When intangible, the phase spider is invisible,
insubstantial, and capable of moving in any direction
(even up or down), albeit at half-normal speed. As an
intangible creature, it can move through solid objects,
including living creatures. It can see and hear on the
material plane. Sight and hearing on the material plane
are limited to 60 feet. A typical phase spider’s body is 8
feet long and weighs about 700 pounds.
Once one locates its prey, it shifts to a tangible state to
attack, attempting to catch its victim off-guard (+2 to hit).
The phase spider automatically retreats back to intangible
state at the beginning of the next round, before initiative is
rolled.

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Basic Fantasy Field Guide Volume 1 Monsters

Plague Hound Poludnitsa


Armor Class: 14 Armor Class: 15
Hit Dice: 4* Hit Dice: 3*
No. of Attacks: 1 bite + special No. of Attacks: 1 scythe
Damage: 2d4 + paralysis Damage: 1d8
Movement: 50' Movement: 40'
No. Appearing: 1d8, Wild 2d8, Lair 3d8 No. Appearing: 1, Lair 1d6
Save As: Fighter: 4 Save As: Fighter: 3
Morale: 9 Morale: 8
Treasure Type: None Treasure Type: D
XP: 280 XP: 175

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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Monsters Basic Fantasy Field Guide Volume 1

Praying Mantis, Giant


Armor Class: 16
Hit Dice: 5
No. of Attacks: 2 forelegs, 1 bite
Damage: 1d8 foreleg, 1d12 bite
Movement: 40' Fly 120'
No. Appearing: Wild 1-2, Lair 1
Save As: Fighter: 5
Morale: 8
Treasure Type: None
XP: 360

A Giant Praying Mantis is a well-camouflaged creature,


moves very slowly, and waits motionless for hours. It
feeds on anything smaller than itself. It possesses a victim will have strange and horrifying dreams. A
chameleon-like ability to change its exoskeleton color to comatose victim cannot be awakened by normal means
blend in with its surroundings. Typically, a hunting until the duration has expired.
praying mantis will surprise on 1-5 of 1d6; locating one
This poisonous effect should normally be checked for
that is hiding (from a distance) requires a roll of 1 on 1d6.
anytime a prince frog successfully attacks a character; in
It can fly for brief periods, covering 120 feet in a hop, but
addition, the secretions remain fully potent for 1d4 turns
will only do so to flee or cross rough terrain.
after being separated from the creature. This means that
weapons used to successfully attack a prince frog may
Prince Frog cause the same effect if touched, though a bonus of +2 is
Armor Class: 13 allowed on the saving throw.
Hit Dice: 2* Some believe that a prince frog is a form of a Nazgorean
No. of Attacks: 2 claws, 1 bite + special monster, but its bright colors have caused most sages to
Damage: 1d4 claw, 1d6 bite + paralysis discount this theory.
Movement: 20' Leap 20'
No. Appearing: 1d4 Pseudodragon
Save As: Fighter: 2 Armor Class: 18
Morale: 9 Hit Dice: 2*
Treasure Type: None No. of Attacks: 1 bite or 1 sting + poison
XP: 100 Damage: 1 bite, 1d3 sting + poison (sleep)
The creature humorously called a Prince Frog is not truly Movement: 10' Fly 60'
a frog at all. It is about the size of a large dog and is frog- No. Appearing: 1, Wild 1d2, Lair 1d4
shaped. A prince frog comes in a variety of bold, striking Save As: Magic-User: 2
colors, usually two-toned. Prince frogs prefer damp, warm Morale: 7
conditions; swamps and jungles are their native habitats. Treasure Type: None
It is the creature's eyes that led to its name. A prince frog XP: 100
has six eyes on stalks, arranged in a hexagonal pattern
A Pseudodragon has a small body, about 1 foot long, with
around the top of its head; these stalks are distinctly wider
a 2 foot tail, and weighs 7 pounds. It can communicate
at the bottom than at the tip, giving the appearance of a
telepathically with intelligent creatures, provided they are
crown. A prince frog can direct its eyes any way it wishes.
within 60 feet. It can also vocalize animal noises. A
Many eyes, combined with an excellent sense of hearing,
pseudodragon covets shiny but worthless objects such as
means that a prince frog cannot generally be surprised. In
broken glass.
addition, it is able to detect invisible continuously.
In combat a pseudodragon can bite for 1 point of damage,
A prince frog is an aggressive hunter, willing to take on but its principal weapon is its stinger-equipped tail, which
prey larger than itself. Its success at this can be attributed deals 1d3 points of damage. The stinger delivers a poison
to its poisonous skin, the secretions of which cause any that will cause the recipient to fall asleep for 1d3 hours on
creature coming in contact with one to save vs. Poison or a failed save vs. Poison. It has keen senses and can locate
become comatose for 2d4 turns. During this period the

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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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Monsters Basic Fantasy Field Guide Volume 1

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

A Rat Dog is the size of a large dog, with a rat-like face


and long hairless tail. It runs and otherwise moves like a
canine, and its front paws have opposable thumbs and are
thus able to grasp objects. Despite the name, it is not clear
if this creature is a rat, dog, or some sort of magical hybrid.

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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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Monsters Basic Fantasy Field Guide Volume 1

Roper* Rot Vulture


Armor Class: 20 Armor Class: 12
Hit Dice: 10* (AB +9) to 12* (AB +10) Hit Dice: 2
No. of Attacks: 1 bite + special No. of Attacks: 1 flogging
Damage: 3d6 Damage: 1d6
Movement: 10' Movement: 10' Fly 120'
No. Appearing: 1 No. Appearing: 1d10, Wild 1d10, Lair 1d10
Save As: Fighter: 10 to 12 Save As: Fighter: 2
Morale: 12 Morale: 10
Treasure Type: I Treasure Type: None
XP: 10 HD 1,390; 11 HD 1,670; XP: 75
12 HD 1,975
A Rot Vulture is an undead carnivorous bird that has the
A Roper stands 9 feet tall and tapers from 3 or 4 feet in same general appearance as a large, healthy vulture at a
diameter at the base to 1 foot across at the top. It weighs distance, but up close it has major defects such as missing
2,200 pounds. A roper has 60 foot Darkvision and its eyes, torn beaks, and protruding broken bones. It stinks
coloration and temperature changes to match the features of horrible decay. It is ravenous and driven to attack. As
of the surrounding cave. It hunts prey by standing very with all undead, it can be Turned by a Cleric (as a
still and imitating rock. This tactic often allows the roper to zombie), and is immune to sleep, charm, and hold spells.
attack with surprise. When prey comes within reach, it
lashes out with its strands. In melee, it bites adjacent A rot vulture attacks with a combined pecking, clawing,
opponents with its powerful maw. and wing-flogging attack that is rolled with one attack roll.
Some rot vultures have certain special abilities (1-2 on 1d6
If a roper hits with a strand attack, the strand latches onto indicates such). The GM can roll randomly or choose the
the opponent’s body. This deals no damage but drags the effect, and may add more types of horrors.
stuck opponent 10 feet closer each subsequent round
unless that creature breaks free (requires an open doors 1. It emits a horrid stench in a gaseous blast of gooey
check). If a roper can draw in a creature within 10 feet of rotten matter when slain, causing anyone within ten feet to
itself, it will bite with a +4 attack bonus in the same round. save vs. Poison or drop anything in his or her hands, fall to
A strand has 10 hp and can be attacked instead of the their knees, and wretch helplessly for 1d4 rounds.
body of the roper. If the strand is currently attached to a 2. A bitten victim must save vs. Poison or be inflicted by
target, the attacker takes a -4 penalty on its attack roll. rot grubs.
Severing a strand deals no damage to the roper itself.
3. Following a hit, a victim must save vs. Poison or suffer
A roper is immune to electricity and takes half damage the effects of a disease similar to a giant rat bite.
from cold but is vulnerable against fire, saving at -4. It is
otherwise very highly magically resistant, making all 4. It shrieks in the face of its victim (one only) so loudly
magical saves (except fire-based) with a +4 bonus. and horrifically they must save vs. Spells or suffer the
effects of cause fear (reversed remove fear) for 1d6
rounds, as well as deafened for 1d6 hours.
5. A hit victim must save vs. Paralysis or be paralyzed for
2d6 rounds, just like a ghoul's touch (Elves are likewise
immune).
6. A victim must save vs. Spells or be inflicted by a horrid
decaying odor for 1d6 days, attracting scavengers (at least
one additional roll for wandering monsters during each
interval). The stench also means a character's Charisma is
reduced by 8 points (minimum score of 3). His or her
chances of stealth is greatly reduced, and effectively
impossible when facing creatures with a keen sense of
smell.

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Rousirl A sahuagin can sense movement underwater within a 30-


foot radius. It speaks its own language, as well as
Armor Class: 13 Common and usually one other language. A sahuagin can
Hit Dice: 2 survive out of the water for 1d8 hours before dying from
No. of Attacks: 1 bite exposure. A sahuagin tears with its feet as it strikes with its
Damage: 2d6 talons, or with a weapon. About half of any group of
Movement: 60' sahuagin are also armed with nets.
No. Appearing: 1d6, Wild 1d8 A sahuagin fully immersed in fresh water must succeed on
Save As: Fighter: 1 a save vs. Poison or become fatigued. Even on a success,
Morale: 6 it must repeat the save attempt every 10 minutes it
Treasure Type: None remains immersed. Abrupt exposure to bright light blinds
XP: 75 a sahuagin for 1d4 rounds. On subsequent rounds, it is
dazzled while operating in bright light.
The Rousirl is a massive rodent-like creature. Its stout
body stands nearly shoulder height to most humans. Like Satyr
rodents, it has large front teeth and powerful jaws that it
uses for biting through wood and defense. Armor Class: 15
Hit Dice: 5*
No. of Attacks: 1 head butt, 1 dagger or 1 weapon
Damage: 1d6 head butt, 1d4 dagger, or by
weapon
Movement: 40'
No. Appearing: 1d4, Wild 2d4, Lair 2d6
Save As: Fighter: 5
Morale: 10
Treasure Type: Individuals S; Lair I
XP: 405

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.

Armor Class: 16 The keen senses of a satyr make it almost impossible to


surprise one in the wild. Conversely, with its own natural
Hit Dice: 2+2*
grace and agility, a satyr can sneak up on travelers who
No. of Attacks: 1 trident, 1 bite or 2 talons, 1 bite, or
are not carefully watching the surrounding wilderness.
heavy crossbow or net
Once engaged in battle, an unarmed satyr attacks with a
Damage: 1d8 trident, 1d4 bite, 1d4 talon, or by powerful head butt. A satyr expecting trouble is likely to
weapon also be armed with a bow and a dagger.
Movement: 30' Swim 40'
No. Appearing: 1d8, Lair 1d6 x10, Wild 1d10+10 A satyr can play a variety of magical tunes on its pan
Save As: Fighter: 2 pipes. Usually, only one satyr in a group carries this
Morale: 7 instrument. When it plays, all creatures within 60 foot
(except other satyrs) must save vs. Spells or be affected by
Treasure Type: Individuals N; Lair E, I, O
charm person, sleep, or fear. The satyr chooses the tune
XP: 100 and its effect. In the hands of other beings, these pipes
The Sahuagin are a predatory fish-man race that feature have no special powers. A creature that successfully saves
green coloration, darker along the back and lighter on the against any of the pipe’s effects cannot be affected by the
belly. An adult male sahuagin stands roughly 6 feet tall same instrument for 24 hours.
and weighs about 200 pounds. One out of every ten
Sahuagins is a sergeant of 3+3 HD and every band is led
by a chieftain of 4+4 HD. A lair is ruled by a king of 6+6
HD with one 3+3 HD bodyguard for each sergeant.

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Monsters Basic Fantasy Field Guide Volume 1

Scrab Sea Hag


Armor Class: 18 Armor Class: 14
Hit Dice: 5* Hit Dice: 4+1
No. of Attacks: 2 pincers No. of Attacks: 2 daggers
Damage: 2d6 Damage: 1d4+4
Movement: 20' Swim 20' Movement: 30' Swim 40'
No. Appearing: 1d2, Wild 1d6, Lair 1d6 No. Appearing: 1
Save As: Fighter: 5 Save As: Fighter: 4
Morale: 7 Morale: 11
Treasure Type: None Treasure Type: F
XP: 405 XP: 240

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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Basic Fantasy Field Guide Volume 1 Monsters

Seahorse, Giant Shambler


Armor Class: 13 Armor Class: 20
Hit Dice: 2 Hit Dice: 13** (AB +10)
No. of Attacks: 1 ram No. of Attacks: 2 slam + constrict
Damage: 1d4 Damage: 2d6 slam, 4d6 constrict
Movement: Swim 80' Movement: 20' Swim 20'
No. Appearing: Wild 2d10 No. Appearing: 1, Lair 1
Save As: Fighter: 1 Save As: Fighter: 13
Morale: 6 Morale: 12
Treasure Type: None Treasure Type: B
XP: 25 XP: 2,395

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

Shield Guardian* Skeleton, Crimson Bones


Armor Class: 20 (m) Armor Class: 13 (see below)
Hit Dice: 15+20** (AB +5) Hit Dice: 2*
No. of Attacks: 1 fist No. of Attacks: 1 punch or weapon
Damage: 1d6 Damage: 1d6 punch, by weapon
Movement: 30' Movement: 50'
No. Appearing: 1 No. Appearing: 2d4
Save As: Fighter: 9 Save As: Fighter: 2
Morale: 12 Morale: 12
Treasure Type: L Treasure Type: None
XP: 3,100 XP: 100

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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Basic Fantasy Field Guide Volume 1 Monsters

will obey the commands of the most powerful free-willed


undead creature nearby. Each time a crimson bones is
reduced to 0 hp, it will appear to be destroyed as normal;
however, it will rise again 1d4 rounds later with half its
previous HP allotment (round up). It will continue to rise
when struck down, always having a minimum of 1 hit
point, unless targeted during its inactive period with a
bless spell or doused with holy water, or otherwise
subjected to holy powers as determined by the GM.
Unlike lesser skeletons, a crimson bones will "heal" at a
rate of 1 hp per day. Damage caused by holy water while
a crimson bones is active will not be recovered, either by
reanimation or by this healing effect. When a crimson
bones partially damaged by holy water reanimates, deduct
all holy water damage from the "previous hit points" before
calculating the new total. A crimson bones destroyed
entirely by holy water will not arise again.
Like an ordinary skeleton, it only takes half damage from
edged weapons, and only a single point from arrows,
bolts, or sling stones (plus any magical bonus). As with all
undead, it can be Turned by a Cleric (as a zombie), and
any destroyed in this way will not return. It is immune to
sleep, charm, and hold spells. Being mindless, no form Skeleton, Leaded
of mind reading is of any use against it. A crimson bones Armor Class: 16 (see below)
never fails morale and always fights until destroyed.
Hit Dice: 1
Skeleton, Haunted Bones No. of Attacks: 1 punch or weapon
Damage: 1d8 punch, by weapon
Armor Class: 15 (see below) Movement: 20'
Hit Dice: 3 No. Appearing: 2d6
No. of Attacks: 1 punch or weapon Save As: Fighter: 1
Damage: 1d6 punch, by weapon Morale: 12
Movement: 50' Treasure Type: None
No. Appearing: 1d4, Wild 2d4 XP: 25
Save As: Fighter: 3
Morale: 11 A Leaded Skeleton is an altered form of a standard
Treasure Type: None skeleton with a coat of lead over its bones, making it
slower but much tougher. It moves slowly like a zombie,
XP: 145
and thus always attacks last in the round.
A Haunted Bones is the undead skeletal remains of a It takes only half damage from edged weapons, and only a
fallen warrior possessed by a malicious spirit. Unlike an single point from arrows, bolts, and sling stones (plus any
ordinary mindless skeleton, a haunted bones is controlled magical bonus). As with all undead, they can be Turned
by a malevolent intelligence residing within it. It appears by a Cleric (as a skeleton), and is immune to sleep,
as a skeleton clad in the armor and rotten clothes from its charm, and hold magic. As it is mindless, no form of
former life, moving with an unearthly speed and precision mind reading is of any use against it. A leaded skeleton
and fighting with deadly skill. never fails morale, and thus always fights until destroyed.
Like an ordinary skeleton, it takes only half damage from
edged weapons, and only a single point from arrows,
bolts, and sling stones (plus any magical bonus). As with
all undead, it can be Turned by a Cleric (as a ghoul), and
is immune to sleep, charm, and hold spells.

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Monsters Basic Fantasy Field Guide Volume 1

Skeleton, Pitch Skragg


Armor Class: 15 Armor Class: 14
Hit Dice: 6* Hit Dice: 4*
No. of Attacks: 1 punch or weapon + special No. of Attacks: 2 claws, 1 bite
Damage: 1d6 punch by weapon + special Damage: 1d4 claw, 1d8 bite
Movement: 40' Movement: 40' Swim 30'
No. Appearing: 1d4 No. Appearing: 1d6, Wild 1d6, Lair 2d6
Save As: Fighter: 6 Save As: Fighter: 4
Morale: 12 Morale: 10 (8)
Treasure Type: U Treasure Type: B, D
XP: 555 XP: 280

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)

A Giant Barb Snail is a slow, tedious creature that grows


strong, dagger-sized teeth, which it can spit in times of
duress. Its shell has a diameter between 6 and 8 feet.
They are launched with extremely high pressure from its
mouth, with a range of 30 feet and dealing 1d4 points of
damage. Some 1 in 6 of these creatures are poisonous;
half the time the poison is paralytic (paralyzes for 4d6
hours) or deadly (kills). Victims hit by a tooth (or bitten)
must save vs. Poison or suffer the effect.

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Basic Fantasy Field Guide Volume 1 Monsters

Snail, Giant Cone Snake, Giant Two-Headed


Armor Class: 16 Armor Class: 14
Hit Dice: 3* Hit Dice: 5*
No. of Attacks: 1 dart No. of Attacks: 2 bites
Damage: 1d6 + paralysis Damage: 1d8 + poison
Movement: 10' Movement: 30'
No. Appearing: 1d3, Wild 1d3, Lair 1d3 No. Appearing: 1d4
Save As: Fighter: 3 Save As: Fighter: 5
Morale: 8 Morale: 8
Treasure Type: None Treasure Type: None
XP: 175 XP: 405

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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Monsters Basic Fantasy Field Guide Volume 1

Sphinx Spider, Giant Bola


Armor Class: 18 Armor Class: 15
Hit Dice: 12* (AB +10) Hit Dice: 4*
No. of Attacks: 2 claws No. of Attacks: 1 bite + poison
Damage: 2d4+5 Damage: 1d8
Movement: 50' Fly 40' (20') Movement: 50'
No. Appearing: 1 No. Appearing: 1d3, Lair 1
Save As: Fighter: 12 Save As: Fighter: 4
Morale: 8 Morale: 8
Treasure Type: E Treasure Type: None
XP: 1,975 XP: 280
A Giant Bola Spider is the size of a pony; it forms a long
A Sphinx is a massive winged lion with a human-like face.
thread of silk, attaches a net of webbing to the end, and
A typical sphinx is nearly 10 feet long and weighs over 800
then throws it at its target. If its attack succeeds the victim
pounds. A sphinx has Darkvision with a range of 60 feet,
is entangled, and the spider begins to drag the victim in.
and can detect magic and detect invisible automatically.
Entangled individuals may break free on a roll of 1 on 1d6
It can speak all languages of men and dragons, as well as
(modified by Strength bonus, as with a check to open
its own tongue. It prefers witty discourse over open
doors). Any small or medium creature thus entangled will
combat, but will defend itself and its home if threatened.
be drawn to the spider in 1 round, and then bitten with a
Because its flight is rather clumsy, a sphinx prefers to fight bonus of +4 on the monster's attack roll.
on the ground, tearing with its razor-sharp claws. A
sphinx's roar causes all creatures within 100 feet to be Spider, Giant Diving Bell
affected with fear for 2d6 rounds (as the spell) unless they Armor Class: 15
save vs. Spells. After a roar, a sphinx must wait 1d4 Hit Dice: 4*
rounds before roaring again. A sphinx casts spells as either No. of Attacks: 1 bite + poison
a Magic-user (40%), Cleric (40%), or sometimes as both
Damage: 1d8
(20%) equivalent to half its HD (6th level).
Movement: 40' Swim 30'
No. Appearing: 1d3, Lair 1
Save As: Fighter: 4
Morale: 8
Treasure Type: None
XP: 280
A Giant Diving Bell Spider is the size of a pony; it carries
a supply of air with it around the hairs of its body and
crafts an underwater lair filled with air. It is otherwise
similar to other giant spiders.

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Basic Fantasy Field Guide Volume 1 Monsters

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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Monsters Basic Fantasy Field Guide Volume 1

Stalag Steel Spider*


Armor Class: 17 Armor Class: 18 (special)
Hit Dice: 1 Hit Dice: 5**
No. of Attacks: 1 stab No. of Attacks: 2 forelegs
Damage: 1d6 Damage: 1d6
Movement: 10' Movement: 40'
No. Appearing: 3d6 No. Appearing: 1
Save As: Fighter: 1 Save As: Fighter: 5
Morale: 12 Morale: 12
Treasure Type: None Treasure Type: None
XP: 25 XP: 450

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

According to legend, sometimes dwarven miners who


have been suffering a "dry spell" will finally find a rich
mineral vein. A lusty greed will overcome them, and
forsaking their health, they work themselves to death.
Such dwarves, it is said, will rise from the dead as tappers.
Tappers are undead monsters which resemble desiccated
zombies. They continue to wander their mine and the
surrounding area, striking at the rock here and there. This
tapping noise is unsettling as it echoes throughout the
tunnels.

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Basic Fantasy Field Guide Volume 1 Monsters

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

A Terror Bird is a flightless prehistoric bird. It weighs


around 800 pounds and is armed with a massive beak; it is
for this reason that it is often called an "axe beak”. It hunts
in small packs, and aggressively pursues weaker prey.

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Monsters Basic Fantasy Field Guide Volume 1

Thulid using thulid is greater than normal, and is shown in


parentheses after the standard amount.
Armor Class: 15
Hit Dice: 1* to 8* (1** to 8** if a Magic-User) The thulid's mind blast is a cone of mental force with a 60
No. of Attacks: 1 weapon or special feet range and a diameter of 50 feet at the far end. This
Damage: By weapon or special ability can be used at most one time per day per HD of the
monster, and may not be used more often than every
Movement: 40'
other round. A thulid can choose to either stun or kill
No. Appearing: 1d4 those within the affected area. If the thulid chooses to
Save As: Magic-User: 1 to 8 stun, those in the area of effect must save vs. Spells or be
Morale: 7 rendered unconscious (as if by sleep) for 2d6 rounds. A
Treasure Type: F killing blast allows a save vs. Death Ray, with failure
XP: 1 HD 37 (49); 2 HD 100 (125); resulting in immediate death. Mindless creatures and the
3 HD 175 (205); 4 HD 280 (320); undead are unaffected by this attack. Add +2 to the
5 HD 405 (450); 6 HD 555 (610); saving throw if the victim is more than 20 feet from the
7 HD 735 (800); 8 HD 945 (1015) thulid, or +5 if more than 40 feet away.
A Thulid is a highly intelligent man-like creature with a A Helm of Telepathy adds an additional +4 to saving
squid-like visage, having four to ten tentacles surrounding throws. Further, when such saves are successful, the
a beak-like mouth. Though omnivorous, a thulid prefers attacking thulid is stunned for 1d4 turns.
the brains of sentient creatures as food. It can read minds
(as the ESP spell) and communicate with each other When encountered away from their lair, a group of thulids
telepathically. It can speak Common, usually to command will generally consist of at least one fully mature (8 HD)
slaves. thulid, with the remainder having 2d4 HD each. See
below for details on thulid growth and maturation.
A thulid uses its tentacles to extract the brain from a foe. It
takes 1d4 turns for the tentacles to reach the brain, killing Thulids are actually a strange sort of parasite. When a
the victim. As this process takes a long time, it is not done group of thulids are encountered, the GM should roll
during combat. In fact, most thulids are disinterested in 1d20. If the result of this roll is equal to or less than the
number encountered, one of the thulids is ready to spawn.
physical combat, preferring to use their mind blast (see
below), magic, or slave creatures for this purpose. Do not count thulids who have only a single HD, as these
are not mature enough to reproduce.
About one-quarter (25%) of thulids are Magic-Users (roll
1d8 for level). The experience point value of a magic- If a thulid is ready to spawn, it will notify its brethren which
of their opponents it wants to impregnate. The group will
then attempt to render the target host unconscious
(generally by using the stunning form of mind blast) while
removing other opponents as expeditiously as possible. If
the thulids prevail, the pregnant one will begin using its
tentacles to penetrate the skull of the subdued opponent,
but instead of extracting the brain, an egg will be laid. The
subdued opponent will then be bound and carried off by
the thulid party. Thulids seem to prefer male host bodies,
for no apparent reason. Humans are preferred over elves,
and elves over dwarves or halflings.
The egg hatches in 3d6 hours, but as the brain feels no
sensation the victim will not realize this. In another 1d6
hours the victim will become confused (as if by the spell
confusion), then in 2d6 more hours will fall into a coma.
Up to this point, the condition is reversible with a cure
disease spell, but after the coma begins, the growth of the
infant thulid cannot be stopped in that way. In 3+1d6
days, the victim will suddenly awaken, still appearing
normal but with the psyche (and mental blast power) of a
thulid. The newly-spawned thulid can speak the thulid
language as well as any languages formerly known by the
host body, though little or none of that host's mind is left
otherwise.

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Basic Fantasy Field Guide Volume 1 Monsters

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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Monsters Basic Fantasy Field Guide Volume 1

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.

Armor Class: 16 (13) Violet Fungus


Hit Dice: 1+1
1 bite or 1 weapon Armor Class: 13
No of Attacks:
Hit Dice: 2*
Damage: 1d3 bite, by weapon
No. of Attacks: 4 tentacles
Movement: 30'
Damage: 1d6 + poison
No. Appearing: 1d6, Wild 2d10, Lair 2d6x10
Movement: 10'
Save As: Fighter: 1
No. Appearing: 1d6
Morale: 5 (see below)
Save As: Fighter: 2
Treasure Type: P each, C in lair Morale: 12
XP: 25 Treasure Type: None
A Vermen is a medium-sized furred humanoid with a XP: 100
rodent-like head and tail. It has a long torso and limbs. It A Violet Fungus resembles a shrieker, and is often found
tends to slouch forward when walking upright, giving it a growing among them. Its coloration ranges from purple
hunched appearance. A vermen’s fur varies in color, but to gray. In combat, a violet fungus flails about with its
all have red eyes. It wears clothing and armor that is tentacles at any living creatures that come within its reach.
soiled and patched together. The attacks of the fungus are poisonous; any creature hit
Individually or in small groups, these creatures are must save vs. Poison or lose one point of Constitution.
cowardly, but in larger groups they become much braver; Any character reduced to zero Constitution dies.
any group of 16 or more will have a morale of 8. Any Constitution points lost to this poison will be regained at a
group of 20 or more will have a leader of at least 4 HD, rate of one per day.
and such a group will have a morale of 10.
Will-o’-Wisp
Vermin Queen Armor Class: 29
Armor Class: 13 Hit Dice: 9** (AB +8)
Hit Dice: 6** No. of Attacks: 1 shock
No. of Attacks: 2 claws or weapon Damage: 2d8
Damage: 1d6 claw, by weapon Movement: Fly 50'
Movement: 40' Fly 20' No. Appearing: 1d4
No. Appearing: 1, Wild 1d3, Lair 1d3 Save As: Fighter: 9
Save As: Magic-User: 6 Morale: 12
Morale: 9 Treasure Type: None
Treasure Type: F XP: 1,225
XP: 610
A Will-o’-Wisp is a faintly-glowing sphere of light that is
A Vermin Queen is a colony of horrid, intelligent black yellow or white. It is easily mistaken for a lantern,
beetles with the ability to assume the guise of a beautiful especially in the foggy marshes and swamps where it
human or demihuman. It uses this disguise to waylay typically resides. A will-o’-wisp’s body is a globe of spongy
travelers in order to devour his or her flesh and steal their material about 1 foot across and weighs about 3 pounds.
skin. When a vermin queen eats a living human, Its body sheds as much light as a torch. It has no vocal
demihuman, or humanoid creature, another beetle is born apparatus, but can vibrate to create a voice with a ghostly
to the colony. When the swarm gets too big to sound.

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A will-o’-wisp usually avoids combat. When it is forced to Wolverine


fight, it emits small electrical shocks. A will-o’-wisp is
immune to all spells except magic missile. A startled or Normal Giant
frightened will-o’-wisp can extinguish its glow, effectively Armor Class: 14 15
becoming invisible. Hit Dice: 3 4
No. of Attacks:2 claws, 1 bite 2 claws, 1 bite
Wolf (Winter & Worg) Damage: 1d4+2 claw, 1d6 bite 2d4 claw, 1d6+2 bite
Winter Worg Movement: 30’ Climb 10’ Burrow 40’ Climb 20’ Burrow
1' 2'
Armor Class: 15 14
No. Appearing: 1 1
Hit Dice: 6* 3
Save As: Fighter: 3 Fighter: 3
No. of Attacks: 1 bite or breath 1 bite
Morale: 9 or 12 (see below) 9 or 12 (see below)
Damage: 1d6 bite, 4d6 breath 1d6
Treasure Type: None None
Movement: 50' 50'
XP: 145 240
No. Appearing: 1d4, Lair 1d6 1d4, Pack 1d6
Save As: Fighter: 6 Fighter: 4
The Wolverine is a furry animal with a squat, powerful
Morale: 7 7
body. Its strong forelimbs are armed with long claws for
Treasure Type: U in lair only U in lair only digging. The adult wolverine is about the size of a medium
XP: 555 240 dog, with a length of 2 to 3 feet, a tail from 1 to 2 feet
long, and weighs 20 to 35 pounds. The males are as
A Winter Wolf is a dangerous predator that grows about 8
much as 30 percent larger than the females. The giant
feet long, stands about 4-1/2 feet at the shoulder, and
wolverine is 4 to 5 feet long, its tail is 3 feet long, and it
weighs about 450 pounds. This wolf typically hunts in
weights up to 80lbs.
packs. Its size and formidable breath weapon allows it to
hunt and kill creatures much larger than itself. A pack In appearance, the wolverine resembles a small bear with
usually works to circle and knock down its prey. a long tail. It has been known to give off a very strong,
extremely unpleasant odor, giving rise to the nicknames
The breath weapon of a winter wolf is a 15 foot cone that "skunk bear" and "nasty cat." A wolverine that takes
can be used once every 1d4 rounds for 4d6 cold damage; damage in combat flies into a berserk rage on its next turn,
a save vs. Dragon Breath for half damage applies. The clawing and biting madly until either it or its opponent is
bite of a winter wolf also deals an extra 1d6 points of cold dead. While in its rage it has +2 to hit but -2 to AC.
damage. An individual hit by a winter wolf's bite must
save vs. Death Ray or be knocked to the ground prone. A Wug
winter wolf is immune to cold effects.
Armor Class: 12
A Worg is a thoroughly evil creature with gray or black fur.
Hit Dice: 1
It is 5 feet long and stands 3 feet tall at the shoulder, and
weighs 300 pounds. More intelligent than its smaller No. of Attacks: 1 weapon
cousin, a worg speaks its own language. Some can also Damage: 1d8 punch, by weapon
speak Common and goblin. Movement: 40'
No. Appearing: 2d4, Wild 3d6, Lair 10d6
Mated pairs or packs work together to bring down large Save As: Fighter: 2
game, while a lone worg usually chases down creatures
Morale: 8
smaller than itself. Both often use hit-and-run tactics to
exhaust their quarry. A worg that hits with a bite attack Treasure Type: E (Lair Only)
can attempt to trip the opponent as a free action. The XP: 25
target of the trip attack must save vs. Death Ray or fall to The Wug are a race of nasty, brutish humanoid frogs.
the ground. They infest swamps and other waterways, regularly
attacking other humanoids in search of loot and sacrifices.
A wug resembles a bipedal frog with a wide mouth,
bulging eyes, and splotchy green skin. An adult stands
around 5 feet tall and weighs around 180 pounds; males
and females are roughly the same size, and non-wugs
cannot generally tell them apart. A wug generally goes
about naked except for a belt to carry its knives and
pouches. All wug tribes are led by a shaman (HD 4, 4th-
level Cleric), and any group of 5 or more is lead by a sub-

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Monsters Basic Fantasy Field Guide Volume 1

charm, and hold). A flesh eater zombie may be Turned


by Clerics (as a zombie). It feasts on the flesh of living
creatures, preferring to target intelligent humanoids.
In combat it is surprisingly quick, and attacks with a flurry
of claws and bites. While its claws are capable weapons, it
is the creature's bite that is most deadly. Those who are
bitten and survive have a 5% chance per point of damage
of contracting a fatal disease, causing death in 2d4 turns.
Those who die from this disease rise in 2d4 rounds as a
flesh eater zombie. Cure disease will prevent death, or if
cast on the corpse after death, will prevent the corpse from
rising.

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

A Flesh Eater Zombie is an undead creature similar to a


zombie but even more dangerous. Like all undead, it is
immune to spells that affect the mind (including sleep,

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Basic Fantasy Field Guide Volume 1 Monsters

Zombraire (and Skeletaire)


Zombraire Skeletaire
Armor Class: 12 (see below) 13 (see below)
Hit Dice: 2* (variable) 1* (variable)
No. of Attacks: 1 dagger or 1 spell 1 dagger or 1 spell
Damage: 1d4 or per spell 1d4 or per spell
Movement: 20' 40'
No. Appearing: 1 1
Save As: Magic-User: by HD Magic-User: by HD
Morale: 9 to 12 (see below) 12
Treasure Type: None None
XP: 100 (variable) 37

A Zombraire is a free-willed undead Magic-User. Like the


zombie it resembles, a zombraire moves silently, is very
strong, and must be literally hacked to pieces to be
destroyed. However, it does not suffer the initiative
penalty common to ordinary zombies. It takes only half
damage from blunt weapons, and only a single point from
arrows, bolts, and sling stones (plus any magical bonus). It
may be Turned by a Cleric (as a wight), and is immune to
sleep, charm, and hold spells.
A zombraire slowly rots away, and as it does it loses its
sanity; this is represented by the variable morale listed. An
insane zombraire fights to the death in hopes of being
slain, thus ending its tortured existence.
The given statistics are for a zombraire formed from a 2nd-
level Magic-user; the HD and saving throws of a zombraire
are based on the level it had in life. A zombraire can cast
spells as it did when living, but cannot learn new spells.
The statistics above are for a skeletaire formed from a 2nd-
A Skeletaire is the final form of a zombraire which has
level Magic-User. A skeletaire will have HD equal to the
rotted away completely. It takes only half damage from
character's level minus 1, and will save as a Magic-User of
edged weapons, and only a single point from arrows,
the level equal to its HD. The skeletaire cannot speak, but
bolts, and sling stones (plus any magical bonus). It can be
still retains the ability to prepare and cast spells as it did in
Turned by a Cleric (as a zombie), and is immune to sleep,
life (but like a zombraire, it cannot learn new spells).
charm, and hold spells. A skeletaire never fails morale,
and thus always fights until destroyed.

79
Open Game License Basic Fantasy Field Guide Volume 1

Open Game License


INTRODUCTION depictions, likenesses, formats, poses, concepts, themes
The Basic Fantasy Field Guide Volume 1 (hereinafter “the and graphic, photographic and other visual or audio
Field Guide”) is based on the System Reference Document representations; names and descriptions of characters,
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Designation of Open Game Content: The entire text of the
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to identify itself or its products or the associated products
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Designation of Product Identity: Product identity is not edit, format, modify, translate and otherwise create
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2. The License: This License applies to any Open Game
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Game Content may only be Used under and in terms of this
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http://www.wizards.com/d20 5.Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
OPEN GAME LICENSE VERSION 1.0A represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights
The following text is the property of Wizards of the Coast,
conveyed by this License.
Inc. and is Copyright 2000 Wizards of the Coast, Inc
("Wizards"). All Rights Reserved. 6.Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include the
1. Definitions: (a)"Contributors" means the copyright and/or
exact text of the COPYRIGHT NOTICE of any Open Game
trademark owners who have contributed Open Game
Content You are copying, modifying or distributing, and You
Content; (b)"Derivative Material" means copyrighted
must add the title, the copyright date, and the copyright
material including derivative works and translations
holder's name to the COPYRIGHT NOTICE of any original
(including into other computer languages), potation,
Open Game Content you Distribute.
modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in 7. Use of Product Identity: You agree not to Use any
which an existing work may be recast, transformed or Product Identity, including as an indication as to
adapted; (c) "Distribute" means to reproduce, license, rent, compatibility, except as expressly licensed in another,
lease, sell, broadcast, publicly display, transmit or independent Agreement with the owner of each element of
otherwise distribute; (d)"Open Game Content" means the that Product Identity. You agree not to indicate
game mechanic and includes the methods, procedures, compatibility or co-adaptability with any Trademark or
processes and routines to the extent such content does Registered Trademark in conjunction with a work
not embody the Product Identity and is an enhancement containing Open Game Content except as expressly
over the prior art and any additional content clearly licensed in another, independent Agreement with the
identified as Open Game Content by the Contributor, and owner of such Trademark or Registered Trademark. The
means any work covered by this License, including use of any Product Identity in Open Game Content does
translations and derivative works under copyright law, but not constitute a challenge to the ownership of that
specifically excludes Product Identity. (e) "Product Product Identity. The owner of any Product Identity used in
Identity" means product and product line names, logos and Open Game Content shall retain all rights, title and interest
identifying marks including trade dress; artifacts; creatures in and to that Product Identity.
characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs,

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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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